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Haijinx

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Everything posted by Haijinx

  1. Parodies aren't tacky beyond how intentionally tacky parodies always are. Captain Ersatz are usually not tacky The three copies of Aquaman i teamed with on the same day .. all tacky.
  2. Yeah the t1 t2 swap thing seems unneeded when combined with the other changes.
  3. As to the stalker thing, i mentioned that since they do the 2nd best of melee ATs after TW/bios on the pylon. So far though its not even close in real play while leveling, ST the stalker was much better. Also the stalker was my most recent project before this. I think my STJ scrapper may have been better ST too, or at least felt faster. But its been a lot longer since I leveled that one up (june) so its less fresh. Regardless its probably related to the IO solvable issues, STJ is less end hungry and recharge needy. I suspect once i get hasten and 5x lotg, and more recovery, the TW ST will go way up. Since its bursty right now.
  4. No, its not the same. If you have an increasingly non linear response as you get faster and faster, it most definitely will not effect the faster and the slower times the same. Basically the relativity problem.
  5. It crashed. Just the -def never happened once you had overlap. You definitely got the no damage thing. The end crash too, that was less a big deal since you could recover during the low damage.
  6. I think that its a pretty good compromise considering everything. Now you can single stack rage with no crash which is what a lot of people wanted. And you can doublestack for damage, which other people insisted on. The only thing you can't do is double stack with no penalty, which was a ridiculous ask anyway. Sure its maybe a bit clumsy compared to auto and forget ... but that seems like a side effect of a compromise solution.
  7. So invincibilty, rttc, aao, and evasion should all also have the range increased? By intent anyway.
  8. Is the new end hit affected by end reduction?
  9. I think people missed how fervent the ""don't remove double stacked rage" flamefest was.
  10. This seems like a balance issue then.
  11. I didn't see if they did or not? This thread has moved 100mph. They will have to if you don't want to make ELE, Dark, and FIRE, etc. the boss sets.
  12. Its amazing how subjective everyone's perceptions of MMOs are lol.
  13. Why is the -resist so much worse than -defense? Game wise its just numbers. Thematically a lot of defense sets do not dodge incoming attacks, they deflect them. Like superman's bullets bouncing off.
  14. It definitely will if they don't also get a range increase
  15. Need to make sure the double is a fair comparison. Both with the same secondary, same incarnates, similar builds, etc. Don't see many non /bio TW times for example. Also there are suggestion the way the pylon regens actually becomes a consideration at some point. Meaning the DPS might actually be lower than advertised. I made a TW scrapper to try these things out, right now for ST in real play my MA stalker blows it away. I'm hoping the TW catches up as i get to 50 and get a more complete build. But definitely during the level climb the stalker was like a race car from level 7 on with ATOs slotted At 34 TW is great AOE, but ST is just okay. I feel like I need a lot more recharge and end recovery.
  16. Plus, its tacky.
  17. Except when dealing with hard to hit targets. For those SS is top teir, due to its unsurpassed +to hit. People always ignore the to hit when they try to discuss rage balance.
  18. Will rttc get a 16 foot range now?
  19. Definitely will shake up some dynamics For example a Electric/Electric tanker is going to be a lot of fun. 16 foot lightning field, 14 foot thunderstrike aoe, 140 degree Jacob's ladder.
  20. Dont think spines/fire brutes and similar builds have any place in a balance discussion. Their popularity has nothing to do with effectiveness of playing the game outside of specific AE farms. They are used to earn in game money. It would be like trying to balance the game around WW speculators, or IO crafters.
  21. Including the non damage ones?
  22. Considering their scale also went up. I wonder if 600% at 0.95 scale is better than 500% at 1 scale (stalkers) Seems like it should be 500% tbh.
  23. Even though it seems like a lot of changes, the individual changes seem kind of cool.
  24. Balancing around IOs is nearly impossible. So we probably have to accept there will always be some brute/tanker overlap. These changes at least should both reduce brutes overlap into tanker territory by buffing the tankers ability to grab more aggro, and increase the tankers overlap into brutes damage territory. Which tbh is fair, since right now it was only the tanker getting overlapped. Still seems like a lot of changes all at once though.
  25. If you are only a few seconds over, shouldn't be too hard to adjust. Just use a slightly lower level recharge enhancement.
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