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Vanden

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Everything posted by Vanden

  1. How did a Rage thread turn into a market thread
  2. I guess it could work if you're fine with your character using a Tonka Truck as a weapon.
  3. No, I think so too. Defenders were designed for a role they can play perfectly with no inherent power. The solo damage boost is a nice way to shore up their biggest weakness, though.
  4. The Bombardment set was conceived and named here. They've also got something in the works that I've seen suggested here several times.
  5. I say we leave Vigilance exactly the same. I hope to see this idea implemented by the end of the week.
  6. You're wrong, every hero needs to be ripped. Says so in the Constitution.
  7. The activation time is the tradeoff for the insane protection it offers in melee.
  8. This is a website suggestion, it belongs in the Website Suggestions & Feedback forum
  9. That's not an actual problem, though? If you've started an arc, the game will let you finish it no matter how much you outlevel it.
  10. The only thing I can think of that will save Torch and Indom is The Talks finally reaching an agreement, Homecoming being allowed to advertise, and doing something to entice new players to roll on Indom or Torch. The double XP they gave out on Excel and Everlasting when they first spun up worked too well.
  11. It really doesn’t. For anything other than Smash/Lethal, you have to pop it well in advance of getting into trouble, and it really just slows down how quickly you can be defeated, giving you some extra seconds to pop some inspirations or retreat. For Smash/Lethal, going Tough/Weave is probably better. You get the extra defenses all the time, instead of just some of the time, and Willpower gets Quick Recovery to help with the extra end costs (except on Stalkers).
  12. But on the other hand, if you do go into the fighting pool for Tough (and Weave), an extremely common build choice, your t9 can barely do anything for you. A Stalker with end problems might like the Recovery buff, but that's pretty much it. I'd like them to at least buff the Psionic resists.
  13. Destined to fail? Hmph!
  14. a-RA-khen, more or less. It's actually based on two words from Vietnamese: "arak," which means "star," and "khn," which means disease. I know a Vietnamese origin seems weird, since the Council is supposed to have originated in Italy, but a fairly obscure high-level standalone mission explains the connection. Spoilers!
  15. Hard to say if this is really a bug or not. I believe this is a result of some under-the-hood changes to the power system. In a nutshell, pseudopet powers like Sleet would count as coming from different entities, but some new tech allows them to count as coming from the player. Since Sleet now always counts as coming from the player character, instead of a pseudopet, this is exactly the kind of behavior you would expect to see.
  16. You seem to think you’re being a lot cleverer than you are. First, I know you were being sarcastic. That’s why I didn’t respond to your first post. It doesn’t change that fact that you made a bad faith argument. Second, nobody here thinks this isn’t power creep. Nobody thinks raising the ToHit chance cap would benefit mobs anywhere near as much as players. You’re attempting to refute a point nobody was making. The fact remains that raising the ToHit chance cap would be, on paper, an extremely negligible boost that could be easily compensated for. The far more nebulous loss of “uncertainty” would be harder to compensate for, and I could see why you wouldn’t want to lose it, but you could’ve found a way to say that without being a smartass.
  17. I think it’s interesting how Toggle Man is actually a lot more viable now than when that post was written. Back then, Toggle Man couldn’t get Stamina, because it isn’t a toggle, and since ED hadn’t happened, all endurance costs were higher. Several individual toggles also had their costs reduced. They also activate faster now in a lot of cases; Toggle Man originally couldn’t finish turning on his toggles before he ran out of endurance.
  18. I could say similar to you. This part of your post: ...makes me think you have an extremely flimsy grasp on how the game works. Players easily reaching the ToHit chance cap while mobs rarely getting anywhere near it is how the game works now. If you really believe this is causing major imbalance, where’s your feedback thread suggesting this be fixed? Either you have no idea what you’re talking about, or you’re still arguing in bad faith. Which is it?
  19. Just a blatant bad faith argument. Mobs don't get anywhere near the current ToHit cap on a regular basis, so why should they suddenly get massive ToHit buffs to help them reach it (and massive damage buffs along with it) if it were to become a little higher? If you were really concerned about the minor power creep that a higher max ToHit cap could introduce, you could have simply pulled up a calculator for a second and proposed mobs get slightly higher HP to compensate, or perhaps Build Up and Aim get slightly reduced damage buffs if they were going to be the method to surpass the current cap. You certainly made your own true intentions clear, I'll give you that.
  20. That's not the same thing as giving every single mob +130% damage and +70 ToHit.
  21. The difference is mostly semantic; I'll try my best to explain it. Basically, Defense has a soft cap because it's just a variable, which can go higher than 45 (i.e. the game will track it). However, increasing the value higher than 45 no longer changes the final result. ToHit chance has a hard cap because it isn't a variable, it's the final result of a formula, and the game won't ever allow that value to be above 95 (or below 5).
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