
SwitchFade
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While these are fine, none address gravity's main detraction: it does not lend itself well to teaming. Wormhole is superb, but take quite a long time to animate and when you are positioned to use it, the spawn you're moving has already been engaged. Worse, half the time you try and position spawns but it isn't right, as teammates are out of position. Propel is fun and powerful, and slow. It knocks back groups. By the time you set up the immob to benefit from impact damage, the MOB is dead. Singy is one of my favs, but his AI is odd, he's slow and he spams single target holds and immob. While fun solo... Teaming it is not as helpful to hold foes far away from melee teammates. Plus, singy hangs back, vs diving in. AoE intangible... Utterly grief skippable. Not much more to say. Lift. I love it for fun, but it's just fun. I've rolled a grav/rad, a grav/kin and a grav/storm, tried to love all of them and still have the grav/kin in her 40's. She's ok, fun on slower groups. I realized that the main fun of each was the secondary, as grav really only had 2 real usable powers on decent teams, AoE immob and wormhole sometimes. Everything else was too slow or not useful. I have controllers of every kind and love them all, including grav, but if we're going to debate change we should really dive in, come up with effective modernization and craft a convincing selling point to the devs.
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Super Reflexes: Quality of Life Improvements
SwitchFade replied to modest's topic in Suggestions & Feedback
Sorry, no vote for moving quickness. Scraps, swap lucky and evasion 28/35, but more than that, can't support. -
WoW, now that's a Blizzard of a rumor!
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Super Reflexes: Quality of Life Improvements
SwitchFade replied to modest's topic in Suggestions & Feedback
People, we're beginning to debate silly outlying points that have no basis in reality. This assumption that any of these changes make material sense is highly suspect. Taking every single armour power, or moving them to all be available by lvl 12 is not going to make an actual difference in real game play. Sure, I can get to 44% defense by lvl 20, at what cost? No slots in attacks, if I even took more than 1, no slots in health, no pool powers besides cj and no travel... Let's be a bit more grounded. Any toon would need 3 slots in 2-3 attacks by lvl 20, just to have acc, end redux and rech redux, not even speaking of slots in health fro panacea or miracle for end management. Moving all these powers up and combining them is not a solution and there's also no issue that it would solve At lvl 1-20 armour sets are rarely needed anyhow, as the threat is so low to almost all AT's. Theory crafting is great, but in reality this is all a paper tiger. SR may need help 20-40, but that's it -
Other servers?! That's just a rumor. 😋
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I heard a rumour that @GM Widower prefers pie over cake.
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I heard a rumour that CoH is back.
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Super Reflexes: Quality of Life Improvements
SwitchFade replied to modest's topic in Suggestions & Feedback
Operator error. Nothing can make up for doing things like... Not turning on toggles Intentionally skipping passives Not choosing powers from your armour set Going afk in orbital strike while drinking beer and turning on walk power. Rake all three toggles, slot them for defense, take the three passives, pick up tough and weave. Use basic io's... Presto, 45% to m/r/a and nigh unkillable. I hate to say it but... You're doing it a bit wrong. Also, nerf Regen. -
Super Reflexes: Quality of Life Improvements
SwitchFade replied to modest's topic in Suggestions & Feedback
I understand. I am in the camp of SR has plenty of plenty of appeal and personality. So, changes leveraging this as a case for change, no vote. Earlier game viability? Agreed. Swap lucky and evasion. Changes to existing powers? Unnecessary in my view, no vote. -
Super Reflexes: Quality of Life Improvements
SwitchFade replied to modest's topic in Suggestions & Feedback
This is kinda not true. Def cap with much less work, providing many slotting options Very low maintenance due to only 1 clickie Scaling DR 95% DDR Recharge +End Slow resist There's a whole list of what makes SR so desirable, and I have SR Sentinels, scraps, assassin's and tanks. The set is among my favorites because of exactly what it is. SR is incredibly powerful late game and needs no changing, save a possible reorder of lucky and evasion. Other armour sets that have defense as a component can't do what SR does, as SR does it. -
Bruce Willis has a rumor.
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Sorry, I have to no vote a wholesale change of cone mechanics. Perhaps at some future time a power by power inspection of likely candidates may be in order, but absolutely not on cones as a whole.
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Super Reflexes: Quality of Life Improvements
SwitchFade replied to modest's topic in Suggestions & Feedback
すみません。。。 You're saying resist based sets out perform defense based? That's highly unlikely and narrowly subjective. Because of how defense and resist work, this would only be applicable at cap for each and under specific conditions. For example, a scrap at 75% resist all vs a scrap at 45% resist all definitively shows the defense set to be superior, significantly so. If we discuss tank level resist cap, at the cap, with no debuffing then yes, resist can begin to outperform defense. In most other situations in game, SR out performs most other sets at 50. This isn't conjecture, it has been demonstrated and mathed. Further, at full kit, SR evolves from nogethitsu to nevergetkiledsu. -
Rumor has it, Regen is nerfed. 😋
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Here's the Crux of T9 armours, Useless, currently. Why? T1-8. What do we do to fix? Nothing, armour sets are good. What should we do with T9? That's the actual question. Armour sets don't need more armour. What a great opportunity to mold a very convincing case for change for us, gather data and come up with a highly convincing suggestion that has maximum ROI.
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Unfortunately, I have to regard this thread as distraction from actual game development. Several of the options listed for people to make some selection of have severe bias. This could be the OP's personal discussion thread, but I have to consider this asynchronous with actual game development architecture. Sorry.
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Super Reflexes: Quality of Life Improvements
SwitchFade replied to modest's topic in Suggestions & Feedback
Look, all that is even remotely plausible is one simple change: Swap lucky and evasion. That's it. This one thing would smooth the set as AoE is not prolific before 28. -
Super Reflexes: Quality of Life Improvements
SwitchFade replied to modest's topic in Suggestions & Feedback
Uh, scraps rarely take elude because it's superfluous, by and large. MyKat/SR has 53-57%% to positionals at all times, 49% s/l DR with 20-30% others (not including 10% scaling). Elude is unnecessary and so is a self heal. In the rare occasions where incarnate content might prove more problematic (if ever) rebirth is there. I have used it once in a year. And this is without divine avalanche, the Kat party, skipped that too as it's unessential. A normal day for this scrap is faceloling everything, AV's, GM's, 17 for cap... This set needs no functional changes. Power reorder for AoE? Good discussion and probably a bump to 26-28. Dead no vote on changing quickness. -
Super Reflexes: Quality of Life Improvements
SwitchFade replied to modest's topic in Suggestions & Feedback
1. SR is very late blooming. But when it does, it is a powerhouse 2. SR does need a better ramp up from 12-40, as this is the area where it struggles. 3. I will vote no on an overhaul for SR, as it is not needed. No toggles, no power changes. 4. I would be open to power order changes, so long as they take tank SR sets into consideration. For example, tanks get AoE early, so scraps should be 3 choices after that or more. Perhaps 28? 5. Only one power change would I would vote for is replacing practiced with master from sentinel. However, I would have to be convinced, because having 20 mag protection has allowed my Kat/SR to be last toon standing and keep a group occupied and moved, to allow for them the wakie. So, this would take some selling. No removal of powers, no changing of powers aside from maybe master brawler, no additional powers. SR is very powerful, yes to slight power reorganizing, with careful consideration and testing. -
Gauntlet PunchVoke Not Working When Sync'd Down
SwitchFade replied to Createnna's topic in Bug Reports
To be clear, is this happening when you queue the power and it hits? Or when you hit it while it is recharging? What lvl were you exemplared to and what level did you place the power? It appears to be displaying not able to use after an attack once, and after a recharge once. Knowing that the report in text is not always times to the system triggering event, this warrants investigation. -
Those naysaying sentinel damage may not have taken a water/SR to 50. 50% def to m/r/a, nuke every fight, self heals, and incarnates. Granted the spike damage does not meet blaster levels and people tend to think a brute is more damage, but I often find I move faster and kill more than most brute sets, but I'm sure there are AoE heavy brute sets that do more and water is very AoE heavy. Well built, water/Sr puts out significant damage and is very tough. At +4/8, the only thing that slows it down is a boss, as minions die on nuke (up every fight) and lt's are close behind. I routinely run council farms in this fashion.
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Yeah but... You down with OPP?!