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Wavicle

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Everything posted by Wavicle

  1. If one thinks of this as a compromise position between leaving things as they are and eliminating amplifiers from the game entirely then it seems pretty reasonable. In fact, if we compare to the OTHER source of Amplifiers, Super Packs, the price seems pretty close to right on, if perhaps just a Little bit high.
  2. Through the Quantum Realm.
  3. It seems to me the change carries with it a clear implication that the current prices at the lowest levels are being considered unreasonably LOW.
  4. Then go try it yourself before having this discussion maybe?
  5. I don't know how to respond to this without sounding like I'm saying learn to play. Lining up cones is not difficult. Golden Dragonfly hits 3 to 5 all the time. Hitting that many with Fault is considerably easier than that.
  6. If you think of it as a Line attack then yes it is dependable. If you try to use it like a cone on guys spread in front of you then no.
  7. You don't have to jump back. I took a Stone/Stone into a 4/8 mission and Fault was definitely making a big difference. It's not Foot Stomp, no, but it doesn't have to be.
  8. Fundamentally I am ok with the change because with SOs at level 2 and the ease of using Merits to get inf the "low level woes" aren't really a thing anymore. The amplifiers exacerbate the balance problems the game has already. The suggested price reduction is based on the idea that if someone does still want to do this, at a cost of 2.5 million it comes to 60 million for 8 hours of all three amps. To me that feels like a little beyond what is reasonable, compared to other P2W items. 2 million would come to 48 million for 8 hours of all 3. 1.5 comes to 36 total. Those numbers seem more reasonable to me. I think somewhere between 1 million and 2 million is fine. 2.5 seems a little high.
  9. Yeah, after sleeping on it I changed my mind. I do think the cost is still a little bit high, maybe 1.5 or 2 would be enough?
  10. It’s Ranged. Comparison to Shadow Maul is hardly appropriate.
  11. The more I think about it, the more I am pretty OK with the Amplifiers change. The only suggestion I have is maybe it would be ok at 1.5 or 2 million instead of 2.5.
  12. It may not be the stated reason, but it’s the real effect. Frankly, I don’t understand the reasoning at all. Who was using these things, then going into an event that didn’t allow temps and complaining about it?
  13. cyclopes (pronounced Sigh Clo Peas)
  14. it’s not random, but I pointed out earlier and I am now doing so again that the description is misleading.
  15. I basically said this before, and I still feel this way. 90% of players are going to feel this way. No matter how many times you say that they have been designed for travel, not combat, that is not how people are going to see them.
  16. No, but it would just be an extra bonus. People prefer it as a click so the recharge starts right away.
  17. You are not the only one, no. The changes to Tesla Cage may not make it a must take power for the min maxers but many players will like it, I think.
  18. The change to Sleeps gave me an idea. A possible fix for the powers Sonic Cage and Detention Field. 1. Sonic Cage and Detention Field are now Auto Hit in PvE. 2. Taking Sonic Cage or Detention Field also gives you another power (Sonic Key or Force Key) that removes the Cage or Field and can only be used on the target of your Cage or Field. Done. And give Black Hole the Dimension Shift treatment.
  19. how about option 3: amplifier cost scales with level, timers don’t run while temps are off, but amplifiers are not available after level 25.
  20. Side note: I think the reason this was given only to Blasters is because defeating the enemy before it reaches you is more important on the class with no CC, Armor, or Buffs.
  21. @Captain Powerhouse Can we get some clarification here? Has the temporary range buff that blasters get from using their sniper attacks been removed from all fast snipes? If so, when did that happen and where is that patch note?
  22. I’m not entirely sure what you’re talking about here. If you’re talking about the boosted range that blasters get after using their sniper attack, that was always only blasters, and as far as I am aware (at least on other power sets) you still get that buff both from fast sniper and slow sniper. if you’re simply talking about the long range of slow sniper attacks, that was removed from fast snipes back in page 2. Am I misunderstanding either your comment or this patch note?
  23. does this extra run speed pass the expanded cap of SS? If not, then what is the point? Capping out superspeed is easy already.
  24. yes it does, and it loses build up to get it.
  25. Not if you want, in many cases, to have all your attacks and defenses.
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