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bAss_ackwards

Original City of Heroes Team
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Everything posted by bAss_ackwards

  1. Isn't the design that using the ability is a force multiplier for team damage, while keeping the bar filled is for increased solo damage output?
  2. Don't fall to the Snark side.
  3. You're welcome, and thanks! There's just so much to it that I like that I keep on coming back to it. Scales up pretty well for harder content too.
  4. Sure thing! I've attached the build file. 🥳 Dark Melee-Invulnerability-Soul Mastery.mbd
  5. It's too bad about the crashless T9's being rolled back, but hopefully in the future the idea is revisited. 😜
  6. That's too bad. Hopefully its revisited in the future with a solution for all players interested in keeping the old version and playing with the new T9s.
  7. That could work. Definitely would help for character themes that emanate fire from their hands, be it through technology or otherwise.
  8. For reals. I'm too spoiled by Claws > Focus. 😩
  9. Breath of Fire Going down in Max Target hit is painful. Using it on Live, the combined potential damage unenhanced at level 50 Scrapper is ~1490. On beta the combined potential damage unenhanced at level 50 Scrapper is ~810 damage. I forget which AT has it, but there is one version of Breath of Fire that has an alternate animation of the fire flowing from an outstretched hand. If we're going for increasing theme capability with Fire Sword and Fire Sword Circle, this would be nice for characters that don't want to spit out fire from their mouth. Fire Sword and Fire Sword Circle Anything that enhances character theming capability gets a thumbs up from me 👍
  10. Burn Definitely a high value power now, however... The Knockback Protection is in a bit of an awkward situation at the moment. At the start of a mission (and/or if you're taking breaks) you will need to pre-cast Burn to give yourself a good amount of KB prot before you begin wading into groups of enemies. This is only a minor issue as both duration is long and recharge can be reduced quite a bit, but still does give this power an odd dynamic. Like others have suggested, perhaps transfer all or spread some of the KB prot from Burn to Temperature Protection. Consume This is great right now. The only feedback I have at the moment is if we could get a highlight ring to indicate the stack is about to be lost and needs a recharge. Phoenix Rising The +HP component is great for getting you "back in the fight" if you've been downed. Getting more +HP when alive however, is less valuable especially since you cannot use the power unless you're 75% or less on HP. I would suggest that the use while alive gives a burst of high regeneration to sustain you from whatever bad situation you needed to pop this T9 for.
  11. Tried several times on lowbies in AP to no minor AoE damage result. If it really is supposed to have minor AoE damage, it is currently failing to do so. Knockdown functions as expected.
  12. After playing around with the crashless Unstoppable on my DM/Inv Scrapper - I can say I am pretty pleased with it! Between Shadow Meld and Unstoppable, I've got some great options for extra survivability, which in turn lets me crank it up in difficulty level! My end game build has it around: 155s for Recharge, 40s uptime Shadow Meld is at: 32s Recharge, 15s uptime Possible changes not withstanding, I'm looking forward to having this new build I made ready to go on Live. 💪🥳
  13. Unleashed Might is looking solid. Now if only I could play with it on a Scrapper. 😏😉😜
  14. On the topic of T9 Defensives: I've always disliked the full crash they incurred. Then along came T9s in later sets (Strength of Will, One with the Shield, etc.) that had a lower recharge, lower duration, and far less significant crash. These I found tolerable. From then on I could make use of T9s that wouldn't go from one end of hot to the other end of cold. And now, with the crashes removed I'm considering all my Scrappers to include their T9s. This change has changed my attitude from ignore T9s (or set mule but don't use) to finding a way to update my Scrapper builds to include them. The same thing happened when additional functionalities were added to the self-res powers that were in defensive sets. I would 100% always ignore them, because honestly I didn't die with my builds all that often, and if I needed to get back up I could use an awaken or temp power. Now I enjoy the multipurpose use of said self-res powers in my builds.
  15. Slash: Power icon should be swapped with Hack. Slash is the smaller hitting attack, but has the "more damaging" attack icon between the two. Attack flow feels better with cast time reduction. Slice: The -Res has been nice to play with. For fighting a single target, it is a bit strange to have this AoE as an opener and debuff maintain. If there's any appetite to have a single target version of this -15% res debuff, I would suggest putting it on Disembowel and non-stacking with Slice/Boomerang Slice. Rending slice is a nice bonus, but at current iteration not something I'd be looking to maintain on cooldown. Boomerang Slice: Nice animation. Slice appears to be a prerequisite to being able to choose this power, rather than an exclusionary choice. Scrapper version only allows Brute ATO. At Scrapper level 50 with 2 level 50 Damage IOs slotted in both Slice and Boomerange Slice, there's about a 30 damage difference. That seems like a lot of damage reduction to have the utility of a short ranged attack. At the current iteration I would not entertain this attack in any of my Broadsword builds. Whirling Sword: Radius increase feels great on my Scrapper. Don't have to bunch up enemies as much. Damage increase also feels much more natural. Always felt off that all my other Broadsword attacks would hit like a truck, while Whirling Sword was a tickle. Headsplitter: Missed attacks appear to still play hit vfx and sfx. It also appears to apply Incarnate Interface debuff. Seems like the miss should not apply to any any of these. GLANCE for the popup text on the extra targets hit by Headsplitter doesn't really fit. Feels like you were close to missing when seeing that text. It's something I would expect to popup from a defensive armor set mechanic. Would suggest something like CLEAVE! to pop up instead. Animation seems to have an issue playing while flying. Character just floats as effects and damage appear in front of them. To replicate, keep moving while the attack fires off.
  16. The crash removal has me considering taking it for all my Inv Scrappers. The rest of the changes are a bonus on top. Previously to this, the power had always been regulated to don't take or take it for set mule but never use.
  17. Seems like we are getting closer to the dream. 💪😤 Super Strength Hand Clap Recharge time reduced from 30 to 12 Endurance reduced from 13 to 11.856 Stun changed from Stack to Replace This power should now accept damage enhancement and sets. Power description now warns damage enhancement and sets don't work unless Unleashed Might is active. Hurl This power is now a narrow cone with a 10 degree arc that can hit up to 5 targets in a straight line (10 on tankers due to Overcap) Damage was kept the same Rage -Defense crash reduced from -20% to -10.0% Added a -20% res debuff to the crash NOTE: This change is meant to make the crash more equitable across all Armor pairings NEW Unleashed Might New Toggle power, mutually exclusive from Rage While this power is active, you will gain a Scale 2.0 buff to Damage and a scale 1.25 buff to ToHit The following powers will also gain additional bonuses: Jab: Deals an additional scale 0.204 damage Punch: Deals an additional 0.3 scale damage Haymaker: Deals an additional 0.492 scale damage Knockout Blow: Deals an additional 0.4447 scale damage Hurl: Deals an additional scale 0.492 damage Foot Stomp: Deals an additional scale 0.1775 damage Hand Clap: Becomes a front facing cone with 180 degree arc and 15ft radius Has a target cap of 5 (10 on tankers due to Overcap) Knocks down instead of knock back Loses the 50% chance for additional mag 1 stub Deals scale 1.0899 damage Base Accuracy is increased from 0.8 to 1.0
  18. Recently got my Sonic Melee to 50. Fun enough, but I do wish they'd revisit what to do with Attune, give it more dynamic animations, and boost the damage a bit. Also with you on Radiation Melee needing more interesting animations.
  19. Mine is at 41 right now and it feels on the weaker side. The damage tax for the utility the different attacks have feels a bit much at the current iteration. Almost every attack also has a long cast time, some of which don't hit until later in the animation. It's never satisfying when someone swoops in with a faster attack and kills what you were just about to. After using Attune for quite a bit I don't use it much anymore unless its a hard target. The opportunity cost doesn't seem worth it. Personally I'd rather Attune do good damage on its own, have normal recharge for a T2, and apply its effect - rather than the power being available to use at all times. Still, having more ways to Scrap is always appreciated. I get to come up with new characters with their themes, with different power combinations. For now, looking forward to kitting this one I'm working on. Animations could have a more dynamic flair to them. You are causing sonic destruction in melee form.
  20. I'll see if I can get the KB protection set bonus onto mine. They're all pretty tight builds with not much or no room for movement.
  21. I have no inside information and these are just my thoughts. They've got a set scope and priorities for the release of this update before they take their break/holiday. You're unlikely to see big shakeups or more additions until after they come back, in their next release. Delaying the current MM changes to be more encompassing and complete is also likely not on the table, as it is tied to the difficulty increases. There's more goodies that have been hinted at already. So for now with this current release plan we can enjoy MMs that are a little better while, as they say, the rest cooks in the oven. 👍
  22. While I believe this is not the whole picture for what is being updated for MM, it does feel a bit unrewarding to micromanage a small team for this outcome. If I swap to my IO'd out Scrapper she'll crush anything under her with the same difficulty/team size settings. And if an attack or three go through, she doesn't even feel it - in fact she doesn't even have downtime because of it. She'll just keep the pain train going. Hits that go through for my MM usually requires attention, and if it downs one or more that is even more downtime of summoning them and "turning on all of their toggles" (buffing them) - if they even survive that in the middle of a big fight. I think MMs are one of the most unique things in the MMO landscape, and I love the potential they have. But I can't play on potential for that long, which is why I usually go back to my Scrappers.
  23. I have a 90%-ish IO'd out Demon/Thermal MM that I grabbed a snapshot of on Live Vs Beta. Buffed the same way between both places. Not much difference, so it does feel like if I want to take advantage of IO sets being partially shared through Supremacy I'll actually have to build specifically for it. Not sure if I will, as the build I like for that MM is very tight without room to move things around and/or replace without losing things like to have. Biggest difference I see are my T1's not doing 1 damage all the time on higher difficulties, which is one of the things that bothered me whenever I brought my MMs to harder difficulty content.
  24. Do you have any particular notes on why you feel this way about the MM changes?
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