Jump to content

ShogunGunshow

Members
  • Posts

    54
  • Joined

  • Last visited

Reputation

44 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Also encountering the same issue. Not sure if I need to reslot the enhancement or something, but the character I transferred over from Virtue activates it, stands in a crowd, and nothing is affected or even aggros at all.
  2. A magical girl wand for maces. And Mace Blast prolifterated onto Blasters.
  3. Maybe something like that could reward additional merits? Since it is almost assured to take more time. A weekly 'Old School' TF to go along with the other weeklies would be great, IMO.
  4. My dearest hope is that Old School Challenge becomes popularized. That + the new higher difficulty settings might be the groovy.
  5. My feeling is/has been that there's way too much Defense obtainable through IO set bonuses, but I recognize that, at this point, the HC community is never going to accept a nerf to that. Defense sets might see revitalized use in the new difficulties with higher enemy to-hit, but I guess it wouldn't hurt to give FF a little bump.
  6. When activating the Snipe while the mace is drawn, the animation is not desynced, but the delay between the blast hitting and the damage numbers appearing is still desynced. Also, I didn't mention it, but desync is isolated to the full Snipe. QuickSnipe Mace Beam works just fine.
  7. Currently Telekinesis is super wonky because any secondary targets that get caught in your primary target's wake are Repeled from your position, which inevitably causes drift. If possible, I think the power would work better if they were instead afflicted by a -Repel effect towards your primary target, ensuring that they remain grouped.
  8. When a Scrapper uses the Mace Beam attack from the Mace Mastery power pool, the animations between firing, the projectile, and the hit registration/damage are not synced. Shown here:
  9. Giving this a lil ol' bump as I get back into the game.
  10. Rebirth has this, it's called a Guardian AT. In their case, they basically use an Assault (from Dom) primary and a rejiggered support secondary that has some Support powers swapped out for Defenses to keep them from eating floor. Energy Aura and Kinetics are hybridized, for instance. The passive is that enemy defeats give the Guardian and nearby allies 5% temporary HP and resistance to loss of control effects, stacking three times. I've yet to do much testing on it to see how well it works. On the outset it seems like a bit too spread (melee+ranged primary and defense+support secondary) but some of the ideas seems solid.
  11. I find it difficult to be upset by this considering the Devs gave the heads up about it, like, a year ago. Also, you have a few more teleport powers that'll fill the gap, even moreso than you do already. Also, if you desperately need the current system (you don't), you can go for the day job that gives the Rapid Response Portal. Slap it down, use your macro - done. 90s recharge, so that'll be up for every mission if you really, really can't stand not having it.
  12. Probably not, because those offer direct statistical bonuses that are the result of running many hours of task forces, while this is a QoL feature that cuts down on transit time. They're not really in the same ballpark, even though they're both accolades.
  13. Is it possible to have the Exploration Accolades unlock account-wide so that you don't have to collect the suite of exploration badges on every character?
  14. I look forward to the day when we have content where pure debuff sets are valuable as more than just a gimmick, like how it was in the old days.
×
×
  • Create New...