Jump to content

Wavicle

Members
  • Posts

    5254
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Wavicle

  1. Regarding sets that already have teleports: Those are on Much higher timers and do not require a target, so it doesn't exactly duplicate abilities. Yes, absolutely I agree a Dash ability would make more sense for many of those sets. But there's a problem. There's no such thing in the game as dash abilities. There are teleports. My suggestion is actually doable with currently existing resources. Conceptually it IS a dash, mechanically it has to be teleport. No to fear. The power cannot add real survivability or dps increase of any kind except for the gap closer aspect itself.
  2. I originally considered trying to design a variety of them, some Teleport self, some Teleport foe, etc, but I decided the bonus to in combat movement was unique enough that the whole AT would benefit from it.
  3. It's going to be a No to any idea that requires Knockback slotting for full damage.
  4. No, do not increase the damage with the magnitude of the knockback. That just means that people have to slot knockback in order to get full damage on their attacks. That would be stupid.
  5. I explained that already. Replace it with bo ryaku Or a version of it that also has some endurance.
  6. @siolfirNo problem, set the target cap to like 30 or whatever you want. Though it seems to me 16 should be plenty. Hell set it to 255 if you want.
  7. As a PBAoE with a radius of the current range it will still work on ranged targets.
  8. No, it’s a single target ranged ability unfortunately.
  9. Make Placate into a PBAoE with a radius equal to the current range. Change the name of the power to Vanish. Remove the PBAoE placate from Stalker Ninjitsu and replace it with Bo Ryaku, the passive that gives KB protection and Res to all, or a version of it that does that and a bonus to Endurance Recovery.
  10. With some necessary breaking of the cottage rule, let us make Confront worth taking. Let us turn it into a true Gap Closer for Scrappers, giving them the unique status of being the most mobile melee toon. Specifically, a Teleport ability that requires an enemy target and puts you at your targets location. The -Range component is replaced with a very short, high magnitude immobilize effect. They would retain the current Taunting power but the recharge would have to be much longer, maybe 25 seconds. They could keep the current range (maybe slightly shorter, say 60 feet) and the current animations, though perhaps shave some time off if possible, preferably closer to 1 second. You taunt (and immobilize) and then immediately teleport to your target. I don't think this should be available as a pool power, and I don't know about Widows. But for Scrappers I think this would be unique, fun, and not game breaking. It would make the powers nice to have, but not must have.
  11. People are Still sometimes showing as on mission map when they are actually in sg base.
  12. It's called Integration and you already have it. Regen is not underpowered. People just think they can play it without using the clicks and that's dumb.
  13. Although I agree it would be neat if slotting knockback was actually useful, I do feel like a lot of people in this thread are severely underestimating how powerful knockback already is.
  14. Oh we're keeping the animations.
  15. Better still, change Confront in almost every set that gets it. Make them all into gap closer powers, but make them all different kinds of gap closers. One could teleport your target, one could teleport you, one could grant you speed, one could immobilize your opponent, etc, etc.
  16. Radio missions were Designed to be easy. So it isn't super surprising that content is now easily steamrolled by teams OF PEOPLE WHO ARE OVERGEARED FOR THAT CONTENT. Take you Controller on a team into the Shadow Shard or Dark Astoria. Crowd control is still plenty valuable in those places.
  17. It's not map dependent. And if it wasn't RNG it would be ridiculously powerful.
  18. well, kb to kd can be potent too. They're both good.
  19. Yea...increasing the volume of like 5 or 6 powers in each of three powersets may be a little beyond my capability. I appreciate that this capability exists though.
  20. Like I said, every hit sounds like a miss. Compare the volume to any melee set other than Savage or Staff.
  21. Not joking: I have deleted all my toons using these sets because the sound effects are so unsatisfying. Feels like every attack is a miss.
  22. I dunno dude, KB is pretty potent with ragdoll.
  23. Savage Melee, Staff Fighting, and Street Justice, what do they have in common besides being relatively newer and all starting with S? They all have crappy sound effects! All their Hits sounds like Misses! Ok, the AoEs are all right I guess, but the single target attacks on all three sets all sound like Wiff Wiff Wiff. Is there anyway we can boost up the volume or impact of the sound effects for the single target attacks in these sets?
  24. Nobody is denying that. But to claim that because of those slight modifications over the years therefore should be treated exactly the same as an attack from your primary is a bit of a stretch.
  25. Indeed. The "makes things run away" is an INTENDED feature of the power. It is a defensive ability, not an offensive one. You're overwhelmed, too many enemies beating on you? Hit Burn, gives you breathing room. THAT was the original intention. I'm not saying that's how we generally use the power these days, or ever, but the Cryptic devs thought that was how Burn was supposed to be used. And yes, immobilized? Burn your way out.
×
×
  • Create New...