Jump to content

Yaliw

Members
  • Posts

    182
  • Joined

  • Last visited

Everything posted by Yaliw

  1. Exactly. It's the same people. Over and over. Every thread. Same useless arguments and quips. This forum is dominated by the same people with their petty arguments and spam. Others are chased away from this place because they are drowned out. I wish forum mods were stricter and more willing to shut down discussions that are not on topic. I understand it's not a job and these mods are kindly doing this for free so I don't place any blame on them. Forum addicts are the worst and stifle good natured (and some bad I admit) discussions and people from coming here.
  2. I got a new set idea that is similar to this. I call it Noun Noun. 1. Noun : gives mitigation number 2. Noun: gives other mitigation number That's all I got so far. Let me know how to fix the set and come up with powers 3-9
  3. What are forum-addicts complaining about now? Is the game too easy? Too hard? Too much grinding to unlock costumes? Not enough things to grind on? Zombie vomit cone too narrow? Other people having fun? DOOOOM?
  4. I'm not shocked the devs play the game. I'd be shocked if certain forumites play the game at all considering how much time they spend here.
  5. The change hasn't been DOOOOM but it's also not been... unDOOOOM? The most noticeable change for my characters have been 'different' but not more or less powerful. I understand this isn't a quantifiable answer but I feel like this change hasn't done much to swing power in either direction. I lost lower level hasten to get dark extraction at 24.. my stalker got lightning rod earlier but I lost weave at 26. That's possibly the most 'power' I've gotten out of the change but weave is passive and its hard to quantify its power in this case. Overall the change has been... different. Not good or bad power wise. I like having lightning rod early and dark extraction but without slots its not doing a lot. On top of that, I'm missing key 'boring' powers that round out the build. Like yeah, I get lightning rod at 21 exemplared down but it hasn't really changed the flow of the game so far.
  6. My suspicion is that soul extraction stacking is stronger than Gang War stacking but I'd like some consistency with this. Preferably being able to double stack soul extraction- would be fun.
  7. This is a thing? Holy shit! Thank you!
  8. That's nothing compared to fiery aura. How do you sneak around when you're LITERALLY ON FIRE? My suspension of disbelief is seriously being taxed here.
  9. Yaliw

    Necro Buff

    I made a necro/time to test the changes and to test the action economy of necro now that the attacks are usable. So far it's working fantastic. I have the slots, there is plenty to do but I never feel like I can't cast all of my abilities in a fight (a problem I feel dark has due to long animation times). I think time is an excellent choice with the new necromancy. Tankerminding is great with this combo. Siphon life is weak but synergizes well with time's juncture helping tank.
  10. What about force field generator and the floating suicide bombers?
  11. I'm of the humble opinion that not every power needs to be ZOMG great. Healing Triangle I think is fine where it is.
  12. I'm ignoring the attacks still. The damage they provide I don't feel is necessary with the new merc changes. I'm slotting max defense in the upgrades though. If I were to take an attack I'd take the grenade and slot with the standard kb2kd and recharge. Serum I'm on the fence about. It's better but is it worth my time? Probably but I haven't put a lot of thought into it yet. I will probably 6 slot it though and max recharge.
  13. Yaliw

    Necro Buff

    Basically I slotted the first upgrade to 3 resist IO's for now and I left the second upgrade with a single slot with a 50 IO for health. I'm still tinkering but with the attacks now being kinda important, slotting is a little tighter.
  14. This forum is a joke. It's always someone buttmad about something.
  15. Since the devs have ruined literally everything and the game is entirely unplayable and not giving me my dopamine fix, I suggest we get rid of levels entirely and just play at level 1 with all powers unlocked and no health bar! Thats basically what the devs are doing to this video game anyway!! /s
  16. Change is bad. Cottage rule. Time wasted on this and not something I want. I hate axes. Dual blades would now be OP. Dual-wielsing makes with Energy Aurs would be double strong and pretty and that would fry the server.. /s I like this idea 🙂
  17. Make a Necro/Time mastermind and tell myself 'this is it, this is your main' then go and make a Merc/Dark mastermind and tell myself 'this is it, this is your main' then go and make a Ninja/Trap mastermind and tell myself 'this is it, this is your main' then go and make a..
  18. Playing a fully kit'd out necro/time running juncture, epic armor, hover and combat jumping. I didn't have too bad of an endurance issue using my attacks and time powers. Naturally, Chronoshift helped so maybe that's it but using the blasts every minute or two to conserve endurance isn't so bad. I'll try to find time to test necro/(no end buff)set and see. But I mostly agree; the endurance tax masterminds have feels egregious now that the attacks are more usable. Especially for something like storm summoning- yeesh.
  19. How about you get a free 50 but it's of a powerset combo that has a very low usage? BOOM! Free 50! But it's a.... Assault Rifle/Poison corruptor! Or a... Ice melee/electric armor Stalker! Or a... Gravity control/Icy Assault Dominator!
  20. I think the new changes to the attacks are a step in the right direction. I'm not a huge fan of merc or robot attacks but I don't hate them. Necro attacks are now very fun and I think is an A+
  21. Just so I'm doing the math correctly; ninjas have a 15% crit rate with the two buffs and three archery attacks, correct?
  22. After very briefly trying out mercs, I must say the differences are night and day. Focus fire doesn't seem terribly useful BUT the mercenaries deal such better damage that I'm not terribly concerned- it's an option that isn't entirely necessary. I do wish the medic focused more on healing. This is a personal preference but I really want him to give me stimulant all the time. For a tankermind its really unique and powerful- keeping it on the mastermind would give merc-using tankerminds a very unique niche. Other than my nit-picks and inconsequential preferences, I'm enjoying nu-mercs
  23. I disagree with this because we have traps which by this logic would not be allowed to exist because it looks like the technology origin. Besides, my character is a level 20 sorcerer so technically I'm naturally magical. Or maybe I make arcane-powered objects out of modern technology to use? I like this idea as a whole. I got a couple of hiccups with it but the over-all idea is fine.
×
×
  • Create New...