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Darkneblade

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Everything posted by Darkneblade

  1. Alternatively make new sets with similar set bonuses for each element. Then make them unique so you can choose only one of them. While lockdown and devastation stay same.
  2. Just want to chime in. So Regen is all about regen right? But it does poor job at that. Should we not fix it? I mean you can just pop orange,purple and call it a day. Why bother fixing regen after all right? We have inspirations after all. We don't need to fix mercs, assault rifle either since we have red inspirations. Even team ones. Note: I still don't agree with suggestion to give all squishies mag protection. At least not really. I mean with blasters you can just slot ATO's for that. There is workaround. But no that slot goes to damage proc.
  3. What is next? Higher hp cap for blasters? Oh wait we already have that didn't we? Jokes aside I can imagine this working for dark armor on all AT's except Stalkers maybe. But something like ninjutsu? Not so much.
  4. Survival or tower defence based mods could also be cool. Examples are already there with zombie apocalypse and rikti invasion. But they are super weak so they are eliminated after 2 seconds. Something like wave 1 wave 2 etc. Gets stronger as time passes. Maybe scaled to your current team size.
  5. What I'm about to propose is little trickier. Likely not work on some AT's/Powerset's but they are OPTIONAL. 1: NO Defence This is tricky to work with since defence is way to go for absolute protection. Instead we can work with movement buffs. So you are running since you are moving you get %7.5 defence bonus. (Double if you use super speed) You are sitting tight? %15 Res Bonus. Flying/Hovering? Again %10 Def bonus but no Res bonus when you don't move. Teleported? %10 Def bonus for 10 seconds. This applies to enemies as well making combat tricky to work with. 2: NO Resistance Instead all resistance buffs convert into Absorb Shield that regenerates out of combat. That means enemies hit harder. Also some enemies can strip Absorb Shield from you (spoiler alert : Sappers) That means -Energy damage also damage your absorb shield. (I have to admit it I don't think this hard enough. Likely I edit it once I thought through. 3: No Regen (Nerf Regen) No Regen from Health and Base values. Regen's passive/toggle/click powers still work. Making regen stand out among common folks. Enemies also don't have regen to speak of unless they are out of combat. 4: NO Cap for Resistance You can technically reach %100 resistance or beyond. But all enemies have -%5 for 10 seconds resistance attack power. 5: Interrupts Now damage has a chance to interrupt your casting but it also applies to enemies as well. 6: Reinforcements Enemy calls for reinforcements from nearby units when unit ''dies too fast''. 7: Anti-Nuke Enemy bosses gives aoe defence to nearby units but not to themselves. 8: We are pirates Enemy has a chance to steal your inf when it hits hard enough. In return you get double inf when you defeat pirates. 9: Sneaky little snake Enemy has hidden units. They will not be seen but they can move freely in map. And they can ambush you out of nowhere. Also they have auto hit assasin's strike.
  6. It is old pc but here it is CPU: Pentium Dual-Core CPU E5200 / 2.50 hz (2 CPUs) Ram 2 GB Display card : AMD Radeon HD 5450 1 GB
  7. Just planting here just in case. I hope it gets resolved but I don't have much hope since it is very old system anyway. It is giving ''memory could not be written'' error when trying to install hcinstall.exe. Windows XP SP3 32 bit.
  8. That is called Hold. I'm guessing you want to replace disorient with hold which they serve same purpose anyway. Making them unable to use their powers. But you listed freakshow rezzing as well so, corpse blasting?
  9. When I think of Ice. We should also consider what it means have a frostbite. So enemy gets puts to sleep and they wake up from damage. But they will have brittle status for shortwhile. So if ice formations is little OP. Consider aftereffects of sleep on ice. Either brittle makes your next attack automatically applies containment damage regardless of enemy immobilized or not. Or give enemy -Res (all) for 10 seconds. Enough to worthwhile but not enough to become overpowered.
  10. What about when sleep broken, they have to recharge all their powers at once? like they used everything or something.
  11. Good changes there especially with Flash Freeze. Though I'll add small lethal DoT when enemy destroyed ice formations. Mimicking ice shards should be able to damage enemy. This will help with set's abysmally low damage I think.
  12. Energy/Martial blaster with Force Mastery
  13. Ice Armor -> Icicles : Change to cold damage. Also it looks really ugly. It is not spines set not sure why it is lethal.
  14. Since mez and slow useless for now I have suggestion to make. Make all mez give some kind of debuff immobilize's become slow. Sufficent slow cause immobilize hold's become -damage. Sufficent -damage cause hold. Stun's become -Recharge. Sufficent -recharge cause stun. Sleep's become -Recovery -End. Sufficent -Recovery , -End (or commonly said sapper build) became Sleep. Confuse's become -Def. Sufficent -Def causes confusion. Fear's become To hit debuff. Sufficent To hit debuff cause fear. (I know there are too many to hit debuff on dark powersets anyway but can't think anything else fitting.) Now that said I don't like current mez system because it literally last 2-4 seconds sometimes not even that. With this system in place even if you can't mez them you can actually debuff them which turns into mez. All debuffs cleared to turn them into mez. And every mez should be in own's type. So you caused immobilized but now you can't hold them for 10 seconds because reasons. It should changed that probably like how confuse mez has own seperate timer.
  15. bumping because it is still good idea. Also it is thursday.
  16. Instant defeat sounds interesting but possible overpowered with plant/fire/ or any newer sets that all about damage (except illusion which has no control power). How about -Max HP? But it will work on AV's too. Which equals to less time defeating them all around.
  17. I haven't look into all sets but since you are looking into blaster secondaries, can you also look at devices Web grenade? and Toxic Web Grenade from weapon mastery. They both do 10 fly protection. I think they should do 1.60 same as rest of immobilize powers.
  18. It was certainly interesting arc. I dropped arc on freakshow part though. Too many ambushes for to my liking. Also dc buzzard seems overpowered on sewer mission (kills boss on 2 hits sometimes 1) but since she teleports after opening the lab it is good compromise. Only death I have so far is sewer part where too many rikti ambushes at you at once after lab is opens. Otherwise it was interesting. I did test on +1x8 with dark/dark troller though so it may require more testing.
  19. bumping because piecemeal exist.
  20. Anyone can use pool power. Epics differ by AT's. So some of epics fill in holes. Like melee gets ranged attack for example.
  21. knockback to knockdown io at least makes knockdown. what does unstealth io have in exchange? taunt? nothing? or placate aura? (in toggles)
  22. Probably they need to be unresisted since purple patch makes support suffer lol. At least on AV's/GM's. Good idea overall. As for Fear and Stun, Confuse Stun = Recharge Debuff. (Because they will become groggy after you hit them in head) Fear = Defence debuff (Since terrorized enemies can't really protect themselves.) Confuse = Resistance debuff. (Since they think you are ally hence unsuspected of inevitable betrayal) All Fear powers already has to hit debuff though. So I'm not sure what is feasible approach other than giving defence debuff.
  23. Hmm if AV's do not have purple triangles it should be fine. But they have, so I'm changing up a little. Holded the enemy standard 10 seconds Damage = chance to reduce duration of hold by %X. Chance based on current HP. So lower the HP higher chance of reducing duration. If stacked mag exist. (6 mag in that case. It reset current duration on first hold. But enemy gains resistance to hold for X seconds. So you potentially lose duration no matter damage.) Do keep in mind that there are other mez types so they reduce duration separately. So sleep and fear mez actually be useful for once since they will not broken anymore. Only duration. Also powerboost could actually help you in that case. So you can slot for duration rather than damage. If enemy is afflicted by too much mez. Enemy debuff resistance drops and potentially their resistance to damage as well? Temporarily of course. Otherwise since purple triangles exist current system is fine with overwhelming overpower.
  24. Didn't know champions online has that as well. But that was I'm talking about yeah. Higher the damage you do to enemy. (Minor, Moderate,High, Superior, Extreme etc) Higher chance of reducing the mez duration. So controller with low damage affected less in theory.
  25. Maybe for whole city of statues concern we can decrease AV's mez duration while they get damaged? Like you held enemy for 3 mag held status for 20 seconds. Blaster A used snipe. There is %X chance to reduce that duration. With full team since lot of damage is going to that particular AV your mez becomes less duration but potentially with overwhelming overpower idea you can hold them more but with less duration.
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