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Black Zot

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Everything posted by Black Zot

  1. 9 times out of 10, Fly. If powersets or concept don't play well with flight, Super Jump. Teleport is too hard on the hands, and Super Speed in a game with this much required vertical movement is a joke.
  2. This right here? This is how PVE powers get ruined for the sake of doomed attempts at PVP "balance". No, no, and no again. Get your ganking fetish out of my gaming.
  3. If I want to hear a shitty, teeth-grinding, ear-grating fake voice, there's a thousand and more youtube channels that run on that garbage. Not to mention telemarketing, automated checkouts, and even some traffic signals. AI-generated image. Makes for a nice visual example of the quality (or rather, the complete lack thereof) we could expect from AI voiceovers.
  4. Psi DOES slice through a lot of stuff. It's very all or nothing; enemies either laugh it off or it eats them alive. Pretty much every other damage type faces enemies with 10% or maybe 20% resistance, if they resist it at all. Psi is the odd one out in facing enemies with either no protection or more psi resist than the rest of the spawn has resists total. But yeah, there's a long list of power descriptions in this game which can be charitably called "inaccurate". You need to click that little button that brings up the hard numbers of a power to see what you're actually getting.
  5. Honestly, I find Psi to be the only damage type I have to stop and think about. Smashing and lethal resistances are common enough you can effectively consider any S/L build to be taxed ~10% off its alleged damage output, but Psi is the only type to get outright roadblocked by some enemies. Resistances to most types come in small amounts spread widely, but stuff that resists psi resists it HARD. You can watch a psi nuke evaporate most of an even-level spawn, then hop into a pack of -10 Fir Bolg and watch them tank that same attack with nearly half their hp left. Any other attribute can muscle through resistant enemies with a couple extra swings. Psi attackers need a second damage type in their toolkit somewhere for dealing with resistant enemies without taking all damn day.
  6. One more piece of evidence that Jack Emmert should not be in charge of anything.
  7. MSRs are also operating under a tightly-capped zone population (RWZ is capped at 50) and really should have the same restriction. If it's not in the CoC, that's a grievous oversight.
  8. Does that mean sparkling water will suck out your blood?
  9. You watch, he's totally going to use the event as cover to secretly add a bunch of trees to various zone maps.
  10. He's talking about a prime ToT farming location in Peregrine Island. It's technically a motel, but either way it tends to attract ToT leagues because there's so many doors in close proximity, making it super easy to crank through waves of Halloween baddies.
  11. We already have bosses that hit and run. They hit once and then they spend the next half hour running all over the damn map. If anything, we need less of that BS.
  12. Regen's survivability, in my experience, has always been kind of a binary thing. If your self-healing matches or exceeds incoming damage, you're immortal. The minute damage spikes above your hp recovery, you pop like a balloon. Kind of makes it tough to balance one way or the other, although its current state is almost certainly bottom-tier among armor sets. I do think the first step to bringing Regen "up to scratch" would be more debuff resistance. People have been pointing out its current numbers are in the 15-25% range, which is utterly laughable in this game. With no native defense or resistance, Regen eats the full brunt of enemy attacks and relies on its self-healing (both active and passive) to stay upright. The set has no "safety margin" for absorbing the effects of debuffs. -Heal/-regen shuts the set down outright. Slow disables the active-healing portion of the set at times you can't afford it. -Def/-res effects can potentially double incoming damage (see above notes about damage spiking). Significantly boosting debuff resist would address most of the above issues without stepping on any other sets' toes or changing the core theme of the Regen set. It's no silver bullet, but it would help.
  13. Attuned IOs or bust. I might grab some generic IOs to fill space until I can come up with the inf to fill out my build, but I'm done dealing with SOs. There's literally no point when a level 20-30 generic IO provides roughly the same boost at a price that's a fraction of what it would cost to keep an SO in that slot up-to-date all the way to 50.
  14. A paradigm that was obsolete before the game launched, much like the notion that 3 minions should pose a threat to the average player character.
  15. There is FAR too much required vertical movement in this game for me to even consider making a toon without Super Jump or Fly, preferably Fly. Temp powers just don't cut it. And it's not like the travel powers are the only useful things in their respective pools, either. Hover and Combat Jump are cheap and easy boosts towards softcap.
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