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Zepp

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Everything posted by Zepp

  1. Do you take only recall friend? Because that is the only way that it would significantly affect you. I understand that the realignment would be a difficult sell, however, I think it affects Long-Range Teleport a great deal more than Recall Friend. On the other hand, putting the defensive movement power as a T5 would be a worse idea. Unfortunately, the Teleport Power Pool was poorly designed from the getgo, making realignment difficult. Staying within the tier system makes it nigh impossible to do well. Thus I threw out the idea knowing that people would oppose it, even though it is likely the better approach. And remember, people who already have characters with only Recall Friend could keep it (so long as they do not respec). There are two or three zones not fully covered by Recall Friend, it could be extended to address those issues.
  2. Explain. I simply explained why moving Recall Friend to T4 may be controversial. Are you downvoting the explanation or the change?
  3. There is actually an entire thread discussing this as an Assault set.
  4. There may be players that currently only take Recall Friend. If this type of player exists, they will lose that option. There has already been a good amount of discussion of the need to keep the power ST, even though there is an equal desire for a team version in addition.
  5. One strange aspect of the AT is that it seems to be the single target ranged dps (compared to the AoE ranged dps Blaster), but it loses the snipe. While I like a lot of the snipe replacements, it seems to contradict the manner in which the AT has been formulated. I see how it facilitates the dps over burst mentality, but it does lead to issues of it becoming very difficult to justify them being the anti-stalker, when they can't snipe those sneaky ATs. That being said, I think AR is currently under-rated and will gain popularity over time.
  6. There is only one change I would like to see and that is to keep the inherent mostly as is, but instead of having offense and defensive opportunity triggered by the T1/T2, you just have opportunity. Opportunity has both effects and can be triggered by any single-target attack power. It has the same effects, just both at once. I think that would make it easier to understand, more useful, and people would feel less railroaded for their attack chains...
  7. I think the sort of chain teleport, or teleport-to-foe automated teleportation powers would be difficult. A chain attack granting Superior Invisibility*2 level invisibility and intangibility and producing puffs of smoke at opponent locations is probably the best that can be done without drastic measures. That being said, I think a defensive power should take precedent over offensive powers if a choice has to be made. I really like the T4 +Tn = new associated effect, but it may render the pool OP. That being said, what are other's thoughts? Original proposal: I suggested modifications: T1 alone recalls Teammate (single) near to the Caster. [double current range and cut Endurance Cost, Animation Time, and Recharge in half] T1+T4 recalls all Teammates (plural) in the zone near to the Caster. [double current range] T2 alone brings a Foe (singular) near to the Caster. [double current range; cut Endurance Cost, Animation Time, and Recharge in half; and mark as never causes aggro] T2+T4 brings a Target AoE of Foes (plural) near to the Caster. [double current range; consider single-target stun rather than making AoE; and mark as never causes aggro] T3 alone Teleports the Caster up to (unenhanced) 100 yards away. [reduce Endurance Cost by 60-75%; extend hover time; movement cancels hover] T3+T4 brings Long Range Teleports the Caster to other zones. T5 alone allows short distance teleportation with a defense buff T5+T4 allows a chain teleportation-feel attack I would also suggest moving Recall Friend to the T4 and Enhanced Teleportation to T5. This would mean that you have: T1: Teleport Foe (Teleport Foes or Teleport Foe with Stun) [1/2 current Animation Time and Recharge, double current range, does not cause aggro] T2: Teleportation (Long-Range Teleport) [6s hover, cancels on movement, decreased endurance cost] T3: Tactical Teleport (Teleport Assault) [30' range, 15-30s unstackable defense buff] ([chain smashing damage, knockdown, 30' range, self +invisible, +intangible]) T4: Recall Friend (Recall Team) T5: Enhanced Teleportation (150s-ish recharge, 0 cast time, effects the next Teleportation Pool Power cast within a 30s window.) This would better align it with Leaping and Flight pools. Alternatively, a less controversial approach would be: T1: Teleport Foe [1/2 current Animation Time and Recharge, double current range, does not cause aggro] T2: Teleportation [6s hover, cancels on movement, decreased endurance cost] T3: Tactical Teleport [30' range, 15-30s unstackable defense buff] T4: Recall Friend [1/2 current Animation Time and Recharge, double current range] T5: Long-Range Teleport Thoughts?
  8. We haven't come to a consensus about the secondary quite yet, but perhaps we should talk about what sort of inherent we should be looking at for an Assault primary set...
  9. Alright, I looked at previous round data, for which Defiler has a slight edge. Given that Defiler also has seniority, I am moving them into the final round, which will start on Sunday and run for two weeks. Any objections or alternative tie-breaking procedures?
  10. Do you want to focus on damage or endurance depletion?
  11. Just realized I need a tie-breaker...
  12. I have a non-drastic solution. Keep the inherent mostly as is, but instead of having offense and defensive opportunity triggered by the T1/T2, you just have opportunity. Opportunity has both effects and can be triggered by any single-target attack power. It has the same effects, just both at once. If that is a bit OP, it could be toned down a little, but I don't think that is necessary.
  13. They have, I've been busy, so I was leaving a week before the final round.
  14. Mystic flight does not give you access to LRTP, TPFoe, or Recall Ally. Three really good reasons to want TP over Mystic Flight...
  15. I don't think endurance costs are overly high for any travel power other than Teleport...
  16. This is actually fairly reasonable. You wouldn't have to change the animation time for recall friend, but it would still be faster than recall friend one at a time. I think for the T2 it should be different though. T2 alone is Teleport Foe without Aggro, T2 + T4 is Teleport Foe without Aggro, but with a Mag 3 Disorient. I don't think we want it to overlap Wormhole too much by making it a multi-target power. And I like how you basically made the T4 able to be the same as the T4 currently is by adding LRTP to the T3. That being said, I do not think that we all agree on having an attack power in the set. While a Chain TP attack or a Spring Attack like power, the lack of a defensive power is a broader hole than the lack of an attack. That being said, one possible idea is to make the T5 Tactical Teleport: low endurance, 10' range, 0.8s animation time, 1s recharge, +Def (15s, non-stacking, similar value to combat jumping). If you trigger the T4 you can then use a Chain Melee attack, which acts like a chain attack and allows you to hit up to ten targets (3 alternating fast aerial attack animations).
  17. @Bentley Berkeley Talking about posting half-cocked. I already apologized for my mistake in that regard in the fourth post of this thread. I had thought it was a version of Assemble the Team, partially because what it is is so unbelievably stupid that my mind could not accept what it was. Now, I'll give you some time to read through the thread and then you can write a post that contributes to the discussion, rather than restating what has already been stated as one suggestion. In fact, three posts prior to yours is a post that clearly summarizes all the proposed powers to replace Team Teleport with.
  18. I was not suggesting nerfing Brutes (although I have referenced reducing their resistance cap by 5% as a possible way to improve differentiation between them and tankers), I was just looking at the 6k+ Spines/Fire Brutes and the 1.7k+ Fire/Kin Trollers, and it seems that farming is a big motivator for putting those two at the top. That being said, my point was that Tankers are in the top half of the rankings, far from unpopular...
  19. That is a fairly long animation, especially if you are teleporting an entire team.
  20. Added some new updates. I plan on working on the Ranged sets soontm.
  21. Just thought I'd update a little with suggested replacements for Team Teleport: Travel Recall Team (Like Recall Friend, but for the entire team) Long Range Recall Friend (Recalling a friend from a different zone) Long Range Recall Team (Recalling the entire team, no matter what zone they are in) Defense Combat Teleport (Short range teleport with defense and teleport protection) Displacement (Gaussian Blur effect with defense, speed buff, and teleport protection) Dimensional Anchor (Location PBAoE hold and teleport protection) Team Combat Teleport (Short range team teleport with team defense buff) Offense Team Wormhole (Group Spring Attack with KB->KD proc) "Wormhole" (Like the Gravity Control power, but not quite as good) Ambush (Team TP with stealth, no hover, and chance to confuse enemies for one attack) Teleport Shock (Spring Attack with Stun instead of KB) Teleport Assault (Chain attack) Perhaps focusing on the discussion of these ideas would be the most fruitful as it seems most people agree on the first four powers [although the specifics regarding what to do with Teleport are being discussed in another thread]...
  22. Recharge time starts after the animation time. If I recall, isn't there a 6s animation time on Recall Friend?
  23. According to the Flavor of the Month: Level 50 thread, the number of level 50 archetypes of each type is: Brute 16,168 Controller 6,768 Blaster 6,350 Scrapper 5,012 Tanker 4,767 Defender 4,164 Corrupter 3,930 Mastermind 3,284 Sentinel 2,620 Dominator 2,408 Stalker 2,389 There have been a lot of threads about poor l'il tankers, ranked number five, but there are half a dozen ATs that need more love than they do. Granted, Sentinels are probably low because they are non-nostalgic, and Stalkers are low because there are actually more but they are hiding. But basically, the real problem is not that there are not enough tankers, its just that way too many people want to play Brutes at the moment...
  24. There are too many Brutes, so play a Scrapper... (unless you want to play Super Strength, Stone Melee, or Energy Melee [only available on Brutes of the two])
  25. Changing a power from being useful to 0.001% of characters to being useful to 0.3% of characters when it could be changed in a manner that is useful to 20-30% of characters (or more) that includes that 0.3% is pandering. I think including anti-teleport in it as a defensive power is acceptable. Making it only anti-teleport is almost as wasteful as a power like, well, team teleport... Especially since Shield Wall is generally sufficient for PVP purposes...
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