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Itikar

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Everything posted by Itikar

  1. Actually the change from knockback to knockdown is generally a nerf by itself. Or at least it is so for ranged characters that happen to have more often knockback powers. The mitigation offered by knockdown is inferior to that offered by knockback because the knocked back foe has to stand up AND to come back to you, unless they use a ranged attack. And if they use a ranged attack they often will do less damage than they would in melee. On top of that many ranged characters have often a better ranged defence than melee. If you just knock them down they stand up and attack you on the spot, unless you also run away in the meantime, losing time or losing your position. There are situations where changing from knockback to knockdown would be an advantage, such as the mentioned bonfire, but there are also many instances where the opposite is true. I don't understand much of this anti-knockback mentality, personally, especially from people who have taken knockback powers, and even more if they have taken knockback-heavy powersets such as force fields. If I don't like what a power or a powerset does, I simply don't take it. But as long as the proposed change does not prevent people who enjoy those powersets to enjoy them as they are, I don't see a problem.
  2. Seconded. A similar reasoning could be extended to Arachnos soldiers, specifically for Bane spiders. There is an issue, however, that is that in order to play the stealthy roles you need mask presence which comes only around level 20. Fortunatas... fortunately (no pun intended!) do not have that issue, at least for the ranged and control part.
  3. It probably would be a good quality filter to boot. 😛
  4. Necromancy and soul mastery should definitely have the soul noir options as the other dark sets, as well as any other variant, since they are often the same powers.
  5. Yes, the unofficial RP shard is Everlasting, although I suppose you might find some roleplayers on Reunion due to time zone issues for European roleplayers. Well, if you do get around creating the SG on Everlasting, consider me interested, as I have precisely a dark/dark redside corruptor who probably would fit in well. 🙂
  6. Also VEATs can get Soul. 🙂 Even if simple the concept sounds cool. Is it going to be a roleplay supergroup? And on which server?
  7. Open your team window and quit the task force from there. That at least should let you out of the mission.
  8. One of the powers the Olympian you face in the Praetorian arcs has is, go figure, precisely laser beam eyes. When I faced him it seemed one of the powers he used most often, so I guess it's pretty iconic for the Olympian concept.
  9. What I don't get about electric blast is why the fact it damages endurance is paired with, in general, a lower damage on its attacks, whereas other sets that carry debuffs do not suffer from this. Or at least they do not suffer of this to the same extent. Compare blackstar on corruptor in mids with thunderous blast: - thunderous blast reduces endurance of 55.5% and has a base non-scourge damage of 166.8 - blackstar reduces to-hit of 66.6% and has a base non-scourge damage of 227.5 Is endurance drain a better debuff than reducing to-hit? I don't think so, as to-hit is effective immediately, while endurance drain requires supplemental drain to achieve the same benefit, i.e. shutting down a mob for a little while.
  10. Don't AVs have a 50 mag protection when they have the purple triangles on, rather than complete immunity? I wonder how easy it is to pierce it, and if it were possible to make their cc resistance visible. Also I remember I read on Paragon Wiki the triangles specifically do not protect them from immobilize, although I have not had the chance to experiment with them in game extensively. But even with these caveats, the proposal of having a bar that shows the progress seems good to me.
  11. Sometimes I wonder whether we play the same game. O_o Granted I mostly play on redside, but over level 35 I struggled to find an arc that did not have an EB, almost to the point of frustration. Fortunately I had a build that allowed me to defeat most EBs even without set IOs, but other folks from my SG have been quite frustrated with this. Maybe blueside needs a little more of this, even though I find this hard to believe. In my personal experience one of the first arcs I played on blue, on my level 20 defender fresh from Praetoria, set her against a rather strong EB that she barely defeated by firing all her inspirations and relying on a good dose of luck. So, yeah, buffing some bosses is not necessarily bad, by all means, but please exercise caution in changing enemies. What is too easy for a character, or a player for that matter, might be very hard or even impossible for another. And a similar concern might be addressed to the general proposal to buff enemies in order to fix some classes, such as controllers in this case, that need buffing. Not that the ideas are necessarily bad by themselves, they just seem to me a little off the mark. Now about buffing controllers specifically I like this proposal: I think it pretty much addresses the points raised in the first post and what I have seen in my experience playing. If point one is deemed too unbalanced for the whole game, it could be restricted only to controllers, and leaving AoE holds for dominators as they are now, so that the two archetypes would be more differentiated in the end.
  12. I got that message when trying to use the tunnel on my rogue to go back to Grandville, after entering from Paragon City. I found it weird that while most of the other transport systems have been merged, including Ouroboros, the TUNNEL system apparently has not.
  13. I really liked the Olympian story-line in the Praetorian loyalist arc, and I think the idea of Praetorian epic archetypes is simply wonderful. Given there's two sides in them perhaps a resistance archetype could be nice, or, if one wants archetypes not tied strictly to the factions something like a seer or a resistance veteran would be cool. Another idea could be to have them have a specialization that leans toward the Loyalist and the Resistance respectively, with different mechanics. Kinda like the VEATs, except the two options have different alignment and flavors. Like you start as Praetorian army vet which is essentially a blapper (just an example) and can either choose the resistance power option to focus on your ranged stuff or the Praetoria Police to focus on your melee stuff. Very good concept. And even more better because of the fact this idea would make people enjoy the awesome Praetorian content more often.
  14. I explained it, right at the beginning of my post. Because they would be available to fewer people, not just me, so I would not be able to see and enjoy all the costumes more people would create with them. I would still be able to see what the people who grind for them do with them, and perhaps what I do with them, but why settle for less if I can have more? With the same logic base deco could be available after massive grind as it was on live. I am pretty glad it is not that way, so I can enjoy the many bases people have built. On top of that, just because the items are available it does not mean that you cannot set yourself a goal before using them on your character. The same way people do not go DFB or AE in order to level-up, or do not use xp boosters. There was a post here a few days ago that detailed how there was a supergroup on live whose members retired their character after the first death. I don't see how this could not be done for this too, without altering the experience other people pretty much enjoy as it is. So, given all the above, for me this is thumbs down.
  15. The thing I like the most on Homecoming, in comparison to some other servers out there, is specifically that by allowing free access to all costumes and base items it gives a great creative freedom. So a step back from that would be extremely negative in that regard, as it will give this creative freedom to fewer people, while others might not have the possibility or be inclined to unlock such items. Putting some new items behind grindwall would still be far from good in light of the above, at least from my perspective. Putting behind grindwall items that are now available freely would be even worse. So for me this is just a bad idea that I hope will not be implemented. There are already enough things to grind for if one feels so inclined, and the grind can be made even longer if one so wishes. No need to harm the fun for those who, on the other hand, do not enjoy grinding as much, or even worse cannot grind as much.
  16. Unless Homecoming has changed stuff from the base game, even if the power is greyed out, let's say you picked up tough as your penultimate power, the IO global will still work if you exemplar down to at least within 3 levels from the IO. Source: https://paragonwiki.com/wiki/Exemplar_Effects_on_Enhancements#Special_IOs_from_Sets For the rest I agree that the proposal removes a layer of complexity from choosing powers and seems a bit unbalanced in the current state of the game. I would say, especially in light of exemplaring, for which tough and weave are particularly good defence sources at early levels. The power tax feels right to me, personally. Other power pools have that as well, concealment forces to choose two powers in order to obtain invisibility, and so does sorcery for rune of protection. Leaping too does it for acrobatics, even if it is not an extremely popular power nowadays. Weave seems just the best one of the lot, for sure, and then that's one less reason to make it easier to obtain in my humble opinion.
  17. Some secondaries do actually have some minor controls in there. Most sets have a slow or immobilize as a T1, and some of those have also a -fly effect which can be surpisingly handy, especially for a flying blaster. Some have also additional ranged attacks, that often carry debuffs, such as psychic scream in mental. Others, like fire, have hot feet, which has both crowd control and damage functionality. Some other sets have holds such as time stop in temporal, martial has several mobility powers, and plant again holds and debuffs. And then you even got tactical arrow which has all ranged powers that provide both control and damage, plus several nifty buffs. Ditto for devices. Overall, however, the thing I like the most about blaster secondaries is that they are all different, and thus provide very different playstyles. And if you do not like some powers in one of the secondaries, well, no big deal, skip them and take epic or power pool powers. When looking for old guides for fire manipulation I was quite a bit suprised to find that the main praise it received was that it left plenty of room for other powers to pick. Well, I am glad that powerset has been reworked since the time of those guides. 😛 Personally I would rather suggest that you analyze accurately what those secondaries provide and then make your informed decision on whether you really dislike them or not. And then if you truly dislike some of their powers, you can decide which powers or which secondary you want to take, or whether you want to play a blaster in the first place. PS Also, seen now, OP, in the first post you are making a big oversight on the secondaries, and this is represented by the various sustenance powers provided by them. Stuff like cauterizing aura, frigid protection or eagle eye, which increase your recovery substantially, thus sustaining your damage. In addition to that they often provide other important benefits, such as healing, absorb, accuracy, damage, etc. The sustenance powers along with the buildup are pretty much the core of the blaster secondaries. The rest tends to be more optional depending on playstyle, but it is rarely useless. Some sets, also, are more suited for blapping than others.
  18. No, it was a genuine question about whether it was possible to create epic content missions with the AE tool or not.
  19. Remember also that you need to complete only the first of the arcs from your patron, not all of them, in order to unlock the pools. As for the difficulty, feel free also to ask for help on the LFG if you run into issues, there are many helpful players who will join your cause. 🙂
  20. Super strength and Titan Weapons feel very powerful to be seen in action. Especially when the former hurls that giant boulder. And for the armors I would say invulnerability and regeneration feel the most powerful, but maybe I have been spoiled by a certain guy in the X-men. 😛 Of the ranged sets the one that seems most impressive to me aesthetically is electrical blast and derivatives. A shame apparently number-wise it is not really the same thing. Also fire blast seems pretty badass in that regard. To an extent also psychic blast. Among the support sets the ones that seem the most powerful, at least as much as a support set can look powerful, are from my perspective force fields, trick arrow and traps. Honorable mention also for pain. For control sets mind and ice look pretty strong, at least aesthetically. Mind controls your mind, I mean, once you lost control of your mind you cannot do much else, now, do you? Ice on the other hand is the one that looks more binding on the physical level, since it literally freezes you there. Finally for the mastermind sets I feel the most powerful are demons, robots and undead, because they are, well, way more than simple humans or animals.
  21. I wonder if the Architect Entertainment tools would support creating such kind of content.
  22. It increases base attribute of a power. For instance it in a power you have no enhancements that reduce endurance cost, slotting cardiac will still reduce the endurance cost of the power. As a side note, alpha slot cores can bypass to an extent the limit of enhancement diversification, with the higher tiers bypassing more than the lower tiers. About musculature increasing the defence debuff from sting of the wasp, yes, it will, although you will need at least the tier 2 radial to get it.
  23. It would be very nice indeed. I scrapped a concept of psi fighter because of this exact issue.
  24. Yeah, apparently it's around -4, like a single IO, and can be selected at the earliest at level 28, so might not be optimal for exemplaring. It does have as a nice perk, however, that it gives some 7.5% smashing/lethal resistance.
  25. Yep, I agree, the novelty wears out fast. Probably having week, or two week long tops, durations spread across the year would be nicer and make the year more varied too.
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