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ScarySai

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Everything posted by ScarySai

  1. Think of it more like a rain power with movement for flavor's sake over something you're supposed to carry from pack to pack.
  2. One does not change without the other, sadly. On another note, instead of flooding the threads with assumptions and piggybacking others, do some playtesting.
  3. @Sovera Shorter duration on cell was tested, take my word for it, it wasn't good.
  4. AoE chain power now instead of a ST heavy hitter.
  5. no, but they already got their own buffs awhile ago.
  6. I opt to not use storms/the nuke as much as I normally would to properly showcase the set.
  7. Still processing, but a decent look at AR's aoe capabilities now. Single target could be better, but I wouldn't rule out an incinerate buff.
  8. Incinerator underperforms, but it wouldn't take much to buff it to where it should be, as I've said before. Ignite is a truly trash power and it can rot with beanbag for all I care.
  9. Change your settings to beta.
  10. The repel is a non issue, believe me, I'd be making noise about it if it was a problem.
  11. Flamefrower, according to my melting brain. But you get the general idea. I'd encourage some testing of the Dual Pistols stun before commenting on it being a "net loss", for my DP/martial, it's a very tangible single target upgrade, and yes, I procced it, I'm pretty good at building DP chars, lol. Swapped out lockdown for some damage and it's essentially the same thing on a shorter CD.
  12. Flamethrower has slightly better DPA and a shorter cast time than steam spray, which I'd still call the best cone power in the game (since it kills faster than FF)
  13. The problem with the piercing rounds change is it does nothing to make the power worth taking for people who were already rightfully skipping it. It's too slow, and it doesn't even stack -res like it's much stronger cousin - piercing beam, anymore. I like the mez change though, I'm able to use it more rotationally. The lost of duration for fire ammo doesn't bother me much, I already played on +4, the mez value was already questionable there. DP's weakness still remains - it has woefully low single target if we ignore procs.
  14. I'd just read it more like the AV being smart enough to not stand in your obvious deathtrap. As vehemently against the ignite train as I am, I at least understand it to a degree. What I will never understand is people who want to keep beanbag over aim.
  15. In order for ignite to be made as good as incinerator out of the box, it'd have to root your target, make things standing in it convert all knockback to knockdown, and work on fleeing mobs reliably. That's the bare minimum, and I really doubt we're getting anything like that. The novelty of ignite is fun, we all love lighting our friends on fire, but in terms of function, it's unrealistic to expect "just buffing" ignite to work.
  16. Ignite was a garbage power that was anti-synergistic to the mostly-KB set it belonged to. Incinerator would be perfect with a shorter dot duration (and more damage), a shorter cast, and the loss of the -def conditional. If people wanna light random things on fire for the luls, some kind of temp power could be made to the same effect, I'm sure.
  17. AR changes are insanely good, I'm not as familiar with psychic blast as a comparison point, but this new version definitely slaps too. Won't miss ya, beanbag. Rip bozo.
  18. One of my wishlist sets happened and it's actually really good, it's a good day.
  19. Ice blast and fire, depends on the build.
  20. Death assault and titan manip (picture devil may cry air juggles as a powerset) Definitely real.
  21. No new build was pushed since the patch dropped. Why would it be different?
  22. The main problem with Savage on scrappers is that there is no good place to put the ATO which carries the archetype in.
  23. Damage typing, long cast times, poor ability tuning, no build up and lower target caps would be the major issues.
  24. I'll take dom buffs, but anyone who says they are bad is a fool.
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