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Videra

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Everything posted by Videra

  1. Throwing in my two cents, to echo some sentiments from many pages ago, this set has a fundamental problem. A lack of an AOE immobilization. One of my favorite CC characters is my Elec/Psi Dominator - and part of the reason the set works on a base level with paralyzing blast and static field is that Chain Fences exists. Chain Fences is the glue which makes what would otherwise be a very meek set of powers due to the game-play mechanic of Runners, work. I'm fully onboard with Arsenal Control being 'The Ground Patch' CC set, again, I love Electric Control, but you need to look at this from a basic functionality standpoint. There is no reliable way to keep enemies in those patches. Stun is not good enough for that. Enemies will run when damage breaks sleep. On a Dominator, yes, Liquid Nitrogen and Cryo Freeze Ray may be enough. But we have to consider that controller exists, too. Controllers need to build mag. Bosses and Lieutenants will scatter when you drop those patches. I admit, trollers aren't really my wheelhouse, but even I can tell lacking a containment option is bad. Edit: I had to double-check because I felt like I was going insane, but LN and Sleep Grenade don't even dominate.
  2. Regarding Leviathan Hunger, would it be possible to get this to have an alert for when you're capped on stacks? Much like STJ's Combo Points and the orange circles that surround spenders, for example. If only for the sake of consistency with similar mechanics.
  3. After fussing around with Night Widow and Fort, I really like the changes that have been made! But some stuff really jumps out at me as having either not been considered, or intentionally left at the wayside. I'll bullet note them: 1: Dart Burst has always been a fairly sad move in terms of overall damage. It has a minute regen debuff, and now that psychic scream is getting touched up, I really do think it would be nice to keep a degree of parity between the two AOE cones available to Night Widow by also buffing Dart Burst. Either in strengthening its secondary effect or tweaking its damage numbers upwards. 2: Spin. It's simple enough to say that Night Widow has the worst version of spin - it doesn't have the inflated damage numbers that it would on a tanker, scrapper or brute. Either those versions of Spin should be brought into parity with NW's spin, or the inverse. I'd prefer the buff, naturally. 3: Psychic Tornado. Echoing a few people earlier in this thread, just buff the darn thing already. You could literally just improve its damage a decent amount we'd be happy with it, probably.
  4. You buffed Storm Blast. Thank you, Devs, you have saved my life.
  5. Hey, so I've trundled around with some of the changes a bit on Brainstorm. Something I feel like I've immediately noticed is that I'm just kind of whelmed from a Soldier-specific POV. Obviously, they're good changes, but to echo previous sentiments - just not quite enough. All of the 'trap picks', like Frenzy, Heavy Burst, Pummel and Channelgun still feel like trap picks. I'm not explicitly a numbers person, so I don't know what would be too much, but I have played *a lot* of crab and I just don't feel like much will really change for me on this front. I think, specifically, Frenzy and Suppression in particular still feel a little bit on the slow side as far as animation speed goes. Omega Maneuever also feels questionable because, while I like its concept, it's essentially a time delayed-nuke in a world where Inferno, Nova, and other essentially instant cast nukes exist - I'm not sure what you can do with this one, but it felt worth noting. While I'd obviously like to see Crab's powers be made better, I'd also like to ask after something that seems like it got overlooked. Being able to replace Burst's animation with Longfang is neat, so why can't we do the same thing with single shot, pummel and bayonet? Channelgun and Slice are right there - and it would be consistent with the idea of using power customization to represent Crab Spider animations on rifle attacks.
  6. 'Intended' or not, it's what makes Khelds scratch the middle of the pack point where they are. WS and PB would be completely in the dumpster without changeling and objectively need a rework to bring them up to modern standards. It bears pointing out that the devs have let Khelds keep the changeling playstyle for now because of the fact they're painfully underperforming without.
  7. Hey! Any plans on an update to this particular set-up? Peacebringer is an AT I really want to get into, but a lot of people seem to lack the passion for it, these days and they can be pretty intimidating to get into. I've been looking for builds for inspiration and am in general just curious about what a fairly experienced PB's player take is on human form, duo form and tri-form builds!
  8. Hey! Do you have an Invulnerability/Stone Melee and Dark/Titan Weapons tanker in there anywhere? Thank you for all the builds!
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