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Teirusu

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Everything posted by Teirusu

  1. I think this is a feature that CO had, if I recall right and that would be nice. Just as long as it 1.) Put you in the same spot in the new zone and 2.) Could not be used while in combat and/or didn't work in PVP zones, that be fine. Yeah, I could see that being problematic for sure. Although, I think this is another feature that CO had but I'm not 100% sure, it's been so long since I looked at that game. My intention would be that Broadcast would be updated so that it mentions which zone the person is in. That way, there would be (Hopefully) no mistake which particular zone someone is in when they're talking in Broadcast. But yeah, I could see it being an issue when you're talking about costume contests and such.
  2. You are, in-fact, correct on from what you were told. Below is a link of how Threat works in CoH. The 'AT Mod' directly affects how much threat you generate. So, anything that reduces your Threat level directly reduces how much Threat you create when you when either attack and/or Taunt. Generally though, the sheer strength of Taunt Duration * 1000 will over-power pretty much most threat mobs have that was generated by pure damage/debuffing alone. (But not always. As far as the formula works, Taunt is basically simulating a lot of damage.) But yes, the new Stealth and any powers that reduce your Threat level directly affect how much of a threat you are to any particular mob. Technically, this should mean that any character who's AT Mod is 1 and uses the new Stealth should produce almost no threat. They will still be on a mobs threat list because they engaged them but they should feel more inclined to attack other people on your team instead of you. https://hcwiki.cityofheroes.dev/wiki/Threat
  3. Ahhh, hmmmm... so, it's not directly related to MSRs but just that people don't understand the multiple zones mechanic of the game. You know, come to think about it, it be really -really- nice if they did something like the following: There is already a little circle icon that shows up in the zone list when you have a mission in a particular zone. It be really -great- if they could, somehow highlight/bold/icon which zone your teammates are in. Like bring the Zone X to the top of the list when your teammates are in it and highlight it green or something. One other thing that be nice is if Broadcast chat was across all zones, but the Request channel was zone specific. That way, request could continue to be used to give directions during stuff.
  4. If at all possible, I'd like a new switch/command for Powexeclocation: TargetOrMax So, for example: Powexeclocation TargetOrMax Combat Teleport What this would do is either: 1.) Set the power location at the feet of the Target 2.) Or, if the target isn't in range, sets the location of the power at the max distance allowable -in- the direction of the direction of the target. This would be really handy for something like Combat Teleport so that you can easily hit one bind/macro to easily hop a larger distance to far away target. This would also make it easier to fire off other drop powers. Usually, people can judge the distance pretty well on their own so missing the target by a few feet isn't going to matter much as a lot of the drop powers have decent wide radius anyway.
  5. It is also a bit of an issue on Everlasting too as we just run the zone version of the MSR as well. Two every night. And they're always run in RWZ1. Since we have them at the same times, people collect well before they're suppose to start and the people whom are in RWZ1, but not for the raid, usually aren't very many and typically filter out. So, we don't usually have too many problems with people not being able to get in but it does happen. Also, we usually consider a raid full with 7 people on each team so more people can filter in during the start phase. That all being said, we don't care if there's a bunch of lowbies that join, it's a community event. It's not always about the maximum V-merits you can get. It's about the fun! Not everyone wants to power-level, farm, or spam DFBs to get their lowbies up and you can easily get from 1 to 20-22 within a single raid. That's not bad for what... 45 minutes of time? Ish? So, as far as I'm concerned, they should just get rid of the restrictions on the instanced version, if possible. Let the raid leader decide if they want to bring lowbies along or not.
  6. First of all, I'd like to thank the Devs for all of their hard work, sweat, and tears that they pump into getting us free (awesome) patches to Cities after all of these years. Thank you! 😀 Spirit Ward: Looking at the last changes I see on the closed beta test server from today, I still think that .39 End/s is a bit too high. After all, Assault/Maneuvers/Tactics all buff both you and your whole team. Spirit Ward only buffs one person. It would be nice if it buffed you, somehow, for .39 End/s along with your target. Or more of the team, maybe. And .39 End/s is already a hard bargain for the Leadership toggles. I feel that .26 End/s would be more reasonable since it's basically like an armor toggle, just not as powerful and not use-able on yourself. Even at .26 End/s, it only takes 30 seconds to match the end cost of the old version of the power of 7.8 End. Arcane bolt: I like the newer Arcane bolt, it's good. Just not quite as good as main blast powers. I can understand why it's balanced like that, after all, we don't want people to feel like they need to take it or that it's better then their primary powers, that makes sense. It might be nice if the knockdown had a higher chance, or it had some additional debuff. Could be fun if the debuff was random and maybe only happened when you have arcane power? That would match the random nature that you get the arcane buff in the first place. Mystic Flight: Can't complain, it's great and you get Translocation for free and that got buffed too. However, my personal wish-list for both would be for neither to try and directly match the powers they're emulating. For Mystic Flight, I wish that it was more closer to an in-between of Hover and Fly. Perhaps, in-combat, it could have similar speed and air control to Hover, maybe even toss in the DEF buff too. In exchange, when out of combat, it be slower then Fly, more closer to what it is on live. This would be nice so you wouldn't feel the need to take Hover along with Mystic Flight. The balance point would be that Mystic Flight would still be it's same cost, so it's more expensive to run and it provide less flight magnitude. As for Translocation, I wish I could use it without running Mystic Flight. Sometimes you just want to teleport without having a fly/hover power on. In exchange, maybe it could cost the same as the current live version when Mystic Flight isn't running? So, it be cheaper to use while Mystic Flight is on. I wouldn't be against Jaunt getting the same/similar treatment. Enflame: Haven't really used this power before but always knew that it was buggy. Changes look good though! Rune of Protection: I have to say, I had been mostly in-different to first change/nerf of this power that was originally put in-place as I did feel it might have been a bit strong for a pool power. And, I feel it would continue to be a decent power pick after the nerf. With the current changes coming down the pipe, it's mostly just a wash now. My use case has been on an Energy/Energy Sentinel whom I regularly do pulls on MSRs and it's definitely a nice mini T9 replacement power for that power combination. I have nearly capped DEF on every thing besides PSI/Toxic and capped HP for a Sentinel. Overload would be basically useless on my build. Could I use Barrier? Sure, in-fact, I have it but I like using it as a Rez OR having the freedom to easily switch to an Ageless or some other Destiny Incarnate power. My built doesn't have Hasten but does have 107.5% global recharge and, with the IOs/Agility Alpha that I roll with on her current build, the cooldown of Rune is 208 seconds. (So Mids states) So, with the 60/180 second version on closed beta... I loose 30 duration from live, but also have 28 seconds shaved off the cooldown. AND, the weirdness of the power not granting the resistance when used as a Breakfree is fixed AND it's effects happen nearly instantly! So, in my opinion, it's basically the same. If even a little better! Or a wash, depending on how you view it. The 40/120 version might have been the slightly better option... but... it's nice that you can easily compare it to inspirations. I like that, that makes it easy to figure out how much worth it has. I mean, with Lucks and Rages being the most powerful inspirations you can carry... -any- power that can reduce the need to carry the other inspirations in your tray is a net positive to me. Can we have an alternate version of the animation that doesn't have the magical ring around it? It certainly looks nice, I -do- like it, but I can see that not fitting with everyone's theme. Thanks for listening! 😃
  7. I agree that taunting doesn't necessarily fit Sentinels either. On the other hand, I don't see a reason that they shouldn't be able to -IF- they wanted too. Things can only be more fun and interesting if the options are there. There is already Provoke and it's single target version in the same pool. It's obviously there for people to grab if they desire. If someone wanted to simulate Punchvoke with either procs that give taunt or, as I suggested in another thread, an Incarnate Interface that does something similar then why not? It wouldn't effect you and your Sentinels, or Defenders, or Masterminds, or VEATs, etc. Also, Fireball and Ball Lightning in melee epic pools say 'Hello'. Melees certainly have the ability to get targeted range AOE powers, along with many ranged attacks.
  8. This is what I suggested in another similar thread. Make Haymaker the T1 power, everyone wants Haymaker. Make Punch the T2 power so it's skippable. Move Jab in Haymaker's spot, make it a small AOE like Crosspunch. I'm sure someone can make a decent attack chain based on those with everything else in the set. This gives it an low-end AOE power that doesn't add too much to SS in the high-end since Foot Stomp is already pretty good. Buffing Hurl doesn't really make much sense. It's already one of the better ranged single-target attack powers that melee characters already have access too within their primary/secondary sets. Epic snipes not counting... And turning it into a ranged targetted AOE? Again, that's pretty much epic pool category for melee types. Buffing Handclap would be a better idea. An additional debuff be nice.. maybe damage. But, at that point, someone needs to look at Stone Melee too and basically do the same thing... As far as Rage goes, I'd still want an alternate version with no stacking or crash. I just think it's a bad mechanic that that we have to put it on auto but I guess it isn't that much different then click-mez buffs, in that regard. The problem with reducing the Tohit and Damage buff on the power isn't quite as simple as reducing it some percentage. Due to the crash, you have basically no DPS during it. So the Damage buff on it might have to reduced quite a bit to make up for that, not just a small percentage. On the other hand, Powerhouse was fine with having no crash when the power wasn't stacked.
  9. One of the things I was thinking about the other day is that it be nice to have a way to partially replicate punch-voke that Tankers and Brutes have, but on other ATs. Certainly not as strong to over-shadow their own punch-voke but enough to draw threat away besides dipping into the Presence pool. After all, these days, you can make nearly any AT pretty tough through Incarnate powers and IOs and I could builds out there might take advantage of something like that. Or, even a Tank/Brute wanting to make theirs stronger? Soo, why not have an Incarnate Interface that does something like that? After all, the Hybrid Melee Radial already has taunt built into it, it just doesn't work all the time. There are also no options for Smashing/lethal damage, nor for Stuns/Holds. So, why not expand on the Interfaces a bit? So, here's my idea for one: This Interface could be called 'Staggering' and be modeled off the Cognitive/Spectral Interfaces. It represents that your attacks are overwhelming, have more power, and ooof compared to others. Which catches the enemies attention more. The Staggering Core Flawless Interface could focus more on Stuns and perhaps have no taunt built into it. (20% chance for a minor Stun with a 25% chance for a Smashing proc of damage or could just be a DoT. A single proc just makes more sense for Smashing damage.) Then the Staggering Radial Flawless interface could focus more on on Taunt and less Stun with a bit more damage. (12% chance for a minor Stun with Taunt and a 75% chance for a proc/DoT of Smashing damage.) What other ideas do other people have? It be nice to have one for Holds and other types of damage like Lethal/Cold.
  10. After thinking about this for a while, here's my particular suggestion for 'fixing' the Opportunity buffs with hopefully minimal changes/adjustments on both the Devs and the players and buffing Sentinels. 1.) Keep both opportunity buffs separate, as they are now. Have the Offensive Opportunity be a chance to go off when the Sentinel uses -any- single target attacks. Make the chance of it happening based on the rank of the mob, much like how the Scrapper's criticals function. Minions could even be 0% because, conceptually, they're already filled with weaknesses that everyone can exploit. Then, allow the Offensive Opportunity to stack, however, whenever it stacks, it has a different effect. The first effect could be the -20% RES, then, the second affect could be the DOT damage, after that, it could be a Slow/Recharge slow, followed by a recovery debuff/end drain, and then finally a damage debuff. (Doesn't have to be all that exactly, but that's just the general idea.) The idea here is that a single Sentinel is unlikely to be able to get more then 1 or 2 stacks on a single target because of the chance. So, this would allow multiple Sentinels on a team to increase the de-buffing on a single hard target by stacking their Offensive Opportunities. Minor, but helpful and better then how it currently works. The chance could be tweaked based upon how much it's feels like Sentinels need help on single-target damage. 2.) Defensive Opportunity could then be based on a chance to go off when you hit mobs with any AOE attacks. This would not stack on yourself. This is to help Sentinels with absorbing alpha strikes if they're leading off with AOEs and sustaining them. With these changes, the Opportunities just happen and you don't need to think about them, they're like Scrapper criticals but they're different enough and no longer require using either the T1 or T2 power to function. Moreover, the Offensive Opportunity stacks in such a way that multiple Sentinels on the team can be a use even against a single hard target like an AV or GM. 3.) If we further feel that Sentinels need any additional help, I do like the idea of ToHit buffs giving bonus Damage enhancement, although it would have to be some small ratio that isn't a must-have. I'm thinking anywhere from 1/4 to 1/3 would be nice, but not too much. The base ToHit provided by Aim itself would be a 12.5% damage buff if it was 1/4. And, if we're talking about being at the ToHit cap of 200%, (so 125% ToHit buff) then the damage buff would be 31.25%. Not super huge, but nice. This is very close to the damage bonus a Sentinel needs to match the damage an equally slotted attack on a Blaster. (Assuming around 95% damage enhancement in the same power, a Sentinel only needs another 35% bonus to match.) With this kind of change, there would be no need to switch Aim for Build-up.
  11. Super Strength needs a bit more help then just swapping the T1 and T2 powers around. Hopefully, they decide to re-visit the set soon for more broader changes. Here's my current wish-list for Super Strength: In my opinion, the 4 main issues with the set are these: Rage, Jab, Hand-Clap, and the fact the set doesn't have any AOE before getting Footstomp. 32-38 is a long time to wait before getting any kind of AOE damage power. (Stone Melee has the same issue with Tremor, but yeah) So, what I'd do is swap the order of Jab and Haymaker then make Jab into a small melee AOE cone power like Cross-punch. This would allow both Tanks and Brutes to skip Punch, if they wish, and give the option of taking the new AOE melee cone that Jab turns into. Everyone is going to want Haymaker so might as well make that the T1 power instead. Rage I've mentioned in another post in the Beta forums. Give it the pop-up tray treatment of an alternate power. The alternate power is a toggle that disables the use of the Rage click power. The Rage click power would also disable the effects of the toggle. Thus neither could stack on themselves. Since the toggle would be pop-up tray power, the Devs are free to balance it exactly how they feel without having to worry how IOs in the power might effect it. It could be the effect effect as a single stack of the Rage click power, or it could just give bonus damage directly to the set's powers. Or some combination of both. With this system, the people whom want the old version of the click Rage can have it, as is, and just forget about the toggle. People whom want a simple toggle-on and forget power, can use the new power and forget about the click Rage power. And, if there's people whom want to mix up the use of both, (But not at the same time) they can do that too. Seems like win-win, my opinion. With the two above changes, Hand-Clap could probably be left as-is. Functionally, it's very similar to Fault but is just a bit worse. That doesn't mean that it needs to be buffed to be in-line with Fault, but is a shame that it's probably the least taken power in the set. I'm sure I can count on one hand the number of Super Strength characters I've seen actually use it on Homecoming. Problem is, I can't really think of much that can be done to this power to buff it without really over-powering the set or stepping on the cottage rule too much. Maybe a wide-cone instead and then buff it in some other way in exchange?
  12. As far as I can tell, Spring Attack is now fixed on Beta. Just tested it myself. They rebuilt how the power works on the back-end and it now respects damage enhancements and bonus damage. Moreover, it works with Procs as you'd expect them too based on it's recharge. Meaning that, considering it's long recharge, procs nearly always go off on mobs it hits. (Up too 90%) It functions how Mids says it should now.
  13. Right, exactly. I wouldn't be asking for any other additional buffs to Translocation that Teleport already has. If you'd teleport without Mystic Fly on then you'd drop out of the sky. It clearly makes sense that Teleport the power would be better then Translocation. My use case would be to use a macro for Translocation to zoom from spawn to spawn while on the ground. And, for that, it feels silly that I have to enable Mystic Fly briefly to us Translocation. For example, I have a /Stone Armor brute and it be nice to occasionally us Translocation to get around. It's nice that I now -can- turn on Mystic Fly while in Granite, but obviously it doesn't do anything for me besides allowing using Translocation to be used. Sure, there's Combat Teleport that could be used for that but, unfortunately, it's range is pretty limited and doesn't always have the range to do this. It seems mostly geared to quickly move from mob to mob within a single mob spawn. More or less what Combat Jumping and Hover are geared for. And since I talked about the Infiltration power getting a pop-up tray power for it's stealth option, why not give Teleport a pop-up tray power too? Then, they'd all have a pop-up tray power and mechanically all function the same way? Teleport could get something called 'Dimensional Phased' that works similar to Super Speed's pop-up power? Moderate cost. Gives you stealth for 5 seconds after teleporting along with a rooting hover that lasts forever as along as the power is enabled. That way, you could just walk away mid-teleporting journey if you need too, without worrying about falling out of the sky.
  14. Some more quick thoughts, I've seen some people mentioning not being able to run Stealth and Infiltration at the same time. I've also just realized that Infiltration doesn't have a pop-up tray power like the other travel powers now enjoy. So, why not strip the stealth portion of Infiltration into a pop-up tray power. It would then be the pop-up tray power that be exclusive to other stealth powers. This would allow people to layer Stealth on top of Infiltration if they so wish. For people whom don't take Stealth, they can use the pop-up tray power for stealth whenever they desire. The added bonus is that for character concepts that don't call for stealth but, still want the mobility of something similar to Ninja Run/etc that's enhance-able, could now take this power and ignore the stealth pop-up tray power. The other thought I had, Since some people are saying that Mystic Flight is going to be a poorer choice after this (I don't necessarily agree with this myself, I feel like it'll still be a great pick) it might be really nice if you could use Translocation without Mystic Flight on. So, you'd basically just get Translocation as a free power. I don't really see much harm in this. Translocation is still strictly a worse power then the newer Teleport power since it functions more like the older version of Teleport. (No built-in hover.) It's not enhance-able along with it's huge endurance cost. Moreover, the END cost of running Mystic Flight under it is quite tiny compared to the cost of teleporting around with Translocation. And, you can technically already make a two-press macro that turns on Mystic Flight, then teleports you and shuts off Mystic Flight. So, this would just remove this annoyance. Conceptually, it also doesn't make much sense that you can -only- teleport when you're flying. As far as I know, was only created this way to give people another option then Hover+Teleport.
  15. I'm pretty sure it was mentioned in the way way waaay back by the original Devs that the reasoning behind the whole -1 system (mechanically) was so that the Sidekick could eventually catch up to their mentor. I believe, with how the math works out, you can't catch up if the Sidekick was the same combat level as you, only if they're below you. So, there is both a mechanical and flavor reason for them being -1 instead of being the same level. That being said, don't take that as me agreeing that it's a fine mechanic. I feel that it could, at least, be improved. One simple-ish way might be for 50+1 team leaders to grant their +1 to SK'ed people in their team but not to natural 50s. That would mean that everyone on a team would be, at least, combat level 50 (Or 51) so that there would be only 1 level difference on high-end teams instead of 2. This would mean less XP for the side-kicks, but they'd be more useful. Also, this be inline with the story of the game to some degree. It's been stated in the iTrials that Tyrant's praetors were getting buffed by his incarnateness.
  16. As much as I don't like to see a nerf to Rune of Protection. I can see where it's coming from. If you compare it to similar T9 powers, like Strength of Will and One with Shield, with enough recharge, you can have like +40% uptime on Rune verse the locked 33% uptime on those two powers. And they both have a partial crash on them where Rune has no downsides other then just not being quite as good numbers-wise. (But still pretty decent) On another note, I really dislike the /Nin and /SR Click anti-mez powers. Since they seem to be going down the route of using the pop-tray more, my wish would be to provide the alternate toggle version of anti-mez protection as a pop-tray power. Toggling that on would disable the click power and activate the anti-mez within the normal toggles. Maaaaybe the same thing could be done with Rage. (LOL) Pop-tray version is a simple non-stacking toggle that disables the click version of the power. So, the people whom want it can keep their stacking click version and the people whom don't want to deal with the click crashing version can have a toggle instead. One could dream, hahaha
  17. Why should the 7 people on your team -have- to visit Null the Gull just so that you can enjoy having flying robots in peace? Or, the situation of 6 of those people maybe have bothered to visit Null the Gull and disabled it... But then you have one person whom did not. Now you're annoying them with Group Fly and that reduces your fun. Besides, I don't see anything negative by giving the player more control over how the power works. With a toggle like this, you could just use Group Fly as a worse version of Fly and then, only toggle it on for the team during those very rare times that it's useful to do so. That could allow for a build that just takes Hover and Air Superiority and Group Fly. (Not sure how useful that be to anyone, but you never know? Maybe someone that takes another travel power instead?) The only downside I see is that if you want to allow team flying, then you have to turn on two toggles, instead of one. But, considering how little Group Fly is used already, I'm sure that isn't going to be a huge problem.
  18. Quick thought but coooould Group Fly get a pop-up tray power that allows toggling the fly component on and off for everyone else in the team/league? That way, you can have a flying MM w/flying pets but that doesn't force everyone else to fly, unless they want too? So, the default would be to have you and your pets fly, then toggle the pop-up power to enable the rest of your group to fly?
  19. You're not. In fact, my current favorite character is my own Energy/Energy sentinel. And I actually do get compliments on her from time to time. Sometimes I feel that people look at all of the numbers and that colors their perceptions about sentinels but the numbers only give half the picture. With a good build, any sentinel can AOE to their heart's content without worrying of the fire back. Your average blaster, Corruptor, and Defender.. not so much. Unless you have a pretty tricked out build then you -do- have to worry about drawing too much aggro and face-planting. Of course, sure, a good tank more-or-less fixes this issue.. usually. But, on the other-hand, my EN/EN almost literally doesn't care what the team make up is. In most cases, I just fly in and nuke as fast as I possibly can with very little worries. Heck, I'll try to out-race the tank of the group, at times, if it works out well. There's definitely been groups I've been in where, for one reason or another, I was more durable then the actual Tanker/Brute on the team. If you convert most of the knockbacks to knockdowns, then the combination works quite well in keeping you and the rest of your team safe while also being quite enjoyable. Of course, it's certainly not going to be doing the highest damage out there, sure but, in my opinion, still does pretty good damage when you push it. A blaster isn't going to do as much damage as you if you're nuking spawns faster then they are and/or they're holding back. But, alot of that boils down to play-style and skill. In any-case, as far as I feel about it, I'm happy trading some raw damage for more survivability, even if it isn't used all the time. I mean, being able to pull big mobs of Rikti on an MSR -is- pretty fun, in my book.
  20. Soo.. I can't be the only one that thinks that the current version of the buff/debuff pull-out of UI is... hot garbage, at this point, right? I mean, this thing hasn't really changed all that much since it was originally designed with the game! Back when we didn't have nearly as much armor stacking, incarnate powers, etc... In it's current state, it's only just.. serviceable and makes it incredibly hard for buffers on the team to actually keep track of whom has some of their buffs or not. In fact, just looking at this bar for long stretches of time can give me a headache and just makes playing buffing characters less fun, altogether. This whole buff/debuff pull-out bar can be improved in many different ways. Below is some of my suggestions to make it better. 1.) Allow it to be a separate window and perhaps even have a transparent background to make it easier to see/read the icons. Then you can move it where ever you wish and separate from the team window. When separated from the team window, it could (maybe toggle-able) still have the AT icon and a smaller condensed HP/END bar for each person on your team, just no names to save space. 2.) We need SOME system to filter out the icons we don't want/need to see from everyone on your team/league. (This is the most important suggestion, really!) The arrow button that currently cycles it closed or open could, instead, cycle from Off, On (With no filters), to Of (With filters), and back to Off again. That way, people still get the current functionality of seeing all the icons and can, at a glance when joining/making a team, see whom is what. Then, just switch it to filtered view, or off, if you like. How could a filtered view work? Depends on how complex the system can be made really. Below is how I think it should more-or-less work. I know that the game does not actually keep track of whom actually gives you a buff like what happens in other MMOs. It just knows not to stack buffs when the powers are set not to stack from the same caster. It only keeps track of this per-map and does not know of this per-character name. 'You' as the caster changes when you change map as, some of you may know, you can double buff people by buffing outside of a mission, and then inside again. With this in-mind, I believe it's impossible to create a filter that only shows buffs given by you. Thus, the filter would have to let you pick icons/buffs/debuffs that you'd be interested in. The easy system would be to let you filter for powers based from your primary/secondary/epic/incarnate/pools power pools. Either just a simple window with radio buttons for your Primary/Secondary/Etc, or let them expand to pick particular powers from your various sets and/or which sets. After all, I don't need to see if everyone has Hasten running or not, but I might want to see if some of the various single-target buffs from pools might be on someone. Of course, you might want to see how many copies of leadership powers everyone has.. or you might not. Such a system would be a boon to buffers in-particular. Letting them more readily see which of their buffs are on people. Easier to keep up things like Fortitude and Forge on people, or even the status protection buffs without having to visually parse through all the other buff icons. Other people could leave on viewing incarnate powers so you more easily see what incarnate powers are on someone, for instance. I'd also suggest that you should be able to put these in particular orders. Like showing the Primary/Secondary buffs first and then etc, etc... Another improvement that could added for this is for when people are mezzed. My idea would be that whenever someone is mezzed a special debuff 'power' is created on you (Only to produce an icon) that then shows up on buff/debuff bar. This could be included as some to filter for then. So, for example, I could set the filter to only show when thermal buffs are up on someone along with the debuff mezz icon that shows up when someone gets mezzed. This would make it far far easier to proactively keep things like shields and forge up along with being able to re-actively respond to people getting mezzed by casting Thaw on them.
  21. Only a small handful. Especially outside of iTrials. The COT Succubus are the only ones that come to mind outside the trials.
  22. @Captain Powerhouse Has stated that he wants the Sentinel to be more comparable to scrappers; make them into the 'ranaged scrapper'. I'd argue that, with their current numbers, that Sentinels are pretty well balanced.. when we're talking about them attacking purely from range. So, with any tweaking we'd give them, it can't be too much if it's a across-the-board damage tweak. And, if the buff is too small, people will still complain that X AT will still be better then Sentinels during blah blah blah... So, this quote gave me an idea. Why don't we play into the whole Risk VS. Reward system of range vs. melee? The Sentinel Aura "While the Sentinel can attack from range, as enemies draw closer, Sentinels are able to easily find and exploit weaknesses in their enemies, creating opportunities to do more damage to their foes. Especially when they continue to hammer on upon those weaknesses. Moreover, either through super-natural, magical, or technological means; the Sentinel is never truly blind and will always be able to sense their foes, at least, within melee range." So, what would this power do? I'll start with the last part first. If I recall right, Captain Powerhouse mentioned, at one point, making Sentinels sorta Anti-Stalkers. The idea here then is for Sentinels to have a minimum Perception range to be within melee range. So, they could see a Stalker coming up to AS them, but couldn't stop them from doing so. It still be a surprise attack. Also, things like multiple stacking smoke grenades wouldn't completely blind them. Handy, but not too over-powered. They may not be able to see the target they were attacking but, they can duck into melee range to continue attacking. (Could they share this ability with their teammates? A further idea) What would the rest of the power do? It's be a near-melee range aura power. (Range being anywhere between 10 to 20 feet?) It grants a power (Sentinel Proc, lets say) to every foe within it's range. The proc's duration is 2-3 seconds and gets refreshed by the aura. The Sentinel Proc then grants the Sentinel buffs based upon the rank of the mob. (Like Victory Rush) These buffs can only stack up to X times on you, which easily caps the maximum effectiveness of them. (I'm thinking 4 for minions and lower, 3 for Lts, 2 for Bosses/EBs and 1 for AVs ) The general idea is that they grant damage buffs to the Sentinel but could also be anything else really. Moreover, when you hit enemies with ST attacks whom have the Sentinel Proc on them, you can exploit their weaknesses to do more damage. For LTs and lower. this becomes a high random chance to do extra damage on them, a critical basically. For Bosses and higher, this creates a stacking -Res debuff along with a chance to do extra damage. (Probably not as high of a chance as the one with LT's and lower.) This power can only stack X times on any particular mob. Exploiting the weakness of your enemies tends to tick them off. (Minor taunt, nothing huge that a brute/tanker couldn't out generate.) I might also suggest that ST attacks can grant the Sentinel Proc regardless if they're within range of the Sentinel Aura. That way, their next ST attack can grant the chance for the opportunity along with getting the base damage buff. ST attacks will refresh the Sentinel Proc's duration along with refreshing the damage buff you get from that one mob. This kind of system would reward you for taking on more risk. Getting into melee range either accidentally or purposely gives you a decent all around damage boost up-front (Scaling to the rank and number of mobs around you) and sets up for immediate opportunities for damage boosting exploits on your Single Target attacks. Sentinel Single Target attacks themselves can also setup for opportunities but, you only get a chance for the opportunity on the next attack. This would further enforce them being a kind of anti-Stalker. They'd be pretty good at landing a heavy barrage of steady damage against a single target, just not in burst and regardless if you're in near-melee range or not. They'd keep about the same damage at far-range as they have now where they are more balanced currently, while getting more damage in the melee-range where they're lacking in the defense department in comparison to the other more tankish ATs. Higher risk, higher reward.
  23. There is actually a Bug Fix for this in the Beta, whoo
  24. (The actual order you get the powers means absolutely jack in this context.) You skipped over this bit at the end. The context being your attack chain itself. The order and their strength doesn't really matter once you get them all. Just because Jab is bad doesn't mean that Punch and Haymaker are also bad. I'm pointing out that people keep assuming that Punch and Haymaker were also reduced in comparison to other sets, which isn't true. As you pointed out yourself, plenty of melee sets have 4 and 8 second powers. SS has these, it just doesn't have a 12 second cooldown power which Jab basically has taken the spot in the set. Once you get into a decent high-end build, Foot Stomp basically fills in for that 12 second cooldown power, to a decent degree, as it does 2/3rds the damage and the cast time is fast enough. That is the context. Otherwise, I'm in complete agreement with you that the actual order of the powers, and the fact that Jab is just a complete waste of a power slot, makes a huuuge difference in leveling, especially for Tankers. Forcing you to take the worthless power and pushing the others back. Still, what you suggest doing to all 3 of the base ST powers, would certainly mean that they'd have to remove Rage stacking all together and just make it build-up. I'm not technically against that myself and I agree with Captain Citadel that it's annoying needing to have a power that you always need to have running just to be on-par. I'm guessing the previous Devs realized this which is why many of the newer sets have combo abilities instead. As for Hand Clap.. well, Fault. Functionally, these are very similar powers. In actual use, Fault is clearly better. But, if you're going to suggest that Hand Clap needs damage then we might as well be doing the same for Fault. After all, Stone Melee has one AOE power and it's worse then Foot Stomp and the set only has Build Up. Now, I certainly feel like both sets can use more AOE for sure but, even if Rage didn't stack, I wouldn't say that's the reason to add more AOE. Even with a single stack of Rage, SS w/Foot Stomp is still a mile ahead of a set like Stone Melee in terms of AOE ability. Lets also note that SS and Stone Melee aren't the only sets with only 1 AOE power or poor AOE ability, so they are not necessarily out-liners. But, if they did give damage to Hand Clap, that would be great. I'm not really against that, it's just that I would personally find it better if they gave the extra AOE damage to Hurl. I'm far more lightly to take that over Hand Clap because having at least one ranged attack power is handy and it gives you one more place to slot a purple set. Technically, you can say the same for Hand Clap, but then you're wanting to try and cram both stun and damage into it. But, I guess in the end, it's technically a toss-up.
  25. The problem with this idea, which I've mentioned this waaaay back in the other Rage thread back in the suggestion forum, is that it makes people believe that Jab/Punch/Haymaker are all under-performing. I keep seeing this particular line repeated from one poster after another poster. They're not. Both Punch and Haymaker are basically the EXACT same powers as Stone Fist and Stone Mallet with a slight reduction in DPA compared to those two powers. And, in my humble opinion, the DPA difference is slight enough to not even matter in the grand scheme of things. So, the only power in the whole set that one could legitimately claim as an under-preforming power compared to Stone Melee is Jab. Jab competes with Heavy Mallet. (The actual order you get the powers means absolutely jack in this context.) All of the rest of the powers are.. functionally the same! Knockout Blow does have a 5 second longer cooldown and lower DPA, true. However, you get Foot Stomp (Awesome) as opposed to Tremor (Definitely not as good). We've already discussed the issue with being forced to take the T1 powers and Captain Powerhouse has already mentioned they're going to revisit that problem down the road with hopefully a better solution. Honestly, the only thing I could see them do is buff Jab to make it better but then, they'd probably have to make Rage not stack. People would definitely not agree on that from what I can see. Brutes can skip Jab, so they'd certainly take up pitchforks about that. The only thing I feel like they could do to make SS better without a major re-work (And lots of whining) would be to give Hurl (And Hurl Boulder for that matter) some token splash damage. THe idea being that the rock you just tossed explodes into pieces and hits nearby mobs. The Cast Time on both of those powers is long enough that I wouldn't consider using it regularly but, it could be nice as an opener. They would still be ranged powers, but act like Targetted AOEs with the targeted mob getting the full damage.
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