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xl8

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Everything posted by xl8

  1. It's a delay and it slows you down significantly when you're doing it on a difficult mission with multiple resummons. The worst part is when you lose 1 hench pet and have to resummon and upgrade twice. Meanwhile you're dead, your other pets are taking significant damage, and/or team has moved on.
  2. Rather than having to upgrade pets every time they're summoned, just have the empowerment be a permanent selection from the primary pool. Keep it level dependent, so your level 15 exemped pets don't have access to lv32 upgrades. The current state of play puts MMs at a significant disadvantage with time consuming buffs. You're at the entrance only just on to your secondary buffs, while everyone else is halfway through the map. Time's have changed, let's have MMs catch up.
  3. A somebody already said in this thread, slow has be made redundant by current power levels, plus anything it might be useful on (AVs, itrials) have slow res. The sets and the aggro directed on to controller.
  4. Can we plz plz get the option to expand the top half of the email inbox? We can already expand the bottom (useless). Can we get the option for the top (useful) now plz.
  5. The utility is fine, the slotting is not. Also, the taunt would redirect back on troller once timed out, not desirable. Keep it 135 then. Chance to hold won't take alpha, it wouldn't hit 50%. Yes, I'm all in favor of modding trollers to focus on developing their powers. Thunderspy introduces pets early at T1 and has garbage powers at the T9. I'd place pets at T3 and make the group hold T9. You'd get a "hold nova" for your T9, and a 2nd and 3rd pet at 20 and 30. More development in leveling, rather than simply picking up powers
  6. Would be interested in @xl8's thoughts on the quoted suggestion though! While I mightn't think my proposed changes are overpowered, I'd like to see their thoughts on alternative proposals. I applaud any suggestions that are within the realm of possibility, not difficult to implement, and don't go too far in making a set OP. That said, I think all we have here is a word "frostbite", another word "brittle" and then a maybe damage, maybe -res half idea. I do like the idea of extended containment but it goes against the rules of the archetype, so I wouldn't expect to see it implemented. Too much of a cheat. So if we're talking theme based mechanics, it must, like all other them sets, run throughout the set--combo builder in street, blood frenzy in savage, rad's contaminated... For ice, and I see a nice opportunity for proliferation here, we can talk about "frostbite" and what it could/should do. What's the association? Damage and immobility stand out the most. Which brings me back to your original suggestion; without the taunt aspect, it works. I'd specifically like to see the immob side of this frostbite mechanic pushed. Say, 5 second stackable immob per application. What about the power "frostbite"? Well either we say goodbye, because Ice has a new immob mechanic running through 3 or 4 of its powers, and we get a new power (my preference but also the must difficult to implement), or... We keep frostbite as is, perhaps gathering some dust, and let ice have this perma frozen/immob aspect. Possible alternatives to frostbite the power... You could introduce a rain (snow) with -perception and -def (caught off guard) and/or -to hit. Not bad, but not very unique either. Same goes for a stalagmite clone in icicle form. You could introduce a minor pet, as dark has haunt to umbra beast, ice could have ice sprites to Jack Frost. Not unique, but definitely fun. You could introduce a snowball power that could work in tandem with existing powers, a control boost if you will. The only thing is, we're reliant on volunteers and changing numbers is a lot easier than creating animations.
  7. Some1 once suggested making the Medic a stand alone power. @crudevileterror echoed it above. I like this one. I'd also have him apply serum (PBAoE) with no crash, rather than serum be its own power. There's some really good suggestions in here already... But they do tend to lean towards meeting the standard rather than being interesting. I'd personally like to see the Mercs MM gain the option to choose to upgrade pets as different special forces; low damage/high survival (battalion), medium damage/buff (covert ops), or all out damage/low survival (marines). These could be within the power choices themselves (pick one, rest grayed out) or be like a swap ammo power. This is in effect the way the MM's stances work, but taking it a step further to compensate for mercs' weaknesses.
  8. "Utilizing it as it is should be it's own reward" vs "putting everything at least in the same field of play is a very healthy goal"... I think making glacier much stronger than other sets AoE hold would address some imbalance. It's good to choose a set based on a unique merit. I understand people's issues with AR and KM, and yes they could use a tweak, but they still have multiple strengths and can be used very effectively. I've suggested ways of making these unique without making them OP, including non root powers in AR and a speed boosting mechanism in KM. The second part of your statement, "putting everything at least in the same field of play is a very healthy goal", I completely disagree with for the reasons I stated above. And do you know what? I'm sure we can agree to differ. That's allowed.
  9. I think all sets should have a rule governing them and that if one outperforms another then that's just the way it is. I am totally against leveling the field. That is to say, if you play well with a weak power, experienced players will see it and that is it' sown reward. Conversely, if you aren't very competent, you'll role a fire blaster and feel comfortable. Correct. And it's an "earthquake", it should be more devastating. Again, leveling the field makes the game less fun to play. Variety, spice, all that. For the failings in the set's other powers. I'd rather it didn't hold. So KD, slow, placate... any of these. On that note, i also think Glacier rch time should be drastically cut down, less than half current time.
  10. And I would have looked if I wasn't.
  11. I'm on the road.
  12. Does Phalanx Fighting still work if your allies are defeated?
  13. Because the damage and taunt would open it the power up to far more damage proc than other sleep powers (it can already fit 4). The long rch would essentially turn this into an immobilizing, taunting mini nuke. (I mean, sign me up(!), but be prepared for complaints, nerfs and potential proc overhaul--the one thing I would try avoid at all costs, especially if tweaking ice was the straw that broke the camel's back). I agree Ice is underpowered, but the powers it can be paired with makes it very potent--such as the one i outlined. Plant is top tier because of seeds and carrion. Elec isn't great, it's fun and my Elec/Pain is a joy to play, but the numbers are low even with a fully proc jolting chain. Plus its heavily resisted. Cold, on the other hand, is number 3 in damage types . It can also be slotted with slow damage procs, not amazing, granted, but useful over time. Comparisons between slick and bonfire have only come about because of the KB to KD proc. Perhaps allowing some set enhancements in slick would be a fair buff. At present it can't accept any--which just goes to show how powerful the devs perceived its KD capability. I'd tweak shiver to compensate--90 degree ranged facing cone, 100% slow, -rch, minor damage, open to TAoE enhs.
  14. What do you want to do; support, attack (an ofender), bit of both, be unkillable? I always push for max offense with a debuff toon, as you'll likely be steamrolling mobs anyway. I'll give you some simple feedback before I post a build. Rch in a power affects the chance for a proc to fire negatively. Read @Bopper guide. If your power recharges in less than a second, the proc will never fire. Don't put proc in your tier 1 ranged attacks. Unless you like running into mobs and standing still, you don't need to chase def caps on a poison defender, practically everything you do is -tohit. Your build has 2 attacks until lvl 26--fine if you're running endgame content only, or are primarily a support toon, if not, you will want paralytic poison proc out. "Throw away" 1 slot powers you generally add at towards the end of a build. I wouldn't put leadership and fighting in early together, but prioritize getting t3 in one of them. @Sir Myshkin has tested proc extensively, look at his signature guides. multi stacking the same debuff proc is not beneficial. They renew instead of stacking and don't often fire in sequence. So... having one in envenom is more than enough. The archetype procs always have a large +rch component. Adding these to your quick rch attacks already filled with proc means they won't fire much.
  15. That would be so awesome! It wouldn't. Proc don't work so well in toggles, bar the rad melee toggle.
  16. Go play with your phone and don't come back.
  17. If you can be perceived by other means than sight, then you should be detected, no?
  18. 90 degree ranged facing cone, 100% slow, -rch, minor damage?
  19. Arctic air, frostbite, a proc out block of ice, and ice slick are key to the to the ice troller's attack. Esp. frostbite for containment. I only mentioned the main attack chain plus 50.
  20. Ice slick>Heat loss>sleet>frostbite>Frost breath>Ice Storm. Yes, sleet, breath and storm get proc out, but this AC will have you taking alpha (and the majority of kills) in itrials.
  21. Mbe at lower levels. Ice trollers are devastating at 50+.
  22. I think given the changes to bonfire, this would be justified, but it would have to work in a similar way--chance is only applicable on cast to avoid being OP. -Rch, minor damage, TAoE enhs... yes, the rest is too OP.
  23. I'd like to see in-game contacts requesting back up/offering bounties through radios and papers. They would offer a choice to... - Complete a mission from their arc (non-selectable, most likely timed, level equivalent) - Be sent to a hazard zone or 1 of the more interesting maps--Croatoa, Boomtown, Perez Park to face spawns equivalent to level and difficulty setting in a battle royale, - Open up contacts at your level - so you could face level 50 Frostfire, Chernobog, Broadkin...
  24. Only if it was unique in its own right, like the difference between dark on fenders and trollers. I'd be okay with it didn't make Superman/Hulk/Doomsday a scrapper. So no foot stomp, hurl, or hand clap and keep it at a more Wolverine strength level. Jab Punch Haymaker Back Fist - cone, same effect as hand clap/Assassin's Strike Blinding Feint (Dual Blades)/Build Up... OR... (for scrappers and Stalkers) "Berserk" PBAoE non-stealth breaking end drain, +dam, foe -end, -acc. May sound OP, but it works similarly to Soul Drain without the damage component. Confront/Placate Throw(shove) target - extreme damage and KB. Spinning Strike (Street Justice) Knockout Blow
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