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Bossk_Hogg
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Everything posted by Bossk_Hogg
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Kheldians. General Improvements and Null Gull Option
Bossk_Hogg replied to LordgrayinBC's topic in Suggestions & Feedback
It depends on number of controllers/doms on the team. Which is typically 1 max. So yay, mag 1 protection? I guess I'm safe from dark pit. Otherwise you get to enjoy being perma held outside of lightform or dwarf. Changing the inherent to always provide 1 of each AT category would help greatly. And let them outdamage a solo defender. -
Global Knockback->Knockdown IO for Travel Powers/Rest
Bossk_Hogg replied to TorrentYed's topic in Suggestions & Feedback
Honestly just remove all the KB from the set and replace it with damage, recharge, end reduction, etc and it would be good. No one uses the set for enhancing knockback. -
Kheldians. General Improvements and Null Gull Option
Bossk_Hogg replied to LordgrayinBC's topic in Suggestions & Feedback
The biggest thing IMO, is human form needs some inherent mez resistance, on par with VEATS. Also add in Cysts, and have badges for them, voids, dwarves, novas, etc. -
The time has come to fix AoE Holds/Mezzes
Bossk_Hogg replied to SeraphimKensai's topic in Suggestions & Feedback
To those yowling about the OP of controller holds being reduced under the lol 4 minute recharge they currently are, are you aware that BLASTER mag 3 holds are on a 90 second timer, AS WELL AS the various nukes that also double as holds and stuns? My water/atomic is a much better "controller" than any controller I have. Sure, you could gut the benefits of IO's and likely drive off a chunk of the population to other servers, but it seems rather than yelling at clouds, it's time to accept that this isn't some epeen measuring tryhard game like Darksouls. Balance the sets/AT's and THEN create harder difficulty settings. Use DO's in the meanwhile if you're too much of a badass to enjoy the game as is. Not buffing the various suck tier sets wont make all the titan weapons, plant doms, etc go away. It will just leave them as suck tier. -
Worth noting overalls are in the game, just restricted to NPC's. If they remove the "n" flag on them, then we could use them on non-huge models.
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*Deep Breath* I'm going to suggest a Brute change now...
Bossk_Hogg replied to Replacement's topic in Suggestions & Feedback
This really seems like a solution in search of a problem. There are two tank AT's. There's no need to muck with the numbers to force one into aggro swapping. -
All they have to do is remove the "n" flag on them. They're in the game, work on our models, and have already been unlocked on other servers. You can see them yourself in Icon. I don't understand why they havent unlocked them here. Besides, who fucking cares if it clips some so long as the wearer is happy? Its better than the thousandth red/black "xxDethbladexx".
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Global Knockback->Knockdown IO for Travel Powers/Rest
Bossk_Hogg replied to TorrentYed's topic in Suggestions & Feedback
Also, simply making Sudden Acceleration into an intelligently designed set would be great. Right now you have a set that builds up knockback only to remove it. Who the hell designed it like that? If they swapped the knockback portion of the enhancers to damage and recharge you could actually use the set in attacks aside from the set only being good for the -knockback IO. Call it Sudden Deceleration. -
Global Knockback->Knockdown IO for Travel Powers/Rest
Bossk_Hogg replied to TorrentYed's topic in Suggestions & Feedback
Null the gull option FTW. Expect to be shouted down by the usual pro-knockback spazzes who want to pretend that knockback is mainly a benefit yet still insist on making it difficult to remove. Or whine that they'll be forced to turn it off on some teams... news flash guys - you'd be kicked or not invited to those teams anyways. -
New Archetype: Protector (support/melee)
Bossk_Hogg replied to Wavicle's topic in Suggestions & Feedback
They'd still suck, because they'd get hit with more splash damage and be mezzed more often. That's why the Guardian secondary is a mix of support and shields. -
Oh please. As if people won't be in offensive stance the vast majority of the time. It's not like anyone uses anything but incendiary ammo most of the time anyways. Defensive would be for when/if you want to off tank. It's also hardly the least popular AT's, beating corrupters, stalkers, dominators, and outnumbering VEATS and EATS combined. Its roughly tied with defenders. If anything, the class is lowish in popularity because it's utterly one dimensional and not good at its one dimension. Those that vomit at the thought of stances can bring a bucket or ideally get a few more brain cells to rub together.
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I don't get why you think this is too complicated. The AT has toggles in its secondary. Turning on one of two toggles depending on the role you want isnt exactly rocket surgery. Sentinels are by far the most basic and lazy playstyle AT out there. You have the durability of a scrapper but don't have to even worry about positioning. Plus it would still be far simpler to play than the current version.
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I mean, they could be given corrupter debuff/buff numbers on top of a damage scale increase. That would make them more team friendly while still being a benefit solo.
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For those interested, it looks like powers that are unaffected by the Arc/Range change are as follows Electric Melee - Lightning Clap (radius) Spines - Spine Burst Spines - Throw Spines Staff Fighting - Serpent's Reach Titan Weapons - Titan Sweep Titan Weapons - Whirling Smash Titan Weapons - Arc of Destruction Why was Burn not impacted by the radius/target changes? Given how much Fire gives up in survivability vs the other sets, it would at least be nice to see it get some kind of love in either radius or number of targets.
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Yes yes yes please! I'd love Ice melee w an ice sword out all the time! They might have to leave it out of a few attacks (frost, fire breath, mass levitate, etc) but it would help fully realize some concepts.
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I mean, it doesnt now, as pistol/bio sentinels who pop offensive arent remotely OP, so /shrug.
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I'd argue the click nature, tied to an attack, with a bar you have to fill up is the nature of the problem heh. It disrupts attack chains, can miss, forces you to hold off attacks until you reach a valid target etc. Under my proposal, most of the time you'd switch on Offensive and be done with it, swapping to defensive to deal w tough spawns or bad situations. Not really different from deciding when to pop Frozen Bastion, Meltdown, etc. The sentinel is by far the most button mashing class, a scrapper that doesn't even have to worry about chasing mobs down. A small amount of interactivity in which stance to use shouldn't make anyone's head explode.
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Except that isnt ALL of what he said. Note the parts on how procs don't follow AT damage scale. I wouldnt get too used to it, or use it to defend underperforming sets.
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They may as well have an inherent that craps out tailor coupons then. None of this is really useful. Stalker spotting would really screw the AT in PVP, +perception is only valuable against night widows and the game already shows you where the last few mobs are. Plus I'm against an inherent that makes sitting at the door to be tp'd to the final mob even easier... Making defensive/offensive simply be a toggle is minimal fiddlyness, and probably not OP. Have the reticule on whatever the sentinel hits with a single target. It's a 20% resistance debuff, which is proc level. I'd also love a small taunt on single target attacks while in defensive stance to keep shit from running all over and let you tank for small teams.
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How much of a damage boost is offensive opportunity? Would it really be too OP to just have it and defensive be toggles always available? Maybe have the 20% resistance debuff apply to whatever the last target you hit with a single target attack?
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Yeah, "blanker" is some fetch level not happening.
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I'd love to find a reason to play my archery/TA corrupter again. But killing a pylon isnt it. That's a very specific DPS race against an immobile target. You bolt the same incarnate and IO package on just about anything and it will kill pylons. Play it through some mid level content, support teams with its middling debuffs and I would be impressed. But a debuff set with no -regen, terrible -to-hit numbers... every time I look at her I wonder why I'm not just playing radiation, which has better numbers on most everything plus a solid team buff. Oil Slick Arrow only goes so far.
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I mean... It is kind of crap though. 4 of the powers are significantly worse than the blaster secondary version, and one is functionally identical. It's debuffing is nothing particularly impressive either. Plus there's the Sword of Damocles on procs, as Powerhouse has already noted they're due for a nerf, he just has other priorities at the moment. It may not be the worst defender set, but I'd say it's the worst debuffing set. It's quite weak on basic IO set builds, and painful to actually play up through the levels (particularly as a corrupter where you're just a shitty /TA blaster until 30 or so).