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Wavicle

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Posts posted by Wavicle

  1. Part of the problem is that there’s really no argument to be made that scrappers in general are all missing something, either offenses or defensive. It’s one of the best balanced ATs in the game. If you want a scrapper with a teleport power, they exist. If you want a scrapper with a ranged damage attack, they exist. And if you want a scrapper with a little bit of tanking ability, they exist as well.

    • Like 1
  2. 1 minute ago, Riverdusk said:

    I know one of the big suggestions in the past was to change confront to basically what they ended up making combat teleport.  Guess they still could and have it be target based and keep its single target taunt as part of it.  Could rename it "charge" or "rush" or something.  I'd still be all for that as I'd still like an improvement to a power that every scrapper has available and almost no scrapper takes (power statistics they published once bore that out as confront being one of the least chosen powers in the game).

     

     

    I have given this exact suggestion and got shouted down by everyone and their mother.

  3. Honestly, I’m not certain that I prefer the design where the ATOs are something so important that they vastly improve the character and add functionality that you just couldn’t have before. That creates too much have and have not; I don’t mean among players, I mean for yourself as you’re leveling up. If there’s something missing from an archetype I’d rather have it just added to the archetype as opposed to being something you have to buy.

    • Like 1
  4. Comparing Sentinel AoE to Blaster AoE is silly. Blasters are an outlier AT as far as damage goes because it's basically all they get.

    Comparing Sentinel AoE to SCRAPPER AoE, correctly shows that Sentinels do somewhat better AoE than the average Scrapper. Clearly not as much single target damage in MOST cases. That's where Vulnerability comes in.

    Comparing Sentinel damage to Scrapper Electric Melee should show how the ATs are relative to one another.

  5. On 11/7/2023 at 5:19 PM, Ironblade said:

    Or you can use the LFG to teleport directly to Imperious.  WAY faster than zoning to Steel to Midnighter Club to Cimerora and walking to the contact.

     

    You can also unlock Cimerora as a destination to go to from Ouroboros by getting every exploration badge in Cim.

  6. 4 hours ago, Saiyajinzoningen said:

    excellent QoL suggestion!

    Also perhaps a visual representation on/near your character

    for example

    Drops of blood that orbit your char as indicators

    this way you don't have to keep staring at your power tray

    cause..........immersion

    I love that idea, but I think it’s probably a lot harder to do than just adding more rings.

  7. 16 hours ago, biostem said:

    I'm not against the idea per se, but IIRC, there is also an indicator for the number of flood frenzy stacks under your HP/End bars as well.

    I know but it’s a pain in the ass to constantly watch that, especially since the buffs are constantly moving around, and sometimes even disappear. The rings are more consistent and easier to keep your eye on.

    • Thumbs Up 2
  8. I'd like to see a little change to the way the indicator rings around the icons in my power tray work for Savage Melee.

    Basically, I'd like a Green ring to appear when I have FOUR stacks of Blood Frenzy, in addition to the current Red ring at five stacks.

     

    This would let me know when to use my finishers in order to avoid getting Exhausted.

    • Thumbs Up 2
  9. On 11/1/2023 at 11:36 AM, BlueValkyrie said:

    SR is a fun powerset, but I've found it to be annoying on scrappers due to its lack of Taunt aura.  Evasion gives taunt for brutes and tanks but not for scrappers or stalkers; and when soloing its annoying as hell to chase down half the enemies your fighting as they go running randomly throughout the map. 

     

    Even Energy Aura gets a taunt, and a stealth, which can be a little hypocritical. 

    There's nothing "hypocritical" about it. What a bizarre misuse of the word.

    Energy Aura's Taunt aura is Entropic Aura, which increases your recharge PER ENEMY IN RANGE.

    ALL Scrappers with auras that boost per enemy in range also have Taunt. Those without don't. That is the rule, and they should stick to that rule. If you want a Scrapper with a Taunt aura there are options to do so. If you want a Scrapper WITHOUT a Taunt aura there are also options to do so and SR is one of those.

    • Like 1
  10. You are misusing THAT term too. You are not being trolled, which is to try to get a rise out of someone for no other reason.

    I GENUINELY want windows added to bases. I don't CARE which zones get represented, as long as there are at least a few options, like 3 or 4 to start.

    YOU are trolling US by putting up a poll for base options that doesn't include a write in! MY wants for the game are just as valid as yours!

  11. Just now, Rudra said:

    Are you going to have a limit as to which wall that one window can be put on so your east window isn't looking south too?


    Why on earth would such a thing matter? Put it on whichever wall you like!

     

    1 minute ago, Rudra said:

    This is a question of being fair and impartial, giving all players the same access.


    All players would have the same access. Your assertion that it would be "unfair" to those players who didn't get "their" zones represented is just that, an assertion. I disagree with that assertion. It might be a bummer, but it would not be "unfair". You are misusing the term.

  12. Just now, Rudra said:

    One window per zone would mean that every base that used a window for any given zone would have the exact same view from all windows despite them being on all possible outside looking walls. Using the city hall example, a base would have the same view of city hall on their north wall as they do on their east wall as they do on their south wall as they do on their west wall. That would be the height of inconsiderate laziness for base object additions. And that would be my guess as to why the windows we do have do not give actual exterior views, so players can have their windows at least without having to wonder why all windows have the exact same view of city hall.


    an easy solution: only one window per base

  13. Just now, Rudra said:

    How do you figure? Say for instance this is done, and using Atlas Park as the example, we get one window that looks out on City Hall. And that look is from street level. However, a player wants to have a window that looks out on City Hall from 5 stories up because their base is the 5th floor of a random building. Or someone else wants a window that looks out on the warehouse sector with it s Vahzilok and Clockwork. Or maybe the player wants a window view that shows the gate to Perez Park. Given that our bases are not actually in or part of any zone for a single window model to actually allow a look out on the desired zone, a different window for every possible location players would want views of from the relevant elevations their bases are supposed to be at would be needed. And that is before you get into any aerial bases with their zone overlook view.


    You are inventing this problem.

     

    I never said that you could have whatever window you wanted.

     

    One window per zone, that’s all I’m asking for. And not even every zone in the game. It’s up to the devs what floor they want to put it on and which zones would be made available.

  14. 9 minutes ago, Rudra said:

    Uhm... how would that even work since our bases are not in or part of any zone? To do this, the devs would have to make windows with a locked view of a specific view of each zone from a specific elevation in each zone. That would require a LOT of different windows, I'd wager at least a million different windows, per zone.


    it would only require one window for each zone that was made available.

  15. 6 hours ago, TimesSeven said:

    Glue Arrow doesn't do anything that Oil Slick doesn't do better. Oil Slick slows, debuffs defense, causes damage, has KD, and also has a -50000 jump height.  It's better in almost every way. 

     

    The -40% recharge doesn't stack so, while it's nice, doesn't make up for the pointlessness of GA.  And just like EVERYONE else has said on the board, using Oil Slick's -50000% jump height debuff in conjunction with Glue Arrow, WON'T stop the enemies from jump anyway. So it makes this ability a wash. And if the ability doesn't work on corners or as a stop-gap then unless you plan to stand in front of them and let yourself be a target, I don't see a real use for it. 

     

    However, it does have ONE small redeeming characteristic -- if you proc Ice Mistral's: Chance for Cold Damage, then it becomes a weak AOE attack -- IF it ticks. And since the slow doesn't stack, well...

     

    But Oil Slick is on a very long recharge and Glue is easily up all the time. So you can't use Oil Slick on every group to keep enemies contained. But hey, if it doesn't work for your playstyle, then drop it.

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