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Bossk_Hogg

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Everything posted by Bossk_Hogg

  1. Citation needed. You sure like throw out accusations of fallalcies, but your entire argument boils down to "too many take it" as if appealing against popularity/frequency was a worthy goal in itself, and that YOU think it's too good.
  2. I suggested this in the Rage thread, but adding Fury to Rage and the various buildups would help stomp out these corner cases, and also help brutes on teams with multiple tank types so they arent scrambling for aggro. Basically if Fury is under 60%, set Fury to 60% otherwise give +10% Fury.
  3. We may be talking past each other, but I am 100% in favor for NOT changing hasten. I'm 300% in favor for not rebalancing the entire friggin game on a volunteer dev team. This is an easy PVE game with multiple difficulty sliders even outside of the official difficulty slider through noteriety settings. You can use IO's, SO's or TO's to also choose how powerful your character is. You can fight harder enemies - take a team through first wars/night ward and even IO'd teams will face a challenge. You can impose debuffs on yourself in flashback or pl your alt to 50 if you just want to dink around with a PVP build. This is a game that thoroughly embraces alts (IMO the real end game) and lets you play your way. There isnt a subscription, so we don't need to slow down player progress as much as other games do or force everyone to play the same way.
  4. I don't see an issue with sloting recharge in an awesome power that can take awesome set bonuses...
  5. Sure, I get a .2whogivesacrap second recharge reduction to blaze too! The amount of recharge needed for perma hasten in many builds more or less makes hasten redundant. I would bet a large chunk of the people taking hasten are only doing it because "conventional wisdom" says they should. When you actually look at what hasten does for many end game builds, it honestly isnt amazing unless there is simply a power you always need on. I would also bet most of those builds aren't even taking advantage of the hasten. It's great for theorycrafting and posting pylon times where you execute a dps rotation against a blob with robo efficiency, but once you pause a moment to talk, pee, grab a drink, or herd the cat off the desk, it's probably negligible for perma hasten builds. And you're burning endurance with the crash. I really see no reason to jack with what isnt broke simply because it offends forum busybodies that too many people take the same power. The real issue should be that most pool powers are trash. I'm more excited about Wall of Force in the new Force of Will set, coupled with a Force Feedback proc for sets without a KB to slot it in.
  6. Really hoping we can get the extra costume options already unlocked on other servers by simply removing the NPC only flag. And get guardians up to snuff. I want more characters with assault sets! It's incredibly superhero-y!
  7. I've honestly dropped it on quite a few characters. What am I taking it for on my sentinel? So I can inferno 2 seconds faster? Hell, stopping to actually talk with my teammates takes more time. Players usually arent functioning close near peak performance.
  8. Sure, and if invulnerability tankers werent meant to be immobilized in Unyielding the devs would have released it that way in 2004. Or hell, didnt the game release with tanks only able to run one defense toggle at a time? The game had perma hasten from issue 0 through 5. ED happened in Issue 6, and IO's restored perma hasten in Issue 9. I can accept that ED was necessary to pave the way for the IO system, which allowed far more customization in builds. But lets not pretend that the game hasnt had perma hasten/PA etc as options for almost all of its history.
  9. I'm not sure why so many armchair designers want to completely flip the board on how the game is played. If you don't like IO sets making hasten perma, maybe don't slot them? IO's are basically your own difficulty slider. Try forming a SG with likeminded individuals. Or ask for a "half-strength set bonus" setting for TF's. I'd expect the force feedback proc is, I imagine that is next on the nerf herder hit list. Then defense bonuses in sets. Then Tough/Weave. I'd vastly prefer the devs spend time working on new content, powers, and costumes than rebalance the entire damn game from scratch.
  10. They did indicate they were looking at kheld tanking, but were waiting until tankers were sorted out, which makes sense. I would assume at minimum a higher damage cap and some debuff resistance are in order. Nova form is probably about where it should be, other than a cap increase so it can take better advantage of the inherent. Khelds do 15-20% more damage than defenders, which is pretty weak given that many defenders are packing a 30% resistance debuff somewhere (and get a 30% damage buff solo). They also have the same damage cap. The human form really doesnt offer much - a few CC tricks for warshades and a single target heal (yay?) for peacebringers. VEATS do a much better job as jack of all trades, providing meaningful buffs to the team. Sentinels do more damage than khelds in human form, have armor and mez protection and utility in their epics. And sents are considered underperforming damage wise by the devs. A bit more damage and mez protection in human form seems warranted. On live, most of my human powers were just set mules to get perma light/more fuzzies and then back to nova blasting.
  11. Yeah, I meant in human form. Where we get to express our creativity in costumes and use some actual powers, rather than looking like every other single crab and being limited to 5 powers. But you knew that and are being obtuse. Human form needs something badly. The damage sucks, the survivability sucks, the shields are useless except as mules. It's not like you're going to be tanking for a team in human form even with mag 3 protection, so dwarf has some use. It just might make it bearable before you have perma light form. Because the game shouldn't only be fun at 50, and PB's sure aren't much fun before that... Remember, khels were designed by the same dumbass devs who thought it would be fun to only allow one tank toggle at a time and didnt take animation time into account for their DPS calculations.
  12. I really think they need to give human form some mez protection in the shields. Sure, sure, perma lightform, but the AT should be workable with the shields provided and before being purpled out the wazoo. The mez protection offered by teaming is utterly pathetic. Mag 3 protection in the shields is hardly asking too much. Maybe the inherent could get a boost solo or on small teams, similar to how defiance works? Given khelds do roughly defender damage solo (ie, abysmal), this would in no way be OP. Compared to VEATS, khelds have a much lower baseline performance.
  13. Depends on your idea of "work". Captain Power Pool or Mr. Training IO's can also get to 50. That combo is just a weaker dark/sonic defender that pays way more endurance just to have whip graphics.
  14. VEATS are also WAY too lore specific to hog that particular niche to themselves. Similarly, I wish we had a more free form "stance dance" AT than Kheldians that can assume new roles on the fly.
  15. Good to hear it's being looked at! Particularly that it will no longer be "feast or famine" in regard to Opportunity, resulting in a more even play experience. Other than semantics, I'm not too sure what the major difference between ranged scrapper and armored blaster is, but maybe I'm missing something.
  16. Sorry, maybe I wasn't clear, my "why not play a brute/scrapper" was in reference to the suggestion of giving sents a melee taunt aura and a damage boost for everyone attacking them. Key word being melee, as it would just lead many (myself included) to simply play in melee range.
  17. Back rows typically don't need much protecting on any team w a tank type, so effectively you'd remove their inherent. Plus I don't think too many rolled an armored blaster to off-tank. Also I would just play my sentinel in melee range w the tank, so at that point, why not make a scrapper/brute and deal more damage?
  18. Sentinels don't really have a single target niche. Outside of maybe a few combos, they do pretty crappy ST damage honestly (check their pylon times). And while the fast nukes are cool for sets that have built in control/debuffs, like rad with an AE hold every 20-30 seconds, many sets simply don't have a particularly valuable secondary (elec, energy) or any secondary debuff (fire, archery, AR) on their nukes.
  19. I'd go with immobilize personally. Prepare to get flooded with comments from the "muh knockback!" crowd though lol.
  20. Sentinel damage needs to go up, and the target cap needs to go up. My fire/fire sentinel doesn't deal noticeably more damage than my fire/fire tank. Sent burn deals 115 damage, tanker burn deals 107. On top of that I would give them corrupter level support values, though this might necessitate a tweak on sonic blast's damage values. Opportunity raw numbers could use a pass as well. The testing for the actual damage value on offensive opportunity revealed the damage boost to be pretty piddly. I like sentinels, I have three currently (fire/fire, ice/ice, elec/elec) with another on the way. It's a fun enough solo AT to blow through story arcs, but they're pretty lackluster on teams. Support level damage, no force multiplier, and their toughness is mostly wasted assuming you have any support or an alpha soaker. Ideally I would have designed them with a viariant of the assault sets, to better capitalize on their durability, but I guess that ship has sailed. There are some set specific issues. Ice needs its second hold back, the DPA of certain attacks needs to be evaluated, and psychic blast in general needs to not suck. Energy needs something badly. It's low damage, low utility and it's random knockback puts it at odds with sentinel's lower range. One suggestion I have seen that I don't agree with is having Opportunity change your range. Randomly getting some extra range once in a while would just annoy me. It's not something that is particularly helpful in and of itself, and would disrupt the flow of combat and the feel of the character for when it is on and off. I appreciate that the AT was designed with caution, but VEATS show you can have a ranged attacker with defenses, team support and mez protection. I think it's time to adjust upwards a bit.
  21. I thought most psi attacks were given a position a while back? I'm working on an ice/ice sentinel out of stubborn refusal to stop, but it really just feels like a worse version of Energy Aura. It doesnt help that S/L defense set bonuses are relatively rare outside of melee attacks.
  22. Then it should be unresistable. As a separate note, it's probably time to roll back the purple patch some on debuffs, to achieve parity with buff effectiveness.
  23. That's against an even con AV (same level as you). How often do people run on +0 in teams, outside of pure speed runs? The purple patch takes both rank and relative level into account. That AV on a+4/x8 is getting bruised for under 1% damage resist debuff.
  24. Bruising is a 20% resistable amount, single target, non-stacking. Against a +1 AV, it amounted to a 7% increase. While it is a force multiplier, it's actual worth seems to be significantly overstated in this thread, assuming my math is right based on purple patch numbers. AV's generally die pretty fast, so I'll happily trade the 10 seconds it might shave off an AV fight for 20% all-round damage (and more targets in AE attacks) in the non-AV fights which are roughly 99% of the game.
  25. They completely changed what fears did as well. Before it just made things run off, now it has the "cower in place until struck" effect. The cottage "rule" was a guideline at best to prevent power SETS (not powers) from no longer resembling themselves. Removing brawl or giving it a range would be most welcome. Also ditching the stupid hurl from bruiser.
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