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Razor Cure

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Everything posted by Razor Cure

  1. It boggles my mind that a set can have about half the performance of others, and makes me wonder wtf kinda testing the original Devs actually did, if any. That said, the -regen on bots really IS a huge factor, especially vs hard targets. Of course, that is not going to mean much at all in normal play (since the hardest target in that siutation would be +2-4 con bosses), but against elite bosses and avs, it really helps. On my bots storm (with no -regen in teh secondary) an AV's regen is basically nil for an entire fight. I guess (maybe) the Devs assumed -regen would be much more useful versus normal mobs. All these changes sound like winners, especially the aoe buffing/healing Prot Bots! A disintegration effect would be very cool too, and help update the set a bit.
  2. Honestly all the MM 'special' powers could use a look at, at well as pet/team buff powers via the pets themselves. Bots and Force bubble is awesome, but it takes SO long to buff them all, and for some reason cant stack on teh MM (but it stacks on all the other pets). Thugs Leadership stacks on all pets and NOT the MM (again, wtf?). Demons (t2) have the aoe heal..on ONE pet, when both prot bots can heal/buff. Other sets (necro for one, havent played mercs/ninjas/beasts) have no pet based healing (sure, life drain on zombies, but I found it to be borderline useless) or buffs. I assume mercs do, with the medic, same as Lioness pets. But even so, that is just healing, not def buffs. The other MM set special powers also need a huge rebalance. Gang War is stupid awesome... and Bots get..repair? Well that sounds totally comparable. Not. The beast power, Pack something or other (I only played beasts briefly back on Live/Test) was very meh also. Demons..a SINGLE target damage and to hit buff? Not bad (great on incarnate pets)..but as good as summoning a horde of extra minions? Necro..the soul extraction power. Again, played necro back on Live, but I recall it being pretty shit, and also single target. Mercs..I understand that Serum is awful. No idea what Ninjas get, but I am sure it isnt a ninja rush gang war clone!
  3. In regard to more faces..well, could be ALOT worse. Madden2kwhatever, for example.
  4. God yes. Saw this BIG time on Tarikoss SF the other day. Duoing it with a friend (thugs/rad mm and sonic sonic fender) and BOTH AVs just ran like crazy. Just from the rad and sonic toggles (even more so with teh arsonist fire patch). Makes even less sense considering both Infernal and Batty should be pretty immune to fire! Especially fire tic at a huuuge 2 damage a pop. I'd honestly prefer their behaviour to be 'fixed,' as opposed to needing a temp power to stop out, but I get there are SOME (crazy) people who see a marathon running AV as a challenge. Somehow.
  5. Would that even work in Iceslick? Isn't it a pseudopet?
  6. Yeah I read about teh change too. Which was mentioned as being a change to proc chances and rates (I think). Making damage procs just..more damage on a particular power just seems super boring, and not great in a lot of cases (see my example about MA)...especially since we already have an entire alpha slot that ignores ED to some degrees.
  7. Still wont kill you, no matter how high teh damage is. The one shot code..prevents being one shot. Pretty much all in the name! And making said 3000 damage attack a DoT..lets say RIGHT as you get hit with that attack you are in the ConcStrike animation (3 seconds ish)..so by the time it ends, you have taken 3x300 damage. Thats 900..which seems pretty low to a melee toon (with say 1600hp,compared to taking 3000 in one go). Most melee armour heals are around 300-700ish..so ONE heal gets rid of most of that damage right away. Of course..then you have 7 more tics of 300 damage coming. And NO way to stop it (because its coming, no matter what your def or resists are). I assume you cant, for example, pop MoG and make each of those ticks about 30 damage, because there is only of MoG around, and it would be pretty hard on other powersets. For non melees, it gets even WORSE. Instead of that one big hit, taking you to 1 hp (but still not actually killing you), you take a big tic every second. Healing aura is 300ish, 'big' heals are 400-600ish. Then what? The heal recharges is say 3 secs, average, during which time you are already down 900 damage. That just sounds..really really bad. You'd have to carry a tray of greens in case of one hit. From fighting clones and some of the guys in Marchands arc, fire melee and its Dots kill me far more than other things, because you see that first tic and think..oh, 300 damage, I'll be sweet. Then you hit an attack, and are dead by the time it goes of..due to the other tics landing. Against an AV, than would be even worse (or stupid easy to get around, if there was a half awake ranged healer on the team).
  8. Oh I agree. You totally can not figure that all out with in game info. BUT given teh fact than a huge percentage of people playing are gonna be Vets, or friends of Vets, it is not totally unreasonable too assume a person may do a basic google/forum search, to investigate proc behaviour. Sure, other groups of people just will never look for info, mostly because..they dont care, and IOs/procs/number crunching is not why they play the game anyway. To those people, the way procs behave, means jack shit, and any changes would also be meaningless. The info IS out there (sorta? lol) and I reckon it is far better to let our Devs focus on changes and improvements, than adding huge amounts of info regarding teh mechanics of enhancements you either use a ton of, or barely touch. That said..some very basic info would not go astray,
  9. *coughs* Redside stuff. Looking at you giant pumpkin in Atlas.
  10. Sounds..a bit complex and not needed? I mean..why? EMp and Pain work fine as is (even if some tweaks would be nice), without needing a whole new mechanic. Can you lay out a more specific example of how it would work? Let's not use this reason. There are already SO damn many lazy emps around. Giving them more time to do whatever the hell they actually do (not much) seems like a bad reason.
  11. Is it though? Pretty sure it was Macskull, had a BIG thread about damage procs, laying out how they more in a ton of different powers, according to said powers rech/aoe status. There was something in there about the added factor of incarnate +rech too. Granted, that DOES prove your point about 'in-game source,' (and honestly, the in game info on the invention system is pretty poor) but its not like there is no information out there. Also given how many build posts are on the forums, so people can get at least some idea on a procs performance in a given power. We can also just log onto TEST (yes, not a perfect solution, but its something) and just build a full toon to try it out. Also, an ED ignoring damage boost may be far less useful on some powers. Take say..an MA scrapper with alll that smashing damage. WHich is gonna help more, a bit of a boost to smashing damage, or a hit of negative?
  12. Which still wont be as much of a 'penalty' as Total Focus or Energy Transfer. Not that I disagree with your point, but..if an attack needs changing just for a specific AT, something may be wrong. True. But MA also says Hi. Sure, Eagle's Claw is becoming a cone/aoe (whichever, it makes NO sense that a targetted kick to the face somehow hits other people) but is also one of the few (only?) melee sets without a cone attack. Granted, DT is easier to use than SPinning Strike (which would be WAY better as just made into a pbaoe). I like your changes. I'd suggest locking COmbo Level to 3, for the duration of CR. That would mirror the way Momentum works in TW (which would be waaay worse if you only got to fire off one powered up attack). Also, given how energy melee now gets the Focus thingy, and TW gets momentum, both ON a miss, StJ (and also water blast) really should get their combo tic on a miss as well.
  13. Oh duh. My bad. And yes..they count for the hero side (since, of course it does)..while the redside SSA heroes/vigilantes do NOT count for the hero slayer badge. Or at least didnt.
  14. Wow, is it? That doesnt seem right. ANy family at all? Or just bosses?
  15. Echidna did NOT count as of, maybe 5 months back? It may have been changed in the meantime, but I know she never used to, since I made a suggestion thread along these exact same lines.
  16. Just because Veats CAN double leadership doesnt mean then have too. You want to play it as uber team support, good on you. That will (as you have seen) compromise your build in other ways. As someone else said above, why not take Cardiac or Vigor alpha? With AGeless, your rech will be good anyway, and Mindlink should be close to perma. Also..my take. Your build is support, as you say..'to give teams a smooth ride' and then you say..'letting me scrap in peace.' Those dont really go together. If ALL your team helping powers are stopping you scrapping..well, you aint scrapping much. Screw the team (to some degree, NO team is incabable of playing without your 38% def, especially how common Manuv is) and work on yourself first. Or go make a FF fender.
  17. Yeah..like redside ones. Two main problems. BiB needing stupid high damage taken. Marshall needing a lvl 45+ task force badge (which isnt AS bad now RSF is mostly steamrolled). Another candiate..Invader. Needs badges from high level mayhems too. Sure, you CAN do that with an alt/friend with teh special contact, but for 'normal' gameplay? That is TWO of the 4 main redside accos locked behind level 45. Blueside only has one..sorta. Since maria you can do the exact same thing and jump on a team donig her arc.
  18. Looking at the above.. 4 slots in Stam, how many of those ARE end mod, and not procs? 2, at most? I assume you are running agility to make up for it..but wtf is the point of more rech and def, if you (as in, your build) has no end to actually attack? Also..TEN toggles? 3 VEAT leaderships, 3 Normal leaderships, Veat Stealth. I am assuming you are a Fort/Widow. That is 7. With SS and cj, thats 9. Having THAT much def is pretty pointless. I think the incarnate softcap is..55%? AGain..why have so much def and toggles if you cant do anything but sit there and look pretty?
  19. Yeah..Elec doesnt NEED anything. It is a really good set. The only things I'd suggest changed: Let RejCir (the heal) be castable as a PBaoe. I utterly HATE needing something close to me in order to heal. Or at the very very least, let it auto target the Sentinal pet if no team mates are in range. Change the animation for the rez. A HUGE jump in the air and slam down, in order to shock someone alive? Uh..hello..I can shoot electricity from my fingers. WHY do i need to jump in the air?
  20. *looks* I know I *did* talk about Ice benefiting from the +def and res IOs (and indeed any IOs)..but those 3 builds you posted are all tricked out to hell. Not quite a fair comparison, when Wp (easily the best combo def/res/regen) gains so so much from IOs. In my experience, I have seen many many tanks faceplant vs LR, ones with no IOs and ones with loads. Sure, Titan Weapons is being sorta nerfed due to its tricked out performance (I say sorta, because the changes look to be helping non IOd builds too)..but should that happen in every case? If WP and Invul on tanks is so good, we better nerf them back to the performance of Ice! Or..improve Ice in some way. Which I was never against..just against giving it non themeatic stuff (in my view of the theme of course).
  21. You can do some of them as AVs. I know for a fact that BS can be upgraded to an AV. Not sure about Recihs, Requiem or the Sentinel.
  22. I havent played Ice enough to really have suggestions. But at no point was I saying anything cant be done. I was saying Ice should not get Psi defence..just because. We have already agreed most psi attacks have a Typed component. See below: ..If it doesnt matter anyway, why bother doing it? You also go on (fairly) about how any def matters, which it does. With IOs and pool powers, ice can get to around 15% to psi (2 uniques, weave, stealth, manuvers)..which again, you said it..aint nothing. It is a HUGE increase in fact, to the literally no psi def ice starts with. The set could use Love..or.. shoring up holes? Should every set be lacking holes full stop? Why should a Defence based set also get resists? Aside from Granite armour (which has huge issues) and some sets like WP, Invul (resist and def..but again, no psi) most sets do one or the other. Look at SR and Nin..two defence based sets with next to no resists (normally). Should those suddenly get resists too? In summary..not every set needs to do everything awesomely.
  23. Feedback and suggestions sure..but what percentage of suggestions GET used in game? I have seen some amazing ideas, and had some myself that I totally think the game NEEDS, but no one ever agrees on one thing. Look at the recent Energy Melee changes on Test..people are still gonna say that prefer the old version, no matter what. Sure it would be nice if Ice had psi def..but does it need it? May as well say it would be nice if Invul had Psi Res. Both things go against the theme (as I see it, and arguably the original design).
  24. Sadly..that is impossible. People will NEVER agree eye to eye on theme or balance. Far too late to change the main themes of powersets! I guess the psi hole was far less of an issue years back. Now with the IDF around, there are way more psi attacks in play.
  25. I just read this post and tried it on my Demons/Dark. Incarnate powers but no iPets. 54 seconds. Weee! I'd imagine it would be even better stacknig the -res whip attacks (which I don't have).
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