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There are a few patterns we can see when looking at the epic pools available to sentinels. Namely the elemental-themed ones, Ice, Fire, and Electricity, share some similarities in terms of function, but their AoE immobilizes are not aligned with the original versions of those powers. Frostbite from Ice Mastery, and Fire Cages from Fire Mastery, have a property that says "100.00 knock protection for 10.00s on target" which prevents targets affected by the immobilize to be knocked down. The original versions of these powers from Ice and Fire Control don't have those properties (anymore), but the Sentinels' versions do. This proves problematic for a whole bunch of reasons, which means Sentinels are potentially sabotaging their team by using these powers. They should all be standardized, so that they behave similarly to the powers they were based on.
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I noticed that the AoE immobilizes that Sentinels get on their Epic Pools, Frostbite in Ice Mastery, and Fire Cages in Fire Mastery, prevent enemies from being knocked down. This is in contrast with those powers from Ice and Fire Control, respectively, which still allow the affected targets to be knocked down. This poses a problem for Sentinels (as if they needed more problems) when teaming with other players who may be using knockdowns as their main source of mitigation. If the Sentinel uses an AoE immobilize, they'd be preventing the mitigation and actively causing their teammates to take more damage. I bring this to your attention in hopes that it can be fixed sometime soon. Thanks in advance.
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Focused Feedback: Sentinel Archetype Revamp
Silverado replied to The Curator's topic in [Open Beta] Focused Feedback
Perhaps TOO nice I would say. Leaving it at 1.0 or even 1.05 would be still nice without overshooting the buff -
Focused Feedback: Fiery Melee Revamp
Silverado replied to The Curator's topic in [Open Beta] Focused Feedback
Breath of Fire makes enemies run away. Could we get that removed from the power? It makes it really useless. Also, can we get the dimensions of the cone changed to be more in line with other melee set cones? As it is, it's a narrow cone with a long'ish range, which doesn't mesh well with a melee playstyle. Could the angle and range be changed to something similar to, say Frost from Ice Melee? -
"wHy dOn'T oThEr pPl pLaY tEh wAy i LiKe???"
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Sure, this sounds like one of those things you'd initially dismiss without a second thought, but I seem to remember someone actually running some tests in the past and reaching the conclusion that taller characters have a slightly range increase, and shorter characters have a slight range decrease. Does anyone have any numbers regarding this topic?
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Be sure to announce "brb bio" before you run the test.
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With the Tanker's cone changes, Cross Punch is a surprisingly legit attack, despite being from a power pool.
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Stalwart goes bad, Frostfire goes good, Flamebeaux goes bad, Blast Furnace goes vigilante, and there is some assassin chick with a katana who goes rogue.
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Natural Origin isn't just for sword/SR scrappers
Silverado replied to cohRock's topic in General Discussion
Inhumans are clear cut science origin. -
Drain Psyche is the single power that allows me to solo AVs and GMs on my Blaster
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How does it measure when compared to other Brute primaries?
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Does this imply that it isn't?
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Who are some "energy melee" characters?
Silverado replied to Menelruin's topic in General Discussion
A number of characters from fighting games have Energy Melee attacks. Terry and Andy Bogard from Fatal Fury, for example.