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AerialAssault

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Everything posted by AerialAssault

  1. Only after Regen is nerfed and Hasten is removed, then you can have your museum server. Also, this probably isn't the thread for this. Best to make a thread in the suggestions forum.
  2. I'll take those badges off you if you don't want them.
  3. The premise behind the Brickernauts is not unlike an Embalmed Cadavers self-destruct, except cranked up to 11 as is befitting for a challenge mode. Carefully prioritising targets will make the whole thing better. Singling out the Brickernauts first means you don't have to worry about them later. Leaving them for last means you can avoid their explosion at your leisure. Creating a typical mob mosh pit where you can't see them is a recipe for disaster.
  4. >Sticks Global Taunt IO into Psychic Wail on my FF/Psi Defender >Jumps into a crowd of enemies >Screams >Activates Personal Force Field
  5. I like it when the enemies run away from my awesome power. Makes me feel good.
  6. Instant level 50 however you have a timed, randomised quiz of 20 questions when you claim it. Example: "Which contact offers the mission that rewards the Spelunker badge?" "Uh, I don't know?" "FAKE GAMER DETECTED. Your character has been deleted." This will surely filter the noobs from the true, elite, hardcore Gamers, like me.
  7. Oh, someone will definitely solo it. Whether they're actually able to do it in the same day they start it is another thing altogether. The usual tools that people use to effectively solo are unavailable in Relentless. Without Envenomed Daggers, most AVs would simply be unkillable to most ATs. Actually, because of their expanded health pools, and AV regen being the way it is, I doubt anyone would be able to pump out enough damage to kill an AV in a reasonable time.
  8. Villainous is the base TF difficulty, Vicious is rank 2 of 5 for hard mode. As far as I can tell, the hard mode enemies don't have auto-hit powers, but what they have is stacking +To-Hit, +Acc and +Dam powers as auras, and the base damage of their powers is increased. So they can, and will, hit very hard. Coupled with the heaps of debuff they get, anyone who isn't an active tank will probably be destroyed in a single salvo. That's why you need support to bring in debuffs & buffs to make sure your team doesn't immediately get stopped. I think Controllers are going to excel in this regard, and with the changes to Sleep powers, powers like Mass Hypnosis suddenly become very powerful, since you can shut down a group of enemies without having to deal with their enhanced defences.
  9. I knew this was always going to be a hard sell, but I sincerely hope the Devs don't back down on this. I think a cooldown for Inspirations would help however. Perhaps 60 seconds for regular inspirations and 120 seconds for Dual/Team/Super inspirations.
  10. Look! The player has fallen in love with the systems used by companies to solicit their money! 🤣
  11. Assuming I'm selecting the right options in City of Data, the Phalanx Fighting Defence buff that level 54 Romans have is ~8% on Minions, ~10% on Lieutenants and ~12.5% on Bosses. In a typical x8 mob you might have between 2-4 Bosses, so they alone are contributing a huge amount of Defence, and then when you add all the others, and also the fact that they're at least two levels above you, it's not unfeasible for an AoE to miss every single one, especially if they're clumped up into one blob. At that point, you would have to swallow a few yellow inspirations to return to a 'normal' hit chance. Their Defence is against all typed damage except toxic, so non-damaging debuffs should stick to them easily. If you don't have anything that fits the bill, your best bet would be to kite the groups to avoid them blobbing up, taking out the minions and lieutenants who lag behind (or bosses, if your damage is high enough). You could also utilize Knockback to scatter the groups up. Imperious is pretty helpful in this regard, as his Hand Clap would be unaffected by their Phalanx Fighting. Once they've been scattered, you can chase down and eliminate those Romans who are outside of Phalanx Fighting's fairly short range. Alternatively, you could stick with the team. That being said, I believe there is no cap on how many Phalanx Fighting buffs Romans can benefit from (presumably all within range), so perhaps they should be capped, but I would be lying if I said I didn't find it a bit funny watching teammates who split off dive into a group of Romans, whiff their attacks and then die.
  12. No Eat Donut power? I'm disappointed.
  13. It wouldn't surprise me if some devs were watching the replies to this change intently. I think it's genius, really. A small but powerful change that turns the AoE spam on it's head.
  14. "I want nude chests so that I can appreciate their divine form" Nice try buddy. doom_hormy.mp4
  15. While I've not really seen the shortage myself, I'm all for expanding rewards for playing. Perhaps an ATO could be an alternate reward for doing the Weekly Strike Target, or hell, even just completing a Task Force/Strike Force once a week. Running the full Freedom Phalanx would net you with several and might encourage people to do them more often.
  16. Would this be 50 merits as standard, or after the WST boost? Because if it was 50 merits standard then I would certainly run it more often. As you say, Barracuda is a different beast (literally). If the team isn't paying attention and using their temp powers, even the most optimized group will falter. Considering that heroes doing Dr. Kahn won't have to worry about these temp powers it seems pretty insulting that both offer the same merit reward.
  17. Funnily enough, Reichsman is an AV you don't want to bring a Trinity team into. Rather, what you want is some support to debuff Reichsman enough for the damage dealers on the team to start dealing heavy damage. If your only source of damage is Judgement powers then you're going to be waiting a long time to chip through their monstrous 200k+ health pool. I've often found Reichsman a dull fight but far from impossible on anything but the most disorganized teams. I'll admit that I find it funny that a team of Incarnates fight something that won't immediately die to their awesome god powers and assume it's the fault of the game.
  18. Honestly doesn't sound like a bad time to me. Everything is precision optimised and speed-run to all hell these days. One of the most bizarre experiences I had in a Synapse was when our team was two missions in and someone says "Uh guys, can we pick up the pace a bit? I have to take my grandma to the hospital in 20 minutes." Bro, even the best team of speed runners would be hard pressed to do that, that's not happening on a pick-up group.
  19. I agree with the OP, because it means more people would be able to slot the powers they've always wanted to, like Provoke and Injection! Oh, wait. People just want the Defence powers? Hm .. okay .. maybe another time ..
  20. I reject this idea on the basis that I am the best player in the game, so any duels between players are pointless because both participants pale in comparison to my awesome glory. No I will not present any evidence.
  21. Noticing a distinct lack of Dehydrate on this list. I want to give enemies the Big Suck.
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