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PTS Update (8/18): FC.20.20110812.4

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Why limit it to just the tech tree, though? Targetting systems could just as well be applied to something that projects fire or lightning or augments the user's ability to punch everything directly in the colon.

    You try punching someone directly in the colon without the aid of a targetting system. It's HARD.

    (although I guess it wouldn't make sense for stuff like Avalanche or Lightning Storm unless they have a weather machine or something)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ame wrote:
    The main reason it has the restriction is actually for flavor/theme, in that it was supposed to be helping lock on projectiles fired at your foes. I don't really think that flavor is strong enough.
    The logical effect of something like that is some combination of stealth reduction and dodge reduction. You could probably add both effects to targeting computer and it still wouldn't be overpowered ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ame wrote:
    The main reason it has the restriction is actually for flavor/theme, in that it was supposed to be helping lock on projectiles fired at your foes. I don't really think that flavor is strong enough, or that incredibly advanced super technology couldn't assist a melee swing, so I'll add it to our list to review and possibly remove that restriction. It won't happen with this patch, but we'll look at it soon.

    I'd rather you leave it the way it is. I'm sure if you try to adjust its function by letting it apply to more attack/damage types you'll end up nerfing those bonus damage and crit numbers even more (they're already less of a benefit than every other comparable offensive passive), thereby landing another brutal blow to the set I've been struggling to keep up with the cherry picked builds with since i first started playing way back in October of 2009.

    Heck, if you're gonna change it, just take it out of power armor altogether and really make it the munitions passive if anything. Making it apply only to munitions powers rather than damage types or "tech powers" and have a MUCH larger bonus than other comparable passives. Honestly, it's not like anyone using primarily archery, gadget, or power armor powers can even use TC considering the only optimal usage of it requires statting nothing but dex/ego which of course, works just fine with most of munitions.

    Then make up a new offensive for the power armor and gadgeteers that performs similarly to electric form but will give all tech powers the boost so all the options are still there, you can even be a silly overly energy efficient munitions build for the sacrifice of the maximum optimal damage if you wanted to.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I'd rather you leave it the way it is. I'm sure if you try to adjust its function by letting it apply to more attack/damage types you'll end up nerfing those bonus damage and crit numbers even more (they're already less of a benefit than every other comparable offensive passive), thereby landing another brutal blow to the set I've been struggling to keep up with the cherry picked builds with since i first started playing way back in October of 2009.

    Heck, if you're gonna change it, just take it out of power armor altogether and really make it the munitions passive if anything. Making it apply only to munitions powers rather than damage types or "tech powers" and have a MUCH larger bonus than other comparable passives. Honestly, it's not like anyone using primarily archery, gadget, or power armor powers can even use TC considering the only optimal usage of it requires statting nothing but dex/ego which of course, works just fine with most of munitions.

    Then make up a new offensive for the power armor and gadgeteers that performs similarly to electric form but will give all tech powers the boost so all the options are still there, you can even be a silly overly energy efficient munitions build for the sacrifice of the maximum optimal damage if you wanted to.

    I don't think TC is in danger of being nerfed, I think the devs understand that it's an unpopular passive.

    I have an issue with, as you say, a passive that favors Dex/Ego builds being in Power Armor, a set that can in no way afford to superstat Dex/Ego, and is one of the sets that people often end up taking not one but two energy stats as their superstats in.

    I think we should wait for the Power Armor review and see what they have planned for the set as a whole. It may be that PA ends up with a better energy situation coming out of the review, which would make TC less of an alien in the set.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Falchoin wrote:
    ...that's assuming we continue the (in my opinion) horrible design flaw that is specific buffs/roles/debuffs for ranged/melee tags...
    I was hoping my extreem idea would spark this exact reaction.
    I'm in the "why are passives in ranged/melee catagories instead of dmg. types?" group also :cool:
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