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It could be better. I'd say it's workable, but definitely a set designed before many lessons were learned about the game. I have an empathy defender, and while I still need to finish the incarnate stuff, I've got some notes from my leveling journey: It can be pretty reactive compared to its peers. Sometimes I even end up using Fortitude to keep the HP on teammates in a tight spot. Against enemies with a lot of -defense, Fortitude doesn't help too much. I appreciate that Fortitude and Adrenaline boost serve both offensive and defensive purposes. Because of it's reactive nature, when the team splits, even if it's right around the next/previous corner, somebody won't have my attention. On a strong team, particularly with other support, the pace slows down significantly and I get to use my blast powers and most of my complaints aren't as much of a problem. With Fortitude, and to a lesser extent Adrenalin Boost, there's a noticeable amount of set up time when starting a mission, before switching to "upkeep mode". Absorb Pain is overly punishing for the user, and I ended up dropping it because I already have enough healing most of the time. Regeneration/Recovery Aura aren't very easy to use with a fast-moving team, and I Do Not Like the "gather for buff" nagging, both as the caster and recipient. It's made worse by the fact that these two have very long recharges out of the box, so you don't want to miss with them. Keeping the single target buffs on the team can be pretty busy, I know some people feel like it's too much and... I guess I agree there, but how necessary it is depends on the team composition. The slotting options for Clear Mind and Resurrect are weirdly limited. Everything doesn't need to be 6-slotted, but these don't take IO sets at all. What I'd like to see: Give the set a little more interest. Boost Empathy's single target ranges a bit, like how Psychic Blast has a range bonus with its powers. Allow the single target powers to be used without line of sight to allies. Heal through walls with the power of feelings! Change the recharge time for Regeneration and Recovery Aura based on how many teammates hit. The fewer you hit, the quicker it comes back. Add something like 10-20% defense debuff resistance to Fortitude. Add a small amount of psychic resistance or defense to Clear Mind. Provide a lingering buff with Resurrect. I'd personally like to see +max HP or an absorb shield. Absorb pain needs something. Even just dropping the self -heal/-regen effect would be appreciated. Casting Fortitude (and maybe Adrenalin Boost) on an ally that doesn't already have it reduces the power's cooldown by a small amount.
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"I don't like it" on its own and without any particular reasoning isn't constructive feedback, it's just feedback.
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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.
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A missed opportunity: The Slav Squat
Enamel_32 replied to mechahamham's topic in Suggestions & Feedback
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 -
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.
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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!
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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.
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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.
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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.
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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.
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Yet another attempt at improving Empathy
Enamel_32 replied to Wavicle's topic in Suggestions & Feedback
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? -
I've always wished for a burnout-like effect, since regen has so many long cooldowns.
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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!
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