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Wavicle

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Posts posted by Wavicle

  1. 1 minute ago, The Godchild said:

     

    That note kinda irk's me a tad since there's now no middle ground between hover-pose 24/7 (which looks really dumb with the new speed caps in play), fly-pose during hover 24/7 (which drives me squirrely for reasons that date back to when I started playing on live way back when) ...a third option of a completely ridiculous bind/macro that turns hover off when fly comes on n'viceversa is also a way to go (just like how it kinda was before and things where fine x.x) 

     

    Can the pose-priority not be adjusted so Fly is top-priority or a no-hover option for fly so it takes priority when active? This seems like a minor gripe...but the majority of my alts are fliers and this is enough to make me not wanna play after just poking around with 1 alt to see the changes.

     

    The current setup was the fix for the Hover animation being on all the time. 

  2. Just now, Greycat said:

     

    How often do you *need* to get most of a team, though? That's the thing I see in a lot of these conversations - throwing buffs on people that don't need it and then saying it's hard to keep it up. Be picky and deliberate with your buffs.

    I believe Empathy should be Better than it currently is. Letting you quickly and easily Fort your whole team does that without vastly increasing the power of the set on small teams or solo.

     

     The CM suggestion is designed to make it easier to keep up on a couple people while not making it too much easier to keep up on a lot of people.

     

     The Res suggestion makes it so you don’t have to worry the person you just rezzed is going to immediately fold again.

     

     The AB suggestion is designed to reward you for using your biggest buff and help you get your other buffs back more quickly without  increasing the power of any of those buffs.

  3. IMO Stealth costs too much end. Comparing it a couple other pool powers, Hover gives the same in combat defense plus mobility and costs substantially less, Evasive Maneuvers also costs less while giving mobility and some status protection. Seems to me Stealth shouldn't cost more than Evasive Maneuvers, possibly even as little as Hover.

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  4. Just now, Doomguide2005 said:

         I would love to have been a fly on the wall as they discussed which buffs would be changed to AoEs potentially effecting 255 targets rather than 1 target.  What made Fortitude a no go vs Ice Shields, etc..  Was it the presence of the +damage mod?  Seems unlikely it was the To Hit buff what with Tactics available (then again you have Assault).  Recharge to duration, some combination of the above?

    Pretty sure it’s just that Fort is intended to be on a few people while Force Fields are intended to cover your whole team. The recharge differences demonstrate that.

  5. 4 minutes ago, Doomguide2005 said:

    Fortitude -> 6 ally's seems like a very random, pulled it out of my nether regions number.  It also seems a very potent buff to the power as I can readily keep 4+ folks covered as is while getting all but scrapperlocked blasting.  If I focus on casting it 6+ is doable.

    Not random at all. I chose that number so a Mastermind could buff all their henchman at once. Or so a defender can get most of the team at once. The time it takes to get Fort up on a lot of people is one of the problems I’m trying to address.

  6. I know a lot of people probably don't think Empathy needs a buff at all, and I agree that it doesn't need much, so my suggestions aren't all that over the top, I think.

     

    1. Casting Resurrect on a fallen ally automatically applies (unslotted) Fortitude and Clear Mind to the target.

    2. Clear Mind duration increased to 3 minutes.

    3. Fortitude casts as an AoE that effects up to 6 allies. Duration, recharge, and end cost unchanged. 

    4. Casting Adrenalin Boost gives the Caster 100% +Recharge for 20 seconds.

     

     

     

     

     

  7. 1 minute ago, Luminara said:

     

    The aggro cap provides near perfect parity for comparison on that front.  You can pull aggro from multiple spawns, but since debuffs only have target caps, not total limits, they're functionally comparable (by which i mean i can Flash Arrow one spawn, then Flash Arrow another spawn and the first spawn's debuff is not removed.  this can be done to as many spawns as can be debuffed within the duration of the power).  A theoretical self-affecting FF trifecta could protect you from hundreds of foes, but so could Flash Arrow.

    Yea, but I'm saying in One activation.

  8. I think I am in favor of more buffs to individual sets that need help, such as was done with Trick Arrow, rather than across the board buffs or changes to how powers have functioned for years.

    In other words, Kinetics is fine as is, but Empathy could use a little something. Storm Summoning is fine as is, but Force Field could use some help. Radiation Emission is almost fine (remove the end crash from EMP), but Sonic Resonance could use a little help.

  9. 1 minute ago, Luminara said:

     

    Flash Arrow: 18.75% -ToHit, autohit, 15s recharge, 60s duration

    Weaken: 37.5% -Damage, autohit; 18.75% -ToHit, autohit, 16s recharge, 30s duration

    Poison Gas Arrow: 50% -Damage, autohit, 45s recharge, 60s duration

    Hurricane: 37.5% -ToHit, autohit, 8s recharge (if detoggled), 10s duration (per tick, 0.75s interval)

     

    Deflection Shield/Insulation Shield/Ice Sheild/Glacial Shield/etc.: 15% +Def (not all)

    Sonic Barrier/Sonic Haven: 20% +Res (not all)

     

    The facts, not impressions or guesses or hearsay, based on this sampling of defender powers, don't support your assertion.

    The way it’s currently set up is, generally, debuffs > ally only buffs > self affecting buffs. Obviously there are differences depending also on tier, threat, and more.

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