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Everything posted by DR_Mechano
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Yes they have significantly low impact...because they're fecking awful AND EVERYBODY KNOWS THEY'RE AWFUL...which if you buff them...means more people might play them..which means they may make more of an impact. And yes...all of it's contemporaries ARE underpowered...apart from like Tough, Weave, Combat Jumping, Hover and Maneuvers...those are fine as is. The presence pool is just crap, the Medicine pool is just crap (mostly), the teleport powers are well, mostly crap (IIRC it's the least used travel power), the Sorcery pool is...actually not bad but still kind of crap...just not used as much. Stealth is actually not bad if you can it it in. That's the thing Hasten is useful to everyone, Presence is not useful too everyone, Medicine is not useful too everyone, Sorcery isn't useful too everyone. What sets are useful too everyone? Fighting, Leadership, Leaping, Flight, Speed and Stealth. So yeah, you know what, buff the other pools to actually give something GOOD, give them something to compete with Hasten as a major pool pick!
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Notice how I mentioned I didn't mind your compromise that keeps things the same but distributes the recharge differently. However balancing changes like Energy Melee or Regen (which also only involve changing power numbers) are way more important. Sets that are considered the dogs dinner due to previous overnerfing need to be worked on (since it's kind of agreed that both those sets need major buffs) more than Hasten which...currently...apart from what you and Bio, doesn't really seem to be a problem...like...at all...
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Its actually already got a nickname, Tankermind. The idea is that Masterminds share HP with their pets when the pets are set to defense + Follow, thus bodyguard mode. You do all the things you normally do on a Mastermind, pick a defensive focused secondary like say traps with its FFG or Forcefields or a big debuff secondary like Dark or Rad but you actually take the AoE taunt power from the Presence pool and...there we go...you are now a Tankermind!
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According to you and Steampunkette and literally nobody else. You can't prove that nerfing hasten DOES improve the health of the game. Hell Steampunkette is actually offering a decent compromise that keeps things the same but moves some of the recharge boost elsewhere. You're literally the only person we've seen arguing for Hasten to be straight up nerfed into ground. Hell according to the ticker going off on my like thingymajig up there in the corner apparently my suggestion for making Hasten and inherent and then balancing the game around hasten BEING inherent and Perma-Hasten being a thing that can happen seemed more popular. It achieves the exact same result, it gives everyone a new base-line normal and buffs builds that otherwise can't spare the room to take hasten. Straight up nerfing hasten is just going to end up causing problems, people aren't going to like it at ALL. You also haven't commented on the fact that, as I've repeatedly said, HC is no longer the only Rogue Server, there's CoXg and Rebirth...while they have lesser population (at the moment...probably not if they nerf hasten into the ground) and things are harder to do since they don't get the P2W vendor any change big enough to piss off a lot of people will result in them moving to a server which HASN'T nerfed hasten. Sure back when the dev team was 50 people strong that would have been the case. We have ONE person working on the powers now...so yeah he literally CAN'T do X until Y is fixed...
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Hasten is one power that you have to invest HEAVILY in IOs in order to make things work, Perma hasten is not 'free' in any sense of the word, taking hasten is free and if it's slotted with 3 level 50 recharge IOs in it isn't even close to perma, not only that unless you heavily build for sustained recovery (which you can't do until you're much later in levels) you'll burn through your endurance must faster since you're spamming heavy attacks faster. Also most people don't not slot for recharge, in fact a lot of the so called 'OP builds' will actually use sets which...oh my god...they have a recharge on them. Whats that my phantom army actually has a level 50 +5 Recharge IO in it along with a 5 SET OF A RECHARGE INTENSIVE PET WHICH TAKES ALL OF THE ONES THAT INCLUDE RECHARGE since that is literally the only way possible to get the most out of PA's recharge even WITH the +recharge alpha Incarnate bonus. No it's the "there is so much shit that is way more important than fixing hasten" argument.
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1) If hasten WAS a problem (which it isn't) there are a laundry list of changes that need to be done before it. The Tanker and Rage changes need to be dealt with and put onto live. Mastermind Pet AI needs a look at. The Sentinel, Homecoming signature AT needs buffs...currently its a lackluster and kind of boring pile...ok that part is my opinion but the devs have stated that the Sentinel needs a rework and a rebalance. Energy melee is currenly WiP to be buffed. Regen for Tanks, Scrappers and Brutes needs a rework and a buff. And a whole host of other changes need to be looked at before hasten even remotely gets looked at. Hasten would be so far down the list as to be irrelevant and, as I've said, such an unpopular change that HC may suddenly lose its current seat of power of being the number one Rogue Server to either CoXg or Rebirth and then all the talks with NCsoft suddenly go down the toilet. Do you REALLY want to risk that being the case just because you think Hasten is unbalanced?
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This...if after all that time with inventions and incarnates and hasten being a thing...they didn't touch it I'm going out on a limb and assuming that the devs knew what they were doing. The ones who ran the initial code may have made it a spaghetti-fest when it came to things like AI but things like nerfing powers is well within the purview of Paragon Studios. Still I've not once seen anyone mention the 'just make it an inherent' suggestion but I'm guessing that would be 'bad for balancing' apparently.
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Its change for changes sake. As mentioned if this is REALLY a bug bear for you...make it inherent...there...I'm not seeing the 'nerf hasten' side talking about this in the slightest. Now everyone has it you can do whatever the hell you like with it, you can ignore it, you can do everything we can do now or your character gets a 'must-have' power for free. Nothing for those of us that like hasten as it is now lose nothing everybody else gains something. So yeah...and the problem with this is nerf hasten side...like I'm not seeing a downside here...Hell I'm also seeing an upside in that if it is inherent it makes the notorious slow and sluggish early part of the game where you need attack powers and secondary powers more than recharge actually a touch more fun since you're not stuck staring at watching 3 powers recharge constantly. Also remember guys that if you do nerf hasten, it's not going to be popular...and it's not like Homecoming is the only server like it was back in the live days...people can and will bugger off to COXg or Rebirth.
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As mentioned the only way I support this is if Hasten becomes an Inherent with NO CHANGES available at level 2 for all characters. There..now everybody gets it. Those that have it already don't see a change, those that don't have it suddenly get Hasten. Job done. End of discussion. Like Munkilord unless this is on the table then I'm not interested my goals do not mesh with people talking about nerfing hasten our goals do not much since I think it's a stupid idea in the first place.
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I will, personally say, that, as suggested by other forumites going with 41s is usually a better option over 31s since you cull a LOT of chafe from the recipe pool meaning you lose less convertors BUT the cost of crafting is more so its sort of swings and roundabouts really. Remember we have what I like to call 'stable sellers' And the LotG set is one of them, everyone wants them and is willing to buy the cheaper ones in the hopes of converting into the recharge one (or just because they want the set bonuses whilst still getting the recharge). While the rest of the set may not reach the heights of the Global recharge, it's usually only 2 million less since they tend to sell for 5 million while the recharge sells for 7 so it's often not worth the 270k per roll (based on convertors costing 90k each and 3 per inset roll) since you can end up blowing like 10 rolls trying to get the recharge and that's 2.7 million down the toilet. Also one lesson I learned is that todays top seller may be tomorrows flooded market. Be sure to keep an eye out on that. Unbreakable guard recently had the market flooded with IOs meaning they massively dropped in value until the cheap excess could be sold off and they've climbed back up. Certain Obliteration IOs have hundred and hundreds sitting on the market while other parts of the set have almost no supply. I remember Preventative Medicine being a good earner a few months back but the market for that good MASSIVELY flooded and still hasn't recovered.
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The thing with Perma Phantom Army is that its a very niche build, it's not that great in your day to day group content since groups can easily kill stuff faster than your phantom army can not to mention they take a while to catch up if you're running ahead...It's a dedicated, non-hami (since he does untyped damage which is the only thing that can kill decoys) AV and Giant Monster killer. It lets controllers do something they're not normally good at, it lets them play 'against type' as it were and become damage dealers or tanks. As I said if it really is that much of a MUST HAVE power like Fitness was, then move it to an inherent. Not only are you saving a power pick for everyone but everyone gets it and can do with it what they like. Not only this but getting it at level 2 also makes those lower levels much less of a slog if you're a solo player because once per mission you can burst down a boss etc.
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I will point out that deleting hasten and just offering a 20% recharge boost actually makes Perma Phantom Army impossible since Phantom Army requires MORE recharge than hasten to be be perma, in fact if you go for perma PA you're going past the point of hasten being perma and having it sit idle since it doesn't stack with itself and this is in a set with an additional +20% recharge in AM with Radiation Emissions. So yeah...no...I like having perma Phantom Army on my AV killer Controller thank you, so take your idea of deleting it and just stop. Like I said, making it an inherent power but left as is, that's fine by me, but removing it and offering a paltry 20% recharge in its place...no thank you...
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Everything else sucks compared to AE farming
DR_Mechano replied to Weylin's topic in General Discussion
News flash, all MMO auctions houses are based around farmers, farmers provide the items, marketeers sell them, people buy them. If there were no farmers, marketeers would have nothing to sell and what little there was that got onto the market would have its prices skyrocket. It just so happens that in this game farmers and marketeers are one and the same since there's a guide on how to make money right on this very forums. -
Also I would LOVE to play Kingdom Death: Monster but sweet jesus christ I am not paying nearly £400 for a boardgame, Dark Souls Board game at £80 was expensive enough.
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I mean no offense but I'm guessing English isn't your first language or you misunderstand my point. No this is a little fun thing I'm going to do for myself. Think of it like a lesser version of those self imposed Iron Man or Nuzlocke or Speed run style challenges. It doesn't affect anybody but me. I'm not suggestion NEW costumes but rather every ten levels I have to take my character (who will be a broadsword/Willpower scrapper) gather a team of like leveled doods and doodettes (aka nobody in the team can be above level 10), go defeat a giant monster and then, with the costume parts we already have, try to build a costume with the idea that its an armour set made from the parts or at least has the theme of the Giant Monster I picked to defeat. This isn't me asking for new content, this isn't me asking for new costumes, this isn't me asking for anything beyond simply announcing I have a fun little idea I'm going to do and wondering if anyone had any ideas for armour sets based on the monster (using the costume parts we already have). This is/will be a self imposed challenge it literally affects NOTHING in the game, I get NOTHING out of doing this. For reference take a look at this self imposed challenge run of Dark Souls. See he doesn't do anything that the base game doesn't already offer, he doesn't get new stuff, he's doing it because its a fun challenge using all the things the game includes already and because he can. As for the rules well anyone want to make any more suggestions. We have a rule that you can slot DOs only after the first GM kill at level 10, SOs only after the second kill GM kill at 20, Common IOs at 30, Uncommons at 40 and Rares at 50?
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Oooh that would make things interest and also represent the idea of different monsters offering better 'gear' with later monsters gear just being flat out better.
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New recipes: multi-function generic IOs
DR_Mechano replied to ninja surprise's topic in Suggestions & Feedback
I actually quite like the idea, basically giving frankenslotting a cheaper alternative. -
As mentioned this isn't so a much an idea "hey what if we do this for the game" and more "hey what if I do a little character challenge this way."
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It's less about the idea of rewards in the game and more deciding to play a certain way. Like XP limiting myself at each milestone point 10, 20 etc. until I've killed a giant monster with a team of the equivalent level and then making a costume change to reflect having 'killed' the monster.
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Literally ANYTHING to stop ranged henchmen from brawling
DR_Mechano replied to Weylin's topic in Suggestions & Feedback
It wouldn't be the medic that got the shotgun, I imagine it'd be the first soldier would be your melee/CQB dude because at low level those tier 1s ain't going to be killing much from range anyway. BUT if its a case that we have to sacrifice one of the tier 1 pets to be dedicated melee if it means things like the Medic not running in to melee range I'd take that trade. -
So we have games like Monster hunter, Dark souls (though in that case its more the boss souls making weapons and kill unlocking the armour set) and recently a boardgame in the form of Kingdom Death: Monsters that plays on the idea of killing a monster to use for parts and then creating gear out of said parts. For example we'll use monster hunter, here is Zingore.: And here is his armour set (not this is from an older game in the series than the above image): Being a fan of these types of games I pondered on an idea for a character and a bit of a challenge. Lets start with any one of the melee weapon or the Archery set. Now I was thinking of pairing this with either scrapper (to represent the traditionally lower HP values in those games, thus the resistances caps are lower) or Sentinel using Willpower as the secondary, the most 'normal' secondary we can get. Now the idea is that at each milestone level range the character has to go off and hunt a giant monster (so 10, 20, 30 etc.) and then use the costume creator to make an 'armour set' based off of that particular monster. Now for some it's actually fairly easy, beating Jurrasik would result in using the Omega parts along with others for the armour but for others like Adamanstor or Lusca it might be a touch more difficult. The other problem is, naturally, high levels coming in help beat monsters (which does happen in the Soulsborne games and Monster Hunter with folks geared out for endgame coming back to help new players easily breeze through bosses) so I'd try to recruit only those of the same level though I do wonder if level 10s could beat a GM in a full party of 8. So if you guys have any suggestions how to tweak the theme and the challenge I'd be all up for it plus any suggestions on 'armour sets' for each monster but I'll be probably working on those myself (I'm not going to turn down help if offered though).