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Vanden

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Everything posted by Vanden

  1. Well, that's what you can do now. With 300% recharge, AoE holds are up every 60 seconds. To be clear, I'm not against buffing AoE holds. I think they should definitely lose the accuracy penalties (the PBAoE ones should maybe even get an accuracy bonus), and either get an increase in duration by about 5 seconds or a reduction in recharge time by about 40 seconds (but not both). However, the intention behind the original nerf is still valid IMO, and it shouldn't be undone completely.
  2. You shouldn't be able to turn entire spawns into statues with a single power every group, though. That's why the AoE controls were nerfed in the first place.
  3. Setting up Granite Armor customization is not so straightforward. The power customization system doesn't change that actual properties of the powers, only animations and FX colors, and the shapeshift into the Granite Armor model is part of the power's effects. They can change what model the power shapeshifts you into easily enough, but that would change Granite Armor for every player. Setting it up so the player can choose what model it uses requires groundwork that AFAIK isn't currently laid out, and would need to be implemented just for Granite Armor.
  4. No one who actually looked into a solution and understood how it might be implemented actually said it was impossible, only very difficult. They only people who were saying it was impossible were putting words into their mouths.
  5. Lore summons copies of boss and lieutenant mobs from various villain groups rather than specific characters. How are they not generic?
  6. Lore summons generic bosses and lieutenants, thank you very much. No generic minions in there!
  7. Taser used to be a melee attack a long time ago, but it's been ranged for ages.
  8. I'm actually kind of miffed because it's so similar to what I posted many moons ago but it's getting way more likes.
  9. That's my mistake. So the total with the new numbers is in fact 237.25, versus the old numbers' value of 264 with Bruising. Without Bruising, it's 220, for a total increase of 17.25, barely noticeable. In the interest of getting some numbers that more closely represent actual gameplay, here's what the same attack (100 damage base, 95% damage enhancement, 1 stack of Rage) would be after some purple patch on higher level foes: Old Values, no Bruising +1 (90% effective): 198 +2 (80% effective): 176 +3 (65% effective): 143 +4 (48% effective): 105.6 Old Values, with Bruising +1: (220 * 0.9) * (1 + (0.2 * 0.9)) = 233.64 +2: (220 * 0.8) * (1 + (0.2 * 0.8)) = 204.16 +3: (220 * 0.65) * (1 + (0.2 * 0.65)) = 161.59 +4: (220 * 0.48) * (1 + (0.2 * 0.48)) = 115.7376 New Values: +1 (90% effective): 213.525 +2 (80% effective): 189.8 +3 (65% effective): 154.2125 +4 (48% effective): 113.88 At this point, a Super Strength Tanker has absolutely nothing to look forward to with this patch any more. No more extra endurance, no getting to skip Jab, worse single-target damage, and AoE damage only better by an unnoticeable amount.
  10. It could be worth the tradeoff on other sets, but not Super Strength. As I pointed out, Super Strength has only one AoE attack and it barely benefits from the changes to the inherent.
  11. With the nerf to Tanker self +damage, these changes are now a straight nerf to Super Strength. If we start with an attack that does base 100 damage, with 95% damage enhancement: Old numbers: Base damage: 80 Damage from enhancement: 76 Damage from Rage: 64 80 + 76 + 64 = 220 220 * 1.2 (from Bruising) = 264 New numbers: Base damage: 95 Damage from enhancement: 90.25 Damage from Rage: 76 95 + 90.25 + 76 = 261.25 Super Strength was already getting virtually nothing out of the last round of changes besides a virtually meaningless 1 foot increase to Foot Stomp's radius and increased target limit that won't mean much outside of farms, now it's actually worse than it is on Live. These changes can't go Live as-is with a vague promise of a rework to the set in the future.
  12. The streakbreaker is harmless for defense-based builds. If the final tohit chance is under 20%, an easy value to reach, you need to miss 100 times in a row before it kicks in, and the lowest accuracy anyone can possibly have is a 1 in 20 chance of hitting. And the count is separate for every NPC; a NPC missing an attack has no affect on the streakbreaker build up for any other NPC.
  13. I think our current info screen size is big enough, but I do think it would be cool if we had an extra 500 or so characters for each of our costume slots to describe them.
  14. The day job badges on Homecoming were changed from 21 days to 4 days to earn to alleviate the pointless grind of them. Why would we want to undo that with an even longer one?
  15. That might be okay now, but it would've left villainside without any ranged-focused ATs for years.
  16. I think most of the zone teleporters could use some repositioning, in addition to adding second locations in larger zones. It's like when they were added to the game, the devs were afraid of making them too convenient for some reason.
  17. It was going to be an issue 24 change. Issue 24 didn't get finished, naturally.
  18. You're gonna watch Frostfire freeze his chatty underling, and you're gonna like it!
  19. They did get stuff, like how Ice's holds are real attacks now, and the strongest ones in the set to boot.
  20. You're not going to fix an entire AT by changing one power, that players would still have to option to skip.
  21. Well, Burn has a quirk where it summons a Burn patch for every target affected; one for the player as it grants the immobilization protection, and up to four more for every enemy hit with the initial pulse. This means the DoT ends up being several times more powerful than it is on paper.
  22. But there's already a menu if you right-click on the chat window.
  23. There doesn't need to be a +ToHit tradeoff, that's what I've been saying.
  24. The damage has been discussed to death. We're talking about the ToHit here. It is an advantage, yes, but it's not an unbalancing one. Even double-stacked.
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