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Saiyajinzoningen

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Everything posted by Saiyajinzoningen

  1. theres lots of ways this can be implemented, it could be a toggle accolade, a new incarnate choice, a global IO, null the gull. the possibilities are endless
  2. the power pool powers are easily to implement because there are less powers and are therefore easier to balance. COH code is really really really complex so while wind power is on the docket there are higher priority things to implement and fix. Remember the devs here are UNPAID they do this for love. All good things come in time
  3. acrobatics provides a slight hold resistance, target those mentalists 1st and lock them down, do u mean sapper? if not whats a zapper? if so destiny ageless if a great solution to deal with end draining foes
  4. this sounds like a classic paladin class, everyone hates paladins cause they are super boring and tedious.................not
  5. Yes agreed detention field should be an ordinary hold, however the issue ive noticed is high level players find FF obsolete since they have their defenses capped already. so i propose in addition to the change to detention field, an offensive component to FF (GASP!) how about FF reflects 10% of its damage back to the attacker maybe the damage should scale or something. i dunno
  6. i agree this power is strange, it also accepts slow enhancements but the slow effect doesn't seem to be enhanced.
  7. if knockback is such a benefit does that technically mean we are asking for a nerf?
  8. Yes one IO can benefit some sets entirely such as steadfast protection giving knockback protection greatly benefits both fire and dark melee since they have no built in KB protection. the next issue is both KB and KD are unreliable. for example Fire sets enemy ablaze every time Ice slows everytime Dark -tohitdebuff every time Rad -defense everytime sonic -resist everytime elec - drains end everytime (returns end to player sometimes is the proc) Its difficult to use CC effectively if its unreliable. Im not saying give EB 100% chance for KB or KD. What i am saying is KB is more complex to use than other CC abilities AND its unreliable this makes it unfeasible for some users but not unplayable
  9. i dunno man previous threads have already shown the sudden acceleration set makes no sense, all parts increase KB except for the proc that removes it completely rendering the entire sets purpose weirdly useless I cant say they are wrong everyone is entitled to their own opinion i just dont understand the point of view that if people were given the OPTION, to change KB to KD globally that it would somehow diminish their playstyle.
  10. dude every month theres a push for this i agree but too many people are against having more options
  11. combat jumping provides excellent air control and immobilization protection, i do like hover but IMO CJ is the better power.
  12. fly is amazing for a number of reasons built in knockback protection reduces enemy attacks to be mostly ranged easy to use compared to other travel powers feels great. As a side note, u can slot swift with fly enhancements to make hover faster. there are also set bonuses that enhance travel power speeds as well as incarnate powers. Also with all the teleport options currently available u can avoid nearly all travel times regardless.
  13. i have 3 brutes, 2 scrappers, a blaster, a dominator, a corrupter, peacebringer, and a MM all capable of farming 4x8 fairly easily. I could probably create a defender to do the same. Its all about the build bro. im not saying defenders could'nt use some love (god could they) but with a little creativity and a crapton of inf a dps defender can probably farm. As far as mag protection goes we have acrobatics and thats a mag 2 i do think it should be a mag 3, or at least can accept enhancements that improves its efficacy.
  14. so....forgive me for this possible oversimplification, but u want all AT's to become DPS?
  15. umm maybe u got debuffed by rikti monkey death farts? just kidding. maybe...lol
  16. i cant argue with your numbers cause numbers dont lie but; your 1`st example is rendered inconsistent due to streakbreaker, while your second is always consistent. Also im not sure about the npc must attack you 100 times before streakbreaker kicks in. I dont afk anything and i see it kick in all the time for my foes and im certainly not letting them attack me 100 times. maybe streakbreaker needs to be tested?
  17. while i do love more options i am against walls of text.
  18. i agree streakbreaker should only be available for pvp, Vanden see counterpoint 1
  19. while i do agree the game becomes way too easy when you are tricked out at level 50, & i also agree that more end game content is needed. I firmly believe that the difficulty should go in another direction. i've found 4 man teams to be much more fun than mindless steamrolling with 8. perhaps throwing a crapload of minions is obsolete for incarnate heroes. change the minions into lieutenants, the lieuts into bosses, and the bosses into EB's. so each mob would consist of 2 EB's, 4 bosses and 8 lieuts. this difficulty would be higher than 4x8 and only available to those who had unlocked all incarnate slots.
  20. omg a pvp bank robbing Que-able task/strike force. I freaking love it!
  21. personally if they just switch Stuns animation and cast time with Energy transfer i think id be happy a small change for a huge improvement.
  22. i dunno man seems like we can use the sonic animation on the mental control set and achieve similar functions. more options are always nice
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