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Zepp

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Everything posted by Zepp

  1. I don't think it would be overpowered for Dom, nor do I think that there is an explicit need for PA to be removed. I think PA should have its recharge reduced to 180s on both Troller & Dom versions... I mean a stun-bot would be fine too, but it's not really a necessary change.
  2. I'd love hexcode colors as well! I mean, I have a toon that 6C0038 would be perfect on, but I have to choose between 660022 or 660044 to be even close. Neither of them are what I want!
  3. The general consensus is that group teleport is not really worth being its own power. However, it would be wrong to eliminate it because some MMs use it. Some other players do use it for Team Transit, or so I've heard. But how to do that without it getting intrusive. I'm open to ideas.
  4. It would only teleport those within a 30' range, so it would not pull people back. Also, it would not teleport allies that are not in your team. I was trying to think of how it could work as a 2-for-1 (like Origin travel powers), but those are toggles...
  5. I think the only two options which would not require a massive reassessment of hundreds of powers are to make it inherent or to leave it as it is.
  6. I modified the TP portion of the initial proposal to incorporate @Greycat's feedback
  7. I've seen some stalker builds that use Pacify as a second placate to increase damage. It can also be useful for squishies as is. As such, I am not sure I would want to remove it and replace it with another defensive toggle. Fear is fairly underrated, but this is a useful soft control for sets without control. This is an ability that is more valuable when leveling than at lvl 50, which is why its popularity numbers may be deceptive when looking only at lvl 50 builds. Your proposal for Unrelenting sounds reasonable.
  8. Counter-proposal: T1a: Recall: Can target ally or enemy, brings target to caster, never causes in-game aggro. Cast time around 3s (no interrupt), recharge around 4s. (Requires level 4, no pool investment) T1b: Tactical Teleport: Range= 30', +Def (all [equivalent to Combat Jump]), +Res(Teleportation) duration 60s. Uses Jaunt animation. Recharge around 3-5s. (Requires level 4, no pool investment) T1c: Group Teleport: Reduction in current Teleport endurance cost and animation time. Hover tar is 6s and cancelled by movement. Affects self, team, & pets within 30' range. (Requires level 4, no pool investment) T2: Long-Range Teleport: Expand the number of choices to include most zones and current mission. Reduction in cast time by about 50%. (Requires level 14, 1 pool power investment) T3: Teleport Assault: Chain attack (up to 10 targets). -Def, 50% chance for Mag 3 Fear, 10% chance for Mag 5 fear. Damage scale equivalent to T7 primary pool TAoE power. (Requires level 20, 2 pool powers investment) Thanks to @Replacement, @GM Sijin, @General Idiot, @Cooltastic, & @Greycat for input into this proposal. Main features: Combination of Recall Friend & Teleport Foe. Combination of Teleport & Group Teleport. Addition of defensive teleport. Addition of teleport-based attack that is unique and interesting. Making LRTP more versatile. Based on input from a group of active forum posters.
  9. Was playing with whether this may be possible using current scrapper sets. I came up with either a claws or a spines build... Schard.mxd ....Schardz.mxd
  10. Web grenade comes with devices for blaster, traps for corruptors, defenders, & masterminds, weapon mastery for scrappers & stalkers. You can get wide area web grenade as an arachnos soldier. Web cocoon is available for bane spiders, as well as in mastery pools for blasters, brutes, corruptors, defenders, masterminds, & scrappers. Web envelope is available in mastery pools for arachnos soldiers, widows, corruptors, defenders, masterminds, tanks, brutes, blasters, & sentinels. Blasters, corruptors, defenders, masterminds, & bane soldiers can therefore get three web attacks. So I'm thinking, go with a Rad/Dev/Mace Blaster and go as Cosmic Spidey... or maybe a Bane Spider as the Iron Spider (although a crab would look more the part)?
  11. Sentinel is safer, but less damage. Blaster can heal faster between skirmishes. You get the sword with Blaster but not with Sentinel, and you have more tools to play with. I would say that if you have a more active Green Arrow playstyle. go with Blaster, if you want to hang back like Hawkeye, go with Sentinel.
  12. Like that you used "when" rather than "if" in your statement...
  13. I see your point, but I was basing my argument on two premises. the set could have better internal thematic cohesion the set is on the higher end of the performance spectrum, so a minor reduction in efficacy would not be an overall problem However, thinking about your specific issue, perhaps the best way to deal with that would be to reduce the recharge times of Darkness Control - Shadow Field, Earth Control - Volcanic Gasses, Electric Control - Paralyzing Blast, Fire Control - Cinders, Gravity Control - Gravity Distortion Field, Ice Control - Glacier, Illusion Control - Flash, Mind Control - Total Domination, & Plant Control - Vines from 240s to 90s - no change in effect duration, reduction in animation times of Darkness Control - Shadow Field & Illusion Control - Flash to around 2s. (Volcanic Gasses may need some additional adjustments) I mean, that change is adjacent to this discussion of Darkness Control, because it is an issue within Darkness Control, however, it is also an issue across all control sets. It would also make Control sets a little less recharge-intensive, which would be a great boon for Doms (Trollers still have to deal with the recharge intensive Support sets). In fact, reducing pet recharge times on control sets from 240s to 180s would be reasonable and address the same issue.
  14. Let's look at Doctored Wounds using two single-factor level 50 enhancements: Heal - 42.4% Recharge - 42.4% Now, Doctored Wounds if we could use two Heal/Recharge enhancements: Heal - 26.5x2=53% Recharge - 26.5x2=53% Now, if we had go up to Heal/Recharge/Endurance it would be 42.4% each for single-factor and 63.6% each for triple-factor. Moving up to quad-factor you would have 74.2% each compared to 42.4% each. In other words, you could get 175% of the performance from four quad-factor enhancements as compared to 4 single-factor enhancements.
  15. I'm just thinking about the Star Wars Galaxies Reverse Engineering for Starship Parts system. That got quite ludicrous, and allowed me to make a Scyk that could outdamage and outmaneuver any other ship I came across while also being faster and more heavily armored, but still not coming close to the weight cap. I'm just thinking about the idea of six-slotting quads... You could pack a lot stronger effects, damage, and recharge with lower endurance cost to any power across the board. Mind Link? Damage/Endurance/Recharge/ToHit x6? That would be a pretty big increase in impact.
  16. I wouldn't say that is cheeky, but reasonable. I would actually like to see Heart of Darkness converted to a PBAoE Fear, but would not ask for it if it were not connected to a change allowing Fear to count towards containment. This would make the set a tad more thematically cohesive while adding Fear to containment would allow for it to be a minor adjustment rather than a major nerf -- the effect duration could be extended to account for the decrease in control strength. Also, Mind Control and Illusion Control could really use the minor adjustment. Darkness Control is interesting in that it balances between traditional control sets (that are very containment-oriented) and unorthodox control sets (that use control without focusing on cc powers - Illusion, control via threat management, Electric, control via endurance theft). As such, it requires a broader understanding than most control sets to make it sing, but in the right hands is stronger than other Control sets. Other than the containment and Heart of Darkness adjustments discussed earlier, I don't think there needs to be any changes. As far as cosmetic changes, some adjustments to the pets (allowing Umbral beast to be the standard, a cat, a hoardling, a beholder, a mobile version of Spooky, or something akin to an unbound Nictus... with fewer HpM) may be helpful...
  17. There are female police officers, and there are black police officers. That does not disprove the premise.
  18. Like the lack of a female huge bodytype?
  19. They are designed to reflect real-world American police, so making them a sexist organization is par for the course...
  20. There are many factors here. Selling badges... 7k items is a lot of items to sell... Convenience... a lot of high level toons just don't need the influence, but would rather keep items in the economy than convert said items to influence... Newbie support... buying for less than market price and selling to npcs is a way many people get their starter funds... If you can't sell for less than market price, why would I buy something I can get cheaper from an NPC? So, ummm... no.
  21. For the T9 I'd prefer a chain attack with a +Recharge component (+50% recharge for 5s) +KD (50% chance), call it Ricochet. It's not your standard nuke, but it sets this set up as a claws for ranged, low animation time, fast recharge set. Also, similar to claws, I would replace the standard Aim ability with a Follow Up type attack. For names: Projectiles Thrown Weapons
  22. I cannot confirm nor deny whether this is recharge time or true recharge time (but it is my impression that it is the prior - which explains another reason why long animation attacks tend to have lower DpA.
  23. I hope this is sufficient to show my support...
  24. You do realize that you are talking about adjustments to dozens if not hundreds of powers, associated play-testing, and feedback? I would love for Control and Support sets to get looked over, but that takes time and resources. It would also result in a bunch of DpSers complaining about the lack of attention for DpS sets. So, rather than an extreme investment, why not just leave Hasten's 70% alone for now?
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