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macskull

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Everything posted by macskull

  1. While I agree with you, obviously the developers at the time felt differently.
  2. It's to prevent things like "teammate 1 runs across the map to rescue NPC while teammate 2 stands at the door and once the NPC is rescued teammate 2 uses ATT to pull teammate 1 and the NPC back to the mission door."
  3. With the PvP button clicked, the stun duration is showing the correct duration of 2s.
  4. I don't think it's been thrown out, I think it's been adjusted. In the case of Tac Arrow, two powers were combined into one and a new power was added to replace one of the two. No significant existing functionality was lost (except the movement control/friction aspect of Gymnastics which was removed because otherwise the power would be mutually exclusive with leaping powers like Combat Jumping). With the Elec changes the set still has a sustain power, it is just getting moved from a click power to a toggle. Force of Thunder is basically back to what it was prior to I24 except now it's a guaranteed stun instead of a 50% chance and it can stun lieutenants instead of just minions. The best argument you can make for a cottage-burner in these patch notes is the change to Long Range Teleport, where an existing pool power was completely replaced with a different power except the power it's replacing has been made available in a different form. Funny enough, the only actual times I can think of where a power was replaced wholesale and the original power disappeared never to be heard from again were the Gravity changes shortly after launch (Fold Space was replaced with Singularity) and the Presence pool changes in I24 (Challenge replaced with Pacify), both of which occurred under Cryptic/Paragon management.
  5. There are quite a few task forces where RNG comes into play - ITF comes to mind as one of the most common examples (you can get boned on the cyst mission or you can get really lucky). Hell, even LGTF gets a taste of it with the spawns of Glacia and Infernia.
  6. Err... origin powers are independent of origin on Homecoming. You can swap them out at-will at the P2W vendor. EDIT: Damn you Vanden
  7. Again, every character can pick up Apprentice Charm or Taser origin powers, both of which will light OSA.
  8. In fairness, most of my point about the -special value (the duration is an obvious issue and is out of line with every other power like it) is concerns with spammable -special in PvP and it's easy enough to adjust the values for PvP separately.
  9. While true, clever application of Weaken can apply even higher values than any other power because the main portion and splash portion stack with each other.
  10. Benumb/Weaken vs Ice Arrow Defender: 74.50%/86.50% Corruptor: 55.87%/69.20% Controller: 93.13%/69.20% Mastermind: 74.50%/51.90% I'd honestly argue that even Weaken's -special value is too high for its cooldown especially because it's an AoE.
  11. Counterpoint: TP Foe is currently a next-to-useless power that really only gets used to drone people in RV. Wormhole has its uses, mostly because you can pick exactly where you want the target to end up and it causes a 4-second stun immediately afterward. Fold Space has limitations that will make it not particularly useful in a PvP environment. At the very least, removing the OAS/intang period would make Masterminds something you would need to be actually concerned about again. Even with the OAS/intang period gone, there are very few use cases for enemy TP powers in arena matches and if I know I'm going to be fighting someone who is going to use a TP power I'll just bring along some oranges and everything will be fine. Yeah, you can do some cheese with TP powers in zone, but even pre-I13 when the OAS/intang period didn't exist it was the kind of thing that would happen to you once and then you'd figure it out and the other person's strategy would be done and gone.
  12. That unfortunately gives the mobs tohit and damage bonuses, which is probably not what you're wanting to do. Unless you are, then... go for it.
  13. Ice Arrow's -special is way too good. It's got roughly the same value as Benumb and Weaken but lasts for 60s instead of 30s and has an 18s recharge (Benumb is 120s, Weaken is 16s). The -special should not be lasting more than 30s and should probably be about 1/5 of the current value. It also seems to be using a different modifier table than the other -special powers.
  14. I do wish Build Up granted Energy Focus too, so you weren't forced to wait until later levels to take advantage of it.
  15. Yeah the TP resist IOs are a 20% chance every 10s for teleport resistance. If you have both (most PvP builds do not) that is 40% every 10s which isn't bad but it's not reliable. There are melee sets that get in-set teleport protection (Elec and Energy Aura are the two main ones I think), Increase Density provides teleport protection, and resistance inspirations also provide teleport protection. In the case of some teleport powers like Wormhole, the actual teleport effect is delayed to the point where a player paying attention their buff bar will see the icon show up with enough time to pop an orange inspiration before the teleport effect actually occurs. I don't think Fold Space and TP Foe have the same delay but if you know someone is using a teleport power you can be proactive. Sure, they might get you the first time, but it's usually a one-trick pony.
  16. While the backup is appreciated, I need to be clear that the command isn't getting altered solely because of PvP concerns. The command is getting altered because: It is supposed to be a GM-level command that players were never supposed to have access to It can also be used to escape death in "Master of" badge runs There are other, more egregious issues with the command that aren't in these patch notes This game's community already loves hopping on the "PvPers ruin everything!" bandwagon, I'd rather not give them any more ammunition for their delusions.
  17. Replied to this in another location cough, but I'd rather see the existing enemy TP powers lose the intangible/untouchable/OAS. It was a stupid change when it was added in I13 and it's still stupid now. Probably added by a dev who was butthurt they kept getting TPd into things despite the options available to keep yourself or teammates from getting TPd.
  18. You don't seriously think that every single player is going to take this power and try to use it at the same time... do you?
  19. I think there are like two people on Homecoming that use Sonic Cage and at any rate 1) there's float text when a target gets caged and 2) it would take one attack for people to realize their target was caged.
  20. Tac Arrow has always had KB protection.
  21. I mean, I can see the appeal of this power for almost every character I play and I'd hardly call any of my characters "aggro magnets."
  22. Because there are other issues with the command that will be in the patch notes when this goes to live.
  23. Well, since the teleported targets aggro on the caster I would say that's not very likely.
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