
flyinggecko2
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This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Mr. Amazing Man: Level 50 Natural Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Ancillary Pool: Energy Mastery Hero Profile: Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(5), GldArm-3defTpProc(7) Level 1: Jab -- SprGntFis-Dmg/EndRdx/Rchg(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(7), SprGntFis-Rchg/+Absorb(9), Hct-Dam%(9), Hct-Acc/Dmg/Rchg(11), Hct-Dmg/EndRdx(11) Level 2: Dull Pain -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal/Rchg(17) Level 4: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(17), LucoftheG-Def/Rchg+(19), Rct-ResDam%(31) Level 6: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-EndRdx/Rchg(21), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-Max HP%(23) Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-EndRdx/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(27), ImpArm-ResDam(27), ImpArm-ResPsi(29) Level 10: Taunt -- PrfZng-Taunt/Rchg(A), PrfZng-Taunt/Rchg/Rng(29) Level 12: Resist Energies -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(31), ImpArm-EndRdx/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(33), ImpArm-ResPsi(33) Level 14: Boxing -- Empty(A) Level 16: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(34), StdPrt-ResDam/Def+(34), Ags-Psi/Status(36) Level 18: Invincibility -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(36), ShlWal-Def(36), ShlWal-ResDam/Re TP(37), LucoftheG-Def/Rchg+(37) Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Rchg/HoldProc(40) Level 22: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(40), LucoftheG-Def/Rchg+(40) Level 24: Assault -- EndRdx-I(A) Level 26: Tough Hide -- ShlWal-Def/EndRdx(A), ShlWal-Def(42), ShlWal-Def/Rchg(42), ShlWal-Def/EndRdx/Rchg(42) Level 28: Rage -- AdjTrg-Rchg(A), AdjTrg-EndRdx/Rchg(43), AdjTrg-ToHit/Rchg(43) Level 30: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit(43), AdjTrg-ToHit/EndRdx/Rchg(45) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 35: Conserve Power -- RechRdx-I(A) Level 38: Foot Stomp -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/Rchg(45), SprMghoft-Dmg/EndRdx/Rchg(46), SprMghoft-Acc/Dmg/EndRdx/Rchg(46), SprMghoft-Rchg/Res%(46), FrcFdb-Rechg%(48) Level 41: Laser Beam Eyes -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(48), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(50), SprWntBit-Dmg/EndRdx/Acc/Rchg(50), SprWntBit-Rchg/SlowProc(50) Level 44: Physical Perfection -- PrfShf-End%(A) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13), Pnc-Heal/+End(13), Prv-Absorb%(15) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15) ------------
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Mids Reborn will not open at all
flyinggecko2 replied to Elfin's topic in Tools, Utilities & Downloads
Thank you -
Can you activate this click before summoning minions for a big boost? Will the damage buff wear off when Adrenal Boost expires or stay on your pet until they die?
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Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
Actually it already works like that! Go hit a level 1 mob with a level 50 KB power and fwooosh! 'Footstomp' from Super Strength is in that perfect sweet spot, 0.67 magnitude KB if I remember correctly. It's just low enough that it won't knock back higher level enemies. @MTeague how you you feel about having most (specifically blaster, and even then still not all) knockback powers changed to a 0.67 magnitude? I would assume it would be a really simple fix for the devs too! We can even take it one step further, let's buff knockback enhancements! I'd let an expert like @The_Warpact figure out the exact numbers since he's the authority on the matter. That way, all you have to do in order to send mobs flying is slot a knockback enhancement! (Or more for extra laughs). People who actually want knockback can simply slot for it. After all, you guys have no objections to the idea of someone giving up an enhancement slot to change the function of a KB power, right? You guys get your knockback, and I don't have to pay enhancement tax. Everyone wins! Or does having the enhancement tax effect your character instead of mine a deal breaker? -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
If GI Joe taught me anything, the other half of the battle is ninjas and lasers -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
Oh really? I didn't realize you had the final say in this matter. My bad. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
I mean, barring some sort of very specific scenario, like trying to set a record speed run or something (where you probably wouldn't be teaming with random people anyway... so... ) But you have helped me to see where the division is. I understand why someone might oppose having the option, and I agree it could be problematic. Currently if there's a character launching people everywhere, someone who dislikes this might tolerate it because they kinda have to. If the option exists to turn it off, these people won't see it as an option. It would give them (in their opinion) the justification to say "go change it, or I'm kicking you off the team." I think most people that unreasonable would be likely to kick you from the team regardless of having the option.... but what do I know, I'm not that unreasonable. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
As funny as your straw man argument is, as you mentioned, you can already change the knockback via the enhancement tax. I dont think the OPTION to remove it entirely is going to somehow transform the entire game into 'so easy that it's boring.' Most of the actual challenging game play enemies are already unaffected by knockback anyways? -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
I play with the same group of friends on the weekends, none of your 'suppose' scenarios apply except the immobilize, but that's usually manageable Really, the directional knockback, the cones, they're not so bad, it's manageable because the mobs mostly stay together, but the M30, trip mines, and radial AoEs just send guys everywhere. Our brutes a filthy casual who just can't watch all directions at all times. Alternatively I can play my tank and all of our problems are solved save for one: I would like to play an AR/DEV blaster. The enhancement tax significantly lowers his defenses, on an already underperforming powerset. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
Yes, thats what I said. You don't even need to take swap ammo. You can still put the new chance for cold damage proc in your powers. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
But we already have the option to turn off knockback whether you support it or not. As it currently stands, when you're on a team where all the knockback is a bad thing, all those energy blasters just need to switch to their 2nd build for their character, with drastically lower survivability, and pay the enhancement tax. Because apparently having a toggle at Null the Gull would somehow be worse than that? -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
Right, I'm not against your suggestion. That's fine by me, I just assume it makes it much more difficult for a programmer to implement since nothing else in the game works like that. But I'm not a programmer and don't really know. Just to be pedantic, you don't need to take 'swap ammo'. You can still slot slow in your attacks as DP. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
So, you think that its actually a better idea to not give players the option? You think that forcing people to chose drastically reducing the survivability of certain power sets via the enhancement tax or having them (at best) annoying the hell out of the tank or (at worst) being kicked from the team, is better than giving them an option? Nobody is saying take away knockback. Knockback is great for a team in the right hands. Knockback is fun for lots of people. Knockback also really sucks in some scenarios. I just want to play an AR/DEV blaster because I think it's cool with: A) not dying all the time. B) not getting my friends killed all the time. C) be an effective damage dealer. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
Because the group of friends I play with has 1 brute as our tank and he's not the greatest. Most of them are not running min/maxed builds and things that get knocked out of the brutes AoE often results in my friends dying. I would like to play my AR/DEV blaster but he just keeps killing my friends. I would also prefer not to be taxed on almost all of my attacks. That's my perspective. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
Oh I agree. You're welcome to slot all the knockback you want. You can play a Mastermind with all pool powers and no pets. I mean you can do whatever the heck you want I'm all for that. Speaking of doing whatever you want, I would love to play an AR/DEV blaster.... but theres a lot of people in this thread that are trying to tell me how I need to play (pick a different powerset) or buildmy Character. (With enhancement tax most of my attacks) For some reason they are adamantly against giving me the option to play how I want. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
And the OPTION to turn it off would make absolutely no difference to you while simultaneously improving my actually ENJOYING the powerset. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
Have you tried teaming up with a tank? -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
So instead, we have "go respec your character and slot different (sub-par) enhancements that will significantly weakened your character because your choices are getting me and my friends killed. " Which is WAY more intrusive than Null The Gull would be. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
I agree with the lose knockback, but I would like to point out that dual pistols can slot enhancements for abilities that it's attacks don't actually grant. While I'm not really against your suggestion, I just think it makes it much harder to implement. If I have knockback enhancements slotted, then switch off knockback, what would happen to those enhancements? I don't think there is a precedence for that, and would likely be difficult to implement. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
AR/DEV attacks with knockback: Slug Buckshot M30 Sniper rifle Time Bomb Trip Mine There's really not much left.... -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
I'm already in that position as an AR/DEV blaster. I have to chose between being ostracized by slotting KB->KD while simultaneously also giving up a large amount of critical personal protection in the form of set bonus' My solution was to switch to beam rifle. I would much rather have kept the assault rifle, without having to chose between annoying the **** out of my friends, or spending significantly more time face-down. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
According to your own poll, 28% want to keep it "as is" If Captain Powerhouse wants to knock people around all day. Great. If I'm playing solo, he'll yes I want knock back on. If I am teaming up with my friends, I would greatly prefer not to get them killed by knocking mobs put of our brutes taunt aura. Everyone wins. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
You bring up several valid points. If one wanted to keep some KB powers and not others, the IO's exist for that. Additionally, I feel that the suggestion to have the option to simply disable knockback on all powers is much better. It address removes any benefit, while simultaneously addressing all the cons. -
Null The Gull -> Knockback to Knockdown
flyinggecko2 replied to flyinggecko2's topic in Suggestions & Feedback
I'm totally okay with that! Excellent suggestion! I just want to play AR/DEV without chosing between nerfing myself and annoying my team. -
GI think the title says it all. I would love it if Null The Gull could simply make all my knockback powers into knockdown. The 'Enhancement Tax' on these powers drastically lowers their performance. EDIT: The suggestion to have the option to disable knockback, as opposed to changing it to knockdown, was proposed by Naraka. I think this is a fabulous idea! It doesn't 'invalidate' the KB->KD IO's while still addressing the root of the problem: being a detriment to the team.
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