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macskull

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Everything posted by macskull

  1. This might do what you're looking for.
  2. Check and see if you're in PvP mode, seems the most likely culprit here.
  3. Even if you could raise the inf cap, what would the point be? It might have made sense back on live when there were certain enhancements that would regularly sell off-market for 3-4 billion inf, but these days even the most ridiculously high-end builds aren't more than 500 million or so and you can store inf in global email so it's not like the character inf cap is an actual limit anyways.
  4. Someone needs to take a look at what "slightly" means in the case of Evasive Maneuvers, its bonus to fly speed was cut almost in half in this patch while Fly only gained about a 5% boost.
  5. I'm not entirely sure I follow your argument: you're saying a team that's trying to group up mobs is going to get pissed off by a power that groups up mobs? It seems to me the correct response to this situation by any melee character who wasn't running around with their pants on their head would be to simply... go to the Singularity and let the mobs come to them.
  6. Except the actual hard facts don't support your opinion: from the most recent publicly-released data on pool power usage, across all levels there were 182,678 characters with Fly and only 18,983 with Afterburner. For those keeping track at home, that's 10.4% of Fly users who also had Afterburner. If you're only looking at level 50 builds those numbers shift a bit - 17,435 characters with Fly and 6,140 with Afterburner, or about 35%. In other words, if you were to pick a character with Fly at random odds are very good that character would not have Afterburner.
  7. A team that is able to steamroll +4 content will have no problem at all steamrolling +5 content. The way powers in this game scale based on level difference ensure higher-level enemies aren’t actually any harder for those teams, rather the engagements are just longer because your attacks do so little damage.
  8. Yo buddy April 1st isn't until next week, you okay?
  9. I'm not sure what exactly OP is trying to accomplish. The game already offers options to significantly increase difficulty, one just has to 1) know these options exist and 2) use them. Go run +4x8 repeatables in Firebase Zulu. Limit your team size to 3 or 4 people and run at +4x8. Solo a blueside respec trial at max difficulty. Enable the task force/flashback difficulty options. Exemplar down and go fight up-leveled enemies. Try new things, like seeing how well you can solo large spawn sizes on a FF/AR Defender or something. There's no reason to nerf everyone else because you aren't using the resources available to you. EDIT: To address another major flaw with OP's premise - gutting defense doesn't solve the problem they're trying to fix. Simply lowering the amount of defense a character is able to obtain just means they're going to find other ways of bridging the gap, and the playerbase will gravitate toward the next best thing. Nerfing defense increases "sameness" because it eliminates options.
  10. You do realize that in order to hit these new higher speeds a Super Speed user will now have to shuffle slots around to actually hit the cap, right? This isn't a zero-sum game where you're magically at the speed cap the second you turn on the power.
  11. But Force of Will does not get Combat Jumping (or anything even close to it) and it's that power alone that's keeping me from ever really considering Force of Will over Leaping. I realize I'm not everyone here which I why I think your suggestion about Acrobatics is a good direction to take things.
  12. I will never be able to unsee that cursed image, but GSFC's icon is just a toggle switch with the red cover flipped up.
  13. There are plenty of ways to make the teaming experience more "difficult:" Run at higher difficulty Run with a smaller team size Fight harder enemies Make use of the TF/flashback challenge options Exemplar down so you don't get your level 50 set bonuses + incarnate powers All of these are options which currently exist in the game and can be utilized if you're feeling like things are too easy.
  14. I think so, but as was said before I can't think of any powers off the top of my head that were only flagged as toxic with no other types or positions so it doesn't really change anything.
  15. If I remember correctly toxic defense was actually introduced with I27P1 back in November but I may be mixing up testing cycles in my head. Either way, while toxic defense does now actually exist, there are no powers that explicitly give it. All of Mind Control's powers are flagged as only psionic and lack positional defense tags.
  16. Teleport pretty much just needs two endurance reduction enhancements to be a viable long-distance option as long as your build has a decent amount of recovery. Sure, you might have to detoggle some powers over very long distances, but it isn't as big a deal as it seems. Teleport is already significantly faster than any other travel power out of the box - those other travel powers require enhancements to reach their new higher caps (and with the exception of flight powers, to reach their previous ones) so it makes sense Teleport would require a bit of investment to be universally useful.
  17. Perhaps this could be part of a sweeping change to power text descriptions, but with very few exceptions this game's power text descriptions do not give any numbers at all.
  18. Yes, but in this case "enough recharge" is 300% global recharge because you can't slot any recharge into Takeoff itself. EDIT: More like 330% if you account for animation time.
  19. Would be reasonable as long as the maximum wasn't as high as Takeoff could get you - you'd end up with being faster than Mighty Leap most of the time with Mighty Leap being faster in short bursts - and it would incentivize people to take Acrobatics again.
  20. The Rooted movement changes only apply while not running Granite, which seems to have been omitted from the patch notes.
  21. I'm not entirely sure how this is true, since Afterburner becoming a sub-power of Fly means you can drop Evasive Maneuvers if you're so inclined. This frees up a power pick you didn't previously have which is by definition increases choice and character customization ability.
  22. There were some very minor PvE damage scale tweaks which I'd chalk up to rounding changes and would result in a difference of only a few points of damage at level 50, so I did not include those in my list of changes when I went through the CoD files last month. Despite the initial patch note saying they'd done a PvE and PvP pass I was unable to find any significant PvE changes in either damage scale or crit rate except for Guarded Spin, which had a damage scale change of 0.2317 to 0.2417 for each DoT tick and 1.39 to 1.2085 for its crit. Here is what I found for PvP-specific changes though:
  23. The only change that affects PvE is the internal recharge change - the power will still recharge in 24s but for proc chance calculations it will be 12s.
  24. It's not a lot of range increase, so you won't see much benefit from it over short distances. Once you factor in range enhancements basically being more effective and the extra range making it faster over long distances 50ft is pretty generous. That's basically the difference between 91MPH and 106MPH, assuming no range slotting or bonuses. With ED-capped range slotting that changes to 142MPH and 166MPH.
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