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Everything posted by biostem
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To be as concise as possible, I think the issue you're running into is that the game basically calculates whether you've hit or not the moment you activate the power, so even if you've missed, you still have to go through the animation for the power. On top of that, if you're performing an assassin strike from a hidden state, there's a period of time where you can interrupt the power, so even just tapping a movement key can kind of cancel the power. Lastly, it is possible you're fighting an enemy with a high perception that sees through your stealth, or you're missing, which could break your hidden status.
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I was messing around and this design just kind of struck me. I call him "Crooked V" (see if you can figure out why 😝) Also, if you look at his face and relax your eyes a little, you'll see a little monster screaming to be let out...
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Cocaine bear vs cocaine hippo... bring it on! Our most dangerous threat are the crack squirrels, though...
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QOL add new travel options from the S.T.A.R.T vendor
biostem replied to Warspite's topic in Suggestions & Feedback
The point is that the P2W/START powers aren't supposed to fully replace actual travel powers you have to invest a power pick in. On top of all that, and as others have stated, the Void Skiff and Hoverboard powers aren't compatible with existing animations. -
Hitting Enter should accept Terms of Service
biostem replied to adran06's topic in Suggestions & Feedback
Except I don't think the game keeps track of any prior acknowledgements. By having it the way it is now, you *have to* very deliberately agree each time. Irrelevant. YOU are responsible for things you agree to, and as the saying goes "ignorance of the law is no excuse"... -
Hitting Enter should accept Terms of Service
biostem replied to adran06's topic in Suggestions & Feedback
From a QoL standpoint, I agree, but take a step back and consider that, perhaps, they want you to have to consciously and intentionally agree to the ToS, instead of just mashing keys to get passed it... -
The defense buff from parry is nothing to sneeze at. The "need" varies wildly, though, from set to set, and is, IMHO, more of a "like to have" than an absolute necessity...
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No doubt, but look at what's being presented - all things being equal, run a regen and various other armor sets through the same content, and compare how they perform. +0/x1 may perform similarly, so then slowly start ramping things up. I'm not saying every set needs to be able to run +4/x8 in complete isolation, but there definitely is a performance gap between regen and other armor sets...
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It's not about "want" - It's about baseline effectiveness. I can't think of another armor set that *needs* to rely on a T9 or external powers to, for instance, survive alpha strikes...
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That maybe the case if you want to cap def/res, but practically every other armor set can stand on its own, without needing to dip into pools/incarnates/IO set bonuses just to make them functional...
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Here's the problem - you're basically admitting that the way to "mitigate" things while playing regen is to go outside of the powerset...
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IIRC, Assault has some taunt resistance. My comments were also kind of proposing those that are missing from regen be added, as well. I wonder if a mechanic could be added that kind of counters DoTs with an equal amount of healing in response to them, if the ability to outright end them sooner is not possible...
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Is there a specific counter to/for regen or healing debuffs, besides just possessing higher values of those two? What about some taunt or perception debuff resistance/protection? Maybe a mechanic that ends DoTs sooner?
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That's actually an interesting point; Maybe really play that up and give the set very high debuff resistances across the board...
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I can't imagine, even ignoring set bonuses or IOs in general, how regen comes out on top. The only edge case I can think of is in very low levels, where regen can rely on quick recovery and reconstruction, to simply and reliably keep your blue & green bars topped-up, since defense or resist sets aren't yet able to benefit from heavy slotting...
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No doubt. I think part of the problem is that absorb has been kind of strewn about all different powersets. Perhaps a simpler solution would be to have almost all regen powers grant extra hp, (temporary or as long as the toggle is active), in addition to having certain click powers trigger automatically at like half or quarter-health...
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I'm not necessarily against your idea(s), but I think one way to significantly improve regen's performance isn't to change the powers themselves, but to add a bit of a "reaction time" variable to enemies, so that they can't all hit you with their attacks simultaneously - adding an extra quarter-second or such before each enemy attack(s) would do wonders for surviving alpha strikes. Another option might be to have some of regen's click powers auto-trigger at certain points - like at 50% health, etc...
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This is why melee ATs need an AR, pistol, and beam rifle APP! Great design to boot!