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nyttyn

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  1. Through the grapevine from a friend, were they misinformed? I believed it unconditionally since it seemed like a logical change.
  2. Just idly testing out some Peregrine Island missions on my mid 40s Demons/Dark MM, which is already basically the apex of pet survivability - Even +2x1 was making my T1s and T2s sweat still, and at +3x4 (which is by no means anything crazy) they were still getting utterly shredded at about the same rates at live. I really am not feeling any meaningful difference in my pets survivability (they might be slightly bulkier, I guess?), and even making the two train powers have no CD doesn't matter when it's still obnoxious to need to hit those two buttons every single time a single pet dies and needs to be resummoned. I'm also not like, putting a stopwatch timer on it or anything, but their overall damage output feels...extremely similar too. Pets are also still so, so slow movement speed wise and this patch didn't fix that at all. I heard the MM END tax was going to be removed too, but it seems all my powers cost the same too? That would've been nice to have.
  3. I'll try the beta later, but before I do: Why are only the 2-6 equipped set bonuses being factored in for MM pets, and not the unique equipped global bonuses? On top of the 40% of set bonuses being inherited, it feels incredibly arbitrary. Live never balanced anything around IOs anyway and we're working off over a decade of balance towards that, why not just make MM pets actually durable and mez resistant and reasonably accurate as a baseline rather than all of these convoluted, "yeah X applies but Y doesn't even though they're all listed as set bonuses on the character sheet" song and dances? It's not like masterminds have ever come even close to being on the top, so I don't know why all these roundabout workarounds are being made when you could just make pets baseline tankier, more acccurate, more damaging, and less prone to mez.
  4. There's multiple MSRs in a day on Everlasting - of them, some are instanced, others are not. Usually the one after the earlier Hami in the day isn't instanced, for whatever reason.
  5. Most of the harder-to-use Cone attacks felt actually usable and good on tankers, and now they're back to being utterly miserable. Could you please revert this? Or better yet, make the <90 degree cones bigger for every melee AT.
  6. Explosive Bouquet having a superman landing/jump into punching the ground animation seems really unfitting both for the powerset and the actual power. Something like the minelaying animations/some sort of kneeling would fit it better, I think?
  7. Since there weren't dev notes on this, I'd like to ask what the purpose of the damage nerfs are. Not trying to screech at the changes out of hand, this is just something I'd like to get insight on. I'm not very great as a player or builder so I couldn't really tell you if it was warranted or not, so not here to debate that or nothin', it's just nice seeing the developer reasoning, especially for a pretty big nerf.
  8. Oh right, good point. And looking back on it, they had Repulse originally, which. Is still confusing, since they could've just considered replacing Energy Cloak with Hide to be good enough and leave it at that...? I give up trying to guess why anything on Stalker Energy Aura is the way it is. What a mess.
  9. Kinetic Dampening is just Energy Protection, but renamed and with some extra energy, smashing and lethal resists since Stalkers have Disrupt instead of Dampening Field (itself a weird change to make up for them not having a -recharge aura on their version of Entropic Aura because of archaic design rules about stalkers). For all intents and purposes, it is their version of Energy Protection, and should thus get Psi Res for parity.
  10. Why isn't Stalker's version of Energy Aura getting psi res as well? Its version of Invuln and Ice Armor are getting psi res.
  11. Why cut off veteran XP from farm maps? Obviously this doesn't matter for people who already have maxed out farmers, but this makes it more miserable for people without a fully maxed out farmer already to get theirs online, as dedicated farmer Brute builds have a tendency to struggle in non-farm content, due to how specialized they are. The intent for this change would be appreciated - if, say, this isn't meant to target Incarnates and only to keep people from getting the badges from farm maps, there's ways to mitigate the collateral damage, such as adding Incarnate rewards to AE tickets.
  12. sir, this is an arby's alternate IO suggestion thread. i just wanted to suggest alternatives for the already existing LotG orz
  13. -end values in this game are in a weird place right now - for most power sets their endurance drain values are the same across ATs - power A will drain X end on both ATs Y and Z. This is true for almost all power sets and ATs - except for most support sets. Not all though - cold affinity has consistent -end values on all of its powers across all ATs and not thermal radiation, in spite of both of them being introductory corruptor sets that were proliferated at the same time. Kinetics has different -end values despite being on two ATs on issue 0. Poison technically has the same values across ATs but its only -end source is on a pesudo pet so s h r u g. As you can see, corruptors/controllers get 88% of the endurance reduction value in both cases, and mastermind gets 80%. Controller/Corruptor values for buffs/debuffs are mostly at 80% of a Defender, and Masterminds are 60% so I don't really know what their thought process was in balancing EndDrain. As far as I'm aware, there was an intent to make blasts (such as electrical blast) follow different values alongside support sets in issue 4 (https://paragonwiki.com/wiki/Issue_4#AT_Balance) but that doesn't seem to have ever gone through for blasts (and then way later when sentinels were made, their armor -end values were never downgraded). As a wise comedian once said, "by all accounts it doesn't make sense." Given the general intent of the game is for defenders to have the highest values, and the overall meh state of -end, I suggest considering their current values as the "baseline" for the lowest valued AT with them (Sentinel for Blasts and Armor, I...think the melee powersets would be unaffected since melee ATs all have the same debuff values anyway and I see no reason why end drain would be any different?). Overall results would be a buff to Energy Blast, Energy Aura, and Electrical Armor's endurance drain for non-sentinels (or a nerf to sentinels/buff to defenders across the board if blasters/melee armors are considered the norm, poor sentinels), a nerf to Cold Domination and Poison's -end for non-defenders, and a nerf to Electric Control's -end for Dominators.
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  14. oddly, some support sets have variable endurance reduction values, but otherwise for most other sets (including armors and the one control set with -end), endurance reduction is the same across the board. likely not a bug, just either a oversight or something they never really cared much about.
  15. I'm not sure where you got those numbers from but they're only 6000 influence at level 5 for (edit: damage) SOs. It varies based on enhancement type and they go up pretty fast in price per level. Even at level 10 (the level you get the invention tutorial), damage/healing SOs are already 12k a pop, a number that rises up to 24k a pop by level 20. The most common enhancements are also the most expensive, in what's one of the dumber parts about SO prices - accuracy, damage, healing are the most expensive, then recharge and endurance reduction are only slightly behind.
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