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Akisan

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Everything posted by Akisan

  1. Sort of, yes. Toggles don't continously drain endurance or offset recovery, they periodically drain a small amount of endurance (I don't know if more expensive toggles tick faster or take bigger bits of endurance - that'd take a seriously specific testing setup). If a toggle tries to do this and can't, it detoggles - so the "random order" is the order in which they tried (and failed) to pay their upkeep costs.
  2. Funnily enough, the only times I'd noticed that effect when I was tired enough that I could barely play (and had chalked it up to seeing things because I was so out of it). Maybe it'd be more noticible if it turned blue -> purple -> magenta, instead of just desaturating?
  3. Well, 2 travel pools and an Origin pool, which have their own weirdness involved (like being mutually exclusive & having the only non-epic ranged pool attacks). And @OverkillEngine didn't even mention that the first three powers are available in Flight and Leaping, making it that much less likely for the attack to be the preferred pick.
  4. And it doesn't have to be that damaging, if it provides good utility. Stuff like Air Superiority only does T1 damage, but 100% knock-up. Jump kick (same rank, also in a travel pool)? IIRC, it's got a longer cast, but is still T1 damage, and only has a chance to stun. Stuff like that should either get bumped damage (T2-2.5?), always stun, or be reworked to have some other effect. That's definitely the current design philosophy, especially in regards to damage. I'm saying they should be on-par, damage-wise, or provide good utility. I'd even be ok if other pools followed up on what they did with fighting - like Arcane Bolt having a shorter cast time, or Jump Kick guaranteeing the stun if certain other powers are picked in their pools.
  5. IIRC, many pool attacks (like Jump Kick & Flurry) have a long animation time. And, regarding T1/T2/T3 eqivalency - lots of players skip either their T1 or T2 attacks. For a pool attack to be a viable pick it needs to be equivalent or better than the power it replaces (CC, utility, DPA, whatever) - so these attacks need to be T2 equivalent minimum, OR bring something else to the table (like there are no ranged attacks in the basic pools) I did mention AS for its excellent utility. SA's less common though - it requires 2 other powers, but the mobility is nice to have (though, I tend to favor Acro instead on my squishies - that 2 Mag hold protection is criminally underrated). So not advocating for prereqs to be removed. I'm asking for pool attacks to be reviewed so the majority aren't widely regarded as wasted picks. And my blaster has 3 powers from the Medicine pool (Injection's so worth it on Posi 1!). We don't need all of our power picks, but if I'm going to give up utility for a basic attack, it needs to count. And if the price of the boxing attacks actually mattering is a nerf to Tough/Weave, that's fine - it's poor design for Boxing/Kick to be a tax on people taking Tough/Weave.
  6. Right there with you on this. In general, I'd like for a review of all pool power attacks : They're all balanced to be weaker than our core powers, often too much so. I pretty much only see them used as A) gimmick powers (fighting pool, spring attack), or B) have other utility (excellent control with Air Superiority's KD), or C) Mules/ Prereqs. If they were strengthened to the point where they were equivalent to some of our mid-tier powers (i.e. Jump Kick being roughly a T2/T3 scrapper attack), we'd probably see more build variety (since they'd be alternate choices, instead of weak/dead choices). As a bonus, they'd probably be worth slotting at that point, too!
  7. Since you mentioned Blasters: their sustains typically have a base endurance recovery that's twice as powerful as Stamina - so it's usually not worth putting any extra slots in Stamina unless you're going for procs/set bonuses.
  8. Would this also fix the NPCs just shoving us out of their way as they walk down the street? Because while that's funny for a while, it gets old fast when you're street sweeping.
  9. *sigh* I really wish people would stop looking/pointing at the travel power pools - they're a bad example. The early travel power was a VIP/P2W reward on the Live servers; free (and low-tier premium) players still had to wait until 14, and have another power from that pool (just like all the other pools). Those got grandfathered in, along with a bunch of the other P2W stuff - Mystic Fortune, Inner inspiration, unstable mutation, the various attacks, etc. As far as I'm concerned, taking an early travel power is still a P2W gimmick, even it it's been granted to all of us for free. As for the lowered level requirements for primaries and secondaries (and skipping the T1 in secondaries) - As I recall, the main force there was to prevent players from being forced to take pool powers in their earlier levels (a level 24 character had to have at least one pool power). Plus, nice QoL there on the secondaries since some builds just don't use their T1 secondary. At least with Kick/Boxing, you chose to have a dead power, instead of being forced into it. Yes, there was some power creep involved there, but not nearly as much as we'd get by freeing up those prerequisite power pool picks.
  10. My goto for that sort of magical mischief is an ice/elec/fire blapper. 3 ranged holds, a melee hold, AoE denial (bonfire), slows, endurance drains, sleeps, stuns, and a self rez for when I get too careless. Wish I had more Fire attacks to mix into my chain, but it works fairly well, theme-wise.
  11. Fine by me. Many of these basic powers can be aquired infinitely (if randomly) by stopping the weapons deals in bank missions. I'd definitely pay inf. to give some of my characters thematic side weapons instead of continuosly grinding bank missions. I'll agree with @Rudra though - they are (and should be) inf. sinks, so if they get a perma option, it'd have to be expensive - maybe not inf cap expensive, but still up there a ways.
  12. It'll still help with (non-melee) cones though, by extending how far the cone reaches (but not the angle). Circular (PB)AOEs don't get any bonus to their radius though, as @Snarky said.
  13. If you're just looking for a visual effect (and not any combat effect), you could try some of the CC emotes - Light Magic or Pure Energy might do what you're after.
  14. Horray for immunity by virtue of not liking coffee! I will, however, vouch for one of their secret menu items - spiced apple cider (steamed apple juice, with a couple pumps of cinnamon syrup & whipped cream). They're the perfect pick-me-up on chilly fall mornings. (Though, I'll never turn one down, even in high summer. They're that good!)
  15. IIRC, you can make a macro that'll target a specific minion and buff them, but you can't do that then switch back to your original target (unless you've macro'd that target by name, which isn't really practical). If that's what you're trying to do, you can gamble a little - casting a buff on an aggro'd enemy will cast said buff on their target (same system as targeting through an ally), so if your boss minion is that target... (I use this trick fairly often on my Empath Defender for heals, it's really convenient!)
  16. But... but... he's doing something, I just know it! You didn't see that massive pile of cathode ray tubes in that base I raided the other day!
  17. You may be on to something with that - I just noticed that none of the regular pool sets have *any* ranged attacks (only Origin, Epic and Patron pools do). There are a lot of melee attacks to chose from though. Edit to add: I appreciate the ranged power pool, it's just wildly out of character for a medival knight to use...
  18. You don't think... Nah, Nemesis *couldn't* have found a way to crossover to other games. That's just the (totally unjustifiable) paranoia talking... (Is it bad if I think it'd be fun to watch a "Nemesis" mode in some of the newer FPS games - like CoD? (for clarification - this would be a mode where one team is a standard, modern army with normal player loadouts, and the other is Nemesis Army troops, with steampunk gear that has high power but odd limitations))
  19. Translation: SEND NUDES PLZ Oh wow, it's been a while since I've laughed until I started crying. Not at all what I had in mind, but it does fit (both as a translation, and Switchfade's request demand) (And, an excellent example of one of the reasons I generally use words, and not Emojis)
  20. Perhaps they meant, as an alternate to placing a thumbtack, one could follow a teammate that is near (or soon will be near) the location you're trying to mark?
  21. I'm not understanding. Sorry. Teammates are already marked on the map. As are NPCs you or the team has picked up. You can. Click on the teammates' arrow on the map, and they'll be tracked on your nav compass (including distance to), just like a stationary waypoint. (click again on that teammate's arrow to remove it, or simply set any other waypoint to track it instead)
  22. This set sounds nearly perfect as a side set for my Knight (Sword/Shield Scrapper). The main request I have for it is that the thrown knife be one of the 2 starter powers - I need something fast to throw at would-be runners, and the utility of if goes down substantially if I have to burn a power pick on a weaker version of the powers I already have (possible position swap with the AoE slash)
  23. I thought that was disabled? Not last I checked (has been a few weeks though, since I've all the LRTP destinations). All they disabled was the ability to instantly TP away (since it was being abused as an exploit). I mostly only use that trick to quickly visit other people's bases if it comes up while chatting. (If I don't just drop a base portal instead, so they can join me / give tours / whatever). Oh, and also worth noting - /enterbasefrompasscode still works as original if you're inside *any* SG base. (or near a base portal) Edit - summoned base portals count too!
  24. I'm... sorta ambivalent for this one. Partly I'm not a fan of P2W and the unlocks are easy enough as it is, but on the other hand... all these unlocks save you is a loading screen. LRTP drops you at the SG portal in the destination zone (same as the base teleporters), and you can use /enterbasefrompasscode for a few seconds after casting LRTP (10s?), so there's not a huge advantage to buying these.
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