Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Marbing

Members
  • Posts

    619
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Marbing

  1. Very, very clever way to make a point... ...and I agree. I write bio's all the time and this is the primary pain point for me. I have started to type things into notepad then paste them into the game. It helps a lot. There are ways around this sometimes if you play with the spaces a bit. Basically find where it is adding 5 characters for 1 character and backspace, then start typing WITHOUT adding in a space before you start. Then add the space back after you finished your sentence. Not saying this should be the case, just trying to help others out when I have found ways around the limitations or issues. It most certainly SHOULD be fixed. I agree, this needs to be a bit larger. At least 50% more. Though I do like the challenge of fitting an entire story into 1023 characters, haha.
  2. I assume there are currently some considerations with regards to addressing the Sentinel Inherent? EDIT: Would something like what I suggested earlier work?
  3. Meet Anubis. Same as Anoldbis.
  4. You could come up with some single name and write a bio about how that entity is actually all the entities you mentioned. Like, some story about how these God’s were all presumed separate but in fact are the same (plot twist, gasp) then use the costumes to enforce this concept. This way, a name change isn’t required because we get the pleasure of seeing his/her real name, even if we don’t ever get to see his/her real face.
  5. You forgot XxX<N4M3HaX0r>XxX
  6. I wouldn't mind an improved Aim that adds a lingering ToHit buff. But why not something more like this?: (numbers can obviously be tweaked but you will get the general idea) Archer's Focus Click +30% Perception for 30 seconds +20% Recharge for 30 seconds +40% ToHit for 10 seconds +30% Damage for 10 seconds +20% Range for 10 seconds +30% Damage for 30 seconds +10% Tohit for 30 seconds +10% Range for 30 seconds 90 Second Cooldown This would be a nice unique Aim for Archery that would give it a much needed boost IMO. It gives you the initial big boost to dmg and tohit then after 10 seconds it cuts down to a more moderate boost that lingers for awhile. This would be a more traditional Aim style clicky. But you could go with some a little different, like this : (again numbers can be adjust, they are just here to give you a general idea) Archer's Focus Toggle +30% Perception +10% Tohit +30% Damage +20% Recharge +20% Range cost 0.33 end/sec This solution would get rid of burst damage (i know i know) but would give a constant boost to all effects for the duration of the toggle. It would make Gaussians less effective also. Okay I am ready for the flame wars now...
  7. That was me that mentioned that earlier, but yes I think this would be a good compromise. EDIT: Do I sense a possible Purple KB IO set! 😮
  8. I wonder how this stacks up across the board? Archery isn't exactly in a great place... neither really is AR... But your point is made, that it can be used as part of a DPS rotation. However, it doesn't negate that it can also be used primarily as a CC keep away tool, and by removing KB entirely you would limit Power Thrusts effectiveness (and powers like it) to people who do use it that way. I brought up the single target attacks like power thrust because I typically don't see very many teams complain about those. The ones I see complained about the most are the AoE/Cone KB effects. So I was wondering if we could focus on those instead of all powers to see if there is anything that can be tweaked about the magnitude of some of those powers.
  9. Oh, I totally agree that you CAN do that, and I definitely see the strategy (and have used it before), but I am saying that the other strategy is equally viable in some eyes. Keeping the target away from you is useful. And I wasn't saying KD wasn't CC, I was saying that the primary utility of those powers is CC and not dmg, so they typically aren't used as part of a regular DPS rotation. (unless your build allows you to proc them out like you suggested)
  10. Well that's the thing with Power Thrust, its not lighting up the dmg boards, its intended as a CC power not part of your regular attack chain. You can add a KB>KD IO in there and make it part of your chain if you so please, but all of the Blaster Secondary T1's were intended to be some sort of CC to help the blaster in a pinch.
  11. I suppose you could make it a set bonus too. Like say get 3 of this set and all powers do KD instead of KB. That way you still have to invest 3 slots but not say... 6 (for energy blast). Even then though, I am wondering if this is more an issue with certain powers. Do we have issue with Power Thrust doing KB? What about Force Bolt? Or is it just the Cone and AoE powers that fling things everywhere? Those powers can still be used effectively as @Greycat pointed out, so we wouldn't want to alienate those players by creating a system where it becomes an expected. As I said before, I am all for certain powers being looked at and lowered in mag. Melee AoE powers in particular, perhaps?
  12. 😄 I know, I know, people can change their minds... I just thought this was funny... I personally think that knockback is fine, sure it could use a few tweaks maybe here and there, but overall I think its fine when use appropriately. Not trying to be a "Lrn2Play" post but really knockback can be used very effectively. In some instances, adding KB to a power could be considered a positive, but also a negative. So if you take away KB (or even repel) all together you have to consider the powers that then become overperformers overall. I mean look at Bonfire, that power is insane as it is right now. Vastly outperforms any other KD patch with one Enhancement. So, I don't think it is as simple as... remove KB. But, I am open for discussion for maybe dialing some of the mag down a bit for a few powers, perhaps.
  13. I agree. Their passive should encourage team play since they are the premier buff/debuff team support class. Something that leans into this strength would make more sense, and be more useful. But, it certainly shouldn’t come with a damage buff.
  14. This argument makes the most sense.
  15. I like this idea. Archery and AR got left behind when they made all nukes crashless. Because their nukes were already crashless (which was a huge plus) now they are just meh sets in need of some real love. Or… just make all the non-weapon blast set nukes crash again! 😃
  16. There is a Homecoming PvP discord you can join for information on events and such: https://discord.gg/qSWHv4T8 hope that link works… lol
  17. I thought all this did was activate and deactivate my in game Showtime subscription...
  18. Inspirations are abused from lvl 1-50 and I already believe they are a problem because they trivialize pretty much all content. Their drop rate is too high and they can be emailed to yourself for extra storage. Hence why I like that some the new harder difficulty settings for Aeon SF disable their use. I am looking forward to this expanding to more content. As far as P2W powers: If your argument is that their use already trivializes content at lower levels, then why would we want to further trivialize it? How often do you see P2W powers used at higher levels?
  19. Which means you are saying "lets make this already easy content even easier!". Hard pass. I am for making stuff harder, not easier, in this already too easy game.
  20. First, you are going about this the wrong way. Plenty of people in the other thread said they disagreed with you. There comes a time when you just accept that and move on. You had an idea, it didn't pan out, no big deal. Second, (and I believe this has already been stated) content at lower levels was designed around the powers you would have available. Having access to all powers at every level may trivialize the lower level content even more than some of it already is.
  21. Here is a brilliant person who knows how to play SR/Ninjitsu, bravo sir/ma’am (idk), bravo! I do the same thing with Clarion on my squishies.
  22. Practiced brawler is fine as is. Not every mez prot power needs to be a toggle. It doesn’t need extra buffs to compensate. SR is in a good place overall, no changes are needed. I understand the annoyance of clicking it plus your hasten (which lets be honest that’s what this is about) every time it’s up and how you can lose track and we should have more auto clicky options, etc (which is a different discussion). But… I don’t think the change is entirely necessary as someone who has extensively played SR. I like the way it currently is despite the inconvenience of having to juggle PB and Hasten.
  23. This is a good point but it should stil be mathematically possible to have it count how many you have and apply them in a certain order as it already does and then any past a certain point get a penalty regardless of damage type. How difficult that would be to add in is a different question, but it doesn’t sound impossible. I do agree that a lot of the discussions on the forum end up going absolutely nowhere (with regards to actual change in game) other than just essentially being annoying thought experiments.
  24. I like practiced brawler as a clicky and not a toggle. It is one of the best status protection powers in the game as is.
  25. Why shouldn’t procs be held to the same enhancement diversification that all other enhancements are?
×
×
  • Create New...