
Uncle Shags
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Wow, this is awesome. Also, nice word play. Edit: I'm curious about the numbers for TW when in momentum.
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What are the current thoughts on Dark Melee/Super Reflexes?
Uncle Shags replied to SemanticAntics's topic in Scrapper
They're player designed missions that are harder than normal content. They get harder the higher the decimal. It's useful for testing survival. -
What are the current thoughts on Dark Melee/Super Reflexes?
Uncle Shags replied to SemanticAntics's topic in Scrapper
I built a DM/SR on test and took it for a spin. It could take 2 groups at once of CoT, Council, Arachnos, and Carnies at 54x8. It wasn't super fast, but the survivability was there. It wasn't as tough as my SR/DM tank which can solo all 54x8 radios and up to 801.5 with endless waves of multiple groups forever, but I think 2 groups at once for a scrapper is pretty dang good. I think trading survivability for damage is a delicate balance on every AT, but because of the raw damage potential of scrappers it can be a very big deal. I compared my TW/Bio, for instance, and vs some of the 54x8 radio scene it performed noticeably better by relying on kills as mitigation. But for other stuff (Arachnos) it melted while the DM/SR wasn't ever at risk. -
What are the current thoughts on Dark Melee/Super Reflexes?
Uncle Shags replied to SemanticAntics's topic in Scrapper
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What are the current thoughts on Dark Melee/Super Reflexes?
Uncle Shags replied to SemanticAntics's topic in Scrapper
Epic ranged attack/snipe is another option for runners. You have to wait til 35 though. With fancy slotting you can max the heal and the damage. -
What are the current thoughts on Dark Melee/Super Reflexes?
Uncle Shags replied to SemanticAntics's topic in Scrapper
You can tell a lot about a person when they make personal attacks like this. Fine, I will educate you. DDR makes SR superior to Inv. Def debuffing enemies (which there a lot of) that will melt Inv will do nothing to SR. Once SR is above the cap it stays there, getting hit 5% of the time, while Inv defense crumbles. So what does SR do when those 5% of attacks make it through? According to you I should be "assured" that's still "plenty durable". You'd have to hope for team heals, or wait for regen, or pop an insp. Maybe that's good enough for how you play. But I can assure you that there are times when it's not enough. But good news! DM can heal. 250 hp every 3 seconds is not "okayish" and it plugs SRs only hole. Also, much of DMs damage reputation is based on testing with Soul Drain hitting one target. When it's saturated and perma it's awesome. OP, go for it if you want. The combo is great. -
What are the current thoughts on Dark Melee/Super Reflexes?
Uncle Shags replied to SemanticAntics's topic in Scrapper
OP isn't asking about Inv. They're talking about starting up their old toon. And the fact that SR doesn't need the - to-hit is a good thing, not a bad. It needs a heal. Which DM has. And I'll just say it: DM/Inv is crap compared to DM/SR for survival. This is kind of weird. An old player is coming back to relive their glory days. I say to go for it because I know from experience it's a great combo. You immediately try to talk them out of it for niggling reasons. Seems weird... -
What are the current thoughts on Dark Melee/Super Reflexes?
Uncle Shags replied to SemanticAntics's topic in Scrapper
If you're just looking for pure damage look elsewhere. But if you want to trade a little damage for a ridiculous amount of survivability, DM/SR is my pick. -
What are the current thoughts on Dark Melee/Super Reflexes?
Uncle Shags replied to SemanticAntics's topic in Scrapper
Amazing combo. Giving SR a heal is game breaking. -
Why is doing damage the only way to win?
Uncle Shags replied to temnix's topic in General Discussion
I like it! I too have wondered what's the point of anything but damage if that's the only win condition. As was mentioned, the mechanic kind of already exists: I think it would add a new layer of depth to the game that would be a breath of fresh air. If I had the power I would -
DEFCON II: AFTERMATH — Do Controllers Still Outscale Defenders?
Uncle Shags replied to Dark Current's topic in Archetypes
You're great. -
If you mean what can stay at range with high degree of safety my vote is for Doms. More control than trollers and more damage. Going into melee to attack is available but not necessary.
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Letting go of Def and giving in to the concept
Uncle Shags replied to hoodedKitsune's topic in General Discussion
Maybe for you. I'm not so comfortable telling someone else what they should build for. -
Letting go of Def and giving in to the concept
Uncle Shags replied to hoodedKitsune's topic in General Discussion
It sounds like you're torn between concept builder and min/maxer. You say you start off with a character idea, but then it get a morphs into a min/maxed Frankenstein chasing stats. For some people that's fine and the way they like it. But if you're doubting that then maybe try to put the mids away for a bit. Just lean into your original idea with less focus on chasing numbers. Guaranteed it will play just fine, especially on a team. Shit, it might play better! Or, if you have the cash you can have multiple builds. Have one that's tweaked out min/maxed, and another that's just fun, with all the fun powers you want. -
Have you considered a game pad? It takes a few sessions to get used to, but once you do you can keypress all your abilities rather than mouse click, which then allows you to mouse turn instead of keyboard turn, which is much much faster and fluid. I use the logitech g13.
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Exactly. I feel like dev opinion had been swayed by the incessant whine of the "tankers do too much damage" crowd and felt like a nerf was a good idea. But once they started to see the numbers and the reality behind them they recognized their earlier position was based on a load of bullshit. At that point they had to reduce the obvious over-nerf, but had to do something to save face. At that point it was all PR.
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I would find it very difficult to not take a power named Buttstroke.
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I'm sure. And his name is Chiron. He's the first named boss in an arc, so I guess I can somewhat understand him being an EB, but the end of an arc, when the boss was discussed for several missions? EB? Boooo.
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That's it. That's my suggestion. The lack of AVs is particularly noticeable during the 40-50 mission arcs. There are several times that a great deal of buildup and anticipation for the big bad boss ends in a waaaawaaaaa when they turn out to be an EB. I just ran the first mission in one of the new page 2 KW Skull arcs. Can't remember the boss name, started with a C. Another EB. Boooo. More AVs please!
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Dammit, I missed it! I was excited and the kids would have loved it. And my Lord Rot would have given the winners a run for their money. Thank you for organizing event like this. Maybe there'll be another monster one around Halloween. Next time I'll set an alarm....
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Well, it's been quite a roller coaster over the last two weeks, but if this latest build is sent to live I think I'll be happy with it. My main tank's clear times went from 6min, to a depressing 8.5, and now back to 6.5. 6.5 feels ok. I'm still very slightly disgruntled, because 6min for that mission is already below average and I'm still not convinced an AT wide damage reduction was necessary, but I'll take it. Could be much worse. The bigger hit I've taken is to my faith and trust. It seems like, in the end, the devs were receptive and reasonable. And there's a ton of good stuff in Page 2. It's great, and I'm thankful. But.... This tanker thing? I just wish it didn't take dozens of pages of debate, how many hours of shared testing, fighting amongst ourselves, and all the unnecessary ill will towards the dev team along the way to get us to this point! I can't help but wonder, "How the hell did that ever make it out of closed beta?!" I'll try not to hold a grudge, but it kind of feels like, "Yeah, you didn't stab me, but you had the knife, and you were definitely THINKING about it!" I don't want a sour taste in my mouth, but it is what it is... It'll wear off, I'm sure. Especially if there are some upcoming buffs to some underperformers! Thanks to all those who fought the good fight. In the end, reason, truth, fairness, and justice won! Very fitting...for those of us who play hero-side. =P
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You sure about that? From the homecoming wiki: Gauntlet -- also referred to as "PunchVoke" -- causes the Tanker's AoE attacks and auras to taunt every PvE enemy they affect. Their single-target attacks taunt the enemy hit and up to four more around it. Gauntlet has reduced chances of affecting exceptionally high-rank foes like Giant Monsters, and even worse chances of affecting other players in PvP. Brutes possess a smaller version of this power, occasionally labeled as "PokeVoke" by the community, as it does not possess an official name. The Brute's version of Gauntlet does not apply in PvP, and their single-target attacks only taunt the one target hit. https://homecoming.wiki/wiki/Inherent_Powers
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Yeah, if this is legitimately how the severity of this nerf is going to be decided we need to account for taunt. I have a Fire/BA tank and a BA/Fire scrapper. On test the scrapper had a better time (4min vs 5min) but the nearly complete lack of runners on the tank was a MASSIVE advantage. If the scrapper had the same level of taunt it would have taken half the time. There's scrapper taunt auras on shield, inv, will, bio and rad, but they aren't as effective as tanks. And brutes don't have aoe taunt on their attacks. Is this what it's coming down to? Tankers having inflated numbers in clear time missions/farms due to more effective taunt that has created a false impression that is leading to nerfs?