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Akisan

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Everything posted by Akisan

  1. Oh. God. No. I'd never be able to play my Empath/Ice/Dark defender again (well, not without a complete overhaul). She hovers ~10ft up, 5ft back from the tank, so she can easily hit the team with the AoE heal (when needed), and keep Oppressive Gloom on the melee mobs. Any AoE stun lobbed at the tank would hit her, dropping her right into the pack. That aside - this would make Stun so much more deadly than the other CCs - doubly bad since Stun and Sleep are the only 2 CC effects you can't get any permanent protection from, unless your primary/secondary already grants it. (And no, break frees are a stop-gap measure, not a serious source of CC protection. I would also like the option to run a Destiny that *isn't* clarion.)
  2. Yeah, following the tank/brute closer might help, but that's not the entire problem here - Yes, it is the tank/brute's job to set the pace of the mission, but it is also their responsibility to make sure the team's not overrun. If you're tanking, and the team's not following fast enough, you should slow down to a pace the team can handle. @KaizenSoze is right - it's very selfish behavior for any player to just run ahead and leave the rest of the team behind like that, especially when they're the lead (or only) tank.
  3. And I'd agree with you there - we don't need any more gap closers. What would be more useful would be Confront preventing enemies from moving further away from you - completely stopping runners, and severely limiting the options of enemies that are approaching your (somewhat squishier) teammates. Yes please, especially if the same treatment is applied to Slow Snipe, since that draws aggro on a miss, and, IIRC, AS doesn't.
  4. Guess I'll throw my 2 cents in here, since I take confront on most of my Scrappers: While confront is very situational, it's very useful to have - both for pulling a problematic mob from a new group (not all teams have ranged attacks), and for recovering a loose enemy that broke through your line ( 'cause sometimes the team's running challenging content, and I end up being an off-tank.) In either of those cases, a "gap-closer" replacement would be *so much worse* than a taunt - one scenario gets me killed, the other frees up all the mobs I already have in my aggro aura. Could Confront be improved? Absolutely. Making Confront move me to my target? That's not an improvement, it's a trade-off (and I don't see it as a good trade, either). If you must have a gap-closer, perhaps attaching it to one of the early attacks (T1 or 2) may be a better option, since those normally have to be done in Melee range anyways.
  5. Funny you should mention the Sky Raiders as a counterpoint for the Nemesis Army not having an aerial presence - IIRC the Sky Raiders are part of the Nemesis Army (or are very directly contracted by them). There's a blueside Sky Raider / Nemesis arc where it's revealed that the Sky Raider leaders are virtually all officers in the Nemesis Army (Colonel Duran, for example). So yes, Nemesis does have an air force, he's just going the privateer route from the Golden Age of Piracy. Also, those lower ranks are there - you see Lieutenants and Captains 35-45 ranges, so I'm guessing it's similar to other groups where you fight lower ranked mobs (like Council Nebulae) at lower levels, and as you level you fight more "decorated" members of the same group, just filling the same role. That said - it's high time the Nemesis Army got at least *some* new tech. He's been having the Sky Raiders steal tech from other groups and the military for quite some time now. Not sure I want Nemesis-branded Sappers flying around, but stuff like modular clockwork bots would be pretty on point (like Bosses that split into 2 lieutenants which then each split into 2 minions). Bonus points if these minions, if left alone, eventually pull a Malta Titan and form back up into a Lieutenant (or even another boss...) For a zone event - @Rudra's right, it'd be hard to differentiate a water event from the Ghost Ship. Maybe something more unique, like some/all of a zone's mobs all being revealed to be Automatons, with some objective that needs to be defended?
  6. Like how teammates in different "phases" of Atlas Park are greyed out? Yes, please! Can't tell you how many times I've gone to heal an untouchable ally and done nothing (or been healed after casting Absorb Pain). This is even more common now that Teleport grants a brief Untouchable period after you arrive.
  7. Can that be an alternate re-draw option? Pulling a Titan Weapon out of my purse, Mary Poppins style?
  8. Was chatting in base with a friend on this idea today - IIRC, there's not an absorb/defenses set (the other absorb armors are resist or hybrid res/def), and it could totally fit, thematically. Defenses from your ability to foresee and dodge attacks, and absorb for your limited ability to rewind time to negate those attacks you couldn't entirely avoid the first time. With that in mind, the set might not have a lot (if any) resistance or regeneration, freeing up space for -rech & -damage on enemies (PBAoE aura, Ravages of Time), and +rech & slow resist with the status protection. As far as play, it'd be not as defensive as an SR (expecting to take a few hits), so knowledge of timing for allowing your absorb shield to recharge, as well as built-in slows for ducking in and out of combat could give this a more unique playstyle.
  9. I'd kinda figured that, @Zepp, and I think those would be good to have as well. But @Snopes was wondering about making a capstone for blue-side, which I would also like, but that'd have to be balanced red/blue/gold, and we'd have to worry about more content being added in the future. @Rudra's right, it doesn't feel right to have a completionist badge not take into account newer content if you got the badge before the new content was released (and un-awarding badges seems like it'd be an epic pile of dark Script Wizardry).
  10. Definitely precedent for this - they've added badges for completing all the storyarcs in certain zones, so why not add a few for Issues/full completion? I would say that, while Gold-side content is accessible to both sides via Ouro, it wouldn't count for the red/blue side completion badges (instead being its own thing). As for how it works, I'd agree wtih @Ghost and put it as the Completionist feat in DDO works - if they release new content, the badge un-awards itself until you complete the new content too. (Which may not be possible with current codebase, but who knows?) I also like @Zepp's ideas for badge names by issue, that fits rather well, thematically. As for possible badge names for completionist: Red: The Devil's in the Details Blue: A Hero's Work is Never Done Gold: Veteran of the Hamidon Wars (I would also include most of the Incarnate Trials & the Signature Story Arcs in here, as they deal with the Praetorian War) All: There and Back Again (or Living in the Past)
  11. Only if cast while alive. If that untouchable period goes away for cast when dead, that's a massive nerf to those powers - the long-duration Stun pretty much ensures that you'll have a good chunk of aggro when mobs come off of stun, and you need that 15s to re-toggle (even moreso with /Fire, given that it also comes with KB and huge AoE damage). As far as the current meta, with the huge amounts of self- and ally- rez? A *lot* of the self-rez stuff is P2W or Temp powers - which won't be there in the upper difficulty content they're releasing. I think the main issue with these 2 powers is that you still get the debt for your defeat - which doesn't make sense thematically if you resurrected yourself. Some sort of debt removal (on top of the 20s immunity) could make players less hesitant to fully utilize these powers.
  12. Agreed, it would be nice to have 51+ mobs besides RWZ, Cimerora, Astoria and the Shard, as those all typically have large groups of specific enemies. PI / Grandville have a wider variety of enemies, and, since they're not hazard zones, usually have smaller groups that a more specialized character may be able to hunt more efficiently. (Specialized as in certain ST-heavy builds are much more efficient at +4x2 instead of +0x8).
  13. I'd settle for fixing the DE in the zone - for some strange reason, Portal Corp is surrounded by minimum level (41) DE, instead of the 48-50s you'd expect to be hanging around the high end of the island. As far as sprucing it up, more tip variety would be great. Malta, Rikti, Nemesis, DE pretty much only show up in Tips, aside from a few, very specific (and rare) Radios (like the silent alarm at the pawnshop being the only Malta radio I can think of). Also, I have noticed that from time to time, several of the DE Monsters show up at Portal Corp (usually because someone dragged them there). Having that turned into an official zone event, complete with rewards to match, would be nice to have (the Monster DE have terrible rewards, seems like they're not quite Elite Bosses for xp/inf)
  14. Archery/Ice/Fire blaster here, great hybrid build for damage/control. I have access to: 2x Holds, keeps a pair of bosses held (indefinitely, even at +4) Frigid Protection is a decently wide PBAoE slow, so enemies take a few seconds to reach me And when they do, Ice Patch keeps them from doing anything while I shred them (and if the worst happens, killing me means I get a free nuke in the form of Rise of the Phoenix) It's one of the few non-dominator builds that I recommend Intuition Radial for alpha slot (hold, damage, range, slow).
  15. Very much this, just as Electrical Blast got left behind when everyone got free Fitness (one of the great perks of running an E3 blaster was not needing that pool, so you got 3 "extra" powers). I don't know the exact numbers for nerfing other set's nukes vs. buffing Archery/ARs' when nukes went crashless, but it definitely feels like Archery and AR lost out on that deal. Maybe since Electrical's been brought up to speed, they'll run a balance pass over these? As for OP's suggestion, I'm rather ambivalent about it. Once you start getting set bonuses (or even 2x yellow SOs) in your powers, that +10% to-hit will fill largely the same role as the +0.10x ACC : Offsetting high enemy defenses (or level differences). To-hit's arguably better, but they'll feel about the same. A "minor" thing that could really make Archery's Aim stand out is adding a lingering +Perc. to it (again, that keen-sightedness). Being able to pop Aim to take out fleeing CoT ghosts or to offset a smoke grenade would be very in-theme for an Archer to do.
  16. No thank you. That's just another bit that we'd have to build around if we want uncommon color schemes (unless they make a bunch of variants available). Being able to choose tertiary colors would fix this problem, but that's a whole 'nother can of worms.
  17. There's also access to a halloween-themed AP year round, ask Null the Gull to take you there. There's no ToTing there except during halloween, just as Father Time isn't in the Ski Chalet year-round. Could be interesting to have certain events triggered in these zones - like ToTing works in that zone for one week in May (during the Anniversary), and Father Time's available a different week. Rest of the city would be unaffected though, so no freak blizzard in AP every May. Are the Love Letters, or the Baby New Years chewing people's faces off? Because you should know by now not to take living spells (or parchment) out of Night Ward. (Side note- both of those could make for fun AE missions...)
  18. Yeah, being able to buy a specific costume any time of year for 1 of each Halloween salvage is great, since it lets me do stuff like that whenever. A more permanent, P2W option would be nice for specific costumes though, as it's a bit pricy to run one of them year round (24 of each salvage is a lot of ToTing...)
  19. It may not be as lucrative as a standard farm, but it does seem to be much more accessible, given the almost 24/7 haunted hotel ToT league in PI (Excelsior) during the Halloween event. Because some of those temp costumes make some build ideas, since the equivalent costume parts aren't readily available. I rolled a DP/Devices blaster on Live that I only ran with at Halloween so I could RP as a rogue Malta Gunslinger. I debated doing something similar with a Claws/Regen scrapper for the Freakshow Tank, but decided it wasn't worth it to have 2 alts competing for Halloween playtime. I'll admit it does get old after a while, but I do like that it mixes up the usual street sweeping routes - I can hunt over all of PI with my main, not just near Portal Corp. The extra mob variety/event drops are just a bonus at that point.
  20. This could be fun - but as-is, it's far too farmable. It would, however, be a great update to the extremely dated Patrol missions, where it could paint 5-6 possible doors as the mission entrance. Wrong guesses (or even all but the last) spawn an ambush that hops out of the door.
  21. Could be a set of 3 badges - Lab Rat for buffs, Guinea Pig for debuffs (100 each?), and something like Bunsen Breaker for smashing them (200 of them?). Also, the Vahz plague has nothing on whatever's in those labs. -100% recovery is a "time to find a quiet corner to cry in" moment, usually paired with full detoggling. The good news is that the buffs are auto-hit, whereas the debuffs roll against your AoE defense (so I usually hit them anyways, totally worth it).
  22. As @Rudra mentioned, floating a floor tile (or other flat surface) is the usual go-to for adding a bunch of things at a specific height. I do like your block idea though, with a twist - the ability to simply set a height in a room (UI option in Room Details), with all items counting that height as the floor (so we don't have to mess with trying to select/drag/realign that pesky floor tile). Similar options for walls/ceilings would be great, so we could define a room's outline (maybe even tilted, perhaps?) and just fill in details.
  23. Yes to both of these, please. Especially if we can clone a group - I've set up huge libraries before, and being able to copy/paste entire aisles would be amazing (especially if they could count as a single object against our item limit)
  24. Archery does already have a secondary effect - it's more accurate than other powers. Archery powers have a base 1.15x accuracy modifier, compared to most weapon's 1.05x acc (to compensate for redraw), or a most non-weapon attack's 1.00x. This isn't very applicable endgame (when your accuracy should be capped anyways), but it's very noticable while levelling (base chance to hit being 86% w/ no enhancements; 1 SO's usually enough to take on +1s) That said, I wouldn't mind archery getting a touch-up to stay competitive end-game (or even a rebalancing of end-game resists, feels like everything but carnies resist lethal damage). A minor slow component's a fun idea for this, but -def could work too (both representing arrows limiting a foe's range of motion).
  25. 20 year old hoops or not, there is a rather large difference between "playing as you want on a server" and "playing as you want in a sandbox". Instant 50 tokens are a perk reserved for the sandbox, so feel free to hop into the Beta/Brainstorm servers for it. PL'd toons aside, there is a general expectation that a level 50 character knows how their powersets work. An instant 50 token on the live server would severely undermine that expectation.
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