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FupDup last won the day on April 24 2023
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page 3 [FOCUSED FEEDBACK] Fiery Aura Adjustments
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
The idea of good, the stats just need some tweaking. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
I just got another compromise idea. Melee ATs get the toggle but call it Expert Brawler, so it doesn’t interfere with Sentinel’s Master Brawler. MB stays as-is on live. PB also stays as-is on live so that both choices are relatively competitive without risking power creepage. Everybody wins. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
I know what’s done is done, but I would argue that if PB had no absorb, the vanilla MB toggle would not have been a pure upgrade over it. PB would still be stackable for higher protection, would be unsappable, and would drain less endurance (which matters on melees because they don’t have a recovery power like Sents do via Enduring). It was just the added sustain and heal slotting on PB that skewed the comparison, which could have been offset in a few different ways proposed earlier in this thread (ie a bit of regen or w/e on MB and some kind of buff to Enduring to compensate Sentinels for the loss). -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
FupDup replied to The Curator's topic in [Open Beta] Patch Notes
If we were to pack up Obscure and stick it in a different power set, I can concede that it would look better from a relative standpoint than it does when it has to compete against the almighty lord and savior Dark Regen. That's not going to happen, of course. I don't remember who it was who said it, but I remember a dev saying that powersets are balanced as a whole collection rather than as individual powers (in response to people comparing individual powers from Set A to Set B). So that's why I mostly do "internal" comparisons to DR for it. If we are gonna compare to other sets, we can also make the same argument for Dark Regen too (instant heal from 1% to 100%, PBAOE proc bomb, very short recharge). If the concern is "too many things" in the power budget, that's why I suggested lowering the upfront healing potency in order to free up a little more space in that budget. How much budget would we need to free up (via burst heal reduction) to get the regen/recovery to around 350/35 or so? In the Dark Armor FF thread, I also made an alternate compromise suggestion for adding more debuff resists (like endurance and recovery, since it's meant to be the option to keep your blue bar happy, maybe toss in slow resist or something else etc.) to the list since the theme was already established with the tohit/regen parts. I don't expect to get that one at the same time as the one above. Just another option. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
FupDup replied to The Curator's topic in [Open Beta] Patch Notes
Currently it can, but the current beta iteration only gives you 25% recovery. For comparison, the majority of passive recovery powers in other armor sets give 30%. Since Obscure is meant to be a sustain over time power instead of burst heal power (that's what DR is for), I think I'd rather see the upfront heal portion take a hit if that meant we could keep a bit more of the regen/recovery side. Bonus round: Finished builds solve DR's endurance cost using tools like Theft of Essence and using Cardiac/Vigor alpha incarnates, in addition to just having more recovery and endurance slotting in general. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
Toggle MB could’ve been saved in a few different ways like a small bit of regen, absorb, or max HP so the comparison would be less one-sided with a clearly blatant winner. And Sents could’ve gotten a little extra stuff added to Enduring to offset the nerf they’d feel (since Enduring is Sent exclusive). It’s unfortunate that many beta cycles end up as “You need to take everything exactly as proposed or we scrap it all” (see also: T9 changes scrapped instead of tweaked around 60s durations). -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
Double stacked Rage would get the current proposed 10/20 penalty, which is definitely harsher than live in most cases. Single stack would get 5/10. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
The game would have to track how many stacks of Rage you had active at the time of crash, and scale the crash based on your stacks. Obviously, getting the 10s window to line up normally is a tall order. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
Another idea: Make the penalty only half the size, but make it stack twice. The dev fear is double Rage, so this would let single stack Rage have some more breathing room (in exchange for less cowbell). -
page 3 [FOCUSED FEEDBACK] Dark Armor Adjustments
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
I come here with an offer of compromise. Well, two offers really. A. Reduce the burst heal of Obscure a bit in order to preserve more regen/recovery over time. If you want burst heals you’ve got Dark Regen. B. Add more debuff resists, which keeps the theme since it already offers a bit of to-hit and regen resists. (Or combine the two, I won’t stop you…). -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
As I said on the first page, the click having more oomph than the toggle is logical, but the issue is that the toggle barely does anything at all. Ironically, the melee ATs who just got it don’t have the Sentinel recovery power to help manage the endurance cost anyways. It’s just a dead pick. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
Here's the breakdown of the benefits of each: Master Brawler: -Less attention needed (toggle) Practiced Brawler: -Stackable mezz protection -Cannot be disabled by sapping -Lower endurance usage over time -Small absorb when clicked -Slot healing sets (namely for PrevMed's proc) It conclusion, it's Joever for Master Brawler. Never been more over. -
I can deal with "medium crashes" like One With The Shield on live, or softer ones like Meltdown. Of course I prefer none, but I can live with medium to soft. I definitely will not put up with hard crashes that drain your full blue bar and disable recovery for 20 seconds, or extreme ones like Unstoppable that do that plus also delete 90% of your health bar. The sticking point of the beta changes is mostly the new durations being too short. This game is paced a lot slower than most others, so 30s goes by a lot faster than it sounds on paper. Should probably be 60s, or at minimum like 40-45s.
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page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
Most likely, since I vaguely remember somebody stating that Rage was the reason for those ATs not having SS ported yet. -
page 3 [FOCUSED FEEDBACK] Super Strength Adjustments
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
In addition to reducing the def/res penalty in general, I think another angle could also be making it scale based on your AT modifiers. Bio Armor's new nerfs have the def/res penalty stronger on ATs with higher modifiers because those ATs can more easily compensate for it. Perhaps that could be employed here as well, since a Tanker can more easily eat the penalty than a Brute.