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Everything posted by Leogunner
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A Possible "Guardian AT" Solution
Leogunner replied to Steampunkette's topic in Suggestions & Feedback
But you don't need more power in that level range. Variability is a baseless assumption. Do we somehow lack variability? If you believe so, I challenge you to prove it. If I'm overstating the impact, I think you're seeking stronger impact where none is needed. How often do you play Kings Row or Talos teams? It is RARE you need to supplement holes in teams or sets and if you do, changing the difficulty setting is often the key. It's always a challenge to speak on individual changes because no one will take into consideration other prospecting changes or current changes in the works. Things like this have cumulative effects and if it doesn't actually solve an issue in the game, you're going to need more reason than "everything ends up the same in the end". Besides, the "problem" trying to be solved here is people's desires for a melee support AT. I don't think presenting a half-assed option that doesn't play differently from a regular melee AT solves such desires. -
A Possible "Guardian AT" Solution
Leogunner replied to Steampunkette's topic in Suggestions & Feedback
My position doesn't line up with those. You could say it somewhat falls into 1 but none of the other statements I really care about. It's not about optimized builds, it's about power progression and how leveling from 1 to 32 feels because of your limited power and slot options. -
A Possible "Guardian AT" Solution
Leogunner replied to Steampunkette's topic in Suggestions & Feedback
Why do people always suggested adding more and more options at the very beginning when you're just getting some of the basic abilities to fill out your powers and/or picking travel power pools and such? My guess? So they can skip some of those "weak" skills in the level 1-10 range. That being said, I don't think it solves much and am indifferent to such a suggestion beyond the effort to circumvent as many roadblocks to obtain optimal build. -
So you want Blaster to have access to 2 nukes?
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Are you using the free prestige enhancements with the damage procs? Also, just a general inquiry: does the -regen from Time Crawl stack with multiple applications? You might also be able to slightly cheez the mission by grinding to level 20 and then trying the mission again and it will remain at the level you picked up the mission. It also comes with the option to pick up Time Stop which is more -regen you can stack with Time Crawl.
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That's the thread I was reading not too long after starting my Beam/temp. Since, I've gotten him to level 44 and he's sitting at around 20% def to ranged and a chunk of +rech from sets. I had planned to proc out some of the powers but got side-tracked by other projects. Considering I only have 3 lvl 50s, it's pretty standard to get my characters in the 35-45 range before taking a break and trying something else.
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Ran Out of Room: Need More Power Trays
Leogunner replied to MetaVileTerror's topic in Suggestions & Feedback
Well if it were me, I do have a good handful of marcos that I like to use, character by character basis, and they take up space that a power could be using...but I try to keep my button pressing to a minimum. I don't like mouse clicking powers unless it's very infrequent so tolerable. The OP mentioned keybinds but not macros so maybe the macros are eating up space. I can only guess this has something to do with Khelds + macros or something. But then I'm also not criticizing the idea, I just want to see the powers bars so I can put this curiosity to bed. -
Ran Out of Room: Need More Power Trays
Leogunner replied to MetaVileTerror's topic in Suggestions & Feedback
Mind if I ask for a screenshot of your trays? I'm just curious. -
Well you did miss out on the GM killing prominence of Beam/Temp but it's okay. Not everyone can be monster assassins.
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Same can be extended to religion (specifically talking about racism being a belief and not a bias). At what point do you enforce and ostracize people for their beliefs because you don't agree with them? I'd personally answer that the point would be up until harm or damage is the result because people are free to believe whatever they want, even that their race is better than another. You don't change people's beliefs by using force and punishment (well, technically you can, but it's pretty hypocritical). And I'm of the opinion that suppression of facts and logic is equally as bad and wasteful. You don't have to enforce genetic imperialism or something but the fact race realism is practically ostracized opens the gate for even more suppression of knowledge for the sake of emotion or this weird topsy turvy environment where minorities are looked down upon and coddled which will ultimately keep said minorities in the same inequitable circumstances. But we're not really talking about the differences in race here, just differences of opinions of censorship. It's not rocket science to figure out when you censor and suppress people, it tends to make them more belligerent and as they say, the squeaky wheel draws the most attention. As for trying to make someone change their behavior, I'd rather lead by example. As far as empathy goes, I feel it's an inherently loaded term as it's trying to appeal to feelings of good and virtue but at the expense of opposing views. If someone is truely empathetic, why not feel empathy for both the victim and the racist? Or is the racist inhuman? Do they hold their beliefs purely because they are evil? Or do they believe what they do because of the environment they were brought about in? And do we just ignore the racial realist points of that environment? And to circle the point back to villains, that's kind of an important aspect, to me, when making a villain: most of them aren't just evil. They have motives, beliefs, background, and don't view themselves as evil or corrupt. If it's simple to dissect a fictional villain to ascertain common ground in empathizing with their motives, why can we not do this with real life humans? Well, there is already a fascist Nazi equivalent in the game already. I see plenty of loopholes from that alone.
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But then you're mixing intent in there and then things get really muddy. Because at the end of the day, there's not anything inherently wrong with holding discriminatory or even racist views. We all have our biases but what matters is how we act on them. And if someone said a certain thing, whether they are racist or not, intent ultimately is how their actions are to be judged. But it's far too often a person's words are directly linked to intent which is inherently discriminatory (he said a homophobic thing once so he must be doing this or that because he's homophobic).
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I tend to agree, but at the same time, the problem here isn't that you might hurt or cause unhappiness to someone who is genuinely vulnerable. The problem is the social police who are not genuinely vulnerable that are so "empathetic", they take on the unhappiness of someone else without actually understanding or even asking for consent of those that would be affected and enforcing standards for the sole purpose of feeling useful, virtuous and righteous. It removes the relevance of an actual affected individual to use their experiences to level with those that might be ignorant of the circumstances as well as halting the less knowledgeable from creating a genuine environment that a vulnerable person would use to adapt and recover from their unfortunate circumstances. While I can understand the importance of a mediator (as I tend to hold a similar role a lot of times), bias inevitably shirks that importance when said mediator doesn't reflect enough upon that bias.
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If you can't see the many loopholes in that, you're not thinking very creatively.
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But technically, you're gaining survivability by exploiting range which is taxed for that. There are various facets at work here and I don't feel you're quite accurate depicting them. I don't think any player that is a fan of Tanker wants their invincibility + more damage. From my participating in the thread a while back, those individuals actually want to retain their place while having a **special** role in the team, not necessarily damage. Those that advocate for more damage are looking at it from the perspective of AT dispersion. Brute are overly represented in characters made and used at 50 and it likely has to do with overall balance between Tanker and Brute. Those advocating for changes in general likely see the same thing as the former with Brutes being overly represented but from the reverse: seeing Tanker underrepresented compared to both Scrapper and Brute and see something that could differentiate these playstyles could give players more reason to roll a Tanker. As for the fair minded readers, the aspect of survivability goes hand-in-hand with DPS. If you can obliterate targets before they can fight back, that is also part of your mitigation. This is also tied to the fundamental tactics of the Brute itself since it CAN'T obliterate targets at the start of an engagement but if it can capitalize on fury and rolling tactics (team buffs/debuffs, inspirations, etc), they can survive LONG ENOUGH so that their offense shifts their level of survivability closer to a Tanker *because* they can start to obliterate things. This all goes kind of out the window when you start mixing in IOs and incarnates. You don't even have to build for soft capped defense to benefit from it. Just a few sets to put you around the range of 30% and suddenly the stray Maneuvers buff or Darkest Night pushes you over cap. This change doesn't merge Brutes and Tankers tho. It doesn't even make them similar. They're no more similar on test than they are on live. They function the same. The only *real* difference is certain cones are a lot more useful and some AoEs are very generous for minion mashing compared to the Brute. If I can use Shadow Maul well on a Brute, then maybe you're right...but it's pretty niche (or from the min/maxers: it sux). And it's not just Shadow Maul. There are a lot of AoEs this change alters that will make the two ATs distinct in how they are played and built. One could also say "why not just buff those powers then? make Shadow Maul good for all ATs?" and that's because needless powercreep shouldn't be the damned answer. The only reason I'd propose for buffing the AoEs for Tanker is BECAUSE they're behind the power curve. And it's because that is a rationed perspective of the AT is why we're looking at ways to improve it. If all you're complaining about is Tanker minion mashing as good as a Brute, perhaps you should actually "reductionist" that part as well. I wholeheartedly agree that the ATs should be different. But making a nearly unkillable AT even more unkillable or handing the team they play with more buffs or safety when teams are mostly already at the threashold of not needing more buffs or safety is patently ineffective. Give Tankers more aggro? Why? They still won't out control a Dominator or Controller. Team buffs? Players didn't choose a Tanker to buff teams. And those suggestions suck. Interesting to discuss, but they suck...
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What teams do this? Also, if I do join said team, please don't cast Propel upon recharge.
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New Players - Enhancements (DOs & SOs - use em)
Leogunner replied to Troo's topic in General Discussion
Upgrading generic IOs can be usable if you respec and exchange the IOs. The problem is, level 10-25 IO prices fluctuate and it might net you a bit of profit to AH those IOs rather than destroy an weaker level IO to replace it with a stronger. Granted, I do that all the time because the amount lost isn't a problem for me but for players that need those 3 IOs they can grab for 100k, it can be a costly sacrifice. -
No, I mean comet. I know comets are made of ice but they are more ubiquitous with looking like generic streaks with a prominent brightness at the head. A meteor when depicted in tend to have a prominent rock core. I quoted "comet" (not flaming) to depict the visual representation. If you didn't understand my use of quotations there, I'm explaining my rationale above there ^ Meteors are usually depicted as falling rocks. As for the explanation of rockets not flaming up, they usually have heat resistant plating. They do flame up, they just don't burn away thus the "corona" (can't think of the proper term for it atm) wouldn't be as visually represented (that is, less material is burning away thus less visual "flaming" to be seen). I'm sorry, what is this pertaining to? This has nothing to do with your previous statement or reply. Speaking specifically about the garbage left behind, why not request graphics options to turn off persisting objects (trash, leaves, round casings, and your gravity propel trash) or decrease the time they persist or something? Requesting to decrease their size to simple lamps and chairs I am against, however.
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Great advice! The part about ignoring the Empower combo is great and plays out on other DB ATs as well. I don't believe the Empower combo is very good on Brute...you might still use it but you probably get more damage with some other measure. Same thing with the Weaken combo, I'm sure Scrappers never use it. There will just be combos you don't bother with or leave out one or two powers that are required for such combos. For Stalkers, Sweep and Attack Vitals are good to have and you can ignore the others. Min/maxing attack chains I've got no insight on. I'm still very clunky with my Stalker DB/Ice and thinking of rerolling him as DB/Inv. The difficult part for me is recovering from a miss. I often already have the next attack queued up so once a miss happens, if I don't react, the next move in the chain will go off anyway and now that attack is on cooldown. I dunno. With my DB/Fire Brute, I have stuff like the heal and burn to use if a miss happens so I can sort of reset.
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At that speed (11,000 ft/s on an attack that is only 90ft range), you wouldn't even see what you were throwing nor would there be anything left of a lamp or chair in the aftermath. So you'd be asking for a generic flaming "comet" animation that evaporates upon/before impact.
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Then fight more super foes. Throwing a lamp or chair at a Malta Titan sounds pretty lame.
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Is not a single faction or mob, those are just examples. And I didn't even say it was a set issue, I just said the set is meh. At best, it's damage is just not bad but for that, you get lack of adaptability and flexibility. As for what warmace can do against the -ToHit auras? Stun them to turn it off. Dark melee? Probably not the best options since the ghosts specifically resist immob, but you can still fear them and move away. Claws/DB? They get inherent +ToHit to help offset it but they also have KD. Savage? Pray. As for why it isn't too blame on the armor? Because I've played elec armor before. There's also activation times to consider. It's the set really actually that fast to activate that is pushing the attacks out faster to take advantage of the rech? I will say the blood thist power is pretty bad...
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When you're talking about resist sets, the stopgate isn't particularly the endurance, it's time vs incoming damage and from previous experience, the outgoing damage didn't balance the incoming damage. The problem with endurance just meant I couldn't keep stocked up on purples and greens, I had to keep blue insp too or vs debuff, yellow too. The issue was the set had nothing to shut off CoT ghost LT -ToHit aura, it couldn't kill fast enough to take out minions quickly before losing a chunk of HP, or occupy hard targets with debuffs or CC to live long enough to take advantage of fury. Even if I had infinite endurance, it's still a hard time limit of how much HP gets taken off by every attack.
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Defender Inherent - Both against theme and often useless.
Leogunner replied to Shin Magmus's topic in Suggestions & Feedback
I personally don't mind vengeance type tactics but it's also not common despite how effective it can be. The way you view such tactics is the way I view players who advocate never picking up self-rezzes because they build to just never die. It's like being afraid of a little debt, it makes no sense to me. As for the bonus applying to mostly healers, I don't see the connection since if you're a healer that is healing, you've likely slotted your heal abilities to heal efficiently and you're not using your blasts. No, the bonus effect is for your blasts which might be less efficiently slotted because you upped the damage and secondary effect or only put minimal slotting in them. That being said, I don't literally means vigilance is only for your blasts, I moreso mean it's for any power you don't have optimally slotted and that's not going to be your powers you've slotted for optimal performance (shields, heals, toggle debuffs or if you're an Offender, your offensive powers) , it's going to whatever you're not specialized in. That being said, if you min /maxed your entire character, you won't see much of a benefit ever from the Inherent. -
From my experience, Savage is meh. I didn't have a good experience leveling it as a Sav/Elec as the end discount didn't help run the toggles and being all res early on meant I'd inevitably die since savage has no CC or mitigation at all. I might give the set another shake paired with something else but it's frustrating that the concept is difficult to run, even after getting the end drain and heal.
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Well that's not how the power works from my experience. Unless the foes you fight are -1 or even minions to your level(or vulnerable to KB like Clockwork), everybody just gets KD'ed...the individual you target with propel is often KB'ed though. You can mitigate this with lift though. I haven't done extensive testing but using the force feedback proc seems to trigger more often if I hit multiple foes with the splash than if I only hit one target. My hope is to get multiple stacks of FF to extend the duration using propel. All that aside, I never played grav on live but playing on HC, it's super fun. Dimension shift as a toggle is crazy. You can leverage some insane situations, literally containing ambushes or shield yourself from a ranged volley or protect an npc/object by shifting the enemy. This is on top of your other crazy capabilities like juggling spawns, Tele-sniping groups into kill zones, neutering alpha strikes by splitting spawns or consolidating spawns to speed up kill speed. Your pet is also a choke point, foes can't run past it, they don't do much damage to it and you can stand inside it as if it's an anti-melee armor or summon it in a doorway. As a Dom, I tend to be less about supporting and more about stealthing forward and finding groups to teleport together to leverage AoE's so I don't keep the pet around all the time so it's literally another control click or ST mez boost in hard fights... Oh, did I mention the pet has only ranged control powers? Grav is f*cking insane!