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Mighty Kick, why???

xcaligaxxcaligax Posts: 1,096 Arc User
edited July 2012 in Power Discussion
Just a question as to why anybody would take Mighty Kick aside from well....for "kicks". It's like a very weak baby haymaker, except with your foot.
Post edited by xcaligax on

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  • bioshrikebioshrike Posts: 5,491 Arc User
    edited July 2012
    It was actually kinda thrown in when they added the "Become Black Talon Mk II" device, because it gets that attack. The black and yellow skin for support drones was added at the same time.
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  • bluhmanbluhman Posts: 2,410 Arc User
    edited July 2012
    There's a few uses I could think for it:

    You're not a tank, but you have Constitution as a superstat and would like to stack Defiance. Your alternative in this situation would be to use Defensive Combo, but this move both does less damage and naturally draws enemy attention. Using Mighty Kick alongside its advantage doesn't draw too much aggro, and is generally a quicker and stronger way to get the defiance stack.

    Fast Charge, comparatively low knockback. Using it on a build that uses Form of the Tiger, it's actually really awesome for building focus stacks due to how quickly it can be used in succession. My extremely wonky tactic for using it is to jump forward right before charging, allowing me to chase down targets that were kicked back by a previous kick. AND because gaining a focus stack earns me more energy than it costs to kick, the tactic practically fuels itself.

    You're ranged and need a move to get enemies off your tail. Now, true, some builds have easier options for this tactic (munitions gets its shotgun, power armor can use an energy wave, so on, so forth), but Mighty Kick draws less aggro in total, can build defense with its advantage, and has a low energy cost, making it ideal for a pinch situation. In general, though, low-energy moves don't have too much use due to the myriad item pieces which increase your energy efficiency, however.
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  • tancrediivtancrediiv Posts: 639 Arc User
    edited July 2012
    Mighty Kick is of little use. Defiance is gained when you are attacked by an enemy. How many of us actually have a problem with maintaining Defiance stacks? No one. :rolleyes:

    Any and every kick should do more damage than any and every punch. Mighty Kicks damage is pitiful and hits 1 target.

    When I suggested this power long ago I was hoping it would be more like the Mighty Kick Hulk did to Bronski in one of the Hulk movies. The kick that turned "every bone in his body to gravel." This power doesnt make the grade.

    And Fix Enrage

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
  • queenchangelingqueenchangeling Posts: 0 Arc User
    edited July 2012
    tancrediiv wrote: »
    And Fix Enrage

    What do you want fixed about it? The problem is Might doesn't have anything that generates it other than knocks. Enrage itself is fine.
  • tancrediivtancrediiv Posts: 639 Arc User
    edited July 2012
    I've already stated this in numerous threads. It isnt fine. Give enrage back the 30% reduction, buff all might attacks by 13% so the damage increase is additive and the results wont be applied to the multiplicative side of buffing. Leave Aggressor as is. Make enrage stacks maintainable so Growth Might characters can maintain their height. That will bring the set back in line with other sets and make the set worth playing again.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
  • pugdaddypugdaddy Posts: 248 Arc User
    edited July 2012
    It looks cool.
    A "big thug" brawler needs a kick move but doesn't have the style of a Martial Arts move. Mighty Kick allows them to put a boot-print in someone's back-side.
  • schizoslayerschizoslayer Posts: 6 Arc User
    edited July 2012
    tancrediiv wrote: »
    Mighty Kick is of little use. Defiance is gained when you are attacked by an enemy. How many of us actually have a problem with maintaining Defiance stacks? No one. :rolleyes:

    Any and every kick should do more damage than any and every punch. Mighty Kicks damage is pitiful and hits 1 target.

    When I suggested this power long ago I was hoping it would be more like the Mighty Kick Hulk did to Bronski in one of the Hulk movies. The kick that turned "every bone in his body to gravel." This power doesnt make the grade.

    And Fix Enrage

    Not everybody who wants to take Mighty Kick has Defiance as a passive. My Might toon has Invuln for example and wouldn't complain about getting a stack of Defiance for cheap along with another knock to build Enrage.

    Shame all her power slots are spoken for already though.

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  • tancrediivtancrediiv Posts: 639 Arc User
    edited July 2012
    @schizo...

    Yes, this is a valid use of Might Kick. If that 1 stack of defiance does something for your build great.

    Just saying for an actual might build the power is sub par. it's mechanic is just unnecessary, poor untility and damage is very meh.

    Use this power of you are building for theme. Not for performance.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
  • stmothstmoth Posts: 284 Arc User
    edited July 2012
    It'd be nice if it was an equivalent of haymaker.
  • lokikinlokikin Posts: 624 Arc User
    edited July 2012
    Why Mighty Kick?

    Because we asked for it...

    There were numerous requests for a Might based kick power, so they gave us one...

    It actually kinda IS a concept based power...
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  • xcaligaxxcaligax Posts: 1,096 Arc User
    edited July 2012
    stmoth wrote: »
    It'd be nice if it was an equivalent of haymaker.

    I would so support this. Or maybe make it hit harder than haymaker, but give it a longer charge, or even a cool down.
  • stmothstmoth Posts: 284 Arc User
    edited July 2012
    oooh, cooldown. Proc MSA wuahaha
  • lokikinlokikin Posts: 624 Arc User
    edited July 2012
    xcaligax wrote: »
    I would so support this. Or maybe make it hit harder than haymaker, but give it a longer charge, or even a cool down.

    That would be pretty cool!

    But I wouldn't mind if it were EXACTLY like Haymaker. I don't really understand the need to make every power unique in function. I'm perfectly OK with some powers having the exact same function of others, only with different graphics. It really expands some concepts without requiring new mechanics being build. It would just be an animation/special effects change. I know that's not minor, but it's better than building everything from scratch, right?

    Imagine ALL the Might powers having Kick variants! Street fighting/Boxing for Martial Arts! Maybe even Unarmed variants for Blade and Claws sets!

    It really kinda opens things up, I think. And they could actually sell "Variant Packs" in the C-Store to boot. They've been looking for a CO equivalent to STO's ships; well here it is.
    .

    Oops, so sorry the ramble, my mind got going...

    :tongue:
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    M-O-O-N, that spells @Rhyatt

    Originally Posted by mijjestic: Ultimately, though, MMO players throwing stones at each other in this fashion is basically one nerd pointing and laughing at another nerd whose glasses are thicker.

    Laws yes!
  • shwagoshwago Posts: 5 Arc User
    edited July 2012
    xcaligax wrote: »
    Just a question as to why anybody would take Mighty Kick aside from well....for "kicks". It's like a very weak baby haymaker, except with your foot.

    i use this power on a concept toon i made....nuff said
  • c3rvand0c3rvand0 Posts: 403 Arc User
    edited July 2012
    I would like a slight change. Make haymaker's knockback less and give it a slight stun, as typically it would be a headshot. Rank up kicks damage to match haymaker and give it a bigger knockback plus the defiance stack. Match the energy cost to haymaker. Thus haymaker would have the benefit of a short stun against kicks bigger KB and defiance stack. Note KB prevents enemies attacking whilst in flight, so the short stun wouldn't be overpowered.
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  • xcaligaxxcaligax Posts: 1,096 Arc User
    edited July 2012
    c3rvand0 wrote: »
    I would like a slight change. Make haymaker's knockback less and give it a slight stun, as typically it would be a headshot. Rank up kicks damage to match haymaker and give it a bigger knockback plus the defiance stack. Match the energy cost to haymaker. Thus haymaker would have the benefit of a short stun against kicks bigger KB and defiance stack. Note KB prevents enemies attacking whilst in flight, so the short stun wouldn't be overpowered.

    I dunno about making haymaker's knockback less and giving it a stun. To me that seems unnecessary. It seems pointless to stun something if it's gonna be knocked back. Either take away its knock and give it a strong stun, or keep the knock and no stun at all. The roomsweeper adv has that stun, and as far as I know, nobody takes that adv because of it's pointless to take it on something that knocks back far anyway.

    Ranking up mighty kick to match haymaker, im all for, but a bigger knockback AND a defiance stack? In most situations, haymaker's knock back is already so far that most simply die on impact with the fist, if not the fall damage. An even bigger knockback from the kick just seems a bit again, unnecessary, especially if it's gonna be the same damage.

    I suggest to instead give a number of the might attacks the "Stagger" effect. Getting kicked by a boot style frontal kick to the chest, or a vicious haymaker in real life would no doubt "Stagger" somebody. Hell, giving Mighty Kick the effect of applying "Stagger" based on it's charge time would probably make it more attractive to choose from.
  • tancrediivtancrediiv Posts: 639 Arc User
    edited July 2012
    xcaligax wrote: »
    I dunno about making haymaker's knockback less and giving it a stun. To me that seems unnecessary. It seems pointless to stun something if it's gonna be knocked back. Either take away its knock and give it a strong stun, or keep the knock and no stun at all. The roomsweeper adv has that stun, and as far as I know, nobody takes that adv because of it's pointless to take it on something that knocks back far anyway.

    Ranking up mighty kick to match haymaker, im all for, but a bigger knockback AND a defiance stack? In most situations, haymaker's knock back is already so far that most simply die on impact with the fist, if not the fall damage. An even bigger knockback from the kick just seems a bit again, unnecessary, especially if it's gonna be the same damage.

    I suggest to instead give a number of the might attacks the "Stagger" effect. Getting kicked by a boot style frontal kick to the chest, or a vicious haymaker in real life would no doubt "Stagger" somebody. Hell, giving Mighty Kick the effect of applying "Stagger" based on it's charge time would probably make it more attractive to choose from.

    I would support adding stagger to MK and Haymaker.

    I don't use either right now. Haymakers adv of reduced healing is only valuable in PvP, with the exception of some of the vampire mobs. MK is concept only. Boosting MK damage and knock and adding stagger would redeem the power.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
  • stmothstmoth Posts: 284 Arc User
    edited July 2012
    Throw stagger on there and take it off of beatdown, and let beatdown grant a stack of Enrage on the third hit like cleave.
  • bluhmanbluhman Posts: 2,410 Arc User
    edited July 2012
    Throw in disorient, bleed, negative ions, and confuse on Haymaker/Mighty Kick as well.

    Wait, no, that's overly-complex and dumb. As far as I'm concerned, Might should just be the "SMASH EVERYTHING I DON'T GIVE A SH** ABOUT DEBUFFS" set. Ramp up the damage and maybe add advantages that remove or at least drastically reduce the knockback, and I'd be happy.

    Really, the whole reason I used Haymaker back in the day was that it's tap damage was killer once your enemy was fully-resistant to knocks. Now that you absolutely need knocks to stack enrage (and since Haymaker doesn't even knock on tap, AND the fact that my character was a Focus/DEX character), Haymaker got outclassed by the more manageable uppercuts: The might uppercut pretty much fueling itself and using a much more manageable knockup, and Dragon Uppercut being the same except stronger, more energy-costly, and applying Rush if you charge it.

    What I'm basically getting at is that Stagger isn't going to do crap for Haymaker/Kick, or even the set of Might as a whole. That debuff works in Earth because there's like a million moves in those sets that take advantage of its effects. So, it'd be great if you happened to be using some stone attacks at the same time, but its standalone effects are kind of superfluous.
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  • tancrediivtancrediiv Posts: 639 Arc User
    edited July 2012
    bluhman wrote: »
    ...lWait, no, that's overly-complex and dumb. As far as I'm concerned, Might should just be the "SMASH EVERYTHING I DON'T GIVE A SH** ABOUT DEBUFFS" set.

    This sounds more like the Honey Badger set.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
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