
Thezanman
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Everything posted by Thezanman
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Perhaps that’s because, as we just saw, the description isn’t clear enough on what Master Brawler does. In fact, it does everything Practiced Brawler does, without requiring a reactivation every two minutes, and gives an absorb shield on top of it.
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It is very annoying to try to heal teammates when your heal only applies around the enemy targeted, since they might be attacking from range, or run away when they get to low health. Twilight Grasp does the opposite, only healing teammates near you, and this is much easier to use. It is sometimes nice to be able to heal melee teammates from a distance, so I would say that Transfusion, Transference, and Twilight Grasp should all apply to teammates around both the targeted enemy and the caster.
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"If you own Master Brawler you will also gain resistance to Knockback and Immobilization powers." If you own Master Brawler you will also gain resistance to Disorient, Hold, Sleep powers." Descriptions for Focused Fighting and Focused Senses in Mids. It is a no-brainer to pick Master Brawler, not Practiced Brawler.
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Patch Notes for August 23rd, 2019 (Release Candidate 1)
Thezanman replied to Leandro's topic in [Open Beta] Patch Notes
If it's necessary to nerf Telekinetic Thrust after lowering its cast time, I'd rather the cast time go back up a little bit instead of lowering the damage. -
Give Venom and Frag Grenade alternate mace versions
Thezanman replied to Thezanman's topic in Suggestions & Feedback
Okay? Those are the only ST attacks available to Crabs, and they're all worse than anything Wolf has. -
Give Venom and Frag Grenade alternate mace versions
Thezanman replied to Thezanman's topic in Suggestions & Feedback
Single Shot is faster than Channelgun with the same damage, Burst is faster than Longfang with the same damage, Bayonet is both faster and more damage than Longfang while also beating the DPA of Channelgun and Slice. The only favorable comparison is that Slice has better DPA than Pummel, every other comparison between a Wolf and Crab ST power is bad. -
Focused Feedback: Snipes and Dominator changes
Thezanman replied to Leandro's topic in [Open Beta] Focused Feedback
You're overestimating T1 attacks. Their damage is so much lower than anything else that it would be a terrible idea to skip your other ST powers. -
Give Venom and Frag Grenade alternate mace versions
Thezanman replied to Thezanman's topic in Suggestions & Feedback
Also, Crab's single target attacks are pretty bad compared to Wolf's. -
Focused Feedback: Snipes and Dominator changes
Thezanman replied to Leandro's topic in [Open Beta] Focused Feedback
Martial Arts? -
Focused Feedback: Devices, Stealth and Misc Power changes
Thezanman replied to Leandro's topic in Open Beta Testing
Are you talking about the bug fix for Burn spawning multiple patches per use? While that does make it worse, it shouldn't just be left in a bugged state. -
Focused Feedback: Devices, Stealth and Misc Power changes
Thezanman replied to Leandro's topic in Open Beta Testing
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. -
Give Venom and Frag Grenade alternate mace versions
Thezanman replied to Thezanman's topic in Suggestions & Feedback
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. -
Focused Feedback: Snipes and Dominator changes
Thezanman replied to Leandro's topic in [Open Beta] Focused Feedback
Sorry, I thought Psionic Blast got it earlier than others for some reason, my bad. -
Give Venom and Frag Grenade alternate mace versions
Thezanman replied to Thezanman's topic in Suggestions & Feedback
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. -
Give Venom and Frag Grenade alternate mace versions
Thezanman replied to Thezanman's topic in Suggestions & Feedback
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. -
Give Venom and Frag Grenade alternate mace versions
Thezanman replied to Thezanman's topic in Suggestions & Feedback
Yeah, a hand grenade animation would be fine as well. -
Give Venom and Frag Grenade alternate mace versions
Thezanman replied to Thezanman's topic in Suggestions & Feedback
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. -
Give Venom and Frag Grenade alternate mace versions
Thezanman replied to Thezanman's topic in Suggestions & Feedback
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. -
Give Venom and Frag Grenade alternate mace versions
Thezanman replied to Thezanman's topic in Suggestions & Feedback
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. -
Give Venom and Frag Grenade alternate mace versions
Thezanman replied to Thezanman's topic in Suggestions & Feedback
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? -
Focused Feedback: Devices, Stealth and Misc Power changes
Thezanman replied to Leandro's topic in Open Beta Testing
Completely fair. It's ridiculous that Blasters would have AoE holds with 40% the cooldown of the actual control ATs. -
Focused Feedback: Snipes and Dominator changes
Thezanman replied to Leandro's topic in [Open Beta] Focused Feedback
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. -
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.
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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.
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Focused Feedback: Snipes and Dominator changes
Thezanman replied to Leandro's topic in [Open Beta] Focused Feedback
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.