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Arnabas

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  1. Ha! That's great! I am on Torch and I took that name as soon as I saw the Pyrotechnic Control set announced. I made a random character to hold the name, but when I finally formed an idea for the character's background, I changed it because it didn't fit what I was envisioning.
  2. I would pretty much agree with that, but now your character doesn't even need to be well-played. Although there wasn't much challenge, certain characters at least required a bit of thought. Now, not so much.
  3. I haven't done any content that explains the lore behind them yet, but for a peacekeeping/ police force, it seems odd that they are attacking my heroes... I'm guessing they must attack all super-powered beings on sight, regardless of whether they are heroes or villains.
  4. Deep Sleep is too powerful, in my opinion. I have a Mind/ Energy Dominator, and now I only need 2 powers: Mass Hypnosis and an attack. I put everyone to sleep, then take them out one by one. There's no risk and no challenge.
  5. I slotted them about the same. Up until recently, my Scrapper only had Accuracy slotted, though I did put in Critical Hits, so that obviously helped boost his damage.
  6. True enough, but I didn't expect it to be as big of a difference as it seems to be. It feels like less End per attack, but I recognize that could just be my perception.
  7. The thing is, I have played every AT and every powerset, often multiple versions of each. I have played from the launch of the live game until sundown, and again since its return, so I am pretty familiar with the gameplay of each AT. My point was that my Shield Defence Tanker was less survivable than any other Tanker or Brute that I've played, or even, as I pointed out, my Blapper, who has very little trouble staying mostly in melee. Additionally, he went through End like crazy. But someone made a comment about how SD is great, particularly for Scrappers, so I remade the character as a Scrapper. He performs significantly better now. He is more durable and uses less End, even though the Tank had End Reduction in every attack and the Scrapper has none at all. That seems odd to me, unless the powers have different End costs for different ATs. As I said, I don't really look at the numbers and play by feel, so I can't offer evidence to support that, but my Tank used to be gasping for breath after every fight, while my Scrapper can go through multiple groups before needing to rest or use Inspirations. I think the other thing that I should point out is that many people seem to discuss what powers are good/ great from the POV of a level 50, fully-outfitted character. For some players, level 50 seems to be where the game begins, but for me, my level 50 characters are mostly semi-retired. I enjoy the journey to 50 more than actually getting there, so I judge powers based on their performance along that road.
  8. Ran a mission with my Robots/ Electrical Affinity Mastermind today and noticed two things: 1. It seems to be using its heal more slowly than before (though that may just be my perception 2. When it does repairs, its health does not decrease. It only lost health when attacked.
  9. No, I don't have Hasten on this guy. His attacks are slotted with Accuracy and End Red.
  10. I admit to not being a numbers person and playing mostly by feel, but just in terms of gameplay, I have a Blaster (Psi/ Martial) who I take into melee on a regular basis, who is more survivable than my Shield tank, which seems odd. I have End Reduction in all my attacks and some Shield powers. I have Stamina 3-slotted and I have Miracle: + Recovery in Health, but I still burn through Endurance and pop inspirations throughout every battle to keep from running out. I am currently doing Pathogen's Warehouse with this character and struggling, but I can get through it easily with other characters, including Blasters and Controllers, who should be less durable.
  11. I have been trying to make a good Shield/ Street Justice Tank, but it just isn't working for me. I have 2 main issues: 1. Even with Tough and Weave, Shield Defence feels squisher than almost any other defence set, and 2. This combo burns through Endurance much too fast, even with End reduction in every attack. So, effectively, this combo is more "expensive" for less effect. At least in my experience. I'm thinking about switching to a Brute or Scrapper, but that would probably be worse. I'd appreciate some feedback on making this viable.
  12. It was a pretty long fight.
  13. Weird. It worked for me. I had it trigger 3 times in one extended fight.
  14. It's more fun than I expected it to be, so good job on that. My one complaint is that it really needs sound. I mean, yes, it has some sound, but it's barely there. It would be much more dynamic with fireworks sounds.
  15. Assuming the ability and the budget to do so, I would still love to have an Archnemesis system. I would love for there to be a story arc (or even one in every level range) that featured a recurring villain. We could create our own ideal villains to challenge our heroes and vice versa. I would like to have unusual missions that involve creative uses of powers, such as flight to rescue that cat from a tree, or super strength to lift a bus with people trapped under it. I would also put the banking animations for flight back into the game. I'm not sure why they were removed in the first place.
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