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Indystruck

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Everything posted by Indystruck

  1. My friend who plays this game with severe, crippling arthritis has not died in the blue in Apex's TF. ZeeHero, on the other hand, well.... I have trouble believing anyone who did savage raiding in FFXIV could fail the mechanic of "don't stand in the blue" so many times in a row. I don't see how I'm supposed to buy you doing all the mechanics properly for Neo Exdeath's Grand Cross when the most elementary MMO mechanic of "don't stand in hurt juice" evades you. It's good that someone who can't grasp how to not disintegrate in the face of a damage patch has no bearing on adjustments of the game content. Even the AI in this game knows better than to just stand in patches.
  2. Character action games by their design both: Have the element of reaction based combat and fast paced action and Are accessible to most people of all ages due to this thing called difficulty settings. Platinum Games titles run from Easy Automatic, in which you can infact, easily play one handed, to incredibly hard. There's no market in just catering to the elite players. You want a game that's just combat out the ass with mechanics that aren't forgiving over a latency-based system, you should've been playing Wildstar. Which had always been limping, because they tried to go all in on Hardcore, and look where that got them. Also, the combat as fine, as even some people, in this topic, perhaps even, have trouble doing things like say, not dying 30 times in a TinPex and raging over it because the game is bad. That's not a failing of the game. That's a failing on your inability to adapt.
  3. Don't tease me, you'll get all four of my ears in a huff.
  4. I know some people love the current setup, which is why I said option, not replacement! I am all for more options, not replacing existing ones.
  5. Just what it says on the tin. Bothers me when I have characters I want to use those ears on but they just have.... a set of human ears right below it.
  6. Bentley likes to get off on multiparagraph tangents that have little to do with the topic at hand, don't even worry about it.
  7. Alright. I meant double the time period before it is castable, if that helps, ugh. Teach me to post while cooking.
  8. I'd say the best way to nerf the effect is to leave everything as is but half the speed at which Destiny recharges, with the exception of Incandescence.
  9. Brute Dark Armor Oppressive Gloom is listed in editor as taking Taunt sets, when it only takes Stun.
  10. This'd be bad for sets that currently have crashless or minor hasten-like detriment T9s, like Rad or Bio.
  11. For interactable defense sets it's basically just "Bio Armor" and even then that's just because it has a stance you can dance in.
  12. It's suspicious to file a ticket and instantly get a GM. It's especially suspicious when one person is not moving or talking or doing anything the instant the GM appears, and resumes normal control once they leave. Weird concidences. Hmmmmm...
  13. What really bugs me is even in Ranged Damage sets, most of the IOs don't have a range boost component in them. Like... one or two would be nice. I know that's been mitigated in part in targeted AoEs with the new sets, but with Ranged Damage, I think there's TWO sets that have /Range on an IO, and they're both like, the 10-25 IOs. Which means targeted AoE sets have more /Range in endgame sets than Ranged Damage.
  14. This took me a while to respond to because I accidentally omitted "or a set of changes being considered" and was hemming and hawwing over what specifically an ATO set could do for MA (because AR I had immediately decided if it was possible, it should just be a cone-width booster ATO). There's luckily a formula in place that I am 100% not familiar with when it comes to IO bonuses, I know the devs were getting into that in some patch notes threads when they added the new IOs about what bonuses have what weight at what position in the set. In theory I'd imagine people would push to have similar-but-not-quite bonuses as existing ATOs, which, yes, tend to be Acc, Health, Res, Recharge Time, Def, Dam, Acc, Recovery, End, Regen. I think Corrs, Sents, Defs, and Blasts get +Range. And Doms really should have a damage ATO set, that's still annoying to me. I'd like to see more interesting set bonuses for sure, like how some sets give you KB protection. Because I think the things I listed above... are pretty much what every set gives you in some capacity. There's outliers like "Fear sets give a bonus to Fear" or "Heal sets give a bonus to heals" but the Fear one is kinda... weak. Because you're not likely to have enough Fear powers in a set to manage to get it to go beyond the 2%~ boost you'll get from slotting it. And Chance for +1 Mag would be more fitting as a proc in the set than a set IO bonus, unless maybe it's the six slot benefit... hrm, but, I think muling these over is something for a whole other topic, really.
  15. Aw, man, we managed to get two and a half pages before anyone made an absurd, hyperbolic comment about people wanting changes. That miiight be a suggestions/feedback record, but, I'm not sure, hopefully we can get someone to confirm.
  16. Odd conclusion to reach consider I had said that the +range on sentinels ATO set was a good pick.
  17. You can control when you get a bonus critical period, though, based on what power you have that ATO slotted in.
  18. That's, what, Concentrated Strike (which refreshes buildup on "crit" but doesn't do extra damage), Lightning Rod (psuedopet), Hemoglobin, (doesn't behave properly on crit, but does crit), and Combo Finishers (don't do full damage crits, scale off base). Which is like, 6 abilities? And I suppose Energy Transfer on stalkers, too.
  19. There's also just sets that benefit less from Domination, like Elec Control is psuedopet heavy, and Earth Control's mostly just immobilizes and patch psuedopets, leaving you with Staglamites, Fossilize, and Salt Crystals.
  20. The point is more that these aren't performing at the level of the Scrapper/Stalker sets. I didn't take into consideration the PPM, though, you're right. In that case bumping the Corr up would be nice as well.
  21. Energy Font has a low acc disorient PBAoE toggle, a self heal, and a self destruct that only uses if the duration of it naturally expires. The damage from the aura is significantly less than Brawl damage. It ain't good.
  22. Oh, right... Sentinels... knew I forgot something. The +Absorb is superfluous (the other classes that have +Absorb procs: The Tank, and the Defender) for the AT's role, and... well, I guess +Opportunity is... fitting the "ATOs need to do a better job of leaning into their class" thing. The +Range bonuses from 2/3 slotting them, however, I think is a smart choice that works well. As "meh" as I am on damage procs, Sentinel having one instead of +Absorb would probably be a good play in the damage department to shore them up.
  23. The +DMG is less than a red insp (+14% dmg vs +25% dmg), and for less duration. Hell, looking at it, I think I have a problem with the whole Dominator ATO set from a enhancement level too. Doms are the Control/Damage class, but none of their ATOs actually have any damage values on them. With Domination, you keep everything locked down, essentially until it is dead. Which renders all the +Control in the enhancement set and the enhancement set bonuses pretty redundant. It's pretty clear that this was essentially developed thinking "Oh, they're the parallel to controllers, so, give them the controller-y set enhancements" and not "This is a assault class, so give it the appropriate values." Maybe split the difference if someone wants a controller set and someone wants an assault set, leave these as is and any new ATO sets for Doms can have a damage focus. Well, not entirely as is, that Firey Orb has goooot to goooo.
  24. Yeah, hense my suggestion being directed at the Absorb proc.
  25. Agreed on Khelds, I wasn't sure what to suggest because the AT itself is in an odd spot.
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