Jump to content
The Character Copy service for Beta is currently unavailable ×

FupDup

Members
  • Posts

    760
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by FupDup

  1. 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.
  2. 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...
  3. 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.
  4. Freakshow do already appear in the Market Crash TF, which is usually run at level 50, so this seems entirely reasonable.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Sentinels don't get Mud Pots, did you mean to reply to a different thread? I'm not innocent on this either...
  11. Enemy MOG should mirror the current player version of MOG. Originally they matched, but after Regen got "changed," the NPCs never got updated.
  12. 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.
  13. 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.
  14. 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.
  15. Master Brawler adds mezz protection to your earlier armor toggles if you pick it up. City of Data displays that mezz protection when looking at the early toggles, but it only gets enabled after you pick up MB, which we can see with this line of code: if source.ownPower?(Sentinel_Defense.Super_Reflexes.Master_Brawler) The magnitude of protection isn't as high as Practiced Brawler, but it's more than high enough for most situations. Thus, MB is the best choice for the majority of situations. As for the absorb, the value increases at high endurance and low health, so basically the game is trying to incentivize you to use it as a cushion when your HP gets low.
  16. The 5s recharge thing isn't linked to how quickly the power generates the "rage" resource. Basically after generating enough rage, the power would need to wait a minimum of 5s before it can be activated again. That doesn't mean you can use it every 5s. It's weird.
  17. There is certainly a bit of overlap between strength/skill, like for example we could make a Super Strength character in this game and say that they're some elite bodybuilder or something (natural origin) and it would fit thematically. The important thing is that this thread is asking for an epic pool rather than a generic pool. An issue on some ATs is that they have very few options for an epic pool that fits the role of being a "natural" human (who gets stronger through training and hard work). Being an epic pool, its powers given would be different based on the needs of each AT, so for example on a squishy ranged AT it might indeed resemble the generic Fighting Pool (armor toggle and some melee attacks). But on a melee AT you'd get ranged attacks (which Fighting can never give), on some ATs like Sentinels it could give soft control powers like Hand Clap, etc. On a lot of ATs our only "natural" choice is Mace Mastery, which is pretty limiting (especially if you want to be a pure blue hero so you have no excuse or justification to join the dark side temporality to unlock patron pools).
  18. Energy Aura could be a good armor set for this because it can easily softcap energy defense (the type that the Sapper gun uses), comes with good end drain resistance, has a strong endurance discount power (Energize) that can be easily permanent, and has a clicky +end power in case you do run low somehow. Note that one of the Sapper's attacks is actually AOE defense, not ranged: https://cod.uberguy.net/html/power.html?power=guns.sapper_gun.sapper_overload&at=minion_grunt
  19. Most builds: Health: Panacea, Numina, and Miracle procs Stamina: Shifter proc, Endmod, Endmod/Acc (for the HP bonus) If I'm using an armor set with an auto or toggle regen/max HP power, I might move either Panacea or Numina to that power and slot a few pieces of the set in there. In some extreme cases of excess sustain I might cut some of these entirely for more slots elsewhere.
  20. My take is that I think it's entirely fine to make some of the easier groups be made less easy, but there also is a point where the dial might be turned a little further than it needed to be. With the Council specifically, I don't like how they got turned into bullet sponges which results in drastically slower solo gameplay. I get that people have complained about the game being too fast, but those complaints are made in the context of team play. These changes make team play slightly slower but still not too bad, but solo play on the other hand got affected much more drastically. I still wish that there was some kind of scaling solution that takes into account team size such that changes that amount to a speedbump for teams don't amount to slogging through wet concrete for solo.
  21. There was already a tech-themed origin pool called Gadgetry that was planned but didn't get all the FX finished up by the time the game sunsetted, and unfortunately the HC devs haven't gotten around to finishing it up themselves yet. https://cod.uberguy.net/html/powerset.html?pset=pool.gadgetry&at=scrapper The natural pool was going to be Utility Belt, which was also not finished by either the live devs or HC. https://cod.uberguy.net/html/powerset.html?pset=pool.utility_belt
  22. The OP is comparing Sentinel Psychic to other ATs. It gains extra range on every AT relative to its peers so it would in theory have similar balancing/design for the most part excluding the snipe/nuke powers being very different as they usually are on Sents.
  23. A note about the Scramble Minds/Thoughts thing is that the Sentinel version does 217.8 base damage while the Blaster version does 62.56. Even with the longer animation time, the DPA is far greater (65.99 vs 26.33). Even with that being the case, I'd have no issue with the Sent version still getting that animation update while keeping its other stats simply because the AT as a whole is undertuned and could use an advantage like this (and the rest of the set has other issues on Sents as you mentioned so this could make up for it). Also, for the Darts vs Scream thing, Sents have a 70 degree cone while the other ATs have only 30 degrees, which makes it waaaaaaaay easier to use, especially in close range. This does come with the caveat of reduced target caps on Sents though. The base damage is also actually a bit higher than Blasters, but the much longer animation does give it much lower DPA so it still deserves a buff.
×
×
  • Create New...