Jump to content

Vanden

Members
  • Posts

    3581
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Vanden

  1. Actually, there is no bug, not any more. The info window is accurate now, and you can see that Haymaker and all attacks on Pineapple do 20% more damage at base. At low levels this isn't apparent because there are modifiers in place that make the archetypes's base values different from what they are at 50, but by 20, IIRC, everything is where you expect. At level 4 (which is when a Tanker can actually get Haymaker) the number is going to be wonky.
  2. There’s a bug with the display numbers, they’re still showing the old damage numbers. If you go in-game and test the powers, they do more damage than the info window says they will.
  3. That’s not what Paragon Kid is upset about, to read his posts.
  4. Your damage is not being reduced. Tanker base damage was increased by the same amount as Bruising added, and that affects self damage buffs like Build Up and Assault Hybrid as well.
  5. It seems as reasonable an assumption as people always fighting +4 AVs with tier 3 incarnates slotted.
  6. They should just be purple. They have the same price as purples at the merit vendor, they have the same drop rate as purples, their set bonuses are unaffected by exemplaring, they're practically purples already.
  7. If incarnate powers are in play, it's extremely unlikely that a single resistance debuff is going to make any difference.
  8. I tested Foot Stomp in Super Strength, and I see that it still has the reduced 10-foot radius from the last patch. With the reduced radius buff, that means its radius is now 16 feet. While still a slight buff over the Live radius of 15 feet, it means that Foot Stomp doesn't get its free 5-foot radius increase over what the AoE damage formula would allow, so it's still kind of a nerf. Could Foot Stomp keep the 20-foot radius it had with the old 100% boost to PBAoE radii from the last patch, so this isn't technically a nerf?
  9. I would like to ask Captain Powerhouse to seriously reconsider keeping the T1/T2 attack power swaps, at least for some sets. I've been looking at the power selection statistics that Jimmy posted, and it's the same story for almost every Melee set; for Brutes, Stalkers, and Scrappers, the T2 has a much higher pick rate than the T1, but on Tankers where the T1 is mandatory, the T2's pick rate plummets. The only place where this is not the case is when the T1 is already stronger, like Katana and Broadsword, and in Martial Arts, where the T2 gives a defense buff on a hit. Clearly a large portion of the player base simply prefers to only have one of the T1 or T2, and the T2 is the much more popular choice. There are of course players who would prefer the T1 over the T2, but the numbers don't lie; they are the minority. But that's not the only reason. As Captain Powerhouse himself posted, Bruising was intended as a consolation prize for Tankers being forced to take the worst attack in their secondaries. Now the consolation prize is gone (and it's a change I celebrate, don't get me wrong), but we're still forced to take the worst attack in the secondary, and we get nothing for it. The original idea to swap T1s and T2s and give something to the old T1s better than Bruising, to make them worth choosing, was a much better plan. You can see on the power choice statistics that this has worked for Tanker Storm Kick; the defense buff it gives means it has a pick rate over 90%, in the same neighborhood as the T2s in other melee sets for the ATs that actually have a choice of T1 and T2. I think a stronger version of Bruising would be a good idea, as an olive branch to the players who are upset over losing it. So please, reconsider it. I think you had a good idea on your hands with the swap, and it would make a worthwhile change.
  10. If you mean it's "broken" in the sense that it's too good, I don't know how having it makes Super Strength subpar.
  11. It's an extremely biased description that makes the people who actually like the way Rage works now sound like villains. They don't want the power they like to get nerfed? Geez, what a bunch of jerks.
  12. That isn't what I said, though. I was responding to the assertion that if Super Strength is bad without Rage, then Rage/Super Strength should be reworked. I was saying why rework it, when it already has the thing it needs to not be bad?
  13. Someone in help chat on Everlasting was exactly right. Switch to Rogue or Villain and you should be awarded the badge.
  14. I'm not quite following how you picture this working. It automatically places bids at the auction house? At what price?
  15. On Pineapple, since you can just cheat to 50, you can grab an exploration badge from Recluse's Victory to get the O-portal.
  16. What's the difference? They're all core aspects of the set. I don't see how the way they get access to those mechanics affects whether or not you can consider them essential. I know.
  17. Is Titan Weapons somehow wrong because it needs Momentum to work properly? Are Mastermind primaries somehow wrong because they need pets to work properly? Some sets have lynchpin powers. It doesn't mean they're broken. Then what are you even doing here? How could your opinion on how Rage works and how it could be changed have any meaning at all when you have absolutely no experience with Rage or Super Strength, and everything you know about it is hearsay?
  18. I have not seen a single good idea for how to improve it. Everyone wants to make it more complicated, and for what? How does that improve it? Right now it's a button you press every two minutes for an awesome buff. It's elegant in its simplicity.
  19. Why should we change it if it works as it is?
  20. Because Super Strength does have Rage.
  21. Super Strength isn't broken. It works fine with a single stack of Rage, which this patch gives us at a minor cost. Double-stacked Rage doesn't break anything, so why are you so keen to take it away, when it's not unbalancing, Super Strength doesn't need it gone to get fixed, and you admit that doing so isn't illegitimate? The only reason people suggest making Rage a toggle is because they're lazy and don't want to have to pay attention to make their already excellent power work for them.
  22. The “min-maxers’” playstyle is just as legitimate as anyone else’s, and since it’s not unbalancing the game, there’s no good reason to take it away from them.
  23. For the Ageless destinies that give +Recovery, it's 100 end per minute even at the lowest level of the buff. That's pretty much "you will not run out of endurance, period" levels of Recovery for many characters. You can get another 33 or 45 end per minute by also equipping the right Agility or Musculature alphas.
  24. Well, I logged off with zero coupons last night, and eight hours later I have 10 again. Edit: I used those 10, and have 8 more about 2 hours later. Edit: Well this is just comical. I'm going around to all my characters, grabbing recipes for my badger to craft, and in the time it takes me to email 10 recipes and the components to make them, I've gotten another 10 coupons. But I'm saving so much inf!
  25. Willpower is the most simple-to-play armor set, since it's all toggles and passives. You just turn on your toggles and you're done. It also has Quick Recovery to help with endurance.
×
×
  • Create New...