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Everything posted by FupDup
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Invuln is a much tankier set in most situations, and the Sentinel version of it has some unique changes that make the gap even wider. Most importantly, Sentinel Invuln gets an auto power called Durability that grants you increased max endurance and a constantly refreshing mini absorb shield. On most ATs, Invuln has a lack of self-sustain due to low regen and no recovery tools, but this one auto power largely negates that drawback. On all ATs, a while ago there was a patch that buffed Invuln's Psi protection (but no buffs for WP) so that's another theoretical advantage to WP that has been undermined. Invuln also gets a bit of Toxic defense while WP gets none at all, along with far better resists to it too. Furthermore, Sentinel WP is slightly weaker in one way. The scaling regen power that most ATs get was turned into a static value, which is actually a buff when there's 0-3 enemies in melee range of you (melee ATs regen more with 4+ enemies nearby) but you lose the to-hit debuff that melee ATs get with no replacement for it (effectively you have slightly lower defense). This factor, combined with the low HP cap and low base armor modifiers mean that an unfocused set like WP is even more watered down than it usually is. TL;DR: Invuln beats WP on Sentinels even harder than it does on other ATs.
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Sorry, couldn't resist.
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There are actually some cases where the story arc ends if you can't save the NPCs. The one I know of off hand is the Doc Buzzsaw arc, if you fail to protect all the Tank Freaks in one of the missions then she ends it right there.
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If we had MM pet customization, you could make your "Thugs" be any style you wanted, maybe even making up your own gang. That's the real tragedy here.
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Usually a def or res power just needs the main attribute enhanced (res/def) and then either endurance or recharge, but rarely both. There's not a whole ton of benefit in terms of slotting efficiency for having purple def/res sets. I think the real potential lies in either the set bonuses and/or procs that come with them, like maybe the purple def set's proc could be something like 10% DDR. But even then I agree with the point that other categories are lacking in strong IO options a lot more.
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Dream Doctor was right to want to destroy Ouroboros.
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IO Sets with Level Caps... Do you ever use them?
FupDup replied to ThatGuyCDude's topic in General Discussion
I didn't ask for anything to be removed, people who still slotted currently crap sets like Salvo or Bonesnap would still have them. They'd just get a little bit stronger so it's less of a noob trap kind of choice. Here's an example using an existing set, Volley Fire. This is how it currently looks: This is a potential revamp of it: Nothing got removed, only added. -
IO Sets with Level Caps... Do you ever use them?
FupDup replied to ThatGuyCDude's topic in General Discussion
A few examples of good sub-50 sets are Touch of Death, Reactive Armor, and Decimation...notice how these all go up to level 40. There is also Cloud Senses that only goes up to 30 but has really good set bonuses (plus the fact that it only competes against one set, and that one set has extremely shitty bonuses). The ones locked to 20-30 however tend to be shit for both enhancement power and set bonuses, outside of a few unique pieces like Steadfast's +def and KB protection. There's also some bad level 40 ones like Ruin and Focused Smite. Another funny thing is that a lot of the sub-50 sets actually have a higher minimum requirement to slot than stuff like PVPs and Winters that are far more powerful too, which adds more insult to injury. Something I'd like to see is for the crappy lowbie sets to have their max cap increased to 50 and get better set bonuses to make them a truly viable slotting option to make the building minigame feel less stale than it currently is. Instead of just making the bonuses bigger, however, what I would rather have is giving each tier an additional weak bonus so they feel different compared to current sets (choice between a small number of big bonuses or a big number of smaller bonuses). -
The devs have a hard stance against any form of defense in Regen besides Moment of Glory, and the same goes for Absorb (in fact they even oppose Sentinel Regen having Absorb too). This limits our options for stuff that can be done with Regen a fair bit. Definitely needs debuff protection, including a measure of slow resistance (nowhere close to what Ice gets but something around 20% or so would be nice),
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I definitely oppose raising the minimum system requirements, but it is possible to make the game in a new engine while still keeping it potato-friendly. A new engine is more about stuff like stability, performance, QOL, adding/changing stuff way easier/faster...it doesn't have to be about uber high-res graphics.
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The ones that are already like 90+ degrees are easy enough to line up without wasting time/losing DPS on repositioning. The more narrow ones, like Fire Breath, on the other hand...ouch. A bigger issue is why cones in general (both ranged and melee alike) were given a lower target cap than other AOE types (PBAOE, TAOE) despite the added difficulty in aiming. One would logically expect the harder to aim powers to be given an advantage in exchange, or at the very least be on equal footing.
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I only find runners to be a serious/substantial issue when using "rain patch" style powers that the devs deliberately designed to make enemies run away immediately, which is a problem that goes far beyond Sentinels.
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Yup, it's in Black Scorpion's arc.
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A lot of people put them in AOE powers because AOE powers tend to be less effective at proc bombing than ST powers. As someone who doesn't usually proc bomb, I tend to lean the same way you do with short/medium recharge ST powers because the choices for ST ranged damage sets are severely limited while ranged AOE has a wealth of good options (in terms of set bonuses). I wouldn't put them in melee powers because those tend to be in much smaller supply than ranged powers on a Sent, which makes them prime candidates for stuff like Hecatomb, Avalanche, etc. that can't go anywhere else.
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We can look at LRM Rocket as an example of this in action, except unlike LRM, Hail of Bullets couldn't be given a "quick" mode since it doesn't have an interrupt time. The powers team could maybe get creative with animation sequencers to cut out a portion of the HOB animation and call it a "new" ability with different stats so it doesn't get giganerfed.
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HOB would have to be nerfed pretty hard from its source material to fit into an epic pool, like imagine trying to get Inferno in Fire Mastery. Definitely find a different power to replace it with.
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Psi has multiple attacks that hit 100ft baseline, but AR only has 1 (not counting snipes). Additionally, its snipe goes slightly further (175 vs 150). However, all of that is contradicted by Psi's nuke being melee. Seems like a weird design choice to give the longest base ranges to a set with melee in it but w/e.
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I don't think his argument was that Sents have great range (they don't of course), the argument is that they aren't as melee-reliant as the average Blaster. Sents really only need to melee for either a PBAOE that some primaries have or an epic pool melee attack if you opt for one. On the flipside, most Blaster secondaries come with multiple melee powers and they tend to have higher DPA than their so-called "primary" powers. Blasters can and do still choose to go without those melees of course, but comparatively speaking they "lose" more than a Sentinel who chooses not to pick up a singular level 35 epic melee. Excluding certain manip sets like Tac Arrow of course.
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This is pretty much what Sentinels were created for, having an armor set as a secondary. Invulnerability or Energy Aura are good choices for a power armor theme. Invulnerability is more of a "wall of steel" heavy armor kind of vibe while Energy Aura is more like a forcefield generator vibe. EA takes a bit more investment to reach its defense caps while Invuln is a fair bit easier to build, especially if you stick to range (EA benefits from slotting melee sets that have smash/lethal defense, which are rare/nonexistent in ranged sets). For your primary, some thematic choices include Radiation Blast, Energy Blast, Assault Rifle, and Beam Rifle. A breakdown of each: *Energy Blast: Didn't translate to Sentinels very well (not unplayable but certainly below average), and it has one melee AOE attack (the nuke) *Radiation Blast: A solid set but it has two melee AOEs in it (if you mind that) *Assault Rifle: Good set, pure ranged, but it might give more of a "War Machine" kind of vibe than Iron Man *Beam Rifle: Good set, pure ranged, but you said you want the animations "contained within the suit" so holding a laser rifle might disqualify it Ultimately, you may need to compromise on either the animations (carry a Beam Rifle) or melee (use Rad Blast). The good news is that if you go with Rad, your armor secondary will make things fairly safe once you're built out. Now that I think about it, Electric Armor might be thematically workable for this (if you don't mind surging with electricity) and it's a good set too.
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Should folks who contribute get something extra?
FupDup replied to Troo's topic in Suggestions & Feedback
The most I could see is a badge and/or different color name title in-game and/or forums. No exclusive powers or extra leverage in affecting content/balancing or such. And as Lauci said there's also non-monetary ways to contribute. Hosting stuff like Hami Raids, MSRs, etc. is a legitimately valuable service to the community. -
Squid Sunday Fun :: Best/Worst Damage - up to 10m inf prize!
FupDup replied to cephypod's topic in Archetypes
Entry Type: Weakest Attack Attack Name: Inherent Brawl AT: Defender Slotting: 1x Generic Accuracy IO Target: Rikti Pylon (common ST damage test target, uniform resists to all damage types) Damage: 5.49 Smashing This is for level 50 toons, right? And another thing, for max damage tests, would the Gaussian Proc slotted in Aim or Build Up be valid? It's technically RNG but it's extremely consistent/reliable (fires virtually every time). -
For the Brute/Tanker variant, a cool/fun idea for it might be to have an altered Smoke Bomb that stealths all of your nearby allies but not the user, on the grounds that you're trying to make yourself the center of attention/aggro. Have it replace Blinding Powder I guess?
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On the flipside, Scrapper Nin gains perma KB protection, greater resists to all damage, and a stealth crit mechanic that can give it a damage advantage over its close competitor of SR. Stalker Nin doesn't get any kind of crit or damage bonus compared to SR (all Stalkers get hide crits), in fact it does less damage because of lacking the global recharge buff. If that's not enough, I think it would be fair to reduce the strength of the heal/end effect to compensate for both being present on a single button. My opinion though is that Stalker Nin shouldn't have Caltrops (that's what the +End button should be replacing) because its goes against their purpose. They're a melee class, and Caltrops causes enemies to drop everything and run away outside of melee range immediately, which is kind of annoying for a class that requires enemies to be in melee in order to fulfill its function.
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Trickshooter's Force Shield Powerset Suggestion!
FupDup replied to Trickshooter's topic in Suggestions & Feedback
Typed defenses are often considered worse than Positionals because they can be harder to build for, but the big exception is Psi damage because there are some "unpositional" Psi attacks that cut straight through armors like SR and Shield and can only be blocked by typed Psi def. On the flipside, it can also sometimes be hard to build ranged defense on melee toons due to Mako's Bite 6 slots being the main source of it. And it is also a good point that Fire, Cold, Energy, and Negative tend to be bundled together in the same power for def/res in most other armors rather than split up (outside a few cases like Stone Armor).