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kelly Rocket

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Everything posted by kelly Rocket

  1. Still hoping my Mercs get their Brawl (And Rifle Butt strike) taken away some day.
  2. Err... I made him, leveled him up to 18ish or something like that, and shelved him (A couple weeks ago) because I found it too annoying that he relied on Propel for damage, but couldn't use it without scattering mobs everywhere (Or else having to continually run all the way around the spawn to blast them back the other way, which is just killing the already lackluster Controller DPS even more). Hence why I said he would remain shelved, until the change. He's been shelved for weeks. I pulled him out thinking the new change would be great for him, only to find that it didn't apply. I mean... it's not like I delete characters I shelf. I'll probably recycle his name on a different build eventually if I do decide to permanently give up on him.
  3. And it has racist/genocidal connotations in China because of what Japan did to the Chinese during WWII. That said, I have no issue with it being in the game, nor do I have a problem with Soviet characters. Especially given they were a big trope in 80s/90s comics. Including some who were not necessarily bad guys (The Rocket Red Brigade).
  4. I actually love the DP sounds. As an actual hobbyist target shooter in RL, I find the DP sounds to be better than any of the other "gun" sounds in the game.
  5. What if the crash slapped you with a reasonably hefty unresistable -recharge debuff? That would make it harder to stack (And progressively harder to stack, the more you stack it) and also slows the use of your other powers, potentially disrupting your attack chain and such... For a secondary like /Shield this would also mean you'd have to be careful how much you stack it to avoid disrupting your click mez protection.
  6. Well, my Grav/Time will remain shelved until this happens... I can see the benefit for Grav/Storm, but for anything that doesn't give you something like Gale and Hurricane, all that the lack of KB negation does is make Propel annoying as hell to use. And you still have Wormhole to reposition Immobilized mobs with either way.
  7. No, This is literally the only non negotiable thing on the list for me. Just no. So long as the self damage was balanced to what could reasonably be considered equal to expected damage from the -Def, then I don't see why it can't possibly be an option. At least self damage affects everyone the same, unlike -Def. It's really no different from the same things Energy Transfer does in Energy Melee. What's reasonably expected damage from the -Def crash though? Because SS/Shield can easily mean "You die in 3 seconds" when the crash hits.
  8. Can we please get the new change applied to Grav (And presumably Elec) Controllers as well? Grav and Elec Controllers were the only Controllers without -KB on their Immobilizations, and I've just tested and confirmed that Grav at least does not get the KB->KD conversion benefit on their Immobs like the rest of the Controller sets do after this change. I've always felt that of all the Controller powersets, it was a huge mistake to not put -KB on Grav's immobs. It makes Propel, their primary damage source, too annoying to use. Could we please have the new function added to Gravity's "Crush" and "Crushing Field" powers? As it is, Gravity needs a bit of a damage buff overall to make up for their lack of utility compared to other Controller sets. It's painfully obvious that it was designed in the area where the devs felt that KB would be a desirable secondary effect, rather than a plague, and they didn't give Grav higher damage to make up for the lack, like they did with Fire and Illusion. This change would benefit Gravity Control immensely by allowing them to spam Propel on grouped up enemies under the effects of Crushing Field, and have it apply Knockdown only, rather than Knockback, because the Knockback makes the AoE on it useless after the first shot (The main tartet is KB'd, the rest just KD'd, so they're no longer grouped up) and gives them better solo capability and allows them to contribute more damage in a team situation where there isn't a second controller to apply the KB->KD for them. Please, please, my Grav/Time begs you!
  9. Except for the time they said power customization (colors) would be too hard to do ... I've been an app developer for longer than many of you have been alive and sometimes it's just that devs get locked into looking at things a certain way. Don't lose hope; some new kid might look at the code and go "Aha!" They never said it would be impossible, they only said that it would be a massive amount of work. That's a big difference from "we can't figure out how to get there from here." I'm open to being surprised, however. But if it was as simple as removing the brawl attack from the pets, I'm sure the old team would've done that. I still recall the devs saying they didn't want to remove brawl from the pets in the old days, not that they couldn't or that it would be too hard.
  10. Having to wait until 32 for your pets to stop being derps isn't acceptable, IMO.
  11. Honestly just a buff duration timer would be my biggest wish. Like just an actual UI window that does nothing but tell you how much time is left on the actual duration of your buffs.
  12. The OP-ness has nothing to do with damage. It's that most controller pets are Controllers, and their CC stacks with yours.
  13. God no. Two Fluffies would be so OP I can't even...
  14. Rad is a debuff toolkit. It doesn't specialize in anything, but it has one of--if I'm not mistaken--literally every single debuff type that exists in the game. No wait, it doesn't have -perception I don't think, but barely anything does. Anyway, point being, Rad is a swiss-army debuff set. It has everything, but isn't amazing at anything specific. Thermal is more buff and healing based. It's a much better healer set than Rad, with both an aura heal and a single target heal, along with damage resistance shields, it makes for a high survivability set, which is also a bit more active than Rad, and less toggle-reliant. However, it has Heat Exhaustion and Melt Armor, so it's actually quite good at helping kill AVs and other hard targets as well, with -500% regen, -25% defense, and -30% resist. Rad has a wider variety of debuffs, and a stronger -regen, but Thermal holds its own. Both have a resurrect, but Thermal's is also an extremely strong AoE nuke. Rad has an AoE nuke that also inflicts -Resist, which can be cast only on defeated allies, but is separate from its actual rez power. Rad's resurrect gives damage, endurance, and recharge bonuses to the the person you resurrect, but then hits them with a hold when the duration of those buffs expire. Thermal's resurrect makes the target literally invulnerable for 15 seconds. Additionally, Thermal has Forge, which is a +25% ToHit and +50% damage buff for one member of your group, which can easily be made perma. I have nothing against Rad, but I honestly think more people should play Thermal. It's quite underrated, and has a lot of power. Rad is better at taking down hard targets, but not by a huge margin, and Thermal gives better overall mitigation (Which is not to undersell Rad's -ToHit and -Damage, but Thermal's Resistance shields are more reliable).
  15. It really doesn't. -Def isn't very useful in PvE. Very few enemies have any significant amount of Defense in PvE, and you can--and should--take Tactics, which is equivalent to an unresistable -15 to -20% def debuff on everything you're fighting. (+ToHit and -Def are mathematically equivalent). There are a few rare cases where -Def is valuable, but -Res is always much more valuable. It's particularly so on a Kinetics toon, as you can probably boost the team to the damage cap with Fulcrum Shift, and -res lets you then break the damage cap. To the tune of 4x the damage cap in damage output, if you can floor an enemy's resistance. Which you can't, with just one character throwing Sonic Blast, but you can nearly double it all by yourself, and if you have teammates who also have resistance debuffing powers, you may well be able to get the targets to the resistance floor.
  16. Dark and Time are the top tier secondaries for Masterminds. They make any primary much better. Restricting Ninja/ to only being good with one of those isn't really fair. Basically Ninja/ needs a survivability buff (All the melee pets do really).
  17. Not really necessary when you could have a thousand salvage racks in your base, but it would be nice.
  18. because i'm not i'm just suggesting that if you're tired of pets running into melee, make pets running into melee a good thing instead of a bad thing by playing a /kin I've tried it, it doesn't work except possibly on the most durable of pet types. And even then you'd be better off with something like /Cold or /Thermal that can allow the pets to not instantly die when they reach melee.
  19. Ninja/ does great damage... for the 3 seconds before they're all dead and you're resummoning. They're a horrible convergence of being fully melee based and also being literally, by far, the most fragile of all the fragile MM pets.
  20. All that's true. It's just that the players it hurts the most are players like Ice or Earth controllers, and Time Defenders, who rely heavily on long recharge ground target fields to provide mitigation for the group. For them, a single AoE knockback can ruin their play entirely. It's not even a matter of being like Blasters who can only get a couple targets in their blasts now, it's worse, your power has been *completely* nullified and you can't fix it. And the PB players who say "Oh but I'm providing the mitigation with my KBs!" can go jump in a lake, because yeah, great, you can chain KB one guy, but you just scattered 15 mobs out of the knockdown or other mitigation field I had laid down, so are you able to mitigate ALL of them? I think not.
  21. I'd really rather not gimp the *one* melee based pet set that's considered good this way. Well, it would either gimp it or make it massively OP. Unlimited ghosts would be massively OP. The ghost is actually very strong, and if you're "rarely" using it, you're doing Necro/ wrong.
  22. right so if you're in melee with your pets you get double fulcrum shift, it's pretty OP imo Great, then that's an advantage for melee pet sets, which need advantages since everyone feels they're strictly inferior to ranged pet sets (With the exception of Necro/ which is it's own special thing). Doesn't change the fact that /Kin is generally not the greatest secondary for MMs unless you intend to basically always team, as it has no particularly useful mitigation, certainly not enough to keep fragile MM pets alive. Nor does it change the fact that it's *incredibly annoying* when pets like Mercs and Bots run into melee where they don't belong. I don't understand why you're arguing against this change, tbh. Other than the oft-repeated but never cited argument that "it can't be done", I don't see any gameplay reason it shouldn't be done, if it can be done. And many reasons it should.
  23. QTF I get why it can be a pain for team mates - usually a grumpy scrapper for some reason, still it can be managed. Hurrr hurr, only Scrappers hate teh knockbackz, silly Scrappers! For real though, I loathe Knockback, and I don't play Scrappers (Anymore. Brutes make them obsolete for me, personally. Just a preference thing). I hate it when I'm playing my support toons, almost all of whom have half their toolkit dependent on keeping the enemy in a defined area. There's nothing more annoying then throwing down Distortion Field or Ice Slick or something only to have some MOTHERFUCKING IDIOT PEACEBRINGER fling the entire spawn out of the area, in all directions. Thanks asshole, that's like a 60 second cooldown you just blew for me, and everyone's going to take more damage because your dumb ass needed to feel "powerful" by flinging the mobs around. And Knockback is not the most effective CC in the game. KnockUP works identically, without scattering the spawn to the four winds. It provides just as much mitigation as knockback, but doesn't inconvenience everyone else in your group to let you "feel strong". But you go on telling yourself how badass you are, and I'll go on avoiding any team with multiple Peacebringers on it (And just ignoring PBs entirely when I'm actually running the team), until they get fixed, or lock the AT to people who have a 50 already again so that I can have some modicum of confidence that anyone I see on a PB might have the skill to use it without fucking everyone else over. Switch them to Knockdown or Knockup by default. I don't care which. Give them the option to switch back, through some arcane, hidden NPC or something somewhere, so noobs can't find it. You come off as quite the control freak and frankly dont sound like someone I think many would want to team with no matter how competent a player you are. There is no content in this game so challenging it takes a perrfect meta team or tank spank control approach to win it handedly, simple fct is back in the day all the biggest challenges with the fastest times always tended to be pure scrapper groups. So why stress at all. You are here to have fun and feel like a super hero, so is everyone else. holding back, waiting for corner pulling etc all very much ruin the actual fun of playing in general. Dont like KB dont use it, dont want it in your groups fine be a bigot towards others, but being insulting to people for how they want to play or the powers they like, that is an attitude that qualifies as toxic and does nothing positive for our new community. I think you entirely missed the point of my post, which was that your "fun" (If knockback spamming is your fun) ruins everyone else's fun. Lots of powersets literally can't do anything useful when the mobs are scattered. I play Defenders and Controllers a lot, and I'm there to support the team and keep people from dying. I play a lot of powersets that are heavy on ground targeted AoE effects with long recharge times. If you scatter the mobs, you make me useless. This is NOT FUN.
  24. Great job! I wouldn't have ever though to use Brawl to get the extra recharge. Shortsighted of me. Informed by your build, I tried a slightly more conservative reshuffling of mine, and came up with one that reaches perma-overgrowth, but retains perma-hasten, gets to perma-Indomitable Will (Though admittedly both perma-Overgrowth and Indomitable are only perma without counting the activation time), and keeps at least mag 4 knockback protection. I just wish I had two more slots, so I could put Force Feedback in Earthquake and the Lockdown Chance for +2 Mag Hold in either Volcanic or Entangling Aura. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Earth Control Secondary Power Set: Nature Affinity Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Power Pool: Concealment Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Fossilize -- Apc-Dmg(A), Apc-Dmg/Rchg(19), Apc-Acc/Dmg/Rchg(31), Apc-Acc/Rchg(42), Apc-Dam%(36) Level 1: Corrosive Enzymes -- Acc-I(A) Level 2: Regrowth -- Prv-Heal(A), Prv-Absorb%(3), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7) Level 4: Wild Growth -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(9), Pnc-Heal/Rchg(15), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(31) Level 6: Quicksand -- Slow-I(A) Level 8: Stone Cages -- GrvAnc-Hold%(A), GrvAnc-Immob(9), GrvAnc-Immob/Rchg(11), GrvAnc-Acc/Immob/Rchg(11), GrvAnc-Acc/Rchg(40) Level 10: Spore Cloud -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(46), DarWtcDsp-ToHitDeb/EndRdx(46), DarWtcDsp-Slow%(48) Level 12: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(13), BlsoftheZ-ResKB(13) Level 14: Maneuvers -- LucoftheG-Rchg+(A) Level 16: Lifegiving Spores -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(37), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal/+End(39) Level 18: Earthquake -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(34), DarWtcDsp-ToHitdeb/Rchg/EndRdx(34), DarWtcDsp-Slow%(34) Level 20: Wild Bastion -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(33) Level 22: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx/Rchg(23), AdjTrg-EndRdx/Rchg(23), AdjTrg-ToHit/EndRdx(25), AdjTrg-ToHit/Rchg(25) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 26: Volcanic Gasses -- UnbCns-Hold(A), UnbCns-Hold/Rchg(27), UnbCns-Acc/Hold/Rchg(27), UnbCns-Acc/Rchg(29), UnbCns-EndRdx/Hold(29) Level 28: Rebirth -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(40), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(43), Pnc-Heal(45) Level 30: Stealth -- LucoftheG-Rchg+(A) Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(46) Level 35: Entangling Aura -- WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WiloftheC-EndRdx/Rchg(36), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), WiloftheC-Rchg/Dam%(37) Level 38: Overgrowth -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43) Level 41: Indomitable Will -- LucoftheG-Rchg+(A), RechRdx-I(42), RechRdx-I(42) Level 44: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Acc/Rchg(50), CrcPrs-Conf/EndRdx(50), CrcPrs-Conf%(50) Level 47: Mind Over Body -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48) Level 49: Vengeance -- LucoftheG-Rchg+(A) Level 1: Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(17), Hct-Acc/Dmg/Rchg(17), Hct-Dmg/EndRdx(19), Hct-Dam%(33) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(3) ------------
  25. That doesn't help anything. If anything it makes the problem worse because you have no real mitigation and your pets run into melee even faster than before. Seriously, until an admin posts saying that it can't be done or breaks things, this is the suggestion I'm backing the hardest. It *needs* to happen. Ranged pets running into melee needs to stop. They're just really, really eager to get in range of Fulcrum Shift. That's not how Fulcrum Shift works. I mean, it is, but it also buffs in an area around the caster, so it would work just as well if they FUCKING STAYED PUT. Also bump, back to the front page with this most important of suggestions!
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