-
Posts
3749 -
Joined
-
Last visited
-
Days Won
11
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Solarverse
-
So Why is this Happening? (KB to KD IO acting funky)
Solarverse replied to Solarverse's topic in Defender
I think there are a ton of fans of knock back who would disagree with that statement, hehe. You should see the knock back thread on the general forums popping off, lol. In any case, I am just about to just take the KB to KD out of it and leave it like it was. It was far more damage mitigating without it than it is with it. I mean, it had to hit some of those targets up to around 8 or 9 times before they would finally knock, that's a bit much for my taste. Edit: I take that back, the first mob in that video, that one target was hit 19 times at which point I showed my slotting and power choice after...so at very least, 19 times he was hit and still did not knock down, lol. Yeah, that is way too much for my blood. -
Only if the KB to KD IO still negates it down to a KD instead of a KB.
-
But muh give-a-shit-o-meter! It's going off the charts! Haha. I hear ya, my man. I simply leave teams that have player who play like that, that's how I deal with it. Rather than make a stink and rain on the guy's parade, I simply bow out and move on. That's the best way I can handle it.
-
That's pretty much exactly what it is. Two different play styles that have never mixed well in this game...and it probably never will.
-
Rather than going back and forth with you, I will just say that I completely disagree with everything you wrote here, even down to the part where you said nobody has ever complained about being kicked off a team for using Knock Back. You are still going on about how a secondary is useless and comparing that to me saying that a secondary gets hate from members of the community and forces players who don't wish to be a hindrance to their team to use a slot in a power to slot a KB to KD. I simply can't argue against that because we simply disagree completely on the example you provide to back your argument. If I can't even agree with your examples, I won't be able to agree with your stance on the argument as a whole. So rather than going back and forth and quoting specific paragraphs, I'll just end this with a hand shake and say, let's agree to disagree and call it a day.
-
You make that sound like a good thing. You think I enjoy sacrificing slots just to negate the secondary? Sure, it's great to have that choice, but it's not great to sacrifice other things to do so. Your +Acc in Archery is literally not being hated on by anyone...like at all. Not once have I ever seen somebody on a team ask you not to use +Acc, heh. You are comparing a Firebird with a Pinto. Not a fair comparison. Ummm, you are missing one key component. Theme, concept, it all matters in this game. Since Solarverse is indeed an Energy Blaster/Tank in my comics, Energy is the only choice for him. So it was either accept that it has KB, or don't create him at all. Sure, it was a choice. But so is a company telling you that if you leave the building just before a tornado hits, that you will be terminated from the company. So yeah, leaving is a choice, but then again, it's not really a choice if you want to keep your job, is it? Same thing here. You either play it as is if you want the theme, or you don't play it at all. Sure, having KB to KD IOs is great, however, considering that no other secondary affect on any other powers is hated on, not even a little bit, powers with KB do not deserve to have to sacrifice slots to make it KD. So your point really doesn't negate anything I have said. Hold up, I didn't blow up at anyone. At best I gave a tongue in cheek joke if nothing else. Maybe you are referring to some argument I have had in the distant past, but I have not even gotten in to a heated debate about this in well over a year or two. No blowing up here, I am simply giving my thoughts which I feel have some validity to them. Again, you are comparing a Firebird to a Pinto. All other secondaries are beneficial to all teams. Nobody ever complained about Dark's -ToHit. Nobody ever has complained about -Recharge from Ice, nobody ever has complained about -Defense from Rad. Not once has a leader of a team kicked a player off the team for having any of those. Which secondary affect has been given complete hell since day one of this game? Knock Back. So no, it's not bulls**t one single bit. I have a valid point, a valid argument and comparing apples to oranges doesn't really make a great counter argument. Again, check my history, I am fairly certain that I have not even touched on this subject in a year or better. I hardly think I am obsessing over anything.
-
In the very beginning when it was announced that they were adding KB to KD IOs, I specifically requested that they give us a way to do so without wasting a slot for it. I showed that no other secondary affect from any other powerset requires you to sacrifice a slot for an IO that negates its secondary affect. So until we get either a 7th slot that will ONLY take a KB to KD IO or a toggle that switches back and forth from KB to KD, I'm always going to throw shade on it. Keep in mind, my main is a EN/EM Blaster, so for me, it's personal, haha.
-
So Why is this Happening? (KB to KD IO acting funky)
Solarverse replied to Solarverse's topic in Defender
That could very well be the case, however, I fail to see how that would be OP, but having a perma Knock Back is not OP. Sure, they can run at me again if I didn't have the KB to KD IO, but they would only find themselves being knocked back yet again. To me, slotting a KB to KD IO is no more or less OP than not having it. I don't have it for the OP ofit, I have it to prevent mobs from scattering all over creation if I go to move up to catch my own Transference in a team, heh. I'm not saying that you are wrong, chances are your explanation is probably spot on, but I am arguing the validity of the reason used by the original Devs if that is indeed why it is working in this way. -
You clearly misunderstood my meaning. Repulsing Torrent has Knock Back. Now name a different secondary affect from a power other than Knock Back that people hate with a passion. However, I edited that post for clarity to prevent further confusion.
-
-
I just think that it's bulls**t that no other secondary affect from any other powers in game that requires people have to literally slot something in that power to negate knock back their secondary affect and turn it in to knock down something other than the secondary affect it comes with. Sure, there are players who like knock back...you don't run in to them often and when I do run in to them, I will not be teaming with them for very long. My SG at one time had a no knock back policy, lol. If you played a set with Knock Back, you had better have slotted it with a KB to KD IO or you're history. My point is, no other secondary affect in game is hated like sets with KB. No other secondary affect has people buying IO's that cost upwards of 2 mill influence and wasting a slot just for that very reason. On my EN/EM Blaster, I have to literally waste 3 slots (4 if I took Power Push) in order to slot a KB to KD in all three powers. No other secondary affect is so unwanted that players will literally sacrifice a single slot to negate it, much less three. IMO, there should be a single slot that you can slot a KB to KD IO in it per each power that has Knock Back, it can only be slotted with a KB to KD IO and it will show as a seventh slot on each power that has Knock Back. Many players feel Knock Back is complete garbage, so I can understand Snarky getting a bit snarky about yet another power set that requires yet more KB to KD IOs and having to sacrifice a slot to do it. Also, that meteor didn't come from space at thousands of miles per hour, they are created out of thin air about 100 feet or so above your targeted location. So I am not buying, "But muh meteor comes from Mars!" explanation, lol. (Sorry, Luminara, but I had to, hehe)
-
Every time an En Blaster joins my team, I run over rabbits in real life.
-
A viable and reasonable option to nerf Burn would be, once you drop the Burn Patch, Firefighters would spawn as ambush mobs to the Burn Patch, in which they would use fire extinguishers to put out the flames. Problem solved.
-
That was some deep s**t right there!
-
I remember originally, it was part of the idea that you trade survival for more Damage on a Tank. It used to be a Tank and Blaster power only, then it was proliferated to other AT's later. But we also have to keep in mind, that it didn't always do a huge upfront damage, with small tics over time afterwards. It used to be tics of damage only in faster succession to what they are now. It used to be 1 tic of damage per .25 seconds for X amount of seconds or something to that affect. Later, 75% of that damage was moved to the first tic then the tics of left over damage was changed to 1 tic of damage per second, The end result, mobs drop faster due to the upfront loaded damage while the remainder tics kind of do their thing. I have personally requested that Burn be reverted back to its original state, but it wasn't a very popular request. Sure, the damage would be the same, but the mobs would have to stand in it longer before dropping, which adds more risk to the Tank while keeping the damage per duration rather than activation. I still think Burn should be reverted back to its original state.
-
We can go start that thread if you like...just to see how that plays out, lol.
-
I like what Rebirth did with Ice Melee here.
Solarverse replied to Solarverse's topic in General Discussion
Yes, I have read all of the pros for people who like it, I am just not one of them since for me, it's completely useless, even when playing solo. That's just me personally though. -
I like what Rebirth did with Ice Melee here.
Solarverse replied to Solarverse's topic in General Discussion
Wait, what was it on Live? Never realized the two servers had their own versions until now. -
I like what Rebirth did with Ice Melee here.
Solarverse replied to Solarverse's topic in General Discussion
I personally always thought Ice Patch was kind of dumb on a damage set, even on Ice Blasters, so for me, that would have been a very welcomed change. -
I like what Rebirth did with Ice Melee here.
Solarverse replied to Solarverse's topic in General Discussion
They also had an option for Assassin's Strike that looked like an Ice Spike that Impales the target that juts out from the fist that I thought looked awesome. -
I like what Rebirth did with Ice Melee here.
Solarverse replied to Solarverse's topic in General Discussion
That's how I felt about Psi Melee. The fist attacks look very stiff and lame to me, so much so I can't get in to the set. -
-
When this game was still new and players were complaining about the sound effects of Invuln Armor (which I loved) I suggested this same thing. This way players could turn them off if they like without ruining the game experience for others. Long story short, too difficult to code, so the Devs decided it was just easier to have the sound fade out, which for me personally stole from the experience of the game, having an armor running with no sound ruined a part of the immersion to me. As time went on, more and more powers followed. Now this does not mean that it can't be done, but if the original Devs were unwilling to do so, then it's a decent bet that these devs will also be unwilling to do so. Even if they could do this, then they would most likely be asked by players like myself to reverse all the fading sound effects in the game to no longer fade...which is even more work. I'm not against your idea, in fact, I wish your idea were implemented and might even publicly kiss you if it were implemented, lol. However, I don't see the devs jumping on this option.
-
I used to love the sounds in this game, all of them...even the ones that accompany shields. One by one people complain and have them nerfed or outright removed all together. No matter how many powers and sounds get nerfed, it's never enough. People won't be happy, you just simply can't please people.
-
Sometimes you have teams that chase the Tank instead of defeating the last couple of bad guys, it's like you have them on a leash and sometimes it is difficult to do what you say here. They chase you when you try to move on because they want to be the first to nuke, it gets hard to peal yourself away from the rest of the team to gather up the next mob when you have the blasters nipping at your heels; meanwhile you are left with defenders and what-not trying to play clean up because the rest of the team couldn't be bothered with them. So as good as that sounds in theory, that does not always go as planned.