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Razor Cure

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Everything posted by Razor Cure

  1. I agree that the set feels slow, even if data actually shows it isnt that bad. And really, people are gonna worry about either side, perception or performance, so its an issue for most players of the set. I also agree that all the powers should give at LEAST -damage to enemies, all the time. No other set has effects (like fire dot, dark -to hit etc etc) that simply dont do anthing unless X power is active. Of course, there are combo type sets, but even those combo powers still do other things without the combo going. Concentrated Strike is also just meh compared to other big hitters. Slow and feels even slower, plus the animation can look utterly awful, if you have a small toon of happened to turn as you hit it..the animation basically bends you in half. I like the idea of Power SIphon, and stacks of PS, making attacks faster.
  2. Totally agree with the OP. The new Posi1/2 are both great and varied and a great length. You can easily do both in under 30, speeding (or just with a great team), or go slow and everyone gets a few levels. Same with Penny. Obviously Synapse is just an utter POS. It is easily the least common (at least to me) tf being formed, and the hardest to get people for. Numina seriously needs a revamp too, as the entire TF, bar the hunts, can be done in like 20 mins or less. Manti and Cit also have the problem of nearly every mission being the damn same. Go in, kill everyone or kill a boss. Granted, many of the red side SFs are similar, but they all have varied maps and mobs at least, so they feel less samey.
  3. I do 🙂 What was it? lol
  4. Perfect solution? Given the divide between hating kb and loving it, the PERFECT solution would have been not to make the power have such a stupid amount of kb? I mean..look at energy blast again. hardly popular is it. Hardly my principles either. The power out of the box, with that KB, is mechanically shitty. Who wants to spread a mob all over? And yeah, it is a slot tax if I have to slot an IO because the power works in a non helpful way.
  5. The KB on the power UTTERLY kills it for me. Utterly. Seriously, why does it have to be so high? The exact same reason why I have never and will never make an Energy blast toon. I just got Meteor on my Seismic Blaster, and was enjoy it before then. Now..my most damaging power throw everything all over? No thanks. And yeah, i COULD 'fix' it with a -kb IO..but..why should I have too? With all the great changes and addons this update..you give us another huge knockback aoe? Someone really dropped the ball on that. Even if the power ONLY did the huge KB with Seismic Force. Oh, and it also makes zero sense for the power to actually be Knockback. Think about it..you get hit with a meteor that size..you are pancaked, not thrown back.
  6. Not disagreeing with this general sentiment or rule..but.. Silver Mantis says a big fat Hi, in a sexy voice, dripping with BDSM undertones. I couldn't care less about how SM is written, it suits her character (I think) and works. But that IS also content written by the original devs and still currently in game. Not excusing creeps or perves at all..but..someone explain how her dialogue is ok, cause it pretty much dings all of those terms. To the OP'er..do you have Profanity filters on? I got a temp ban on Live for calling some a female dog, which means they must have had Profanity on to read it. Having it on, when it defaults to off..kinda lands at least some of the blame on you. Its like watching an R rated movie, then getting offended by swear words.
  7. Minor one. Upthrust for Blasters (havent looked on anything else). Detailed Info 0.33 magnitude knock on target 26.08 smashing damage on target KNOCK, not knock up/back
  8. The disconnect between the activation and the actual HIT time of Upthrust seems awful. The power fires off fast. then..waiting..waiting..waiting..oh NOW it hits. Both basic Aoes are also only Light damage? I know Shards can do extra damage, but it seems really crappy to have such low damage aoe, especially when, as others are saying, its seems harder to time the extra damage procs here, than in other sets (like Water Blast). Agree with Tombstone..a snipe power in a rock throwing (kinda) set just seems silly. Another comparison with WB..cold/smash damage, AND two powers in teh set do Fire damage. Plain smash or lethal, on anything but blasters or scrappers is generally gonna feel weak as hell.
  9. I havent tried the changes yet, but I was just thinking.. Overall, these changes seem totally awesome and cool..BUT.. Draining hard targets like EBs and above. Basically everything in game can still attack without End, and the stupid high Endurance pools of AVs and heroes make it pretty hard (depending) to fully flatline them. In a lot of fights with my elec/elec fender, its basically pointless (again, pre changes) to even TRY to drain an AV. If I am in a team, the target will usually be dead before I drain them. And even if I do...yay? They can still throw out some attacks and it doesnt make them die any faster. I am not 100% sure, but I dont think many AVs even have toggles, that 'could' be dropped by having no end..they just have inherent def and res. I think it was suggested awhile back, but what about anythnig with no end (or under a %, so it could trigger on an AV before they get a huge, relativfely, tic back) also gets some minor -res/speed/something. Surely having no energy at all should cripple anything way more than simple 'having no energy.' That said..I cant wait to try the changes out!
  10. Do all the powers look..well..less crappy? Stone armour as it is now (on Live)..taking Granite makes you a big rock and you lose a costume but it still looks better than the shields and poo-shoes.
  11. Regarding the power descriptions. I hope there are not..set in stone (HA)..cause it seems like nearly every power has a variation of 'encase the target in stone.'
  12. The changes sounds good! Havent tried em yet, but I am excited!
  13. Gotta be honest. When I saw the title, I was thinking how much STUPIDLY harder Mayhem's are, compared to Safeguards. SG, you only have 2/3 mods in the bank, plus the Villain and their mobs. And NO ambushes at all. Ever. Mayhems..you get ambushes on the way to the bank, another when you enter, 2/3 mobs in the bank, hero+mob, and basically never ending ambushes. And dont forget the fact, if you die in a SG, you just get plopped back to the truck (with, again, zero ambushes). Mayhem, Ha! Stuck in jail, and during the time spent breaking out, more ambushes home in on you, in the jail. Then of course no one a team will take down their jail down at the same time, so someone gets out first, and walks into the normal mob in the jail PLUS those ambushes that came in. This situation is even worse on low level mayhems, with minimal powers, aoes, and poor recovery. I have been on many teams (even some on Homecoming, but less, because hardly anyone seems to do low redisde stuff) that have just wiped over and over, then quit.
  14. Maybe they should..but CAN they? Someone always exits right away, and others stay, to kill mobs or because they click slower. While someone is still on the mission map, the map still exists, and the mission will read as Mission Completed. But it still cant auto advance until everyone exits. It would make more sense to auto remove everyone from said complete mission, as soon as the team leader calls the contact.
  15. Not sure about the OP idea..but I reckon it would be cool and helpful if levels that awarded a new power came WITH the CHOICE of an additional slot, for that new power only. It is really annoying (well kinda annoying) to think 'Oh yay, lvl X finally! I can get power Y and it will be awesome!' Then you get said awesome power..and it is a PoS (relatively) because it only has one slot. If you hit the level, picked the power (coming with teh first basic slot) AND also got an extra one (only for said new power), that would help by at least being able to slot an attack power for 1 acc + 1 dam, or a toggle for 2 end red. Then at your next level up (which would be 2 or 3 slots, depending), you get one LESS slot, because you already choose an extra one.
  16. Well..dont they? I mean EVERY other AT before VEATs had one. Admittedly those have been tweaked, but they have mostly always been there. AN inherent is a chance to make the AT unique and characterful (is that a word? it is now!) and do or get access to something no other AT can. Exactly. Hence my very first comment in the thread, saying EVERY single AT should get a bit of an end/rec boost. It seems unfair that one single AT just..never (well mostly) has end problems, on the AT with the least amount of toggles no less! CHampions had an Energy Building mechanic built into some attacks, that worked well as a way to keep fighting and doing stuff. I can see that providing a boost to every AT, in tier 1 attack powers (so early controls as well as attack powers). That would have almost no effect on ATs that already have minor end issues (blasters and those melee sets with +rec) but be a godsend to others. Or how about just making missed ST attacks refund half or a % of end used on them? This would be awesome, even if it was just active pre level 20.
  17. What attitude? Honestly confused since in an early pose you talk about their Inherent, and now you are calling it their base stats. The inherent for all ATs are not base stats, or Doms would have perma dom from level one, scrappers always critting etc etc. Even if the regen/rec 'boost' was their base, it is apparently so low as to be basically worthless.
  18. What? That is their Inherent. It isn't their base regen or rec at all. If it was their base (ie, without ANY other factors), then wouldn't (or shouldn't) their actual Inherent be something else?
  19. Max End seems like a neat idea. Since no other AT gets it. Also, I always felt it was totally stupid that things like health and power damage get better as you level higher, but we NEVER get more endurance. Never. Surely a level 50 of anything would have gained a somewhat larger pool of endurance along the way.
  20. I see what you are saying. I do. And I totally AGREE that blasters all getting a Sustain was stupid. But...it happened. Also your argument that Ice Armour low DDR being offset be Ageless hardly means anything, since the game still is not balanced around IOs, let alone Incarnate powers. So Ice getting low ddr was just the old devs having NFI. ANd the fact that Ice has got a bit more DDR since Homecoming is sad..but hopefully its on the list. Talkgni of Nerfs in trade for buffs..please, please point out where the blaster nerfs were, when every set got a sustain. Honestly, thats not a real question though, since as I said, I do agree those sustains weren't needed. But again..they did happen. And ARE a great quality of life tool for everyone not on IOs and incarnate powers. They hardly suddenly made blasters OP either. A telling fact in how good +recovery is to melee ATs..Willpower, Bio, and Rad armour..all have +recovery. Bio and Rad have there's in tandem with other powers (not just like Quick Recovery) and I really cant see where those 2 sets got 'nerfed' to trade for that.
  21. As an aside, I reckon ALL melee ATs should have a +recovery boost somewhere in their powersets. The difference between those with and without is night and day. That is (at least for me) leveling up with Basic lvl 25 IOs, the +recovery uniques slotted asap and end red in powers. The +rec powers make playing up to 50 SO much better (like bio armour, with quite a few toggles, vs fire armour with 3, but no recovery boost). Yes, VEATs get +recovery, but it is apparently almost so little as to be pointless. Look at the sustain powers for blasters. Blasters usually have minimal toggles, often toggles than weirdly cost NO endurance (maybe an epic shield, or leadership) and they ALL get a Sustain. Sure, blasters go nuts and attack constantly, but they can only attack as fast as powers recharge and activate. Melee on the other hand (especially brutes, scrappers and stalkers) want to attack constantly too..while having the constant end drain from multiple toggles.
  22. Maybe because regen was not very common on Brutes, and the larger hp caps help somewhat. I was just trying to see if Regen actually has any RDR in mids, but it isnt shown. However..i know Rad Armour has both regen and rech defuff resistance. Nearly everyone here is agreeing that regen's problems come from -rech (among others), so give the set some regen and rech resistance would help.
  23. Are there any plans to tweak T9 crashes in PvE too?
  24. Fair point. No idea how to 'fix' it either. But RDR cant hurt, and its arguably something Regen should have some (if not a shit ton) of.
  25. Why? Elec is basically immun to end debuffs. True. BUT the only tools SR actually needs is Def and Def debuff resist..thats ALL it takes to make the set awesome. As you say, regen has way more tools...and isnt awesome at all.
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