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Everything posted by SeraphimKensai
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Hahahaha. Thanks for the great laugh. I needed that.
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Suggestion - New Inspirations
SeraphimKensai replied to Save-vs-DM's topic in Suggestions & Feedback
The original devs said no to that as people would just fully convert over an entire tray to tier 3 inspirations, by buying the tier 1 inspirations at a vendor. -
It is 2019: How would you update the city?
SeraphimKensai replied to Techwright's topic in General Discussion
Maybe rebuild the Talos Arena. Perhaps make it like a super arena for people to sit in the bleachers and watch people duel it out or even PvP teams battle like it's a football match. -
Well as a moderately experienced player having leveled up over 300 lvl 50 characters over the years (surprisingly I just got my first lvl 50 mm as I never got into the AT before but that's just an aside), I can offer my opinion primarily as someone who mained an Empath for years, and like all opinions, everyone has one. In my experience the only players to have issue with kinetics or dark miasma's style of healing have been new players who don't understand the mechanics of how the various powers work, they seem more akin to seeing green numbers over their heads via empathy. This is corrected with experience. Eventually people learn what their character can and can't handle, they learn when is an appropriate time to come in for a buff or when to play on the wings or another floor sometimes. People playing their characters are ultimately responsible for their own actions. I don't try to go out on a limb and jeopardize the rest of the team for the sake of the individual. With that in mind it's important for people to learn how support sets function even if they choose not to play them. Kinetics was built from the ground up by design to be the ultimate support for melee characters. Dark Miasma on the other hand was designed as a ranged support (the reason it also has a to hit debuff component as most ranged characters typically didn't have any defense, this is before IO's and even epic powersets). Ranged characters especially Blasters with high damage caps benefit tremendously from melee centric buffs like fulcrum shift as they typically also have PBAoE attacks to quickly decimate any opposition. That all said, and I know it's a lot, is that my opinion is that kinetics doesn't need to be changed (unless of course they want to let speed boost/increased density work on the caster too).
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The idea behind a kickball team is to achieve a reasonable balance of teams. The control AT's have a niche role in that to freeze someone for a coordinated spike in the first place. I'll agree that solo they aren't the most viable option and never will have the highest kill count. Melee as it is now seems to be mostly disruption aside of stalkers, which disrupting the other team is an important aspect of team based PvP. I'm not opposed toggle drops. Negative range is interesting, as that's one of the effects of taunt. Movement has always, been one of the most important aspects of PvP and likely will, but people often forget that communication is critical in team based PvP (that's why teams on voice comms will outshine a group just thrown together not on comms about 90% of the time). I don't ever see those 2 parts of PvP changing, and nobody wants travel suppression back (aside of the old traps mm).
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Oh the fun times of loading 400 wolves or freaks into a burning dumpster.
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Suggestion - New Inspirations
SeraphimKensai replied to Save-vs-DM's topic in Suggestions & Feedback
If the length of their duration was standardized to other Skittles it would be interesting. The biggest issue though with it is in PvP. One of the greatest coaches of all-time Herb Brooks once said "the legs feed the wolf". In PvP movement is life, if you're standing still you're dead. So an inspiration that boosts movement speed would cause a significant ripple in PvP in this game. That said, the community would adapt as we've done time and again. On a related note: I thought the other night about inspirations and thought and interesting theoretical incarnate power to choose to specialize in an inspiration allowing you to boost the value of inspirations or the durations of the type your specialize in would be interesting. -
Honestly Trick Arrow in general could use some love as it's one if not the least played powerset in the game. The overall concept is cool, but the debuff values of the arrows do little to compete against other powersets that an individual could take. I don't have the most Trick Arrow experience though only, as I've only played the set up to 50 on 2 toons (ta/psi defender on live, and a demon/ta mm here). *That demon pets will ignite oil slick as well.
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Problem for stone armor brutes
SeraphimKensai replied to HornyBeast's topic in Suggestions & Feedback
About a month ago, I started a thread to take a look at redesigning Stone Armor that ended up having some decent ideas and conversation tossed about. It's Linked Here, if anyone is interested in checking out the discussion. All in all, I haven't encountered anyone that would be opposed to addressing some of Stone Armor's issues. -
The idea of dailies could be an interesting concept to get more activity in otherwise empty zones. That said, I would be strongly against the idea of permanent buffs for grinding them out as it will further skew the balance of the game. I'm not opposed to badges for collectors, or even temporary buffs that a player can receive for completing some kind of daily task (on the condition of course that these are disabled in PvP, so it doesn't really skew the balance there). Temporary buffs, allow the activity to be repeated down the road to re-earn whatever boon that.may be awarded.
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I have a lvl 50 elec/cold. It works quite well in PvE sapping targets, and heavily debuffing them via Benumb/Infrigidate/Snowstorm. It doesn't however do much damage at all. It's a fun team based build, but I wouldn't try to solo much with it, as it would take forever to actually kill something.
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Check the previous patch notes. About 2 months ago it was changed to suppress invisibility when you attack. It requires more end/second to use, and investment of a power in either stealth or grant invisibility to get access to.
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WHILE WE'RE AT IT, LET'S GET TANKER PRIMARIES PROLIFERATED TO DEFENDERS AND CONTROLLERS AS SECONDARIES. ALSO LET'S GET MASTERMIND PRIMARIES PROLIFERATED TO TANKS AS SECONDARIES.
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Not sure but I noticed the other day the flight poses weren't working for me, but I didn't press it enough to see if a toggle was interfering or not.
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I've played every AT to 50, with often times tons of time spent with each across all content (mm is my newest AT that I'm getting the hang of still, but the others I'm pretty decent at). Warshade plays somewhat similar to a PB, albeit it relies on using mob density for it's main mechanic. Warshades shine brightest when they are surrounded by tons of mobs. The main thing is to arrive for enough global recharge to perma Eclipse, then it's basically the same as perma lightform as long as you hit enough mobs. Stygian Circle it's AOE heal is the same, more bang for you buck the more you hit. It has a PBAoE Dot toggle, dark extraction, your nuke, etc. Sunless and Dwarf Mire each work the same way, the more mobs they hit the more damage you will do (that's in place of buildup). Because it's all about mob density/aoes, it pairs extremely well with stealth. You have a stealth power in your secondary, and you can slot a stealth IO into Sprint. That will let you position yourself to pick your engagements. Also with stealth, you have an inherent recall friend so you can help tf's speed up missions as well. It's a fun AT to play, and I'd argue the most complex in the game, especially if you go 3 form, and juggle all the mechanics.
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issue 26 Patch Notes for October 29th, 2019
SeraphimKensai replied to The Curator's topic in Patch Notes Discussion
Nice, but was hoping for the rage update as well. -
Could always change it to Freem. Joke aside, it is useful in Hammi raids and Shard TFs if people are careful. The biggest issue I see with it is that the speed of those in the group is not the speed of the one with the power, if they could fix that alone it would make it a better situational power. Otherwise, radical idea changing it to Grant Flight, targeted AoE 2 minutes of flight. So if someone has the buff it's like a temp jetpack on them for 2 minutes and the time is something for them to manage (either land or get a rebuff in time).
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So far on HC I have the following: Ill/Dark - Incarnate/Io Grav/Sonic - Incarnate/Io Fire/Pain - Incarnate/Io Earth/Thermal - lvl 38/Io Ice/Poison - lvl 33 Dark/Rad - lvl 50 Elec/Cold - lvl 50 The Illusion/Dark troller has the most pets a controller can have, but also likely the least control a controller can have. It's fun constantly dropping PA/Fluffy etc on targets. Dark has great sustain/utility. Drawback is that SI and the stealth from Dark are mutually exclusive so it comes down to a help yourself or your team. The grav/sonic is really good at positioning mobs into a corner where I have sing with disruption field and liquefy. Using the impact mechanic it does pretty good damage. Synergistic with a traps or devices player as well. The fire/pain does pretty good damage as fire imps are damage buffed via pain, plus healed. Hot feet, fire cages, and bonefire (with a kb to kd proc) really make the combo shine. Earth/thermal - really strong controls and defense debuffing along with a pbaoe self heal that also heals animate stone and any allies nearby. Heat exhaustion and Melt Armor are also stellar. Ice/poison - strong debuffs between the ice controls and poison powers. 2 single target holds for stacking on bosses/AV's. Artic air/ice slick. Shiver has a wider cone than neurotoxic breath. Noxious gas is fun great. Poison Trap should be noted that it's different than the traps set in that this one is mainly a sleep rather than a huge Regen debuff. Dark/rad - really strong soft controls. Floors enemy chance to hit between dark control and rad infection. Serious debuffs. AM. Elec/cold - only multi hitting sleep, strong at sapping, good end management. Infrigidate is a proc monster, heatloss synergizes well with the end sapping nature of the build. Defense shields for the Gremlins. All the combos are fun and have reasonable synergy between them creating some potentially powerful controllers.
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I had that thought as well to a degree, and have started trying my hand at making a mini taskforce via AE. Albeit, I'm not very experienced at making content on the AE, I suppose it would be a good opportunity to gain experience. For the AE taskforce, I'm aiming at making it a high level (I'm going to test whether to do lvl 50 or lvl 46, basically whether or not incarnate powers can be used), and hopefully difficult challenge for players. I originally thought, and still think this would work as a great zone wide event like rikti dropship raids and such to have another "raid like" event for our playerbase. AE content is hard capped at no more than 5 missions, but I've seen some good arcs have multiple parts, extending their overall length past 5 missions. That said the overall length should be long enough for storytelling purposes, but not unnecessarily artificially add to the length just to make it take longer. That said, I can open the discussion here towards possible mission ideas, as our community is a very creative and constructive one. Story background, the Nictus led by Arkhan and Requiem have been preparing to launch an invasion on Earth for a long time, a lone Nictus refugee defects to join the Warshades and inform Shadowstar of the pending Invasion... Mission Ideas I've thought up so far: 1. Investigate the Nictus Invasion, the refugee gave Shadowstar the location of one of the invasion cells that Arkhan had been working at, players arrive to investigate as Shadowstar rallies help in the rear. 2. Pursue Arkhan, the refugee was right Arkhan was there but narrowly escaped, pursue her to find out more about the pending invasion. Discover a clue to lead you to the next location. 3. Infiltrate the Base, steal the schematics for the Quantum Technology. Arkhan and Requiem are meeting, both retreat. 4. Defend Striga Isle, Arkhan has unleashed her Nictus expeditionary forces to take over Striga Isle, by planting Shadow Cysts. Destroy them all. 5. Hold the Line, Arkhan has attacked Peregrine Island. Hold her forces at Bay until help arrives. Requiem arrives to assist Arkhan, and deals a cripplingly blow to the resistance. Retreat to regroup with Shadowstar. Any thoughts? Mission ideas? Ultimately I'm looking to segue the AE arc to a point that would make sense for a possible zone wide invasion based event.
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I always liked the Cysts, because they presented a challenge to a regular team especially if they caught them unaware. I've always been one for having a decent challenge, and cysts were one of the toughest npc spawns in the game if they weren't dealt with right away.