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ValiantBlu

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Everything posted by ValiantBlu

  1. To my understanding Energy Drain is the biggest problem for why EA would be OP on Tankers. That being said I'm just a little bit confused about it why that's an issue for porting the set. If it would be OP on Tankers, why is it not OP on Brutes or Scrappers? I see so few people using it as opposed to, say, Invulnerability, Stone, Shield, and Fire (for farmers obviously), and as far as my experience with EA goes while it's very strong with IOs it's an extremely difficult set to use until you get your sets going. I know someone mentioned earlier you can get crazy high defense numbers with just SOs, but I felt squishy on my EA Brute until about Vet level 20. I don't know I felt incredibly squishy for a Brute until I graduated from SOs (and this being my first HC character, it took me awhile to upgrade), and even then it took a lot of sets to feel nigh invincible. Now since Tankers would start with higher base defense it wouldn't be a as difficult, but considering how much easier it is to get, for example, Rad Armor up to an acceptable level vs +2 enemies before IOs I'm failing to see the point here. But suppose I'm wrong, which is honestly most likely, and Energy Drain just provides too much defense to be able to port to EA as is, why wouldn't it just be simple enough to reduce or remove it entirely? Basically, if it's a problem for Tankers, it seems like it should be a problem for other classes, and should just be fixed altogether. Whether or not that's the case, that shouldn't disqualify it from Tankers since there's still a pretty easy fix to that.
  2. So, I haven't played this game since like 2008, I came back around November(?) and I was a kid when I last played, I had no idea what I was doing and so I didn't exactly bring much knowledge with me when I did return. My first Homecoming main was my EM/EA Brute, and I very much enjoyed the sets aesthetically but I struggled because I didn't fully understand how to build him (I still don't fully understand, but I've improved my build by a lot since I hit 50). I just really wanted the flavor of a tanky boi who uses energy to attack and defend. EM/EA brute fits the bill for sure, but since I didn't understand how to build him, I wasn't a huge fan since I just felt super squishy as a tank (which I would later learn was a me problem). I've rerolled the toon a bunch, trying different combinations of Brutes and Tankers, eventually coming back to the original (thankfully I had the foresight to rename rather than delete). So at first I thought it just wasn't a viable Tanker set since it was based on Defense instead of Resistance, that would explain why I felt so squishy using it, right? But then I realized that SR is a Tanker set based almost entirely on positional Defense (whereas EA is based on damage types). Then I decided it must be because positional Defense is just more viable than damage type Defense since it's easier to stack a bunch of defense bonuses into Melee Defense or AoE Defense, but I would later learn that my Brute is kinda tanky af once I got a clue how to build him, I also learned that base value of SR's Defense bonuses changes between Brutes and Tankers by a lot (Focused Fighting grants 18.5% base Defense on Tankers, 13.9% for Brutes); now granted SR does not grant you infinite energy, but it does buff your speed and attack rate. Then I decided maybe it's not a Tanker set because it grants stealth, and that's not very useful for a Tank, but then DA Tankers exist. Maybe because it grants like infinite energy and you never have to worry about running out of power between Energize and Energy Drain, but then Invulnerability gets a ton of passives that cost literally nothing, and having all toggles on costs less than 1 point of end/sec. Finally today I just realized there's really no reason why EA shouldn't be available to Tankers. It's kind of a great foil to DA as well, both are based primarily on toggles, but one grants resistance and the other grants defense, both have stealth powers, one steals enemy health the other steals enemy end, and in that way it offers something kind of great to the Tanker class. Plus, aesthetically, nothing else looks like it. You get a unique flavor and playstyle. TL;DR EA should be a Tanker set. It would not be an easy set to use as a Tanker, but looking at how similar it is to sets like DA and SR, and how tanky EA brutes can become, I actually don't really see what the problem is. Aesthetically it has a very unique flavor that other Tank sets just can't deliver, and the playstyle is fun as heck. The only really necessary change is improving base Def values to make it on par with SR.
  3. I have just a couple requests that could very much improve the quality of character customization and QoL obviously with binds and macros you can make some of this stuff work (bind r to autorun + flyposeX) but why can't some of these be edited via the tailor? For example, can we have stances for our travel powers? Ninja run for Super Speed or Super Jump for example (so you run normally with SS/SJ off, but once you turn it on you switch stances). Flyposes could become flight stances. That would be pretty cool. As it stands you have to either have to have ninja run or beast run or slide as your default stance all the time to get these effects, or you just don't get them at all (since travel powers deactivate your prestige ninja run/beast run). Slide available on Flight or SS would be great too, and could be combined with the next suggestion to make more custom travel powers: Travel Power auras. So for example, when you toggle flight you could also activate the frost path aura, combine that with the slide stance to make an ice slide looking travel power. Fire flight? Fire aura + flight. You could use the cloud path aura + flight as well. Wake and SS + slide, Blazing and SS + beast, there's a lot of different flavors here that you could create by combining auras and stances with travel powers at the tailor. The last update provided stance changes and this is just the next natural step in progression.
  4. HEY what about this instead of power siphon just functioning like a build up, what if it changed your attacks as well? So get this, you pop Power Siphon, and you get a 15-20 sec buff where you siphon damage from enemies but in addition to that your attack animations become faster (replace the open palm attacks with some of the more standard animations). So like Smashing Blow becomes that double handed overhead from other sets (Bonesmasher), Focused Burst becomes the one handed ranged cast (like Neutrino Bolt), Burst becomes the ground pound (Atom Smasher), and so on. So without power siphon, you maintain the versatility of the set, but the downfall is that you don't really have much else going for you, but when you pop power siphon you're able to really cut loose. Thoughts?
  5. Honestly I would just settle for the standard animations at this point. The set has really nice abilities for my tank but the more I play it the less I'm enjoying my noodle arms. It's just slow and feels bad.
  6. I just want more animation options Like I don't want a fiery melee toon and be forced to swing around a fire sword or make people talk to the (fire) hand. I just want to punch people with fire, the KM melee animations would also look amazing on fire. I'd also like to see more fx options, particularly minimal fx options. Ice armor looks good when you cover your body in blocks of ice, but it also looks great with minimal fx turned out, and you're basically just covered in frost. We need more of that Basically, any power with non-standard animations should have standard animations as an options. EDIT: oh and minion customization for MMs pretty please
  7. If any of y'all remember a weird little kid named Strange Ninja or PB Jason, present
  8. I agree that the set just doesn't get enough value per button. Something has to give, end cost, speed, or damage Personally, I think the set has too much versatility to buff the damage, reducing end would help but it's not going to make the set more enjoyable to use. I would say the best way to fix it is to fix the speed. Kinetic support is all about buffing your team by taking from the enemy, KM should follow that as well. For example, an attack could have a chance to grant +rech and proc -rech on your opponent, this would not only be a buff to the set, but would give KM some more identity as well. Maybe a +/- defense attack could be great as well, or +/- movement speed. That's just what I'd like to see.
  9. It is, in fact, Zephyrus. The laptop runs every other game I've put on it just fine minus KOTOR2 (but that game gets really finnicky with newer systems I'm told, and mods have helped with that as well). As an update to my problem, I've changed the graphics settings and haven't had an issue since. I had it set to Ultra mode since the game prompted me to from the beginning. Interestingly, my exact process was switching to "recommended" settings, then I customized my settings to be identical to Ultra mode (without using that preset), and ever since I did that the crashes have stopped altogether. Frankly, the game runs smoother than ever, even before it started crashing it would stutter constantly, and now it just works.
  10. Hey so I'm having trouble running the game consistently. When I downloaded the game I had 0 issues until about a day in when I experienced my first crash. Since then the crashes have been increasing in frequency, to the point where the game crashes (sometimes resulting in a blue screen) on launch. Anyways, I checked out my drivers and discovered that my graphics card driver was outdated, so I updated it. Since updating my driver the blue screen crashes have ceased, but the game is still unplayable for me; now the game crashes when I load the character select screen, occasionally, but consistently it crashes whenever I switch maps (take the train, enter an instance, etc.) Asus laptop (Republic of Gamers) i7 processor, 9th gen GeForce RTX 2060 16gb RAM 8gb GPU Windows 10 What the heck
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