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Everything posted by Razor Cure
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True..it is. But those 2 I mentioned, the +20% rech and 50% end red..are SO not balanced at all compared to the others.
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SecMu is a great little power...but.. Well some of the effects are crap. Cmpared to Mystic Fortune, which has most values in the 5% for def, 10% for res, and 15% for damage (as WELL as a lot of buff/debuff ones), there are litterly on two effects in SM that are worth a damn. The +20 (or 30, I forget) recharge, and Pain Tolerance, that is a totally awesome endurance reduction. The res are truly tiny def, speed and acc bonuses. I dont think there is one doing +res, nothing for special effects at all. Can we get them tweaked just a little?
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Should We Remove Crashes from Defensive T9s?
Razor Cure replied to Sunsette's topic in Suggestions & Feedback
No offence but..what? You NEED almost perma elude to do that? Elude is like 45% def OVER and above all SR already has. IE..an utter waste. Also, Phase on a melee. That is totally a great indicator of how 'good' a t9 is! Of course, my opinion and everything. If it works for you, go nuts. As too you talking about not wanting to 'fix' a powersets holes...I kinda agree with your there, but the whole argument is rendered utterly moot by IOs and incarnate stuff. Like you can build an Invul to have like 40% (or whatever) Psi resist, which is stupidly awesome to a set that normal gets utterly spanked by Psi. How is that not 'breaking the design?' Also, newer sets like Bio and to an extent WP and shield have VERY few holes, getting +hp, regen, rec, def, res etc etc> Obviously nothing gets everything. Well..Besides bio with heal, rec, rech, res, def, heal, AND absorb. So why play anything but Bio Armour? Oh wait..cause we all love different sets and would like them tweaked in a variety of ways (whether realistic or not). Also, if every t9 was tweaked a bit, with no crash and maybe Unenhanceable rech (on the long duration ones), that would totally eliminate any outcry about 'plugging the power sets designed weakpoints' because nothing would be perma, but everything would and could be actually useful. -
Should We Remove Crashes from Defensive T9s?
Razor Cure replied to Sunsette's topic in Suggestions & Feedback
The T9s need to fill a hole in the set, as well as add something..special (ideally). Like the new ICe Armour one, Icy Bastion. That is sooooooooo good compared to Nubinate (so worthless on tanks especially). The set is defence based, and the t9 gives you good resists..a perfect hole filler, since when your def fails..you want the resists as back up. LIkewise MoG..a stack of def and res, in a set that has very little. And a short power, which makes sense when IH is a long duration. As another example..Unstoppable. ALL Resist..in a set with good resists anyway. Its mostly pointless as people have noted. Suggestions. Dark Armour. Said this before. COmbine CoF and the stealth into one power, give it Shadow Meld as a t9. Fast, short power, giving a good hit of defence. Elec. All resists again..stupid. Give it something with +speed/rech, maybe elec damage in attacks as you channel power, with a big hit of regen and absorb? EA: Its all def again..silly. The +hp is nice. Some resists and absorb would be much better. WP: Not bad. But boring. Shield: Decent. I'd give it a lil def hit too (since shield generally has lower def than other sets). Maybe a stacking +def, from AaO. Regen. Good. But ive the self rez a +hp, so it becomes another tool. Stone: A whole seperate can of fish! Fire: Give the rez perhaps a +damage and absorb, make it useable when alive. Rad: APparently good! Bio. Great. SR: ALl def again. Give it a +rech and more speed, with a refreshing absorb and +regen mechanic since the set has no heal. Ninjitsu: A bit of rech and some resists, also status prot (in case case of dying trhen having no mez prot when you get up). -
The exisiting ones are great, but DO suffer from being needing teh same type of power to go into. As an example..my Ill troller..the troller atos are mostly crappy for him (not crappy, but no..variation in where they can go), and having ones that could go in damage powers would be awesome. More sets could also bring in more cool procs, as some of them are rather OP, compared to other sets. Like Stalker's having basically 2 of the best procs in the game (imo) and scrappers, as comparison, seeming a bit lackluster. By secondary effects, I mean ones IN your secondary power set, Such as def/res ones for melees, buff/defbuff for support, more..creative type ones for blasters, attack power ones for doms, and of course buff ones for fenders. The bonuses would need some tweaking too..like a Def/Res ATO set wouldnt (shouldnt?) give any + def or res. And the +rech part (assuming there is one) would have to be on the 4th or 5th slot, at the very least. Blaster: For the Manip sets (maybe it is ONLY slottable in the secondaries?). Perhaps a damage proc with a chaining effect, in single target powers. Dom: Definately an attack set. With a proc doing a damage proc, and perhaps a chance to Hold/Mez Troller: A buff/debuff one. Maybe a +20 strength to X (heal/-to hit/-def etc) Proc, in a set that does acc/mez/duff/debuff (not sure if that is possible). Brute: Def/Res one. A minor +heal/absorb chance when hit (like..very minor) that doesnt work in damage auras. Tank: Umm. My least fav at..not sure what they need. A taunt set that has a high +dam proc. More damage and encourages them to taunt. Corr: Yay corrs! a Buff/Debuff one. Perhaps with a +chance to scourge (if possible) MM: Buff/Debuff. NOT a pet boost one. Maybe something that giives a +heal/absorb proc to teh MM. Stalker: Def/Res. +AoE def. To help those non def sets stay unhit while lining up an AS. Scrapper: Def/Res. A retaliation proc. Each time then get hit (maybe with ST attacks only), a small chance to auto'hit back, for minor damage Fender: Buff/Debuff. A +special effect (thick power boost) proc that also grants s amll +damage. VEAT: Secondary sets. Honestly, not sure what they need. Maybe a minor +rec proc? Or a small chance to summon a spiderling minion, that lives for 10 secs or so. Heat: Pass! Senty: Havent played one yet. Perhaps damage proc.
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So I have been trying to get Fast SNipe on my blaster..with Kismet and 2++ Hamis..but ZI was not getting the 'yellow ring' indicator for it. This had me rather annoyed, especially since I 'borrowed' multiple Hamis from friends! I sent a ticket and and got a super helpful reply in a few hours! The GM pointed me too.. So even IF you have no fast snipe indicator, it DOES work, as long as you are over 97% to hit. Thank god!
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So I have a water/poison corr and have observed a few things about the set (water blast) and want to see if anyone has noticed similar things, or if it is just my perception/lag. Water Blast, in the same way at newer sets (Titan weaps, Street Justice) has a gimmick attached to its Aim power, Tidal Forces. Using TF is meant to give you 3 stacks of todal power,s o you can make use of the bonus things in a few of the powers. Which sounds great. However.. I have noticed that if I use TF, when I already have 1 or 2 stacks of tidal power, the behaviour is..weird. If I do not fire off an attack RIGHT THEN (to take advantage of 3stacks), and perhaps wait a second or two (using aid self, moving, another power etc), those 3 stacks will decay down to 2, MUCH fast that they actually decay (if you are building them normal). It is like one of the stacks I had before using TF, then decays, taking away from the 3 i 'should' have, after using the power. Again, i am not sure if this is just me, or lag, but I have observed it happen WAY to often. Perhaps this is WAI, but if so..it seems really silly. Using the power should give me 3 stacks, until I actually use an attack (or the 10 sec duration)..but it does not. Even just use a debuff after TF quite often is enough time to lose a stack. Maybe someone with Street Justice can chime in, and mention if Combat Readiness functions in a similar way (losing a third stack, right after popping the power). I honestly cant recall my SJ toon from Live, but almost certain it wasnt this way. Likewise, TW, and build momentum..that gives you the 'special' effect for the entire duration of the power.
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My blaster has Tactics and the Kismet acc. Tactics has Two Cyto hamis, both at +2. My ToHit, via combat stats is..97.20% According to the snipe text..97% is fast snipe. And yet..I STILL don't have it :(
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lol! I meant Scrapped...but being a Scrapper fixes everything!
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A LOT of the Hunts in PI need to be just scrapper. Like Kill 50 Malta, when you are lvl 40 etc. Totally stupid.
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As it sounds...a search/find function that goes through any stored Salvage in base, and filters out what you want. It is a pain having to go through 10 bins to find one bit!
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Proposed change to the Poison support set
Razor Cure replied to Varkarrus's topic in Suggestions & Feedback
So many other sets have auto hit debuffs, or very close too. All the toggle ones, tar/sleet/freezing rain. Use then on anything, it hits the target. Poison, one miss and that boss will slap you silly. Also, not sure if someone can confirm it, but I am almost sure the Poison Trap in /Poison is NOT the same as teh one in /Traps. The traps version is almost godlike, yet the Poison one is..average at best. -
I want Envenom and Weaken to get better AoE. As it stands (and I admit, i may be wrong, since the power info REALLY does a poor job of accurately showing the aoe portion), they are both strong (but not GREAT, for a set built on 2 single target debuffs, they should be amazing) but still struggle to simple reliably cripple more than a few baddies. Even worse in comparison to AoE toggle debuffs, with a huge aoe, and that also hang about in the anchor die. I'd still love some kinda infection mechanic, maybe the more targets teh aoe hits, the stronger the debuffing gets (as it reaches a critical mass of toxicity or whatever), and well as the original target, on death, maybe exploding with a basic toxic DoT.
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Proposed change to the Poison support set
Razor Cure replied to Varkarrus's topic in Suggestions & Feedback
I like this idea. I just made a Poison corr, and even after the latest (this was just before sunset) changes, adding aoe to teh debuffs, they still feel very Single Target in nature. In infection type mechanic (ala disintergration/contamination) would be awesome. -
Totally agree! Make it so :)
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Can we make Martial Combat's Buildup slottable?
Razor Cure replied to Bartacus's topic in Suggestions & Feedback
Agreed..just making it slottable wouldn't have to change the default ToHit at all. Why would it? Why shouldn't you actually be able to enhance the stats a power is boosting? Almost every power in the game take enhancements, bar weord ones (that REALLY should have some slottablitity, like Swap AMmo and Staff forms). -
Indicator for remaining time on tfs/sig arcs.
Razor Cure replied to Razor Cure's topic in Suggestions & Feedback
Well ok. But even for 20 hours, it would be a nice thing to know before hand, especially for things like Hami Raids. As for supplying the code needed, how about no? This is a suggestion thread, not a Development thread. -
With any Task Force/Sig arc, you can only get each type of reward once a week..but other than having a super memory or keepnig a spreadsheet, there is NO way to tell what alt can get the rewards from what. Some kind of indicator would be awesome, and cant be to hard, since the game clearly tracks the real time frame between completions anyway.
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Can we make Martial Combat's Buildup slottable?
Razor Cure replied to Bartacus's topic in Suggestions & Feedback
Totally agree. With aim/BU being slottable with the BU Proc (AND having it go off almost 100% of the time), that is zero reason RftL can't have a proc chance too. The proc still wouldnt be able to stack or go off every time, and you'd have less control over when it fired, so it would hardly be OP. -
Like..a week ago..you could do the 1st Signature arc on a toon (assume you'd never done it before), get teh 20 merits THEN run it again, right away..and get 20 more. IO just tried this on a new toon. And got 20 the first time, and the second it was a red reward, and I could only pick 5. Has this been changed?
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All in the title. My blaster has Kismet and tactics, with 2 slots. I'd LIKE to keep 2 slots, and have two lvl 50 Hamis, the end red/to hit ones. My To Hit is at..96.7! Would using a 3rd hami to +1, one of them, get me over teh fast snipe barrier?
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Add Vidiotmaps maps to game itself
Razor Cure replied to Robotech_Master's topic in Suggestions & Feedback
Totally agreed. A friend is confused enough with teh game, without having to download the maps! -
Reaction Time, for Martial COmbat (or assault, I forget) has a +regen and recovery part, in line with other blaster sets, but the Recharge component ONLY works after you turn the power off..which just is stupid and annoying. Time and Arrow blaster secondaries BOTH get a flat 40% rech boost (which is amazing), and Rad gets at least +10%. Other sets have none, but other things instead (Devices with +acc etc). It would be great to have the +rech on, all the time, and would make way more sense, since the power is meant to be..increasing your reaction time, all the time! Even if it was just a flat +10% (in line with rad, and makes sense considering RT does other stuff), that would be a ton better!
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Omega. Woot, we are here..the end of the road! The road to freakin’ awesome. I hope you have enjoyed my ideas and power suggestions, and that they sparked off some ideas of your own. In the meantime..this power WILL be Overpowered. Isn’t that the whole idea? And of course, we have to assume that EVERYTHING we got till now may have been invalidated by Battalion powers and coming Mob types. This power is a click, similar to Hybrid, as passive would be seriously game breaking for all the content we have till now. Sure, it would be fun for a bit..but.. My main inspiration for this is the first Alpha arc mission, when we are powered up to all hell, and the Blood Coral mission, with similar effects. I will also go into a bit of detail about why the power does what it does. So..without further ado.. Omega. Tier 1. Form of the Omega. Click Toggle, 20 sec Duration, 20 min Recharge. Max HP x10, +Rech, Rec, Regen, Range, Mez Prot, Mez Duration. Yes, times TEN. One of my biggest pet peeves in game is how, even though we are a super god like incarnate being..a simple BOSS can have more hp than me. Not to mention a ‘normal’ AV, with 30k. And don’t even mention incarnate AVs with 150k. Hmmm perhaps 10x isn’t enough! Regardless, the idea is to make US of a similar ‘damage soak’ level. As in..just take an attack for 2000 damage on the chin, instead of drop dead. It would work off Max and current HP, cause..why shouldn’t a Godlike Tank, have more haxzor hp than a Godlike MM? So at 10x..you get an MM with 8000 hp, a Corr with 16,000, Scrapper with 24,000 and so on. Regen IS affected by this, but maybe to a lesser degree than it ‘would’ be, at the proper ratio. All coupled with Huge mag Status prot, capped recharge and recovery, and 5 times Mez duration. Tier 2 and 3. Shield of the Omega/Hand of the Omega. Shield: Click Toggle, 40 sec Duration, 20 min Recharge. AT Cap Resist to all, +100 Def to all. Extreme Damage Melee attack. Hand: Click Toggle, 40 sec Duration, 20 min Recharge. 2x AT Damage Cap, 20% Unresistable Damage, +75% of New Damage Total to all damage. Extreme Damage Ranged Attack. These powers would be the first branch of the Omega tree, so you would make Form, then have the choice to pick either Shield or Hand, depending on what you want. A tank is going to have less need for capped res, when he is getting 30k hp! The Shield caps each AT at their specific cap to Resist, and adds 100% def to all. The Hand doubles your AT damage cap and makes 20% of this new cap, unresistable damage. In addition, it applies a 75% damage buff, right away. So there is still room for those 10 reds you are carrying. The powers appear exclusively, so if you pick the Shield at T2, then Hand appears at T3, and vice versa. The T3, whichever it is, extends the duration of the power to 60 secs. All 3 powers ‘stack’ with each other to, meaning at T3, you have Form, Shield and Hand, ALL in the one click power. The two Attack powers, melee and ranged, would be extreme damage, around 400 like Judgements, and have a Recharge of 2 mins, when you get the FIRST one. Picking the 3rd tier (so both attacks) increases that to 1 minute recharge. This is when you do NOT have Omega Active too, so it’s a One min cooldown big bad attack. As for the type of damage..hmmm...uh. It’s Omega Damage. Unresistable by anything. But it will NOT be buffed by anything, except having Omega Active. Obviously..when it IS Active..a unresistable extreme attack, buffed by The Hand? Whap. Tier 4. Essence of the Omega. Click Toggle, 90 sec Duration, 20 min Recharge. +5 Level Shift. Extreme Damage PBAoe. Yes, you read that correctly. A plus FIVE level shift. Taking us to Level 50+10. Why? Because it would ROCK. Duh. And again, no idea what would have happened with the Battalion. But mostly.. Cause I am jealous. Going back to my comments on the x10 HP, the same thing applies here. Even though we are getting more and more powerful, there IS always something better. But..better in the game NOW. Not coming soon, not planned, but right now..when we are meant to be the most super awesome darn tooting super being there! Of course, things like Cole and Hami get a bit of a pass, since ones the Wells Champion and Hami is well..um..yeah, a cheat? All those other Hero/AV’s though??! WTF. I am a damn Incarnate people! Why does an even con Elite Boss version of Ice Mistral still use ice blasts for like 8 times the damage I can ever do? I call shenanigans. Hence the +5 Shift. Level 60, double damage, huge hp, max toughness, unresistable damage? Fuck, yes. Cop that Ice Mistral. That is also why it would almost certainly HAVE to be a click power. Having that constantly would explode things. So looking back, we would be getting.. Judgment: Aoe nuke Interface: Proc damage Lore: Pets Destiny: Aoe team buffs Hybrid: Personal timed buffs Genesis: Aoe debuffs Mind: Aoe mez Vitae: Passive personal buff Omega: Uber haxs and attacks. And thats like..everything I think? As well as an I-Attack Chain of a nuke, melee, range, aoe mez, pbaoe, and proc damage! I hope you enjoyed my Incarnate System wrap up. I really do wish we had of got to see it all through. Remember..things worked the way I say..because..I say it. But if you have some great ideas for how something could have been done, share away!