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Everything posted by Troo
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Slot Machine's Random Challenge (the 20th Anniversary edition)
Troo replied to Troo's topic in General Discussion
Event ends midnight tonight! -
Slot Machine's Random Challenge (the 20th Anniversary edition)
Troo replied to Troo's topic in General Discussion
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Okay @Shin Magmus, well, that would be no bueno. You have definitely nailed an example of what would make me trooly sad.
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dang it, NOW I can't wait for this to happen.
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If a weapon, I was thinking maybe just a knife. That's just one way to go. Another way to go was just sticky bombs, traps, devices. A big lumbering bomb maker who would just attach on to an enemy and watch it go boom so he could . A nimble ninja who could dodge attacks while planting explosives, lighting stuff on fire and tasering.
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Well that is a very nice and thrifty build! Man, I wish more folks would put out builds like this. No PvP IOs, no Superior ATOs, no Very Rare purple IOs, no Superior Winter Pack IOs.. dang., Well done. I'm curious to see some of the recharge and damage numbers. I might mess around with porting this to Stalker/Brute. I'll check if I have and scrapper regens.
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whoa hoho ho.. i didn't want anything to happen to me, I mean players.. that's that's... hmmm
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where's our golf clap emoji dang it!
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are you cleverly getting a blood mention in and distracting us with a big picture or is this sub-conscious? it's my blood and you can't have it.
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I am going to go with I can't remember when a'la cart pool powers were discussed and what came down from on high. It might have been in these.. maybe: (note: there are lots of links in these)
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Well dang. This is so simple and straight forward.
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Here is a new power set I think I'll need some help with. I especially like the idea for my favs, Stalkers, but I think it could work for Brutes and Scrappers as well. While devices are the core of the sets function, potentially pairing it with a target status (blinded) to increase crits could be interesting. If folks haven't tried the Remote Bomb or Temporal Bomb they are pretty fun. These can be placed on Enemies or the floor and then manually detonated. The pool of existing powers to recycle is fairly large, Some form of Remote Bomb and Mass Levitate as capstones could be compelling. Some potential easy to repurpose powers could include melee and ranged powers just shorter distances. Ranged opportunities: Melee opportunities:
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I don't think the line has been drawn and if your suggestion is that it is slipping ('much of the rare stuff in this game has been given/is easy to get now') I agree. Luckily a lot of what has been done is sort optional if a player wishes to effectively self gimp.
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Oof. I have been mulling over a "Don't lose the magic" topic. The race to vanilla-ness is.. don't get me started! To answer your question: Maybe something like Traps, which would be very unlikely to happen today.
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It's simply the choices and consequences. This concept permeates the game. CoX is very much a high level choose-your-own-path story vehicle that allows players to endlessly tinker with their characters. It is not a first person shooter/looter. Player has x amount of endurance do they choose to attack or heal = result. Player chooses to chase soft capping or +rech, these usually come with a cost.
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It would be nice but choices and consequences are a big part of this game. Trade offs typically exist for a reason... crap, I hate agreeing with @Luminara
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Holding targets does something. Immobilizing targets does something. Disorienting targets does something. Draining a target completely of endurance seems to do nothing. We can't toggle drop non-player targets. EBs and AVs seem to still be able to wield massive attacks. At a minimum, it seems we should be able to dramatically slow a target's attacks? It seems if they only need one point of endurance to attack it just doesn't feel like they are effected by endurance drain. At a maximum, no endurance could mean no attacks and no active defenses. Helplessness. Defeat. Could it be compelling to add a second path to defeating an enemy rather than just chipping away at the red bar?
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Thanks for the clarification on your position.
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I am open minded enough to ask and hear Shin's answer and then try not to quibble over it. Simple clarification regarding context. -------- -- -------- I and likely others would love to see the Brute ATO fixed if broken and would welcome a Brute buff so long as the tradeoff isn't punitive to existing characters for the benefit of mostly min/max endgame builds. This is normally my baseline.
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Shin you are saying Tanks out perform Brutes in nearly all situations? Full teams, smaller teams, <5 targets, >5 targets, even level, +4, level 20, 30, 40, 50, 50+, etc. If you are describing specifically 54/8 or hard mode content, I will not contest. --------- -- --------- It seemed to me that a Tank and a Brute were very effective together. Early in a fight, the Tank's splash damage hitting more targets with the Brute's smaller splash being able to increase the overall agro cap while quickly building fury to knockout the harder targets. Could two tanks do this? Sure, it's a fairly easy game, but not as effective with the remaining hard targets. On a steamroller team this might be nearly imperceptible but on a smaller lower level team it anecdotally seems to play out. Solo, Tankers, pre-uber build, seem to struggle a bit in general with hard targets while other melees do better.. if they can stay standing.
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@gabrilend Interesting idea. Keep 'em coming. ..and to anyone trying to say Brutes were never in the middle of Tankers and Scrappers for survivability and damage. Please see below: Scrapper Stats Survivability 7 Melee Damage 10 Ranged Damage 2 Crowd Control 4 Support 2 Pets 2 Tanker Stats Survivability 10 Melee Damage 7 Ranged Damage 2 Crowd Control 5 Support 3 Pets 2 Brute Stats Survivability 8 Melee Damage 9 Ranged Damage 2 Crowd Control 5 Support 2 Pets 2 One could say IOs brought the three a little closer and Incarnates a little closer still. I'm not a super fan of this suggestion but I like seeing interesting ideas.
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