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Bossk_Hogg

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Everything posted by Bossk_Hogg

  1. If they change them to range you still end up with 60% damage or so. The damage should at least hit the ED cap. Swapping the KB/Recharge and KB/Accuracy to Damage/Recharge and Damage/Accuracy will satisfy that, while leaving the three triples open to new types of enhancement (range, endurance reduction, etc).
  2. What if we had a universal damage set, Sudden Deceleration? Basically Sudden Acceleration, but with the knockback component subbed out for more damage, accuracy, endurance, range, etc? The set bonus on SD is actually fairly good, just the majority of the enhancement value it provides is useless with the proc slotted.
  3. The irony seems entirely lost on you, considering your very next post lol. I love how you posit the person telling another player not to make a mess out of every single spawn is the real villain, and not the guy basically griefing the team because they can't consider anyone but themselves. Do you ruin people's badge runs too?
  4. No, the question was what levels have you played Trick Arrow and Electric Blast to, and on what AT's. And how bug do YOU think Oil Slick is. 8' radius? 10? 15? It's not 25 as near as I can tell, and the burn is smaller. Also, relative performance is a valid metric for requesting buffs. The set is lackluster compared to other defender options and appallingly, a blaster secondary. Just like electric blast's damage is weaker but its survivability isn't substantially higher. And once everything is on relatively equal footing, we can add higher difficulty tiers to challenge everyone. Because if everything was dragged down to TA's performance level, people just wouldn't invite defenders...
  5. Yes, to 50. I'm well aware it's bad. Have you played it? I note you still havent posted the levels of your electric blaster, defender or corrupter. I ALSO note you STILL haven't addressed that four of the nine powers are worse than Tac Arrow's and one is essentially the same, and Bonfire is a pretty damn good replacement for it's one cool trick, with 2/3 the recharge. How big do YOU think it is? The graphic is noticeably smaller than Disruption arrow, and the graphic for the burn is smaller than the slick. But dear lord, let's not make a QoL feature to have the slick light easier!
  6. It is per MIDs. Got anything to counter my other points? Didn't think so. Go troll elsewhere.
  7. Tweak the damage up a bit. I could see giving them a higher debuff scaling as well, closer to defenders (right now they're under blasters). Make the inherent more usable - the damage and healing is rather piddly during opportunity. Maybe give a mag 1 taunt on their attacks - not enough to override any actual tank or even scrapper, but enough to tank for a small team and keep stuff from running around like a chicken with it's head cut off. Otherwise you just have a few power specific issues, like Chill Ray being a crappy sleep or Burn forcing a ranged AT into melee (at which point, why not be a fire tank and deal more damage and have more survivability).
  8. Weirdly enough, blasters have 90 second recharge on their mag 3 AE holds/stuns (vines, radioactive cloud, etc), while controllers have 240 second recharge on theirs. This should probably change, but that's the current situation. I think Tesla Cage chaining a sleep would be OK, though of very questionable use. I'm more in favor of getting what sentinels got - moderate damage on their hold.
  9. It's not chasing "some enemies for a second or two". Its ruining the entire team's AE attacks because some dipshit peacebringer decides to lead every single attack with Solar Flare for pitiful damage and scatter the entire pack.
  10. Except we keep being told over and over that KB is a benefit (despite being really questionable). Energy Blast and Peacebringers don't deal more damage because they have to put up with knockback. Turning off a benefit shouldn't really have a cost.
  11. Who bothers herding anymore? 99% of the time, "get em" works every time. Throw down debuffs and AE's, move on. Scattering them DOES slow down fights, which you seem to be dancing around rather than just outright admit and own.
  12. I'd really like a toggle option or Null the Gull feature, at least for some sets. I think KB to KD in Bonfire for example is probably too good, and should totally require the slot. Anyone wishing to have some KD and some KB should probably also pay the slot tax for granularity. I know people keep saying they'll be forced to use it on teams... but you wouldnt be invited to teams that care about KB in the first place currently, so this argument doesnt really hold a lot of weight.
  13. Well, at least you admit you make it harder on the team. I'll remember that for my defenders/corrupters on other teams.... "sorry guys, REAL heroes don't need no namby pamby "meat tenderizer" (de)buffs!"
  14. Yup, mercs need a buff. The AI is simply too stupid to use their powers well, be it the narrow full auto cone or long cooldown CC's. More AE grenades over narrow cones would help. Serum needs to be cottaged into something useful. I honestly don't know why they've languished in such a state. They've been almost universally regarded as ass tier since they were released, but the devs don't seem to care. Good luck man!
  15. If you think it's worth the time to clump things up to knock them into obstacles, rather than just obliterating them, I think it says more about the weakness of your teams and builds... KB isn't worth the time it takes to "use it well". Its a killing speed debuff, either in scattering mobs or wasting time trying to optimize a bad secondary effect. A team with a sonic blast defender would have just had them dead. Random chance for knockback is a joke next to a stacking 20% damage resist debuff.
  16. "I grief my own team! Work extra hard to use my crappy secondary effect or suffer!" No thanks. I'll stick with players who don't make the mission take twice as long. No one needs the "safety" kb offers these days lol.
  17. Solo, slot the KB to KD enhancer, take an AE immobilize with-KB, or simply not summoning your t1's (which do no real damage on a big team anyways). Or not complain when you get kicked when people ask you to work with the team, not against it. You should also join us in asking for a Null the Gull option to turn KB into KD for various sets. I have a bots MM. I tossed the enhancer in the assault bot and don't use my t 1's on all teams. My damage skyrocketed when I got Electric Fences and could keep targets nicely clumped and in the burn patch.
  18. AE KB pisses anyone off who cares about AE attacks and debuffs. So, like a huge amount of the player base cares because you want to tickle a spawn and ruin the rest of the team's tactics/effectiveness. No one should give a damn about single target though, unless you're specifcally targeting the mobs the scrapper is on.
  19. TA is fairly bad though, I might even say in worse shape than electric blast. Four of your nine powers are significantly worse than the Tactical Arrow equivalent, and Flash Arrow is more or less the same (a whopping 1% more to-hit debuff for defenders). It's debuffs also aren't anything spectacular, lacking -regen, -special, -hp, or anything to make it stand out from the other debuff sets that offer more utility. Radiation does in two powers what TA can barely accomplish in four, and offers a lot more. All TA really has going for it is Oil Slick Arrow, and Bonfire on a blaster is better anyways, with 2/3 the recharge and a massive radius of 25 vs Oil Slick's 5' radius.
  20. You're wrong though. COH has a formula for damage powers, ntaking into account radius, recharge + arcanatime, and AT modifier. Range, animation time, and damage type aren't actually a factor, but even if they were, T Blast should deal more, with its long animation and shorter range than the other ranged nukes (60- vs 80). Given that the area is the same for all the "standard" nukes, you can simply divide the total damage by recharge to find the coefficient. Overcharge/Geyser (ranged): 219/125 = 1.75 Blackstar/Nova/Psychic Wail/etc (PBAE): 250.2/145 = 1.72 Thunderous Blast: 250.2/170 = 1.47 Based on the damage formula, thunderous blast deals about 85% of the damage it should do. This is an objective fact based on the rules of the game's design. Will you please stop fighting us on this? Sentinel Electric blast already has the right recharge, we just need the other sets to fall in line.
  21. I couldnt find it. His tights and helmet are, though the helmet is hidden under detail 1 in full masks. It's possible the cape is hidden in there somewhere under something unintuitive. I did discover the Union Jack cape is in there, which I would love!
  22. So what's the problem if we get the set buffed to be equal to other sets? Use DO's if you're worried about being OP. There's literally no valid reason why Thunderous Blast doesnt deal the right amount of damage for a T9 nuke on it's recharge timer. Or have 3/4 the range of other ranged nukes (60 vs 80). Also, play it on a defender then come back and let me know how awesome it is.
  23. You're talking to the thread. If you have a problem with anyone responding, maybe take it to a PM? All you seem to do is shout down buffs to underperforming sets you don't seem to have much experience with, because you equate fixing them with whining for a gimme...
  24. Variety isn't just making one attack worse than all it's analogues because the original devs hated lightning. There's a damage formula. T blast doesn't follow it for "reasons", and wont get fixed because people keep white knighting bad design.
  25. Do you not understand? The secondary effect is the same across all AT's. On defender you just have shitty damage AND a shitty secondary that doesnt really impact 99% of fights. Fire blast at least has "less shitty" damage. Electric blast shines on really no AT. It's passable on sentinels thanks to the adjustments to fixing thunderous blast and tesla cage, and blasters with select secondaries. What level are your electric blast Blasters, defenders and corrupters?
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