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nyttyn

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. sir, this is an arby's alternate IO suggestion thread. i just wanted to suggest alternatives for the already existing LotG orz
  6. -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.
  7. 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.
  8. 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.
  9. tbh you should probably make it 40 (or hell, even 60) brainstorm ideas and tell them to craft two (or three!) rares - it still wouldn't really be an effective source of income for veterans in the slightest (if you really wanted to bother, the atlas park exploration lap is still way faster), but 800,000-1.2 million~ inf is a lot more comfortable of a cushion for a new player than 400,000, given the general price of SOs even at low levels. It'd probably also be beneficial to tell them that they can convert reward merits into enhancement converters which sell for a easy profit on the AH in that same tutorial.
  10. To be clear, that's why I said the same bonus name. It'd be silly to just introduce *another* global recharge set at this point, so they'd have to use the same "Luck of the Gambler: Recharge Boost" (or whatever it's called), so between the lot you'd still only be able to have five total. and yeah obviously Recharge dominates everything else but discussing the...extremely wide-reaching ramifications of that is well outside of the scope of this suggestion or any one individual suggestion, really. It'd also be a laborious effort to even attempt, so that's why I'm putting forth something much more small scale here, suggestion wise. As such, it's not - really a real choice between, say, "toxic dart and corrosive vial because they're cool" and "10% global recharge." You might as well say "you have a choice to use your tier 1 attack (for most sets) in a chain instead of optimal powers" - technically true, but that's not really a choice at all. You either don't care at all and just pick whatever looks cool, or you're forced into a decision that's incredibly lopsided. All I'd like is to be able to realistically pick up one or two cool flavor powers I might use a few times a play session at most without having to sacrifice a large level of character power to do so. More ideally i'd personally prefer a world where luck of the gambler didn't even exist, but the ship sailed a long time ago for that.
  11. But that's exactly the problem. You don't really have a choice - pool powers are, generally speaking, absolutely terrible (by design) and only taken for flavor. You'd be able to at least choose a few more if what is otherwise a build tax was loosened up and you had more of a choice as to where to put your LotGs. And very few builds have to actually sacrifice any power slots to make room for the current LotG mule selection, as very few combos don't have enough skippable powers to make room easily. The current consequence of "you don't get to pick a fun power pool" kinda blows, since it's not really even a choice of "something fun you'll use maybe a few times a session vs 10% more global recharge" if you even somewhat care about a build.
  12. Problem: Luck of the Gambler (LotG)'s Global Recharge Bonus constrains build slots because every competitively built set needs five mule slots for them, which constrains power pool picks. Already a big problem in that fighting, leaping/flying and super speed are core on most builds, LotG makes Leadership or Concealment core on most too. Solution: Make sets in other categories which have generic IO bonuses (damage, recharge, whatever) and set bonuses equal to LotG, with one of the six enhancements being the same as LotG's global recharge, up to and including the name of the bonus (so they play by the same law of fives). Benefits: All characters get a bit more breathing room with muling LotG, and many competitive builds get one of the Big Four power pools freed up. Downsides: Slight power creep in that people have one more IO slot for lotg mules (combat jumping, weave, maneuvers etc) but most builds don't have the room to heavily slot these powers in the first place so it should be minimal.
  13. Expedient Reinforcement has a note on it that it cannot be slotted into mastermind pets, which hasn't been the case since live. It also mentions that it doesn't give a psi resistance buff, but it does.
  14. Would it not just make more sense to buff low level IOs to match SOs...? Or just make SOs/DOs/TOs not fall off with levels too, they get outpaced anyway in the end (or really, just both). This seems like a unnecessarily complicated workaround to keep in what is still a major annoyance.
  15. Being a responsible sheep parent and giving my child what they really want and deserve: Teaching them how to be really, really good at pinball.
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