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Vanden

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Everything posted by Vanden

  1. How has it outlived the purpose? The purpose was "Super Strength just gets to have a better AoE than normal." Foot Stomp is hardly the only power to break the balance rules in the damage formulas. If you head on down to the Design Formulas thread in the guides forum you'll find plenty of other powers people have identified that break the rule. Besides, as an intentional feature of the set it shouldn't just be casually obviated by an AT-wide change. If for whatever reason they had decided that all Tanker attacks should have defense debuffs and added defense debuffs to every secondary power that didn't already have them, wouldn't Broadsword, Katana, and Radiation Melee players feel left out? The same reasoning applies here.
  2. It was an outlier on purpose.
  3. That's the point of the change, if you have a resist armor set, you can pretty much ignore the crash. If you have a defense armor set, the crash gets you flattened. The change evens that out.
  4. But the defense penalty is twice as high.
  5. No, that would make it pretty much exactly the same as it is on the live shards.
  6. The extra end appears to be another function of the changed inherent, meaning it's a permanent +20 max end buff and not an actual increase to the base endurance of the AT.
  7. Hurl uses the melee damage modifier, its damage did go up.
  8. There's no shortage of other sets that are entirely Smashing/Lethal that don't need a permanent Build Up to be competitive. The only thing about Super Strength that's weaker than those sets is that Punch and Jab do less damage than equivalent powers from those sets, because they recharge faster. I'm going to admit that I don't disagree that overlapping Rages for just a few seconds isn't good enough to justify such a harsh penalty when you're getting virtually no advantage over the player that doesn't overlap at all and gets no crash, but double-stacked Rage is too powerful in the hands of characters built to have it as long as possible for it to have no downside.
  9. So I've noticed an issue with the radius buffs with regards to Foot Stomp. Foot Stomp has always had the unique aspect that its radius is bigger than it should be for the damage it does. I believe the standard formula, for an attack with the damage and recharge it has, would put it at a 10 foot radius (don't quote me on that number), but it's always been 15 feet. Now, with the AoE changes, Foot Stomp had its radius reduced to be able to take advantage of the radius buffing effect, meaning it has an overall larger radius now, but it also means that it's lost that unique aspect of itself. It's now essentially a standard power. Could something be done so Foot Stomp doesn't lose its unique flavor?
  10. Your feedback is for a change that isn't being tested.
  11. How is being able to skip a previously unskippable crash not a buff? If you're just arguing against a crash in general, maybe you should've contributed to the long Rage thread in the suggestion forum rather than wait for a change to be tested.
  12. This has already been proven to be untrue. SS attacks follow the same damage formula as every other power in the game, with the exception of Foot Stomp, which breaks the rules to be better than the formula would allow. Super Strength users are not being penalized with this change unless they stack it. Without this change, they get the crash no matter what. This is a buff, people need to stop railing against it like it's a nerf.
  13. What other set gives you a buff on par with permanent, stackable Build Up?
  14. I like this change to Rage, and would love to see it go live.
  15. Nope, Taunt had an unlimited target cap, same as every AoE, until target caps were implemented on AoEs.
  16. That's exactly why you can't slot it. Back during the GDN Wet Ice was hit so hard that the devs removed the ability to slot defense into it to protect players from themselves; there was a conversation on the forums that went precisely in that direction.
  17. I missed this change in the initial excitement, but seeing it now, I think it's too much, taken with all the other changes. Taunt is an incredibly powerful tool for aggro management; you basically push one button, and that target and any targets near it is yours, now and forever. This is why the live devs originally reduced it to 5 targets in the first place, and I agree with their rationale. I think letting that affect up to 10 targets is overkill.
  18. For the better! Forcing Tankers to use their weakest, most useless attacks to contribute in a team environment was the opposite of fun, and as Captain Powerhouse pointed out, barely improved the Tanker's personal DPS overall.
  19. If nothing else goes live I desperately hope that the T1-T2 swap gets in.
  20. But what you're missing is that that was a bug, it was always a bug, and Homecoming has made it clear that that feature is not coming back. That ship has sailed, but with that in mind, we can see that the changes to Rage here are unambiguously a buff.
  21. If putting Rage on auto is the only way you can be bothered to use it, then nothing changes for you. If, on the other hand, you're willing to put some thought into your play, you can reap the benefits while saving your only auto-cast for some other power. For example, your Shield Brute? Can now use that auto-cast on Active Defense.
  22. From my testing Invincibility doesn't seem to have improved range.
  23. What about them not getting the radius increase? Also noticed a bug with Rage; it's showing the new "weakened" floating text even when you avoid the crash.
  24. Well if you don't want to double stack it, then the change already gives you what you want.
  25. Double-stacked Rage with no crash is simply too good. It (almost certainly) won't happen.
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