Jump to content

Bossk_Hogg

Members
  • Posts

    564
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Bossk_Hogg

  1. That makes no sense. Show me the math, because Blizzard, which deals more damage, inflicts KB, slow, and a major to hit debuff is on a 170 second timer. Their design formulas are kinda crap anyways given they dont even take animation time into account.
  2. DPA needs to be taken into account, and that it wasnt shows just how bad the OG devs were at balance. The damage design formula should be reworked to have animation time plus recharge and set the baseline at 1 second. Alternately I'll take that damage on a 50 second recharge and use it once a spawn once slotted. It beats the "never" it will sit at otherwise.
  3. Please tell me some of this will trickle down to the other debuff sets. Maneuvers shouldnt be outperforming core dark/rad toggles in net miss chance.
  4. It's not a "bonus", its a core feature of the power. It's why the power is on a THREE MINUTE recharge. Spare me this nonsense.
  5. Putting 1 point of energy damage in Disruption Arrow. Now you dont need to make a macro, because its AE, or have a trash power on your bar. Why are you so opposed to lighting it, if its so easy to do?
  6. And have to make a macro to target the fucking thing. Can we just do away with the middleman? I've yet to hear an argument about WHY you guys are so against this QOL change.
  7. So we both agree its just a QOL upgrade you seem hell bent on opposing for... reasons? I guess some people are just born contrarians.
  8. Thats just irritating pixelbitching to target the damn thing. Putting a 1 point energy damage in disruption arrow would fix it.
  9. You wouldnt even know they are using an invisible jetpack unless you intentionally went looking for a way to break your "immersion". This is simply about being contrarian and imposing your own tastes on others when it impacts you in no reasonable way.
  10. Aww, where's the love for the Issue 1 server, with mutually exclusive tank armor toggles?
  11. What's great? The jaw dropping 5% to-hit debuff? The slow recharging AE slow that will be resisted and provides negligible benefits? The single target hold with a pitiful duration? The single target immobilize? Rad's toggles essentially do more in 2 powers than TA does as a set. 5/9 of the powers are the same or significantly better in Tactical Arrow. Time to face the truth - TA is a weak set. All it has going for it is oil slick, and Burn on that cooldown isnt impressive.
  12. Then follow the rules you want to impose on others. Use DO's or TO's. Its a waste of resources to create this for the tiny handful of people who want the game like it was for a miniscule slice of its existence. IO's have been around longer than they havent. Or maybe youjust dont like COH outside of nostalgia goggles from when the game first started before you got bored by the gameplay itself.
  13. I'm going off playing it. That's the Illusion part pulling double duty. Try it on a defender and you'll see what a jank ass set it is compared to dark, radiation, time, cold, poison, etc. Also, the ability to solo an AV doesnt mean it is a good support set. Most of the game ISNT soloing AV's, and TA provides mediocre team support.
  14. Sorry, no. TA is weak by the numbers. It's powers do one or two things, resulting in long setup for little payoff. It has been weak since release, and kept crappy by those too enamored by bows to see the poor mechanics of the set. It's debuffs are worse than radiation's, and radiation does other stuff. Look out for that single target immobilize!
  15. This game isn't remotely hard enough to require that nonsense. People are under no obligation to use some third party program because you cant be bothered to read chat or specify that it is a discord only group when advertising for people to join your team. I say this as someone who uses it with friends, but hard pass on joining discord for some rando pug.
  16. The sentinel is still limited by the alpha soaker getting into melee, unless they want to spread the mob all over or call in a ranged alpha on the other squishies they are standing near.
  17. Scrappers arent at the bottom of damage. Sentinels should do roughly comparable damage because they offer nothing otherwise. Halfass scrapper damage for people to lazy/drunk/stoned to chase down mobs isnt a great claim to fame.
  18. Post the -to hit, speed, recharge, etc section and you can see the issue. Resist and damage debuffs are fine as they follow different rules.
  19. Defense is heavily resisted so you should see how mediocre they are compared to tactics. Reistance and damage debuff arent and remain relevant. Look at the values on to-hit. They're pathetic compared to the impact similar tier defense buffs.
  20. Sentinel mediocrity, much like the debuff vs buff disparity, is backed by math and the game mechanics. Either a portion of certain debuffs needs to be unresistable for defenders/corrupters, or buffs need to have less impact vs higher level targets.
  21. Math disagrees. Debuffs require application time for each mob, draw aggro, and outside of -resist and -regen, arent very impactful at +4 content. The purple patch hits them disproportionately harder than buffs. At +0, Darkest Night floors to hit, and compares decent to the various defense shields. At +5, you may as well have taken maneuvers. If you understand how the mechanics work rather than going with your gut "feels" this really isnt up for debate. A portion of certain defenders/corrupters debuffs (-defense, -tohit, recharge, and -speed) need to be unresistable to fix this. Debuffs to damage, resist and regen (due to the massive numbers) are fine.
  22. If you do Vigilante tip/alignment missions you see his progression and can nudge his fall. I really liked that aspect!
  23. Not really. It's slightly better in 1% of your playtime. The rest of the mission it's pathetic. TA still needs a huge boost.
×
×
  • Create New...