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Everything posted by SeraphimKensai
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Knockback Attack! What cool stuff could KB do?
SeraphimKensai replied to Galaxy Brain's topic in Suggestions & Feedback
Hypothetically, Man A pushes Man B over, Man B falls on the ground. The push was gentle and likely did miniscule damage. However falling on the ground Man B takes damage, because ouch it hurts falling on the ground. Man B now gets up and uppercuts Man A. Man A falls to the ground. The uppercut hurts a lot more than getting pushed over. Falling on the ground does about the same as in scenario 1. Man A angry about getting uppercut, Spartan kicks Man B through the third floor window. Man B although hurt from the kick, is now going to take a lot more damage falling three floors to the ground. Force=Mass*Acceleration Acceleration (falling) is roughly 9.8m/s^2*time up to a terminal velocity which with an average human free falling while skydiving is about 122 miles per hour. Bringing that back into the realm of the game, I think it's a very reasonable idea to allow bonus knockback damage, if it were to ever exist, to scale based on distance traveled. Chances are depending on the power and AT modifiers, it would reduce the chance that NPCs were still alive when a Peacebringer for example popped Dawn Strike. It seems the big animosity towards knock back is that mobs get scattered and end up reducing efficiency and forcing the team to individually target the survivors. What I propose would ultimately reduce the number of survivors and therefore increase efficiency. -
And while we're at it, a fix for Placate
SeraphimKensai replied to Wavicle's topic in Suggestions & Feedback
All placates should be made AoE, even the power pool version and from fortunata hypnosis. -
Knockback Attack! What cool stuff could KB do?
SeraphimKensai replied to Galaxy Brain's topic in Suggestions & Feedback
Impact damage that scales based on the magnitude of the knockback. Maybe even turn targets/debris getting knocked back into projectiles that cause additional damage to mobs they hit? That might be a stretch but would be a fun mechanic. Also we have Repel, why not have powers that draw something in, with a negative repel value? Like how things get sucked into a tornado before getting flung, or how gravity pulls things nearer? -
Having a psi stalker that's incarnate and an incarnate Savage Melee brute, psi all the way. You want that burst and with bio it's gonna be burst.
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An option to email the build to yourself?
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What Foes, Mid-game, Drop Mutation SO's?
SeraphimKensai replied to EonRecoil's topic in Help & Support
https://strategywiki.org/wiki/City_of_Heroes/Enhancements can give you some insight, but otherwise, I would recommend if you can afford it, you can buy/create and slot in lvl 25 generic IO's, they are relatively cheap considering IO's and will last you until you hit lvl 50 allowing you to bank more influence and buy lvl 50 generics or start adding set pieces.- 1 reply
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QoL Suggestion: Lock Trays during Respec
SeraphimKensai replied to Darkneblade's topic in Suggestions & Feedback
Or perhaps just a save tray loadout option like we can save binds/window setting, and load our trays as needed. -
Can we get any more Play to Win Vendors?
SeraphimKensai replied to Bionic_Flea's topic in Suggestions & Feedback
There's nothing preventing them from adding more or making them available via bases aside of time, desire, and effort. Realistically it's probably just setting a flag on an NPC that gives them the dialogue for p2w or even null the gull, as those dialogues are already made. Putting those onto an available base NPC in theory should be super easy, about 30 seconds of work if one know what those dialogues are labeled. The question then isn't if they can, it's why have they not. So why do you suppose base NPCs aren't able to have p2w or null the gull options? -
I've been hoarding lvl 50 characters.
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Rad/Savage Tank questions from a newly returning player
SeraphimKensai replied to Redknight's topic in Tanker
Rad is an amazing tanker primary. Really strong, honestly OP. Savage Melee is it's own cup of tea, given that it's mostly DoT based, it's not a lot of upfront burst damage. That said each set has advantages towards recharge buffs so you'll always have powers recharged, and likely won't need hasten. If you don't alt around (I do, and have a 50 of every armor or melee set, so I have a little experience), I'd be content with Rad Armor, but would want something else instead of Savage Melee, probably either Titan Weapon or Rad Melee to be honest. Not to say you can't have fun with Savage Melee if that's how you wanna roll, but I don't see someone breaking any pylon records with Savage Melee. -
Back on live I had an account filled with PvP characters that each had the romanization of the names of the zanpaktous from Bleach.
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If you weren't going to do shield and had ruled out bio, I'd give a solid look towards radiation. It allows you to make a really solid tank and pairs with just about anything fairly easily.
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Will there be a PvP guide posted?
SeraphimKensai replied to Ruby Rocket's topic in PvP Build Discussion
Stack KB prot, +HP, and then give yourself a trial by fire. -
Filler-attack suggestions for a leveling Ill/Dark? :)
SeraphimKensai replied to synfoola's topic in Controller
Sands of Mu, Nemesis Staff, Black wand, and a slew of paid for temp powers can round out an attack chain. -
You could always be like me when it comes to VEATS and use an alternate build macro to swap on the fly between Night Widow/Blood Widow/Fortunata. It is really strong and versatile, at the drawback of your cooldowns pop when you swap, but it's worth it.
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I rock an Elec/cold troller and an Elec/Psi Domi. The troller is built out and is beastly at sapping/debuffing mobs. Making the Domi to pair it with drain psyche and pump out some more damage.
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build help Radiation Melee/Fiery Aura (build concept)
SeraphimKensai replied to BitLoadr's topic in Brute
Please be aware I'm not trying to be mean, but am critical for the sake of your improvement. I'm not sure what you want to do with it to be honest, the only thing that makes sense is that this is a troll build. On the chance that it's not keep reading.... Your slotting is kinda all over the place, and to be honest, just bad overall in general. I would suggest looking through the brute section at existing rad/fire brute builds. I'm not home now so no access to my PC, but a rad/fire brute can be built to be softcapped defensively to smash, lethal, fire, and cold, will decent resistances to the following. Mine can carry a whole team through a +4x8 task force, and has solo'd numerous AV's plus built for farming. Your build will have endurance and die before you kill a pack of mobs. Good luck with that t though, they can be really fun to play when well built. -
I have a 50 war mace/ice brute. It's pretty strong but it isn't a rad/fire, so it's important to note that it has a different job to perform.
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My 1st 50 on live was an Invuln/Battle Axe tank. At the time I ran perma unstoppable and teleported around due to unyielding rooting you. Regarding Battle Axe, the set had what "seemed like" higher damage attacks due to the animations, that were infact lower damage due to being a tank, and also dealing one of the most resisted damage types. Battle Axe and War Mace were essentially clones of each other aside of Battle Axe did knockdown/knockup and War Mace did stuns (and what "seemed like" a little less damage). Quite a number of years passed, and War Mace was buffed up due to how no one used it, which moved Battle Axe to the bottom of the ranks ng it seemed. And there it has remained. I agree Battle Axe could use some love, and I think I know just what would help it out.... What if Battle Axe, had a slight resistance debuff it's attacks that could stack like say sonic blast? The set would perform better at solo, and then be looked at as more team friendly as well due to helping the rest of the team as well.
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For me typically unless from the onset trying a specific challenge like +4 all dominator tf, etc. my time is precious. I don't have all day to sick around playing so I'm not going to typically want to run a +4 kill all, TF when it rewards the same amount of merits as doing a speed run. 80% of the time I'm doing a TF I'm already lvl 50 and running a full load of Set IO's so I don't need the xp. Time is precious. So if someone pulls the wool over my eyes trying to force me into PLing their toon via a task force I'm not happy, and not shy about quitting a TF and just soloing it faster than that team was progressing. TF recruiters should advertise what level the TF is going to be, know the content, and ensure their recruits are able to reasonably meet the demands of the TF.
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New Dark/Toxic blast powerset; Blight Blast
SeraphimKensai replied to Alchemystic's topic in Suggestions & Feedback
Well we're at it, could use a similar melee and control set.- 13 replies
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Oo it's a build with no context. Bet it's going to be a hot thread of the day.
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I have 4 sentinels currently: Water/bio, Rad/rad, Elec/fire, and an AR/Regen I have ranked them all in the order how they perform. I wouldn't mind if we increased cone arcs or raised some target caps or such as I would love to play my AR/Regen due to its great name: American Jesus, but it just underperforms comparing to my other sentinels.
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It's an interesting idea, but I have an issue with it in that you're rewarded for not using your secondary, so you end up being left with half a character if you want to do more damage.
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Power Set Concept - Amplification
SeraphimKensai replied to SeraphimKensai's topic in Suggestions & Feedback
Like I was saying they are essentially placeholder powers and open for discussion. I like the idea of boosting range or negative heal resistance as well. Kinectics mainstay is getting people to the damage cap. When I was coming up with the placeholder powers the only one I initially was inspired by from kinetics was the Boost Travel, it's similar to Inertia Reduction, but the idea was that it benefited people with any travel power, but more so people with teleport abilities like recall friend. The essence of the set was thinking about meaningful ways to boost secondary effects of powers for other teammates, and thus the reason for a weaker toggle version of a power boost-esque ability. The tier nine placeholder, I feel would be immensely strong, as it essentially applies a level shift by 1 to anyone in range, but is limited with a short duration and a long recharge. I thought that would be pretty unique, but not sure about the numbers for how it would play, so as it is if hypothetically it was made, I imagine it getting used for AV fights. The tier 8 placeholder I also thought interesting in that, once buffed, the rest of the team chooses how that buff effects themselves in that the buff boosts the strength of inspirations temporarily, maybe a 30 second window or so. So Amplifer toon uses Amp INSP, and then Broadsword Stalker pops a small red, but instead of it boosting damage by 25%, it's 35%. The Empath pops a sturdy and similarly gets a 10% boost to the value from their sturdy enhancement. I'm not sure if 10% is a good number balance wise, but it seemed to be a meaningful enough number without being too large of a number.- 7 replies
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