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Everything posted by Vanden
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One thing I would really like to see is power customization options for the Spines and various derivative power sets where the attacks don't have any of that "dripping venom" visual FX, just the spines themselves. Keep the toxic DoT on the actual powers, of course; just don't have that green goop dripping everywhere when I attack.
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Maybe there is no reason. Putting the effect on a power in the set rather than making it an inherent part of the powers' numbers is an equally valid way of achieving the theme. The former is just the option they went with.
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It's a limitation of the video game medium. The consequences of the player's carelessness have to be something that will negatively impact the player (and be something that won't punish other players, if at all possible). This is just a failure of nomenclature. Thematically, a long-lasting, permable buff to damage is the perfect way of representing that a character is superhumanly strong, stronger than their peers. They should've called it something more concept-agnostic, like Might, when they were creating the set, but they didn't, so here we are.
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I think having to be careful with your Rage use so you don't crash is very thematic; after all, characters with super strength in fiction often have to be careful not to injure or destroy the things they interact with.
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Go to Peregrine Island, which you reach through a TUNNEL or a ferry in Talos Island.
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Focused Feedback: Rikti Mothership Raid
Vanden replied to Leandro's topic in [Open Beta] Focused Feedback
I’m pretty sure the Join in Progress feature only works if the event in question has fewer players than the minimum required to start it. -
Focused Feedback: Rikti Mothership Raid
Vanden replied to Leandro's topic in [Open Beta] Focused Feedback
It’s still going to eventually put up a join team window with only one person engaged, not very helpful if you’re trying to find a group. -
Please let it go through
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Is havoc punch the only good melee attack in /elec?
Vanden replied to DarknessEternal's topic in Blaster
They’re all good, though Thunder Strike’s long activation can be a problem, yes. -
The Defiant Barrage proc should go in a power your Blaster uses very often. For some builds this can mean their tier 2 attack, but not all. For example, my Ice Blaster doesn’t use Ice Blast all that much unless I’m mezzed, so I put the proc in Freeze Ray. If you get mezzed and you don’t already have a stack or two of Defiant Barrage on you, it’s pretty unlikely you’ll be able to build enough stacks to break free before the mez wears off or you get killed using a t1 or t2 attack. Better to already have stacks of Defiant Barrage and not get mezzed in the first place.
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People have been suggesting removing Brawl from pets for ages, but if it were that simple to stop pets from running into melee it would’ve been done years ago.
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Tanker Energy Melee: No Taunt
Vanden replied to SteelRaines's topic in [Open Beta] Bug Report Archive
Huh, Energy Melee for Tankers really is missing Taunt. It's still there for Brutes, and the power itself still exists for Tankers and can be linked in chat, but it's not listed as a power in the set. Something hinky going on, there. -
It stops working if you exemplar more than 3 levels below the enhancement, like a set bonus.
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No thanks, I picked Super Strength because I wanted to play Super Strength, not some other set.
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The charts Caulderone linked cover the endurance aspect of the two procs. The health aspect, however, is a little fuzzier. The Numina unique is a 20% boost to Regeneration, which will work out to various amounts of HP recovered based on how high your character's max HP is. The Panacea proc, however, is unaffected by your AT or max HP, and heals you on average for ~195 HP per minute (if you put it in an auto power) at level 50. It's also affect by Healing Received and Healing Delivered buffs and debuffs. The good news is that this is more HP per minute than the Numina Unique will give you even on a Tanker with capped HP, so there's a clear winner in the debate, and no need to stress about which would be better for your character.
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While I agree that, from a teaming perspective, losing Bruising feels like a letdown, from a Tanker's perspective it's much more fun to no longer be forced to include your weakest attack in your chain for your team's sake. I'm guessing the Live devs didn't actually want Bruising to ignore the purple patch, and only used the Power Grant mechanic for it to keep it from stacking from multiple Tankers. I expect the SCoRE or Homecoming devs decided that enforcing the redundancy of multiple tanks on a team wasn't something they wanted to do, so they changed how Bruising functioned. On the bright side, this could possibly open up the door to some kind of melee/support AT, since there's currently no AT that fills that niche whatsoever.
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How has it outlived the purpose? The purpose was "Super Strength just gets to have a better AoE than normal." Foot Stomp is hardly the only power to break the balance rules in the damage formulas. If you head on down to the Design Formulas thread in the guides forum you'll find plenty of other powers people have identified that break the rule. Besides, as an intentional feature of the set it shouldn't just be casually obviated by an AT-wide change. If for whatever reason they had decided that all Tanker attacks should have defense debuffs and added defense debuffs to every secondary power that didn't already have them, wouldn't Broadsword, Katana, and Radiation Melee players feel left out? The same reasoning applies here.
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It was an outlier on purpose.
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That's the point of the change, if you have a resist armor set, you can pretty much ignore the crash. If you have a defense armor set, the crash gets you flattened. The change evens that out.
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But the defense penalty is twice as high.
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No, that would make it pretty much exactly the same as it is on the live shards.
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The extra end appears to be another function of the changed inherent, meaning it's a permanent +20 max end buff and not an actual increase to the base endurance of the AT.
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Hurl uses the melee damage modifier, its damage did go up.
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There's no shortage of other sets that are entirely Smashing/Lethal that don't need a permanent Build Up to be competitive. The only thing about Super Strength that's weaker than those sets is that Punch and Jab do less damage than equivalent powers from those sets, because they recharge faster. I'm going to admit that I don't disagree that overlapping Rages for just a few seconds isn't good enough to justify such a harsh penalty when you're getting virtually no advantage over the player that doesn't overlap at all and gets no crash, but double-stacked Rage is too powerful in the hands of characters built to have it as long as possible for it to have no downside.
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So I've noticed an issue with the radius buffs with regards to Foot Stomp. Foot Stomp has always had the unique aspect that its radius is bigger than it should be for the damage it does. I believe the standard formula, for an attack with the damage and recharge it has, would put it at a 10 foot radius (don't quote me on that number), but it's always been 15 feet. Now, with the AoE changes, Foot Stomp had its radius reduced to be able to take advantage of the radius buffing effect, meaning it has an overall larger radius now, but it also means that it's lost that unique aspect of itself. It's now essentially a standard power. Could something be done so Foot Stomp doesn't lose its unique flavor?