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Trickshooter

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Everything posted by Trickshooter

  1. Because Claws doesn't have a seemless attack chain while leveling. Brutes use Brawl to help build fury. Kick would easily fill that need until later on. I thought to myself "What do you mean? It all recharges so fast!" but TIL that Brutes version of Claws has slower recharges but higher base damage than the Scrapper version.
  2. We're confusing several effects here. Intangibility is one status effect used by Phase Shift, Dimensional Shift and Black Hole. Intangible players can attack Intangible enemies and vice versa. Phantom Army use Intangibility, I think, so that probably has to do with why Hamidon can defeat them. Untouchable/OnlyAffectSelf are two status effects used together by Detention Field and Sonic Cage. There is no way to interact with someone in this state and no way to enhance it. Why they don't just use Intangibility, I don't know.
  3. What is absorb? I've never heard of this mechanic before, was it added after 2010? What does it do? I don't see a ParagonWiki article for it, though I see the name referenced in IOs. Absorb is like a shield of HP over your actual HP. It's a white bar that layers over your HP bar. The amount of Absorb on you must reach 0 before your HP will start depleting from an attack. It was added with the Magisterium Trial, I think? Or possibly with a proc. The first powerset to have it on Live was Nature Affinity, which was also the last powerset released.
  4. I think the game doesn't have a way to easily brings things together without it being like a secret Teleport. Both Repel and Knockback only seem to work away from the caster. Mathwise, it's trivial to code "knock-towards" and "reverse repel" if you've already coded knockback and regular repel, you just swap the positions of the target and the caster in the formula. That might not translate to being easy to implement of course. But for reverse knockback, there'd be nothing to stop the target from simply flying over the origin point of the knockback and ending up farther away that it started. But I'm not sure if the game engine can do that with the current implementation of the Knockback effect. It doesn't know where the knockback came from, only who the knockback came from, and it goes outwards from that direction. That's why if you throw Explosive Blast in to the middle of a group, even the ones in front of the blast point still fly backwards from your direction. I feel like knockback would need to be reworked in order to make it function another way. I would guess that reverse-knockback in the current engine would only be understood as knockback protection. Explosive Blast works exactly as I described. It knocks the targets away from the caster (you). Sorry, I misinterpreted what you meant by "origin point of the knockback".
  5. It will never be viable until you drop the Flight pool for Speed and take Whirlwind.
  6. I think the game doesn't have a way to easily brings things together without it being like a secret Teleport. Both Repel and Knockback only seem to work away from the caster. Mathwise, it's trivial to code "knock-towards" and "reverse repel," you just swap the positions of the target and the caster in the formula. That might not translate to being easy to implement of course. But for reverse knockback, there'd be nothing to stop the target from simply flying over the origin point of the knockback and ending up farther away that it started. But I'm not sure if the game engine can do that with the current implementation of the Knockback effect. It doesn't know where the knockback came from, only who the knockback came from, and it goes outwards from that direction. That's why if you throw Explosive Blast in to the middle of a group, even the ones in front of the blast point still fly backwards from your direction. I feel like knockback would need to be reworked in order to make it function another way. I would guess that reverse-knockback in the current engine would only be understood as knockback protection.
  7. I think the game doesn't have a way to easily brings things together without it being like a secret Teleport. Both Repel and Knockback only seem to work away from the caster.
  8. +1 I also have a couple suggestions from my Big Ol' Spreadsheet of Support Powers: Deflection Shield - Add Scale 0.5 unenhanceable Defense Debuff Resistance (so 21.65% for Defenders at level 50, 17.3% for Controllers/Corruptors, 13% for MM) Insulation Shield - Add 50% Recharge/Slow Resistance Force Bubble - Add a base 20% Damage Debuff (so 25% for Defenders, 20% for Controllers/Corruptors, 15% for MM) so Force Bubble has an effect that works on enemies that resist the Repel
  9. Using Power Boost (Primal Forces) in conjunction with Fade will provide ~+10% Defense(all). You can also take the S/L Resist toggle on top of this. It's tough to justify taking a pool that only provides a marginally larger amount of S/L-only Defense. I didn't think Power Boost worked with any power that allows for +res? It's not supposed to work on any power with enhanceable +Resistance, but someone missed adding that flag to Fade. Which means any Damage buffs on you should also boost the amount of +Resistance Fade gives.
  10. My memory is foggy but what changes were made to Poison Gas Arrow during I22 again? I'm looking at it now in Pines and I'm trying to remember what it did before. I believe it was just a flat out sleep with no possibility of Proc'ing the choking animation or the -Dmg debuff correct? I am looking at the I22 Notes right now but I might of overlooked something. It used to be a flat 66% chance to sleep minions when the power activated, and then a sticky -Damage. And the cloud would linger, even though it didn't actually do anything. It was changed to function as a pseudopet during I22. The chance to apply the sleep was dropped and instead it continually reapplies the -Damage and rolls a ToHit check to apply the sleep to minions.
  11. It's kind of a limitation of the system. The game doesn't really understand that your Claws are on your hands and that Kick is using your feet so it wouldn't make sense to have to put them away. It just knows that you're using a power from a different set than the power you used before, and this one has no weapon while the previous one did. The way to get around this was to create an entirely new animation for each power you wanted to fix, that included a weapon even if it wasn't used, but one would need to be made for every possible weapon. It's a lot of work and they only did it for a few powers (namely Brawl). I can't remember how they got around it for Shield Defense, though. They honestly might have gone ahead and made animations for every possible power that could be taken with Shield. The way the SCoRE folks got around it with the NoRedraw options was to just remove the draw animation that happens before you bring your weapon back out. This was something I'm pretty sure the original devs could have done, but they left in for "realism." It's not a perfect solution, since your weapon still gets put away, but you at least don't have to go back through the redraw animation.
  12. Not sure it's possible. Claws as a set breaks all the rules in PvE and is balanced specifically around it's animation times. Changing animations around again could possibly break what is already a good set.
  13. There is nothing more thrilling than being lost on the Eden Trial map and surrounded by DE!
  14. It has been nerfed - it's just a long time ago :) My very first 50 was a fire/battle axe tank, so yes I'm well aware. ;D And it sucked at the time, I was very angry. If they'd only changed it to what it currently is, I don't think I would have had a problem with it. I knew it was overpowered back then. Really overpowered. I'm watching my SO play the game for the first time and he loves Burn on his Fire Brute. I had to tell him the history about how insane it used to be and then how terrible it was for a long time after that.
  15. Noticed this the last couple of days while playing a Nature/Sonic Defender. When I put an enemy to sleep mid-attack, if their attack has a projectile, it very slowly flies towards me and won't do damage until it reaches me. It was easiest to notice fighting Wolves, and I thought it might be some quirk with their boulders, but then last night I was also seeing it affect Widow psi-attacks. Very strange, not a big deal (actually, mostly funny to see), but nothing I ever experienced before.
  16. How about instead of removing the Capture Foe abilities, they are changed to target both Friends or Foes, and have different effects based on which is targeted? We know this tech is now in the game (see Medicine/Injection). Targeting foes will have the original effect, targeting friends would grant Absorb. The names would probably need to change, since Sonic Cage and Detention Field don't sound very friendly, but thematically both effects could come from the same power and not seem too strange. You either trap your foe in a FF or Sonic bubble, or you put a sturdy bubble around an ally.
  17. This isn't about excluding anyone. Wanting to feel part of a community is not the same as wanting to exclude people.
  18. What is going on? Literally nobody asked you to accept anything. Someone asked if the LGBTQ community was on Torchbearer and this blew up with people acting like it was an invasion.
  19. If you can fit it in to a build without sacrificing anything, why not? If you take a Travel power, Dark Armor can slot at least one of each of the KB Protection IOs.
  20. Mystic Flight, numerically, is completely identical to Flight, which means it naturally hits the FlySpeedCap and doesn't need Flight enhancements unless you want travel set bonuses. It doesn't accept Range enhancements, so there is no extending the range of Translocation. Best thing to slot is EndRedux for the cost of Mystic Flight and the 13 end-per-teleport of Translocation.
  21. Frostwork is not a buff you put on someone in the middle of a fight, otherwise it would have a +heal component. I mean, my point was just that they have different uses. Frostwork with +MaxHP is better ahead of combat, but Frostwork with Absorb would be better reactively. Frostwork would be great with both, but again, I feel like Cold is already really powerful as is. I'd rather see us trying to figure out where to add Absorb to FF and Sonic.
  22. Following the 2000/3000 HP example, I would still consider +HP to have the advantage. 2 Tanks; Tank 1 with 1000 +HP (sitting at 3000 HP), Tank 2 with 1000 Absorb (sitting at 2000 HP). Both take 1000 damage, both now have 2000 HP. But within the next regen click, Tank 1 will now have more HP than Tank 2, who will still only have 2000 HP. If more damage keeps coming in, Tank 1 will still have the benefit of high regen numbers. But even this only works if they started at max health. If they both had 2000 HP, took 1000 damage, and then one receives +MaxHP and the other gets Absorb, the one with +MaxHP still dies in two attacks, while the one with Absorb doesn't.
  23. It doesn't take Damage Resistance enhancements/sets BUT the Resistance effect itself isn't flagged to ignore enhancements, which means you could probably still enhance it with Hami-Os, I think. It wouldn't be worth it, but you could do it.
  24. Hold on a second. Max HP is the single best defensive buff in the game. Consider that the person you are buffing with Frostwork is likely your tank, who more often than not has softcapped defenses and lots of resist. Not all tanks have +max HP, however, and Max HP is direct damage reduction from all sources, period. So giving someone max HP will make them a lot more survivable than giving them more def/resist that they don't need. Absorb shields are worse than max HP because they don't benefit from resist buffs like max HP buffs do. They're just temporary HP without actually being HP. I would much rather have 1000 more HP than 1000 more absorb, or even 2000 more absorb. You're basically proposing to nerf Frostwork, and a set that is already uncommonly played does not need any more nerfs. Why wouldn't Absorb shields benefit from resist buffs? Absorb should negate the final damage value, not the damage before your resistance buffs (because I think then it would also have to ignore damage buffs to the attacker). Regarding adding Absorb to Frostwork, I think it would be great. Absorb and Defense from the Cold Shields would be a killer combo. A team could avoid a lot of damage dodging most attacks, and then absorbing what attacks do end up getting through. However, I feel like Cold is already a powerful set, and if we're going to add Absorb to other support sets, I'd prefer to start with FF or Sonic, since their kits are more limited.
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