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KaizenSoze

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Everything posted by KaizenSoze

  1. Pretty sure that's working as designed. There are few contacts in the game that just repeated hand out a random mission out of a small list of mission. If you want arcs there are plenty of RWZ contact with arcs.
  2. It's fun to watch, but alas highly annoying to melee. The trick cast it on the toughest target and drop TK as soon as the anchor dies. Most of the time, once things have clumped, fire levitate to drop TK.
  3. What you and @skoryy are saying is that I can only enjoy the game is a semi-solo it. I don't play this game just solo, there are other games for that. I want to enjoy the team aspects too.
  4. Yes, but it deletes you character.
  5. The problem that the tank/brute is question is has no risk. They are basically soloing the TF with us along to clean up the strays.
  6. Players would not optimize so much for damage, if there were downsides to it. Due to Incarnates there are very little downsides. I don't have have a problem with players off soloing, unless it's hurting the team. Examples would be Market Crashes where players run off to the next spawn leaving the lowbies to clean up the rez'ed bosses. PI radios where there are only 2-3 50+ and only is off soloing, leaving the others to protect the lowbies.
  7. Since, the topic has branched out into a general end game discussion. Once, I got past a certain level of influence. I quit caring about it. I have not thought about optimizing inf per hour or damage per second in a while. Except when I help out with testing. What I love and will always love is the mobile kinetic combat system. What I do not love is not being able to use a lot of powers, because in the end game the mobs die so quickly. This is not a problem restricted to just low damage ATs. I distinctly remember a RWZ contact team fighting Vanguard. My poor stalker could barely get 2/3 attacks before the spawn was destroyed. The poor thing spent all it's time trying to find the one mob that was not dead. This is not fun. It doesn't feel powerful. It's boring.
  8. I think an easy change to make Poison unique and powerful is to take some the changes that made Trick Arrow so powerful. Unresistable debuffs. Imagine if a small portion of the -resist was unresistable. Or any of the other debuffs. Obviously, making the whole debuff unresistable or stacking would be massively OP. But maybe 10-15%? That would be very helpful taking down mobs that pop T9s.
  9. Repeat. This is a concept build. What power sets do you think work well together if you weren't going to take your primary nuke? You can still take your secondary T9.
  10. Umbral Torrent is a lot of fun. It's not hard to get the range over 100. I have several times hit the spawn in front of me and the part of next spawn down the hall. I feel like the key to cones is maximizing the number of targets hit over the damage. It's a sliding scale, not binary calculation.
  11. Tentacles do *not* prevent knockback. https://cod.uberguy.net/html/power.html?power=blaster_ranged.dark_blast.tenebrous_tentacles&at=blaster
  12. You are correct. I was trying to avoid getting into proc as Scarlet said keep it simple. 🙂
  13. Fire Aura of Confusion and pretty much every mob will start attack each other. Taking the pressure off the team.
  14. You can go all ranged on a Fort, great durability, but you lose a lot of damage. IMO for best results. Go mostly melee with a dash of controls. Melee attack hit much harder than Fort ranged attack and you will want to be in melee for Psychic Wail. Take both Follow Up and Build Up.
  15. Sounds like something I could add to this: I don't have time right now, but I'll keep it in mind.
  16. My guess is that proc behavior in AOE will get "adjusted". Getting constant proc'ing Force Feedback: Recharge recharge is a bit busted. I made a Trick Arrow/Dual Pistol Defender. The amount of damage the AOEs can do is crazy. I don't have a problem with damage ATs doing high damage. I do think that the lack of risk is a problem. As you said, part of the issue is the ease of soft capping. Which is why we are starting to see more -defense and/or toHit buffs every time the dev re-vamp mobs. There are many aspects to why the end game isn't very hard. Some part of the problem is how procs work.
  17. It doesn't help. Though I don't think it is as much of the problem as it appears. Players have to remember they have them. Incarnates on the other hand completely remove entire classes of problems like endurance and durability.
  18. The problem at the moment is that the end game in particular is too easy. Procs are a symptom and part of the problem. They are symptom, because controls and a lot of support is not necessary in most high end content. Damage is the king, queen, and dictator for life. Proc'ing out powers became rampart, because they allow several low damage ATs to get around the damage cap. But also allow high damage AT to do even more damage for very little risk. Proc'ing has very little downside in the end game. Who cares about end reduction pieces when you have Ageless. Who cares about trying to grab set bonuses for durability when you can pop Barrier. The penalty for proc'ing out is negated by Incarnates. In general the problem at the high end is that optimizing for damage, with or without procs, has very little risk. Fixing the issue with the end game is going to take nerfs, buffs, and mob changes.
  19. Gloom/Dark Obileration is very good you want some non lethal/psi damage. Mu is good if you need AOE damage. Some folks really like Mace: Shatter armor, but I don't. Levi is better than before, but still needs work.
  20. I would definitely go to red or gold to get away from the lag. I think it would be easy enough to convince players that they could get better exp by moving to a less laggy zone. However, I do think having the transported to a "Matrix" room is a better solution. That would require a lot more dev work though.
  21. You think any of this changed my mind. Sorry to disappoint you.
  22. Sorry missed this question. IMO. Night Tank is much better. They are close in HP and the Crab will have better base resists. Night Tank has scaling resists, stealth, placate, and most importantly some defense debuffs resistance. Crabs have no DDR. Of course, I am talking about playing them in extreme content. In general content play both are fine.
  23. Have the Mapserver events occur simultaneously in one blue, gold, and red zone. This will spread out the leagues and maybe reduce the lag. In this the last round, two or more full or almost full leagues were in the same zone, which completely killed the server response. I was waiting for double or triple recharge time for powers to activate. And of course, the exp also suffered. That is even with particles off and a good internet connection. The development team would know if this is better or worse load-wise on the back end.
  24. I was busy trying to organize the league, so I didn't realize what was happening for awhile. Until the 3rd Ican. I did give two warning in league chat. Then kicked them. I mean their name is right there on the teleport prompt.
  25. I think most players have the prompt on. The real problem was the knockback from the Ican. It was flinging mobs far away. Interestingly, that stopped even though the player stayed around and was casting it. I guess the power has some anti-troll code. You really only need the T1-T2 Ican which has no knock back.
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