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Psi-bolt
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Corner-case power for S.T.A.R.T. vendor
Psi-bolt replied to srmalloy's topic in Suggestions & Feedback
I think this is the right solution. There no real gameplay to looking around for random glowies. -
If I were on a normal PUG just doing a TF or whatever and someone just told me straight out that they are having fun using, I wouldn't be annoyed, I would think that was awesome. Personally, I find it more tiresome when folks try to convince me that they are being "effective" using KB. No, you're not. You are having a good time and that's what we play games for. I feel exactly the same way when I see a non-tank using Fold Space constantly. If you're having fun, that's the best and only excuse needed.
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Is that true though? I don't know that anyone wants realism in this game in particular. I don't expect the OP to care, a year later, about my response, but I would tend to just be honest. Say something like, "I'm sorry [insert player name here], I play an Energy Blaster specifically because I enjoy KB and want to use it. I understand that it can be annoying sometimes, but it's really fun to cause enemies to go flying and I hope you can indulge me." I wish more folks could just be honest about this. There really isn't many use cases for KB in relation to KD or KU. KD/KU is just better to keep things in place. The reason to use KB is that it's fun. If you're going to make the team go slower, then lean in for goodness sakes. Send crap flying. Be an engine of chaos. Don't hover over the spawn to effectively just cause KD. If you're going to be a KB player go for it.
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That's fair, but that wasn't what I suggested. I specifically just want to make Tina a level 40-50 contact. Not just to deal with outleveling but because her missions "feel" (subjective I know) more appropriate to the end game. In that respect, you would still have to do her arc without the Ouro lockout.
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You are correct, but it's an eleven part story arc (I have it down to a science, but not everyone does). The one part with Ouroboros is that you're locked out of everything else until you complete it. It's why when I'm leveling an alt I like to ensure that I get to Tina before 45. But you really didn't respond to the idea, do you have an issue with extending Tina's range or are you just being contrarian (not that there's anything wrong with being contrarian, it allows folks to refine their ideas)?
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May I suggest a friendly amendment: I think regarding Siege it would be sufficient if Maria was coded to always give the Siege mission first instead of the Infernal stand alone mission. Infernal is already in the story arc. Regarding Anti-Matter, I really, really think it would be better if Tina McIntyre had a 10 level range from 40-50. She's a pretty unique contact in that level range in that her main story arc has to do with the threat of the Praetorians just like Maria. There's also a precedent because the RWZ story arcs can be done from 35 onwards. To be honest, I think that Portal Jockey is already a pretty easy accolade to get and don't think it's a big problem that you have to do two story arcs to get Dimensional Warder. I don't have a problem with the OP suggestion exactly, but I think the biggest problem is the outleveling of Tina's arc.
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A toggle that allows me to change all of my KB powers to KD. Kheldians to get similar levels of mez protection as Bane Spiders do. Shorten the Synapse (or break into two like Positron) and Citadel Task Forces. Give Force Field and Sonic, sleep protection in their AoE protection toggle. [EDIT] Assign Tina McIntyre and Maria Jenkins a specific portal in Portal Corp so we aren't running all over the place [EDIT] Reduce cooldown of Team Transporter, Assemble the Team, and Mission Transporter to 10 minutes [EDIT] Allow pure heroes/villains to visit Rogue Isles/Paragon City respectively, even if it's very dangerous (like the drones will target you) [EDIT] Give VEATs, Sentinel Epic power pools
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Sorta on-topic, but honestly the game is in such a good state right now IMO. This last major patch really put the game in a good place.
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I was thinking about new Incarnate slots and what they could do and what if, new incarnate slots improved the current incarnate powers. Something like an Alpha slot but it only works on Interface, Judgment, Destiny and Lore. Genesis Trees Force (Improves Damage & Damage Resistance/Healing [for Destiny]) Alacrity (Improves Recharge of the activatable powers & Proc Rate [for Interface]) Precision (Improves base Accuracy & Area of Effect [for Destiny]) Substance (Improves all secondary effects) Obviously, this would have to be heavily workshopped, but you get the general idea.
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You joke, but could you imagine how awesome it would be if you could instantly build a small cottage that had services like crafting stations, stores, trainers and the like? 😌
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What if someone genuinely enjoys maximizing their DPS, efficiency, etc.? Why is your idea of fun more valid than theirs? Personally, I'm somewhat in the middle. I don't do pylon tests and all that nor do I obsessively min-max my characters, but at the end of the day, this is a game. It's not unreasonable to just want to do really well at the game. This response doesn't really relate to KB, but more to the general idea that there is a "right" way to have fun. Back to KB, this is why I would like a KB-KD toggle that you can buy at START. That way people can decide for themselves how they want to play. Yes, some team leaders and some teammates will ostracize those who won't use the toggle. That's OK, that's those players enjoying the game the way they like to play. Nothing stops the KB player from starting their own team, like you suggest here.
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I guess it depends on what folks consider a significant build sacrifice. I usually don't spend a lot of time min-maxing for proc activation rates to be honest, so I might be leaving some offense on the table. I usually find the sacrifices needed to stack recharge very high to be more distasteful, recognizing that recharge helps both offensively and defensively.
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I more or less agree with this statement. I will say that stacking Smashing and Lethal resists to max is usually extremely easy and doesn't require any significant build sacrifices. Just doing that, I find that I'm around 30-40% resists in everything else without trying to be.
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This is not a criticism, but I think your post and especially the highlighted statements reflects how much of a change in approach Regen needs over other sets. Everyone has their own playstyle and like I said, I'm not criticizing yours. But for me Regen is near perfect in its current iteration. The way I build is to stack as much resistance and regen as possible with additional HP on the side (although I don't build for it). I always cap out Smashing and Lethal resists and get as far as I can with the reset. For most of the my regens I ignore defense altogether (although my Scrapper does have an experimental build that does very well.) I don't think the set is particularly recharge dependent these days. With SOs maybe, but certainly not with an IO build that layers defensive options. I have a Regen in every AT that allows it, and while most of them have all the powers, I barely have to activate the click powers. Most of the time I only use MoG when I know I'm dealing with a large amount of non-Smashing, Lethal damage. My Regen Tanker doesn't even have Reconstruction and I don't miss it. Even where I do have it, I don't always treat it as a burst heal. I have one character that has a resist set slotted for the set bonuses. One of the things I love about Regen is that it requires a completely different approach than other sets and it really pays off when you go in a different direction.
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Not to hijack the thread, but I always wondered why they didn't give Dominators pure Blast secondaries. I just don't get the idea of forcing squishy characters into melee range. Blasters I can kinda see it because they have a choice and it's goes along with the suicidal playstyle.
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Reconstruction can be pretty easily skipped. Low level, it's helpful, but not up enough to delay attacks or other powers like Tough. Reconstruction is a good power but once you layer on enough resists, you won't need a burst heal as often. I usually still take Reconstruction very late in the build because I often run out of powers I want at the 47 and 49 slots.
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You say that like it's a bad thing. 😁 Seriously though, I would love the God-tier opponent to go along with them.
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I feel that, but I think we could have more Incarnate abilities that are passives like Alpha and Interface. I understand the whole theory of having super strong flashy powers that you can only use every so often, but heck I would love moderate boosts that are on all the time. Even if they were a toggle.
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I somewhat jokingly need to thank KB for putting my altoholism in remission for awhile. This last week, especially with Market Crash as the WST, I have been playing my many level 50s and having a blast. I really wanted my next alt to be some sort of ranged blast having character but I have run out of options that don't have an AoE KB power. I don't want to pay the slot tax so I've been working on T4s Incarnate powers and earning money. Nice thing is when I can't wait any longer, the next alt will start with a nice inheritance.
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I don't think it's quite as bad as you're making out, but I do see the issue. I was playing my Katana Scrapper yesterday and there is a drop off in damage when you're fighting robots. But it's not most enemies and there are multiple ways to mitigate the drop off. For my part, I use reactive's fire proc and Assault Hybrid's energy proc along with various individual power procs to help with this.
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As an aside, Tina should really be 40-50. Her Praetorian arc has three of the Praetors in it. She has one of the Portal Jockey required missions (although you just have to run in the mission and run out).
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Cut the filler from the Synapse TF (spoilers)
Psi-bolt replied to Psi-bolt's topic in Suggestions & Feedback
I actually would have been fine breaking up Synapse into two Task Forces like with Positron, but when I wrote the OP, I went back and read the story for the TF and the second part is really no story at all. It's literally just track down the Clockwork King and beat him up. Presumably because of the events in the first part. So this would require a bit more work from the devs IMO to make the second part into a legitimate TF, but it definitely could be done. -
This is very true. ST powers with guaranteed KB are very good and I almost always take them when they are available. I like the way that you frame the issue as well and it argues strongly in favor of a less onerous means to manage KB in powers where it's not the primary effect.