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EmperorSteele

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Everything posted by EmperorSteele

  1. What, they can't take five to ten seconds to jog to the main portal in the middle of the club, or drop their own base portal? Like, if the most used social zone was insanely huge and we didn't have pocket teleporters, I'd agree, but... PD is tiny, and we do have pocket porters. So, I don't really see the need for this? I mean, I don't know what code changes had to be done to facilitate all this. Like, if it just involves turning a 0 into a 1, then sure, it's harmless enough. But if the devs just spent the last year hardcoding the command to not be usable except near a portal, then it seems like allowing PD only would be more trouble than it's worth. Especially after they just bent over backwards to give us all a bunch of new teleport options to make up for the loss of the command, when it probably would have been so much easier to just remove it all together and bring us back closer to the retail version of the game, when the passcode didn't exist (well, not for players, anyway), and people had to, you know, actually find base portals, which afaik, no one ever complained about. They'll be fine 😃
  2. HUB-93 All zones (though the order is a little janky), plus amenities. Kinda bland and ugly right now, but functional.
  3. Soooo.... The "defeat 100 Incomplete Paragon protectors" badge: I've never seen an "Incomplete" P.P. Do they only show up in a specific zone or mission?
  4. Read the post/patch notes. Changing the way levels are displayed is exactly what they're doing! But, good idea, I'll go test it out right now! EDIT: Yup, tested, it changes the level.
  5. Here's one: a button that opens up our screenshots folder 😃
  6. So when I tint the portable Base teleporter, some parts of the FX remain gray.
  7. The Teleport hubs will still work (as long as you're next to a base portal), and you have 2 ways to get a power that lets you drop a base portal at your feet. No, it's not "as good" as what we have now. Nothing possibly can be. But, listen. You would have made most of those alts even WITHOUT an easy way to get around, right? You don't HAVE to grind out accolades. But, those who do get a minor convenience. That's all.
  8. First-thought feedback: Is there a way to keep a list of "popular" base destinations accessible when we use a base portal, other than just keep a list somewhere else to copy & paste from? Like, right now, the Base portal will pop up my base, my coalition, and my team leader (assuming access is allowed). And then there's a field to enter a base passcode... is there a way to keep a record of, say, the last 5 codes we entered? This way, the community teleport hubs can still be a thing, and people who aren't in SGs can still make use of them without having to copy and paste all the time. Just a QoL thing. Looking forward to actually testing things now 😃
  9. So, that High rez map needs some correction: The train line going into/out of Salamanca/Croatoa is a straight line south out of the zone; the train doesn't curve within the zone itself. The train line in IP is mostly straight; it has a few 90 degree turns, but the scale of the City map would make those hard to replicate. The train line going out of Talos doesn't go through the North part of the wall, and CERTAINLY doesn't go through the Hollows! Heck, the more I look, the worse it gets! Of course, that's how the old map has them, but, it's wrong, so as long as you're fixing things, maybe fix that? 😃
  10. So, first off, I'm sorry if I'm raining on anyone's parade here. Things are about to change, and while I had a deliciously EBIL idea, well, I'm more of a hero than a villain, and figured I should at least give folks a fair heads up. In the Beta Patch notes, there was this little gem: Secondly, combining enhancements is now a simpler process: Combining two enhancements will now simply increase the level of the enhancement, rather than creating a X+1 enhancement. This means you can now combine Hamidon, Titan and Hydra enhancements all the way up to level 53. (emphasis mine) It's no secret (ok, maybe it's an Open Secret) that when people have too much inf, they "store" it by placing high bids on items that don't exist... like Level 53 Hami-Os. What this means is if someone has a 2 billion inf bid on a level 53 Hami-O, someone else can now fill that bid and get all their Inf! This change is currently in Beta, and hasn't hit Live yet, but for the few of you who peruse these forums, I'm giving a fair warning: When this goes Live, I'm combining some Hami-Os and trying my luck! I'm sure others had the same idea, though (again, sorry for ruining it for ya!). I'm banking on the fact that only a small portion of players use the forums, and while I'm sure there aren't a huge number of multi-billionaires who aren't here, I figure there's got to be a few, and they're about to lose out. Nothing I can do about that! So yeah, if this is how you store your inf, maybe move it to global e-mail in the coming weeks before this goes Live!
  11. So, I'm of two minds on this. On one hand, I can totally see locking SOME things behind content, where and when it makes some kind of in-universe sense. Want to wear Vanguard pieces? You have to BE a member of Vanguard. Want to prove you've fought on the Cabal's behalf? Here's your hat! Want to dress like an ascended, celestial being? Well, BE a celestial being by unlocking your incarnate slots first, none of this "being a god at level 1" stuff! Now sure, maybe make some of these things account unlocks, maybe make them easy to get (like don't be so stingy with the V-Merits in everything besides the MSR). I don't think putting them behind a grind, as the OP insists, is the solution, but I think some things should be rewards for completing content. On the other side of it, sometimes rewards for grinding content just doesn't make logical, in-universe sense (aside from doing the same thing over and over and over...). Like, in Star Trek Online, the Federation and Klingons are working hard on reverse-engineering Borg technology and creating Anti-Borg gear. When do you get access to these tide-turning weapons, armor, shields, and gear? Oh, only once you've DESTROYED LITERALLY THOUSANDS OF BORG SHIPS WITHOUT THEIR HELP! It's like if in this game if you got a power at level 50 that lets you do double damage against Hellions. It's like, yeah, great, I can already one-shot any Hellion I see, but, thanks? It's almost an insult at that point. And as others have said, they shouldn't have to wait until late game to "realize" their concept, because something is locked behind a level or a defeat badge or whatever. If we're talking about cosmetics, especially in a game that's LITERALLY free to play and not a "f2P w/microtransactions" game, there's no game design reason to gate stuff like that. As an aside, something that bothers me is that there seems to be a contingent of players who don't actually like, well, playing the game. It's not the same people in each category I'm going to mention shortly, but there are always folks who balk at the idea of having to do, well, anything in order to get, well, anything. They don't want to play content to get merits (TFs, story arcs), they don't want to play content to get influence (farming, marketing, etc), they don't want to play content to unlock costume pieces (no longer a factor, but in old days: cape/aura missions, Katie TF, V-Merits, etc), they don't want to play content to get badges (whether it's grinding out defeats or going into a PvP zone or what have you), they don't want to do raid content (MSR, Hami, Praet Trials)... but they still want to be able to create any character and have all the unlocks and accolades and have amazing abilities and Defcap and Permahasten. And they want these things, but, then, for what purpose if they apparently don't want to play any of the stuff mentioned above? I dunno.
  12. So I've played this character to 50, and, I like it. Leveling up, endurance was a huge problem, but I managed to get it under control. I made a build that kept powers I used a lot, dropped powers I didn't need as often, and took a few extra powers as set/proc mules. I do a lot of damage, and am fairly survivable (though sometimes I have to pop a medium orange and purple when facing a large number of +4s), but, I feel like I could be doing BETTER! I made this build to dish out AoE damage, then finish stragglers off with a proc'd out Char and then a quick Blazing Bolt. I have about 32% Ranged Defense, but only 33% extra Acc and 76.25% +recharge. I'd like to get some of these numbers up as A) I still do get hit a bit too often, and B) there have been a few times where ALL of my powers were on cooldown (only for a second, but still). I kinda rely on the FF proc in Wall of Force to activate to keep my attack chain going, and I'd rather not have to. And yeah, even though the combat log SAYS I have a 95% chance to hit, it still seems like I miss more than 5% of my attacks. And, it'd be nice if I could get some more passive damage bonus, too. I searched and found a build for F/T/F that has defcap, but it's pretty cookie cutter, taking powers I don't want, and not taking powers I DO want. I suppose Firebreath is skippable, as it's a narrow and short cone. And I tried a version of this build that swapped the leadership pool for the Fighting pool, but the tradeoff wasn't that impressive (like an extra 3% Defense and some good resistance, but I lose +15% dam, all my ToHit, and Victory Rush, which I kiiiinda need). So, I'm thinking maybe I overlooked some obvious slotting solution. I'm aware that I could get more Acc and Recharge using more purple sets, buuut then I'd lose all my ranged Defense. I could slot my hold as, well, a hold for some ranged defense, but then it would do squat for damage, and that's why I took it, was to abuse procs. Victory rush is WAY overslotted, but it was a convenient way to get some extra Recharge AND Defense (6-slotting Tactics or Project Will instead could net me some different bonuses, though. Note that I don't use PW, it's got a lousy cast time, but I take it as a pre-req to get Wall of Force, so I'm willing to let it be a mule). I could take Vengeance for a lotg Mule in lieu of Victory Rush, but I end up with more dead enemies than teammates, so I feel I get more mileage out of it. Also, my Endurance issues aren't completely solved yet! ANYway, so I'd like to keep the power selection, and the proc'd out approach to slotting on some of those powers, but I guess anything else is fair game, if y'all have any ideas on how to tighten this character up! Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Fiona Friese: Level 50 Mutation Corruptor Primary Power Set: Fire Blast Secondary Power Set: Thermal Radiation Power Pool: Force of Will Power Pool: Flight Power Pool: Leadership Ancillary Pool: Flame Mastery Villain Profile: Level 1: Fire Blast -- SprScrBls-Acc/Dmg:50(A), SprScrBls-Dmg/Rchg:50(3), SprScrBls-Acc/Dmg/Rchg:50(3), SprScrBls-Dmg/EndRdx/Rchg:50(5), SprScrBls-Acc/Dmg/EndRdx/Rchg:50(5) Level 1: Warmth -- Pnc-Heal/EndRedux:50(A), Pnc-EndRdx/Rchg:50(7), Pnc-Heal/Rchg:50(7), Pnc-Heal/EndRedux/Rchg:50(9), Pnc-Heal:50(9) Level 2: Fire Ball -- Bmbdmt-+FireDmg:50(A), Ann-ResDeb%:50(13), JvlVll-Dam%:50(13), Rgn-Knock%:50(15), PstBls-Dam%:50(15), PstBls-Acc/Dmg:50(17) Level 4: Cauterize -- Pnc-Heal/EndRedux:50(A), Pnc-EndRdx/Rchg:50(17), Pnc-Heal/Rchg:50(19), Pnc-Heal/EndRedux/Rchg:50(19), Pnc-Heal:50(21) Level 6: Rain of Fire -- Artl-Acc/Dam:50(A), Artl-Dam/End:50(21), Artl-Dam/Rech:50(23), Artl-Acc/Dam/Rech:50(23), Artl-Acc/Rech/Rng:50(25), Artl-End/Rech/Rng:50(25) Level 8: Fire Breath -- Artl-Acc/Dam:50(A), Artl-Dam/End:50(27), Artl-Dam/Rech:50(27), Artl-Acc/Dam/Rech:50(29), Artl-Acc/Rech/Rng:50(29), Artl-End/Rech/Rng:50(31) Level 10: Weaken Resolve -- AchHee-ResDeb%:20(A), TchofLadG-%Dam:50(31), ShlBrk-%Dam:30(31), CldSns-%Dam:30(33) Level 12: Project Will -- FrcFdb-Rechg%:50(A) Level 14: Wall of Force -- PstBls-Dam%:50(A), JvlVll-Dam%:50(33), Ann-ResDeb%:50(33), Bmbdmt-+FireDmg:50(34), ExpStr-Dam%:20(34), FrcFdb-Rechg%:50(34) Level 16: Hover -- LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(36), Rct-ResDam%:50(36) Level 18: Blaze -- SprMlcoft-Acc/Dmg:50(A), SprMlcoft-Dmg/Rchg:50(36), SprMlcoft-Acc/Dmg/Rchg:50(37), SprMlcoft-Dmg/EndRdx/Rchg:50(37), SprMlcoft-Acc/Dmg/EndRdx/Rchg:50(37), SprMlcoft-Rchg/Dmg%:50(39) Level 20: Fly -- BlsoftheZ-Travel:50(A), BlsoftheZ-Travel/EndRdx:50(39), BlsoftheZ-ResKB:50(39) Level 22: Afterburner -- LucoftheG-Def/Rchg+:50(A) Level 24: Maneuvers -- LucoftheG-Def/Rchg+:50(A) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx:50(40), StnoftheM-Acc/ActRdx/Rng:50(40), StnoftheM-Dmg/ActRdx/Rchg:50(42), StnoftheM-Dmg/EndRdx/Rchg:50(42) Level 28: Forge -- ToHit-I:50(A) Level 30: Assault -- EndRdx-I:50(A) Level 32: Tactics -- GssSynFr--Build%:50(A), GssSynFr--ToHit/EndRdx:50(42) Level 35: Heat Exhaustion -- Acc-I:50(A) Level 38: Melt Armor -- AchHee-ResDeb%:20(A), TchofLadG-%Dam:50(43), ShlBrk-%Dam:30(43) Level 41: Char -- GldNet-Dam%:50(A), GhsWdwEmb-Dam%:50(43), NrnSht-Dam%:30(45), Apc-Dam%:50(45), Lck-Acc/Hold:50(45), Lck-%Hold:50(46) Level 44: Fire Shield -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(46), UnbGrd-Max HP%:50(46), GldArm-End/Res:50(48) Level 47: Victory Rush -- PreOptmz-Acc/Rech:50(A), PreOptmz-EndMod/End:50(48), PreOptmz-EndMod/Rech:50(48), PreOptmz-EndMod/Acc/End:50(50), PreOptmz-EndMod/Acc/Rech:50(50), PreOptmz-EndMod/End/Rech:50(50) Level 49: Unleash Potential -- LucoftheG-Def/Rchg+:50(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: SCOURGE! Level 1: Sprint -- Clr-Stlth:50(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I:50(A) Level 2: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(11) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(11), EndMod-I:50(40) Level 50: Vigor Core Paragon ------------ ------------ Set Bonus Totals: 14% DamageBuff(Smashing) 14% DamageBuff(Lethal) 14% DamageBuff(Fire) 14% DamageBuff(Cold) 14% DamageBuff(Energy) 14% DamageBuff(Negative) 14% DamageBuff(Toxic) 14% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6.94% Defense(Fire) 6.94% Defense(Cold) 19.13% Defense(Energy) 19.13% Defense(Negative) 6% Defense(Psionic) 26.63% Defense(Ranged) 7.88% Defense(AoE) 5.4% Max End 33% Enhancement(Accuracy) 76.25% Enhancement(RechargeTime) 10% Enhancement(Range) 15% SpeedFlying 160.6 HP (15%) HitPoints 15% JumpHeight 15% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 5% MezResist(Held) 5% MezResist(Immobilized) 5% MezResist(Sleep) 5% MezResist(Stunned) 5% MezResist(Terrorized) 5% MezResist(Teleport) 100% (20 % chance) 14% (0.23 End/sec) Recovery 48% (2.14 HP/sec) Regeneration 8% Resistance(Smashing) 8% Resistance(Fire) 8% Resistance(Cold) 8% Resistance(Energy) 8% Resistance(Negative) 11% Resistance(Toxic) 11% Resistance(Psionic) 8% Resistance(Lethal) 15% SpeedRunning | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1501;722;1444;HEX;| |78DA65944B4F13611486BFB994525A2CB494726961CAAD65680B4513972620350A2| |4C498B89C4C60804906864C5B95A50BB72EDCF8173451D4B871EB0F30DE76EA5E37| |2AD12837937A3AEF492169037926EF39EF39E73B5FA7CB772E47F6AEDCBD24A4E8B| |C63562AC6BCEB79B59DAAEBB52FD7AA66D576B7152144A44C0FA656F66CAB620549| |186CE619D7CDED0D6BAD58B63DCB98A31A55ED3436575B5F2FDED8B4BC2DD3A1C43| |5DBAF28622BAEEB14CBAEB76A19EEBA71D3769C3024C7DED8AC46FDE725CB5CB3BC| |CAA6BDD3895823646F6F241776ECD562A3875176CC2DCB58A69E96B7DB4763651BF| |FB2E04F5D1563AA102555C8E3CC0950CD3273E0BE74C693527CAD2DCD1C02DB8799| |1A98A33EB0D503921CF0B5C857C42223E0B98B32F84AF8EC7AD96048FC22A3C2FD1| |4EED7C5FD62DC2FC6FD7AB8DF24950A70BF80827E3D2AD81B60B6817D41663BA893| |37C8DE207B07D83BC0DE147B53EC1D626F252744085E25F49A0AC529F606E71A6AA| |3D9D2AAD0BEC93E6B941B46AE08DF43CE6DD23AB97727EF41E3FD68BCAF0CEF2FB3| |8BFA19F68668E8A8BFE4BA1C4D48BE36BA08CFE86F304FA9DD5CBFFB09C79E82637| |BCC67CCE7E0C40B304CF5E3F0CAF14FE839F199F90514BD4224F84C099EA19B7C49| |CC2592AC1528BD9FEFB4FF2DCE997DC77C0F4E7E607E04FF9275906B0FCE428B51E| |D34D74E67F07D8993360C4D1A7E8CB9261FC97EEC80F411AE313280FC43D2C6F95C| |E37C673ADF99CE7716D085C8F1DE720BD887BE85B3E44DC9CFC997E0C9FF010BC76| |090BC539847994A22B7308B1A852370BAA4F8B3DCA7418ADCA77880F76DFA907904| |968E9927CC7FE02D1A7086CF36C37B4EA9CD7795FEE82316F5A652D75BA2332D4AA| |94539DFA25C6851AE361449F2BB2CF9CF1C0D61272B6AF3F74048BE23D4D57CCBEB| |DF3BD8DC888EE2A67F9E6A9294C1D63AAE9140BF4E3FCEE6E790BF7FAAC9D24374E| |D78806F4156C3CD279204E4D4FF03F0E2E6C9| |-------------------------------------------------------------------|
  13. @Moonlighter, well, once you got Alpha up to Rare or Very rare, you get a "level shift", which effectively makes you level 51. So even-con minions are blue, LTs are white, and bosses are yellow (As opposed to white/yellow/orange), and as such, even without ANY buffs on your end or debuffs on them, they're hitting less often and for less damage, while you're hitting them more often for more damage. In other words, your +2/8 effectively becomes +1/8. The only distinction is that you're still actually level 50, so being level shifted up doesn't give you any more slots or powers.
  14. How about Illusion? You could tint all the pets and psuedopets green (or blue or red or whatever "I'm not green lantern but kinda" color you want)... I dunno about the Hold, it doesn't have a very visible effect like some of the other Control Primaries. On that note, you could go Earth or Fire and tint all THOSE green. The Earth effects in particular have an option to make everything look like green crystal instead of green rock, so it would definitely look like something made by an Oain Power Ring, albeit something made by someone with no imagination whatsoever. Though maybe that could be your Lantern's gimick, he has will, but no imagination, so everything comes out as a jagged mess.
  15. Feedback: Fast and easy as advertised for me. Running Win 7, 64bit. Not a fan of "allow multiple instances" being disabled by default, but that's a tiny issue. Seems to have imported all of my data successfully (costumes/Architect stuff/screenshots/settings/etc) I've also noticed that the launcher (as well as Tequila) stay on screen, in front of the game, on launch. I realize this can be mitigated by checking the "exit on launch" parameter, but why not have it behave like Steam where it hides in the background when launching the game? I realize they're two different beasts with different functions (Steam wants to stay open to allow use of an overlay, "Hangover" just wants to launch the game), but, I think that would be a nice thing to put in, especially if you plan on expanding the scope and function of the launcher to do, well, anything else that might require it to be run while the game is running.
  16. I agree with everything here, and I think it's worth stressing the main point: RESPECS EXIST, USE THEM! I often fall into a habit where I start building towards my endgame build right away, and don't think about what I need "right now", and sometimes gimp myself in early/mid levels because I'm taking prereq pool powers instead of filling out my attack chain or taking teammate buffs. This makes leveling even more of a chore! So lesson learned: Don't be afraid to take a power you need RIGHT NOW, and as an aside, don't hesitate to slot a proc or set that's useful RIGHT NOW, just because it's not in your endgame build plan. You can always respec out later, and either sell anything you no longer need, or save it for an alt (I have 5 SG storage bin full of "hand me down" IOs!) And this guide offers a great blueprint for doing just that. Well done, @Yomo Kimyata! The only thing I would add, is to remember to run DFB/DIB. Not to skip early levels, but they give boosts (Acc/Dam/End/and Def, I think?) that last either for a week, or until level 20/30 respectively. Also, they drop SOs, which you can vendor for a pretty penny (assuming you don't just slot them!) Now yeah, if you do them all 4 times for all the boosts, you're gonna level up pretty quick, but in general I find it a good idea to give your build some breathing room and make life a little easier!
  17. Captain America ain't the only one who understands that reference!
  18. There are few things in life one can be sure of. Everything else is just guesswork. In the vast expanse of possibility and probability, where every decision is impacted by what came before, and impacts everything after, it becomes difficult to predict any kind of alternate outcome compared to what actually happened. However, given existing patterns and data, I can say with 100% certainty that they would have nerfed Regen. Thank you for coming to my TedTalk!
  19. So so so gravity is like VWOOSH! And time is like ZZIMMMM, WOW! And you just pick things up and smash 'em together or just smush them in place and hey, wanna ride bikes?
  20. So I just realized I never gave a direct answer to the OP and just went on about my controller damage wet dream like a jackass, soooooo here we go: How about instead of giving Controllers a chance for high mag for 1% of situations, thereby encroaching on Dominators (quick rant, if I were doing everything all over, Controllers would get the ability to dole out and ignore mez while Dominators got the damage bonus on mezzed opponents but I digress), we just fix those encounters? Get rid of the PToD, and just have AVs use PvP rules for mez? So we can hold them, but only for a few seconds, then have a few seconds where they can't be mezzed. It wouldn't have to be a blanket overhaul, either. Right now, Sleeps and Immobs work fine on AVs. Confuse is 50/50, it's fun in a multi AV fight, but kinda cheap vs one AV. I'd probably let confuse work normally in multi AV fights until one of the other AVs die, then they all become immune. Fear would work ok (lasting until they get attacked), so that really just leaves Holds and Stuns that AVs would need protection from, and of those, stuns aren't nearly as common. So, yeah, PvP holds: 4 seconds for a controller or dominator, 2 seconds for everyone else, give or take enhncemtn and resistance. Problem solved. We can hold them for short periods, letting us do our job without turning tough opponents into statues.
  21. WhO dARes sUMmoN meE?! *cough* Huh, wait, what? Oh... hey, Sorry about that, just woke up, little grumpy. Anyway, what's all this then? *reads thread* Uh huh. Hmmmm... Hm. Uh huh. Hmm.. Huh. Ah... Oh. Hm... Right, then! My own thoughts go in the opposite direction. I'm less worried about locking down big targets, and more just about adding damage. I would first expand Containment to cover all mez types (so add Fear and Confuse). Then, instead of just a flat damage bonus when a foe is locked down, we get a scaling damage bonus based on a) type of mez applied and b) amount of magnitude. Note that being affected/locked down is no longer required for Containment damage to kick in. So if you assail a foe with Holds and immobs and fears and confuses and stuns, you'll do a LOT more damage on your next attack than if he's just immobilized. I've tried to work out a spreadsheet to figure out the optimal amount of damage per mag point per mez type. The thing is, I wouldn't want an Immobilize giving as much damage as a Hold, because Immobs are very common, plus they don't really "contain" the foe all that well, they can still shoot you! Holds lock down targets, but are also common. I would give Sleep the biggest bonus, since it's less common and can't be stacked easily (except by say, a Mind Controller...). I'd want the most bonus to come from cleverly stacking different mez types, or having several Controllers on one target. I'd probably cap the Mag bonus for each mez type at mag 15, and the total damage bonus at +300% (easily achievable solo for some controller combos, btw). However, I've found it hard to work out a way that's both team friendly AND solo friendly. If I make it too easy to stack mag damage bonus when solo, it'll be trivial when on a team (assuming the team has another troller or a dominator or anyone else with a few control tricks up their sleeve). But if I make the Controller work for it when teaming (see above), it becomes really hard solo. Also, I don't think many people would appreciate the fact that it's a surface nerf to Controller damage early on, when we don't have reliable ways to stack multiple controls at once. My concern wasn't just giving Controllers M04R DAMAGE, but also trying to rise Mind Control specifically up in power ranking. It doesn't have a pet, and its AoE controls become the most useless on a good team (Watch as your confused Force Field Generator is the first thing killed, your TK anchor is the next thing killed, Mass Comedy is no longer all that special -thanks, Plant-, and someone fireballs the nearby mob you just put to sleep >_> ), so it's panned for good reason. At least this way, with the ability to stack multiple types of mezzes quickly, a Mind Controller can still make up for the lack of extra pet damage. Other primaries that rely on immobs get a bit shafted, but they can still stack holds and various mez types, and have their pets to keep choppin' away at the badies. I was hopping to give Mind an edge in this regard, but I don't want to go TOO far, either. So yeah, still working out the math. Cuz I'm bored. W/e.
  22. But but but what about my one issue that has nothing to do with these patch notes that I've never spoken up about before?! Kidding aside, thank you all for the hard work you continue to do!
  23. Phanty is REALLY squishy, though. Like, I dont even bother summoning him half the time because he dies so quick. So any way to buff his survivability probably isn't a bad idea.
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