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JPax

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Everything posted by JPax

  1. It says it's autohit in the combat log. But it's a big fib. I recall that powers like energy absorption and consume were made autohit in PVE scenarios, but whenever I use it, it's up in the air if it hits anything, let alone does the damage AND gives the endurance back. So far I've had occasions where mobs don't get hit at all by any part of it, and some situations where they get hit by the damage portion but don't return the endurance for the hit. I am aware of the arcana time thingy, but these situations are always waist deep in a mob I've been fighting for a while already, so no chance of it being me leaping in and triggering it too early according to the server.
  2. Scrappers get 100% of thunderstrike's damage added on a crit, just saying. Plus it's ST dps chain is still good DPA, just unsatisfying in the 'boom, big hit' department.
  3. It has middling single target attack chains, one of the worst pbaoe's out of the melee sets, has unreliable stun on it's mainstay rotations compared to other sets and has the bad variant of total focus. Statistically. Now, I don't remember what ET was like before, so I can't speak for that. But the rest of the set is middle of the road, or complete garbage. Stun vs Clobber jumps to mind. Granted, you might have a lot of fun with the set, more power to you. Doesn't change that it's very middle of the road compared to other sets, and not even good at single target damage on damage centric classes like scrappers and stalkers, as it's big hitter can't crit. You feel like you've been trolled? I feel like I have been too. I do encourage the discussion though.
  4. There's lots wrong with energy melee. Changing this one thing doesn't fix that. Why would you berate someone for wanting to explore possibilities...
  5. Morana, blue side, try that with a melee pet based MM. It's as bad. She has dark armour's dark regeneration and just...fills back up off of a couple targets, if not a single one.
  6. To see your work evolve what we loved into something better. A lot of things were wrong with City of Heroes. Not enough to make it a bad experience, not at all. But that doesn't mean things should stay the same. Anyone who wants to say that they just want city of heroes back with no changes forgets that CoH itself changed a lot over it's lifetime. I would hope you continue to change it.
  7. Apply it to every soldier, lower it's cooldown. Make it worth the slot for sure.
  8. It's not silly at all. It just needs better competition. I've responded to you in another post talking about that, but basically build up is a fairly rotten power in terms of it's implementation. Should never have been +dam%, but should have been a double hit or damage chunk that responds to +dam instead, further distinguishing the two.
  9. Just because they use the same buff attributes doesn't mean they are entirely similar. Build Up is a 'feel good' power that works right up until the wall where it doesn't. Rage has this problem aswell, except it's on all the time and provides a decent tohit buff throughout. That's Rage's thing. Build Up needs to ALWAYS be the 'feel good' damage boost, thus why I said 'This is a problem with Build up, not rage'. Build up needs to be seperately improved across the board to further solidify the position of both Rage and Build up. Build up should NEVER have been a straight +damage buff, but rather an additional damage chunk or double hit ability that responds to +dam, keeping it always relevant whatever content you might approach with whatever team comp you might have. So, I say again. This is Build Up's problem, not Rage's.
  10. This is a problem with Build Up, not Rage. Build Up is not a great power and has a bunch of flaws in itself, namely damage cap, damage buffs being less effective the more +dam you have and that it doesn't really fit the concept anymore. Rage doesn't need to have some major penalty to it, Build Up needs a change. I'm more asking what's the rationale TODAY for rage to have this crash when it only seems to target stacked Rage, where if that is the issue just make Rage non-stacking and self refreshing on overlaps. Because this change is encouraging players NOT TO STACK RAGE. So rather than making it super finicky, awkward and a general pain to use, just simplify Rage in it's new iteration, don't make it more convoluted.
  11. I don't really understand the need to make Rage crash like it does. It's a throwback to an idea that is great thematically but...well..fucking stupid in practice. Just make it not stack, make it refresh, and make it never crash. I mean what IS the rationale for making it crash NOW? it just seems like you're overthinking Rage in itself rather than just simplifying it.
  12. Regen for tanks, nom nom nom. With changes ofc.
  13. Tanker TW has one thing that all the other TW versions don't have, a -res component on their T1. Without it, it's the same as every other TW set. You aren't forced to take Crushing Blow either, you never have been or will be in this patch. I fail to see what your point is at present. The defensive T1 will still be the T1 and still do as much damage as it does now with bruising, except without having to apply bruising. Did you not read that part of the patch notes or somesuch?
  14. Why specifically TW? If Defensive Sweep DOESN'T just apply bruising to the ST you're using it on, then TW on tankers is just flat out overpowered more than in other versions on live. Either way, the melee damage scalar is getting increased to compensate for the loss of bruising. This means EVERY attack gets more damage, so AoE is much better for tankers, as everything but TW has a single target attack to apply bruising with. Bruising can miss as attacks carrying it can miss, but also it means Tankers have a higher damage ceiling when it comes to -res being applied too. Bruising itself is tied to Tankers though, not Titan Weapons, so it's not Cottage Rule for the powerset. Yes, I am aware in effect it is as if it is, but the fact remains bruising is inherent to Tankers, not powersets.
  15. No that would not be cottage rule. Also 'tough luck, your fault for playing TW' is not something that will ever be said about TW in it's current state, it is a brokenly overpowered powerset right now. The two power's functionality has not changed, cottage rule is not in effect. Bruising is being removed because it's inconsistent, instead tankers are getting an increased damage scalar that acts like bruising is always on, but is further receptive to -res and +dam buffs. Unfortunately for your argument, TW isn't being touched. Specifically for this reason. I have edited my post with further clarification as to why the changes were made, so please do revise it.
  16. Let me explain the Cottage Rule to you first: It is a rule put forward by Castle in Live that prevented a power from doing something other than what it does in further iterations, but may have additional affects put on top of it. His example is Build Up, saying that if you logged in one day and it just happened to spawn a cottage on you instead of buffing your damage, your power no longer does what is expected of it. But, how Build Up improves your damage is up for change. It could be a +dam buff, it could be a double hit, it could be a percentage damage chunk as energy in addition to your attack. All increase the damage a power does, but in different ways, so build up is still build up. You're making the error in saying MY T1 NO LONGER DOES WHAT MY T1 USED TO DO and calling it cottage rule, where your actual argument is Gamblers Cut doesn't do what Stinging Wasp does, which is true. Importantly I feel you have really missed WHY they were swapped for these specific sets. In all of the sets the T1 and T2 were swapped, the Damage per Activation time always favoured the T2, now it is being made standard that the T1 always has the highest DPA value. You might go 'Oh but the aesthetics aren't what I wanted out of that move!' and that's fine, I can't argue with that. But these decisions aren't made by preference, they're made from an efficiency and effectiveness standpoint. Sometimes these early attacks are some of the top DPA attacks in the set, Dark melee, Energy melee and Martial Arts being some, but not all of them.
  17. Well you'll still be able to, just on a much bigger scale...what's the issue?
  18. Higher damage sure, lower damage per activation time though - which is what counts if you're *numbers* minded. This change means Tankers maintain ST efficiency.
  19. Is this damage scale basically a 18.75% damage increase for tanker melee in general or does the math work differently? With Gauntlet, is that a PBAoE or a TAoE Taunt? Because the latter makes any ranged ST attack an AoE Taunt.
  20. To be honest they're not. They have even parity just about to a brute AT THE DAMAGE CAP. Big ask though, because unless you have a pocket kinetics and are always pulling full mobs it's not going to happen, meaning brutes are still, on average, going to have better clearing potential while tankers will now have better aggro potential. I mean jesus, a 15ft radius aoe taunt on ST attacks? That's amazing.
  21. I am a Rogue. Ham, Mushroom and Pineapple all the way, unlike those villains. I actually saw one eating anchovies, pineapple, ranch and tuna on one once.
  22. If you're going to nerf AR's sniper rifle, can we at least get the standardised instant activation time that every other snipe enjoys? Because you've literally removed the only reason AR's snipe was good from a build standpoint, being that it was a flat chunk of additional damage that responded to +dam buffs and thus broke past it's higher activation time in terms of dps.
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