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Everything posted by FupDup
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I think adding a toggle button might be a little janky feeling so I'd prefer an IO set that includes a piece which makes every snipe act as a slow snipe, even while engaged. Mockup of the set: I wasn't too sure on which set bonuses to choose or how to divide up the enhancement values so that's up for debate.
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Since there's an IO that makes you always do quicksnipes, I think there should also be an IO that makes it always do the slow snipe even while "engaged." Maybe something like this: Open to suggestions on set bonuses and how to divide up the enhancement values, just threw this together in a few minutes.
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The reasoning was that the power was underperforming before, and a long animation time was the primary weakness it had. Furthermore, the power design formula that the devs are sticking to religiously does not consider animation time, which means they can use animation speedups to give "free" buffs. With any other buffs like damage, the devs will ALWAYS insist on penalizing some other aspect(s) of the power to compensate and make sure the formula always remains equal no matter what. In an ideal world we could give a wider variety of "free" buffs besides animations to underperforming powers without needing to play the counter-balance formula minigame, but that's not the world that HC is. I would love to have several slow-animating powers just hit like an absolute rocket powered freight train (in terms of damage) instead of just animating faster, but then we'd have to "balance" that out with nerfing some other element like recharge time.
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I'd like a variant of the High-Tech Helmet without the left side attachment with the microphone and antenna. And heck, maybe an opposite variant that puts the attachment on both sides too.
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As a little note, since Sentinels' Lightning Field got upgraded to Shocking Field with 10s DoT, I think that future epic damage auras for them should follow that same example. So Mud Pots could become Magma Pots or something, IDK what to call it. As long as it gets the DoT effect.
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In the patch notes, all I see is dart's cooldown going from 32 to 24, which should be seen as a buff in a sane world (but since procs scale off base recharge, this reduces proc rates a bit). More generally, Sting of the Wasp has the lowest DPA of any of the Sentinel epic ST melees by quite a big margin (most are 80ish, a few are over 100, Wasp is barely over 60). Having a faster base recharge than its peers also means lower proc rates. It was always like this though.
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I for one welcome our new Beam Rifle overlords. It feels pretty prescient that the new ST DPS king just so happens to be one of the alts next in line in my alt queue (Beam/Stone), almost as if it's a sign from the universe that I should proceed with him. And it's kinda funny that BR manages this despite having one of its main ST attacks (the sniper beam) replaced by an AOE (imagine what kind of monster it would be if Refractor replaced Charged Shot instead and we had an ST sniper replacement...).
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Most of the items from that Elemental Armor picture are already in-game. And I don't mean generic look-alikes either, I mean they look almost identical. I'm pretty sure that art is based off CoH directly because it mentions "Titan Weapon."
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Infinite would make them a must-have for free extra stats. But I agree that they do die too easily. I think they should have enough HP to take a few light hits so they can better fill their role of making the early game a bit smoother. Maybe a threat reduction or even minor stealth to reduce how quickly they got spotted/focused down. But they should still be killable so that they aren't just a free bag of extra defense in the late game.
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Focused Feedback: Various Power Updates
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
To reiterate what others are saying, they're not asking for the Storm Cell bug to be kept. The bug can stay gone. What they're asking for is the baseline, default stats of SC to be throwing out more lightning procs without the buggy/broken interaction between other various pets that the player might have summoned. There shouldn't be any reason that it has to be one extreme or the other here (those extremes being the "slow" current feel and the very broken bugged version). -
Brainstorming alternative benchmarks to Trapdoor mission
FupDup replied to Yomo Kimyata's topic in General Discussion
Max's mission to take down the Knives of Vengeance might be a candidate. It's very accessible as a standalone mission (no filler missions to go through) and has an EB at the end. However, the KoV are kinda easy because they're mostly focused on S/L damage, so maybe not the best choice. You also need to kill Olympian 29 at the start so he doesn't add a confounding variable to the test. Some of the KoV bosses have an oh-shit button at low health that might mess up timings depending on how many of them spawn. Sister Solaris' final mission could be a good endurance test because of how many tough mobs and EBs it has, and the spawns are pretty consistent, but you have to go through some normal missions first that might take a while. A weakness of both is that both allow incarnate shifts from Destiny and Lore powers at T3-T4, which can cause a wide performance gap between incarnate and non-incarnate play at the same difficulty settings. -
Making it per-powerset might have coding issues. I think something more doable might be having the main origin screen be multiple choice instead of singular choice. Whichever one you chose first is the "main" origin that determines your starting origin power and the origin that NPCs refer to you by in The Origin of Power arc.
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which barrier for things like relentless Aeon
FupDup replied to Snarky's topic in General Discussion
While we're on this topic, something I've always wondered is whether radial can only rez allies, or can it also rez the user who cast it? I'm too lazy to test it myself. -
Focused Feedback: Various Power Updates
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
In regards to Elec Melee's AOE, perhaps it's about time we looked at some of the crappier powers in the set. Like Jacob's Ladder being an absolute meme with a narrow melee cone that makes it awkward to use when you're deep in melee. A wider cone angle or maybe even turning it into a short-ranged targeted AOE could make it more compatible with melee play (50 degrees would be great as a ranged cone in a ranged set, but not for a pure melee set). Lightning Clap is another candidate for adjustments, perhaps giving it some actual base damage. Of course all of this would need to occur in a future page because we're getting very close to release for this page and it's already quite large. -
Best AT for a soloist starting with nothing?
FupDup replied to Dao Jones's topic in General Discussion
I've got a Beam/Stone Sent waiting in my alt queue and the theme is a miner with a mining laser who drilled into some radiative or otherwise "unsafe" rocks and got mutated by them. Inspired by Lego Rock Raiders/Power Miners, but with a few artistic liberties taken on the details. For Radiation Blast, maybe you could say that you came into contact with uranium ore to explain both the stone armor and the radiation blasts. -
Generally, IO set bonuses are a really huge part of the build. Damage procs are the thing that are more of a "fine tuning" measure, at least on higher damage ATs (lower damage ATs like Controllers and Defenders have a bit more reliance on them). Something like a Blaster, Brute, etc. can be just fine with minimal damage proc usage. Something like a Super Reflexes Tanker can get away with just basic Single-Origin enhancements for a while but most others are gonna want those bonuses.
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If the game actually allowed us to make that choice to take him down, and perhaps give us a vigilante point for doing so, that would be a lot cooler than the current setup and would better drive home the intended story element.
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Best AT for a soloist starting with nothing?
FupDup replied to Dao Jones's topic in General Discussion
If those are the only three options for consideration, SR is probably the best choice of the bunch. Just make sure to pick Master Brawler instead of Practiced Brawler. If you're open to other choices, Invuln and Energy Aura are both pretty simple sets that translate very well on Sents. However, Energy might take slightly longer to reach "maturity" because it's more defense reliant. Electric Armor is another pretty simple armor but it doesn't have as high of a performance ceiling as some of the others (still good, just not crazy good). -
Scirocco needs his redemption arc. Not only because my boi deserves it, but also because the OG devs were gonna have him bring patron pools blueside with him so that we don't have to break immersion and become evil to use theme-appropriate epic pools (like for many ATs, Mu is the only electrical-themed epic).
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The proc-reliance is exaggerated to an extent. It's the most optimal way to play, yes, but if you're playing an AT with good base damage modifiers then you can get away with not proc bombing in nearly all content. However, people don't just want to get by or simply be "viable." They want to be the very best that no-one ever was. And that means squeezing every last drop of damage out of a build, because damage is more important than anything else most of the time. Another side-issue isn't just whether procs are too strong or too weak, but just weirdly designed. Specifically, the fact that slotted recharge kills your proc rates leads to recharge enhancements being seen as weak where in any normal game you'd want to use your stuff faster. One extreme example is the Scrapper ATO set with the critical hit proc, if you slot the set for set bonuses then the proc becomes nearly useless and you're basically just a squishier Brute. And base recharge also influences proc rates, which means that if we were to "buff" the base recharge of a power to be faster, then players would perceive it as a nerf because of their precious procs. That's a stupid design, straight-up. If people are begging for their powers to be slower to use, that's extremely dumb. Imagine in any other game, if an ability that has a 20 second cooldown got reduced to 8 seconds, and it got a damage buff along with it, and people called it a nerf (this example literally happened BTW). Lunacy.
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The devs don't like to disclose their plans ahead of time for a few reasons: >People may interpret such a list as a promise and get upset if such a "promise" were unfulfilled >People may wonder why certain things that they want are absent from such a list We're not allowed to talk about things that are on closed beta, but I'm fairly sure that we're allowed to talk about things that aren't on closed beta. Unfortunately, there is currently nothing in the works for Broadsword or any word about it.
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What I wish Empathy looked like (A long overdue rework)
FupDup replied to Shin Magmus's topic in Suggestions & Feedback
If the fear is a proc-bomb, it's entirely possible to have a secondary effect without making it enhanceable. The game does not have an automatic system to determine what stuff you can slot in a power. Each individual power has its own text list of every single set that can go into it, that gets created manually. So that doesn't need to be a problem here. Anyways, I had a few alternate ideas in the meantime. -Accuracy is similar in impact to -tohit, but without any associated enhancement sets. -Recharge by itself (with no movement slows) should probably be similar to that, or failing that we can just choose to neglect adding slow sets to the power as per above. Maybe even -range? -
Incarnate Based Lore / End Game is Dissatisfying
FupDup replied to FFFF's topic in General Discussion
I've definitely wanted multiple incarnate "origin arcs" for a while. Mender Ramiel's current one works fine for magic types, but there should also be alternatives for science, tech, natural, and mutants. Naturals might go into some remote mountains somewhere and train under Tsoo monks. Techies could visit Rikti earth and "borrow" some of their toys. Science could be something to do with Crey's various projects and/or the Devouring Earth (the DE virus was made in a lab after all so it's definitely very science-y). IDK what to do for mutants. Just spitballing here. -
What I wish Empathy looked like (A long overdue rework)
FupDup replied to Shin Magmus's topic in Suggestions & Feedback
My one bone of contention is in the "Merciful Plea" debuff, specifically the -res component. I don't think it's overpowered per se, but it feels out of theme for the set (defensive focus) and I don't like feeding into the meta of absolutely everything needing huge -res debuffs in them. And it's the same amount that Pain Domination gets, which reduces one of the main differences between the two sets (Pain being basically an "offensive Empathy"). As a nitpick it also doesn't seem very "merciful" to make enemies die faster. Making them do less damage, sure that fits the theme (they hold back a little because they feel bad for you). Maybe it could be replaced with -to hit or something, IDK, I admit that I don't have an idea for an alternative. I just don't like the proliferation of -res. I understand the reason for having it (the game is all about offense all day every day) but it still doesn't taste quite right. Maybe add a modest recharge buff to one of the ally buff powers like Fortitude, which still contributes a bit to offense but by buffing allies instead of by debuffing enemy armor (so it still fits the feel/flavor of the set). Maybe a confuse effect? Logic being that you make the enemy sympathize with your cause and thus betray their allies. I don't think a placate would be effective here? Just spitballing. -
Focused Feedback: Badges & Emotes
FupDup replied to The Curator's topic in [Open Beta] Focused Feedback
Alternatively, maybe villains could be allowed to enter Paragon Dance Party, but just not use the doors the lead to Paragon City proper (unless Rogue of course).