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BLVD

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Everything posted by BLVD

  1. The missile attack animations from the Kronos Titans & IDF Heavy Troopers would be a cool way of implementing whistling birds. I'm getting that idea from the shoulder missiles that Iron Man used in the first movie. The main challenge I see with a set like this is cosmetics. Your character would have to have some kind of tech-themed costume or a costume piece would have to be added during the animation. Sorcery doesn't have this issue as the animations are all external, magic, glowie stuff.
  2. This suggestion is pretty straight forward. I think adding flashback arcs to the WST pool would be a great way to diversify the kinds of groups you see in LFG and may expose players to content they haven't experienced yet. The implementation could be to just flag 1 or 2 flashback arcs as a WST and give the standard reward of double merits & a notice of the well. I don't think the fact that story arcs are shorter should be an issue as a handful of TF's and Trials can be completed in under 20min. Not only are there tons of amazing story arcs to do, but there's also content like the Sister Psyche TF and original Positron TF that I think should be WST's anyway.
  3. As a lover of Stone Melee, I would love to see a similar mechanic added to Fault (unless Tremor gets a faster animation time). The knockdown and stun is nice, but the lack of ANY damage makes it feel way behind other sets it should be competing with (EM, most notably). I think the same idea can apply to Hand Clap and Ice Patch as well. There was a day this kind of mitigation for tankers was really important, but with the current state of the game it just feels like a lack of damage that you'd find in other sets.
  4. Not sure if there's a thread for costume suggestions so I'll make a new one. Would it be possible to have any flight-related costume pieces also get triggered by super jump? I'm thinking of rocket boots specifically but I suppose it would also be nice to have for some of the wings or jetpacks.
  5. As stated above, you basically have to pick between procs and survivability. There is a fun factor too, though. I had a blast playing with my proc monster Ice/TA build. I had piles of purples and break frees ready in the auction house at all times to cover my defenses. It was worth it IMO, especially when you see those huge chunks of orange numbers and being able to two-shot +4 bosses. It's basically a PVP build for PVE.
  6. Not sure if this is the right place to ask or if I should start a new thread, but would we be able to add alternate animations to existing powers using animations that already exist? I noticed Tuatha de Dannan use the 'nuke' animation (inferno, nova, blackstar, etc) when they are firing Tremor. It'd be awesome to have this as an option for Stone Melee and Earth Assault.
  7. It's also pretty common that there will be a Cabal leftover from the 'Croatoa War' that is stuck on top of the trees on the North border of the map. The event will remain active and won't trigger the new respawns until she dies. When you kill her it will say 'Unusual monster activity has ended in Croatoa' or something like that and the cycle will continue. I think a way to resolve this would be to add an event window indicating the remaining mobs for each enemy group (similar to the one you see on the Brickstown prison break).
  8. I would argue that range is very valuable in certain situations. IMO, being able to increase the distance between yourself and enemies is worth losing a little bit of damage and accuracy, especially since you have inspirations... let alone the value it would add to cones.
  9. Far Strike has Dam/Range and Salvo has Acc/Dam/End/Range. Again though, I'm not sure why there are only two ranged IO sets that include a buff to range. They are both lvl 10-25 as well. I'm struggling to think of any reasons why the ranged sets were designed this way.
  10. Thank you for the explanation, I was thinking the idea was to completely drop one of the buffs. In that case then, I would want to add range to any damage/endurance or damage/recharge enhancements. All the sets are different though so I think it'd have to go in different enhancements. But in the end I think if some of the sets have a range buff, then all of them should.
  11. THIS. I'm imaging updating the UI to achieve this. Maybe underneath your experience bar you could have two optional rows of stats. The first row would be in orange text and show your res, and the next row would have purple text showing your def. Each row would have icons showing which stat is being displayed. (ex: <sword_icon>: 45%) I think this would be a huge QoL improvement as I usually have to sacrifice two or three attributes I want to display.
  12. I don't think any should be dropped. I think it should be added on top of the rest. I'm just trying to find justification for why some Targeted AoE sets include that buff (on top of all the rest) and some don't.
  13. I've been wondering why only Positron's Blast, Air Burst, Artillery, and Detonation include a buff to range. Unless I'm wrong, it is a very valuable stat to increase for cones (increasing the total volume and arc length of the effect). Is there any reason why the buff was omitted from most of the sets? I think it'd be great to add it to all of the procs (ex: Ragnarok: Range/Chance for Knockdown).
  14. I was not a fan of my Dark Armor tankers. They were excellent against almost everything.. until I got to endgame clockwork and IDF. The energy resistance weakness hurt big time. It also didn't help that a lot of enemies in endgame content stay at ranged distance, so it can be hard to use the heal. It's also the only primary I was unable to pull AV's on the BAF with.
  15. Partial respecs are #1 on things I'd like to see added to the game.
  16. absolutely. I had a stone/bio brute on test server that had my fastest pylon time.. it just hit like a truck. i'll build a tanker version of it and see how they compare.
  17. I'm curious, why would we want to limit usage of this? I was thinking players could be free to run around with a stack of recharge inspirations the same way many players do with purples and blues. And you'd have a pool of 7.5%, 18.75%, and 37.5% inspirations like there is with yellows. I guess I'm just really wondering if recharge is really that much more valuable than all of the other stats?
  18. There were some animations like these included in the Gadgetry pool. Maybe that would be a good place to start.
  19. I've always wondered why we have an inspiration for every major stat in the game with the exception of recharge speed. Was this decision made so that players couldn't have everything buffed from inspirations? I don't think it would be unbalanced, considering we can get to damage bonus cap from reds or even get level shifted. I think it would allow for a wider variety of builds, as most recharge set bonuses require 5 or 6 slots and defense powers are often taken just to mule LoTG 7.5%'s.
  20. Is there a place that Homecoming shares this kind of information? Like the number of max-level characters and information like date_created and archetype? Would be cool to see the trends of AT popularity as updates are made. My scrapper-to-tanker ratio pretty much flipped once the tank buffs came around and TW was reworked.
  21. I was thinking it could work both ways. If you took a tanker from blue side to red side, they could use Frenzy to get a bonus similar to Fury. Just seems odd that only stalkers, brutes, and dominators get an AT-specific bonus.
  22. This idea is pretty out of left field, but could a solution to this whole debate be adding AT-specific bonuses to Call to Justice to make villain AT's feel more like hero AT's for a period of time? For example, if a Brute activates Call to Justice, they get the same AoE bonuses tanks have. Or if a corrupter uses it, they get buff/debuff bonuses of defenders? Frenzy gives Brutes and Dominators 100% of their red side bonuses, so I would think that Call to Justice should give its own unique bonus rather than a flat damage buff. I think the root of this whole issue is Going Rogue. Tankers/Scrappers were never meant to be on the same team as Brutes/Stalkers, so one side is probably going to have an advantage in the current state of the game. But maybe that line can be blurred if we start experimenting with exchanging AT bonuses between AT's.
  23. So I built a FM/DA brute (a concept I've been wanting to run with for awhile) to hopefully see better numbers than my tanker. The results were... pretty bad. ST and AOE felt slower. It was a good build and attack chain, but the numbers just didn't match the tanker's. I was about halfway through the map when I decided the brute just wasn't cleaning mobs as fast, so I ran straight to the EB. Running in with an almost full bar of fury, it took 36 seconds to down the EB. Ran it again with my tanker and he took him down in 31 seconds. Maybe this is an unfair comparison since FA/DM is really strong on a tanker.. but this first test seemed pretty poor for the brute. Or maybe FM is just bad and only certain Brute primaries will perform better than a tanker. Gonna have to test more cases.
  24. Brutal mission simulator was a fun test. Ran it +4/x8 with my FA/DM tanker and got 6:46 on my first run. Full IO build, T3 Incarnates, no inspirations/temps. Goal now is to build a brute that can beat that time and I may change my mind about my OP. The wider AOE and higher aggro cap that my tanker had is giving me doubts though.
  25. 100% agree with this. Would also love to see Hand Clap reworked into some something useful (like Power Crash with EM). Playing a Super Strength character on any content where Foot Stomp isn't available has been THE most boring time I've had in the game. Thematically, I would think this set should be the one that shines the most on Brutes, but it is SO boring at low levels. It would be so fun to run around with a full bar of Fury if Hand Clap was something more like Spinning Strike or Power Crash.
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