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Wavicle

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Everything posted by Wavicle

  1. I think any additional buff I haven't already outlined would be specific to the Peacebringer's damage dealing ability, but that might be more than is necessary.
  2. Extended range of Dwarf form Taunt powers when in tank stance.
  3. Probably the tank stance should NOT be able to be used as a Break Free, to reserve that feature for the Dwarf Form.
  4. Moved the human form taunt aura to the S/L shield, but still requires the tanking stance to be on to be active. This way the taunt aura is not available at level 1 though the rest of the effects of the tanking stance for the human form are.
  5. @Doomrider When the toggle is active the Warshade would also get taunt added to its Dwarf Mire.
  6. Well, bottom end performance would be improved by being able to tank in any form. But hitting the caps is currently so easy with the passive inherent and self buffs, especially for WS, it almost would be a buff to the bottom end.
  7. Slightly modified wording regarding toggle suppression to include most pool power toggles.
  8. Do people feel like Form Toggle Suppression also needs to apply to pool powers such as CJ, Stealth, Leadership, Fighting, etc? It hadn't occurred to me. Maybe it should...
  9. I think it would make human-only more viable from level 1, right now human form is pretty difficult until later, but I think it would really shine on multi form Khelds.
  10. How so? I made it so it works in all three forms, allows you to tank in all three forms, yet gives advantage to turning it off in Nova and Human in certain situations... I specifically see it as an aid to multi form play.
  11. The inherent toggle would have no end cost and no recharge, or very little recharge. You could turn it on and off whenever you wanted.
  12. Two other bugs I've noticed: SImilar to the Brute, Tanker is showing "Inherents" entry on enhancement screen that shouldn't be there. Similar to what Riverdusk reported above, on my Electric Armor Tanker my mez protection toggle is saying it gives Tohit Resistance which it does not.
  13. I think it is very difficult to make a case that Scrappers need ANY improvement either offensively or defensively. Therefore, I think any change to Confront needs to only make it better at what it is really already about: Aiding a teammate. What if Confront was changed to Intervene: You cast it on an ALLY and it gives you their threat for a few seconds?
  14. The problem is I don't think Scrappers actually need any improvement AT wide either offensively or defensively. Sure, specific sets need looking at, but I don't see what you could add to Confront that would be useful but not overpowered.
  15. Please look carefully at what I did. It’s pretty loose. Every attack has multiple options to follow it.
  16. Forgot to say toggle suppression would include Warshade Orbiting Death.
  17. Why would it be terrible for tri forms?
  18. I don't know how it feels on all the other sets, but on my Claws/Regen Brute and my Elec/Elec Tanker I am loving these changes.
  19. You got me. I can't think of a fix for Confront that isn't either pointless, overpowered, or too radical a change to the power to make sense. Anybody have any ideas?
  20. Change all Placate powers in Stalker Primaries into PBAoE effects with a radius almost as large as the current range of Placate. Call it Vanish. Remove the AoE Placate from Ninjitsu and replace it with a passive with Res to all, KB protection, and a small Endurance buff.
  21. Some quick ideas (quick to think of, not necessarily to implement): Dark Melee: Significantly increase the damage of Dark Consumption. Dual Blades: Add bonus damage to each Combo effect. Martial Arts: Create a simple combo system for MA. In addition to its current effects each attack provides a buff called Chi Flow that will improve the damage of one of several other attacks if used within a few seconds. The effects don't stack, but can be chained. For Scrappers, Brutes, and Tankers: Thunder Kick buffs the next Storm Kick, Cobra Strike, or Crane Kick. Storm Kick buffs the next Thunder Kick, Cobra Strike, or Crane Kick. Cobra Strike buffs the next Crane Kick, Crippling Axe Kick, or Dragon's Tail. Crane Kick buffs the next Cobra Strike, Crippling Axe Kick, or Dragon's Tail. Crippling Axe Kick buffs the next Dragon's Tail or Eagle's Claw. Dragon's Tail buffs the next Eagle's Claw, Thunder Kick, or Storm Kick. For Stalkers: Thunder Kick buffs the next Storm Kick, Crippling Axe Kick, or Assassin's Blow. Storm Kick buffs the next Thunder Kick, Crippling Axe Kick, or Assassin's Blow. (Also, add a small AoE to Storm Kick when it crits for Stalkers) Crippling Axe Kick buffs the next Assassin's Blow, Cobra Strike, or Crane Kick. Assassin's Blow buffs the next Cobra Strike, Crane Kick, or Eagle's Claw. Cobra Strike buffs the next Crane Kick, Eagle's Claw, Thunder Kick, or Storm Kick. Crane Kick buffs the next Cobra Strike, Eagle's Claw, Thunder Kick, or Storm Kick. Energy Melee: Give all EM attacks except Energy Transfer and Assassin's Strike a chance to give a buff called Power Spike that makes the next ET within a few seconds use the original animation. Activating Build Up or Placate significantly increases this chance. Gaining Power Spike causes a small AoE. Stone Melee: Add moderate damage to Fault. Super Strength: Add moderate damage to Hand Clap and reduce the recharge somewhat. Slightly increase the base damage of all other attacks. Slightly lower the damage bonus of Rage, but also remove or greatly reduce the crash. Or make it a toggle maybe.
  22. Wait until they redo the AT as a whole, then we'll see what the sets need individually.
  23. This is a revised version of my earlier idea. First, increase the Damage cap for both Kheldian ATs to 500%. Next, make the human form toggles (the Res toggles, Shadow Cloak, Orbiting Death, Inky Aspect, Combat Flight, and Energy Flight, but NOT Phase Shift, Group Flight, or Quantum Acceleration; also most pool power toggles including Combat Jumping, Fighting pool, Leadership pool, but not Phase Shift, etc.) Suppress instead of detoggling when you switch forms. Finally, give both ATs an inherent toggle (not slottable) at level 1 that costs no end, has no recharge or very short recharge, and can be up in any form, that you turn on if you want to tank, regardless of form. We can call it Astral Aggression/Ebon Aggression. It will have slightly different effects depending on your form. In Human form the toggle will add a taunt aura to your Smashing/Lethal Resistance shield and add a taunt to most of your attacks, it will also give you a small amount of protection from Hold, Sleep, and Stun. Cannot be activated while currently mezzed. In Nova form the toggle will give you a moderate damage penalty and you will not get a taunt aura but you will still get taunt in your attacks and the same small mez protection buff. In Dwarf form the toggle will give you the taunt aura and a small bonus to defense (again, not slottable). When active the Warshade would also get taunt added to its Dwarf Mire and both ATs Dwarf Antagonize would get extended range. That should do it. (Standard code rant, of course none of this is easy, and the numbers would have to be balanced correctly.)
  24. It's fine for you to feel that way and to express it, although I think it's nuts. I also think adding higher, and why not lower too, difficulty options is a great idea. But I think but to suggest that our tiny volunteer dev team try to rebalance existing content, that really is fine for people with SOs, rather than trying to create new more challenging content (eventually, we hope) is a bad use of resources.
  25. Rose colored glasses. The game is better now than it ever has been.
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