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FupDup

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Everything posted by FupDup

  1. I might be able to be persuaded on this if the def/res breakdown were changed to make it play/build a lot more differently from Energy Aura as it stands now. Ice Armor already being similar to Energy Aura only reinforces the need for more distinction here. Maybe this could be stronger typed defenses with weaker resists, go the other way with stronger resists but weaker typed defenses (too similar to Invuln then?), maybe go full potato and make the defenses positional instead. I also don't think it needs the Density Field debuff aura as it stands, not just to reduce overlap but also because Forcefields are normally associated with self-protection rather than offense (the Force Recoil aura can stay because that's more unique).
  2. Not really? In terms of gameplay, WP was meant as a more balanced and passive version of Regen, but it fills an entirely different theme/concept. Regen is Wolverine or Deadpool, Willpower is Batman or Punisher. For Energy Aura vs Forcefield Armor, forcefields are pretty much a bubble of energy projected around the user. That Density Field power you suggested that slows enemy rech and spd is also a bit similar to Eng's Entrophic Aura power (which only provides -rech to enemies). And it's still a typed defense armor set with moderate resistance, which is again similar to Energy Aura. I'm not trying to poopoo on you or your ideas, I'm just saying that something we have now is very close to what you're asking for. If the HC team were to add bubbles as alternate FX to Energy Aura, it would fit the fantasy/theme of a Forcefield Armor set very accurately.
  3. My opinion on a Forcefield Armor is that Energy Aura already fills a very similar theme. Just look at the power names it has: Dampening Field, Kinetic Shield, Power Shield...The only thing missing is alternate FX for bubbles. Add that option and we've got Forcefield Armor at home.
  4. Most of the melee attacks offered are actually quite strong, but I don't like the design where a ranged AT feels pressured to pick up melee powers thus turning them into a melee AT instead (which we already have several of). In spite of the mathematic advantages to picking up some melee, I tend not to simply because I play a Sentinel specifically because I like shooting stuff (while wearing armor) rather than punching stuff. The mezz powers and support powers tend to be mediocre at best though. I wish Sents got Energy Mastery, specifically the Brute/Stalker version that lets you pick up Superior Conditioning at level 35 (replace the ranged attacks with melee I guess). It would make a quaint little filler pool that fits any character concept.
  5. I came into this thread expecting complaints about actual leeching, like people who go AFK and set a T1 attack to auto-cast and auto-follow the tanker or something. Joining teams within the accepted level range, like level 35's joining an ITF, is not leeching. Admittedly a sub-50 might not be able to do much damage if the enemies are level 54, but that's not the same as purposefully not contributing.
  6. That is indeed a summary of what he is trying to say.
  7. Both ATs sit in the Ranged Damage category in the role diversity system and both have similar primaries. Sents were created for people who wanted a Blaster-like playstyle with armor instead of melee for their secondary. Blasters are most definitely supposed to deal more damage than Sents, but in the case of Ice Blast the gap is drastically wider between the two than it really should be. And even compared to other Sent primaries, Ice Blast is among the weakest despite being one of the strongest blast sets on the other 3 ATs who can choose it.
  8. Captain Fab isn't being serious, he posts /powercreep in literally any and every kind of gameplay suggestion thread. He originally did it to try to parady people who do bring up power creep too often, but he ended up overdoing it pretty massively.
  9. Yes, Radiation Blast does generally work okay without proc bombing. The gap between procs and no procs is a bit bigger on this set than most because of how many procs it can load up, but you can still play most content viably enough just using a defensive set-bonus build too. Some enemies with high energy resists like the new Council might take a little longer to put down however.
  10. I haven't done it on a Tanker, but I do have an Ice Armor Brute and it most definitely does accept recharge enhancement. However, due to nophase, slotting recharge doesn't help you any because nophase lasts 120s and the base recharge is also 120s. I can understand wanting to prevent back-to-back endless Hibernation, but negating the value of recharge enhancement takes it a tad too far IMO.
  11. It's pretty crazy how most enemy NPCs, even average humans with guns, are at least 6 feet tall. Must be all the Enriche in the water...
  12. The suggestion here is fairly simple: The majority of costume auras have a choice between being active only in combat or being active all the time passively. The four Cyborg auras, however, only have the combat option right now, so it would be nice to have an alternate choice for them to be active permanently even while out of combat.
  13. Freakshow do already appear in the Market Crash TF, which is usually run at level 50, so this seems entirely reasonable.
  14. I don't see a ton of use in this since they can be converted to threads, which can then be used to buy super insps for use in battle or selling on the market (if you don't want to craft more incarnate powers). I wouldn't be upset or anything if this were added, it just seems like it's a solution in search of a problem. I'd rather make it so the existing 10 shard to 10 thread conversion could be used infinitely rather than only once per day, and just remove the 10 shard to 5 thread conversion entirely because having those two different rates is stupid. Perhaps add a bulk option like 100:100 or whatever to burn through really large stockpiles quicker.
  15. This comes up a lot. Basically the two sides are: A. Yes, do it, taking "dead" power picks is annoying game design. B. No, don't do it, this is /powercreep that makes players stronger at a time when most of the game isn't very hard anyways. I kind of agree with both. My attempt at forming a compromise on this would be to allow Tough as a T1 pick, BUT this comes at the cost of making its baseline performance weaker in some way. But then if you decide to pick up either Boxing or Kick, you would get the current performance restored in full. And if you got both, you might even get a little higher performance than current. Same goes for Weave if it got made into a T2 pick. Another alternative would be to add a third T1 power pick, like maybe an enhanceable version of Envenomed Dagger or something, that people might find more useful. Or, just making Boxing and Kick a bit stronger so they become more worthwhile on their own.
  16. I don't know how the DoTs work with Bio, but I do know that Rifle just has higher synergy with Bio in general because Fire is a set that wants to be in the middle of melee for its PBAOEs while AR wants to stay at range due to all of its cones. Bio even comes with a range boost to help the cones reach further, and is just far more durable and punchier in general.
  17. One slight note to make here is that Cardiac might not be the most optimal choice of alpha for SR because the scaling resists are unenhanceable, meaning that the resistance portion of Cardiac isn't doing much (probably just buffing Tough a bit, depending on which pools you have picked). But then again, it does also come with a range buff so maybe that makes it worth it. If you stick with Cardiac, maybe go the Radial route (if you didn't already) for the slight absorb boost (to help Master Brawler). If you want the endurance reduction, I would suggest Vigor Core instead because the accuracy it gives is always nice to have and it will very slightly buff inherent Health's regen. It won't give as much end redux as Cardiac Core would, but the secondary enhancements are arguably more useful than Cardiac's secondaries. An alternative choice could be Musculature Radial. Its endmod portion would enhance both Stamina and Enduring, which would help your recovery overall (but maybe not as much as Cardiac or Vigor, admittedly). And of course the main attraction is MOAR DAMAGE, along with slightly improving a few secondary debuffs of your attacks like -def and slows.
  18. While I agree with that sentiment in general, Seismic Blast does have a PBAOE knockdown aura that incentivizes melee play (not to mention most Blaster secondaries, Sentinel ancillaries). Playing the set at range would have a little anti-synergy even with the grounding requirement removed.
  19. Sentinels don't get Mud Pots, did you mean to reply to a different thread? I'm not innocent on this either...
  20. Enemy MOG should mirror the current player version of MOG. Originally they matched, but after Regen got "changed," the NPCs never got updated.
  21. Granite is considered a full costume change, which is why it lacks the usual customization options. However, I do wonder if it would be possible to offer multiple pre-made costume options at least, like a crystal skin for example. Still won't have color customization though.
  22. I can usually get Vulnerability up at least once per fight to tag a boss with, but exactly how impactful it is can be debated. Something to try might be making it take longer to fill up the resource bar, but offering a stronger debuff so that it's more impactful for the fights where it matters. And right now it does feel kind of spammy. This would also indirectly increase the value of the ATO proc that lets you build up Opportunity faster. In a perfect world I'd like a completely different inherent, like going back to the old offensive vs defensive dichotomy but not linking it to the T1 and T2 attacks this time, but I know that's just a pipe dream. I can live with the "Point your finger at baddies, menacingly" button for the most part, but it could really use a tune up though. If nothing else it really should stack with multiple Sentinels. There's no reason for that limitation, look at all the crazy crap that Defenders and Corruptors can stack to infinity.
  23. FupDup

    Vulnerability...

    Correction: It is resistible, but it does ignore purple patch (important distinction). https://cod.uberguy.net/html/power.html?power=inherent.inherent.vulnerability&at=sentinel The ignores resistance tag is a red circle with a white exclamation mark, which we only see attached to the parts of the power that lock out the user from using the power on a target already affected by Vulnerability (no stacking allowed) and subtracting some "rage" from the user.
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