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Everything posted by ScarySai
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I foresee a similar situation to the rage 'fix' if they ever do handle it. The bug was left alone under Paragon's watch because it kept SS in a good spot. In fixing the bug, you now upped the priority of SS needing a look. It should have been left alone until they were ready to rework the set to compensate. I bring this up because right away, in the wake of a proc nerf (depending on severity) and off the top of my head you up the need to buff sets like: rad blast, DP, Martial Combat, Martial Assault, both khelds ATs, potentially scrappers if their ATO gets hit hard enough (It's the only thing propping them up.), Super Strength again, control primary damage, controllers in general and titan weapons. So whatever they have planned, it's in their best interest to try to only hurt major offenders like burn - which isn't really a proc problem so much as a weird interaction with how the power works. Otherwise they only serve to give themselves more work and generally piss everyone off.
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The devs have gone on record saying they want to nerf procs on several occasions, both on the forums and in discord, nothing super recent, however. So I don't think it's a stretch for people to assume they might be planning something. Though I'm in agreement with the general idea here, nobody, devs included, have really substantiated the claim that procs are as outrageous and need to be stopped as some people like to yammer on about. Hell, some of the most broken characters in the game right now don't have any proc dependence.
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I'd rather go back to flat rates than pretty much every suggestion given in this thread thus-far. My proposal: Leave them alone, they allow otherwise underperforming sets to thrive, and HC realistically doesn't have the resources to 'fix' the terribad sets that are only propped up by procs in a timely manner.
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All I know is that blasters need more buffs, they definitely need it. Controllers and soldiers have it so easy, when do the poor little blasters get a buff?
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Water/atomic/fire. 1: Procced char and the atomic hold make up for water's 'eh' single target damage. 2: Between FFB and atomic's buffs, all the recharge you could ever need. 3: Can be built to blap or go pure ranged.
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Without proc spamming, it's kind of mediocre. But since that's an option for now, it will definitely perform well if you choose to make one.
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Should change the serum power into a crayon box.
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1: Slash the cd on mass confusion and move it to earlier in the set. 2: Make telekinesis the t9. 3: Make telekinesis cause Increasing psychic damage throughout it's duration, add the option to change direction to player's desire. 4: Make dominate hurt a little more.
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Robot arm options with a jacket would be pretty cool. Probably a lot of work though.
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Thugs/traps is great for a first timer, was my very first villain to hit 50 way back when. Plus, you get a very good pet set and a very well balanced support set that really starts blooming early. Once you're more familiar with pets, you can try some crazier, more micro-intensive combos like thug/storm, or something more personally active like demon/cold.
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Let us keep toggles when form changing
ScarySai replied to PhoenixV117's topic in Suggestions & Feedback
One thing I like about khelds that you don't really get with other ATs, is how the skill and experience between players is very, very apparent just by watching how they play, and how they talk about their experiences. -
Give all Tanker Primaries Knockback Resistance
ScarySai replied to Mr Pierce's topic in Suggestions & Feedback
Not really, some sets are just older and were built during a time where the balance concerns were different and the game died before they could get a proper update. New sets have all these things because the developers knew that the game had changed. This is why stalkers, blasters and scrappers (with the help of that lovely ATO) are on top of the world right now. They got their big and important updates. Armor sets still have some pretty glaring disparities between them. Dark and invuln have held up pretty well, but the former really shouldn't have the amount of status holes it does with the amount of work you need to put into it. Meanwhile, rad armor comes packaged with a pretty hefty supply of slow/knock protection, to the point where you don't need to put a single zephyr into a rad build. -
Let us keep toggles when form changing
ScarySai replied to PhoenixV117's topic in Suggestions & Feedback
It's been reasonable so far, surprisingly. -
Let us keep toggles when form changing
ScarySai replied to PhoenixV117's topic in Suggestions & Feedback
I don't see why armor/cloak/orbiting death just working while shapeshifted is an issue over suppression. New light form and eclipse already damage cap you among other things, why prevent other builds from chasing toggles if they want to give it a go? At the very least, Orbiting Death and Shadow cloak should work, but that doesn't leave the peacebringers with much, so I'd be in favor of just letting them have it active. Why not, they're already paying for it in build slots + endurance, and eclipse/light form are already the best option for a very obvious reason. I don't see the issue with making the armors not joke picks for people that actually want to play khelds optimally. You can't make a single compelling argument against it, really. -
Enough aoe to melt fodder. Enough single target to blow up the few bosses left. (Bonus) Enough single target to solo AVs and higher reliably. (Bonus 2) Able to do most of these things well at lower levels. Lower the difficulty, the easier this standard is to meet.
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Global damage buffs it, like from bu/gaussian/aim.
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What was the purpose of Tesla Cage chanining?
ScarySai replied to DarknessEternal's topic in Blaster
It would actually be decent if the damage built up faster and tesla itself actually did anything to your primary target. It's just a slow, clumsy power as is. -
My personal favorite blaster is beam/tac. >.>
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At the top end, it would be very close between beam, procced ice and fire, with procced ice taking the lead. The difference would be small, you'd be unlikely to notice in actual gameplay. The thing with ice and fire is they have incredible damage and quick animations on top of that, beam has the disintegration mechanic that really racks up the pain strong once you get going. Below those three is when it becomes more noticeable, again, the cast speed is the primary reason fire and ice are so ahead of everything else.
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Making a Night Widow as the "B-side" of my Fort?
ScarySai replied to Generator's topic in Arachnos Soldier & Widow
Super late by now, but the only reason crab/bane players don't do this is because of the spiderpack. Pretty much no downside to this on a widow. -
My main bio character is claw/bio, so I didn't see the need to, but I do see the merit in other primaries. I don't underestimate bio, it's inarguably the strongest secondary for offense due to how much of a force multiplier it is, and can be very hard to put down once it gets going. My primary point is there are advantages to both and one isn't overly dominant over the other.