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Vanden

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Everything posted by Vanden

  1. Did you test this? It sounds like turning on Ninja Run should just replace the movement buffs in Shinobi-Iri without detoggling the power.
  2. You can say that players won't need the stun all day, but it doesn't change the fact that the changes are taking the guaranteed stun out of the set and away from players. The framework is already in place to allow the set and players who want it to keep the effect, so there's no reason not to put it in there.
  3. I tested it, it's definitely mag 3 with focus now, since it can stun lieutenants. And it's definitely higher than scale 6. I timed the duration at level 21 on a lieutenant; scale 6 stun should be 6, times the Brute modifier for stun (0.8), times the bonus for level (1.2 at 21) = 5.76s, but it's stunning lieutenants for around 8 seconds. (No enhancements were used)
  4. Not to keep hammering on this topic, but couldn't the same argument be made for splitting Energize into a toggle and click like I suggested earlier? As the power is now, it's almost impossible to actually use the heal component of Energize to heal yourself because you need to click the power whenever it's up to get the sustain effect.
  5. From testing this, Barrage's stun goes from mag 2 to mag 3 when used with focus, but I wasn't able to determine the scale. It's definitely less than scale 10, though. Since the guaranteed stun property of this focus spender is meant to replace Stun (the power) being removed from the set, it should be a mag 3 scale 10 stun when used with Focus, to match Stun's old numbers. Now, I don't like the spender being moved from Bone Smasher to Barrage. It means Barrage is no longer a skippable power for a lot of us. Most of the objections to Bone Smasher being the spender were that it couldn't be used as filler when Focus was up and you didn't want to spend it on Bone Smasher. But if all we're after is filler, Barrage is just a better filler power than Bone Smasher, with its shorter recharge and longer activation. [Bug Report] Total Focus is only playing its hit FX on a hit about half the time.
  6. If it's the mission I'm thinking of, there are several ambush waves of Paragon Protectors, but only towards the end do they run out of working PPs and start throwing the defective ones at you.
  7. I don't have an */electric Blaster, but I do have an */Energy Blaster and an Electric/* Scrapper, so I know two things: 1. I hate click sustains, and would much rather have it as a toggle I don't have to think about 2. A 30s Recharge AoE knockdown with an unreliable stun feels more useful to me than a 90s recharge AoE stun with an unreliable knockdown (even if the former needs a slot dedicated to KB-to-KD). With that in mind, I think the best thing for Electricity Manipulation is to have the sustain in Dynamo, and revert Force of Thunder to Lightning Clap like it was in i23.
  8. 3* extra power choices
  9. I have to guess that it's because ranged stuff is in the Blaster primaries. The vast majority of powers in the Blaster secondaries are either melee-range stuff or self-buffs. A few debuff powers, the immobilizes, two single-target fears, and Psychic Scream were the only ranged powers in the secondaries until Captain Powerhouse starting making more of them, and even then the only major course change he made was the ranged holds that are getting nerfed.
  10. I just chalk that one up to a writer not realizing the implications of what they were writing, like Dominatrix's old relationship to Tyrant.
  11. "Splash damage" doesn't really have an actual meaning in in terms of CoH mechanics. It's only great on Stalkers.
  12. If you could just teleport inside those citadels how would Faathim stay safe from the endless onslaught of the other Rularuu?
  13. That's fine for powers that are actually attacks, but not for powers where the utility or control of the knockback is the actual point, like Gale or Power Thrust.
  14. I'm in full agreement here. Other than the animation/FX issues I outlined on the very first page, I don't think anything needs to change in this set before it goes live.
  15. I don't know about that. It really seems like it was originally conceived as a Controller primary and then half-heartedly converted to a Defender primary. It's got a single-target hold, AoE hold, single-target immobilize, knockdown patch, even Flash Arrow is just a clone of Smoke from Fire Control rather than an actual ToHit debuff power. That's more than half the set being powers you'd find in a Controller primary.
  16. The EM changes are nice, but unless Energize gets the split toggle/click treatment I outlined in the third post in this thread, I don't think they're gonna make me do a Sicko Laugh
  17. ...Unless you use Flash Arrow to reduce their perception first, which we've covered before. That sounds even more Tactical to me.
  18. Okay, what Captain Powerhouse actually said on this topic was, "When we say we want to give more incentives to get into melee range, we mean that we want the melee powers that blasters get to be more useful." Since Tactical Arrow does not have any melee attacks, that comment was obviously not meant to reflect on the changes to Tactical Arrow.
  19. That really seems unlikely to happen, since ET has half the recharge of TF. With a high-recharge build it will recharge most of the way during just TF's animation.
  20. Only repeat uses of the same power. Scale is duration. How long a mez lasts is just Scale x AT Mod for mez (which for Blasters is 0.8), plus a bonus for your current combat level. Minions needs Mag 2 to be mezzed, lieutenants mag 3, bosses mag 4. Some enemies get powers that grant them protection from mez, same as players. It's not affected by their level relative to you. It takes the same amount of castings to hold a boss as before, but it won't last as long as before. EBs will likely not be mezzable with the reduced durations.
  21. I think I have to agree with @Bopper that the people arguing against Bone Smasher being a spender are trying to abuse the situation. Right now the only actual problem with it being a spender is that if you get a crit TF you can't use it while waiting for ET to recharge. I think that's an acceptable wrinkle to keep the set from being just plain better on Scrappers and Stalkers than on Brutes and Tankers.
  22. And that wouldn't be at all worth it, because you'd burn your EF in the first second of your Build Up, then have 30% less damage for the remaining 9 seconds than you would have with a regular Build Up (this is part of why Street Justice stinks outside of Stalkers!). (Not necessarily addressed to you, Bopper.)
  23. That's how the standard damage formula works, compadre.
  24. In order to help players test power on the beta server (or wherever!) I made a custom mission in the Mission Architect. Attached to this post is the .storyarc file for the arc; simply download it and place it in the Missions folder in your City of Heroes install location, then it will show up under My Creations -> My Local Stories in the MA window as "Powers Test Bed!" The mission has custom enemies with no attacks or resistances. They are clearly, visually differentiated by rank, and the mission includes an Elite Boss, an Archvillain, and a Doppelganger of your character (which is important for testing powers changes, because that can produce weird results when the game tries to make a doppelganger of you). Why post the .storyarc file for everyone to download, instead of just publishing the arc myself? Because custom enemies with no attacks will run away at the drop of a hat, unless you use the Mission Architect test mode options to turn yourself invisible. Be sure to turn that on if you're not testing doppelgangers, because you'll get about 3 attacks off before mobs scatter to the wind with it turned off. Test Bed.storyarc
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  25. Yes, but I'm not sure what you're expecting from me. The resistable half gets 30-40% stronger than without, but the unresistable half stays the same because unresistable works both ways.
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