Jump to content

Thezanman

Members
  • Posts

    114
  • Joined

  • Last visited

Everything posted by Thezanman

  1. The wiki has mez scales on each AT's individual page if you click modifiers in the top right, but I don't think there's a table with all of them listed in the same place.
  2. If that's your problem, then what is the issue with making them hand grenades? Wolf Spiders have the ability to throw objects from their hands, right? That doesn't even need to be added as a separate power for Bane Spiders, or even replace the gun animation. It can just be an alternate animation for the Wolf Spider grenade powers that you select in the power customization screen.
  3. Sorry, I thought Psionic Blast got it earlier than others for some reason, my bad.
  4. Bane Spiders ALREADY HAVE the grenades. They are in the powerset, by design, with no mechanical difference whatsoever to the Crab Spider version. This isn't about giving Bane Spiders more AoE when they are meant to be single target. They ALREADY HAVE the AoE, none is being added. Do you understand that concept? You can't pick both versions of Venom Grenade at the same time. There's some fundamental misunderstanding in your mind about what's being suggested here.
  5. You ARE being petty. You have this weird obsession with preventing Bane Spiders from receiving "special powers". You probably play a Crab Spider and whine about Bane Spiders being better or something. Either way, you don't want other people to have quality of life changes which don't affect you in the slightest because they "don't deserve it". The fact that you don't like the idea is, oddly enough, NOT a valid reason to keep the annoying animations. "Polluting the community pool"? What are you even on about. These aren't special powers, they already exist in the game, and Bane Spiders can already use them.
  6. I just can't imagine why anyone would be this petty. They're visual differences, there isn't meant to be a tradeoff. There could be many reasons the original devs didn't make those animations, such as being pressed for time. Regardless, it doesn't matter what the original devs thought. This is a private server.
  7. They aren't different powersets. That's literally the entire point of VEATs: you get to mix and match both. The devs didn't have some master plan to give Crab Spiders grenades and not Bane Spiders, they added a backpack version ENTIRELY FOR THE VISUAL DIFFERENCE. They wouldn't have put the grenades into the Wolf Spider powers if they didn't want Bane Spiders to use them. And by the way, redraw isn't a mechanical penalty. It's only a visual difference, the total cast time is the same. There's no balance reason not to have mace grenades, it's PURELY VISUAL.
  8. How many times do I have to say it? I don't care whether you think Banes should be penalized for wanting to use some of their best powers (?), I just want to be visually shooting grenades from my mace, not from a gun. It's not even a matter of redraw, or I would have asked for no redraw animation options like other sets already have.
  9. It's not power economy, it's purely a visual issue. And even if it were a mechanical issue, why should Bane be penalized and not Crab?
  10. Completely fair. It's ridiculous that Blasters would have AoE holds with 40% the cooldown of the actual control ATs.
  11. All ATs can easily get +22% ToHit with just Tactics and Kismet, except Dominators, which is a potential concern. The bigger issue in my eyes is that ToHit debuffs will lower the damage of your snipes, but that is still far better than the current behavior of ToHit debuffs completely preventing you from using quick snipes. I don't see this as a significant issue. Yes, snipes cost more endurance than other powers, but it's not by that much. It certainly won't be "murdering" your blue bar. And while it is a little odd for the damage to decrease as your beginner's luck bonus diminishes, it doesn't really matter. The damage bonus from ToHit isn't a massive amount, and AFAIK the earliest level any snipe is available is 12, already over halfway through the beginner's luck period. Maybe, but this change is already a huge improvement over live functionality, to the point you can completely ignore ToHit and still use snipes as a functional power. That was the goal, after all.
  12. The volunteer devs have far more important (and easier) things to do than trying to make VFX from scratch. In the meantime, it won't hurt to just add Wind Control with minimal effort since it's already pretty much done. You don't have to play it if you don't want to, and maybe sometime in the future VFX can be made. No reason to make people wait for that time.
  13. I don't like how it looks to swap between a gun and a mace constantly as a Bane Spider Soldier. Since the Crab Spider already has backpack versions of Venom Grenade and Frag Grenade which are mutually exclusive with the gun versions, I think it makes sense for Bane Spiders to get mace versions. There's already a grenade-launcher animation for the mace on Web Cocoon, so I think that could be repurposed easily enough. Alternatively, just use the animation of Mace Beam Blast.
  14. One of the unique things about this game is the way powers have such varying animation times, and while it isn't implemented or balanced very well in a lot of cases, it has the potential to differentiate the way different powersets feel while playing. I personally enjoy longer animation, hard-hitting attacks compared to faster, weaker ones. It's still a lot better than other cones due to its 90 degree arc and 9 ft. radius, compared to the usual 50 degrees and 7 ft. I think people forget that the way Spinning Kick works is the same way that every single PBAoE works. You just click and hit everyone in the area, without it forcing you to be in range first. Because everyone can use a PBAoE just fine, I don't really get the argument that Spinning Kick is bad because you can misjudge the range. It just takes some getting used to.
  15. Even if the other changes they made were bad, that's no reason not to implement good ideas.
  16. No, the LETHAL damage was increased from 86.64 to 103.5. It still does extra damage from the toxic DoT. On live the impact lethal damage + the average damage from the toxic DoT sum to about 103.3, now the total is about 119.86.
  17. Trip Mine is working as intended. Now that enhancements actually apply to it and Time Bomb, they both feel pretty good to use. Gun Drone stacking works as well.
  18. I like the idea, but requiring enemies to kill the bomb probably wouldn't work very well. That means that if there's a tanker/brute taunting enemies more strongly, or a controller/dominator stunning or holding the enemies, you wouldn't actually be able to do damage with the power. Making it a relatively short countdown like Omega Maneuver already is or like the 5 second Time Bomb currently in testing should work just fine.
  19. I imagine that if they wanted the set to be melee-themed, they would have given it more than the minimum three melee powers that all assault sets have. A few of the sets have four, so they definitely could have given it one or two more melee powers if that was the intent. Realistically, the target cap change for Spinning Kick doesn't matter, since it is a relatively small AoE that would rarely hit more than 5 targets anyway.
  20. It could be changed to Electrified Web Grenade and do energy damage. I don't really see the problem either way though.
  21. The point is you won't be facing multiple minions. Since you don't have taunt auras or as high a base threat as a Scrapper, enemies won't aggro on you, just like a Stalker. As for solo, Blasters can solo just fine without the defensive buffs and debuffs that the Regulator would have, so the Regulator should have no issue. There's already precedent for fully AoE based support sets. Nature Affinity is a great example: all of its abilities are AoE except for Corrosive Enzymes and Rebirth. It could pretty much be used in my idea of a Regulator unchanged, since I don't think revives should generally be AoE anyway (Howling Twilight excluded). Corrosive Enzymes doesn't even necessarily need to be AoE, since it already has a long enough duration to spread it to multiple targets. Just change Corrosive Enzymes to be melee and you have a perfectly fine Regulator set.
×
×
  • Create New...