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Posts posted by Bill Z Bubba
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Just now, Glacier Peak said:
Grow thicker skin devil dog! 😁
But seriously, not everybody's feedback makes it in. Same thing has happened to me plenty of times, but I continue to provide feedback because I care about this community.
Good for you. From what I'm seeing of what's left of the old community, we've got with those that agree with the devs and those that don't who are told to STFU and go away. Then do. Thus the current anemic active player population.
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21 hours ago, Glacier Peak said:
Time for some good old fashion testing! If you've had your fill of Trick or Treating, want to help out the volunteer team, or just like seeing what's on the horizon, log in to the beta server and test out these proposed changes for Page 5.
I did. Gave feedback only to see it purged from the forums. So what's the point?
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2 hours ago, Yomo Kimyata said:
I'd rather have a 70% chance to activate on each of three targets than a 90% chance on just one target, and you should too.
Why? I NEED the extra critting against AVs and monsters and Pylons. Rest of the time it's nothing but overkill. So for claws, it goes in followup for FU, Focus, Slash, repeat. For nrg, it goes in TF for ET-long, TF, ET-short, gloom, bs, repeat.
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'You wanted more?"
I give. Make the damage scale 2.
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1 hour ago, Sanguinesun said:
due to its irradiated ground,
Nerfed in beta as well. Won't over-proc anymore and hits half as many targets. "All/Radiation Melee/Irradiated Ground: This power can now only proc once every 10 seconds and hit up to 5 targets." -
1 minute ago, SomeGuy said:
Six slot your T1 attack and slap the entire set there. Then ctrl-click that attack to set it to auto.
Just in case, /s
Dude... that would cripple my DPS.
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11 hours ago, DarknessEternal said:
The enemies hitting fire farmers use fire melee. Fire armor has no defense debuff resistance. These changes exist to make fire farming harder.
And you verified that fire melee critters in AE are now debuffing defense?
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On 4/6/2022 at 9:59 AM, arcane said:
Just imagine city but with 1000x more people
No wonder I never played any other MMO. Waitin on State of Decay 3 but I'll only buy it if there's still a fully single player mode as there is with SoD2.
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7 hours ago, Keen said:
What's your time with that build on Live? It shouldn't have changed much (assuming you used Offensive Opportunity).
Just got 3:11 so apparently I'm senile. Thought he was sittin around 4 mins on average. Carry on.
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Pylon time with fire/bio sent, 2:56. This puts it on par with my shield/nrg tank and claws/sr scrapper. While hovering above the fight in complete safety. (Edit: In normal content, of course. I know it doesn't matter with pylons.) Also took out a lvl 54 Tub Ci in Mr G's arc in less than 5 mins.
Yay. More power creep.
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Guess I'm old school. Spidey I knew never had electric blast. I'll second StJ/SR with SJ/CJ ... and maybe a proced out Flurry. Kind of a bummer you'd have to haul out a mace for webbing but it is what it is.
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I've got a dark/stone tank that tanks just fine. Fold space + taunt aura + taunt + aoes obliterate the stealth problems.
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When you say raw damage, what do you mean?
Actual raw damage? Sent Fire Blast (69) > Tank Scorch (50.) Sent Flares (52) < Tank Fire Sword (75.) That's T1 vs T1 and T2 vs T2. Sent damres debuff will help some.
Or do you mean raw kill speed clearing everything? Sents cause scatter, like a bad fart. Tanks cause clumping, like kitty litter. Tanks win by a landslide on clear all kill speed.
My shield/nrg tank sits around 2:45 for pylon times. I don't see any nrg/* sents pulling that off, (my fire/bio sent doesn't come close,) but then again, NrgMelee buffs + tank overbuffing vs sents generally being a poorly designed bag of crap, fun or not, isn't a very fair comparison. (Why don't sents get shield again?)
Been running Mr. G's arc at max diff with my fire/bio sent. Several faceplants but got through carnies, Crimson Revenant and family. Slow going of course. The tank rolled through all that without issue while being safer, faster and vastly more efficient.
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40 minutes ago, Snarky said:
But Brutes damage output is much closer to Scrappers.
It's really not. Scrapper +crit IOs send them way ahead. Brute damage is much closer to the tank side than the scrapper side these days.
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17 hours ago, WindDemon21 said:
They actually get the EXACT same resists... Brutes just have a higher cap which only comes into play usually with smash/lethal and the elemental type of a specific set.
This is one thing that always made me eyeball brutes badly. They should really have resist/defense values in BETWEEN tankers and scrap/stalkers
Could and should. HP-Max is at 2088, 2410, 3213 and 3534 for the 4 ATs. Base values (edit: and caps!) for the armors should follow the same ratio.
That's right... nerf stalkers and buff brutes. Then make sure damage output follows the same inverse rule.
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There was a reason that the OG BZB was moved off of Pinnacle and replaced with BZB Brute. And there's a reason now for me having 3 BZBs. I'd have 4 if stalker claws wasn't such a steaming pile of shit.
I miss old fury as well.
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I'm gonna second the time/* defender. My time/fire can solo max diff and can keep a team happy, healthy and mean.
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9 hours ago, RobotLove said:
I like "defeat all" missions.
Yup. I also enjoy AV fights that take longer than 2 minutes.
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Only reason I never recreated my ice/nrg tank from live is that I can't remember her name or what she looked like.
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3 minutes ago, Krimson said:
When you are aggroing 3-5 mobs at a time, you totally get runners. So maybe you have to hustle more on Dreck. But something like the Troll Caves with that mob density... It's nice.
Except for AVs going into full flee mode and ignoring taunt/gauntlet/threat completely, the difference in runners for my claws/sr scrapper vs the brute/tank versions is beyond painful.
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I've said it before and will no doubt again, but SR is just cruise control for cool. A secondary that provides a heal, Rad or Dark hop to mind, will take you into immortal land and provide a combo where the only clicks you really have to deal with can all be in tray 1.
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20 minutes ago, BlackSpectre said:
from way back in my Champions pen and paper RPG days.
Wonder how many of us ended up here because of that.
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16 hours ago, Ultimo said:
Honestly, I don't understand the resistance to this.
Because tanks were ridiculously overbuffed already and any further buffs are beyond ignorant.
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Nice build. Amazing how much mitigation you're getting from just Storm Kick with its +def and the MotT set.
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Hop on over to the beta server to test out some Page 5 power updates!
in General Discussion
Posted
I did log on to beta. Ran one of Mr Gs missions. Killed a pylon. Therefore I tested the changes. Apparently my sin was replying to those that replied to me and branching out of the exact thread topic to cover the wider issue of constant power-creep which you have stated repeatedly isn't a real issue. Which is just a kinder way of saying STFU.
But in the end, it doesn't matter. I'm just another forum poster that barely plays the game at all anymore. More than likely, this last round of changes on top of the attitudes around here will mean nothing more than me being one less person that bothers with either at all.