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Monos King

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Everything posted by Monos King

  1. Dang gonna try this right now
  2. Wait you can do that
  3. Yeah it seems to only hit one or two enemies with the full damage, depending on position. Can't say I'm sure it wasn't intended, but I'd be down for it being changed.
  4. Seems like using the cure while having the mission and then exiting the Ouroboros Flashback prevents the aforementioned issues. Doing so prevented the disappearance.
  5. Yeah it always has 50. The mission entails you cure 20.
  6. Right, I never complete the arc as that is known to automatically remove the power. Upon quitting and attempting to use (or simply keep) the wand, the above occurs. I'll run another test and describe what happens.
  7. It's definitely not working as intended, that's hideously out of line with other incarnate powers (and all buff powers, actually). This is a good find @Veracor
  8. It does a -acc when gamma rays are activated.
  9. Oh no, I mean now. You said you currently wait for them to despawn, but you can just resummon them. Whatever buffs are on them would likely expire before their duration is up, and buffs you'd be banking on could just be re-applied. It would make more sense to just dismiss and then resummon when the powers up, unless I'm missing something.
  10. I agree, that would be pretty cool. But in the meantime...you know you can dismiss pets right?
  11. That's kind of just feeding into the Super Damage Centric Meta, which I'm really not fond of. Sets that don't have -res have another special effect that's their pride and specialty. When you want to hit harder, you enhance damage. Psi has it's own special abilities and strengths, and depending on the enemy psionic damage is its own one up. It's not being disadvantaged if it's just not their advantage. Super not for -res or any other kind of enemy effecting inspirations, tbh.
  12. Wasn't aware we could still do that.
  13. This is like a support mastermind type thing. I kind of love it.
  14. There's a bunch of powers like hurricane and hurricane that are only as uber as they are because they have the repel affect that puts a potency check on their awesomeness. A repel to KB IO would undoubtedly be really good, which is kind of the issue. I'd like it if people kept being tactical and creative with how to make hurricane and force bubble work. Maybe Ki Push should just be changed to a chance for repel or knockback.
  15. You're right but then I wouldn't be able to stack it, so this would technically be a nerf to Triage Beacon. Which as you know is already heaps of weak.
  16. If completing bank mission temps are only one time obtainable, they could just be made not that. Not that I think the bank missions really need much else though.
  17. I'm not sure I understand your logic either. The game is not balanced from an IO perspective so anything you're able to do therein like soft cap a blaster is extra. Not to mention that's just the meta objective since most people avoid enemies that have high to hit or frequent -def. I'm not sure what your saying with the blaster soft capped def thing, if you could elaborate a bit please. If every -end enemy you fight is ruining you, you might need to just work on your endurance in some way. -end res genuinely just wouldn't be necessary unless it's the big end hitters to begin with, there are other and generally better ways of dealing with them when they do arrive, and it just sets a bad precedent as was earlier discussed. If you could explain how adding this wouldn't actually cause problems in the form of what I and others previously noted, and give a new solution, then you'd probably be set. I already kind of gave one that could work and make it immediately accessible: adding it as a minor Unique proc for a new enhancement IO. And even that doesn't truly address the harmful precedent matter. I can't see allowing it to be a stackable set bonus ever sliding though.
  18. Probably appropriately OP, layering different buff sets buffs is definitely gonna render you pretty well off. I'm pretty fond of all the ideas here.
  19. What are thoughts on leaving Frostwork unchanged but making it into something like a 4-6 max target TAoE? Apparently the power is seen to be lacking by many, which it kind of is, and some desire it to become a +absorb ability. I am quite opposed, as I think ally HP buffs are unique and can be quite useful. Is this a change that seems desirable?
  20. Seems to have been reported on before, but will re-affirm this is still the case. Windfall's influence increase does not currently have any affect. I cannot be sure if it is increasing drop rates, but I am skeptical with the current situation surrounding it.
  21. Good to have ya back!
  22. Update: Appears to happen most frequently the second time Lost Cure is obtained (normal way --> ouroboros). The first time obtaining the Lost Cure is more often than not a proper 50 uses, but once regained through ouroboros the buggy behavior ensues.
  23. When I first started playing, I was always a blaster and I had no idea about endurance resistance. In fact, I actually only learned about it in homecoming (I was only a meta player for temporary powers and accolades and few else). Malta sappers were always really exciting to go up against because I aimed to murder them before they could do a thing, or I'd just knock them away when I couldn't get to them. If not, I was pretty boned, and I reveled in the challenge. I understand that might just be me though. What I'm really saying is, If the OPs argument is "it would be nice to get end res to avoid getting end drained", that just feels like an attempt at making the game personally easier because debuffs are supposed to make the game more challenging. Which isn't something I'm in favor of for the reasons I expressed earlier. Slow is an exception, you can become immune to it (I have no idea why and actually I've been meaning to see how people feel about upping the recharge debuff cap from -75% to like -300% but thats someting else) and perhaps because it's so prevalent, devastating, and there aren't things like inspirations to easily remedy it it receives IOs. End isn't in the same boat there, and I just don't feel it would be anything other than eventually troublesome if added.
  24. That logic is exactly the slippery slope I'm talking about though. I kinda explained why I was against the end res with that whole paragraph too. Theme and undermining powers and stuff. I think you misunderstood me a bit. I wasn't saying that the type of mitigation itself was boring, I was saying that being able to just directly defend against all weaknesses would be boring, which this sort of thing puts us on the path of. Your statement above proves that...the next person that complains about tsoo hurricane and skulls making them miss a lot would ask for to hit resistance IO using the theoretically added -end res and slow res as a basis. And then the cycle continues.
  25. Actually...the slow res is actually...recharge debuff res. It includes every form of -speed. And the recharge res cap is 100% so you can build for immunity there. I'm indifferent to that in PvE but I absolutely despise it in PvP. I think the OG devs actually wanted players to become more resilient to recharge and it did inevitably become the meta so maybe that's why it has that exception.
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