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ScarySai

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Everything posted by ScarySai

  1. Fire's already past electric. The only thing you're trying to prove here is if the secondary can salvage it. There's a reason you don't see elec/fire, elec/psi or elec/anything that much right now.
  2. Fireball is higher priority than flares as filler on ST.
  3. Here's the thing with CoH. If you IO out anything and at least attempt to competently make a build, you should be fine for 95% of the content in the game. You won't be a living god like some other characters can be, but an elec blast character can prosper. But despite that, it's worth noting that elec blast has to be one of, if not the worst primary damage set in the game. I think Battle Axe does more, but I'll have to check the numbers again. It's in desperate need of a balance pass.
  4. Bots will have better AoE, but thugs will be very close while being much better overall.
  5. I have a few 99(+)s and they still manage to net more purps an hour than what I'm sure is the average. Coupled with Faultline's description of the code, I don't see even a remote connection here.
  6. Both powers have identical cast-times, having the rib cracker animation would be pretty cool on the stalker. And the other melee could potentially enjoy double-curbstomping or double tiger-kneeing people in the ribs, it's a win/win! Figure it's a seemingly small ask that could be neat to add if power customization ever gets a glance.
  7. I can't comment too much on this as I don't proc my MMs and such that much anymore, but I will say that the soulbound proc change to this day remains a very shortsighted and generally bad change. It was intended to proc on both the player and the pet it was slotted in. Why would you put it in something like tornado, otherwise?
  8. Our return to glory is inevitable, my squid brothers!
  9. Don't touch this, either - unless you just want to go all the way on spiting KM players.
  10. The power hardly overperforms even with the extra crit, so I would not call it a balance issue unless we were talking about how the change hits an already hurting set. @Glacier Peak You seemed to imply otherwise with your wording and the topic at hand, but if you're being sincere, good to know.
  11. In addition to agreeing with everything mac said, the speed of KM is also a very appealing part of it. If CS, focused burst and that awful cone get looked at, speeding them up considerably would likely be a very popular way to go about it, if the powers are also tuned to well, ya know, not be generally terrible. However it ends though, autocrit from hide burst is unique and harmless. I don't see why it has to go even in the wake of a KM rework.
  12. Let's start with all the attacks after level 8 being trash? Fixing that is a start. Though considering the amount of time that will probably be needed for a proper KM buff, perhaps burst should be kept until that rework comes. Hell, even then I think it should still stay, It's a pretty cool, unique aspect of KM, there's no real reason to continue with a crit nerf to enforce a rule that doesn't need to be followed at the end of the day. Non-stalker ATs for KM will need even more than stalkers, as part of the reason KM is so good on stalker is that it's not bogged down by a failed gimmick.
  13. It had a unique gimmick, it was incorrect. This game is full of happy accidents, this is no exception. If it's not breaking anything and people are enjoying it, what is the problem that needed to be corrected here? Even from a 'balance' perspective, it keeps the set good at something so it can be lower priority for a later change. All that was accomplished here was further proof that spreadsheets aren't the only thing to consider when balancing a game.
  14. Way to nerf an already underperforming set's gimmick for the sake of consistency. This is the kind of crap that turns people off. It would be best to revert until KM gets a rework.
  15. Happens a lot at random times. No known trigger I know of. I assume it's lag. I thought warshade shadow step was legitimately broken when I first logged in after the patch because I could not teleport for a solid three minutes. It worked fine after that, location was the Grandville plaza.
  16. Invisibility makes more sense both by definition and when conceptualizing what the power does. On a side note: Cardboard box stealth power when?
  17. It's worth noting that mids has an export to beta option that essentially does what the pvp bot does.
  18. Well, if you find a way to use arcane bolt that ruins the experience of the game for others, do feel free to share with the class.
  19. Sorcery is improved, it is by no means going to break the game by any definition. Kindly stop villainizing people who min/max, it's incredibly unproductive.
  20. As one of the harsher critics of the rune change, I'll just say that I like this version quite well, it's even an improvement over what it is on live, in some ways. I'll miss the slightly higher padding, but it'll be useful for more people as an anti-mez tool, and save slots in the process. My criticism of spirit ward no longer applies, as it now has the up-front padding needed to keep it useful. I'm still iffy on enflame, but it's a hell of a lot better than what it was.
  21. The hell am I reading?
  22. Yeah, I think that's lag or some kind of server-side weirdness. It's an old bug(?) that occasionally happens.
  23. Arcane bolt is really cool and it's definitely the best part about this rebalancing. Spirit ward seems weaker overall, I get the idea behind the slow build, but it effectively does make the power less useful in scenarios where your buddy actually needs the padding. Enflame is alright, I guess. It could use a slightly larger radius, as mobs my singularity herds up seem to be slightly out of range, despite being all huddled up. Works better when directly applied to enemies. Rune of Protection is a glorified break-free now. I guess that's good for the people who needed that, though I would have preferred a longer duration with more emphasis on the resistance than the mez protection. The set still seems kind of weak, but it's a good start for sure.
  24. Where were you? Sometimes this happens to me on my teleporter, it at least predates the initial teleport changes. I don't know the trigger.
  25. Insanely minor issue, but I'd like the 1.50s activation to match here. The speed difference is roughly 11% because of the shades slightly higher activation time. The pool power feels a lot snappier despite the very minor difference, when your travel is instant relocation, it makes it a lot more noticable than say, 2mph slapped on to super speed or fly. No big deal if it can't be done for whatever reason, the teleport change is amazing for both shades and everyone else.
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