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Troo

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Everything posted by Troo

  1. First - clean up all the excess geometry so the zone can be used.. or enable the underwater combat already. Second - make it easy to get to and from. one giant public base with portals to everywhere. Third - to encourage use, typing 'farm' in a broadcast channel is a secret teleport power to this zone.
  2. 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. A single target AT on SOs that can put out the same amount of damage as a proc'd out incarnate, also not needed. I am getting a little nervous about the 'update' turning into changes or more. My ask has always been singular: Revert the Energy Transfer nerf. Simple and quick.
  3. Tsk-tsk. My purpose was not to offend. If I did, I assure you it was unintentional. This does not grant you license to spew in inaccuracies, misconceptions or opinions as facts.
  4. It's not awful. Maybe even a slope from 75% - 60% over a level range. There's a lot of number crunching and testing to get the balance right but it may have the desired effect of slowing the steamroll without eliminating it.
  5. Let's chalk this up to not understanding Energy Melee. I feel it trades multi target damage (AoE, Cone, Aura, etc) for single target damage. Not all sets need to be the same. I feel, as many do, that variety and unique aspects are good.
  6. Well that's different than "Are Player Defenses too high". A small adjustment or two likely might help. I prefer ideas adding an effect to the existing powers, at the appropriate levels, recycling existing in game mechanics, while being mindful of power creep. Tweak Examples: Deflection Shield - How much Toxic damage do teams encounter at higher levels? Maybe adding Psi makes them more relevant late game. Force Bubble - A slow effect or something for targets able to penetrate might help. Or simply some -def or -res. Power Creep examples: The dream for Force Fields would be damage from knockback distance Incarnates adding damage to Force Bubble or Repulsion Field Detention field being able to slot Hold procs Lastly, let's acknowledge, many of Force Fields powers are simply contrary to current popular in game tactics.
  7. As long as this happens, I'm good with broken capes:
  8. Capes are broken, should they get fixed? Is this on a list somewhere? Is there more too it?
  9. @Hardboiled Hero It's more situation and not straight forward across the board. While leveling up, defenses and resistances might be just right or a little low. After hitting 50 and playing down to level 45 with IOs and Incarnates it may definitely be over kill. Content past level 50 with IOs and Incarnates might be just right or a little high. Without IOs and Incarnates.. doom. Honestly, I don't mind some ATs having great survive-ability. Living longer isn't a bad thing. Enemies defeated so quickly there is no challenge (especially +1 thru +4) could be more of a concern. Just random thoughts, might change my mind..
  10. Nah. No more than most other archetypes. There is a lot of ways to go with a stalker. Some characters are scrappers, some are heavily burst damage, while others lean toward aoe specialists. Once you find your groove, they are amazingly fun. Staff Fighting and Street Justice have some attack mechanics to be mindful of. There are other sets without. I love Placate, some don't use it. The concept of making an enemy basically ignore what's happening is awesome and it does not require a accuracy check.
  11. MOstUfFs!! Aethereal wants MORE (but in a good whey) Maybe the NCSoft talks have taken a turn. (noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo one mustn't)
  12. While this does exist in many games, it is an interesting idea here. Sadly this would be abused and exploited. Example: Rather than frankenslotting a proc'd out power I could get exactly the enhancement %s and bonuses and procs I wanted. (if there were safeguards for power creep and abuse I'd be for it)
  13. @Call Me Awesome That's fair. I was trying to provide a general idea of the slotting while leveling. Personally, for endurance on a tank, I two slot toggles AND single slot a couple often used attacks.. until they are possibly not needed. But I am an endurance-miser.
  14. or spend 10k? at the P2W vendor for the Pocket D teleport power
  15. Some folks have reported that they enjoy the farming and find it relaxing to stay in semi-continuous combat rather running mission to mission. Me? The game is so easy and leveling is so fast at this point, I'll do it to power level someone on request. Rewards drops from farming fall too much with others in the mission to make it worth it just my opinion.
  16. The game was played before invention origin enhancements existed and was awesome. Any of the sets that worked then, will work now. Endurance is likely one thing to be mindful of. General Slotting Attacks: 2 Accuracy, 3 Damage with an optional End Reduction or Recharge Defense / Resistance Toggles: 3 Defense or Resistance with 2 End Reduction Defense / Resistance Autos: 3 Defense or Resistance Stamina: 2 Endurance Health: 3 Heal These may be over slotting in some cases which are easy enough to figure out. Accuracy and Endurance end up being often overlooked and under slotted. Having a single origin or standard invention origin build and sprinkling in some unique IOs is also a fun way to play.
  17. It is not possible to afk for more that 120 seconds using Hasten and Burn. Whirlwind is interesting as a toggle to boost recharge. Though when Ageless runs it's 120s there may be endurance issues. The OP did say a "few minutes".. Wouldn't it be better to add Tactics instead of Hasten for the stated purpose?
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