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Zepp

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Everything posted by Zepp

  1. I would disagree that it is a "carbon copy" - although I think the case could be made that ninja run, etc, could be re-examined as well. There are 2-3 key differences: It requires a power Pick It has a combat-related elements (stealth & defense)
  2. So would it be more acceptable to you if I restated my argument as: Infiltration should not be classified as a travel power, and thus not be subject to travel power combat suppression?
  3. With exceptions for Sprint, Hover, Combat Jumping, and Evasive Maneuvers. As such, having Infiltration unsuppressed would be in line with Evasive Maneuvers.
  4. Stealth, to prevent it being confused with Superior Invisibility... Now can we get Infiltration to have some of it's defense unsuppressed and not suppress its movement speed?
  5. Again, I will restate that changing the Knock-back to a "knock-in" effect using the same vectoring mechanism used in the inverted repel effect would be thematic and make it even more useful than knockdown.
  6. hmmm... Primus DMV or Pork Chop's Little Ditty... choices, choices...
  7. It would be nice if the KB was vectored towards Singy like the "repel" effect.
  8. I was looking at some of the older threads and wondering why flight control was removed from infiltration? That would have provided an excellent option for players who use Mystic Flight.
  9. Zepp

    Build Costs

    I'm sitting on over 10billion (I've given over 2.5 billion away), so what I think is inexpensive may be slightly different from what other players think is inexpensive. (I have a level 1 toon that got over 350m without earning a single xp.
  10. I agree that Nova and Dwarf forms could use some love movement-wise. It would also be nice to have some flight control.
  11. So, the Arcane Power buff is confusing (there are two parts, the recharge and crit which are separate apparently?) and it can be triggered by either attacks, toggles, I think I got it to trigger off of an insp once, maybe a mild sneeze or a cough... I like the idea of Arcane Bolt crits, but could we possibly eliminate the AP mechanic and just add a "chance to crit for 200% damage. Will automatically recharge after a crit" into the power rather than involving other powers? It seems like that would get a similar result without a lot of the bugs/confusion/hating that is currently happening. It would also allow the smoother use of the power and prevent the CJ exploit (you can toggle Combat Jump on and off until you trigger AP and then use it as an opening with guaranteed double damage, making every toon a ranged Stalker...
  12. I would like to make all power pools standardized as: T1a: Requires level 4, no pool investment T1b: Requires level 4, no pool investment T1c: Requires level 4, no pool investment T2: Requires level 14, 1 pool power investment T3: Requires level 20, 2 pool powers investment
  13. It is basically moving from a 1/2 or better uptime to a 1/3 uptime. On the other hand, it did need to be nerfed in some way. I think this nerf is reasonable, and it is more useful in its current iteration than a 90s version. I would, however, suggest that a reduction in animation time would also be warranted.
  14. As many have noted, there are several powers that can not have their cooldown modified. And 1/3 uptime with no need for recharge is pretty good. I actually think the shift is good for players who use it as a situational get-out-of-CC-free card. It is also good for a top-of-the-battle buff that can be used more often now, although it may be less useful for extended conflicts.
  15. Those would be T1c powers, so available at 4.
  16. I like the use of vectoring in Singy's repel effect. However, I was wondering if the KB could be given a similar vector.
  17. To clarify: @siolfir made the argument that adjustments to Arcane Bolt were good and similar improvements should be exported to other pool attacks because the "pool powers are supposed to be weaker" argument was not a good argument. @arcane used an appeal to authority fallacy to claim that it was unacceptable for pool powers to be on par with primary, secondary, or epic powers. I was simply deflating that "argument" which, in turn, was a manner to offer support for the initial argument that improvements to Arcane Bolt were justified and it would be reasonable to ask for improvements of other pool powers as well. I apologize that I did not do more to maintain the focus of the argument on Arcane Bolt in specific. While I am not a big fan of the mechanic (a mechanic that I feel should only trigger off of attacks rather than toggles, heals, donut eating, etc), I think making the power on par with primary T3 or secondary T2 powers is reasonable.
  18. I was just pointing out the appeal to authority fallacy you were basing your "argument" on.
  19. I would like to make all power pools standardized as: T1a: Requires level 4, no pool investment T1b: Requires level 4, no pool investment T1c: Requires level 4, no pool investment T2: Requires level 14, 1 pool power investment T3: Requires level 20, 2 pool powers investment In addition, I would like to see Group Fly and EvMa flipped.
  20. Still not enamored by maxed out fly being shifted from roughly 95% of Super Speed to roughly 77% (average - 73% 2/3 of the time, 85% 1/3 of the time). Super Jump is now almost 92% of Super Speed, which is an improvement (but still not parity). It would be nice to know the reasoning between the huge disparity between Super Speed and the other travel powers.
  21. Being a core design principle does not make it a good principle. Fixing mistakes is why there are updates.
  22. I didn't slot Stamina. After slotting it, it went better. I couldn't get 33s with Tp. For Dark Astoria I took the North road for SS and got between 45 & 47s on four runs. Fly & SJ 34s on four runs. Tp 22-24s on four runs.
  23. I ran the course four times (one time each: Fly then SJ then SS then Tp) and got the same numbers as you on Fly and SJ, but 55 on SS and 38s on Tp. I did mentally plan my route for SS so I wouldn't need to jump at all though. After two more runs each, my numbers stayed the same except for TP I had one run at 37s and two runs that I had to abort because the game TPed me into the trees despite me TPing above the trees (the camera TP seems to be TPing about 20 degrees below the center of the screen). For TP did you use 3 50s?
  24. I got 55s for SS in NA on that course
  25. Toggling powers on can cause Arcane Power to trigger. In other words, I can toggle/untoggle hover or combat jumping before combat to get a free power boost.
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