
arcane
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Everything posted by arcane
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A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
You didn’t read the posts then because those are a fraction of the mitigation tools that were explained several times. -
A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
I’ve used Experimentation far more often than Sorcery or Force of Will. A preventive medicine mule, a super speed plus longer range combat teleport, and a +dam/+tohit/+rech buff? How this pool is subpar I have no idea. I’m sure I have it on over a dozen 50’s. -
A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
I see the many posts of some users including myself outlining the many ways one can deal with mez have continued to be effectively ignored by users intent on believing that mez is a bigger problem than it is. -
A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
I’d live with a nerf to Hasten, Weave, etc. to level the playing field a little for power gamers that need that extra incentive. But I get the strong feeling that’s not what *anyone* wants. -
A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
If that is the case, the implication is naturally that the forum pvper population will never consider these pools worthwhile until each one provides +def or +rech. Hard no vote on homogenizing the game like that. But yes you as well have validated my hypothesis that RoP’s usefulness is not well correlated with its popularity because it doesn’t matter what its use is if it’s not +def or +rech. -
A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
You are validating my point for me that popularity isn't based on how good a power is at achieving its function. RoP isn’t unpopular because it was never overtuned; it’s merely unpopular because there’s no defense or recharge bonuses to be found in the whole pool. -
A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
*message deleted for futility reasons -
A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
This is plainly hyperbole since “only X are actually picked” is immediately falsifiable by a single glance at all the builds picking those powers. Stop. Using. This. Fallacy. There is not one pool in this game I have never picked, so the argument is utterly meaningless to me. -
A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
That’s a plenty fair opinion. Just getting ahead of where I think the demands for usage data are headed. You may not be making that argument but others are certainly hinting at it at the least. -
A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
Sure, but my point is that those powers are only considered high performing because they contain the two most popular bonuses in the game. It doesn’t really matter, for instance, how good Medicine is at healing, because the playerbase is too addicted to defense and recharge to notice. Just explaining how RoP could be simultaneously powerful and not super popular. -
A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
I just want to say that I overall reject the argument that a power is underpowered if it is not taken as often as Hasten/CJ/Weave/Maneuvers because I think that’s a spurious correlation that has more to do with players in this game deciding that +def and +recharge are the most valuable metrics than it has to do with the other options necessarily being bad at what they do. -
A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
It seems a bit silly to imply the devs should’ve put a glass case and caution tape around the RoP patch note just because a dozen forum users haven’t internalized that their feedback doesn’t equate to law. -
A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
Am not positive feedback and demands for explanations/data are the same thing. -
A note on Rune of Protection changes
arcane replied to Captain Powerhouse's topic in Open Beta Testing
Appreciate the detailed explanations from Jimmy. I don’t really think that the origin pools are lackluster overall tbh. -
Change to res when used as a break free is a nice big buff. Was indifferent to duration change at first and now wholly support it after watching pages of arguments play out.
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A couple of emails is not a burden at all relative to the alternative of changing fundamental code, so I’d tweak “vast majority” to “entirety” 😉
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Let's make a FEMALE huge body already!
arcane replied to TheLeprechaun89's topic in Suggestions & Feedback
Yes vote to huge female if they think it’s worth the likely large time commitment. No to sharing 100% of costume parts between all models. -
Focused Feedback: Power Changes (Release Candidates)
arcane replied to Arcanum's topic in [Open Beta] Focused Feedback
I’m not sure if there’s much of a real reason that it would be hugely overpowered for controller pets to recharge in 1-2 minutes instead of 4. I would prefer that approach as it would let you use singy as a location AoE to achieve this effect without messing up any of the other powers. -
You can literally cover multiple purpled-to-the-teeth characters within one pile of 2 bil. There is no way that cap is unreasonable in the current market.
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Hard no on adding an absorb or making invuln tougher at all. Just cannot fathom how invuln could need a buff.
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Focused Feedback: Power Changes (Release Candidates)
arcane replied to Arcanum's topic in [Open Beta] Focused Feedback
Singy change sounds fun. Makes me want a new Grav toon. Without testing it, it seems that the only issue would be that it will become preferable to summon Singy in the middle of a mob, begging the question: could we reduce the recharge on T9 controller pets just a hair? I wouldn’t mind enhancing it for recharge if the change is good enough though. Absolute hard no on getting rid of Dimension Shift. Too many players like it as is. -
I don’t know what it would do to the community. A handful of powergamers would quit for sure. It’d be a risky move no doubt. I only posted what I did because the “wouldn’t be the apocalypse” viewpoint did not seem to be represented yet in the other responses, not because I thought the proposal was without any risk.
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I like your ideas in general in the two new threads. (1) They don’t propose a major overhaul that removes the sets’ current functionalities; (2) they don’t focus on the same tired cliches of everything needing to center around +def, +rech, or +mez prot. (3) they’re all around modest changes that don’t yield a whole lot of power creep. They are genuinely fresh ideas much like some of the Trick Arrow buffs.
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I would be ok with something to the effect of: - Reduce defense soft cap to 40% for all so-called squishy” AT’s - Lower Brute res cap to 85% - Raise Scrapper res cap to 80% This would nerf many of my own characters, but would be such a common sense balance move that I wouldn’t complain. All that being said, I recognize that so many high end players are so thoroughly addicted to unmoving health bars that they would absolutely ragequit. So the change is virtually undoable without outsized consequences and unlikely to ever happen for that reason.
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Focused Feedback: Power Changes (Release Candidates)
arcane replied to Arcanum's topic in [Open Beta] Focused Feedback
I’m not saying that- nor would I ever since I don’t think the nerf is a big deal. What I am saying is that acting like prerequisite powers being lackluster is somehow a Sorcery problem is nonsense. It’s a Fighting/etc problem too and yet that deters nobody.