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Project129

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Everything posted by Project129

  1. Found this, kind of agree. Honestly, I would love to see the old Preatorian PPD stuff in there.
  2. I don't know if you're just here to troll or not... My Dual Pistols/Ninutsu has roughly 40% Melee/Range/AoE defenses, resistances 20-40%, a self-heal, 111% recharge speed, a passive 40% damage buff, additional damage through ammunition (which has alternate effects) and some kind of bonus through opportunity (more survival or more damage, take your pick on the Opportunity type). I have never had any real issue for this, so...Yeah. You're more than likely not playing them smart as they can survive, they can do well, and they can do damage if you use them correctly.
  3. Always love goofy runs like this. All MM or all VEATS tends to be a blast.
  4. I will be honest, I have an extreme bias in this department. I have tried many Peacebringers and Warshades, they aren't great in any capacity to me. They feel like a gimmick with no real substance (to me, I am sure there are more than a few who swear by them) that would be infinitely better if their alternate forms could have access to pool powers and the like to allow them to cover weaknesses and buff areas where they are weaker (Imagine a PB flying blaster with KB protections from acrobatics and the like) and overall don't really offer much to the team, feeling like a more 'solo act' kind of set. But this is just opinion, so take it with a mountain of salt. My interest comes in with our Spider friends. Night Widows and Fortunatas serve very specific roles. Night Widow as a good scrapper-like play in my experience and does some nasty damage while being decently resilient. But Fortunatas...Those tend to have the most success as a nuke or a support player. Provide buffs for the team or do massive damage (One build I ran, no clue if it was a leveling glitch or what have you, allowed me to take follow up and build up. Pop both then hit your psychic wail...Enough said on what kind of wrecking that can do to most mobs). However, these two classes are my less used compared to their Bane and Crab Counterparts. The Crab Spider is a decent tank provided you build for it, but this isn't what many seem to run. Most I see run it for the back guns or as a spidermind, using overwhelming firepower from the back line as a support and damage addition. But this will be better for another to cover overall, I am sure. I just can share what I see before I move on to my main attraction. The Bane Spider, at least from my experiences, come in really two 'Viable' or 'Useful' flavors. I see other variations, but they don't tend to be as successful or popular as the one I see many others run or the one I run. For the most popular they treat it as a stalker with big damage, good crowd control, and generally work to fight in melee. They isolate the largest threats and take them down if they can as a good Bane should...But it is hardly my play style as I run a support-based gun only build. And I know I am going to catch flak for that, after all what use is a gun...But that's where people seem to misunderstand the strength that one good Bane can bring to the team if they are a support build. To list the pros I bring to the team. An additional 21.26% defenses for the entire team (Just by existing. 17.81 & 06.01 from Tactical Training: Maneuvers and Maneuvers respectively) An additional 30% damage buff (just by existing. 15% from both Assault Trainings) An additional 30% To-Hit (Just by existing. 15.03 from both version of Tactics) -Res and -Defense on my attacks Knockback to Knockdown Frag Grenades for disruption Surveillance for AV/GM incidents (-20% res and -20% defenses) That is just for the team alone. With the defenses being at lowest 31% (Psionic) and every other one being 43-55% I am hard to hit. With my resistances being at least moderate (24 & 26% being the lowest for toxic, energy, and negative with everything else being above 30%), a self-heal through Aid Self, and the play style being more ranged where I hang out just on the edge of the combat and fire into melee with debuffs while providing a buff to all it makes a good team support overall. It has allowed me and a few others run on 'harder' missions when I am one of the only ones built as the build overall allowed me to buff the ones who would normally complain on being able to survive enough so they don't face-plant at +4x8.
  5. Taking you point-by-point, I almost feel like most others may be wrong here. 01. Perma 85% resist in all forms. I have not seen many boast this, claim this, or do this save for the perma-light PB's. To me, it's a lot like Granite Armor where I feel like the only power in that secondary for Stone Armor is Granite and most if not all stone players are expected to do that to be successful. If I am missing something or you have a build, I would love to hear about it and be proven wrong. Even when I force those numbers for something like my PB I lose a lot of accuracy and barely break the 200% line for it. 02. Perma Single to double build up. Where do I begin. If it is something that once again relies on Hasten, perma light, ect, it falls into the first point as it now feels like "You need X to be successful. You can't deviate from X or else." is how I feel playing PB and hearing nothing but that from most Builders I have encountered who play PB. To me, it feels like it's a knee-capped build style where all PBs must be Perma Light (Or risk being SoL) and all Warshades have to do some Tri-Form juggling act. 03. Heal/End Recovery up every 15 seconds, filling to full. Is this the Tri-Form war shade shenannigans or a perma-hasted light form? 04. Built in free travel It really depends on how much you rely on and use the travel powers as is, but in comparison to VEATs let's be very blunt. Even an Arachnos Crab Spider, with only standard IOs, can reach 30% resistances on all but Psionics, give the team 20% defenses, 30% damage, and almost 30% To-Hit by just existing. This is all without having to break yourself, slot only into one power set, and rely purely on a recharge rotation of powers. It still feels like the Kheldians are nerfed in comparison as you NEED all of the IO's to make it compete with other classes. 05. Massive Nova, two fluffy pets. Once again, I do ask you to disperse any of my disillusion with the fact that this sounds like it is something that works with a Perma Recharge. Or is it not? I don't do Warshades as I just never liked them myself so I would love some more input on this. 06. Built in CC Is this something exclusive to the WS? Because the Built-in CC I see in the PB is very limited to KB with most of them being a more melee-centric build for Humans who really seem like they want to stay out of melee. The more I hear the reasons the more questions I have and the more I look at it and think "This entire thing sounds like a train wreck if you need very specific things to make this work well in any capacity." But given I am not a PB/WS Main and I always saw Warshades only being able to run a Tri-Form, face planting any other time they go out of it and only see Perma-Haste Perma-Light form PB's everywhere I cannot help but see it as such. From the outside looking in, it feels like they should still be allowed to use pool powers to make them far more useful for their alien forms, allowing you to balance out what roles you might wish and encourage more people to go into the AT. That is why I am offering the suggestion. On the last note of the /jranger it doesn't quite matter if you've heard it before and roll your eyes at the concept of what they are suggesting. Honestly, when you bring it up it just feels like the person is saying it because they just disagree and have nothing to really add to the conversation. It isn't constructive and one could take the time to spend five seconds to at least offer a token reaction or reason at least as you clearly cared enough to respond. Thank you though, Switchfade. I honestly appreciate the more constructive and informative response from you.
  6. I would think both would be something to add into it. Maybe add some standard protections (Mez, KB, ect) to Quantum Shield? It would come slightly earlier than some other protections but I think it would be wise.
  7. I agree that this would be potentially a great thing for both the standard players who just love their costumes and the Role Players at large. However, the big issue that comes into play is that there is work that would need to be done on some of the parts. I haven't found them all, but there are some issues with a few of them. PPD chestpieces from Praetoria tend to clip into the male chest no matter what you do, the Praetoria TEST gloves (large gauntlets for PPD) tend to have skinning problems on some top types (Tights, Baggy, Sleeveless robes, sleeveless jackets, armored, Unique tops) and Imperial Defense (Called either that or just 'IDF') tends to have issues being on the same area that PPD can inhabit (Trench coats, jackets) but work fine everywhere else. Doable? Yeah, but I would think it would be a massive pain on them to implement and troubleshoot them all to see what needs to be tweaked and the like.
  8. I am well aware of what it means. However, you have yet to provide anything that would be even a reason for it to be considered a bad idea. At this point, I don't know if you are saying it just to say it or if you have a legitimate reason to be against such a basic thing granted to the HEATs. I would like to potentially hear your reasoning at least because as it stands it sounds like you disagree for no real reason at all.
  9. Oh look, the box standard 'No without reason' that I am familiar with. It feels rather nostalgic to have people who just leave a short response and offer no constructive input. Perhaps either of you would like to give proper reasons? It would be great to hear some actual input.
  10. https://forums.homecomingservers.com/forum/57-homecoming-beta/ I affectionately call the Beta Server the “Test Server” as I can test out builds or see how potential changes they want to implement will affect my builds.
  11. Perhaps I might be one of the few people that really look at the Kheldian HEATs and think 'When you really compare it to other AT's it doesn't quite measure up!' especially when the VEATs can be absurdly broken for very little work put into them (Leadership from their secondary and Pool is amazing for support). Honestly, it makes me sad when it boils down to it as the Dwarf Form for Peacebringer feels too squishy to compete with many high-end scrappers Or tanks for durability and the Squid Forms feel like a joke overall. But as I was toying with Mids numbers last night I kind of realized a lot of issues I seem to have with it could be alleviated by the simple implementation of Pool Powers into a build. With proper sets and slotting with the activation of Maneuvers, Tough, Weave, and Combat Jump's bonuses you would be looking at a White Dwarf with 30-ish defenses for M/R/AoE, 80-85% resistances for all but Psionic (which sits at 31%) and decent stats overall making it a decent off-tank or main tank if you are lacking one on the team. At the same time, with the same build and powers I just mentioned with the Bright Nova instead, it would allow you to make a decent blaster replacement for the team as they sit at the 30-ish defenses and sit anywhere from 25-40% resistances. Mind you, this is merely with the Peacebringer I have toyed with numbers wise. I love the concept of a Kheldian AT, a kind of 'Be what you want' set that allows you to go tank or blaster at a whim and swaps between the two as the team needs. But I believe that perhaps it is a bit too weak as is, especially when you compare it to the VEATs answer and that something as simple as allowing the use of Pool Powers alongside their Alt Forms could be the single 'Buff' it needs to make it a truly Epic Archetype. Sorry for the ramble here all, but I would like to hear others opinions on this as well. Maybe my suggestion is a little odd? Maybe there is a good reason it might be too broken if the powers are allowed?
  12. I kind of wish they could have that honestly. But I do think that perhaps they could find a way to grant it through a command or maybe P2W vendor? I don't know how easy or hard that change could be on the test server, but perhaps that could work as a potential fix to allow some to get it if they wish and others to keep it off of them if they do not desire it?
  13. I was curious if there was any way to remove the accolade powers or badges from a character for more accurate testing of power sets and builds on the test server.
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