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Bartacus

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Posts posted by Bartacus

  1. 14 hours ago, Excraft said:

     

    Read the thread.  There's quite a lot of feedback here from players who keep lower level characters for all sorts of RP reasons. 

    keeping them for RP reasons but not playing them enough for them not to get flagged?? 

     

     

    14 hours ago, Excraft said:

    Again, how do you know they're sitting on a character for a year and not playing it?  You're making quite a lot of assumptions.  And if you aren't interested in grabbing a name that might get freed up, what does it matter to you?

    Because if they're playing it then they'd have had nothing to worry about with the previous time limit. Re-read what I said. The principle that someone can level a character to 6 to keep a name for an entire year (that's what this change means) is ridiculous. There may not be a single name that I'm praying will open up, but I am still generally interested in more names being available for myself and others. if it were me, i'd prefer this extend to inactive level 50s as well (for a much larger time frame than 1 year). 

    regardless, something is better than nothing i suppose. It's just irritating that in the name of RP someone can squat on a name for a year on a lvl 6 character with no worries. 

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  2. 1 hour ago, Excraft said:

     

    How do you know for certain they are squatting on them and not playing them?  You've no way of know what the majority of the people are doing here.  

    if this is true, why would anyone be upset by the original rules?

     

     

    1 hour ago, Excraft said:

    Seems to me some people are seeing big numbers like 2,000,000 and 700,000 and are getting their hopes up that the name they wanted is going to get released once this goes live.  I'd be prepared to be disappointed.

    I don't have a single name that I'm hoping to nab once this goes live. It's purely the principle that someone can sit on a level 6 for an entire year and not use it in order to ensure that they have a name. Use it or lose it.

  3. If I'm honest I'm irritated that the latest change went through. 60 days for a pre-level 20 character does not seem ridiculous to me. I know the primary focus of these changes is to target inactive accounts (not characters) but personally I would love if inactive characters were also targeted. Irritating to me that there people who have dozens of characters they'll never play squatting on a name. 

    whatever. the loudest people aren't always the majority... and it seems the loudest people won the day here.

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  4. I ended up fixing it by installing an older version of mids. Whatever installer is being used now installs a version for me that won't work with the power/slot button.

    No errors are happening. Button just doesn't do anything.

  5. Fold Space is a really cool power but also there doesn't seem to be any consistency as to where the mobs are pulled to. Sometimes they're in front of me. Sometimes they're behind me. Sometimes they're in what appears to be a single file line. Sometimes they're in a clump around me. I have fold space on my /devices and it seems super fun to pull them into my mines like that except... it seems completely random as to where they go?

     

    Idk. would be cool if they just all spawned as close to my location as possible or something (if we are intent on keeping it a PBAoE to not step on the toes of Wormhole).

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  6. Thanks for posting that. It's helpful - Although I don't know if it totally answers my question/thought.

     

    I think especially with a -regen debuff (for example) consistency is very important for the targets that debuff is useful on. Having a solid regen debuff up only half the time makes it considerably less solid even if the number looks high at first glance. Also doesn't really tell me the effect of Acid arrow on -regen debuffs (or other debuffs) as a whole. Still a cool bit of data nonetheless.

  7. 7 minutes ago, Luminara said:

    It isn't.  Benumb is the one I can think of off the top of my head, and I think there are a few others.

    Benumb does not do this. Benumb reduces Special and does not reduce resistance to debuffs (tohit debuffs, end debuffs, regen debuffs etc.) As far as I'm aware, no other power does this. But, I would definitely be interested in seeing what Bopper said as to how this works out in my favor. It seems kind of useless and I'm thinking about dropping it now. 

    11 minutes ago, Luminara said:

    All resistances work this way.  Resistance of any kind resists debuffing that kind of resistance.  This was first noted in Resistances to various forms of damage.  Your Smashing Resistance has always resisted debuffs to Smashing Resistance.  It's either a quirk of the way resistances were designed, or a specific mechanic implemented before the game went live.  Resistance resisting resistance debuffs was what inspired Defense Debuff Resistance (DDR), because Defense had no comparable mechanism at the time and needed a way to be made closer to Resistance for parity between types of mitigation.

    I actually really didn't know this and it makes a little more sense now. I still think the power seems underpowered, but as said above I'm interested in the analysis because maybe there's something I'm not seeing. 

     

    3 minutes ago, Luminara said:

    Literally it says 'if electronic.' Idk how many ways to say this... that's only for robots. Unless all the tooltips in the game are wrong... and they certainly could be.

    9 minutes ago, Luminara said:

    Here's the rub: defenders (and corruptors) aren't controllers, and what you're recommending is essentially restoring the power to being one of the best controls in the entire game, simply by virtue of being on a shorter recharge than standard AoE Holds.  And if the Hold is removed or the duration shortened even more than it was, then it essentially becomes just a -Regen/Special... which, frankly, would be absolute shit as a T9 power.  I expect more from my T9 than a delayed access version of Lingering Radiation or weaksauce, whittled down Benumb.  EMP Arrow, as it is now, is useful in a very wide variety of situations and for everyone who has access to it, thanks to that status protection, and that makes it a good power.

    Yeah, I agree I don't want it to just be a T9 lingering radiation... I'm just throwing out ideas. I do not believe the hold is substantial given that it's mag 1. It certainly doesn't make my corruptor feel like a controller when I use it on mobs. And, the more you guys talk about it the more it makes sense to me the way it is. It just doesn't happen to fit the way I'm desiring to play my character which is okay I guess. I liked the idea of having it at a range and I also like the idea of being able to massively debuff AVs/GMs. As a result of this, if I want to solo an AV, I'll have to choose between the very short -regen and having some of that resistance and that kinda stinks but I guess it's whatever. 

     

     

  8. 8 minutes ago, Apparition said:

    Trick Arrow is now the best support set in the game, possibly tied with Cold Domination.  It does not need a buff at all.  EMP Arrow is great as is and is one of the best powers in the game.  The mez protection and resistance buff has a 25 foot radius, which is definitely greater than melee range.  I keep it up permanently in the bowl of Rikti mothership raids, where it impacts myself and everyone else in the bowl.

    Yikes. I'll have to hard disagree with that one. Trick arrow is much much better than it was before - but it's certainly not the 'best support set in the game.' And more importantly, EMP is FAR... FAAAAAAAAR from one of the best powers in the game. I don't know what to say to you other than that. 25 ft is not enough to be 'more than melee range' in a given mob. you'd have to actively move yourself into melee range/danger on a ranged character to receive this buff. Of that I am certain.

     

  9. 1 minute ago, arcane said:

    I’m pretty sure that actually IS how it works. Defense has DDR but there is no Resistance equivalent because resistance also provides resistance to resistance debuffs (say that five times fast).

     

    EMP Arrow is great. The resistance may be situational, but you can’t discount the AoE hold. For that reason, it can never be perma. Focus on using it to safely set up all your other debuffs (or for -regen if against an AV specifically). The resistance buff is just icing on top of all of that.

    So, to be clear... If a target has 70% Smashing resistance and I use a -30% resistance debuff... they are NOT at 40% resistance? I actually haven't checked that but that feels silly.

    And, I disagree about EMP. I can definitely discount the 1 mag hold. it's fairly useless against anything but robots where it's not a 1 mag hold. 

  10. I've been playing a fire/TA corruptor lately and I enjoy him a lot for the most part.

     

    But, I'm a little confused by Acid Arrow. It's supposed to be the only power in the game (to my knowledge) that reduces debuff resistance. That is, if someone resists a kind of debuff, it reduces that resistance so the debuff will hit them harder. If they have, say, 75% Regeneration debuff resistance, then -Regen debuffs will be less effective against that target. However, what doesn't make sense to me is that for some reason debuff resistance isn't reduce by a flat amount. The ability says that it will reduce debuff resistance by 30%, but that amount is itself resisted. That doesn't even make sense... no other kind of resistance works this way. If I have Smashing resistance, I do not also (implicitly as a result of that smashing resistance) have smashing resistance debuff resistance. (I think I said that right). 

     

    All this means is that what was supposed to be a very special power in Trick Arrow is actually not that useful. When I use it on a GM with 75% Regen debuff resistance... it puts them somewhere in the 60s which is not very significant... and certainly not enough to help TA compete with other good debuff sets. 

    Also, this is less important to me but EMP arrow could use a buff of some kind still. They added a damage resistance buff/mez protect buff which sounds nice, except it's on a set that has exclusively ranged abilities. "But oh!", you say, "This gives TA an option of buffing teammates. Other support sets do this!" Yeah, except because it affects both teammates and enemies, the only people that are likely to receive this buff are melee characters... which already have their own defense and mez protection. If I'm shooting this at enemies to hold them or debuff them (honestly usually not worth it except vs AVs), then the only people that will ever be in range of this buff is melee characters who will not need it anyway. 

     

    My (potentially unpopular) two cents is that they drop the mez protect/resistance buff and make it possible to have this ability up for permanent -regen debuff. That is, reduce the recharge of it. 

     

    Thoughts?
     

  11. On 3/5/2021 at 7:03 AM, oedipus_tex said:

    For me, Martial is a so-so set that has Caltrops sitting where an otherwise especially good power could be. Then, it has Explosive Shuriken, was is a big letdown as both a ranged attack and as an AoE, straddling the ground of both but not exceling at either.

     

    Caltrops isn't strictly bad, but it's a slow damage over time power that conflicts with Sleep abilities on an archetype that specializes in Controls. The set also doesn't offer any real mitigation.

     

    IMO Martial combines best with Plant (because the Control package is so strong) or Dark (because the -ToHit mitigates enemies you can't control). But, both Plant and Dark have better options available, so for me Martial mainly gets picked for the cool animations and not because it's that great.

     

    Worst Martial combo for me is Electric. Caltrops eliminates Static Field from the picture. You can skip Caltrops but that's just admitting Martial's unique powers aren't that useful.

    I agree that numbers-wise Martial is so-so. It's not the best, not the worst. I would say also that Caltrops is doo doo, but it's not the only unique power in the set. Explosive Shuriken is unique (even if, like others said, it doesn't excel as a ST or as an AoE). Trick Shot is unique, offering some short CD AoE from a range. And, Envenomed Blades is unique. It offers Toxic damage on all of your attacks and probably more importantly is pretty easy to permanently have up if you're going Perma-Dom already. Having permanent +toxic and +tohit is pretty nice.

    On my fire/martial I've gone against what other people are saying in this thread and I'm not in melee at all. I don't have hot feet, and I hover blast with Ranged Def. I love it, and because I hover my imps are able to get in there easily. I find that Martial doesn't have to be in melee range to do well like everyone's saying. Besides, i feel like just about every assault secondary has melee attacks and you could say they need to be in melee, or you could just skip them if you don't want to be. I don't think Martial's melee attacks are particularly unique anyway. 

     

    Plus, the animations on the snipe and explosive shuriken are really neat 😉 

    P.S. don't ream me for not using hot feet. i know it's good but it's an end hog and building for ranged def instead lets me solo GMs lol

  12. 11 hours ago, Force Redux said:

    A safe start would be allowing shield buffs to affect the caster also, not every buff. No one is making that argument I think. 

    that's not a safe start. FF defenders not only can quite easily softcap defense to all positions with their buffs and minimal investment, but their buffs are permanent without any investment at all. 4 minute durations and a few seconds CD is not the same as Farsight which requires a decent investment to be perma and can't softcap by itself. And, tbh, I think Farsight is broken to begin with and should be nerfed to not be affected by Power boost in my opinion so it's not the best comparison.

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