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ValiantBlu
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I would argue that this makes no discernible difference in PvP Granted Nova and Dwarf forms offer visual cues to players of how to approach you, however with the speed you can swap forms at you could always start in one form to bait one approach and then switch forms immediately anyways; reaction time doesn’t count for much here compared to other PvP games, so there’s not much reason to try and squeeze in big damage for the 5 frames you spend in nova. Plus with all the power customization already in game. Visual cues are pretty muddied in pvp to begin with.
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Homage to Sue Storm from the Fantastic Four !!!
ValiantBlu replied to smnolimits43's topic in Defender
Thematically I feel like void skiff > flight but that obviously comes with several drawbacks, like not being able to change the color and not being able to use it in combat just something to keep in mind though, especially if any one of those things change in the future -
Just want to add on to this. As one person said, skipping your forms makes slotting easier since you now have less powers to slot. This is valid, but I'd argue the opposite, as skipping forms gives you less options for slotting For example: Peacebringers have 3 ST ranged attacks, 2 AoE ranged attacks, 2 ST melee attacks and 2 AoE melee attacks in human form. Taking Nova grants 2 additional ST ranged and 2 additional AoE ranged attacks Taking Dwarf grants 2 additional ST melee and 1 additional AoE melee You're robbing yourself of options by skipping either form One option, since all of these attacks have -def, is to slot the human powers with -def sets while slotting nova powers with damage sets. Undermined defenses only takes 2 slots for +2% damage, which you can stack on up to 5 powers. Attacks like gleaming blast you could slot for -def on human form and proc out on nova. Heck, proc em both, one for damage procs and the other for CC procs. Warshade's Sunless Mire has a much shorter cooldown in Dwarf form than in Human form On top of being able to stack both buffs simultaneously due to being separate powers entirely with separate slots and cooldowns, it also provides you the option to skip human form's Sunless Mire altogether. Dwarf's version of the power has a 20s cooldown, 10s duration, versus Human form's 120s cooldown 20s duration, yet they both provide the exact same stat bonuses. Dwarf's Mire, base stats, has 50% uptime, whereas human form's is 17%. If you had to choose between Dwarf's Mire and Human's Mire it's no contest. It will cost you less resources (hasten, global cooldowns, recharge enh, etc) to get 100% uptime on Dwarf's Mire, and it comes with an additional 4 powers to play with. "Just skip the forms" costs you a lot of build versatility and overall viability. I was not aware of this thank you So really the only questions I have after that are 1) Is it worth it (diverting resources from other changes/fixes/additions) 2) Does the community want it 3) If so, how best to implement
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My homage to Dr. Doom Rerolled a few times but the most successful iteration so far is Grav/Time Troller Maj. Mass
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No one is asking you to I'm asking you to stop repeating yourself multiple times actually
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That there's a non-lore reason for some Kheldian hosts to be so much more powerful Because they're AVs and they need to be, otherwise the game is less fun and the character (villain in this case) less interesting All we're asking for is a little more control over our customization to make the game a little more fun and our characters a little more interesting, it is really annoying that you spend so much time in the costume editor only to stare at the same 2 ghost-like models for 66% of your gameplay. Personally, I asked for "minimal fx" in the OP because I would like to set up some CC macros for changing forms, and create my own transformations This is also why I pivoted immediately after your first (and only useful) response regarding the model change. Couldn't Null just make my transformation costumes available slots to edit? These nonsensical arguments like So cosmetics should determine power strength? My guy, that goes against the core foundation this game was created on but you have the nerve to point fingers at other people because "MUH LORE". Balance has no place in a cosmetic discussion. Lore, to an extent, but no one is suggesting we get rid of the lore-based transformations, just more options. But what's really perplexing here is that for someone with no stake in this discussion... You sure do seem to be the one driving it If you have nothing of value to offer this conversation other than lore, maybe it's time to move on. As I, and others, have already pointed out your argument on power descriptions is inconsistent with what's actually in the game. Your argument on lore-limitations is inconsistent with that's actually in game. You're now, bizarrely, calling for gameplay balance changes as a trade off for cosmetic options. Please just stop, it's exhausting
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You are so close to the point if you jumped you would crush it under the weight of that thick head of yours
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lore and gameplay are separate. This is the same reason why Goku in DBFZ can be beaten by Krillin The same reason why picking Superman in Injustice isn't an instant win You can respect the lore without ruining gameplay "I don't like the lack of cosmetic options in this cosmetic centered game" "I'd like to be able to edit my transformation into any alien I want" "I'd rather not skip literally half my powerset to look a certain way" It's not nonsense because I don't like it It's nonsense because you keep repeating yourselves like "lore" is a self-evident reason to make bad design choices, both visual design and gameplay design It's not
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No I understood what you meant, but the ATs, imo, are balanced around the forms so I was definitely conflating the forms with the ATs The point of my comment was more to say that this is more of a balance problem than an aesthetic one
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If changing one cosmetic option makes them exactly the same, functionally, as a non EAT, but worse then yes, this is an argument against the class y'all keep saying "lore" like it justifies objectively bad choices you can have the last word, keep shouting nonsense
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If that's the case then that's even more reason why the HEATs need rework/rebalance That's not an argument against adding more cosmetic options, that's an argument against the class altogether
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Hilarious then I guess we can remove literally all buff powers from every powerset since, literally, every single one of them, is like popping an insp without using an insp Take your main, look at every single ability you have, and ask yourself, which of these would be unnecessary if I had unlimited inspirations As for the first part of your argument, is there a reason why every single Kheldian has the same 2 former hosts? As I've stated before, the most ideal solution would be to allow us to customize the transformations. Players looking for lore accurate Kheldian gameplay are free to not change the appearance, or change the appearance to some other alien they dream up and it would still be lore accurate. But you're right, all Kheldians should look exactly the same minus some very minor tinting. That's what makes them *epic*
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No you nailed it, I prefer my nipples hard rather than soft As someone else put it, one of this games selling points is looking the way you want So why do the HEATs disallow this? We can talk all day about how the changeling playstyle needs additional balance, but at the end of the day providing this as an option does nothing to change balance, nor does not providing this as an option. It's comments that portray the appearance changes as an actual drawback in terms of balance that are annoying because 1) they only prove this point and 2) they take the conversation well off topic TL;DR Balance this shit so it's balanced, not so it's ugly If the only thing keeping the class balanced is the necessary OP abilities are too ugly for most people to pick, that's not a balance choice, that's just a really bad design choice
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I just want to give this comment more visibility
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The forms are not appearances, at least not appearance only As you stated, they come with modifications to stats. Nova form grants a to-hit buff as well as a damage buff, on top of having access to 4 attacks, all of which slot uniquely to their human counterparts Dwarf form grants resistance, as well as having access to 5 abilities that, again, slot uniquely to their human counterparts. They also all have separate cooldowns. For example a WS could transform into a dwarf, pop Black Dwarf Mire, transform back to human, pop Sunless Mire, both attacks are identical in function, AoE minor damage +dmg (self) I could also slot both Black Dwarf Mire and Sunless Mire with FotG -res, allowing me to stack 2 -res debuffs on top of my self damage buff from both Dwarf and Human form. Then transform to Nova, now with 2 damage buffs, enemies (may or may not) have 2 -res debuffs stacked on them, and go around blasting in Nova form with my Nova form damage buff. Please explain how I could accomplish this without taking either of the forms as abilities. Not being cute, like, please explain this so I can recreate it in game with a human-only WS. The forms are not their appearances, this statement serves only to reduce them to a cosmetic change, either by ignorance or malice; and as you've already stated there are stat differences between the forms, I can only rule out ignorance. Cosmetics are only one component of the forms, and (personally, as well as I'm sure others) the HEATs would be a lot more enjoyable if that component were removed. TL;DR More cosmetic options are literally never a bad thing.
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Yeah, no I like the forms I don't like the look of the forms not taking the forms solves nothing good try at derailing though
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This is helpful So here's a suggestion Could Null add the "Kheldian_Dwarf_Peacebringer" costume to my costume inventory? and then from there I could modify it as much as I want, including the animations for the attacks (provided additional animations are made available to choose from). So, as a PB/WS player who aims to be lore-accurate, you could transform into some other species that have been Kheldian hosts that you, the player, imagine up. And for those of us that want to be "human-only" and without gimping ourselves, are also free to do so.
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Going back to my reply above, taking this into consideration only gives me more reason to want to add costume slots you can transform into. My understanding of the lore is that the Kheldian you bonded with has also bonded with the squid and the lobster. Odd that all Kheldians for some reason have bonded with the same host. Would be nice to see players come up with their own "former hosts" Also by this logic, Kheldians should not get access to any power customization at all. If it must be lore accurate then they should all have blue/purple abilities for PBs and WSs respectively... but no one is arguing that purple and red eye beams on a PB shouldn't be allowed Not sure why there's resistance to adding options that don't affect players that are free to ignore them
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I mean Granted I'm no dev, but I can literally change genders between costume slots, that's a model replacement no? Why not add, for example, costume 1 and costume 2 as options instead of "minimal fx" This would actual be ideal as you could still physically transform but you'd have full customization over it Hell you could add 2 costume slots to Khelds specifically for this purpose.
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Okay so I see this was posted here a couple months ago, but the thread is locked so I couldn't bump it. I'm also assuming that wasn't the first thread like this to go south so let me be absolutely clear. I am asking only for a cosmetic change to the Nova/Dwarf forms. This would not affect gameplay at all. Please stay on topic. I spend a lot of time on my costumes, I'd like to be able to see them when I'm playing a toon, also I've never really cared for the look of Nova/Dwarf forms and it's what lead me to playing Human-only Kheldians. With that said, I gave tri-form an honest to god try recently and umm... Jesus that is fun. But aesthetically, I am still disliking the form. A "Minimal FX" option would be ideal for these forms. All of the available powers have corresponding human variants that could be used except for taunt. Personally I'd say for Nova powers just use the human versions for the animations, for the Dwarf powers use the Dwarf animations (which are basically just super strength animations). The only reason I have a desire to run human only Khelds is for aesthetics, the transformations are especially boring since all Khelds look identical once transformed. More customization is never a bad thing.
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Kheld Combat flight > Hover animation
ValiantBlu replied to Hawk Enforcer's topic in Suggestions & Feedback
Big agree -
Given the goal of the build was to have sharks everywhere I think waiting for marine is the best choice
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What Is Your Reason For Choosing a Corrupter/Goals?
ValiantBlu replied to Paragon Vanguard's topic in Corruptor
I don’t play a ton of endgame content so take this with a grain of salt I’d compare Corruptor to Defender before Blaster, obviously they’re using the same pool of power sets so that’s a natural comparison but I understand that, due to their damage output the blaster makes sense too. Corruptor vs Defender comes down to the support set. I would choose a Defender for a more active set like time, these sets kind of require that you utilize most of the skills mid combat which is time spent not dealing damage. Conversely, fire and forget sets like force fields lend more to corr gameplay since you’re refreshing buffs between fights allowing you to focus on damage during the fight. Corruptor vs Blaster comes down to damage type. Pistols I would put on a blaster due to the AoEs which pairs nicely with defiance, whereas fire has a lot of single target attacks which pairs better with scourge My storm/storm corr I still wonder might have made a better defender for these reasons. I spend a good chunk of time popping /storm abilities to soft CC enemies to a point where I can go an entire mob and only fire like one storm/ attack because my team cleans up so fast. But then there’s times when I land that lightning snipe on a boss with cat 5 and build up on and watch the entire mob get struck by lightning at once with a few scourges popping up and I remember why I chose corr. -
Storm cell is really good. It moves slow but the recharge time/duration is enough that you can recast before it expires with just 2 rech IOs, no sets in the build; even better when you start putting sets on. Honestly it should be ready every time you reach a new mob. It also doesn’t draw agro so feel free to place it on the mob before you initiate, you will still have the opportunity to initiate with literally anything else. It also enhances cat 5, so you need it to maximize your nuke-nado. Couldn’t imagine playing storm blast without it tbh. Edit: Also you don’t want it to keep up with you. Storm cell deletes the repel function on jet stream, that’s a strong initiator for putting enemies in corners where you can maximize damage output, let it linger a little behind when you initiate then it converts to a knock once it does catch up. TL;DR If it doesn’t keep up with you just place a new one. Use the slow movement to your advantage.
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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.