Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Enamel_32

Members
  • Posts

    70
  • Joined

  • Last visited

Reputation

66 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. "I don't like it" on its own and without any particular reasoning isn't constructive feedback, it's just feedback.
  2. The leveling experience was my primary criticism when testing the regen changes... But once you get the majority of the powers, and start getting a couple enhancements in them, it should feel a lot more stable. At level 23, you're right around the corner from Reactive Regeneration and I think that'll be pretty noticeable in a good way. Edit: and to clarify, I'd recommend Reactive Regeneration for leveling, but for a completed build things are a little more open-ended.
  3. I don't think the game really drives the point home very clearly, but they (or their leaders) have slavic roots. https://homecoming.wiki/w/index.php?search=slavic&title=Special%3ASearch&go=Go
  4. I think I'll miss the original lineup a bit. It'll take some getting used to looking at the tanker version and only seeing 6 of the original power names.
  5. Agreed that resistance is still the way to go. I made a high-defense build to test, and found that many little defense debuffs will chip away at your total, while simultaneously getting Reactive Regeneration up to speed and it smoothly takes over some of that mitigation work. But then there's also some stronger debuffs out there where this won't happen, and that's noticeably more ouchy.
  6. I like both the attention to numbers and mechanics as well as the overall flavor, but have to wonder about how it interacts with... itself: I'm not aware of too many mechanics in the game right now that rely on stacking and consuming debuffs/tokens on enemies. This seems to be done mostly on the player side of the equation. I think the reason for that is when you have multiple Broadsworders in the mix, sever is going to end up benefiting one of those players, and the others don't get the big orange damage number. I think that could be solved in a couple ways, both of which I'm not sure are currently possible in the game: A. only remove 1 stack of laceration when sever is procced, or B. only remove stacks of laceration created by the player. Edit: I didn't mean to resurrect this thread. My apologies!
  7. First off I'd like to say thanks for the clarification regarding Ailment Resistance, Dull Pain and Reconstruction. I fully agree with the motivation behind it. I've never really felt that Reconstruction pulls its own weight. I think a big reason is while it's roughly in line with other standard-size heals in the game, the overall set doesn't provide much in means of reducing damage, compared to the other sets with heals like this. Often I'll see incoming damage, while Reconstruction is activating, take a big bite out of the health I wanted Reconstruction to recover in the first place. Dull Pain / Second Wind get around this through brute force, but the 15% healing increase doesn't quite elevate it to that level.
  8. Mechanically at level 50, the set performs well. Meaningfully better. The changes address a lot of issues people have complained about over the years. But I think the leveling experience hasn't been entirely factored into the changes, and may suffer as a result. Leveling is something I found to be rough even before the changes. I also share @Troo's take on Dull Pain and its shifting usage over time: However, I think that feeling this loss could be attributed to Reconstruction under-performing. That can be addressed in its own straightforward way, or Second Wind could be pulled earlier in the set.
  9. The most common +healing effect might be in nature affinity, and it's the same negative resistance to "heal damage" as mentioned already. The stacks of Bloom effect it grants provides 4% increased healing received and stacks up to 20%. It only affects heals though, not health gained through regeneration.
  10. Totally. Several things that were considered shortcomings of regen were completely reversed for WP. It has layered mitigation, doesn't rely on click powers, and has a scaling regeneration effect instead of just having 2 speeds: IH on, and IH off. Like Troo, mine's somewhere around 90s. I built my regen brute for resistance bonuses so I don't always need to reach for MoG, but it's really nice for alpha strikes, especially in those level 50 TFs that have you facing off against an entire group of Heroes/Archvillains.
  11. I can kind of read between the lines with these suggestions, but what do you folks think Empathy isn't doing well today? I see a lot of talk about the set attracting people who aren't interested in the buff powers, tedious upkeep on the single target buffs, and reactive nature of healing being difficult to pull off when things get especially busy. Oh, and big big recharges on the auras. Anything else?
  12. I've always wished for a burnout-like effect, since regen has so many long cooldowns.
  13. If you want to play from the couch, you might want to look into a wireless mouse and keyboard like you'd use for a home theater PC setup, or one of those newer game streaming consoles. I think some players have even had success using a controller as well, you should be able to find some threads around here on that. Cross-platform support is usually one of the hardest things to do as a game developer for design, technical, monetary, and even legal/regulatory reasons, so thinking outside the (console) box is probably the solution. I'd of course love to be wrong here!
  14. Nice! That reminded me I haven't posted Man Clay, who is also a little bit waxy.
  15. I'm flattered that you went to the trouble of tallying the click power counts, but I was trying to say what you opened with, much more clumsily: it's a preference thing and some prefer to not be so closely involved in damage mitigation. I wouldn't call somebody lazy for not liking that either, but it IS more work. I'll try my best. I'm not thinking as much about level 50 and endgame builds. Maybe this is where our perspectives differ? It's hard to forget how rough leveling pre-40-ish was, and needing to use whatever powers I had unlocked (rune of protection too) with urgency. Sometimes followed by revive. I probably would have shelved the character without being able to reliably join teams. That changed pretty quickly as powers could be fully slotted, and even more with IOs. While not burdensome, it is noteworthy that 4 of the 9 powers are clicks that are defensive in nature. I don't think many people consider them optional, and they don't provide additional utility beyond not dying. It's a different experience with different motivations than using something like fiery embrace, shield charge, or power sink. With a "completed" level 50 brute, I also don't need to constantly click the powers, but I wouldn't attribute that to regeneration itself. Don't get me wrong: I'm a regen enjoyer and do a lot of challenge mode stuff with my brute, where I actually use more of the set than usual. But the gap between a finished level 50 and a "just got my T9" level 30-something character is huge for regen. More than any other build I've, uh, built.
×
×
  • Create New...