Jump to content

BLVD

Members
  • Posts

    57
  • Joined

  • Last visited

Everything posted by BLVD

  1. I think this is a great idea. The argument against it would be that this is all available with the rikti practice dummies and tailored AE missions. I would argue that the practice dummies are only really useful for testing rotation animation times and endurance drain. I'd also argue that AE missions like 801.3 serve as a benchmark only for a very niche set of highly optimized tank builds.
  2. The other day I saw people complaining in the LFG tab that there were players doing Pylon DPS testing during a MSR. Personally, I've never come across this being a major issue but I could see having a solo DPS testing instance being overall beneficial. I could see the implementation being a testing tab within the LFG tab that has a Pylon Test event that you can queue for. The instance could just be a very small map with the single Rikti Pylon NPC. Expanding on that idea, here are a few additional suggestions: Give some kind of in-game metric to visualize DPS. Perhaps the same system that is used for the ski slope times could be used to display the time it took from the first attack on the Pylon until it had 0 HP. Have the instance automatically give a pop-up tray with Power Analyzer. I think this would be a QoL addition for those who want to collect data. Give two options for the Pylon test: one where the Pylon can attack you, and one where it can't. Also, with the growing popularity of the 'Trapdoor' test, I'd imagine there would be other proposed instances in addition to the Pylon test.
  3. Two suggestions: 1) Cold damage proc. Pretty straight forward.. there are procs for every damage type except cold. 2) You very rarely see cold damage in the game outside of winter events. The rare cold dmg mobs that actually exist never feel like a threat. It'll be something like a Council minion hitting you with cyronic rounds or a CoT Ice Thorn Caster throwing a snowball at you. It would be nice to see some bosses added that have access to hard hitting cold powers like Freezing Touch, Frost, Bitter Ice Blast, and Water Jet. I think a big issue with the lack of cold damage is that it makes Radiation Armor perform way better than other sets. Its biggest weakness is rarely seen in the game. Other sets' weaknesses are plentiful like toxic, psionic, negative, and energy.
  4. Love it. Just more reasons to invest more time into the game. How about taking it even further and adding "Challenger of ..." badges for those who are able to SOLO a +4/x8 TF?
  5. That would be awesome. That would be useful for any powers that crash.
  6. I use binds to rotate the auto power between hasten and domination on my movement and attack keys. However, if I happen to not use one of the keys in time, domination may not get executed fast enough. I can leave domination on auto but I would have to execute hasten as soon as its recharged, which brings up the same problem again.
  7. It would be great if for Dominators we could see some kind of visual or audible warning for when our Domination is about to run out, especially for permadoms. I was thinking it would go off 5 seconds before it runs out. It is SO frustrating to build up domination, use it, and then hear that sound of it wearing off before getting a chance to stack it. I know that you can see the small icon under your XP bar start blinking, but IMO that isn't enough of warning. It's easy to lose track of that among all the other icons there.
  8. What do you expect when many of us have had over 10 years of gameplay to practice with? You're eventually going to be on a team with players that are REALLY GOOD at the game. Metas have changed and there have been buffs/nerfs, but overall it's been the same old combat system since the beginning. If you change incarnates or softcaps, experienced players are just going to fill that void with inspirations or temp powers. Players have been solo'ing AV's/GM's and +4/x8 content since before issue 19. I think @golstat2003 nailed it. I log on to have fun blowing bad guys up for an hour or two, make some money for my next build, and play around in the costume creator. If I want something challenging, I'll try The Really Hard Way, +4 Katie Hannon, solo +4/x8 MoITF, etc... But honestly I think you're playing the wrong game if you want something that's going to make you sweat.
  9. Other servers have those crazy customization tools. I don't think they have your suggestion specifically, but they have things like NPC pieces and being able to add details over the spectrum pieces. However, the costume creators on those servers seem really user-unfriendly and cluttered. I've only tried it on Thunderspy, but there were things like costume pieces having names such as "132SDFBA3" and unintuitive selection menus. I think Homecoming has done a fantastic job of rolling out features that have the same quality we could expect from Paragon Studios. The asymmetrical update was awesome. Hopefully we'll have more costume creator updates soon (personally, I'd love to have multiple auras and a "neck" piece that is separate from shoulders). But I think @EmperorSteele is right in saying that this a technical limitation.
  10. I think the main difference, for me at least, would be that I wouldn't PL my characters anymore and would just use farming for inf. It would be a lot more fun to put together the final version of my build as I level up. I figure since the attuned VR's automatically get put onto the market, we might as well add some kind of value to them.
  11. Right now, there's no reason to buy attuned VR enhancements aside from your enhancement UI looking aesthetically pleasing. They're attuned by default and when catalyzed, you can't add boosters to them. I think there should be some kind of value to them. My suggestion would be to allow players to slot the attuned versions of VR enhancements before 50 (maybe min level 22). I don't think this would facilitate power creep as most of the time you're on a TF, you'll have some exemplared teammates that have purple enhancements. If anything, I think this would encourage players to level up their toons with normal content rather than PL'ing them to 50.
  12. I've ran into a few players who've quit a TF because they thought it was a story arc or radio team. I think the best solution to this would be to allow leaders to invite players back to the TF (you can only invite players who were already on the team). This way you can send a tell explaining to them that they're missing out on rewards and an AV fight and they'd likely come back. I think this would also be a QoL improvement because the other day I was leading a Synapse TF and had a teammate go AFK for a long time on the second mission. Since he was still inside, the next mission wouldn't trigger. It would've been great if I could kick him off the team, send a tell explaining the situation, and have a team invite waiting for him when he returned.
  13. This. I think the fact you have to be in the AE building is what deters people from using it to write stories. But I suppose this has major thematic inconsistencies. Maybe Portal Corp and AE come up with a breakthrough that allows us to use portals to enter special AE task forces?
  14. Agreed. I think this is the best solution to this. If we could do things like set the mission door location to any map and add cutscenes, I think this would be the most viable way to get new content. It may be too much of a stretch to request to add those to AE though.. It would also be great if you could REALLY customize NPC's (increase max height, etc). If all of those changes were added, I could see players coming up with a lot of TF's where the quality matches Market Crash.
  15. IMO, defense is much more thematically paired to speed than it is to leaping. I wouldn't mind seeing flurry get a parry-styled +def bonus. I think I've only seen whirlwind used once.. and that was being cheesy with KB->KD and FF +recharge. I also wouldn't mind seeing that power swapped with something like the new Evasive Maneuvers. I would be 100% against removing burnout though. I don't use it much, but when I do, it's awesome. You can't let us have double gang wars or back-to-back nukes and then take it away!
  16. It would be awesome to have the same bright/dark customization for auras that you get for powers. Currently, if you try to make an aura black or a dark shade of any color, it will just look transparent. For example, my Fiery Aura tanker has dark purple & black effects on the shields. He also has the fiery fists & eyes aura in purple but it's a bright purple that looks... out of place. Sometimes the bright/dark combo looks awesome but other times it would be nice to have a dark aura. Would this require too much development?
  17. Archery/TA has been my favorite hover blasting experience. The AOE burst damage feels even better than my fire/fire blaster because it isn't limited to Burn's radius.
  18. You love to see this. A good tanker can really direct the whole operation and it's a beautiful sight when it's done well. It gets even better when there's a good controller/dominator on the team that knows when to lock a group down after the tank get's them in his taunt aura. I would also like to share tanker horror stories though. I play on Excelsior and have come across these players several times. Those tanks that INSIST on pulling the entire map of enemies behind a corner. Every time they just cap their aggro and end up getting lowbies or support/cc players killed by stray mobs. I've even had an instance where the tank got upset and had some not-so-nice things to say to the rest of the team because we would mez/kill mobs, interrupting his 'herd'. Those have been my only bad experiences since I've been on Homecoming.
  19. I absolutely loved my SR/Claws tank. Deciding to retire that one for now and move on to WM. Any feedback would be appreciated. I'm a fan of having Gloom + Dark Obliteration on my Tankers, but should I drop those here to use those extra slots for more resistance set bonuses? This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: War Mace Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Focused Fighting (A) Shield Wall - Defense (3) Shield Wall - Defense/Endurance (3) Shield Wall - Defense/Recharge (5) Shield Wall - Defense/Endurance/Recharge Level 1: Bash (A) Superior Might of the Tanker - Accuracy/Damage (5) Superior Might of the Tanker - Damage/Recharge (7) Superior Might of the Tanker - Accuracy/Damage/Recharge (7) Superior Might of the Tanker - Damage/Endurance/Recharge (9) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (9) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 2: Focused Senses (A) Shield Wall - Defense (11) Shield Wall - Defense/Endurance (11) Shield Wall - Defense/Recharge (13) Shield Wall - Defense/Endurance/Recharge Level 4: Jawbreaker (A) Superior Gauntleted Fist - Accuracy/Damage (17) Superior Gauntleted Fist - Damage/RechargeTime (19) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (19) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (21) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (21) Superior Gauntleted Fist - RechargeTime/+Absorb Level 6: Agile (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (23) Luck of the Gambler - Defense (23) Shield Wall - +Res (Teleportation), +5% Res (All) (25) Reactive Defenses - Scaling Resist Damage Level 8: Practiced Brawler (A) Recharge Reduction IO (25) Recharge Reduction IO Level 10: Taunt (A) Perfect Zinger - Chance for Psi Damage Level 12: Dodge (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (27) Luck of the Gambler - Defense Level 14: Evasion (A) Shield Wall - Defense (27) Shield Wall - Defense/Endurance (29) Shield Wall - Defense/Recharge (29) Shield Wall - Defense/Endurance/Recharge Level 16: Kick (A) Force Feedback - Chance for +Recharge Level 18: Lucky (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Luck of the Gambler - Defense Level 20: Whirling Mace (A) Superior Avalanche - Accuracy/Damage (31) Superior Avalanche - Accuracy/Damage/Endurance (31) Obliteration - Chance for Smashing Damage (33) Armageddon - Chance for Fire Damage (33) Scirocco's Dervish - Chance of Damage(Lethal) (33) Eradication - Chance for Energy Damage Level 22: Tough (A) Unbreakable Guard - Resistance (34) Unbreakable Guard - Resistance/Endurance (34) Unbreakable Guard - RechargeTime/Resistance (34) Unbreakable Guard - +Max HP (36) Gladiator's Armor - TP Protection +3% Def (All) (36) Steadfast Protection - Resistance/+Def 3% Level 24: Weave (A) Shield Wall - Defense (36) Shield Wall - Defense/Endurance (37) Shield Wall - Defense/Recharge (37) Shield Wall - Defense/Endurance/Recharge Level 26: Quickness (A) Run Speed IO Level 28: Clobber (A) Hecatomb - Damage (37) Hecatomb - Damage/Recharge (39) Hecatomb - Accuracy/Damage/Recharge (48) Hecatomb - Damage/Endurance (50) Hecatomb - Chance of Damage(Negative) Level 30: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 32: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Luck of the Gambler - Defense Level 35: Shatter (A) Armageddon - Damage (39) Armageddon - Damage/Recharge (40) Armageddon - Accuracy/Damage/Recharge (40) Armageddon - Accuracy/Recharge (40) Armageddon - Damage/Endurance (42) Fury of the Gladiator - Chance for Res Debuff Level 38: Crowd Control (A) Superior Avalanche - Damage/Endurance (42) Superior Avalanche - Accuracy/Damage/Recharge (42) Eradication - Chance for Energy Damage (43) Scirocco's Dervish - Chance of Damage(Lethal) (43) Perfect Zinger - Chance for Psi Damage (43) Obliteration - Chance for Smashing Damage Level 41: Maneuvers (A) Shield Wall - Defense (45) Shield Wall - Defense/Endurance (45) Shield Wall - Defense/Recharge (45) Shield Wall - Defense/Endurance/Recharge Level 44: Gloom (A) Apocalypse - Damage/Recharge (46) Apocalypse - Accuracy/Damage/Recharge (46) Apocalypse - Accuracy/Recharge (46) Apocalypse - Damage/Endurance (48) Apocalypse - Chance of Damage(Negative) Level 47: Dark Obliteration (A) Ragnarok - Damage (17) Ragnarok - Damage/Recharge (48) Ragnarok - Accuracy/Damage/Recharge (50) Ragnarok - Accuracy/Recharge (50) Ragnarok - Damage/Endurance Level 49: Super Jump (A) Winter's Gift - Slow Resistance (20%) Level 1: Gauntlet Level 1: Brawl
  20. Be able to stand next to Lord Recluse with the red tower up. This is usually a good test of how my tanks handle KB and end drain.
  21. Storm Kick is already extremely valuable for a t2 power with the +def it adds. I don't see any reason it needs to be buffed. However, would love to see the alternate animation for storm kick from blasters available on all AT's.
  22. This is my first time trying to build a controller that isn't a fire/kin or ill/rad. Any feedback would be appreciated. My main goal for this build is to be something that teammates would love. The stars of the show would Singularity (with its upcoming changes), Wormhole, and Fold Space. I'd want to focus on gathering all possible enemies into one area, locking them down, and having SB'd/FS'd teammates melt them. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Gravity Control Secondary Power Set: Kinetics Power Pool: Speed Power Pool: Teleportation Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mace Mastery Hero Profile: Level 1: Lift -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Build%(5) Level 1: Transfusion -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(7), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(9), Prv-Absorb%(42) Level 2: Gravity Distortion -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(11), BslGaz-Rchg/Hold(11), BslGaz-EndRdx/Rchg/Hold(13) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46) Level 6: Propel -- Apc-Dmg(A), Apc-Dmg/EndRdx(13), Apc-Acc/Dmg/Rchg(15), Apc-Acc/Rchg(15), Apc-Dam%(17), SuddAcc--KB/+KD(17) Level 8: Crushing Field -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprWiloft-EndRdx/Rchg(19), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprWiloft-Rchg/Dmg%(23) Level 10: Siphon Speed -- Acc-I(A) Level 12: Teleport Target -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 16: Combat Teleport -- GssSynFr--Build%(A), EndRdx-I(46) Level 18: Gravity Distortion Field -- UnbCns-Hold(A), UnbCns-Hold/Rchg(25), UnbCns-Acc/Hold/Rchg(25), UnbCns-Acc/Rchg(27), UnbCns-Dam%(27) Level 20: Speed Boost -- PrfShf-End%(A) Level 22: Fold Space -- Acc-I(A), RechRdx-I(29) Level 24: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(50) Level 26: Wormhole -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(31), AbsAmz-Acc/Stun/Rchg(31), AbsAmz-Acc/Rchg(31), AbsAmz-EndRdx/Stun(33), SuddAcc--KB/+KD(33) Level 28: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(43), StdPrt-ResDam/Def+(43), GldArm-3defTpProc(43) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def(34), ShlWal-ResDam/Re TP(50) Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Acc/Dmg/Rchg(29), ExpRnf-Dmg/EndRdx(36), FrcFdb-Rechg%(36), SuddAcc--KB/+KD(37) Level 35: Transference -- SynSck-EndMod(A), SynSck-Dam/Rech(37), SynSck-EndMod/Rech(37), SynSck-Dam/Rech/Acc(39), SynSck-EndMod/+RunSpeed(39) Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(40) Level 41: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(42), Rct-EndRdx/Rchg(42), Rct-Def/Rchg(45), Rct-Def/EndRdx/Rchg(48), Rct-ResDam%(50) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(45) Level 47: Poisonous Ray -- AchHee-ResDeb%(A) Level 49: Inertial Reduction -- WntGif-ResSlow(A) Level 1: Containment Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(40) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) ------------
  23. Even better! I like how that method would give players several different pieces of content to look forward to each week.
×
×
  • Create New...