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Troo

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Everything posted by Troo

  1. For those who are not fans of the combo mechanic. I can say that this has been heard. (feel free to keep saying it) Changing an existing power set in this way.. I don't like the idea of drastically impacting existing sets. Just know the folks working on it are trying to accommodate a number of things. I am disappointed this is the direction it went in. Yes, these changes could have been made to the old pre-nerf set without the combo. It would have been vastly better than current live version. The way we can help is to try to be specific with concerns, questions or aspects that are not working. Especially below the max build Incarnate levels. For those who disagree with people who don't like it, please don't argue with them or try and convince them. Just let em state their opinion or experience. By all means help answer questions. It's a combo mechanic, IT"S NOT a combo mechanic.. This just doesn't add much to the task at hand. (I am guilty of this too) This will be in flux for a little bit as things are shaken out. It's been less than a handful of days. Cheers I did put out a compromise "Here is what would get me to shut up..": disclaimer: by saying 'like' to this post you are in no way committed to having said 'like' to the items below! I also tried to expand on my thoughts & such, it was accidentally lost to a purge and is back:
  2. There is number of ways it happens. One example could be the double energy focus. TF > ET.. wait > ET
  3. Hold on there. I did mention that there was some good stuff. It was just in the post right above (I had a really long post but whittled it down and broke it up to reduce the amount if quoted) I could argue that Energy Punch is not a buff. (For lower levels it recharges slower and cost more endurance) (High levels these are small non-considerations) There are some good changes in there. Changes which could have just as well been done to the prenerf Energy Melee. Adding the combo mechanic to an existing set is just wrong.
  4. My play has a lot more variety in it than I guess someone looking for the perfect attack chain. (targets just don't last that long) Note: not all sets get whirling hands. With more than just a handful of forum folks not liking the addition of a combo mechanic, there appeared to be a compromise that revealed itself, and it was simple. We all want basically the same thing: A hard hitting set that can put out BIG burst damage without feeling like a plodder. (I'm looking at you psi melee)
  5. If they had done these changes to the old set without the combo shenanigans. 3 ETs and a TF in a buildup window.. I am willing to concede to the combo mechanic if that helps the AoE folks. Stun is a loss but I think that can be compensated for. The simpler combo does allow players to shift between an AoE focus and a single target one. It seems to accommodate the most folks. Am I gonna go out of my way to try and get the right number of targets into a cone to make that worth it, hell no.
  6. I am open to a different term. However if we don't use them adjacently but want that fast ET, there are two powers which are essentially locked out.
  7. I would not advocate for penalizing Tankers. It is a bit weird have the set change so drastically over the 1-50. Much less what happens with high end builds. Build Up with THREE Energy Transfers is crazy. Having the more sources takes it in the direction of other combo sets. Some folks don't like that. While I don't agree with the gotta have more AoE to be useful, some folks really want that. It just seems that getting the AoE in there had ripples that needed to be addressed. The combo mechanic is just trying to do to much. And since the set didn't have one, maybe simplifying it is more true to the set. We'd get both better single target and aoe.
  8. Here is what I put on the focused feedback topic that would get me to shut up and choke down the combo mechanic. Keep the combo mechanic. Keep Total Focus > Power Crush & keep Total Focus > Energy Transfer but remove Total Focus > Bone Smasher This lets folks choose to focus on AoE or Single Target and even switch focus mid encounter. It is simpler. Of course adjust some numbers to avoid abuse. I love disorient but I would be okay with removing the BS 100% stun. I can live with that. Full time ET doesn't seem to be an option no matter how bad some may want it and some folks really want the AoE. It seems like this might simplify the change enough to smooth over changing an existing power set in a substantial way. This is not my idea but kind of where the comments here and other threads have led. There has been a little drum beat that something needs to be done. 'Something is off' 'Move EF from BS" "Is TF>ET or TF>BS a choice" Etc. Etc.
  9. This thread started with: Energy Melee - Does not need more multi-target attacks (Aura, Cones, AoE, etc). Energy Melee - Does not need a combo system or mechanic. Energy Melee - Does not need to be re-envisioned. We got (on Beta): A new AoE with a boost combo mechanic to hit tons of targets. A Combo Mechanic that triggers off Total Focus and has three choices one of which is a fast Energy Transfer. (we don't get that if we choose one of the other two) It's re-envisioned. Practically a tear down rebuild. It's better than what we have but ANYTHING was going to be better due to the low bar. It's disappointing. (there are some good adjustments to WH dam, etc.)
  10. That's funny and good if I did. Long day. I thought you were saying if we used BS in one particular spot it would be available but if we didn't, too bad.
  11. Solo plays different than pylons. Which both play different than teams. There are also varying degrees of player skill and many different levels in the game. The perfect attack chain does not always apply. The perfect T4 max build attack chain definitely does not always apply. I want what you want on some level and for the most part. We should be able to use powers in our builds when not recharging, without penalty for deviating from a predetermined attack chain. Sub-optimal performance is the choice and that's okay.
  12. 'Don't use it' is a poor crutch for something that doesn't work well. It's not my fault it doesn't work well. The design has a flaw in it. It seems many feel the same (even decision makers) with varying ideas of how to address it. I am just leaning toward simpler and in the direction of the original rather than piling on more tangles. You want hard hitting fast attacks, right? Me too. You want the combo, I don't like the combo.. If I said I could live with the combo if it had one small change would you at least consider it?
  13. If TF is activated and ET isn't ready.. there are ways that BS does get stuck. Your option is a good one. Though, how many attacks is it that now predetermined by design? That's not being in control of what attacks to use when. This is part of what some don't like and why combo sets are avoided by some players. (maybe I've repeated this waay too much) sorry for the edits after posting, that's what I do.
  14. Here is what would get me to shut up and choke down the combo mechanic. Drum roll.. (it's not revert-the-nerf) Keep the combo mechanic. Keep Total Focus > Power Crush & keep Total Focus > Energy Transfer but remove Total Focus > Bone Smasher This lets folks choose to focus on AoE or Single Target and even switch focus mid encounter. It is simpler. Of course adjust some numbers to avoid abuse. I love disorient but I would be okay with removing the BS 100% stun. I can live with that. Full time ET doesn't seem to be an option no matter how bad some may want it and some folks really want the AoE. It seems like this might simplify the change enough to smooth over changing an existing power set in a substantial way. This is not my idea but kind of where the comments here and other threads have led. 'Something is off' 'Move EF from BS" "Is TF>ET or TF>BS a choice" Etc. Etc. There has been a little drum beat that something needs to be done.
  15. Booooooo Back on topic. Someone is likely furiously cleaning up the last 4-5 pages.
  16. Well played, well played. or just wait.. which is not fun. It does conserve endurance though.
  17. Ooo someone has been busy. I was totally thinking about the TF disorient and not wanting it to miss. I saw it, I'm happy to take you at your word while thinking back to how good it was and wondering if we'd really let something like that into the wild. I also don't like to take swipes at folks doing the good work. -kudos
  18. that's where build up or assassins strike goes silly 😃
  19. Actually, I like to use Bone Smasher to try and stack additional Stun (not the 100% stun but just the 60%). The way it is set up now, Bone Smasher is stuck. Can't use BS after TF without losing the fast ET.
  20. This is how it goes. Still trying to show folks how it we could do better, we'll see.
  21. The beta set if anyone hasn't tried it is... different. It does NOT have a full time 1 second animation for Energy Transfer. It does have a combo mechanic that triggers off Total Focus and provides a boost to one of three options. One of the options is a 'fast' Energy Transfer. The bar was set pretty low, any improvement feels like a big improvement. I continue to believe that the same thing or better could have been accomplished without the combo mechanic. Please head to beta and give a whirl and share your thoughts. It's okay to like the fast ET. My only beefs with it is it requires TF and it is part-time.
  22. I see. I say I agree with you. You then say we're not going to agree. Got it.
  23. You are absolutely correct. I think you might be missing other parts of it's identity. It also a relatively simple power set. It has two big hitters. Those big hitters come at a cost in reduced AoE. Folks choose that when they select it. The current system is on live. This beta is a possible version down the road.
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