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Waypoint

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Everything posted by Waypoint

  1. Dual Pistols is very unique. I have faith the powers team will make good animations for Wind Control. No need to reuse existing assets.
  2. From personal experience. These are standalone, not paired with anything btw. They are also only in aphabetical order.
  3. If you have 5 stacks of Blood Frenzy while activating this power, its radius is greatly increased, but causes you to become Exhausted for a short time. While exhausted you cannot gain Blood Frenzy. Rending Flurry makes use of max stacks for huge radius. It's ideal to use max stacks with this power.
  4. From personal experience, under-performing. Savage Leap (SM)/Feral Leap (SA) does mediocre damage. The PBAOE that Savage Melee gets, even at the expanded damage radius with the most stacks you can have, does extremely mediocre damage (I think the damage scale* is similar to Hot Feet from Fire Manipulation, last I checked). I played it on a Scrapper and Dominator. The Scrapper's damage output was very underwhelming, even for the amount of AOE you get from it. The mechanic was cool if you didn't take any of the powers that exhausted you. I think people have found a lot of use in Hemorrhage (something about the bleed being high), but other than that, it's very underwhelming. *I'm aware AT scaling is different than power damage scaling.
  5. When standing right next to the target, Hurl Boulder does damage before the boulder is even lifted over the model's head. Damage comes in from Power Burst before the target gets hit from about 15-20m away. It's only like, less than a second but it could be something.
  6. I am all about this set. I think electricity got the short end of the stick when it came to not receiving a buff set (along with a pure energy control set, but that's for another time). I do think some changes could be made: - Static Field should do an +Absorb mechanic instead of the Defense. Can also rename it to "Static Aura" since there's already a Static Field power! - Psychoelectric Field should be changed, but I'm not sure to what. Maybe it's because of the toggle aura that gives resistance to allies, or that it throws in a random defense to psychic? Or maybe just add a -recharge, -slow, -defense or disorient debuff (since shocking someone would make them stunned and easy to hit). - Biofeedback should drop the defense buff (since you're already giving a lot of defense as it is) and add a +recharge mechanic. You could also add a +to hit, but that might be borderline OP. - Remove the +recharge from nerve boost and add +dmg instead. - Maybe drop the chain mechanic off some of the powers, like the initial defense power, nerve boost, . Just make it drop onto all the players like every other res shield.
  7. Ah, yes. I will happily go to Peregrine, where I've been fighting for many years in small, annoying caves or against Malta/Carnies draining my endurance. Or I'll go fight the same boring Council/Circle instead of newer, fresher enemies.
  8. No, I like my Incarnate powers. I like my build. More difficult content by increasing certain aspects (like +7) would be good. Currently, the only incarnate level zone is Dark Astoria. When I run all my content at +4x8, this is the only area in the game where the enemies con yellow/orange/red, not purple. I like fighting purple enemies, because it means my build is good and I'm rewarded for my work.
  9. Not really. It's just similar to fiery embrace from fiery aura or envenomed blades from martial assault.
  10. Registering: @Flamethrower @Charlie Lineup TBD.
  11. Do not listen to people who say vengeance is skippable (if you have the ability to get it, that is). All you need in it is an LOTG proc and you just got an extra 7.5% recharge. Victory Rush, imo, is the most skippable. I'd pair Assault with it, too, if you have a competent team. Damage is already gonna make things melt.
  12. I'll post something up for you when I'm home later tonight.
  13. Please don't compare one of the most (if not THE most) horrific act in human history to someone's opinion on a mechanic/archetype in a video game.
  14. Hey thanks for posting this...I know who to ignore better! #ItJustAGame Bud. They are memeing. You're falling for it. Hard.
  15. I never said that at all. I said that's slow on the spectrum of farming with an optimal spines/fire which earns 80 to 100mil. I'm aware other people don't use fire farms all the time. I'm not a ignorant. My argument was: If spines/fires (which I would say make up the bulk of farmers) make 4-5 purples an hour, hypothetically, increasing the drop rate would just benefit the farmers more, which people are already against doing. I listed a few resources (that happen daily) on how to get a quick two purples, more if you run those more than once a day. The drop rate is perfectly fine right now, from my perspective. With how many people are running mothership raids, Apex/Tin Mages, Hami Raids, and the WSTs, the game gives us a lot of means to get purples, winter-O's, and ATOs. Adjusting the drop rates for purple recipes (when they have already been adjusted from live) wouldn't be a good change.
  16. 32mil an hour is fairly slow on the spectrum of farming, if you're doing a fire farm and running the optimal spines/fire build that is floating around out there. You can easily crank out 80 to 100mil per hour by running the meteor map or the cave map. That's four to five purples per hour, if they are 20-30mil. The purple drop rate is fine with how many means there are to acquire currencies (merits or influence).
  17. I dislike the talk of nerfing sets. Don't get me wrong, some sets should be because they're unfinished (bio armor), but predominantly the power sets should be buffed. The community seems to shy away from wanting to revamp power sets completely in fear of changing the game too much, but I would welcome it. Rename it "Legacy Force Field" and add "Force Field" with altered powers for example, to make everyone happy. I just don't think the desire to keep something like it was is healthy. It just stagnates the game.
  18. I already put you on ignore because of how repulsive you would be to roleplay with based on your other threads. Thank you for your input, though. Well I don't entirely believe you are ignoring him (since you are replying to him). But I do agree 100% with everything you said, including ignoring him for the same reasons. Guess i have 2 on my ignore list I have him on ignore in game, as Starforge mentioned, yes.
  19. The game isn't difficult to understand. There are hundreds, if not thousands, of resources on how to play this game. There is no "civic duty" when it comes to letting people have fun. If you play an MMO, you know how tanks, healers, damage dealers, and CCers work. The game is very forward and is even easier to understand. Not to mention the amount of people who will help one another learn the in's and out's of a character, the sets, and/or the AT. I got a Tanker to 50 after never having played either of the sets (Bio Armor/Ice Melee) or the actual class. It was not difficult to understand, and infact, it was incredibly easy and mind numbingly boring. Guess what? Not only did we clear the task force, but nothing bad happened. TLDR: This game is not difficult and people should stop gatekeeping people who want Level 50s. Stop perpetuating the idea that this game is hard, when it isn't. Sorry but this is very much not true. back and live and now, very few tankers are competent let alone good. Even fewer blasters are competent. Some ATs like brute and scrapper are pretty uch impossible to not be at least competent with, while some like MM and DOms take a fair bit of understanding the ins and outs of things like magnitudes on CC abilities or the modes of their pets to be more then a spectator in teams. At 50, one or two incarnates will often so thoroughly dominate non incarnate content as to carry the worst of players and many of those same bad players egos wont let them see that they are just bodies filling space and not actually being of any use. A power set like Bio Armor has been well stated at this point as being brokenly OP, it never made it to live nor got the fine tuning it obviously needs to not over shadow every other defense set. So basically it is a crutch that bad players can use to feel competent While in the hands ofa skilled player it basically is an I Win button. If someone cant climb their way to 50 now with the xp boosting etc, in a few weeks they likely are struggling enough with that power set that they either need to learn or need to try something else. The game isn't difficult. It does not take a long time to grasp the basic concepts of a set, nor does it take a long time to understand how the game plays. This isn't League of Legends or a MOBA. The game is very straight forward and informative of how to play the character. I already put you on ignore because of how repulsive you would be to roleplay with based on your other threads. Thank you for your input, though.
  20. Purple drop rates have increased by a large margin since live. I think they're fine, especially given how easy it is to get merits. Double Hami Raids (120 merit valu) are becoming increasingly common on Everlasting, and Mothership Raids are done a ton (roughly 30-40 reward merits every 30 mins?). That's about 200 merits (two purples) for less than two hours of work. With incarnates, Dr Quaterfield (122 merits) can be done in under two hours. Doing an Apex/Tin Mage (80 merit total) takes under an hour, at least 30 minutes I'd say. That's another 200 merits. If you can find enough people to do a Dr Q, or if you run 3 Apex/Tin Mages, along with a double hami and an MSR, that's four purples in under five hours. The system is fine.
  21. Catalysts and converters didn't drop on live, to my knowledge. Neither did PvP IOs outside of PvP zones, but now they do.
  22. The drop percentage must be something like .0000000000001% because I've never received one lmao. So, maybe BOOSTING that up a little could help.
  23. It's the one item that isn't in the drop reward pool. Could they at least be added to be very rare or something?
  24. Not even a little bit. The primary driver of inputs into the CH/BM is players farming stuff. Anything which makes recipes more abundant is good for players. Anything which makes them less abundant is bad for players. The only thing that would be actually bad for the market is if loads of active players stopped playing. Not necessarily. The player count on the private server was drastically lower than what homecoming is, and the market was very similar there as it is here.
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