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Glacier Peak

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Posts posted by Glacier Peak

  1. 2 hours ago, Booper said:

    The next build might have these changes made to the Travel IO's set bonuses: T2 Resist | T4 Sustain | T5 Move/Sustain

    • Hypersonic: 2.25% E/N Resist | 1.875% HP | 9% Movement Speed
    • Launch: 2.25% S/L Resist | 10% Regen | 2.7% Max End
    • Thrust: 2.25% F/C Resist | 2.5% Recovery | 10% Slow Resist
    • Warp: 2.25% T/P Resist | 3% End Discount | 7.5% Range

    It is not guaranteed to go Live in this form, but I wanted to see how it looks in game given the previous feedback requesting more bonuses that included unique sustains and movement themes.

     

    Endurance Discount is very rare, with only 4 such bonuses in the game and most of those coming in a 5th slot bonus. The only other 3% end discount is in the Annihilation set.

    The 2.7% Max Endurance will be the first of its kind. The only set bonuses that offer more are ATOs.

    The 9% Movement Speed will be the 2nd of its kind, shared with Winter's Gift. I put this into Hypersonic as flyers are not always flying, in which case the extra movement speed to run/jump can be appreciated.

    The 7.5% Range is the only set bonus in PvE that is not attached to an ATO.

    The 10% Slow Resistance will join Synapse's Shock as the only non-PvP and non-Winter set to have this effect.


    There may be other considerations as well. I am thinking of doing T2 Sustain | T2 Resist | T6 Move/Sustain

    • Hypersonic: 1.125% HP | 2.25% E/N Resist | 10.5% Movement Speed
    • Launch: 6% Regen | 2.25% S/L Resist | 3.15% Max End
    • Thrust: 1.5% Recovery | 2.25% F/C Resist | 12.5% Slow Resist
    • Warp: 1.75% End Discount | 2.25% T/P Resist | 8.75% Range

    This approach will truly make for 4-slotting a goal for unique bonuses while leaving the 2-slot and 3-slot bonuses fairly uninspiring.

    Both IO set bonus suggestions are clearly appealing to the feedback that some posters have provided in this thread. While I don't think that more set benefit boosting is needed based on my previous testing, I would be happy to test these changes should they make it in to the next build.

     

  2. 12 hours ago, ivanhedgehog said:

    waste of a t9.

    Granite is not a waste of a T9. Your feedback is clearly just your opinion and not based on play testing.

     

    The transfer of resists and defs to Stone Skin from Granite literally makes no difference to Tankers because it's an auto pick, and it is an easy decision for Brutes and now Scrappers to take over Rock Armor. The ability to toggle a power indefinitely that prevents a player from dying except in extreme circumstances absolutely needs downsides to balance out its usage. The fact that there are IOs and set bonuses in this game means a player can definitely slot Granite Armor however they prefer. Whether as a set mule that can slot resist and def IOs or as a power that can literally survive 99% of content in this game without dying.

  3. Just now, golstat2003 said:

    I would . . . just not make them pausable. Why is that even needed for these?

    Because they were being tested on the second build of Page 3, Issue 27 on the beta shard. Remember, these temporary powers are subject to change as they were introduced, that is why testing and feedback is important. So this may occur by rolling back the changes in the next build based on the feedback from the community.

    • Thumbs Up 1
  4. 5 minutes ago, golstat2003 said:

    For me not more attractive at all. If I was going to use them it would be on low level characters. Not level 50s that are fully kitted out.

     

    This change is kinda weird. A 50 who can easily make inf can just transfer the inf to their toon. 2.5 mil is nothing.

     

    If the point was to make it more expensive to use them, 2.5 mil ain't it. That's really not an inf sink when I can make 70-80 mill off the market in one setting.

     

    For a NEW new player they would never even know about these . . .

     

    Yeah not getting what this change is targetting.

    It was the balancing of risk versus reward that was being targeted. That being said, I am confident the HC team has observed the feedback from the folks who tested or at least opined this change. 

    • Thumbs Up 1
  5. The more I've thought about this, the more potential I see for player build flexibility - which I think in the long run is exactly what the HC Team has been doing. There are plenty of sources in the game that require a balanced level of difficulty for the reward of these special IOs. Your suggestion about a global proc boost for untyped has a cap, which is needed to prevent game breaking outcomes. And the suggestion takes advantage of a somewhat niche reward in the game and brings it in line with balancing the benefits of IO set bonuses and procs.

     

    Overall, I'd love to test out this idea.

    • Like 1
  6. Infridgate at Level 1 (easily the best Level 1 power for both its proccability, debuff, and recharge) and Benumb at Level 18 or 28 depending on AT (for its amazing usage against EBs, AVs, and GMs, 30 seconds of -500% regen or -865% regen if enemy is a player, -62.5% dmg for 30 seconds, and -75% special (heal, debuffs, etc.) for 30 seconds).

    • Thumbs Up 1
  7. 7 hours ago, DarknessEternal said:

    The point is that Tesla Cage is not the electric hold Blasters are taking.

    That is not a point at all. How do you even know this? Did you ask every Blaster player this question?

     

    You could just say it's a power you're not taking for whatever reason, but instead you're claiming a consensus among Blasters that they are not choosing this power. Where is the evidence to support this? Explain why it's a power you're not taking.

    • Like 1
    • Thumbs Up 1
  8. 8 minutes ago, DarknessEternal said:

    The real problem is that Tesla Cage is the worst single target electricity hold available to Blasters.

    What are you comparing this to? A T9 from a Blaster Secondary? That's not a good faith comparison. How about if you look at other Blaster primary powersets, maybe even around the same Level. There's Abyssal Gaze that's also available at Level 18 from Dark Blast, but Telsa Cage recharges twice as fast, costs less endurance, and does the same Mag 3 hold for the same duration. Tesla Cage is even comparable to Ice Blast's Bitter Freeze Ray, but that power is only available at Level 26. 

    • Like 1
    • Thumbs Up 3
  9. 2 minutes ago, UltraAlt said:

     

    So I ran into this. They have only allotted us so much space to upload images.

    Click on your name and on "my attachments".

    You can see what you have attached and how close you are to your limit.

     

    To avoid reaching this limit, you need to post urls instead of uploading an image from your computer.

    If you have a google account, you can save photo files, get the url link, and then post the link the forums via the "other media" button or simply copy-and-paste the URL into the body of the text like I did below

     

    pExaUmeRigJmafWAb8H4SR.jpg

     

    This links to the url versus saving the image to the forums. I'm sure the community has to pay to store any images saved on the forum side.

     

    Honestly, wish I would have known this before I started uploading images from my computer versus linking to a website.

     

    I found the image above on the net. Right clicked on it. Opened the image in new tab. and then use that url to post the image.

     

    Oh dang that's right! This is actually the second time this has happened to me 😆 

  10. The only time I've ever used P2W amplifiers I was running through the Villain Patron Arcs through Ouroboros. I wanted to get through the repetitive arcs as quickly as possible, so I set the difficulty to -1x1, no bosses, no AVs and bought amplifiers, created base temps, snagged a bunch of Ultimates and T4 inspirations, and finally got around to using the dozens of temps that I've collected on my main over the past two years that have otherwise sat in my trays unused.

     

    I'm happy to use whatever capabilities that exist in the game to play the game how I would like. Cost is irrelevant in this game given enough time. It's not a learning curve, it's a controlled market. If anyone disagrees with that, I'd like to know if they thought the legacy market was balanced. That's my anecdotal experience with amplifiers.

  11. 5 minutes ago, Krimson said:

    The existence of affordable amplifiers makes it way more likely to Level socially with other people, rather than pulling out a farmer and getting the deed done in two hours. 

    I don't have any evidence to suggest otherwise, but I am still curious how you came to this conclusion. I am all for improving the community and providing a welcoming place for newer players. I don't think Amplifiers are the best way to introduce new players to how the game is, unfortunately, unbalanced in many ways (at least ways that can be taken advantage of or used to achieve a reward with less risk than was intended when it was designed).

  12. 1 minute ago, GraspingVileTerror said:

    If the overall pricing is too low, then why set it to the value of level 50, but for all levels?

    That puts it completely out of reach of players who aren't already at 50 or using alternative Inf-streams.

    These boosts were originally implemented for the purpose of making more money in this game. They were made as accessible as possible so that they could generate revenue. At the time and to this day they continue to be very powerful boosts which provide a great deal of benefit to the player who chooses to purchase them (with influence this time). The commodity hasn't changed, the perception of its value has. If you believe the value correction is not satisfactory, what would you say you'd be willing to pay for them? How would you recommend that the HC Team balance the use of these amplifiers, considering their power?

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