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RenInferno

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About RenInferno

  • Birthday August 17

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  1. Okay, fine. You caught me. Originally I thought asking for a buff to the numbers on top of allowing enhancements would be asking too much, so I kept it simple. I even stated that Kuji-In Rin makes sense to be unenhanceable, considering it gives you something like... I want to say 20% Psi res? And is stackable? but the power's description should reflect that. While I think IO sets would be nice, my biggest problem is that it's inconsistent. This is something no one seems to believe me on, but it's all right there, in my original post. Pointing out how all the other powers work, which ones have what bonuses and the fact that they take enhancements (including IO sets,) for them, leaving Wet Ice in the dust. Data that is now irrelevant with all the access we have to hard numbers between mids, the forums, the in game help chat, combat values we can pull up at any time, and detailed info, and an opinion without a suggestion or helpful feedback as to why. Doesn't matter if it validates what I think or not, but sitting there and crossing your arms and just going "WELL I THINK--" over and over doesn't help the conversation move forward.
  2. I still think it should be turned into a toggle. Make it work like Assault Hybrid, building stacks of 'rage' as a fight goes on, either off your attacks hitting, or attacks hitting you. 15% damage each stack, [I am unsure about the tohit numbers, but that'd build each time too, to keep it mildly consistent with how it currently works] build up to x number of stacks, all stacks fade when you leave combat, end use increases per stack you have.
  3. What you gave was not feedback. It was not an alternate suggestion. All you said was the original reason for it being the way it is. That's not constructive to this thread. With the options available to us now, and the fact that Ice Armor is in dire need of some TLC, that reason no longer applies. We can know, for certain, just how little it gives us. It's like, two mouse clicks away. It also is inconsistent compared to other mez protection toggles. I think the perfect outcome would be 'make it comparable to Combat Jumping and let it take Defense Enhancements'. I will settle for 'takes defense enhancements'. I'm not seeing you give any suggestions for changes that could be made, just personal opinions on why it should be left alone.
  4. At this point you're just picking a fight. Either suggest alternatives or take your negative outlook somewhere else.
  5. If you'd actually read my original post, consistency is why I want the change. With the exception of Energy Aura, it is the only toggle mez protection power that has a secondary buff that does not take enhancements for it. As I said, in my original post. The reason Energy Aura's doesn't accept enhancements for it is because there are no recharge buff enhancements. Recharge time, sure, but not 'increase how much recharge buff this power gives you' enhancements. Wet Ice gives defense AND resistance and takes.... recharge and end redux. Everything else takes something that enhances the secondary effect. Like I said. In my original post.
  6. Okay, but you're not the only one playing the game. More than your opinion matters.
  7. On female characters, this happens when trying to use the resistance boots with the camo pants. I think it's pretty obvious what's wrong.
  8. With how unpopular Ice Armor seems to be anyway, maybe the tiniest of changes could make it a little more popular. I feel like it could use more attention, but I'm not a number cruncher like some people, and beyond 'it doesn't make sense that you can't put anything in wet ice' I wouldn't know where to start. Either way, I'll take this as the tiniest ray of hope that maybe it'll get looked at.
  9. Okay, but what about Wet Ice, then? It's literally the only mez protection that offers a secondary effect that you can't buff at that point. Even if the amount it buffs you for is 'minuscule' it makes the power into a mule for IO sets, which is more than it can do right now. I will admit that the numbers I pulled are from the scrapper version, I think on tanks it gives you closer to 2%, which still isn't a lot, but at that point it's the same as some of the set bonuses you can get. It's an outlier in how Mez-Protection-With-Other-Buff-Powers work. (Also, if Kuji-In Rin isn't meant to be enhanceable, which I'm pretty okay with, it is a large enough buff that it doesn't need it, the description should reflect that. A simple 'This Psionic Resistance is unenhanceable' line added doesn't seem like much.)
  10. I know I wouldn't have picked super strength for one of my characters if I had been lead to believe it worked -any- other way. I already said I never played it on live, but I have several friends who did who said that perma rage negated the crash. I had no reason to not believe them. The power's description implies that if Rage is always up, you shouldn't crash. There's no way for them to make changes that will make everyone happy, but appeasing the (probable) few who put in the time, effort, and inf, to build for stacks of Rage, at the cost of making everyone else adjust their play style to avoid a crash? Doesn't feel good. Like I said originally. I think a vote is the best way to really handle it, see what the majority -actually- thinks.
  11. You're missing how Rage apparently, (broken, intended, or otherwise,) worked on Live. Which is that when it was Perma, There Was No Crash. Current Rage is not fun. Crashing if you have even a Little overlap, Is Not Fun, especially for anyone who is building with a little 'wiggle room' on their Perma. People should not be forced to micro-manage a power that seems like it has auto-fire in mind, especially if how you play means your bar is full up already, or you have limited hand mobility (like me, thanks, EDS) that makes having things slotted past 6 something pretty much have to manually click on, which when you're tanking, your mouse is mostly used for camera movement. Super Strength needs a buff anyway, more than a tweak to make it play a specific way, at least if you ask me.
  12. I also think you missed the part of that post where I went with that build, on that character, under the assumption that perma Rage did not crash (as was the point of -making rage perma anyway- on live), that building specifically for perma rage only to find that it crashed has made it not fun for me. There are builds and characters out there that have Rage as their only power good for auto casting. Punishing people for having so much as a half second of overlap on a power is Bad. The power's intended thematic outcome and mechanic was that 'your rage subsides and leaves you drained'. Pushing for a crash only if... it never goes away? You Are Full Of Rage All The Time, and That is why you occasionally can't fight your way out of a paper bag? The entire reason I never played Super Strength on Live was because I figured the crash was unavoidable. The only reason I picked up the set this time around was because I thought that getting Rage perma negated the crash. You are missing the point of everyone's complaints, and frankly, I'm tired of trying to point it out to you. It's not a debate, it's a fundamental difference in how we apparently play the game. You can't expect everyone to play like you do. Your experiences are not universal. It's not a matter of 'putting thought' into how I play. I'd rather be a good tank for my team, and if you're going to be a good tank on high level content, you need to be more aware of things like, mobs, and who is where, and if you can LoS pull to specific spots. Maybe I'm not as ~galaxy brain~ as you for not having the ability to manage being a good team player and also focus on a single power's cooldown.
  13. You're both missing the point of it being a "set to auto and forget" power. If you want to micromanage your trays, be my guest, but don't force everyone to play your way by punishing those who don't. It's easier to over-shoot recharge a little bit, just to make sure it's perma when fighting anything with -rech, and people shouldn't be punished for that. The fact that you're pushing for "micromanage better" instead of "I can understand how this could affect other people" says a lot about the kind of player you must be.
  14. Short Version: Wet Ice should take Defense and/or Resistance enhancements and sets, Kuji-In Rin should take Resistance enhancements. Long Version: Of all the defensive sets out there, ones with dedicated toggles for mez protections, Ice is the only one that doesn't accept any enhancements for its secondary effects, and Wet Ice and Kuji-In Rin are the only ones that have a secondary effect that -can- be buffed that you can't slot for. Willpower's Indomitable Will accepts Defense enhancements for its Psi Defense. Stone Armor's Rooted accepts Healing/Absorb enhancements for its Regeneration. Regen's Integration accepts Healing/Absorb enhancements for its Regeneration. Radiation Armor's Fallout Shelter accepts Resistance enhancements for its Psi and Toxic resistance. Invulnerability's Unyielding accepts Resistance enhancements for its resistance to all damage. Electric Armor's Static Shield accepts Resistance enhancements for its resistance to Psi damage. Dark Armor's Obsidian Shield accepts Resistance enhancements for its resistance to Psi damage. Bio Armor and Fiery Aura both have their mez protection spread out among powers that do other things, where their Primary Function is not the mez protection itself. (For example, Fire Shield, the tier two in Fiery Aura, gives your Disorient protection.) Super Reflexes and Shield Defense both have click mez protection, with no secondary effect to enhance. Energy Aura's Entropic Aura has no enhanceable secondary affect. (There is no recharge buff enhancement.) Wet Ice gives Defense to ALL defense but Psionics, and Resistance to Cold damage. Kuji-In Rin gives Psionic Resistance. Neither of these powers accept enhancements for either of these things. With Kuji-In Rin, the buff is enough that making it unenhancable is reasonable, but the power description should reflect that, or make only a very small portion of this bonus enhanceable. With Wet Ice, the base defense bonus is less than one percent, and only for environmental defenses, not positional. Nowhere in the power description or detailed info does it state that this is unenhancable. The Cold Damage Resistance is stated as "Ignores buffs and enhancements" in the detailed info, but is not described as unenhancable in the description. TL;DR: Wet Ice is the only toggle with an enhancable secondary effect that doesn't take enhancements for it, and that should be corrected. Kuji-In Rin should probably say that the psi resistance is unenhanceable or it should take enhancements for it.
  15. I'm not asking to double stack it. Like, the entire point of what I'm saying is that I would rather have one stack perma with no crash than two stacks with a crash.
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