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Razor Cure

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Everything posted by Razor Cure

  1. Just to weigh in here. Hasten sure does work to Power Creep, since there is NO way that Dominators were made with perma dom in mind..or Melees with permas tier9s (i think some can get this? I saw it in another thread) or Warshades with perma eclipse. A change, in the name of balance (not saying Hasten IS unbalanced but you get teh idea) should not have to be a benefit. Changes can occur both ways. In regard to the actual suggestion..I think it would just cause way to much uproar and 'ruin' all those builds that apparently need Perma Hasten to function (snark'd on purpose)..as well as the people who just like the power. I'd be more in favour of getting rid of Flurry (i mean, really?) and replacing it with an And/Or Passive +rech. power
  2. This power is basically the same as the power of the same name for Blasters, minus the recovery portion of the power. However, the blaster version has a visual green heal numbers effects, with the sentinel version has NOTHING. It shows in your combat log, sure, but having to check if a power is actually doing anything seems silly. I like seeing green numbers!
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  3. The hardest part is actually getting everyone to log of at once. There is always some idiot who flat out refuses to believe that a TF mission can be reset, or who logs first then comes back RIGHT away, before others have actually gone!
  4. I was just assuming to would pop at a 'normal' non attuned IO, that could then be boosted and attuned as normal. If it did make it attuned, the salvage cost would be at least 20 (i think its 20 per catalyst) plus a bit more.
  5. We already have enhancement 'enhancing' salvage (for lack of a better word), namely Catalysts to attune and Boosters to improve. I was just thinking of salvage to MaxOut an enhancement, as in teh following example.. You get a Decimation recipe drop, lvl30. Sure, you can convert it into teh BU proc (eventually, took me ages to do this!) or you could sell it, meaning whoever buys said recipes gets it at teh level THEY want, just cause the market says so. I am not saying that is a bad way to do things but it seems a bit unfair the recipe will become max, just because it magically went through the selling process. Got sidetracked. SO you either sell it, convert it to a wanted proc (not all sets HAVE wanted procs) or..you use it, at a lower level and dont get the max stats. Of course you can then Boost it..meaning it still isnt max'd, compared to a lvl 40 recipe that gets boosted. This can occur with a heap of other sets like LotGs (though they have a great proc) etc, even stuff like lvl 41-49 Thunderstrikes, a set with zero procs, and not many desirable conversion options (mostly). So a bit of salvage that lets you craft a recipe, slap on teh salvage, and it becomes Max level for that IO set. I think it would be nice.
  6. ..Why? I mean..I am not against exatra rech, but..is there any real reason for it? With IOs, there are a stack of +rech options, and Hasten. If the entire reason for if is to allow builds to skip hasten, well, they already CAN? If you are talking builds with IOs, they will already have some +rech, even more options for that with incarnate stuff. I have lots of builds without Hasten. It is quite overrated, depending on the power sets involved. I just dont see a point to this, other than 'yay lets let everyone have more rech for the hell of it.'
  7. I vote give EM (the melee sets obviously) the same buffs to TF and WH that Doms got. With ET also getting an alteration in 'energy focus' mode. The animation becomes MUCH faster, almost to teh old levels, while Total Focus (with energy focus) gets more damage but also a Mag4 Stun. The mag 4 stun was one of teh best parts of teh set, pre nerfing, and this would add an extra layer of choice..do you get more aoe damage, a super fast kickass attack, or a sure fire stun on a boss.
  8. Also some of the contacts need fixing. Well, maybe. but a few times now, I have tried to 'tp to contact xx' and get this weird message about 'no contacts being avaiable in this universe!'
  9. I agree it really was not obvious. In maybe my 4rd week back, I was going insane trying to find the Fateweaver on the map in CapAu. I had NO ideas the tiny lil emote icon would suddenly contain the difficulty settings..which have zero to do with emotes! I liked the old system too. Maybe give the early contact arcs or trainers some text about where to change this stuff, assuming they dont already.
  10. I'd rather an option to autocomplete ONE task force mission. Only one, per task force, and the mission requires a certin amount of times/kills on that map, so it cant be abused. So even with a mission that could be abused and auto'd (say..mission 4, STF, defeat dr aeon, which takes at least 5-10 mins, on a super team), it would require say 20-30 minutes spent on mission (for at least 6 team members, to allow for unavoidable afking) and say 3 of the 5 AVs (or some similar check point) done, before you can auto complete it. Likewise with the Katie mission (which is about teh most commonly bugged tf mission), you would have to spend 15-20 mins in mission, and have freed Amy from her guards. Also, team leaders already CAN reset a task force mission, simply by having everyone log off anfd come back!
  11. I like this idea. As well as a Goldside day!
  12. Totally agree with this. But even so, tanks still ARE the best at taking an alpha. Taking it. Using hard controls or debuffs is technically mitigating the alpha strike, not taking it on the chin. All depends on what teh team is or is not doing. If they are aggroing everything, team wiping..then the tank laying down some guidelines is totally not a waste of time (or any other AT doing the same thing). It sure doesnt. But that does not suddenly mean that herding cant be fast and efficient. I mean, to use an extreme example. Look at Farms. At least melee ones. You dont just attack a few at a time, you gather as many as you can and aoe them to bits.
  13. Pretty close to the same thing. If I dictate it, and yet, my pace is too slow for you..that is ok, because I dictated it, not set it? Also, you used 'dictate' twice then, so it IS teh same thing. You mean if their pace doesnt match yours. Also impossible with aggro caps. Which is why I mentioned too many mobs. A tank (or meat shield) who pauses on entering a big room, yells HERDING then grabs two mobs and does a nice corner herd is in no way wasting time. Sure, maybe you (the non herder) is standing around for all of 15 secs, (thats about how long it will be) which also gives all those nice aoe powers and controls, buffs, debuffs time to get ready..but when those two mobs just melt at once..THAT is saving more time then wiping one mob with every power you have..then having no BU/aoes/long rech debuffs etc etc ready when you jump into MoB2.
  14. Really? Herrding is slow? The whole idea of herding is too kill multiple mobs at once. Sure, depending on the team, they MAY be able to do 1 mob at a time, almost faster than herding, but not often. I think you mean the bad herders, who try for way too many mobs and just lose aggro, leaving them strung all over the map. Wait, so the tank, the guy who SHOULD be in every mob first (aside from maybe a stalker)..is doing it wrong if he sets the pace? Color me confused by that one. Nothing else is better than taking an alpha strike and leaving every other AT to debuff, control or blast things in relative safety. In all seriousness, I find (this is in general, and MY experience) that Brutes make the best tanks, in regard to keeping the team safe. Of course, this is totally disregarding any 'bad tanks/brutes' (of which there are many, especially /fa brutes) but when you get a good Brute (one with taunt, and knows how to use it), they usually have a much better awareness of what can be dangerous. I think this is due to the fact that most Tanks get by on BEING a tank, not by actually being a good tank. Such as the tank who tries to 'solo' Clamour, on Penny's tf, why the rest of teh team gets murdered by the huge ambush, and they proceeds to be totally shocked that not everyone has their hp and defences.. Seen example of the about happen so many times. As well as the tank trying to play like a scrapper and kill the one boss in the corner, while the team fights everything else. lol
  15. For the Love of everything. When you convert something by whatever type (out of set type or rarity), let the setting STAY that way. It is stupidly annoying to have to keep re-clicking By Set Type, when I just want to repeat teh same process again, for same enhancement. Not only is it very easy to skip that step, and convert to some other set you dont want, it is just a waste of time.
  16. If we get this set, we NEED a Claptrap costume! 'And now, you will dance for my enjoyment!'
  17. I was very underwhelmed by teh 2nd Blaster ATO proc. Considering the AT as a whole, is the only thing in game that can still attack while mezzed, it isn't as useful. Sure, mez prot is still great, but I have never noticed it going over Mag2 prot for me, which makes it pretty shitty. As DrM said, some of the other sets are just flat out amazing, or at least somewhat noticeable.
  18. People use those sets? Granted, no tanks here (cause..eww) but..taunt sets? Can get as good bonuses from melee damage sets without gimping attacks. Also, does the kb proc even make sense for a STun power? Maybe a ranged, single target one, but in an Aoe stun, I dont know why you'd want to just scatter a mob.
  19. Leave my Villain zones alone, thanks. Keep your giant, bloated zones where a good half of it isnt actually used. Like Boomtown, perez, IP (missions just in the middles or far ends) Talos (in town, the odd mission on teh islands) PI (99.9 is all in the city, or portal corp) etc etc. Just because you dont want to be a vill, doesnt mean everyone feels that way. Also, considering how basically useless the Freedom Phalanx is (I mean in game, not in the Lore. In game, in most missions with them as allies, most are gimped boss classes. I don't see them facing off vs whole mods. Same does go for Sig vills too), I really doubt they could do it anyway.
  20. Yes! I almost NEVER take t1 attacks. That's why its slow..Archery is pretty meh on everything.
  21. Some of them are pretty tough! I forget teh exact one, but the Malta mission with 4? glowies can be awful!
  22. The whole set is pretty meh. It needs something..maybe bleed (lethal) dot's on teh attacks? It is just so weak on anything but a blaster. And totally agree about RoA. Its sooooooooooooo slow. Sure, the range is nice, but it takes forever!
  23. This. Until you have tried playing with SS and CJ going, you havent lived. The control and smoothness and just..the feeling is amazing. Sure, SS is still suppressed when you move, but with the extra boost from cj, any bad guys you need to move to (or away from) are quickly in range, ALso, I love seeing stupid melee players who leave SJ on when fighting (cause they were REALLY silly and took it without combat jumping, which is waaay better for slotting too) and running out of end in about 5 seconds. The End cost is part of the powers..being meant to be used for TRAVEL. That said, a lower end cost on anything is never bad.
  24. Again..you are missing the point of the power. For ONE slot, it is good. One slot powers give more flexibility to builds too. ANd people having to stay in it for a benefit? Damn, being forced to use tactics..crazy, right? All snark aside...I DO find the drop aspect of teh power a bit annoying, especially in fast paced teams. Having it as a Toggle but buffing around the caster would make it easier to work with in nearly all situations.
  25. That totally depends on if you are playing from a totally RP, theme perspective, or from a performance point. Look at a lot of the old smash/lethal sets..Mace, axe, AR..these are also some of the worst performing in game. I cant speak for everyone, but I know I wouldn't play the most super awesome flashy looking Powerset, if it hit baddies like a damp tissue. I have no idea of teh mechanics, but could an IO set change the damage type of an attack? Or add to it? I know Fiery Embrace is (or used to be, is it a straight up +damage now) sorta like that, and added Fire Damage to 'normal' attacks, based on their base damage. Or something.
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