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DougReyn

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  1. While I agree that the SO availability has helped low level gameplay a lot, that has way less impact then the amps. The offensive amp adds about 1.5 slots worth of enhancements to any damage power and 0.5 slots to any other recharging one. At a time where you have almost no slots available that counts for quite bit. The defensive amp is even more of a powerhouse: It's a free Weave with 1.5x free Shield Wall unique. And most importantly for many ATs its the only allaround mez protection they can get before Clarion. So this one stays relevant all along the leveling curve. In endgame builds the 5% extra defense gives a lot of wiggle room with set options. The survival amp feels the weakest one, but still 20% extra recovery is almost a free additional stamina. I'll argue that these three combined has much more of an impact than allowing SOs below 25. Are they needed? No. The game can well be played without. But "weakening" early and mid game builds while at the same time keeping them at near the same cost for the highest levels feels odd. Aren't there already enough players skipping all content to only play(steamroll) at the max level? It's becoming harder and harder to find players for missions in the 30s. But as soon as I hit 45 I'll drown in tells when LFM.
  2. That Amplifier Change feels indeed very odd. So as I understand it, they now don't count down while on a suppressing TF, but otherwise still do. So it's not that they are really controllable toggles right? If you spend your time waiting for something to form, like Hamidon or iTrials they still tick down? How much time do you expect them to run longer by not tickining while on disabling content? 10%? 25%? 50%? I usually get 8h of Amps on every new toon. Those last till about LVL35. How much time will I spend during this leveling in content that disables these Amps? 25k%? At least the price increase would suggest that. While at LvL50 the price stays the same. Now on the other hand i would not be sad to see Amps be removed alltogether (or priced extremely expensive, like 50M/h), as they just add even more to the power creep. But i guess that'd get as much resistance as any notion of toning down the invention system 😀 But overall I'd rather keep them at an affordable pricing in the lower levels 1-30 and expensive at the higher ones. Suggestion: Increase the base price to 5k (up from 1k) Keep the scaling as is (final price then 12.5m/h) Turn them into fully controllable toggles. No shenanigans with self-banishing or stuff. Full controll over their usage for a way higher price Limit the max buyable duration to 4h.
  3. I have taken some more time to look at the Hypersonic set. As all of my toons use Fly (yes, all of them!) I have extensive experience with the three flight powers, but not enough with the others to reasonably test the other travel sets. Some Speed numbers first: Fly Speed Base + Hover: 26.36 mph +IO in Swift: 27.61 mph Fly Speed Base + Hover + Evasive: 39.85 mph +IO in Swift: 41.09 mph +1 IO in Evasive: 46.06 mph +1 IO in Hover: 50.34 mph (near cap!) Fly Speed Base + Hover + Fly + Evasive: 78.08 mph +IO in Swift: 79.32 mph +1 IO in Fly: 87.95 (CAPPED!) (Afterburner also capped!) Fly Speed Base + Hover + Fly +IO in Swift +1 IO in Fly: 80.49mh (near cap...) As you can see with the above Fly Speed needs very little enhancements to actual get close to or at the cap. Even just unenhanced Hover+Fly nearly get there. If you take Evasive Maneuvers (and you should) just the IO in Swift is pretty much "enough" ------------------------- Now while one could keep Fly active during combat, the suppresion makes it actually detrimental: Hover+Evasive+Fly(surpressed): 39.58 mph Hover+Evasive: 41.09 mph So if you leave on Fly during combat you're actually slower than if you turn it off. The Hypersonic Set has zero effect on this issue. Also Fly is expensive end wise, but out of combat that should be no issue, so any end reduction here is wasted. So overall the Hypersonic Set does not provide any usefull enhancement to the Fly power above the first Fly Speed IO. So it needs to convince on set bonuses alone. ------------------------- Lets look at Hover: Lets compare 4.slotting Hover with Hypersonic, vs. 4 Slotting it with LOTG: Hypersonic: +9.26 Fly Speed 0.07 end reduction 1.13% max health 1.25% ranged def 0.65% en def 0.65% neg def 7.5% mez resist LOTG: 1.22% def ALL 0.06 end red 7.5% global recharge +10% regen +1.13% max health +9% accuracy Cleary the LOTG is better in most regards. You can get a bigger fly speed increase by just taking evasive maneuvers than using 4 slots hypersonic. Using 4 slots Hypersonic in Hover without Evasive Maneuvers is the most end efficient solution though. Ans Hypersonic will most likely be cheap like most travel sets, LOTG is expensive. ----------------- Lets look at Evasive Maneuvers: Using Hover (with 2pc LOTG) + Evasive Maneuvers (4pc Hypersonic): +10.76 Fly speed 0.09 end reduction and the set bonuses This kinda works bringing your hover speed very near the cap, while making evasive cheaper to run. But it is still 4 slots that could be used for other/larger gains somewhere else. (This is considering you'll use the 1st slot of evasive for the lotg 7.5) Like bringing another ranged attack to 5 slots to slot a decimation or the likes. ------------------- Conclusion: I feel the set is just not good as it is now. Main Problem is, that it can only really convice with it's set bonuses as the actual enhancement values are limited by the speed cap in flight. And the current set bonuses are rather weak. Ideas: - You could change the speed/end IO to a 7.5% global recharge/end redux IO, that does NOT stack with LOTG. That would be an actual alternative (still weaker in Hover since it does not boost defense, but actually better in Evasive Maneuvers) It would also open up build options for those sets that lack powers to slot LOTGs in. - You could make the set bonuses attractive. As i wrote a few pages ago: make the 4pc bonus strong to offset the cost of so many useless slots. Like 5%/10% RES(ALL), or 8.75% Global recharge. - Increase the defensive bonus to 2.5% DEF(all)
  4. I just ran this solo at easy on -1x1 with my Ice/Cold Corr. It did take me some time, but can't say exactly how long, as I had to walk the dog in between missions. But I'd say about 3 hours probably. Only one fight was particularly hard (Rodney,Zoe) as everyone kept teleporting in all directions. I like the story very much and also the level designs. Especially the ripple areas and the last mission. Really great ideas. But I find it far too long while at the same time it is a prime candidate for zoomzoom playstyle in many missions. Many current "endgame" TF suffer from this issue. E.g I have tried on many occasion to run a non-speed Apex/Tin Mage, but that is impossible in a Pug. Same goes for Liberty/Recluse. The whole gameplay of those TFs condenses down to flying->nuke at strategic point-> exit mission -> repeat. With some 20s AV fights put in between. On the longer TFs like Citadel and Numina it is pretty similar. As they are already taking so long people rarely have the patience to actually kill stuff on the way to the goal. And i feel the ASF runs into the same issues on some missions. Once the brand-new feel has worn off, people will zoom through as fast as possible. And I strongly feel that would be a waste of these great zones. Sidenote: It may play out completely different on the new higher difficulties, as I can see people doing them for the challenge, not for fast rewards. My favourite example of a balance TF would be Yin. It does not take long (even could be 1 mission longer), gives you enough stuff that you need to kill without resorting to overly many defeat-all missions (looking at you Synapse!) In my opionion the ASF would be better when split into 2 (maybe 3?) shorter SFs, each though with less zoomable parts.
  5. Thank you, this is an awesome response. I can't believe i missed comparing it on melee st attacks, especially since i tested this on my ice/ice dom. To my defense though i have to say both melee ST attacks on my ice dom are slotted for procs. I agree that it is a very good way to get recharge on ST attacks though. And I did not consider it for hot feet. Looks like i need to do a second round of testing later 😄
  6. Found some time to do some build testing witht the new Ice Mistral Slow set. (Disclaimer: I look at this from a build maxing pov) I love the cold damage proc. It can replace the impeded swiftness smashing damage proc in all my builds immediatly. On some builds i could even use it in addtion adding even more proc damage As for the set bonuses and enhance values it's a bit so-so On ranged ST attacks (like Ice Blast) it competes with Decimation for the main recharge set bonus: Decimation has moderetly higher recharge (62%), Ice mistral a bit more damage. On Set bonusses i feel Ice Mistral is better. The extra accuracy is always handy, and having a useful 6pc bonus is a nice option On Ranged AoE attacks (like Ice Storm) it competes with Positron's Blast: Ice Mistral has better recharge (Positron only has measly 26%) and the extra slow really helps here. Positron has the better set bonuses: 2.5% recovery and 2% extra accuracy (7vs9) Procs are bad in rain powers, so the 6pc bonus is probably not that important On Melee AoE (like Ice Sword Circle) it competes with Obliteration: Obliteration has way better recharge (89 vs 45), but also a lot less end reduction (18.5 vs ~60) Obliteration has less global recharge (5% s 6.25), but more accuracy (9vs7) Obliterations 6pc bonus is usually more desirable (3.75 melee defense), making it one the few sets that offer both defense and recharge "Other" Powers: In general slow powers (like Chilling Embrace) I see it competing with Tempered Readiness: Ice mistral has more global recharge, but Tempered has also ranged defense Did I miss any powers that could make use of it? Overall I think this set has it's uses, the cold proc is great, but it is not a must have set. I think that is well designed. Travel Power Sets: I have not tested the travel power sets, but the set bonuses are not appealing to me, and I would not 4-slot travel powers for them. I can see myself using the flight/flight prot IO in hover, as i usually have one flight speed enhancement in there lately. Or in Evasive Maneuvers if I can spare the slot. I think in order to make slotting 4 pieces of these you really need to buff the 4pc set bonus quite a lot. Maybe something like 5% Res(ALL)?
  7. I have taken my DA/DB Tank of the shelves to test this change, and as suspected it is superb. Missing with the combo finisher still miffs the combo due to the 6s time window, but i think that is ok. It really makes it play a lot better now, and i think with this change I'll unshelf my DB toon on live too. Great work there!
  8. I tested the new teleport tool on a scrapper that previously went CJ/SJ. Merging Recall Friend/teleport foe is a nice QoL, but overall no big deal. Combat Teleport is ... fun. I really like how many movement options it opens up. Teleport is still cumbersome, slow and not fun. Moving around zones quickly made me want to get back to jumping/flying. For me it's still not a viable travel power. Fold Space is awesome. I can see wanting this on all my melees and especially tanks. But overall i see myself not using them very much due to the following reasons: Almost all of my builds do not have a power pool choice free. Between fighting, hasten, maneuvers and CJ/Hover and travel power there is no room left. I still need Combat jumping or hover for the defense they provide. If combat teleport gave a similar passive def boost that would not be an issue Alternative solution: Make Combat teleport give a passive def boost that stacks with CJ or Hover, then i could drop either weave or maneuvers.
  9. I copied my Rad/Atomic Blaster over and did some testing on these changes. Positron Cell: In my build slotted it for proc damage as i do on most holds. Live: Does nice damage with procs, reliably holds bosses if stacked with itself. Beta: Still does nice damage with procs. Does not hold bosses anymore on it's own. It probably could for very short times if slotted for hold duration. Still stacks nicely with Rad's nukebased hold. The skill is still nice, mostly due to reasonable proc slotting options. Radioactive Cloud Live: This skill is the perfect pbaoe hold. Trumps anything that controllers or doms can field. Long hold, short recharge, useful mag. Way to strong for a blaster. In my opinion the aoe holds in control sets should be modelled after this skill for the control sets. (Controller aoe holds are pretty weak currently) Beta: The higher recharge is ok. Still lower than the controller ones. I was worried at first, but the skill is still a nice addition to the set. Still holds minions and LTs fine enough and stacks well with rads nuke. Overall the set still works, everything just got a little more dangerous, but not too much. So I´d say works as intended
  10. Thank you for this. I´ve run some of the listed stories during the leveling of different toons, but there lots that I´ve never heard of before. Time to build a new solo toon to run them 😄
  11. I never felt arctic air was something i´d really need. But this power is something that sparks very different opinions. 🙂 Your build has great defenses with a lot higher resists. At the expense of a lot of damage. I guess it all depends on what the build focussed on and what playstyle you prefer
  12. assault sets usually have both ranged and melee attacks and for a reasonable build you'll take both. Some lean more towards melee (like earth assault) some more towards ranged (like fire assault) Same thing with the control powersets. Some are well suited to a ranged style, others want you to be in the middle of fighting. Pick one of the popular combinations for your first try. That'll usually work. earth/earth, fire/fire, etc.
  13. For me it's the Atlas music. Take me right back to 2004 everytime. I'd probably recognize a lot of the tracks if they'd be played somewhere, but usually couldn't say which zone/area they are associated with. Which is odd, since i usually value good soundtrack way above good graphics.
  14. Oh i did. BiB, Circle and Block of Ice are procced to max. If i could spare the recharge i'd do slash also.
  15. I´ve started playing dominators and controllers only recently, like march this year. So far Ice/Ice/Ice is my absolute favourite and by now my most played toon ever. Ice Assault is just insane. Fast animation, very high damage (ST damage is higher than my blaster's), both ranged and melee. Ice Control is ok. Great visuals though I got plant/dark to 50, but aside from the awesome PbAoE, Dark Assault feels slow and lacking to me. Got eearth/earth to 35 yesterday and realized that I´m not a fan of almost only melee damage. Elec/elec sits at 20. no real feal about her yet. Currently looking for something to pair with energy assault.
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