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A.I.D.A.

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Everything posted by A.I.D.A.

  1. I'm being serious. It's a foolish decision. Some powers are skippable, others really, really aren't. XD
  2. Yep, pretty much. Beanbag sucks, and I'm not too worried about the thoughts of all three players that use it. 🙂
  3. Please remember that the Collaborative Missions setting exists in the options menu. Turn that on, drop your mission, and let Collaborative Missions give you completion for the branch the team leader got assigned.
  4. I don't mean making it "a high-damage attack." I mean making it "ranged Follow-Up." Much like Follow-Up takes a smaller version of the buff values of Build-Up, but requires the power to hit in order to apply, in exchange for stacking up to 3x (and resulting in a little bit more than Build-Up so long as you can maintain your stacks), a similar treatment relative to Aim would be what's needed to make Beanbag sufficient -- take a smaller version of the buff values of Aim, but let it stack 3x as you keep hitting (resulting in a little bit more than baseline Aim so long as you can maintain your stacks). The problem isn't that Beanbag has low damage itself. The problem is that Assault Rifle doesn't have an Aim or Aim-equivalent, and that is the primary reason why its damage output suffers compared to most other blast sets. Beanbag is worthless, and thus, the easiest to replace. No matter what power you replace, there will be someone who chose it and may miss it, but honestly? If we let that stop development, then nothing will ever change or improve. Those people can suck it up.
  5. Yes, it's explicitly a foolish decision to skip Aim or Build-Up. Aim and Build-Up are essential parts of the damage output of sets in which they appear.
  6. Beanbag sucks. Blast sets without Aim or a thematically-named Aim equivalent, suffer greatly in terms of damage output for its absence. Even Dual Pistols suffers for lacking Aim, and Swap Ammo is not a good enough replacement. Assault Rifle has it even worse. Please don't listen to bad complaints. Not all feedback is created equal. Unless you're willing to put a Follow Up-style small damage and accuracy boost on Beanbag, despite the complete lack of thematic sense that would make (how does a nonlethal knockdown round make you more accurate), leave Beanbag deleted please.
  7. Mine was /Martial, which has a lot of disorient on punches and no hold, so having the disorient was preferable for me. Stacked more magnitude of the same hard CC that way. I don't care whether they sit still and don't attack, or wander slowly and don't attack XD
  8. Sadly, you've got to license those from Kaiba Corp., and I hear that CEO drives a hard bargain . . .
  9. Swap Ammo changes a vanishingly small portion of powers' damage to Fire, Cold, or Toxic. The vast majority is still Lethal -- you aren't actually getting any meaningful resistance-piercing function if 20 damage is convertible to Fire/Cold/Toxic and 250 damage is not. That's why at least for Blasters and Sentinels, who don't have great debuff scalars to really make use of the debuffs attached to Chemical Ammo, and don't need the extra range and extremely mild slow attached to Cryo Ammo, tend to sit with Incendiary Ammo most of the time, since it puts out the most damage, as it's secondary effect is an additional DoT. Occasionally, Swap Ammo gets turned it off entirely for certain powers that lose bits of functionality in exchange for the ammo type.
  10. If you say so. I still don't think we need another plain boring punching set. It's never going to have cooler animations than Street Justice already has -- which, I might add, many of Street Justice's animations are multi-impact even if they're not multiple damage packets. Street Justice visually feels very fast. It isn't 'cobbled together,' like the OP suggests. This thread is just asking for something we basically already have, in multiple flavours. I'd rather see the devs' time go towards interesting new powersets with interesting new mechanics. Like the storm blast they just announced in the next page. Anyway! We're approaching dead-horse levels of back-and-forth, so I'm gonna go to sleep. I said my piece.
  11. I'm not missing your point. I just think it's an incorrect point. Please look above for the most iconic speedster in all of comics, and the constant lightning he's surrounded with, punches with, and slings around, while going fast. I associate the Flurry / Dark Maul animation more with JoJo protagonists than with speedsters, honestly. It's the oraoraora punch. XD
  12. Are you sure? Electric Melee is right there. Electric Melee / Super Reflex scrapper with Super Speed is literally how the Flash would be represented in this game's mechanics. Tack on electric or Mu ancillary for the lightning throw thing. The running-in-a-circle whirlwind thing is in the Super Speed pool too.
  13. I'm just gonna respectfully disagree. The only reason we "shouldn't" have speedsters with swords is because Marvel and DC didn't draw any? That's a bit silly. The thematic for a speedster is being really, really fast -- whether that's really fast and breaks time, or just really fast in a more sensible way. It's got nothing to do with the presence or absence of weapons. The only thing you really need in order to be a speedster, is your preference of Super Speed or Speed of Sound.
  14. I'm not sure that really matters. Any punch-melee set can already be that. Electric Melee especially -- it even has a teleport attack. I'm also not really sure that 'how X is portrayed in comics' needs to be a thing, either. I don't think we really need 'martial arts but faster, with all the damage formula adjustments elsewhere which that entails.'
  15. Is there any reason you couldn't just give your speedster a katana or a staff? What's anti-thematic about speedsters with weapons? Staff also has the distinction of being really good paired with Super Reflex.
  16. My favourite is to use hover and ;lotus. Then you tilt the camera a little bit upward, and press your keybind for descent, and you descend without breaking the lotus posture -- but because you descend at an angle relative to the floor, you kinda slowly levitate forward like a meditating Jedi. Also great to do this with ;stancevillain2, so you can have your arms crossed while you slowly hover forward.
  17. This, please. The default Fly and Hover, at least, but also probably the ;flyposeX emote series, as well as maybe ;lotus and ;stancevillain2 (the latter feels especially made for Hover, doesn't it? I would love to float around in ;stancevillain2, doing my best Frieza impression.)
  18. Better yet, don't buff it at all. It's fine as-is.
  19. I only meant to be able to slot something to negate your team's KB->KD slotting. Force people to play with it and maybe they'll get used to it and stop minding it.
  20. Only if you also give me a global I can slot to force all teammates' powers to knockback again, overriding their KB->KD slotting. 🙂 Seriously, it's free mitigation. Learn to love it and realize how the game's power snapshotting and animation locks do and don't actually function.
  21. This is a great suggestion with only positive applications! A thousand times yes.
  22. Right? Seriously, fuck Silver Mantis! XD Those defense debuffs on her spikes are such a pain in the ass, because the floor-spikes are auto-hit!
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