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Zepp

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Everything posted by Zepp

  1. If you read my proposal on the first page, I actually suggested making Hasten an auto inherent. My point was that you can't reduce the number below 70% (or count IO bonuses) without it hitting Control and Support disproportionately. Hasten is not necessary or even optimal in most builds. However, in many control sets and most support sets it is crucial. As such, any reduction below 70% would require changes to dozens or hundreds of individual powers. And changes require time, testing, more time, more testing, even more time, balance testing, again, more time, and finally implementation. I do not think that anything needs to be done to Hasten unless you make it an inherent auto power to free up a slot in Speed to bring it in line with the other movement sets.
  2. Recharge needed for 2-slot perm-Hasten (pre-Hasten) = 122.5 Recharge needed for perma-Dom = 122.5 I don't need a script, I just drop Hasten on my Doms.
  3. That would hit Control and Support powersets fairly hard, a 7.5% recharge reduction plus more endurance drain. Not a fan of this solution.
  4. For my Ill/Storm Troller I have two builds, a solo (chaos) build and an annoying team friendly build. Gypsy Night (Chaos).mxd Gypsy Night.mxd
  5. Based on level requirements it ought to be equivalent to a T3 primary power, but it appears to be the equivalent of a T0.1 power... It is slightly underwhelming...
  6. If by "negative repel" you mean an x' radius aura repelling x' range towards the center of the aura, then yes. Very exciting! Just want to be clear on what can happen as it allows for more meaningful discussion of concepts.
  7. I got a billion influence lying around after basically finishing the first build... should be enough for a second...
  8. To clarify, the code does not appear to allow "negative repel/knockback" but to allow vectored knockback. That means that the knockback would be applied in a specified direction and not necessarily from point of impact.
  9. @Tyrannical I added Deadeye to the compilation list. Sorry, my workload has been insane since the rona hit.
  10. The problem is that the choice of origin for RP purposes may clash with the Origin Pool powers that best fit that characters RP needs.
  11. Same, skipped Time Stop... Although, I may go back and drop Oppressive Gloom for Time Stop...
  12. Ooh, you mean the reason that most superheroes retire because of bad knees?
  13. While the Field Medic and Fighting Pool Attack synergy mechanics are okay, I actually am not too fond of the idea of increasing synergy mechanics. I think that making powers competitive individually (without requiring the high investment related to synergy mechanics) should take priority over thinking of gimmicks that give preference to a focused approach over a broad spectrum approach.
  14. Thanks @ImpousVileTerror for getting the ball rolling on threads that have already addressed these issues. What I would like to add is a direct quote from one of my threads (these are not all my ideas, I have called out people who have contributed thoughts on this in the past but will not do that atm): This is a fairly thorough explanation and includes some general fixes - adjusting the DPA of attack powers and standardizing level and pre-requisites - as well as some specific changes - especially the TP pool. The Medicine pool could probably also use a little bit more love than explicitly stated in this post, something along the lines of what @GetRidOfWires posted in this thread. I figure, however, that these should be held back until after all the origin pools have been implemented (or when the final origin pool is implemented).
  15. I've actually put together a list of Archetype proposals, if you are interested in looking into those.
  16. I haven't tested FFb since live. At that time it reset the timer to 5s rather than tacking onto the end. I apologize for my misunderstanding.
  17. I actually have two builds for my Ill/Storm, the Chaos build is for solo (so much more fun), while the other build is in case I decide to team. I've been busy, so I haven't gotten her to 50 yet (currently 46, mostly slotted), but on Live she was amazing. The only problem I have with this combo is pre-PA exemplaring, other than that, this is my favorite toon. Also, to clarify, force feedback is 2ppm, meaning it is roughly equivalent to 16.67% recharge bonus in combat. In Hurricane it has a 33.33% chance to proc once every 10s (if I remember correctly), but this can be in or out of combat. It only works for the toon on summon for pseudopets (for Lightning Storm there may be a slight increase in the rate of lightning slinging, but it does not appear to be significant). If a second FFb proc hits while the first is active, then it refreshes to 5s and therefore wastes the remainder of the initial proc. Because basically all the powers in the kit are single-target, KB works really well, but positioning to pull pets towards specific targets will help focus pets on specific targets to increase clear time. Gypsy Night.mxd Gypsy Night (Chaos).mxd
  18. I was looking at making a Mind Control / Sonic Resonance toon, but I tend to solo a lot... That means that I would end up skipping 6/9 of the sonic powers because they are completely useless for a solo player without pets. Force Field is in a similar place. It would be nice if their ally buffs could be AoEs that they can benefit from.
  19. Limitbreak seems like more of a buff power than control. May want to rethink the power. If kept as is, having it as an auto +recharge, +movement, +MaxHP, +MaxEnd may make more sense.
  20. Funding alts and sending the occasional 100m to friends and family...
  21. @GreycatI was saying melee control would likely work better on Troller than Dom. The opposite of your stated stance. Trollers Secondaries tend to provide more survivability. I understand that immobilize triggers containment, but if you are in melee the lack of actual control (even control that doesn't trigger containment) could kill you. For the T9 it might be better as a summon Decoys with weak damage but strong taunt auras to help clear your aggro. Summons one decoy for each enemy hit for 10s or until tarfet defeat. 60s cooldown?
  22. I was thinking the opposite. It would either need a lot more PBAoE control or strong def/res secondary set to be survivable. With this proposal I don't like the number of immobilize. They are fine if you are a Melee/Armor (or Armor/Melee) toon, but for a Troller or Dom, they won't mitigate anything, especially if all your attacks are melee... I'd rather have a real control.
  23. 死んでへんや、当たり前けど。。。
  24. Sentinels are like Scrappers with lower health, protections, and damage, but they have range and a useless inherent. Stancing would be a terrible solution to their inherent as it doesn't actually deal with the issue that their inherent, even if used, is likely the most lackluster inherent out there. However, if you combine the two halves of the inherent and have it pop off on any single target attack, and it would be pretty much fine. Stancing is an annoying mechanic enjoyed by a small portion of the population that do not mind dealing with an annoying AF mechanic that most of them ignore by staying in one stance the entire time anyway... Taunts, like Confront on Scrappers, are likely to be completely ignored by most Sentinels...
  25. I'm not sure that is possible, but I would appreciate it as well.
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