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Wavicle

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Everything posted by Wavicle

  1. Ok, I came up with an alternative solution. Add a -Mez Resistance Debuff to Martial Assault>Caltrops and Thorny Assault>Thorntrops. So enemies in the 'Trops stay mezzed longer. That would justify the power being in an Assault set AND would justify being placed at t7.
  2. Broadsword is probably going to have a power replaced, just like Battle Axe did, so that’s not a useful example. Reordering Martial Assault would certainly help. I don’t see how they could buff caltrops to make it worth being a t7, nor do I see how they could buff it to make it worth being in an assault set. They aren’t going to turn it into a good damage ability. Sometimes powers have to be replaced. There’s plenty of precedence at this point.
  3. By this logic every power in the game is perfect and no changes should ever be made. Meanwhile, in reality, caltrops does not belong in an assault set.
  4. It’s not necessarily going to Keep them in a Rain power, but it will at least make them flee Away rather than Toward you. It’s primarily a defensive control ability, which is why it does not belong in an Assault set.
  5. It doesn’t need additional slots. Just 1 Slow in the base slot is fine.
  6. While I agree with you that Caltrops in a Dom secondary is redundant and pointless, I think you may be missing the actual use of the power for a Blaster. If you put the Caltrops BETWEEN you and the enemy and then attack from range, Caltrops will prevent, or at least delay, enemies from reaching you to use melee attacks. A single Slow enhancement is enough generally to floor run speed. It's an every spawn power for soloing certain playstyles. On teams it's mostly useless, yes.
  7. The sets in question should never have had such powers in the first place. This is like the people who argued that Force Bubble should have remained as is because some people liked it. The vast majority of people just skipped it. Control powers don’t belong in Assault sets. A few people like it is not a good reason.
  8. The reasoning is spot on. There is no justification for having a control power in an Assault set. Same in Thorns. Get rid of Thorntrops.
  9. here is the real answer. Play a stalker. If a controller wants to increase team damage, they have options for that. Dominators and blasters already do plenty of damage. Giving this to any other archetype would be ridiculously overpowered.
  10. Don’t stalkers basically already get that?
  11. Weird, yeah, that's NOT the bug I found. That's another one.
  12. Even then you'd have to successfully demonstrate that Controllers need to be buffed. Good luck with that.
  13. It would need to be an additional tag added to specific Holds, not just every hold in the game. That tag would have a Short duration, it would NOT be up as long as the target was Held. Frankly, I think you'd get more traction by simply suggesting Containment be strengthened. Controllers are the only AT that relies on holds that doesn't already have the ability to hit hard consistently.
  14. wow really? What sound effect? I never noticed that.
  15. I asked one of the devs to confirm, and yes, the Confuse portion requires a LoS check. I DO believe this is a bug, but we probably won't know for sure until after the holidays.
  16. I tracked this bug down. If you BREAK LINE OF SIGHT after activating the power, the Damage will land but the Confuse will not.
  17. My guess is Containment is as good as this sort of thing is ever going to get.
  18. It's not SUPPOSED to, but sometimes weird stuff happens. Most likely the bug is NOT with the power itself, but with the geometry of the wall in that mission.
  19. Personally, I like that you can choose to build for this in the long run but you don't get it free baked in. If you want a Mind Controller who is particularly good against Psi, you can do that.
  20. This is basically already in the game. Fire Armor caps Fire res. Dark Miasma gives Psi and Negative resists Energy Manipulation gives Stun protection etc, etc
  21. I guess I just find it weird, which is ok. In FFXIV it's the exact opposite. You can AFK in the open world, or in cities, as long as you like. But if you AFK in an instance you'll get booted after 10 minutes.
  22. I agree that "Life Happens" is the best reason this idea should NOT be implemented.
  23. TBH, I'm not really moved by this. Those badges were MEANT to take a long time.
  24. that sounds like another issue...IIRC there is no autologout in SG bases...
  25. Obviously a lot of people are going to hate this suggestion, but I can't honestly see any logical reason why we should be booted when AFK in the world, but not in missions. Why it was ever allowed is beyond me.
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