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Yaliw

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Posts posted by Yaliw

  1. 19 hours ago, Sovera said:

    I find you a bit thin skinned, Snarky. Just an observation instead of an attack, though it is your (repeated) posts about this sort of thing that prompted this opinion. That said some of your peeves are perfectly justified. I too would not touch a +4 TF while leveling.

     

    But I find the weaker/dumber/more puzzled the team the more fun it is for me. I just like the extra ordeal of pushing through especially since my characters tend to be able to solo most things so the wipes don't tend to affect me.

     

    That said I've tried to duo Market Crash about three times with a friend and we always stall on the last boss what with the friend unable to survive the adds and me having to run from the debuff making the boss regenerate its HP. Plenty easy on a full team but hard on a duo that is not specialized.

    Snarky must be an alt account for a dev because the sheer amount of bitching and whining he does would have gotten him banned from any other moderated forum.

    • Haha 2
  2. 12 minutes ago, Random Axis said:

    My problem is less with knockback itself and more with misusing knockback. I'm 100% ok it once I've pulled the group up against a wall or into a corner. Blast on them all you want. It's a different story when people zip into groups and unleash a PBAOE with knockback or use it to push mobs away from the melee people. 

     

    That's how I use it on my Forcefield/Energy defender. All the AOE powers got changed to knockdown, but the cone and force bolt have KB ramped up so I can use him like a leaf blower to push mobs into the whirlpools, rains of fire, and foot stomping tanks the rest of the team is laying down. 

    There is the problem though, energy blast has a chance to knockback- you can't control it. Even if you try to, you might not get a knockback effect anyway.

     

    Powers like gale, repel, hurricane are all great and I have zero problem with them- it's very specifically energy blast and other similar powers where knockback is secondary to the primary function which is damage. Quasar is anti-synergistic with the rest of my kit as a warshade for example. I *want* enemies close to me for either Orbiting Death or Eclipse or sunless mire etc.

  3. What you call a crutch, I call a viable strategy. It's all a matter of perception here.

     

    I'd be ok if it was nerfed/tweaked but for now it's a strategy that can be used in hardmode.

  4. 14 hours ago, ZemX said:

     

    Because you keep replying to people complaining about scattered enemies (note the plural) by saying your amazing single teleport power somehow solves enemies being spread out all over creation.  CT is a wonderful power.  It does many great things.  It does NOT, however, solve scatter.

     

    The issue is that while one person is blasting enemies into the four corners of a room and cackling to themselves, their teammates who had Fireballs and Foot Stomps heated up and ready to go are now using them against ONE enemy.  Yay?

     

    I meant, great, you can BAMF over to each individual enemy quickly. You still gotta beat each one down separately.  Meanwhile, I've gone and gotten a sandwich and a beer because this mission, I can already tell... is gonna take a while.   

     

    Everyone is free to do whatever they want in this game.  But what these freedom-loving knockback artists need to realize too is that that means the rest of us are free to excuse ourselves from Captain Handclap's team at the first available opportunity when we decide that what's fun for him isn't fun for us and that perhaps separately, we can both have our fun.  Isn't that the goal?

    The problem is that the fun is dividing teams. There are people who knockback because they have no choice; like my warshade.

     

    Knockback powers need to be overhauled. Not all of them. The dedicated ones can stay like gale and the like but powers that have a chance to knockback or its secondary to the attack need to be updated to knockdown.

     

    And no I don't care if you like energy blast the way it is; it sucks in its current form because of the random knockback and I stand by my opinion on this.

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  5. Dusted off my Warshade a day or two ago. Now, I haven't played this character for literally over a year.

     

    I get into a group and begin MOTHERFUCKING WARSHADE-ing. Quasars! Boom! Nova form! Kaplow! Zip! Dark extraction! Double mire! Biff! You know, normal stuff.

     

    "Umm could we not knockback the enemies? Thanks!" Said the leader.

     

    Knowing it was me, I just left. I'll just leave the warshade shelved.. knockback just isn't acceptable I guess. Maybe one day all knockback powers can be knockdown or something =/

    • Sad 3
  6. I consider myself a tanker player before a brute player but on live, yeah tankers were seriously outclassed by brutes. The content just wasn't hard enough so the small amount of extra mitigation that tankers brought wasn't worth the higher damage of the brute.

     

    That's still true today I think but we've swung too far in one direction. I say let tankers keep their AoE niche but their single target damage suffers.

  7. If anything, tanker damage needs a nerf. I think the tanker damage buff co.bined with their aoe potential buff was too much.

     

    Now, I don't think it's DESTROYING THE GAME but I always saw the melee characters on a scale:

     

    Stalkers > Scrappers > Brutes > Tankers

     

    Damage to the left, Tankiness to the right.

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  8. There is no set in stone list but mine is:

     

    S tier - Demons

    A tier - Thugs, Necro, Robots

    B tier - Mercs, Ninjas

    C tier - Beasts

     

    If you want I can explain why I think this but basically demons are sturdy and deal very good damage with exotic damage types and -res. They even provide a team buff!

     

    Thugs, necro and Robots are great. Thugs are barely out of S-tier. Robots are probably B tier but I think with their new changes, they are lower A

     

    Mercs and Ninjas are still a little fragile but very solid damage dealers. Ninjas are slightly lower due to being melee and the Oni being wonky

     

    Beasts are genuinely the weakest. Not bad but not good. With the recent changes they've been left kinda in the dust. If someone were to say they are also in B tier, I wouldn't argue against it but someone has to be at the bottom and I think it's beasts.

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  9. 10 hours ago, Psyonico said:

    You're saying the set is good when you factor everything outside of the set into it... That's not my definition of good.

     

    Energy Aura and Ninjitsu tankers before Regen tankers!

    The game isn't played in a vacuum so yes, I factor other things into the set.

     

    Also yes, ninjitsu and energy aura as well for tankers.

  10. I'm convinced that people just really don't understand regeneration. Is it great? No. Is it bad? Not at all. Due to set io bonuses primarily being defense and resistant based on top of easily being able to stack tough, weave, maneuvers, combat jumping and maybe hover, regeneration can reach staggering amounts of resistance and defense on top of its ludicrous healing.


     

    Again, it's not a great set and struggles due to being too one dimensional on top of a lot of its powers feel... outdated but i have struggled to find a way to balance regen without completely breaking it when you consider set bonuses on top of its primary function.


     

    Also, can we PLEASE get regen on tankers?

  11. 3 hours ago, Arbegla said:

     

    That's basically defensive mode as it works right now. Once you attack a mob, the mob attacks you, and the pets attack the mob.

    If you are in a group and you attack a mob but the mob doesn't attack you, then your pets don't attack the mob. Really they should always attack whatever I'm attacking unless they are in passive mode

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