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Spaghetti Betty

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Everything posted by Spaghetti Betty

  1. Oh, and one more Frigid Whisper (surprised I got this name btw), Katana/Ice Armor Stalker
  2. Cross Scar, Street Justice/Willpower brute Heavily inspired by Armor King from Tekken, if you couldn't tell Black Orchid Sky, Water Blaster/Nature Affinity Corrupter Beatwing, Staff Fighting/Super Reflexes Scrapper
  3. I would make passing cars deal damage and kb. Imagine fending off a Rikti Invasion and you get hit by a car. What a jerk. It goes both ways. Imagine your average lowbie has a street sweeping mission, turns a corner, and runs into a giant mob. You run out into the street and they get plowed through by a box truck. This started as a joke, but makes me wish for things that made street sweeping more interesting in all honesty. Revamp street sweeping!
  4. "Done"? What is "done"? You mean people can just be finished playing a character? Incomprehensible.
  5. I don't think that game balance is too important in an MMO from a player-to-player perspective, but more so a player-to-enemy perspective. There's a lot of powerset combos in this game that just mow down everything in front of them. Seriously, if you renamed the game City of Lawns, I don't think there would be much of a difference. And it's a hard thing to fix. Do you scale back sets like TW or PSI melee? Do you make the enemies stronger? What about the sets that don't do as well? My philosophy when it comes to game balance is if you have a big gap where some things are wildly more successful than others, you always buff the weak things first. This goes for villain groups too. Some of them are a result of the power creep (Hey guys, we know we turned you into gods and you want harder things to fight so here's a bunch of robots with high s/l resist and shoot you a million times with nrg bullets that also make patches of fire), and I feel like that's where the newer stuff ended up being balanced around. I remember when Vahz were considered difficult, but back then powersets were much more simple. Now sewers are a walk in the (smelly) park. I'd much rather see weaker sets brought up first, and some adjustment to enemy strength as well than I would like to see things get nerfed. Oh but if there's one thing I'd like to see tuned down a little bit is IOs. Holy trinity doesn't exist and all that but absolutely everyone being invincible kinda makes team gameplay a little uninteresting.
  6. This is the most recent DLC character added to Tekken 7. Look at him and tell me he's not an MA Brute.
  7. EM to me always sounded the most impactful. Whenever you hit something, everyone hears it for sure. That's just from a spectator viewpoint. I can't speak on its actual damage because all the hearsay about how gutted the set is strayed me away from trying it. As for looking at the set and touching it up, I can think of a few low impact changes that might help the set, but this is just my opinion - one of many. First of all, I would wanna change Stun. It's just too slow. I would give it the Cobra Strike treatment. Way more damage and possibly a faster animation so that it's worth taking. I would give Total Focus the double-handed Knockout Blow animation. And cut it down to about the same animation time (or possibly shorter) as KO Blow as well. And then for ET, I would honestly just increase the damage. I think the animation is fine, but the move should hit like a dump truck. If I'm channeling my life force into an all out attack, the opponent should be blown away, but right now the damage is comparable to other T9's at best. Also buff Whirling Hands. My far-reaching idea for the set is to give it a sort of "concussive strikes" gimmick. Maybe something like after hitting so many attacks on an enemy, the stuns start turning into low mag holds or something similar to that. I don't know how easy that would be to balance, but to me it compliments the impactful and overwhelming nature of the set.
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