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macskull

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Everything posted by macskull

  1. I think having a diminishing returns curve on damage buffs for Dark Consumption sets a dangerous precedent. There’s probably not going to be an intuitive way to see how damage buffs affect it outside of actually testing it and I’ll bet a billion inf it won’t be adequately documented in-game. I don’t really agree with removing the critical aspect of it either especially considering how long the recharge is. If the amount of damage this power can potentially put out is such a big deal, reduce the base damage or don’t have it scale with endurance. The “damage scales with endurance” schtick is cool and all but if you need to impose artificial limits on the power to keep it from being too good, the simplest solution is just to lower its damage rather than try and implement diminishing returns and make it not crit. Are there any other Scrapper non-epic attacks that either don’t crit or otherwise have some special feature associated with them? I can’t think of any off the top of my head.
  2. Nothing's wrong with Recall Friend. I'm assuming the "bug" you're seeing is happening in Atlas Park and in that case it's not a bug, it's a feature. Sometime before shutdown Atlas Park was refreshed and now has parts of the zone where each character experiences their own "version" of that area and can't affect or be affected by other players, mostly to prevent dozens of players from fighting over the same mobs after Galaxy City got removed as one of the starter zones.
  3. Does the +special from one boost the +special of the other? Given the recent nerf to +special boosting -special, I'd say that interaction is definitely a bug. On the topic at hand, I don't care at all about Farsight benefiting from PB but Fade benefiting from it is obviously a bug and I'm surprised it's gone this long without getting fixed.
  4. DC's base recharge is just too long to be this insane outlier like everyone's thinking it's going to be.
  5. I'd much rather go back to the pre-I24 proc system.
  6. Literally none of those sets play anything alike, I have no idea what you are smoking but I want some.
  7. Well it's a good thing that Dark Melee's not exactly hurting in the single-target damage department then, isn't it? These changes are simply making it also competitive in the AoE department. I could make the same argument and assume you're playing the same game I am, in which case I have no idea how you're moving so slowly that clearing a spawn takes 30 seconds, but I'm not going to and I'm going to point you to the fact that game's balanced around SOs which means absent any other buffs this power will be available every 45 seconds tops. I don't see how adding some AoE damage to a set that's sorely lacking it is a problem, but okay. Let's look at it this way: Single-target-heavy sets are useful in encounters against single hard targets with lots of HP (basically, AVs and EBs, maybe multiple bosses) which, let's be honest, are not the majority of encounters. AoE-heavy sets are useful in encounters against pretty much everything else, where there are lots of targets, which is the majority of encounters but they can struggle against harder single targets. Sets that have good AoE and single-target damage might not perform as well as either of the above sets in their applicable scenarios (which isn't even the case, since they'll perform just fine) but they're going to be pretty much universally useful. There's no reason most or all sets can't fit in this category.
  8. Also, if you're interested in speed, you can drop and regain any of the missions to try and get a closer mission door since there are only 4 or 5 total options in Port Oakes. Usually I shoot for the sub in the southern part of the map because you can get the first 4 or 5 missions at the same door. With some luck you can knock out the entire accolade in less time than it takes to finish a single TFC task force.
  9. I mean, you're talking a recharge of 14 seconds (soon to be 11) for Shadow Maul versus 90 seconds for Dark Consumption. Yes, DC is going to be extremely good when you aren't using it for the end boost, but pretending it's enough AoE on its own with a recharge time that long is laughable.
  10. Granite's movement and recharge penalties are flagged as unresisted so slow resistance will have no effect on them. You need to counteract them directly with movement/recharge buffs.
  11. The issue there is that every current end mod set except Energy Manipulator (and now Preemptive Optimization) has an acc component somewhere in the set so they'd have to get recategorized and you'd have to go through every power and make sure to update it with the correct category. EDIT: I mean, don't get me wrong, I don't think it's actually a big deal that people could get a huge movement bonus with the cost of a single extra slot in an inherent power, but I think it's a little weird that when someone suggested being able to slot universal travel sets in Sprint and the prestige sprints everyone lost their minds and started yelling about power creep.
  12. The animation on Sonic Siphon could stand to be reduced as well, it's way too long for a single-target debuff.
  13. ...Its animation time is now shorter than it was before.
  14. It seems a little silly to get 22.5% movement speed out of two slots in an IO set that can be slotted in a power every character gets for free at level 2. I think I'd rather see +max end or end discount as the 2-slot bonus.
  15. There's no "hover" period after the teleport but you don't keep your momentum.
  16. Had him down to 6500 by the time we finished.
  17. I liked Shadow Maul in PvP because it meant the person using it was easy to kill because they thought it was a good idea to root themselves for 3 seconds for an anemic attack.
  18. Blasters and Stalkers both have 1.0 melee modifiers so Dominators have them beat at a base level, but Blasters get (usually) Aim/BU and Defiance, and Stalkers get BU and crits.
  19. It's been this way (the bit I bolded) for a long time.
  20. Multiple post-shutdown Blaster secondaries have AoE crowd control that is the same as or outright better than the version in buff/debuff or control sets in terms of recharge time or magnitude. It's part of the reason the newer Blaster secondaries are so ridiculously good.
  21. Survivability rating for melee ATs goes (highest to lowest) Tanker -> Brute -> Scrapper -> Stalker. Damage rating for melee ATs goes (highest to lowest) Stalker -> Scrapper -> Brute -> Tanker. Someone tell me again how any of this is wrong?
  22. The BU proc stacks with itself (even from the same source) but with factoring activation and recharge times in it's unlikely you'd be able to get the benefit on more than one attack.
  23. A winner is you!
  24. You can't see Fury in combat attributes directly but you can monitor your damage bonus. Fury grants 2% damage bonus per point of Fury, and if you're looking through your combat logs it'll be in the "healing delivered" channel when it actually procs.
  25. Oh yeah, most of my inf came exclusively from farming PvP IOs by the time I stopped playing.
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