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ryuplaneswalker

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Everything posted by ryuplaneswalker

  1. This is true, though I have worries about the 5th Colum being a friendly contact for villains...because we know for a fact that Requiem/The Dirge of Entropy wants to turn Earth into a Nictus Hatchery World. The Player character should have a really really good reason for helping them at all even if you are evil.
  2. it felt Absolutely amazing to stream COH again. Now I can't wait till next Saturday.
  3. Here is my channel, I guess I will be doing COH on Saturdays now to finish leveling up the worst Powerset combo in the game (Merc/TA MM..I started this Pre TA buffs Don't throw rocks at me Plz)
  4. Well I have no issue with Stealth Powers not stacking, my issue is that this seems to almost make In-set Stealth powers strictly worse than the Pool Power.
  5. Doesn't this make Invisibility outright superior to the in powerset stealth powers? Cloak of Shadows and Pool Stealth are mutually exclusive powers, if you have one on you can't have the other. According to Mids. (for Tanks) Stealth Currently (Un-slotted) 35ft Stealth 5% Defense all .33 End Per second. Cloak of Darkness 35ft Stealth 5% Defense All .29 Endurance a second. Immob Protection Perception Buff This is adding a very potent amount of Stealth vs The Armor Version, as well as giving a mini-defense buff for the first attack that the character will receive in combat, compared to Immob Protection (which you can get for zero effective cost with Combat Jumping) and a Perception buff which is largely irrelevant except against a few specific mobs.
  6. Are the stealth powers within powersets going to receive a similar buff?
  7. At what level, also why are you advocating to make another trap for new players when it comes to wasting merits?
  8. Will there be any rebalancing of the costs of SOs? I realize that for Established players who have 50s the costs are minimal, however for newer players who don't have an established bank account(who are the ones most likely to use SOs) the cost of DOs and SOs is pretty outrageous.
  9. This is okayish, having a power you are forced to take having some use is always beuno. This being a noticeable amount of to-hit amount helps the set immensely. Does -Special have a real effect in terms of use against AVs? (lets be real, that is the only thing it will matter on much of the time) 25% irresistable damage reduction? That seems..overpowered. Is there any source of -damage that isn't resisted? (for Mobs Damage Resists also grant them resistance to -damage effects). This feels like a terrible idea to have so much of the effect irresistable, imagine a TA user on the Magisterium trial. Endurance Debuffs are of no value, this change is just irrelevant. Okay cool nice. Overall good changes, I still wish the set had some way to light Oil Slick Arrow Naively. I have 2 trick arrow characters, A Mercenary MM and a Bots MM, the ability to almost passively ignite Oil Slick Arrow is a night and day change and really should be inherent to the set itself. And the set would be far worse off without it, Oil Slick Arrow is the coolest power in the set. Without it is is no different from Poison or Radiation. Now comes my biggest "issue" With the EMpulse and Entangling Arrow Changes..every power is good and will need slotted properly..there aren't enough slots in the game for that!
  10. Of note, my Banished Pantheon set were meant for scrappers/stalkers. Any new APPS or PPPs should follow already existing rules.
  11. Wow, there are people actually trying to defend Titan Weapon's output. Titan Weapons has always been known to be overpowered, it has been that way since day one of the sets existence, the fact it was broken as heck was a freaking MEME for god's sake and people are still trying to defend it. Power sets having damage numbers that are way outside any level of acceptable Variance is not working as intended.
  12. I mean, Build up as an effect is powerful, that is not something I argue, but the sets that have the quasi build ups tend to be on the more flavorful end of the spectrum.
  13. Well I would suggest that every set get's its own thing, I just didn't want to go through the list of every melee set and have an OP that is 4 Paragraphs of potential powers.
  14. That doesn't fix the problem that many of the melee sets would still feel the same, I tend to feel that the ATs have enough variety to not worry, my suggestion has more to do with the Individual sets. That is kind of my point, one of the biggest strengths of City of Heroes is that sets have strong Thematic Elements, why would every Melee set (and many of the blaster sets) that all have wildly different Themes all..empower themselves in the same maner.
  15. So the weekly discussion about animations made me consider something I never had before. Build Up is a terrible power, not in terms of effectiveness but in terms of Thematics. Almost all of the melee attack sets have Build up as their Damage Boost Cooldown power, the ones that don't tend to have powers in place that are far more flavorful and thematic in their place. Claws has Follow Up, Titan Weapons has Build up that grants Momentum, Dark Melee has Soul Drain. The non-stalker versions of Savage Melee completely lack Build up, the damage boost being inherent in Blood Frenzy. My suggestion is that all of the sets that have Build up replaced by something that has a similar function (to hit buff, damage buff). Now I don't have an idea for everything, but I do have a pair idea for a couple of the sets. Katana - Iaijutu - The flavor would be the Anime/Samurai Movie trope of Drawing and attacking. (See Ruroni Kenshin's ultimate attack as well as Roronora Zoro ocassionally). And the effect would be you gain a larger damage buff for your next attack. The Normal amount of To Hit, but damage would be Obscenely high for Brutes, pretty high for Stalkers since they have a massive attack to automatically crit with and and larger than Build Up for scrappers while also causing their next attack to automatically crit as to not cause problems with removing the chain of "Build up -> Scrapper ATO proc attack -> Biggest attack" which Scrappers have now. Fire Melee - Kindling - The flavor would be that the user's inner temperature ebbs and flows, you can turn up the heat on your flames, but - Effect, a passive power that cycles between different to hit/damage buff tiers, starting low going high and cycling back down to low.
  16. It is a better name for a buff set than something that was historically used to torture (not just gay) people.
  17. Well he can ignore my post then. As for mechanical feedback, the two debuffs having the normal Electric -Recovery/-Endurance thing is an instant Con to me, those effects have rarely if ever been practical in real use and having a static consuming power that is completely focused on that makes for an easily skippable power in my opinion, or in the very least a power you put minimal slots in. Edit : Also I am not a fan of many of the powers being "Enhancements" for secondary effects, those type of abilities can be very powerful or very useless just based on what you have to enhance.
  18. That is an acceptable start, they are some nice Quality of life changes. However they don't really fix Mastermind's main problem in high level(as in actual levels not skill levels) Either the pet level differences need Eliminated with a re-balancing of Pet IO Auras to keep pets from becoming near immortal, or all six of the Pet IO auras need to be baseline. It is unacceptable that the class requires 6 enhancements just to compensate for what happens when you go +1 and your first tier pets automatically hit the purple patch, which only gets worse as you crank the levels up.
  19. I wouldn't try to figure out how taunt auras work, they don't seem to have a guiding star of design beyond "Scrapper damage ones don't taunt at all"
  20. Well, Procs don't work for every spec, and while Frankenslotting can be good you still lose out on the power of having an absurd amount of free recharge. My main point was that the actual bonuses are not balanced in what they can do, you can get 80% recharge with very little effort..but you can't get 80% Damage Buff, heck even in terms of the "powerful" set bonuses Recharge still has huge advantages in that the majority of purple 5 sets are recharge.
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