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brass_eagle

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Everything posted by brass_eagle

  1. I love the way you have said this so elegantly. Brutes have not been nerfed. Comparison is important for balance--but history and context is even more so. Brutes have always done well. Even with "slows" or "ice armor"... Fury was more than okay. The AoE increase (subjectively) makes some sets feel like they were supposed to though. Maybe that's cause for a review on some of the dinky (ONLY) 8 ft PBAoEs in underperforming sets. Maybe not. But you have said here the crux-- It's not that Brutes are underperforming... it's now that someone has something I don't.
  2. What I can provide additionally (if it may help), is when dragging the power to chat it reads as [Mark & Recall]. Maybe Burk is right here. Here is a screenshot that hopefully helps-- ***please ignore my corny name
  3. Getting back to Presence (sorry to derail--I contributed heavily to that and accept fault), I do think @tidge has one of the better suggestions. If none of the first 3 powers [Pacify] [Provoke] [Intimidate](or whatever it is called) are going to get reworked, they should be selectable on the same / earlier levels. Intimidate is probably the worst Tier 3 (position) power out of all the power pools. As others have said Unrelenting is just awesome, if you can work it in. There is simply nothing else like having ~3% of your health heal each tick for 30s *with extra buffs* and an alternate self-rez function. It is debatably one of the best pool power tier 5's. Invoke Panic is mid to low tier... but fun to shout at your enemies (for me)! I've tried to do concept builds with defenders that pretend to be controllers... and Invoke Panic is the first thing to cut when I am struggling to fit powers in. A lot of that is because the first two powers I have to pick... I don't use. Please, please! Make it easier for me to scream when I'm not sonic! Yay! ==Trying to give you my player's perspective when making choices, even for "for fun" builds== My design approach would be to alter [Invoke Panic] in a homecoming way, so it is a little more desirable, then have it replace [Intimidate]. Not many people will miss a heavily nerfed single target fear. Give Presence a new Tier 4 capstone (not workshopped here). Give [Pacify] AoE, but with an accuracy penalty so it is *useable* in multiple situations. Follow @biostem's remark on giving [Provoke] some -range, say -40%*** at least. Increase the duration so it is not pitiful. And now you have a handful of marginally desireable powers that can be used in concept, or if someone really desires the effect. My design approach here is to have the first pick still be useful when enhanced, and not stepping stones or "taxes". ***Doesn't have to be -range, but I never agreed with the original philosophy for pool powers as the game evolved through the years. You do not have to have powers that are penalized 'just because' then penalized further because you are not the archetype that would not normally have that power. The pool power + AT modifiers are a bit overly harsh sometimes. I don't ever want to pick up a taunt [Provoke] with accuracy penalties, with pool power penalties, with target limit penalties, that only lasts 3 seconds. I'll stop there. Great suggestions I've seen, it has been talked about before... just wanted to get back on track for the OP.
  4. Just a thought, there is a "LAG" toggle macro that has been circulating around Excelsior-- /macro_image "originicon_natural" "LAG Toggle" "++noparticles" I do not know who created it or I would give credit. You can click it to turn particles off and on. If this works for folks complaining then with would suggest the density of players and their power effects are to blame. Bring back naked Hami raids! More anecdotally on topic, I've been on leagues that have had more than 10 Kronos spawn in Talos (sequentially) and any lag mostly occurs when the players congregate. Especially stormies! (no hate). Nothing major except stuttering when 24 players are blasting away. Disclaimer: just my experience. There may be something a dum dum like me doesn't know.
  5. So, I have been playing around with characters that work in and make use of enflame consistently. I have a new respect for the power, personally... Great work. It is worth it. However, the timer really needs to be longer. I understand you might not want infinite (AFK abuse, etc.), but if I invest 3 powers outside of my primaries in lieu of Leadership or Fighting pools, I would like a power that I don't have to babysit. **edit Currently the power will toggle off after 1 minute. It is a very good damage aura that requires somewhat easy-to-come by situations to use, but the player still needs to be cognizant because of the Fear aspect. Please consider extending this timer. If on a friendly target, I'd like 5 minutes. Though I can easily see 2 minutes or 3 minutes greatly improving the power. I'm still paying the endurance the entire time. Make the recharge a bit longer if there is worry about balance. Right now, the power is good but kind of un-fun with it's babysitting aspects considering investment. Thanks! **As an aside, I know there have been plenty that have expressed distaste for timers on toggles. I do think they are appropriate in certain cases. However, Enflame will detoggle if your target gets to far or goes up an elevator. The distance is not exorbitant either (**edit was asked to clarify... it about 300yds it will detoggle, with my limited measuring tools). I think this would be enough to balance most cases. A more generous timer would make this power more enticing though.
  6. While I said that in a joking manner, I dare you to ask in general / LFG / any global chat channel if Flurry is 'fast'. CoH context = animation time is very slow. Maybe I need /s more often. Because internet.
  7. Well--this is a debateable point. It isn't very speedy in CoH context!! xD
  8. I'd like to just bump this. I have now been running tips teams while leveling just for some Between Realities credit 'here' and 'there'. It's much more enticing (when broadcasting) if the people who don't read the forums can see this power exists via [LINK]. I guess what I am saying is this seems like a small fix for something that has a larger community impact. Team leaders (great for the community) love it being made easy on them!!
  9. I do like to think we see things a little differently 23 years later. I'm okay with Flurry not existing. I know people quite enjoyed it.... in 2002. That's about it. Maybe those Dark Melee / Flurry *PUNCH* *PUNCH* *PUNCH* builds were a hoot. But, I'm okay with that being two decades ago.
  10. Search-fu on topics discussed before is great, but I'd also like people new to the community to share their thoughts without necroing a thread. Personal preference.
  11. I'd wager it's about getting some use out of the first two picks before. The only one I do is Pacify for my squishies tbh. Invoke Panic I try to work in for fun builds, but often can't. Would be nice if that would be a viable choice.
  12. The version of Dark Blast - [Gloom] for Sentinels is still 1.67s cast time. This does not seem appropriate with the blaster [Gloom] changed back to it's original 1.1s cast time. Consistent with the original set. This is all considering [Fire Blast] got changed back 1.2s (original) cast time for Sentinels. The most requested damage set gets attention, but the less played ones don't. There's a lack of consistency and attention to favorites! Please consider changing as I assume this is an oversight/bug!
  13. The Shadow Simulacrums in Posi 1 TF will not be fully defeated until a Storm Cell from a doggleganger times out (someone is using Storm Blast). The objective waits until the Storm Cell disappears to clear. Obviously not a huge deal here, but I can see it causing problems in the future when using the doggleganger tech for whatever strange spaghetti code reason.
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  14. When playing my 2nd Arsenal dominator, I focused heavily on control. She's in the late 20s in level now, but I've noticed she has a really hard time building domination. This seems to be due to the fact that only 3 powers (she only has two of these) in the set actually build domination... Tranq, Cryo Ray, and Flashbang. I know there's some complicated stuff behind the scenes with the other patch/pet powers, but is there anyway domination build up could be added to them?
  15. Congratulations and a big thank you to the team! Amazing work.
  16. Along the lines of the Safeguard side missions badge... 'Agent Watkins' arc badge 'The Greater Good Badge' also only completes for the leader. I don't like this for multiple reasons... as an arc that has you replay for multiple badges, this forces you to play alone in order to get the badge or accept the rest of your flashback TF teammates will not get the badge. While I understand there are some Solo personal stories in this MMO, I think you would want to encourage players to form groups for a variety of content. This design discourages that and this is a social game. Please consider changing this badge (and all the arc's badges if necessary) to team credit. Few other badges work like this, and it is counter-intuitive. I only discovered this when forming a team to go through the badges for the Protector of Paragon City accolade pre-update.
  17. My memory was a bit off there eh? Yeah, you are right there about the VEATs. Either way, it is the enhancement-flag preventing it if prevailing spaghetti code wisdom follows. Whether it should be enhanceable (affected by HOs / Cardiac / enable resistance enh) or increased by buffs is up to the team. The biggest implication is for Clarion holders and Dominators... since Link Minds is in the same scenario and a good chuck of sets have "Power Up".
  18. This is the correct answer. It's the same reason "Power Up" for Dominators does not affect "Link Minds". It does not take resist-focused enhancements / sets, but it is resist-enhanceable via Hami-Os. Ergo, no outside boost affects it. You sorta saw that sort of design take front row when Widows were introduced as an Archetype (same issue I believe). "Mind Link" is not enhanceable by recharge-focused enhancements. Then IOs came along.
  19. The "color tintable" version of Placate for Bane Spider's causes another mace weapon redraw. The original version does not.
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  20. Second time I've encountered this.. Doing Darren Wade's arc (normally and not through Ouro), there's a point where he want's you to talk to Ashely McKnight. Talking to her does nothing, and you cannot move forward in the arc:
  21. I know MM Ninja's were changed somewhat recently. I did not take part in open beta testing of that so not sure if this came up-- Can Oni's Rain of Fire be changed to persist after his target is 'arrested'? Currently Rain of Fire can last the full duration or... less than a second if I set all my minions on one target. Just edit to add in-- I almost never see it last the full 15 seconds. It's almost always on the shorter end.
  22. This could always be changed to have different effects on friend/foe; alive/dead targets. Like the rez in Nature. Just a thought. Can do both. It's a power that requires two other power picks. Opportunity cost.
  23. The prisoners "Melt Armor" debuff power seems to have something wrong with it's visual effect. Has a weird see-through flickering mesh: I was attacked by the 'Charmageddon' named variety mob:
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