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ryuplaneswalker

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Everything posted by ryuplaneswalker

  1. 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.
  2. 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.
  3. It is a better name for a buff set than something that was historically used to torture (not just gay) people.
  4. 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.
  5. 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.
  6. They already have a higher Modifier than a Brute.
  7. Dem Billable Hours.
  8. 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"
  9. All of the Scrapper Taunts are weaker than the brute/tank ones.
  10. 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.
  11. It was added in at some point to buff the set and give it an aggro aura in order for Brutes to be able to tank with it more effectively.
  12. And that is something that should be looked at at the IO level. IO sets have always been terribly balanced against each other. There are only two ways to IO yourself out..Survival or Recharge.
  13. With that line of thinking then scrappers need brought down as well.
  14. Just saying, Wall of Force is Totally Haoshoku Haki.
  15. That depends on how you define fix, it fixed a massive problem melee pets had at the very minor cost of Ranged pets running in which is a quality of life issue more than anything else. Pets getting murdered by Melee AOE is a problem with how accuracy works with levels and the fact pets are very often in the purple patch nowadays.
  16. And back then the melee pets were broke, because they would sit back and spam their crappy range attack. That is the thing I have suggested for "ranged" pets forever.
  17. Both of those would break the attack chain AI pretty bad.
  18. This will either hurt Tanks or Brutes, with the -Resistance from Gauntlet Tanks had something unique to bring, an axis to which one is differentiated from the other, now Tank - Brute balance is tied directly into Damage and one will always be superior to the others. This is a mostly completely pointless change for any Tank except Maybe Dark Armor or Titan Weapons users. The Tanking class should have a higher damage cap than the Pure DPS classes? I would be okayish with this change without the damage boosts, being able to hit more targets reliably thus increasing ease of aggro would be a good axis in which to differentiate brutes from tanks.
  19. Back on Virute we had the VirtueUnited channels as one of the main Globals for the server, I made EverlastingUnited in hopes of rebuilding that sort of community feel.
  20. if we are over-exaggerating the difference then why is there a conundrum at all?
  21. But it won't, it will just make the gap less but an IO'd Brute will still be miles better than an IO'd tank.
  22. I never advocated nerfing IOs, but there is a fundamental problem in IOs in that things like +HP, +Regen, and +Damage are completely blown out of the water by Recharge and Defenses. Resistances and Typed Defenses were like that too until I-24. Making Tanks "better" involves one of two things, adding some sort of buff/debuff mechanic to their inherent or giving them a benefit from IOs that Brutes don't have. That isn't really the reason at all, the only time you spend fully damage capped is with Fulcrum Shift, even if you boost Tanker cap they aren't going to have many ways to use it. Extra damage won't help tankers need something that sets them apart from brutes.
  23. Yes, but understanding the cause of the problem is core to solving it, and quite frankly balancing around IOs is a really bad idea.
  24. The only reason Scrappers aren't OP compared to both is because Scrappers don't have punchvoke like Tanks/Brutes do. This is only true Post IOs, Previous to that people wanted the tank AT on Redside because Stone Armor and Invulnerability brutes were the only ones who could tank the Heroes without FF/Sonic/Cold/Thermal buffs.
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