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I remember back on Live, Poison Debuffs (weaken and envenom) USED to be single target only. God that was painful. The devs had a thread gonig on possible changes, and one of the ideas was to give those powers a 'splash' radius and make them an AoE. Makes sense thematically and helped the set. But as mentioned, the aoe's arent huge, with multiple applications being the idea. Only..it doesnt really work. With a small mob, sure (but even with a 2-4 person team you may miss someone at the edge of the pack..like a Sapper), but a full team? Nope. Of course, this is less of an issue in a full team, as there will be other debuffs, damage, aggro taking etc. But the exact same thing could be said for buffs like Sleet, Tar Patch, and the Rad toggles, which hit an entire mob 99% of the time. The difficulty as I see it..how to make the main Poison debuffs great (single target, great, mobs, not great) without just turning them into auto hit toggles like a lot of other debuffs. The change to AoE's was good but (and someone correct me if wrong), the poison aoes aren't even 'proper' ones, because only the target gets the full debuff. This is unlike any other aoe debuff in game (maybe that Marine TP power is closest?) but really drags the set down, as not only do you need multiple applications to 'maybe' hit an entire mob, but they wont all have the full debuff anyway. The 2 powers at least should have the same recharge (makes NO sense to be different), and the AoE debuff set higher, if not at the full value. A radius bump, at least 10 or 15 (Darkest Night..25!). An effect similar to Disintegration would be very on theme too..like a proc change for the debuff to spread (to targets currently unaffected) to mobs within range.
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Even if you had the OPTION (dont have to) of doing your 3-5 Radio/Paper missions + Bank with some kind very loose narrative. The person who gets the missions has the option, which then selects the 6 missions from a differ Pool, so they link up somehow. Could be as simple as Stop Archon Max, which then turns into Oh no, the Council got a Responmetron again! The missions could be all one faction (maybe get boring), or a mix, with the final Bank/Safeguard having all Villains/Vandals altered to be the mobs from the missions, sort of link a mini Task Force.
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https://gyazo.com/8986113bedf6c3d8fddf3dec9b5cf16f Suggestions AND Feedback.
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Powerset feedback: Angel Summoning
Razor Cure replied to Wingslord24's topic in Suggestions & Feedback
We have Demons..so..yes. -
I mean...sure. That's a reason. Is it gonna change anything though, a long charge 30 sec click? Pretty sure it wont. There is already a much easier (and more useful) accolade in Demonic Aura vs Archmage, which hasnt seen flocks to redside. Likewise, we have Atlas Med vs Marshall, which has the opposite issue. Is Marshall gonna get adjusted too? Wouldn't it be better to make things basically equal and then let people play where they like?
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A thought to spice up the zombie invasion zone event
Razor Cure replied to KaizenSoze's topic in Suggestions & Feedback
Yess! Bonus points if it was possible to use a rez on a Zombie hero to damage them! -
As Vanden said... I was able to confirm that Fortitude does NOT interrupt powers. Are you saying that other powers like Speed Boost behave differently? Edit: I tested Speed Boost, since OP specifically mentioned it, and it does not interrupt powers either. I play a lot of Stalkers and Blasters (granted, Slow AS gets used less with the stalker proc), but I still cant even think of a buff knocking me off doing either slow attack.
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Given how Barrier Reef manages to be a flying (haha, cause of course reefs fly!) and pretty zippy..doesnt really make sense to have FFG still crawl along. Triage Beacon could (wishful thinking) also fly or at least be mobile. Total dream, but having Acid Mortar mobile would be amazing too..but perhaps too hopeful. Just messing in Mids and on a Beam/Traps Corr, both Overcharge and Temporal Bomb (I didnt even KNOW the power now did recovery and an enemy slow!) are 'extreme' damage. Only Overcharge does 290ish with Bomb is 120. A High damage attack is higher! Also the other Mine is Superior and higher, unslotted. I know the 'in melee' playstyle is Traps thing, but maybe making the bombs 'throwable' like an AoE could work. But they it might just ruin the playstyle.
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Incnetive for folks to start TFs or SFs
Razor Cure replied to DrRocket's topic in Suggestions & Feedback
I agree with teh spirit of a few things here..but.. So its the games/mechanics fault cause you are to lazy to even try? I Know I hardly ever do Hami or MSR, because they just get boring. I run heaps of TFs when those are both going. And again..you couldn't even be bothered to try...(although, again, I do understand where you are coming from) Damn, I forgot all those SFs are made for teams of 8. Oh hang on..I duo all those with a friend of mine. The ATs don't really matter as long as the players are good. Get Shivens for the AV fights, done. Who needs a full teams (esecially when some are likely to be AE babies as you mention)? And why can't they ask that, if you are the one if LFG asking for members? A lot of people don't like forming teams, and no doubt get to choose the content they run a lot less often. You wanna do something specific and no one else is starting it? Form it. Again..why should everyone WANT to lead? ANd if everyone wanted to lead, you'd end up with 8 people saying 'WTF LFM' at the same time. Then none of them join the other 7s team, because they all wanna lead. Not gonna touch the bit about some folks not knowing how to play the game, as I agree. But on the bright side? If you are leading, and end up with someone like that on the team..well, kicking feels pretty good (assuming they are like a lvl 50 pl'd ae baby, not an actual new played). Basically..we already have incentives to run stuff. If you wanna do it, do it. If you cant find at least one good player to be friends with to duo most content with, there are worse options that dual boxing a kin/emp/rad etc -
Oh you are right, I misread it! What has that got to do with the toggle cost? Im not saying the set CANT handle the cost, cause it can. I am asking..why is it so high.
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Very true. But. If you case ST on the Reef, the buff it gives out is 100% nothing, as the buffs only comes online when the anchor is being attached. Which of course, it will be..sometimes. In a big team with a meat shield, they will be getting most of the hits. If you are solo, well even then, the Reef buff wont be 'as' strong as it could be, because you will be taken hits too. Don't get me wrong, its kinda nice that it does not cause aggro, but I still can see not logical reason it doesnt. Its a debuff toggle..every other toggle cause aggro. And that end cost?
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Haha, it does now! And yes, definitely more feedback. I like the set a lot, aside from BR, but some of the mechanics and effects just seem off.
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Marine Affinity (Corr) The Good: ALL powers (besides BR), look amazing and cool, in my opinion. They all fit the theme really well. Then..we have barrier reef, that in NO way makes me think of a barrier, or a reef. Its just a floating clump of crystals, and looks work like something from Earth Control. Shoal Rush – 20ft radiis, -def and slow Honestly only just taking this at lvl 38. Have not used it..but I DID see the target cap is 20 and a 20 sec duration. Why? Just about every other buff in game lasts for 30 secs. Compare this with Brine that lasts 60, and I am scratching my head. Soothing Wave – 45ft, 90deg, 117.8 heal Cone Heal. Can we..not? I get it, it’s a wave. Can’t it be an aoe surge? Looking at Nature, the heal value is about the same, with the same arc and range. I don’t know though, I seem to be able to hit more allies with my nature heal than my marine heal. Torodidal Bubble – 9.38% res, 20%rec 10 end. 40ft radius, 60s Very cool power. I honestly think this would make more sense to have some +def to (as attacks slip past you). That may just be ‘my’ view of how I think a water power would work! Whitecap – Kb, - 11.25 % res, 20ft radius This is..odd. I don’t understand the self tp at all. It’s a set with no aoe -to hit, and as very low +def..and the best way to delivery an aoe -res..is to dive INTO a mob? Sure..other sets have aoe -res, but have better mitigation. The kb is nice..but you are still in the mob when they stand up..I just think a targeted aoe Splash debuff would have been way cooler and more useful. Tidepool – aoe slow, 25ft radius Very cool. I like it doesn’t aggro mobs (although..I am not sure why it doesn’t..). A bit of a same you cant summon two (like you can have 2 tar patches) but makes sense with the low rech. Brine – 60s duration, -235.6 res, -hp (Cool!) Very long duration. I find it hard to see when its on a target though. I used it on a Lab object thing, and it was super easy to see. Gotta play with it, but is the -hp a flat rate? Or %? Flat would be almost useless. Shifting Tides – aoe toggle 0.78 end/s The most expensive toggle in game, that I can find. Why? Because you can do it on a friend or enemy? (which is honestly great..are we every gonna get this for other toggles?). It works out +25rech, 12 to hit, and 24 damage, maxed out. Barrier Reef – 5.25%def, 42.84 absorb, following summoning pet As above..I don’t like the look of it. The Def bonus is really low, and in a set that has no OTHER -to hit, or +def, just seems almost tacked on to have ‘something else’ going on and a LoTG slot mule. The absorb is nice, and the 4 min duration. But really, with a 4 min duration, why is it not just an aoe toggle, and then you wouldn’t have to worry about the Pet having to catch up (it does move fast, which I love), dying, or causing aggro. As an aside, if a flying hunk of rock can fly (again, fly, it doesn’t float around you), what about making poison trap fly/follow-able? Power of the Depths – MaxHp, MaxEnd, Regen, Range Cool looking power. The +hp and end are great, and while a bit of a shame they decay, makes sense. Kinda. Example. My Corr built, have it slotted for + 760hp. Which would put my Corr to 2100 for a bit. Awesome. Oh wait, but its capped at the corr cap of 1600, meaning, with accolades etc, im not even getting an extra 200 hp. The + range too..nice..but in PvE, do we need that? Blasters lost Boost Range (which may have been more pvp based), but the only powers (I find) range to be nice on are cones..and the set only has one cone (that, as above..I think would be nicer as an aoe). Back to the decay..Chrono Shift gives the entire +rech (the best bit of the power) for the entire duration. The tentacles make me think more of some kinda damage aoe or aura though, which would have been a bit more unique that another aoe buff. Again, the set looks amazing, and has a cool mix of powers...but seems a bit too much of a mix, and the best thing it does (IMO), the + recovery, is done just as good is not better by SB and AccMet. I guess to my mind a Marine set would be about water..recovery, defence (attacks sliding off), and refreshing healing (almost constant like the paid dom one)..which isn’t too far off what we got. I freely admit I need to play more with the set.
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More Trials/TFs/SFs Designed for Smaller Teams
Razor Cure replied to ZacKing's topic in Suggestions & Feedback
Yeah that's how I read it too..capped at lower team sizes. Good for duos, or as OP said, family teams.