
arcane
Members-
Posts
4937 -
Joined
-
Last visited
-
Days Won
25
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by arcane
-
Focused Feedback: Power Changes (Release Candidates)
arcane replied to Arcanum's topic in [Open Beta] Focused Feedback
A single set bonus is a perfectly reasonable cost for turning a power into a KD patch IMO. Sure it will disrupt a few existing builds, but that’s just... tough. -
I do not test as rigorously as others but it seems to perform like the category of patch powers that have a chance to proc every 10 seconds. I would recommend you visit the Proc Monster threads where Sir Myshkin has detailed his tests on a number of powersets - that’s my first reference for most of my weird proc questions about toggles and pseudopets. I followed his analysis on Traps (Caltrops/Poison Trap good, Acid Mortar ok, Trip Mine only good with Force Feedback, others bad) and a few other sets.
-
PPM - the thing that’s been out for a long time - certainly works well for Caltrops. My last testing wasn’t THAT long ago.
-
I think a lot of us have been speculating since that “internal recharge” change to epic snipes that was rolled back, but yeah... is OP about something besides speculation? Have two Traps characters with the proctrops and have not observed an issue (but have not been looking for one).
-
...what nerfs?
-
New Electric Manipulation and other thoughts
arcane replied to Anubis_TD2's topic in Suggestions & Feedback
I understand the desire for a snipe but I’m also a firm believer that the cottage rule (queue eyeroll) was actually a good rule because every power has fans as is. That being said, Sonic needs some kind of buff along those lines. Shout needs a buff at the very least. Ice and Water do not. Ice would frankly have to be nerfed in some other way because it’s already top tier s/t damage without a snipe. Water has enough utility/cc, awesome AoE, and double water jet that its slightly lower s/t damage is needed as a balancing factor. DP *probably* does but only really *definitely* does if they nerf PPM. If you want monstrous damage from DP, all you have to do is proc it. It’s not unreasonable to say you shouldn’t have to... but, just sayin’, the option is right there. -
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
Somehow never even thought of power boosting it. Good call. -
Is Batman's Robin just a glorified pet?
arcane replied to Snarky's topic in Comic, Hero & Villain Culture
I’m pretty sure Robin is just being powerleveled. -
Now this I need to do when I get home. Maybe though there could be more options added? Like hide buffs or hide debuffs? Not sure how easy that would be, but it would be a nice QoL feature to help characters focus on their role.
-
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
I’m already pretty happy with Experimentation on live so a buff to that will be cool af. I think it’s already pretty thoroughly underrated outside of the PvP’ers that obviously know it rules. Force of Will though I do struggle to justify outside of Mighty Leap on a few characters that don’t need Combat Jumping. -
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
It sounds like one of the core arguments for a massive buff to squishy AT’s is that they underperform as a result of lack of mez protection. Problem is, this doesn’t match the experiences of countless players. I would not guess from my since-launch experience that the bulk of the playerbase would be in agreement that Stalkers > Dominators > Blasters > Defenders, for instance, which would have to be true if performance were directly correlated with extent of mez protection. Ultimately, I see no evidence for the claim that lack of mez protection is really hurting any AT’s. I do see a LOT of evidence that a subsection of players refuses to avail themselves of resources like break frees or teaming, but perhaps that’s another conversation. -
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
Cool. Just never trust a toggle or pseudopet without some testing these days. -
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
The implication that Defenders have somehow been “fucked over” makes no sense to me as none if my 14 lv 50 Defenders seem to be struggling. Can someone please tell me what I’m doing wrong. -
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
Can anyone weigh in on how Enflame is proccing on test now? -
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
Question 1: Power creep obviously began far before shutdown, BUT, you simply can’t put a genie back in the bottle when it’s as big as Incarnate powers or IO’s. The wailing and gnashing of teeth would be unparalleled. So yes, the most reasonable answer seems to be the state of the game at shutdown. Question 2: TW was nerfed because it was overperforming by the numbers compared to every other melee set, and by a fair margin too. This was well documented by some folks here. Question 3: All design decisions would of course be the devs’ right to decide, naturally. -
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
Paragraph 1: I was under the impression from many forum users that the “purple patch” more or less mitigated the entire gap between buffers and debuffers and that debuffs’ value tapered off pretty well outside of I guess mainly -res/-regen. Paragraph 2: I’m sensing the setup of a “two wrongs make a right” argument. Did you perhaps consider that the immense power of IO’s/incarnates etc. that you mention here are another perfect reason we don’t need any more power creep? Paragraph 3: Yep, confirmed. This is a “We already have power creep and therefore should never try to constrain further power creep. We already have imbalances so the concept of balance should be thrown out entirely.” Sounds thoroughly fallacious to me. This is your standard “throwing the baby out with the bath water.” Oh, and discrimination? Really? Do you expect that absurd comment to make us take the rest of your post more seriously or less? -
For me? (1) peer pressure because everyone else is doin’ it and (2) hero side has waaay better natural lighting.
-
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
I wouldn’t say I was any more helpful and am definitely forum PvPing at work over here... but yeah thx Wavy 🙂 -
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
The options are... you know... what most squishies out there are already doing. Again I am happy to elaborate to any of your friends if so desired. I would guess something like over 80% of my dozens of squishies take Ageless and no RoP. Because the additional survivability is usually unnecessary, so it’s more optimal to pad your offenses. I usually only take Barrier/Clarion/Rebirth when I have nearly nothing to gain from Ageless, and I take RoP if I also happened to want Mystic Flight. But that’s about it. And for my next build that WILL take RoP, I’m glad I will get optimal performance for only 2 slots (2 generic res IO’s). -
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
That’s a totally unnecessary shame. I’m sorry. -
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
I’d recommend seeking out one if the countless squishy-focused players that have never needed RoP or Barrier to survive and asking nicely for tips. -
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
If you are willing to (1) apply defender vs tanker multipliers/design formulas to those figures AND (2) *dramatically* increase recharge and/or endurance cost to account for toggles having serious costs... well then we can at least have a sincere discussion. -
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
You’re entitled to that opinion, sure. But I am confidant that my opinions are more in line with the current and past devs’ design visions, so I’m not too worried they’ll be strongly considering power-creep-heavy proposals. -
Sorcery Pool Updates in Issue 27, Page 2
arcane replied to Captain Powerhouse's topic in Developer's Corner
Farsight provides lower defense and tohit values than Fortitude plus no defense plus is not immediately perma without slots or set bonuses. And frankly, Farsight is already pretty damn OP. If you don’t think a Time defender is an easymode character I don’t know what to tell you. I don’t want every character to be that playable in one’s sleep tbh. If that’s not a suggestion of power creep, what is? Some of us enjoy that some builds still require a brain. Also, the suggestion that merely not having taunt is enough of a difference between defenders and tankers and that it’s otherwise ok for them to be about as hard to kill... is absurd and goes against every design philosophy any dev has ever expressed here or on live. -
I still don’t understand the psionic resistance... 5 6% procs + Aegis + 2 ATO procs + amplifier = still not even in the ballpark of 90% that you’d need to cap with a few more bonuses... did Invuln get psi res in some change? Maybe if you do ALL of that and then some glad armor bonuses and then rune of protection but... that leaves like no room for a half decent PvE offense. EDIT: forgot Shield Wall and Reactive Defenses in that calc. Well at least I’m getting close without RoP now, which is good because I can’t imagine you taking RoP on an Invuln tanker.