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Glacier Peak

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Everything posted by Glacier Peak

  1. I've got two builds on my Widow. If I had another fortune to spend, I would have three builds. Each build has a uniquely tailored purpose that it is exceeding good at. The closest thing to a shortcoming or weakness is on my Night Widow, dealing with runners. I have to take an EPP immob to deal with AVs running when I solo them.
  2. Am I mistaken, or couldn't a player also add the power image of Freezing Rain and Tornado to the Macro also? So yeah, it is pretty easy to do. By using the below macro, I made the Sleet power icon with the command as executing the power on the target. /macro_image "ColdDomination_Sleet" "On Target" "powexec_location target Sleet" Only problem is the macro is static, so when the power is on cooldown, the macro still shows the image as if it were up and ready. At least it don't have to keep dropping the location of Sleet or Blizzard!
  3. Welcome, hope you see you in game!

  4. Thanks! I was looking through the above post and it looks like Banished Pantheon are the only ones doing Cold Damage. I figured that was intentional, since there's not a lot of high level mobs that do Cold Damage.
  5. Is there a standard formula for the lore pets to follow?
  6. Just a heads up if you aren't aware... Code of Conduct: Do not cheat or abuse exploits If you find an exploit please report it to a member of staff immediately This includes the use of scripts and programs to automate gameplay This includes trying to deceive or otherwise cheat other players for your own gain https://forums.homecomingservers.com/code-of-conduct/
  7. Someone else saw the announcement in their news feed...
  8. This was a better article than I've seen anywhere else since the announcement. Thanks for linking it. They quoted Homecoming reps and NC spokesperson, articulated the background and context for why it's a big deal, and there was only all the ads on the internet to scroll past lol
  9. @Laucianna I appreciate this discussion and I appreciate you making a suggestion about how to improve an Archetype we all enjoy. I am not against your suggestion - I am only asking that whatever design changes occur are based on empirical data and not an opinion. I think it's great everyone has an opinion, nothing wrong with that. Saying it is fine and providing the design metrics for the Archetype is how I shared my belief that Kheldian's are in a good place. I could also use damage per second or -defense debuffs or endurance costs or activation times - all these things are finite data points that don't rely on opinions. When we use these in our discussions when advocating for changing an Archetype, it removes the individual subjectivity. Again, I am not against your suggestion. I just want to ground my discussion in data points instead of subjective opinion. Totally agree with your last point.
  10. They are good at being able to do everything well, but not the best. They can be built to play close to the best at one thing, but not be equal to or better than. They are the game's equivalent of a multi-tool. That's a super useful Archetype to have and why I enjoy playing it.
  11. They fufill their roles perfectly and meet my every expectation for the Archetype. I can play them as really good at everything and enjoy the content of the game without feeling like I'm missing anything. At least @Laucianna listed DPS from two other Archetypes to provide context. Every other poster literally replied that I have no idea what I'm talking about. That's incredibly disappointing and inappropriate. Attack my argument, but don't attack me. List actual data so we can have a actual discussion instead of this turning to name calling.
  12. @Laucianna Endgame content alone is not a fair metric to justify changing how an entire Archetype works. Making a change like what you've suggested requires balance in another area of the Archetype - fixing an exploit is not the same thing as balancing the trade-off. Where would you suggest this happen?
  13. Why do you think they should match a Scrapper in DPS?
  14. I'm not sure how you came to this conclusion. The in-game inherent description describes the benefit of teaming. No other Archetype inherent benefits from teaming, except for Defenders. Teaming with a Corruptor, Defender, Mastermind, or Tanker provides a +20% Damage boost (stacks with existing effects) to all attacks. Their damage scales are already equal, or in some cases higher than other damage-oriented Archetypes also. Archetype Melee Damage Scale Ranged Damage Scale Kheldian 0.850 (1.000 in Dwarf) 0.800 (1.200 in Nova) Blaster 1.000 1.125 Scrapper 1.125 0.500 Sentinel 1.100 1.100 Arachnos Widow 1.000 1.000 Arachnos Solider 1.000 1.000 Dominator 1.050 0.950 They tie for fifth out of 15 Archetypes for best in Melee Damage Scale while in Dwarf form, behind Scrapper (1st), Dominator (2nd), Sentinel (3rd), and Dominators (4th) - tied with Blasters and Stalkers. While in Dwarf form they have higher max hp, damage resistance, and defense than all other Archetypes except Tankers, Scrappers, Stalkers, and Brutes (tied with Arachnos Widow & Solider on damage resist and defense). What's more, while in Nova form the ranged damage scale is also the highest in the game (in addition to increased accuracy, endurance recovery, and two attacks with farther range than a Blaster standard range (100ft vs. 80ft)). As you know, you can activate Light Form then switch to Nova for a rather tanky squid also! They hit 400% maximum damage total, however - this is equal to all other Archetypes besides Blasters, Corruptors, Scrappers, Brutes, Sentinels, Stalkers, and Tankers who have 500% (or 700% in the case of the Brute). That's where some direct comparisons become somewhat muddy (Aim+Build Up for Blasters not up all the time, Fury needs constant maintenance, etc. Basically everyone would need to chew Reds to get to their cap or have teammates provide +damage buffs). Also take in to account the aforementioned max HP I referenced above. This makes more of an impact when coupled with Dwarf or Nova form, however, in Human form it also acts as a secondary heal. Archetype Base HP Max HP Cap Blaster 1204.8 1847.3 Controller 1017.4 1606.4 Defender 1017.4 1606.4 Scrapper 1338.6 2409.5 Tanker 1874.1 3534 Peacebringer 1070.9 2409.5 Warshade 1070.9 2409.5 Sentinel 1204.8 2088.3 Brute 1499.3 3212.7 Stalker 1204.8 2088.3 Mastermind 803.2 1606.4 Dominator 1017.4 1606.4 Corruptor 1070.9 1606.4 Arachnos Widow 1070.9 2409.5 Arachnos Solider 1070.9 2409.5 Based on these data points, what does "upsetting" mean in this context? And how would you balance increasing the damage to compensate? My point is that there has to be trade-offs to balance your increase in one thing with a decrease in another. Kheldians are not meant to be the best at everything or even at one thing - they are a balanced Archetype that can do everything well (breadth vs. depth as it were).
  15. Where is damage currently at and where should it be? The base modifiers tell part of the story, but damage alone isn't all there is. The status effects and debuffs also add to the overall survivability of the Kheldian - just as playing with teammates does too. This [being teaming] increases the damage output of a Kheldian to a greater degree than any other Archetype. By adding higher damage base modifiers or resistance - if I'm reading your suggestions right - what does this accomplish? What are the trade offs willing to be made?
  16. Can someone tell me why they think there is anything that needs changed on Kheldians? They're perfectly balanced in my opinion, that's why I'm a big fan of them.
  17. Either I'm doing something wrong or the database is locked from editing. I'm hoping it's the former!
  18. Matrix 5: The Quest for More Money
  19. I'm on Indomitable and we... defeat Hamidon with less players than anyone else!
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