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ScarySai

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Everything posted by ScarySai

  1. Water/storm, fire/dark and ice/time are pretty godlike and make effective use of scourge. People seriously undervalue corruptors, currently. Their lack of presence in speed runs is inconsequential, they can do really good damage.
  2. Maybe you should take the hint, sherlock.
  3. Both, but if I had to pick one, its new content. I love the freaklok stuff and I love the Battalion that we never got. Remember: Incarnates were basically balanced with these insanely strong factions in mind, without them - we just roflstomp non-incarnates for the most part. Having a foe that could challenge us on that level would be fun. Especially for solo min/max types like myself. Another thing I'd like to see is a slight rework of the paper mission system to essentially let you pick what faction you want to fight, scaled up to you. I dislike how Council lose all the things that made them interesting in the 20s-30s when you hit the 40s, and occasionally miss beating up the family, Lost or Vahzilok, at times.
  4. Why does a tanker need an immob when all mobs they are capable of hitting by frozen aura will likely all be huddling to them? If anything, the immob will make things awkward at times. There's a stronger argument there for stalkers/scrappers, but again, I find the sleep to be surprisingly useful even there.
  5. A hold that's reduced by level and mob resists. I'm aware IOs exist, that doesn't justify this weird change at all, though. By giving it a longer animation and worse DPA. The immob is largely useless on a tank, and we have ice patch on top of that. I would go so far as to say the immob would be even more useless and potentially more frustrating than the sleep.
  6. No. I can't support a random nerf to the best power in the entire set, sorry. Why are we making this awful power worse for no reason? Again, no. These changes serve no purposes other than to make ice melee a worse set, I think these ideas are terrible. Ice Melee could use some minor tweaks, especially with GIS and Frozen Fists, but these suggestions do nothing but introduce more problems, rather than fix what exists currently.
  7. Target cap went down on SM, but they have ToF now. It kinda sucks, but it's still really good.
  8. I'd say the need to IO or incarn for it is the only thing keeping them in check, at this point. I'm all for adding power over removing it almost all the time, but I don't think this needs to be changed. Blasters are crazy strong finally after essentially being floor decorations for a majority of the game's lifespan. They're fine for the most part, many blast primaries need some work of course - like elec and AR.
  9. The great one will be hearing about this heresy on the next blood moon. Remember to bring your goat bones, everyone.
  10. Thing with the incarnate system is the game kinda died before we got harder mobs that would really start kicking our godly asses via the Battalion. Personally, I'd like to see the stuff we never got be added without caveats. As for adding to what we already have, I'd love it if we could get Statesman/Tyrant's lightning smash attack as a judgement power.
  11. There are if you want your feedback to be taken seriously. If you have no idea what you are talking about, yet decide to open your mouth anyway, then you shouldn't be surprised when people don't take you seriously. Like your performance in the PVP threads? 😛
  12. Pretty much every sound a warshade makes. Bending space to beat people up is fun.
  13. What exactly is the point of this thread?
  14. 100% agree, informed opinions and opinions of gameplay feel are valid, don't need to be a chef to know the food is burned. Sadly, many opinions posted from certain people are just blatant knee-jerk reactions informed only by the poster's ass.
  15. Bad luck on the pylon, eh? I'm half convinced at this point that every time I get close to a potential record-breaking time, an invisible -tohit buff kicks my character in the balls and causes my next five heavy hitters to whiff.
  16. Also here to confirm aforementioned issues with the custom variant of Starless.
  17. So far from initial testing, I can confirm that Starless is at least working in areas it wasn't for me when I made that post. Still unsure about traversing the Z-axis, but it's a notable improvement. I'll keep trying to break it and report on my findings.
  18. Good to hear, I liked the idea behind that a lot, especially considering teleport's shortcomings. I'll report back tonight.
  19. Not yet, but I can do so when I get home in about four hours(ish.) I heard the LoS ignoring functionality was being rolled back, so I moved efforts elsewhere. Did I mishear?
  20. Definitely a difference when it came to Starless vs CT, I can affirm that much at the time I made that post.
  21. Last time I tested they had issues with certain walls on certain tech/office maps at times, though. So I'll test again to be sure.
  22. CT works, Shadow Step (Shade teleport) works, Jaunt works, (but sometimes has issues with Z-axis), haven't tested regular teleport.
  23. Extend whatever fix this gets to any given ranged pet such as gun drone or Warshade essences and I'll be a happy guy.
  24. TP is only the fastest in a straight line with zero turns or obstacles, and only when fully slotted. Having no limit to its range gives it the unmatched potential for sure, but super speed and afterburner will demolish it in practically every other scenario, especially indoors. It's also the only travel power that animation locks you, and is capable of bugging out so you teleport in place for some reason at random intervals. It's a chunky mess, hence why the lack of attention is awful.
  25. Quoting for emphasis, I was hyped for these things to be added to my new shade build, but now that I got my hands on it, it's just underwhelming. I understand not making our new toys OP, but we didn't even get the new teleport intangibility that could have been situationally useful for a tri-form build. I think people are very enamored with their new toy and aren't being as harsh as they probably should be, combat teleport itself is pretty fun and I like it, but it doesn't offer me anything that hover and CJ can't, while also giving me the benefit of 1: an actually useful defense buff and 2: a LOTG slot and 3: Immob protection and/or making getting melee'd functionally impossible (barring a web nade.) The to-hit on CT is so crap, but that goes double for a class that has soul drain and another mini soul drain. Fold space is the singular saving grace for this, I love it, combat teleport is close to perfect, but needs a better buff and teleport itself is just laughably underwhelming.
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