Jump to content

FupDup

Members
  • Posts

    670
  • Joined

  • Last visited

  • Days Won

    1

FupDup last won the day on April 24 2023

FupDup had the most liked content!

Reputation

753 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. There's a few options for power picks: *Melee Hybrid incarnate power (only while the toggle is active, scales based on enemy count in 10 meters) *Rune of Protection from the Sorcery pool (180s fixed recharge) *Martial Combat (secondary set) has Inner Will Otherwise, you'd have to use consumables like Inspirations or Defense Amplifiers from the START vendor. You could try slotting the mezz protection ATO in one of your T1 or T2 powers so you can use it to break free while mezzed.
  2. Radiation Armor is top tier. Radiation Blast is mid to highish tier depending on slotting (high proc slotting options). And they happen to have synergy together because both want to be in melee for their PBAOEs.
  3. Maybe tie it to the alignment system, making Rogues treat civies as neutral by default while pure villains still treat them as target practice (if you wanna be a non-psychopath bad guy that's what Rogues are for, just like how Vigs are for morally grey or edgy "good guys" as opposed to pure blue heroes being the "boy scout" role models). There might be tech for this in the game already seeing how Loyalists and Resistance in Praetoria treat their own faction NPCs on the street as neutral usually, or at least I remember that being the case (haven't played goldside in a while, need to change that...). On the flipside, possibly allow Vigilantes to treat civies as neutral/targetable rather than friendly because one of the common themes in their alignment missions is directly or indirectly killing dozens of random people just to maybe kill one villain.
  4. Storm is a weird set, almost like a blast version of Traps. By that I mean that it's a slow-moving, area-denial kind of set that works best when it has time to set up (protecting or attacking static positions) but can fall behind on fast moving teams. It has times when it shines but also times when it...doesn't. Another issue is that it's a bit "clicky" due to resummoning both Storm Cell and Cat 5 frequently.
  5. Giving an AT different FX options feels weird and I can't really agree with it because it limits the fantasy of other classes, especially for such highly requested things as eye beams. If this was going to be a post about making the powers mechanically/functionally different, like how BR gets another AOE or Elec Armor gets higher Regen, that I would support 42069%. There are definitely some primaries and secondaries that would benefit from being made more mechanically different to suit the unique needs of the AT.
  6. SR is definitely a great armor set, but I think calling it an off-tank might be pushing it a bit. SR is more of an all-rounder with a slight offensive edge due to the recharge boost it gives. DP/SR is a fine and extremely common Sent build because of the fantasy it provides, so if you want to run it then run it, as long as you keep your expectations grounded. Something really, truly tanky would be Dark/Invuln (one of the tankiest armors paired with a debuffing primary) if you're aiming for that specific gameplay niche rather than a Matrix/Tomb Raider/whatever character fantasy that SR provides.
  7. My suggestion for Presence is to just add a toggle taunt aura as a second T2 power choice. This kills a few different birds with one stone: >Makes the T3 powers more worthwhile because the current T2 is pretty bad, meaning you effectively have to take a "wasted" power pick for them >Allows any AT to try to play as an offtank, which could be especially useful for things like MMs, Crabbers, and Kheldians >Helps alleviate player concerns with runners
  8. We have water ranged attacks and support powers. We lack water armor and control powers, which may make it hard to fill in the necessary 5 power slots on certain ATs.
  9. A lot of it comes from the -res debuffs and/or +damage buffs supplied in their secondary support set. Of course, the amount of those buffs/debuffs can vary wildly between different support sets, with a few having either no -res or +dam at all.
  10. What Lumi is referencing is a past statement by one of the power devs that Sentinels were designed as "ranged Scrappers" rather than an "armored Blaster" or whatever. This design philosophy is likely the root of most issues faced by the AT. Even with that supposed design philosophy, most people rightfully still compare Sents to Blasters and other ranged ATs because the entire reason Sents were created in the first place was to provide a ranged blasting playstyle paired with the safety of armor. Sentinel AOE power was already curved pretty massively by reducing their target caps to mirror those of melee ATs, so including the range reduction on TAOE's is just another layer of annoyance on top of that (multi-layered interlocking nerfs is a staple of Sentinel kit design it seems).
  11. Since cones take the same TAOE enhancement sets, my brain lumped them all together. It looks like rain-type powers are only 60 feet on non-Sents but most of the others do tend to be 80 except for a few nukes (90 Meteor and Rain of Arrows, 60 Thunderous Blast and Blizzard).
  12. Sentinels are an unpopular AT, so discussions about them tend to slip through the cracks unless those discussions are shitting on them. On to the topic, yeah it'd be nice for quality of life but the power devs seem to think that the armor secondary is super omega extremely powerful, which caused them to place a lot of extra limitations on their primary and inherent powers that most other AT's don't need to deal with. Another thing is that many of these AOEs do actually have shorter range even on the other ATs. Like Flamethrower and Buckshot are also 40ft on Blasters for example. Fistful of Arrows is 50 ft. Some go out to 60ft, some go all the way out to 80ft, it's pretty inconsistent. So if we normalized all of them to 60 on Sents, this would actually have Sents out-ranging the other ATs in some cases. To avoid that, I think the rule should instead be that they're allowed to share the same range as the normal version capped up to 60 feet max for most sets and 75 for Psi (because Psi has extended range).
  13. As a bit of a sidebar, I do wish that bank missions gave merit rewards upon completion, at least for the radio/paper-assigned ones. The quick ones you get from special contacts would be exempt of course.
  14. The added offense to Council is generally not very controversial, but man I really don't like how bullet-spongey they got. The issue is partly that the dev team is balancing on the assumption of a decked out full team, which means that solo play gets slowed waaaay down to mollasses, while ironically teams only got slowed down a little bit.
×
×
  • Create New...