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Razor Cure

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Everything posted by Razor Cure

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. Are there any plans to tweak T9 crashes in PvE too?
  12. 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.
  13. 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.
  14. Elec armour says HI to end draid. Fire arm says HI to fire damage. Sr says Hi to def debuffs. And those are sets that are seen as very good. The fact a set named Regen gets utterly stomped BY -regen (when other sets have protection from it) makes zero sense.
  15. Oh it would. I just didnt have the power then! Those both seem like..'lucky' outcomes to making a power unique, rather than actual intended effets. I mean..NOTHING should be interacting with anything while you are phased, thats the entire point.
  16. Ooh! Maybe thats why. I dont think I had the pet to hit going. It all just seems like a weird way to overly complicate or change a power type (damage aura) that really had zero need for changing. One thing I just noticed, runnnig SIlver Mantis. With a 'normal' damage aura (hell, even an aura like RTTC), those persky Engineers get tagged out of their FFG summoning. But with IrrGround? Uh huh, cause it somehow vanishes and resets when moving. Thanks! Another thing..RadTherapy actually works with no targets around you at all. So, as you said..fucked if I know WHY it even has a base 3.0 to hit, cause wtf is it hitting with zero targets? lol
  17. Just started a Rad?Rad brute and have some questions about the powers. Irradiated Ground: This 'aura' still feels a bit odd too me. It doesnt seem to be always on, and after moving, it takes a few seconds to 'respawn' at your location. I tested it on the RWZ practice dummies, as well as even levels in SC, and there is NO 'to hit' check message coming up. Does the power need accuracy? As an aside, I wish some stuff was just flagged as auto hit! (Like Freezing Rain..you CAN slot it for acc, but it never misses as is). Radiation Therapy: Same deal. Tested and no to hit check message..does it need acc?
  18. Yes, yes, yes. I have seen this, and suggested it myself heaps of times.
  19. Cause most of them are shite? Only the fire armour one makes it 'safe' to retoggle/move away. Regen and WP are just crap. Not to mention we can ALL get 2 self rez powers from P2W, and Return to Battle is way better than most. It would help if those powers were tweaked and improved. Hell, considering how regen is 'meant' to work (like Wolvverine coming back from being literally dead and torn in half etc), the self rez should be an auto power, and trigger on death (maybe only once every 2 mins or something).
  20. I like the idea.but not sure about that. Blue side has TWO super big and important hero teams, The Phalanx and Vindicators. Sure, each member is powerful, as you say..but as a team they are clearly better. Maybe you mean individual because there are only a few missions with more than one? Redisde basically has one 'team'..Arachnos. Not to mention, being villians, 99% of em are gonna be looking out for themselves..
  21. You DO realise this is a suggestion forum, right? Not a 'I have a problem, tell me a solution one.' Bit of a key difference there. Nevermind that what some people see as problems, others have no issue with. Also many many things during the life of CoX have been changed due to..wait for it..suggestions. Such as back when Invul Armour could not move with their mez toggle. Are you gonna argue that was just a problem, with the solution of not worrying about moving? Why change anything, when you can just deal with it like a Pro Gamer would (go to the forums and tell people how pro you are).
  22. Damn, get over yourself. Or is it the pro gamer way?
  23. Obviously there are different types of NPCs of escorts. Some are braindead and cant see you 5 ft away, others (Dr Harvan in the Pandoras Box arc) had no trouble following my cloaked and SSing blaster. So clearly the mechanics exist to give a particular NPC some perception (and increased movement speed). How about just doing that to all NPCs AND having a dialog option with follow/stay prompts?
  24. Update. Same thing happens doing the 3 PB arc. Stuck in the bridge near Flashfire.
  25. Just what it says. If you LFG the 1st PB arc (hero side) you end up spawning inside teh edge of a bridge, and are unable to move.
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