-
Posts
3583 -
Joined
-
Last visited
-
Days Won
11
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Vanden
-
Mids is wrong, both powers are scale 3.56 damage. Even the split is the same, 1 Smashing, 2.56 Energy.
-
The standard damage formula makes it pretty easy to categorize single-target attacks based on their recharge. Attacks with a recharge of 8s or less are basically filler attacks; they're not that strong, but you use them when stronger attacks are on cooldown. Attacks with a recharge of 10-15s or so (I don't think there's any powers in the game with a 9s recharge) are the meat-and-potatoes powers, attack chain staples; these are powers like Freezing Touch or Golden Dragonfly. And powers with recharges longer than 15s are the heavy-hitters, powers like Total Focus and Knockout Blow. The best sets have at least 2 powers falling into the latter two categories (or they have several good AoE powers). Kinetic Melee's main problem is that it has four powers in the Filler range and only one Heavy Hitter, and its AoE isn't good enough to make up for that. Increasing the recharge on Focused Burst to 10-12s, with the corresponding increase in damage scale, would fix this. Another problem is Concentrated Strike. It's basically Total Focus, but worse. The damage is the same, but Total Focus is 100% chance for scale 10 Stun, while Concentrated Strike is only 60% chance. Also, TF does more damage on a crit, while CS only recharges Build Up/Power Siphon, which isn't necessarily helpful. TF is also faster than it now, and of course is also in the same set as Energy Transfer; really I'm not sure why they decided to make the capstone power of KM an inferior clone of a power that isn't even its own set's capstone, that's just weird. So some kind of buff for CS is also in order. Lastly, Power Siphon is just too slow. I've only played KM on Stalkers, but I know I would hate spending 2s casting PS multiple times a minute.
-
I think these should be pretty easy suggestions to add. I would've added them myself, except I can't find where these popmenus are defined in the files. First, in the menu that appears when you right-click on another player, I would love to have the option to get that player's Global Name, like you can by left clicking on their name in chat. Second, it would be great if every kind of popmenu that appears when you right-click on an NPC had an option to open the Info window. Now, it's true that a lot of NPCs don't actually have any info for the window to display. Random civilians on the street only have the Follow option when right-clicked, for example, and store NPCs have only Follow and Chat, the latter of which is the same as left-clicking them. However, I see these same popmenus all the time on NPCs that do have perfectly valid data for the Info window, like NPC allies in missions, and the new combat-enabled trainers. It seems like it should be easy to add an option for /info to these popmenus; the worst it can do if you click on it is nothing, and there's already plenty of that when you click the Chat option when it's in the popmenu seemingly for no reason. @Jimmy, @Faultline, any chance of this in the next patch?
-
Nah, Experienced is 1 charge at every level of rarity. It's really annoying.
-
Allow Long Range Teleporter to retain known supergroup bases
Vanden replied to Lamia's topic in Suggestions & Feedback
You guys really need to look into popmenus, it's an extremely easy way to maintain a list of bases in a single tray slot.- 6 replies
-
- 3
-
-
-
- long range teleporter
- travel
-
(and 2 more)
Tagged with:
-
I think it was, in fact, reduced a long time ago. They reduced the -Recharge and added a -Damage effect, since Ice Armor Tankers had to take big alpha strikes and the -Recharge alone wasn't doing anything to help with that.
-
Because buffs expire, and the Defender has to reapply them. The Defender might be defeated, or not in the same part of the map as the other player. Thus, both players have to stick together and protect each other, and team synergy is thus encouraged.
-
Why's everyone always asking for so many swords all the time, don't people know swords are dangerous
-
Add Provost Marchand missions to Flashback
Vanden replied to MrBadman's topic in Suggestions & Feedback
They're already in Ouroboros, the arcs just can't be outleveled, so you have to wait until 50 to run them in flashback. -
Considering they release issue 8, with a revamped Faultline with new story arcs, the veteran reward system, and a host of new costume options during that period, I think it's safe to say that the team was obviously not in maintenance mode.
-
It stinks, but they'll buff it some day.
-
Super Strength Proliferation to Scrappers and Stalkers
Vanden replied to ironjoe's topic in Suggestions & Feedback
Well, if we've reached the point where people are simply saying, "I'm right and you're wrong," I think we've derailed this thread enough. -
You're forgetting about possibly the most common theme of all: the character that can't fly. The character that has no nanotechnology or secret magic rituals or bizarre radioactive goo. A power that lets you fly with no visible means of support absolutely does not fit that theme, but jetpacks are still there to give those characters the conveniences offered by flight.
-
Super Strength Proliferation to Scrappers and Stalkers
Vanden replied to ironjoe's topic in Suggestions & Feedback
Attack chains need filler and use it regularly. A Stone Melee character can't just cycle Seismic Smash and Gloom forever, they have to fill the time with something. If you just arbitrarily buff the recharge time on those powers, suddenly those attack chains need less recharge or fewer attacks, which means more room to build for defense. This definitely matters to overall balance. -
Super Strength Proliferation to Scrappers and Stalkers
Vanden replied to ironjoe's topic in Suggestions & Feedback
If you take a power like Stone Mallet and give it a 4s recharge without changing the damage, it would have over twice the DPS of Seismic Smash. That's absolutely going to cause ripples in the high-level performance, and this was just the first set I checked. I don't think you've really thought this through. -
Super Strength Proliferation to Scrappers and Stalkers
Vanden replied to ironjoe's topic in Suggestions & Feedback
It's pretty meaningful at low levels. -
Was doing the mission Rescue the Subdued Heroes, a 40+ Hero alignment mission from the tip Doc Quantum's Moral Quandary. The mission-critical rescue objective to save Sky Dragon spawned in this room: That's less than halfway through the map, but that objective is supposed to appear in one of the last rooms of the map. The map was Sewers_45_Layout_02_02. The same mission map, after being revealed fully:
-
Super Strength Proliferation to Scrappers and Stalkers
Vanden replied to ironjoe's topic in Suggestions & Feedback
Didn't you start this conversation because you were dissatisfied with how the standard damage formula doesn't take cast time into account, and the devs are effectively eyeballing it? Why are you now advocating for a system where everything is eyeballed instead? -
I'm just saying, it's fair to point out that a power that does more damage than Punch while recharging faster is already performing above the grade. I'm not saying it makes Flurry a good power.
-
They still follow the standard damage formula.
-
Potentially easy "new" content for higher level Praetorians
Vanden replied to Darmian's topic in Suggestions & Feedback
Doesn't Number Six's arc take place after Tyrant nukes the Magisterium and Praetoria itself has fallen? Doesn't seem like something a Praetorian character should be able to do until they've finally left Praetoria behind. -
TVTropes lets you create notes that can be clicked on to show otherwise hidden text. For example, the note about SNL Digital Shorts on their page for Andy Samberg. I want to be able to do that here. We do have the spoiler field, but that interrupts sentences and paragraphs and dominates the post, so it's not really good for inserting little asides into our posts.
-
With its 60s recharge and 30s duration, Boost Range is clearly meant to be perma'd, if that's what you want in your build. But with such a short duration, you have to cast it extremely frequently. Energy Manipulation already has to be casting Energize constantly to get its sustain effect (which I've also suggested we do something about), so to also have to deal with incessant Boost Range casts on top of that is really annoying. If we just quadruple the recharge and duration, putting it at 120s duration and 240s recharge, it becomes much less annoying to maintain the buff, while keeping the uptime and slot cost the same as it is now.
-
Super Strength changes & proliferation to Scrappers and Stalkers
Vanden replied to Vanden's topic in Suggestions & Feedback
There's no way to claim a 120-second buff attached to a 10-second debuff is overall a penalty. That's completely absurd. Only if you focus exclusively on the name and ignore the rest of the power. -
Super Strength changes & proliferation to Scrappers and Stalkers
Vanden replied to Vanden's topic in Suggestions & Feedback
Rage is not a short duration buff. It lasts 120 seconds and is clearly meant to be perma'd. All of those characters are supercharged with power at all times, because they have super strength.