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Everything posted by macskull
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Remove Travel Power Restrictions from Grounded
macskull replied to Apparition's topic in Suggestions & Feedback
You can't patch the knockback hole. As I said upthread, Grounded doesn't get knockback resistance, so even with these "thematic" limitations removed it is still weaker than any other set's knockback protection and you need to devote multiple slots to stacking additional knockback protection on top of what Grounded gets unless you're running Power Surge. -
I'm inclined to think it's going to get the Energy Assault treatment in some form, but that doesn't particularly help Stalkers so... yeah, Stun should probably be modified to work more like Whirling Hands on Stalkers.
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Remove Travel Power Restrictions from Grounded
macskull replied to Apparition's topic in Suggestions & Feedback
The idea of keeping weaknesses in a set for "thematic" reasons isn't a good one. If I have to be on or near the ground for this one particular effect of this one particular power to work, why don't the rest of the effects of that power work the same way? For that matter, why don't the rest of the powers in the set work the same way? Removing the "you must be near the ground" restriction patches a hole in the set (and even then only partially since even if you are on the ground Grounded's knockback protection is still weaker than every other armor set's knockback protection) without taking anything away, and the majority of players won't even notice - but the ones who do will be happy. It's a win-win situation. Besides, if we're talking "theme" here, electricity can absolutely jump through air given a high enough voltage, so even that part doesn't make sense. -
HitChance = Clamp( AccMods × (1 - TargetElusivity) × Clamp( BaseHitChance + ToHitMods – DefMods ) ) Elusivity is the counter to accuracy but it's not a direct one-for-one counter like defense and tohit are. Giving elusivity to NPCs is probably not helpful since NPC defense buffs are relatively uncommon. Giving elusivity to players would almost certainly have to be implemented in the way you described where only support characters are able to provide elusivity.
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This is the crux of the issue right here: there are already plenty of options out there for players to raise their own difficulty. I can use the difficulty options, I can run task forces and flashback arcs with things disabled, enemies buffed, players debuffed, things like that... but most players don't use those options because there are no extra rewards for the greater challenge. The existing options to make the game more difficult are rarely used and maybe, just maybe, it's because most players don't actually want the game to be harder. I'd much rather have the option exist to make the game harder if I want to than be forced to play a more difficult game. Oh, and if there were actual rewards other than lolbadges for running content at higher difficulty I'm sure we'd see those options utilized more often.
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The question here should be "are defense and resistance too high in the absence of IOs?" since the game is balanced around SOs, and the answer to that question is likely "no."
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Remove Travel Power Restrictions from Grounded
macskull replied to Apparition's topic in Suggestions & Feedback
My point was if those key distinguishing features make the set weaker, it's bad design, just like Fire and Dark's lack of knockback protection is bad design. Remember how Unyielding from Invuln used to 1) immobilize you while it was on; and 2) turn off any other armor toggle you had? It was established pretty quickly that was bad design and it got changed. -
Remove Travel Power Restrictions from Grounded
macskull replied to Apparition's topic in Suggestions & Feedback
If the only thing giving a set its "flavor" is a power or mechanic that makes the set worse than comparable sets, the power or mechanic needs changed. Grounded, while thematic, already comes with a significant weakness relative to other melee set knockback protection powers that's completely unrelated to having to be on the ground - while other knockback protection powers also offer knockback resistance, Grounded does not. This is all irrelevant anyways, since minus this weakness Elec Armor has plenty of flavor already. -
I think I'd be on board with something like this as long as the enhancements obeyed the appropriate schedule values for the number of attributes they were enhancing and you couldn't enhance the same attribute more than once in a single enhancement.
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MERIT NO POOLING or shared across accounts
macskull replied to zolinar's topic in Suggestions & Feedback
It's 9999, which is absolutely way too small to be account-wide. -
Incarnate/Temporary buff icons not displaying
macskull replied to CivicChampion's topic in Bug Reports
Right-click on any of the powers in your buff bar and unselect "hide auto powers." -
The issue there is that with the current combat mechanics (other than the PvE/PvP split) it's the power attributes that determine whether a power is autohit, not the target of that power. So the fire extinguisher temp that doesn't do anything except put out those fires? Sure, make it autohit.
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MERIT NO POOLING or shared across accounts
macskull replied to zolinar's topic in Suggestions & Feedback
You can email merits to your own account. (At least, I'm assuming you're talking about reward merits here.) -
No thanks
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Hold on a second here - I disagree with the OP about whether Barrier needs a nerf, but PvP wasn't even brought up in this thread until I mentioned it. Most PvP-related issues can be dealt with with either some forethought or some teammates but a response like yours is nothing short of toxic (and people call PvPers toxic).
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Bombardment Range increase working? Bug?
macskull replied to GetRidOfWires's topic in General Discussion
It will show up in your combat attributes under Range Bonus. -
So your point here has nothing to do with Barrier and everything to do with Greater Psi Blade (which yeah its PvP damage is overtuned). Like I said though, the best counterplay is to keep moving to at least give you a window to do something. I don't remember the last time when I was randomly whacked out of nowhere while I was doing something other than 1) standing still or 2) planting in animations and not being conscious of that.
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The only thing a Psi/Bio might be able to one-shot with that combination is a squishy with no HP bonuses, and that's a real big might. The Stalker has to be in melee range to use that attack which means as long as you are moving you are making their job much harder. If this is actually an issue (it's not) bring something to counter the Stalker - something with -stealth, something with a higher perception cap, whatever. Again, you can effectively ignore them for the 10-30 seconds where Barrier is most powerful. Are Stalkers annoying? Sure. Are they a threat? Not if you play intelligently. On an SO-only build, Barrier provides excellent survivability... for about 30 seconds. At best you're getting 1/4 uptime on the largest portions of those buffs. It doesn't need to be nerfed.
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Adrenal Booster Not Providing "Special" Buff
macskull replied to Lockdown Artist's topic in Bug Reports
Apparently it is a stated-by-Captain-Powerhouse-on-the-forums-but-not-stated-anywhere-in-game design change that long-duration +special powers do not affect defense buffs. The only existing powers this applies to are Adrenal Booster (which additionally doesn't buff healing) and Amp Up.- 3 replies
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Entomb/Superior Entomb +Absorb is bugged in the same way.
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Streakbreaker will force a hit after a single miss with a hit roll of anything above 90. The list in the wiki can be read as "the number of misses you are allowed before streakbreaker activates."
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This was fun. Will be interesting to potentially see some footage once the streaming/video policy goes away.
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Worst case if you really don't need it you can break it down into threads and use those threads to buy T4/team T4 inspirations from Luna as the poster above me said, and sell those to make a little extra inf on the side. I'd really like Incarnate salvage/threads/shards to be tradeable on the same account but I doubt that'll happen.
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Realistically Barrier's only really good for the first 30 seconds and the remaining 90 seconds is okay. It's sort of redundant on a well-balanced team since most people will already be running around with softcapped defense and solid resistance already, so much of the "really good" portion of Barrier is complete overkill. I'd argue that outside of specific Incarnate content Barrier is possibly the least useful Destiny buff. You could make a PvP-related argument that Barrier is too good and you'd almost have something there but diminishing returns on resistance and defense for non-melee ATs means Barrier is next to useless on ranged ATs and if someone sees a melee AT pop Barrier they should be smart enough to just ignore that person for the next 30 seconds or so.
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What if we add DPA to the damage formula?
macskull replied to aethereal's topic in Suggestions & Feedback
The PvP damage formula takes activation time into account and honestly from a balance standpoint it makes sense for PvE as well since the idea of recharge being the driving factor while completely ignoring activation time is bonkers. The issue is that it would completely change the game and a change that has such a huge impact on literally every character is probably something that would be better saved for a hypothetical CoH 2.