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siolfir

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Everything posted by siolfir

  1. The problem with the proposal is by making it based on the number of enemies it just promotes the simple formula of "nuke every spawn with as much AoE as possible." This thins the herd to below the threshold value, where it has no effect, and penalizes people for not using as much AoE as possible.
  2. I'd like to see competitive zones with mechanics similar to Recluse's Victory to affect the spawns. This wouldn't be direct PvP, but running missions would shift spawns, possibly causing some different textures for the buildings, and so on. Take Faultline, for example - allow both hero and villain players to run missions which would either increase the Arachnos presence (larger spawns in more areas) or reduce it to only within the base depending on who was running more content. Different zones would have different themes and different groups expanding/contracting their presence. It's a lot more work, which means it won't happen, but IMO it's how City of Villains should have been introduced in the first place.
  3. It also gives you range and armor, but we have Sentinels.
  4. They're really not a problem. Both my Widow and Ice/Time Corruptor have tanked ITFs for teams.
  5. Go ahead, it's all in fun anyway.
  6. My build has Combat Jumping fairly early, but I just use Ninja Run for travel. It's good enough, and doesn't take an extra power pick. That said, I ended up taking a couple of powers in the 40s that I normally wouldn't bother with, but by that point I figured if I made it that long without a travel power, there wasn't any point in picking one up that late.
  7. Yep. That's why I recommend avoiding it.
  8. This. That's why I don't see it as a problem to just un-nerf it. If they reduced the animation on TF it might beat out TW on single target (and definitely would for Stalkers), but even then it wouldn't have the AoE damage. Energy Melee has a reduced critical on Total Focus (goes from scale 3.56 to scale 4.56), with no self-damage as the "critical" for Energy Transfer, and reduced chance to stun on Energy Punch (10% vs 30%) and Bone Smasher (30% vs 60%). They get Energy Transfer at tier 8 and Total Focus at tier 9 like Tankers do, though; Brutes get Total Focus at tier 7 and Energy Transfer at tier 9. So technically there's a critical. Sortof. Concentrated Strike from Kinetic Melee also doesn't do extra damage on a critical, incidentally, instead providing a recharge to Build Up (made mostly irrelevant by the ATO) for Stalkers, or Power Siphon for Scrappers.
  9. You mean George Reeves?
  10. Ahh, but all of the players make Paragon City more dense.
  11. Aww, sounds like you're pretty torn. I had a couple of ideas but I'll skip this one and go the nicer:
  12. The extra endurance was due to low damage and taking forever to kill mobs, causing Tankers to run out of endurance. With these melee modifier and AoE buffs, Tankers are no longer low damage, and don't need it any more than any other AT. I would suggest you build better if you want to button mash with impunity.
  13. You mean you didn't think it was very meta that none of the "irony" in Ironic was actually irony? Kindof ironic, if you think about it...
  14. KO Blow has a longer recharge than it should (and Crushing Uppercut copied the problem due to the combo system letting it go higher). 20 seconds would be scale 3.56 damage (Seismic Smash, Total Focus, Concentrated Strike) and Energy Transfer does scale 4.56 with a 20 second recharge. Greater Psi Blade gets a bonus from Insight that takes it from scale 2.69 to scale 4.04, but GPB also costs more endurance (14.35 vs 10.19 for ET).
  15. (yeah, yeah, skipped the first part of the movie, which would have worked for both the title and the band name, for this one. isn't that...)
  16. This one was pretty obvious...
  17. For its recharge, it does more damage than it should and it has a very low endurance cost. Since animation times didn't used to be balanced around, that's where the self damage comes from.
  18. Babe, baby... same thing, right?
  19. Bypassed this and this (back to back songs on the same cd) to go with:
  20. Without a damage component it loses access to any builds. It's already skipped because there's enough stun in the rest of the set to reliably stunlock bosses for Tankers and Brutes, and for Stalkers if they use Total Focus, also. There's also no reason whatsoever to increase the self-damage on Energy Transfer (it's not a penalty for high DPA, it's for the endurance cost discount and 1 scale damage for that recharge), and changing the animation for Energy Punch to that of Bitter Ice Blast would make it worse for your attack chain. If you're going to add it in, use the backhand for Energy Transfer (making it much faster but not quite as fast as it used to be), leave Stun alone unless you're going to give it the Cobra Strike treatment, and if you really wanted to make it over-the-top give Total Focus the Dominator animation that animates nearly one second faster. Personally, I'd play the set again if all that changes is to revert the ET nerf; the problem with the set is that the animations take a long time and the damage doesn't occur until the end of the animation so you spend your time corpse-blasting. Which is incredibly stupid when the power usually doing this also happens to do damage to you even when you're hitting nothing. Having the damage hit near the beginning of a 1 second animation made it far less likely to be wasted. I was willing to trade off having nearly no AoE for the sake of having enough quick burst single-target damage that I could simulate it in small groups, and honestly think most of the ideas to add more AoE damage simply turn Energy Melee into Rad Melee.
  21. That's because it's more like a Tanky Blaster/Mastermind. People skip the melee attacks on Crabs because they just aren't very good - you get better melee attacks using the gun from the Wolf Spider (shared/Huntsman) branch. Typically people who want to be in melee will just go with Banes.
  22. Pretty sure you're overlooking the LRSF.
  23. Well, plus the whole contact chain to unlock one of the two TF contacts. But it would be appropriately villainous to take away the easiest way to get the hunts for the Atlas Medallion.
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