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Razor Cure

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Everything posted by Razor Cure

  1. Wait, THAT is the response..from a GM? Two TFs out of however many, having a really annoying and easy to miss 'mechanic'...and your response is..'oh sure, it is what it is.' May as well not fix, tweak or update anything in the game anymore..cause, ya know, it is what is it.
  2. Oh that's a good point. Two redside TFs with the same broken mechanic? Gotta love the Live Dev favoritism.
  3. Exactly my point. They wont, not CANT. The person who replied to me said they cant.
  4. They would? Missed badge missions are pretty uncommon..besides Cuda, which will ALWAYS screw up if someone quits before the tf. Again, something that happens no where else in the game. So the very least would be add a warning, or fix the problem. Because sure as hell they are able to check logs and award badges, but wont. Wont and cant..big difference.
  5. Well I WAS a Vigilante at the time. But still, claiming to be able to do nothing at all is just pathetic.
  6. That happened to me. I quit as soon as we left, due to twits on the team. And then..no badge, no reward, nothing. Sent a support ticket in..and they said there was NOTHING they could do. Which is absolute rubbish. A 5 second check of logs would show I finished the tf. Given the other huge disparities between Kahn and Cuda, this should be fixed. There is no other TF in the game that functions this way.
  7. Not a 'fix', but you CAN go into those kinda gates, when they are open/. Hover your mouse down low at the door frame, and the blue hand will appear.
  8. No. I would say that is totally correct. But I played the set all the way to 50 (3 times actually, lol), not farming. It is fun, and decent 1-50, but not great. AT 50, with teh procs and other goodies, it IS great, playing, or doing lower content.
  9. Well tricked out with procs. I dont have many sets attuned on my Savage stalker, just the ATOs, some hecatombs and procs. Having the damage procs makes the set awesome, on any content.
  10. It is a fun set! I'd totally say Savage is a LOT more fun than good, until you get it tricked out. The lethal damage isnt great, dot's make burst damage seem even less, and the Exhaustion mechanic is..well..not great. Other sets (StJ, Staff, WaterB) gets combos with literally zero penalty or downtime in building those combos. And like you said, its super hard to get any idea exactly wtf the combos are doing to the savage powers. That said, proc'd out, it is amazing. I'd actually say too good, because the difference is just night and day. Someone else had a really good SM thread, laying out all the procs and stuff. Savage Leap becomes insane, basically a Nuke thats on a sub 20 sec timer, also doing aoe -res with a proc. And Hemorrhage is great on stalkers, as it always crits (and can do over 1000 damage). However..who knows what, if any, difference the floated proc changes will make. On one hand, I do think procs in the case of Savage are too good (basically because without them the set is super average), but huge changes would just kill it.
  11. Is it though? I mean..it LOOKS amazing, no doubt. On a brute the damage is very good (but not amazing). On a scrapper I assume the crits are awesome, depending how often it does crit. On a tank I am sure the extra aoe targets hit would be very good..but you get tank damage. On a stalker it cant crit (or couldnt, I tried in back on Live), which is saad. Best thing is you keep Hide status. The recharge is..honestly..for what it does, pretty shit. Sure, IOs and destiny and all that jazz, but as is? Being able to only use your tier9 every minute? When other melee sets can say..chain two aoes together for similar damage, in less than half the time? It is pretty on par with shield charge (although SC also has the idiodic mechanic of the SHielf set WANTING you in melee, for AAO. I am not sure if the damage buff will fade before SC hits). But compared to Savage Leap..well..not so much. Savage leap is simply AMAZING when slotted and proc'd out (and shitful otherwise, besides the recharge). Sure, you could proc out SC and LR, but those powers want max damage enhancements too. SL doesnt really need it. This all comes back to the way procs work which may be getting looked at?
  12. This can be true, but really, it does not happen THAT often. Like a mob of Council not running as soon as a mob of 8 incarnates shows up. They literally should head for the hills. Or even just normal mobs (like lvl 1-50). Not enough of them do actually run away, when its clear a fight is gonna go bad. Logically (sorta) when half a mob is dead, teh rest should bolt. Or killing a mob boss (killing them early in a fight, something quite common), should give minions a chance to run in terror. But none of that happens. What makes mobs run is a very very minor amount of powers (rains, burns, ignite) and NOTHING else. I know that seeing my mate get smashing with an AS two feet away would make me run, if I was an evil minion type. Going back to ignite, as some have said, it does make sense for people not to wanna stand in a patch of fire, but what about all the other stuff they just ignore? Fire blast sets em on fire. Do they run to the nearest water source? No way, they charge in, burning as they go. OR how about the situation where a team does NOT have immobs/taunts (pretty common), and an archvillain (!!), purple conning and a few levels about you, starts trying to set the land speed record across the map? You can't tell me that is fun or about them being humane. If they had any sense, they would simply kill the team one by one. Chasing an AV over a map does not make the fight a challenge (assuming you have the dps to kill em anyway). It just makes it god awful.
  13. Ahh prevent the problem? Like..for example..adding the Null travel options to P2W menus? Good idea Sir!
  14. Heaps of stuff. Do missions Street sweep. DFB. Badge hunt for the accolade. TALK to friends. Sit there while you eat/afk/etc. Running to PD to change a setting related to two of the most good awful annoying powers in the game (for at least 90% of people)..is far far down on my list.
  15. Still is 5 mins, that could be changed into TWO SECONDS (cause caps makes a point better) by adding an option somewhere else.
  16. I know this has been suggested a ton. WOuld be super cool to hear from an actual dev/coder person, to at least finally settle the 'super easy fix, but never done' vs 'some obscure code/power reason.'
  17. Really? We are gonna argue 'sense' in a super hero game? Admittedly, I HAVE used that argument myself, but on the flip side.. Why do mobs come closer to something taunting them? Sure, it gets their aggro, but wouldnt it make more sense for some (mostly) harmless minion to RUN the hell away from the Tank with full team backup? Why do mobs use brawl attacks in melee, when armed with big guns/fireballs? Why do fire demons take 'normal' damage from fire? Why do fire demons have Invincibility? Why does AR have utterly idiotic mixes of range and cone sizes? The list goes on. The fact is, Ignite would be a great and unique power, if it wasn't already being screwed by teh range and cones of the set, let alone being mostly lethal damage AND the fear affect.
  18. That does make sense..but yeah, it is really silly Thankfully people (idiots) with group fly are few and faaaaaar between. Still would be a good little option to have though.
  19. That would be awesome for like a creepy Ring type girl with a knife!
  20. Why is it not here nor there? I think that is a great reason the power should be changed. Especially when you consider how weak the other T9s are in comparison.
  21. Exactly! I can agree its a challenge to kill them BEFORE MoG. But after? Just an exercise is frustration.
  22. Because it sticks out as a HUGE issue compared to every other enemy in the game. Nothing else (even the council phasing guys only lasts about 15 secs) comes close. And it really isnt that much of a challenge at all (as I will keep saying). On small teams, you can just all go afk. On large teams, like Manti, it gets super annoying, because in those massive spawns, a few AoEs can knock them into MoG range, which then just slows teh whole team down, trying to kill something that cant be killed. Make their MoG last 15 secs, and be exactly the same amount of def and res. STILL a 'challenge' and it wont just make an entire team go 'Ah, screw that mog.'
  23. Maybe it is, but fighting PPs while MoG is STILL stupidly boring. A tank, afk with one attack on auto fire, compared to a blaster, jumping around, kiting, trying not to get hit..has almost exactly the SAME time frame for killing them. Because nearly every attack will miss or do almost zero damage. Is that still a challenge for the tank? Something that is unhittable and almost invincible is not a challenge. Not when some ATs can afk, and the rest simply can run away and wait 2 mins.
  24. I really really notice Lethal vs robots..it is just SO painful to try kill anything. It really stands out on things like Citadel and Hess, where the rest on the Council get shredded by lethal, while the robots just laugh. Even more jarring because gonig up against an 'armoured' or seemingly robot AV (Vandal and Burkholder), the lethal attacks actually do close to 'normal' damage, because the Avs have lower resists to account for more hp. Smashing..not so much, as others mention. I cant think of any specific mobs that feel painful to fight on Smashing toons, it is often less damage than I feel it 'should' be. Compare these two sets (and I play a LOT of scrappers, who have about the best S/L damage) to other exotic types like Fire or the new Energy Melee. Fire melee (and blast) basically do great damage ALL teh time, even versus fire demons, which makes zero sense. Obviously fire has no real secondary effect, but even so. Then the new EM. Has anyone comes up again a SINGLE mob type with Em, and thought 'wow, my attacks are super resisted here!' Because I know my EM scrapper hasnt. Its just amazing damage, all the time. WITH great secondary effects. The S/L sets often have really good secondary effects, but that can make the poor (in some cases) damage stick out even more. My katana scrapper goes BAM on a robot with GoldenDragonly, jumpnig 5 foot in teh air and slamming them down. Wow, thats GOTTA hurt. Oh, he took 80 damage. Looking at the newer sets (some of them), TW and StJ, both have a -res power. And Staff gets -res via combos. I think giving the S/L sets a -res one one power would help quite a bit. Likewise, Lethal really should have at least a few attacks that can make something bleed, with perhaps an unenhanceable, irresistable chance for DoT. Smashing..well..isnt as bad, so not sure what that could get.
  25. You dislike DFB cause it gets boring (I can see your point) AND because you level too fast? Yet you still mostly use DoubleXP? Yeah, ok then. Why not run DFB with xp off then? Make money, get the buffs, no xp at all. Or form teams to run missions, like KR, SC or the hollows. Chances are, anyone joining around that level wont have any enhancements either.
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