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Everything posted by Razor Cure
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Let's Talk About Resurrection Powers
Razor Cure replied to oedipus_tex's topic in Suggestions & Feedback
Dark Miasma: Activating this power channels the power of the Netherworld to weaken your foes, in an attempt to revive all nearby fallen allies. You must stand near your defeated allies to revive them, then select a foe. The selected foe and all nearby foes will be Slowed, Disoriented, have their Regeneration rate reduced and drained of some life. Revived allies will have full Hit Points and Endurance and will be protected from XP Debt for 90 seconds. Recharge: Long Great power. I like how it is useful for the stun/slow/-regen as well. And cant beat rezzing 16 people at once. Can be a lil tricksy because you need to be near the dead person..but targetting a baddie who is alive. Could perhaps make it a pbaoe rez that works any time..but that would remove how unique it is. Electric Affinity: Strike a target with a highly-charged jolt of electricity, reviving all nearby allies and draining all nearby foes. Any enemies affected will be drained of some endurance, have their recovery reduced and be put to sleep for a short time. Defibrillate consumes all stacks of Static, and the strength of the offensive component of this power scales with the number of stacks consumed. Allies will always be revived with full health and endurance regardless of the number of Static stacks consumed. Recharge: Long Also aoe. And the full health/end is nice. This part makes no sense.. Power Type:Click Target Type:TargetDeadOrAliveAny Power Range:7.00 ft. Effect Area:Single Target Attack Types:melee I have never actually tried using it on someone alive? Also, teh animation is utterly, utterly shit. I mean, it looks great, but takes a week. WHy, when you can FIRE lightning from your hands, does a 'rez-shock' require hang time of Michael Jordan duration? I think all the other ally rez powers are fine. Besides Empaty. The rest all do a lil something special and different. I'd perhaps give Empathy something else too. -
Grant All ATs Power of Black Scorpion in Barracuda SF
Razor Cure replied to Apparition's topic in Suggestions & Feedback
The comparison of Cuda to Kahn is just such bullshit. I mean..that they were 'apparently' designed with a similar challenge level. It was even worse back before Incarnates (I think it came out after IOs had been around a bit), and the lack of level shifts, destiny, judgement nukes, and super dps incarnate pets just made that last fight an utter utter slog. I ran in a few times, with teams of 3-6 corrs, an MM and brute, and it still was so slow. Not to mention the retarded never ENDING ambushes that pile in. Sure..everyone gets the buffs, from the 4 patrons, but all bar BS's are basically shit (like rech and end drain resist? really?). Compared to Kahn, with a solo sack of HP to fight? Wtf? Honestly, both versions of redside TFs (STF to RSF, Kahn to Cuda) both feel like watered down hero pandering, with both blueside versions an order of magnitude easier. Admittedly, that was worse before side switching, but even so, red side gets shafted. Again. -
[Suggestion]: Sonic Attack - Echo Mechanic
Razor Cure replied to Bopper's topic in Suggestions & Feedback
How about giving Schreech teh Cobra Strike treatment? Make it a hard hitting ST stun (no -res). Even if some/all of the ST attacks did a 'splashing' dot around the target (again, with no-res, to keep that effect on one baddie at a time, sorta), that would help with the huge lack of aoe. -
SOmeone made a thread about this a week back, but now I cant find it. Out of the Accolade powers, Elusive Mind is maybe 7th down the list of useful/good powers (the 4 +hp/end ones, Demonic, Force of Nature). It is also the ONLY one you can not get solo. Sure, all the others (especially the stupid FoN defeats, on either side) go faster in a team, but if you dont or cant team, you are really shit out of luck for Elusive Mind. Case in point..I have been trying to get it on my new scrappa for a week or so. Every invasion that popped up (well most, assuming I wasnt teamed etc), I wrent to, and tried to recruit a team. It took about 11 invasions and I FINALLY got it (in PI..subjective, but PI seems to spawn WAY more bombs and heavies than almost any other zone, even other zones with huge leagues). I know, a week isnt so long to wait for a power I wont use much (compared to Demonic), but it is also a week too long, compared to every other accolade, that I could get solo in (at most) an hours time. Suggestions: Have the Heavies spawn with at LEAST a team of 4. Have the Riders in LGTF count (why dont they?). Have the Heavies on MSR's count. All those are non-solo options so.. Have the Heavies in the RWZ count. Those are 54 (usually) and in big mobs, so its not like they are super easy to kill solo for a lot of people. Other options. Have Heavies spawn when X bombs are defeated by a single person (as the aliens get worried and port in backup). This would allow solo people to at least get a few Heavies per invasion.
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Allow all current level 54 enemies to go to level 55.
Razor Cure replied to aethereal's topic in Suggestions & Feedback
It makes sense but..what about level shifts? +1, those level 55 mobs will 'only' be +4 again (no +5s). Even more so if you are in DA and fighting at 53. -
EAgle's Claw changes: what happened?
Razor Cure replied to Razor Cure's topic in Suggestions & Feedback
Not too disagree with the comments about Eagle's Claw and its DPA, BUT..the extra crit chance after using it is bloody amazing. Even more so if you have Critical Strikes in the power. Build Up, EC, then Dragons Tail..and it crits on nearly every target, every time. It is also useful to get a 100% stun on anything but a boss like sappers, sorceres, etc etc. -
Make Invention Procs have cooler power icons
Razor Cure replied to Normal Thomas's topic in Suggestions & Feedback
Oh yeah, that is a very good point. May be possible client side only? -
More missions to rescue Percy Winkley
Razor Cure replied to Vanden's topic in Suggestions & Feedback
Maybe a mission where Percy has been kidnapped by a SUper Villain, who accidentally split him up into 20 clones. And tehn we have to find him on a huge CoT map (like the mission from Unai with malt in a cot cave and 20 hostages). -
So very little game time means..you wanna spend MORE time in AE doing exactly the same map over and over? I was about to say that 2XInflunece could be nice..in normal content, but AE already allows you to far and away more than ANY normal content in the game...and you aren't satisfied with that?
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Make Invention Procs have cooler power icons
Razor Cure replied to Normal Thomas's topic in Suggestions & Feedback
I'd also like more RED TEXT when procs go off, like the scrappa Critical Strikes. A 'Touch of Death' or "Mako's Bite' pop up would be cool, and make it easier to actually see procs go off, rather than trolling through the combat logs. -
Personally I dont think I would ever use this idea..BUT..the concept is good. It is far and away better than some of the 'reroll/respec entire power set' ideas, which usually wanna get things for nothing. This has a obvious cost. As as additional 'cost' I'd suggest than the 2nd toon (the one you are GIVING all teh badges) needs to be level 50. Perhaps even having at LEAST 50/100/X badges themselves, to stop people just AE'ing the 2nd toon to 50 in a few hours.
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I am playing through this new arc now, and it is really cool! The maps are varied and mostly non generic, with the only 'problem' one being the sewer map, which I thought was a bit too dark. I am playing a dark MM and its hard to see stuff! Perhaps making it a bit brighter? ALso, for the love of GOD, please give the NPCs perception. Like + 500000000 million miles? Even Running tactics, and turnnig ss and sf off, DocB insisted on getting lost when I move at about 5cm per HOUR. Obviously not a problem exclusive to the arc, but even so. Love the 2nd last (or 3rd last) mission in Cap, fighting Crey. ANY mission with PP's is a win in my book, and I was totally amazed by the mini PP's at the end! I am not sure if they are like..a minimum size, but the smallest seem way more tiny than the custome creator let's us go. I'd LOVE to be able to make like a super tiny blaster or something. Not sure about balance issues with hiding behind crates etc (which we can already do to some degree), but it would be super cool. Random Ideas: A CREY MasterMind set! Or more spefically, a Paragon Protector MM set. With the immature ones, 7th gen (teir2 pets) and Perfected Protector. Some kinda defensive power set with growth and shrinknig. Currently the 'form' changing powersets (khleds, bio, granite) all screw costumes to different degrees, so a set that let your become huge (Antman!), but still look like 'you,' in order to take an alpha strike would be interesting. Then shrink down to tiny, for defensive bonuses or something. Last mission. I LOVE how DrP looks. The mix of costume parts is just amazing and so well done. Likewise all the Freakloks. So much variation in them..I keep stop duying the mission to study the different types! I have no clue how close we cna get to those looks ourselves..but I hope we can (or will get) more of those bits. More Ideas: A Freaklok specific Strike Force. ALL Freakloks, all the time! Freaklok MM! Freaklok Archtype! Make it so! If you have not played this arc yet, try it! Worth doing just to see these amazing costumes.
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EAgle's Claw changes: what happened?
Razor Cure replied to Razor Cure's topic in Suggestions & Feedback
Can you define that a bit more? I mean, my argument against it was that an aoe kick to the face makes no sense..BUT i think it would have totally been fun and not felt artifical. -
Mids shows it (on stalkers) at 5 less. Sure..only 5, but its still sad that a big whampow power is LESS than the second best attack in another set! And like you said..TF is faster now as well! I still cant quite decide (based on thinking, not actually making) if the stalker procs on KM would be 'as' amazing as for other stalkers. Sure, they are great, no doubt, but the chance for BU goes off SO much, that simply having a 2nd chance for that, from your best attack seems a bit overkill. Like others have said, being able to control crits (hide proc in AS, 100% crit on CS, pop BU again, repeat) would be awesome, but even on my non KM stalkers, I can stack BU quite often. I would assume that 3 stacks or more of BU, by the time you activated the 3rd, the first would be about gone, meaning you would stuggle to land a ConcStrike with 3xBU. I personally do love the animations, but yeah, they could stand to be sped up.
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lol, right? Looknig at Mids, it says PS 'modifies your attacks so that they drain damage.' Which seems to suggest that normal they do not. However..it also shows the -dam in WHITE, which means (in mids) that an effect is always happening..as opposed to the blue text which is a chance.
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All the normal attack powers only debuff target damage when PS is active, right? I always thought that was pretty stupid too. Almost every other attack in the game, even 'gimmick' ones, still do the normal effects all the time, maybe with just a bit of extra POW from combos/build up/etc. If KM debuffed damage the entire time, then MORE under power siphon, it would be an improvement.
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I enjoyed KM (back on Live) but I found the Siphon to be..clunky. EVERY other build up/aim power (even follow up and soul drain), you just dive into a mob, hit it, then unload your biggest attacks/aoes first. But with PS..doing that (big attack first up) just means it hits without 'max' damage stacks, and that long animation also eats into the buff time. Sorta counter intuitive to every other set, where you use the big attacks asap to bash something down. Also the fact ConcStrike can not crit..which seems like a total rip, especially now with the EM changes (both TF and ET can crit, just for less than normal). Comparing KM to EM now..well, I know which I prefer. Similar AoE, but EM does not almost require a kb to kd IO to 'fix' the cone, and two huge hitting attacks..AND a proper, less weird build up!
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Noticed this in two solo missions so far. The shoulder pads from MY costume are visible 'worn' on the NPC model, over their normal costume. This occurs in Provost Marchands final mission (the center personal story) and BelladonaV's final mission (Tyrant's personal story). Maybe something to do with the new asymmetrical shoulders? My costume has two different ones, but only ONE (the same one in both cases, Cogs, I think) shouwed over the NPC.
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One of the things I read about Thunderspy was a change covering this. Sure, Necro shouldnt get more pets at base, than other sets, but then why do we have Gangwar (clearly the best 'special' MM power). Demons also get HoE, with the lil demon things. Admittedly, Necro gets SoulEx..which is pretty shit. The Thunderspy server tweaked SoulEx so its like..a toggle, that auto extracts on any dead thing around, and summons a basic Zombie, every 30 (or whatever) seconds. Those zombies only last 20 secs, but can keep spawning up to X amount. This gives teh necromancer a horde (ish) of weak undead minions, providing you keep killing stuff (Gangwar would STILL be way better versus a hard target). The idea seemed really cool.
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issue 27 Patch Notes for December 1st, 2020 - Winter Event!
Razor Cure replied to Jimmy's topic in Patch Notes Discussion
The color changes to LRTP look awesome! Super easy to read and professional! -
Got my Em/Bio scrapper to 50 the other day. Just before that, I was playing a Ma/Bio scrapper, so both sets are fresh in my mind. Before changes (both to MA, cobra strike, and the new EM ones) both sets when very very similar. Single target focus, stuns, one pbaoe, literally STun (before this was changed) power with minimal damage. MA gets the super nice crit buff from Eagle's Claw, and Dragons Tail is a bit more reliable in terms of mitigation than WH. but now, with the EM changes.. EM has TWO Extreme attacks, another aoe cone (which can hit more targets sometimes), and a far better damage type (energy/smash, as opposed to just smash. Ma has two superior attacks (EC only does a bit more damage than Axe Kick) and a single aoe. Obviously not all set should/can/will be equal..but the new EM is amazing. My main on Live was an EM/Da brute, and the changes nailed it. Sure, some people here have talked about how some feedback said the lack of 'always on' fast ET just killed it, but given that TF GIVES the ability to fast et (even on a miss..seriously, can we get that for other combo sets? Waterblast, StreetJ and Dual Blades arent really seen as top tier anyway)..we get the next best thing. And unless you literally click random buttons, as opposed to SOME thought behind an attack chain, you always have fast et. I do lots of duo'ing with a friend, and we have run basically every tf together. I am usually the melee, and last night we were doing Citadel. She remarked (and she does NOT play many melees herself, so the observation is more on how the set looked) that I 'was gonna make them nerf it again.' Being able to kill a boss (even con, we just do the TFC ones to get them done) in TWO hits, without build up, without crits...is just crazy. Trying to think of any of my other melees that can do that, and aside from stalkers with AS+BestAttack...I cant. Maybe StreetJustice, with 3 combo CU..but that set also lacks a superior/extreme second attack. So yeah..the changes are great. More aoe is gold, and even if the clear times aren't the best, its a blast to play. Now..about those MA changes..?
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I like this idea. It is easy to miss the Invasion notices (seems my tabs ALWAYS have them off) or be mid tf/team.
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Who plays this way? Aside from a (Slow) SNipe attack..no attacks work this way. Sure, you will be rooted for teh animation duration, but NOTHING is stopping you moving as soon as it fires. Sure, movement suppression kicks in, but you are hardly stuck unable to move, as per your example. Even melee attacks, it is perfectly possible to jump away as you hit the button, so the attack animates and hits, while you are mid jump moving to another mob. I think what you dont like is the movement supression..and again..nothing at all is forcing you to stay still after an attack animates.
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More of an observation than calling for a change..but... You hit BCU with your Moonbeam for 434.77 points of Negative Energy damage. You hit BCU with your Offensive Adaptation for 59.85 points of Toxic damage. You hit Shadow Hound with your Total Focus for 181.12 points of Smashing damage. You hit Shadow Hound with your Total Focus for 379.38 points of Energy damage. You hit Shadow Hound with your Offensive Adaptation for 59.85 points of Toxic damage. You hit Shadow Hound with your Energy Transfer (Focused) for 675.23 points of Energy damage. You hit Shadow Hound with your Hecatomb: Chance for Negative Energy Damage for 103.6 points of Negative Energy damage. You hit Shadow Hound with your Offensive Adaptation for 32.94 points of Toxic damage. Obviously the proc should not count for a powers total damage (I assume), so the extra dam from Offensive would just go via the damage itself. But those values are..odd. TF hits for 560 (30ish% higher than MB)..and yet the toxic proc is the same. EXACTLY the same. That seems to suggest the damage is capped (which I guess makes sense, ignoring buffs and enhancements?) You hit Shadow Hound with your Bone Smasher for 182 points of Smashing damage. You hit Shadow Hound with your Bone Smasher for 95.3 points of Energy damage. You hit Shadow Hound with your Offensive Adaptation for 27.56 points of Toxic damage. BS is 227 damage, about half of MB, and doing around half the proc damage. makes sense again. Back to ET. You hit Shadow Hound with your Energy Transfer (Focused) for 675.23 points of Energy damage. You hit Shadow Hound with your Hecatomb: Chance for Negative Energy Damage for 103.6 points of Negative Energy damage. You hit Shadow Hound with your Offensive Adaptation for 32.94 points of Toxic damage. What?! It is doing MORE damage than TF..and yet about half the proc damage?