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Rudra

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Everything posted by Rudra

  1. Correct, it ends with 2 bosses and an EB. https://homecoming.wiki/wiki/Old_Positron_Task_Force#Protect_the_substation
  2. Or you can take a step back so the cone's width where the enemies are is big enough to catch all three. Or shift to a side and position them to be in the cone.
  3. Maybe because they remember how it used to work, like how some of them have already said, and don't want it to go back to that? There is a reason the aggro limits were added. So I doubt you will even be able to convince the devs to give an option of getting that back.
  4. If memory serves, this was explained as the mission loading the character model, but any costume detail/option that is not part of that character that your character has is retained since there is nothing replacing it. So for like tails, since the characters the game is portraying lack tails, if your character has a tail, it remains because nothing overrides it. Unless a different body than your character is used? So going from female to male or huge, going from male to female or huge, or going from huge to female or male will successfully replace all options for being a different body, so it only loads the correct details for the character?
  5. If my 1st post wasn't clear enough, then here, I'll present a version of the set I can accept. +18% melee defense +21.625% Defense debuff resistance (not enhanceable) +20% smashing resistance +20% lethal resistance +15% toxic resistance +187.4 max HP +18% ranged defense +18% AoE defense +5% ToHit +300 feet Perception Mag 12.975 Hold protection Mag 12.975 Stun protection Mag 12.975 Sleep protection Mag 12.975 Immobilize protection +43.25% END drain resistance (not enhanceable) +43.25% REC drain resistance (not enhanceable) +25% Recovery 21.625% Defense debuff resist (not enhanceable) Mag 10 Knockback protection (not enhanceable)(edit again: replaces effect) Mag 10 Knockup protection (not enhanceable)(edit again: replaces effect) 20% Endurance discount (not enhanceable)(edit again: replaces effect) (still a click power) +7.5% all damage (not enhanceable) +4.25% all damage, per enemy in radius, max 10 targets (not enhanceable) -3.5% ToHit, all foes in radius +8% fire resistance +12.5% cold resistance +12.5% energy resistance +12.5% negative energy resistance +50% regeneration Self rez +100% HP +50% END +30% damage (for 30 seconds) Debt protection (for 90 seconds) Untouchable as per self rez +150% regeneration (60 seconds) +25% melee defense (60 seconds) +25% range defense (60 seconds) +25% AoE defense (60 seconds) +80% damage (30 seconds) (not enhanceable) 300 second recharge, unaffected by recharge (Edit: If you want better or more buffs, then I'm adding a crash to compensate.) Totals: Melee defense: 18% (43%) Ranged defense: 18% (43%) AoE defense: 18% (43%) Smashing resist: 20% Lethal resist: 20% Fire resist: 8% Cold resist: 12.5% Energy resist: 12.5% Negative Energy resist: 12.5% Psionic resist: 0% Toxic resist: 15% DEFDebuff resist: 43.25% ToHit: 5% ToHit Debuff: -3.5% Perception: 300 Regeneration: 50% (200%) Recovery: 25% END discount: 20% Damage: 50% (130%) KB resist: 10 KU resist: 10 Mez protections: 12.975 END drain resist: 43.25% REC drain resist: 43.25%
  6. Yet another invisible object on a Rikti map. Zone/Mission: SmoothCaves-Rikti_45_Layout_07 Position: [325.7 0.0 478.5] Edit: It actually has two.... Zone/Mission: SmoothCaves-Rikti_45_Layout_07 Position: [256.0 0.0 916.4]
  7. That's a bit much. Either the progressive recharge reduction or the progressive buff/debuff buff, but not both. With the recharge reduction, you can already bring more of your abilities into play to make up for the team being in a bad spot. (Edit: Including your attacks.) With the progressive buffing, your debuffs and/or buffs are of greater effectiveness, reducing the need for anything to be available more often. So while I understand your sentiment, I can only agree to one.
  8. You're missing the point. Look at the set in total. You have a 59.6% global endurance discount. That is better than a free level 50 END reduction SO in every power right off the bat. (Equal level SOs grant 33.3% END reduction, so you almost have two full END reduction SOs in every power before you slot any enhancements.) You also have a +68.25% recovery buff. So even before you get into enhancements, with the endurance discount, you have amazing staying power no matter what powers you pick and layer. Then you have up to 22.5% defense against all positional attacks. You coupled that with a -10.5% ToHit debuff without any enhancements factored in. So you've tanked other's ability to even hit you. You still retain a flat 15% base damage resist to everything except psionic damage so that even if you are hit, it isn't going to be that hard. And even if you are hit, you have up to a 200% regeneration rate before any enhancements and a heal. You start out with KB and KU protection, which other sets don't even get until level 10, if they even get it at all. You get a +65% damage buff from this armor set, and that is before the set's pet reduces the target's damage resistance. You still resist defense debuffs almost as well as Shield Defense does and you layer a regeneration debuff resistance on top of that. You also include a Perception buff to ensure you can ignore attempts to blind you. And then you include a pet that fights alongside you while also bolstering your character. Dark Servant has no attacks, just debuffs and a heal. Controller pets and Dominator pets don't bolster their summoner's own abilities. This is a do everything and do it all exceedingly well power set. Edit: And even looking at your provided table, which mirrors my list, your set does vastly more than any other set equally well, comparably to, or better than other sets. Without listing the pet and the attacks it contributes.
  9. The Defender shouldn't be the one tanking things until the team gets back on their feet. The Defender should be cutting loose with any buffs, debuffs, and/or heals (s)he/they/it were holding back on due to END cost/management to bolster the meat shields while further cutting loose with their own attacks. To that end, I am actually in favor of adding a progressive recharge reduction to go with the END reduction for the Defender's inherent, but not replacing the inherent.
  10. That may be your intent, but what you did was combine all the best traits of multiple sets without anything to offset it. You have Shield Defense pretty much in its entirety plus Electric Armor or Energy Aura's best traits. (Edit: While also throwing in a beyond incarnate global endurance reduction into the set. Not to mention a ToHit debuff aura that dwarfs even Dark Armor's Cloak of Fear and Willpower's Rise to the Challenge by several magnitudes.) And then you added a pet, that attacks your enemies, debuffs/knocks down your enemies, and buffs your character all at the same time. And I'm stuck sitting here wondering how you don't see that as grossly overpowered.
  11. No, I didn't. I left off any and all teammates. I am doing a straight set to set comparison without regard to whether on a team or not. (Edit: Just what the set itself brings to the character.) It is still a pet. That means the character is effectively launching 2 attacks at a time, 1from the character itself and another from the pet. That boosts your damage output regardless of whether it is doing ST damage or AoE damage. That is what makes MMs dangerous, are their henchmen class pets which are still weaker than the Controller and Dominator pet class pets. For an AT, say Scrapper, that already does excellent damage on its own. And then you still have the pet fortifying the character's damage output passively even further boosting your damage while also reducing the target's damage resistance to all damage types even further boosting your damage output. And you get that benefit on top of anything you may slot to add -damage resist to your attacks or that is already built into your attacks. This is a proposed armor set, a pet has absolutely no place in it. Especially not when it also outperforms MM, Controller, and Dominator pets. And it only has a 50% uptime from recharge?! Crab Spiders, as an Epic AT, have a 900 second recharge with 240 second of use for Call Reinforcements and a 600 second recharge with 240 second duration for the Spiderlings. Underling class pets, not even pet class. And this armor set has their pet available out the box far more frequently. You don't even need to focus on building recharge into the pet to make it perma. Hasten + 1 recharge generic IO gets you below 120 seconds of recharge on a 120 second duration pet. Or just some global recharge reduction from procs and set bonuses + a pet set gets that done. (Edit: Which lets you boost the pet's capabilities or simply ignore it for being perma and focus on your other abilities.) Your argument that the pet in this set is bad is like arguing that the nuke in a Blaster's set is bad. This pet is available for Scrappers, Stalkers, Brutes, Tankers, and Sentinels as part of their armor set. And it is there at zero cost to the character in regards to that armor set's capabilities. It actually fortifies the armor set's capabilities while also fortifying the characters' damage, regeneration, and defense. And all it does is cost the character half its heal. A heal that it does not even remotely need because of how high the set's defenses are before you even get to the armor set debuffing every enemy in melee range's ToHit by -10.5% before enhancements. This set is untouchable. And on the off chance the set is hit? It still has equal armor to Shield Defense plus 200% regeneration and a heal. And the pet is adding to 3 of those elements beyond having 3 attacks of its own and also being evasive to all positional attacks. And with that, there is no point to discussing this with you. You obviously want OP sets.
  12. This isn't really a helpful post in general, but this is a repeating pattern in your post - if all you're doing is restating the effects without actually explaining what's wrong, there's pretty much no way the poor guy's going to know what they actually did wrong. Then allow me to clarify. This is a T1 power that boosts melee defense, protects against all KB/KU until late game, resists defense debuffs, and boosts all the character's speeds. It needs to at least lose the speed boost, though lowering some values would also be appreciated. It's hardly token. Except for S/L, Invulnerability only grants +10% damage resist at base value. This set gives +15%. With MUCH better defenses. Before you even get to the pet boosting defenses. Actually, yes, I am. +1,500 feet of Perception puts this armor set beyond absolutely everything else that can be found in the game. Even if you combine powers that add +Perception. This armor set is immune to blind effects whereas nothing else is. That the author meant +300 feet, makes it more palatable. You still have the heal, plus you have the ability to heal your pet without having to dip into the Medicine pool. Which is something my Dominators wish they could do. You lose half your healing from that one power because your pet gets the other half? Oh no. Since this set can easily be built for max defense and higher resists except for S/L than Invulnerability, not getting a full heal, which is still more healing than some sets get (Shield Defense, Super Reflexes, and Willpower), is hardly a loss. Edit: As for the pet itself, it has a DoT to go with its main attack, it reduces target's damage resists, and it knocks down enemies. On top of boosting your damage, before the -damage resist effect, boosting your defense, and boosting your regeneration. That is hardly a "not even good" pet. Edit: And if you want to compare it to Shield Defense? Then here you go: SD WI (with pet) Melee Defense 20% 22.5% Ranged Defense 20% 22.5% AoE Defense 20% 22.5% Smashing resist 15% 15% Lethal Resist 15% 15% Fire Resist 15% 15% Cold Resist 15% 15% Energy Resist 15% 15% Negative Resist 15% 15% Toxic Resist 15% 15% Psionic Resist 0% 0% Regeneration +0% +200% Recovery +0% +68.25% END Discount 0% 59.6% Damage +65% +65% Perception +0 feet +300 feet ToHit +0% +5% ToHit Debuff -0% -10.5% Damage Debuff -7% 0% Mez Resists 12.975 12.975 DEF Debuff Resist 56.23% 43.25% Regen Debuff Resist 0% 20% Recharge 30% 0% Movement +0% +unstated higher than 0% Attack Pets 0 1 Heals No Yes Limited Attack Sets Yes No And you still think the set isn't OP? It stomps Shield Defense.
  13. I appreciate that it doesn't give +recharge, but you need to state that. +Speed in many powers boosts all speed aspects, and power recharge is one of them. Also, if something is not enhance able but it can be in a comparable power, then you need to state such, And what is FF? If you are talking about the Force Field support set, it isn't comparable. Okay, I missed True Grit and Inexhaustible, but that means you are scaling this set to rival top tier armor sets. Rather than median. Tough Hide is a tier 8 power, not a tier 2. And it only gives +5% defense to your 15%. Then please state that. That is much more acceptable. Against All Odds caps at 10 targets like any other Tanker/Brute aura. With the first target giving the biggest boost and the next 9 giving less. Your math has the aura at 11 targets of effect. So Against All Odds caps at +59.5% (10% + [5.5% x 9]). Thank you for clarifying what you mean though. (So this power would be +45.75% before pet.) (Edit: My mistake, you are correct. Both Shield Defense and your set have +65% damage buff at max values. SD = 5.5x10 + 10 = 65. WI = 4.25x10 + 7.5 + 15 = 65.) Your set is 3x Willpower and better than 2x Dark Armor. That is well beyond too high. Okay, I can grant that it matches True Grit. (True Grit does not do more however. It does the exact same.) I'm looking at Tankers for comparison, but they have the same. However, I will not compare a Stun effect to a Fear effect. And your Fear effect dwarfs a control AT's Fear as well. Make it Mag 3 and I can feel better that at least the Controller has a longer duration. It needs to lose the pet, not an attack. This is an armor set. It should not have a pet. Especially a pet that passively boosts the summoner's damage for all damage types, boosts the summoner's defense against all position types, and boosts the summoner's regeneration. And that is without considering that the pet also gets inherent defense to all positional attacks that can be further boosted with enhancements, resists mezzes which MM henchmen class pets cannot, and has an unstated special resistance. It also gets a 59.6% endurance discount. That boosts it well above. (Edit: For example, with a 59.6% endurance discount, that 0.26/s END toggle is actually 0.11/s before you even start slotting any enhancements. Even the Cardiac Core Paragon Alpha incarnate power only gives a 45% endurance reduction. And you can still take that Alpha with this set for a total 104.6% global endurance reduction. That makes all your powers cost nada to use. Though I think it will cap around 90% endurance reduction, so it may as well cost nada.) So no, I still think it is OP. You are trying to make a set that rivals the best armor sets in the game: Shield Defense and Bio Armor, instead of pitching a median set that if played right works well. Even your hole against Psi' is easily plugged. You can get 30% Psi' resist just from Impervium Armor and another 5% from Aegis. And the pet being present at all in an armor set is not acceptable to me. Let alone a pet that boosts your damage, defense, and regeneration while also fighting alongside you.
  14. With all of them in prison if you agree with Vanguard.
  15. This is so ridiculously overpowered.... Let's review: This starting power is granting the character 15% melee defense, Mag 10 KB/KU protection, 21.625% Defense Debuff resistance, and apparently +run speed, +fly speed, +jump speed, and +recharge. Assuming this is a defense set like SR, SR's closest power is Focused Fighting which only grants 18.5% melee defense, Mag 12.975 confusion protection, and 17.3% Defense Debuff resistance. This alternate starting power at T2 grants +50% regeneration plus +15% damage resist to smashing, lethal and toxic damage plus 20% regeneration debuff resistance at 0 END cost to the character as an auto power. Assuming this is a resist set, Invulnerability's closest power is Resist Physical Damage which only grants 10% damage resist to smashing and lethal damage plus 25% Defense Debuff resist. Or if you compare it to Temp Invulnerability which costs endurance to use, 30% smashing and lethal damage resist plus nothing else. This toggle power grants the character +15% ranged and AoE defense plus a 5% ToHit buff plus a 300% Perception boost which is a 1,500 feet increase in Perception. There is no closest comparison for power because this power is so over the top it is combining no less than 3 whole powers from other sets. And that is ignoring that the 1,500 feet perception boost means even Flash Arrow needs to have 5 hits on your character from different sources to actually blind you. Focused Accuracy only gives +300 feet (+60%), not +300%. This one at least doesn't seem too bad, still overly strong for sheer number of effects since the mez protections are still the same as other sets. I have no complaints about this power. I have no idea how to read this power. Are you granting +7.5% all damage buff, +4.25% all damage buff, or +11.75% all damage buff despite the +7.5% stating it does not stack? Also, at -10.5% ToHit debuff, this power far outstrips Willpower's -3.5% ToHit debuff and Dark Armor's -5%. And again here you have an auto power that grants +15% damage resist, this time to 4 damage types. Comparing this to Invulnerability's Resist Energies, you are granting 5% more damage resist than Invulnerability does to twice as many damage sources. And while you lose the 25% END debuff resist, you counter that with a permanent max HP boost. What do you mean that the character will be immune to most damage for 15 seconds? Is the character effectively untouchable for a full 15 seconds but able to fight enemies that entire time? (Edit again: And a Mag 4 Fear for 11.92 seconds quashes a Darkness Control Controller's Fear effect, which is only Mag 3.) (Edit yet again: Other rezzes make your character untouchable for 15 seconds, not immune to most forms of damage for 15 seconds. If you are saying the same thing, that rezzing simply protects you for 15 seconds like other rezzes, then I apologize for over-reacting.) And now we are back to the pet. This is an armor set, so why is there a pet in it? And why is that pet better than the pets Controllers, Dominators, and Masterminds get? This pet 3 attacks! MM pets don't even get 3 attacks unless the Mastermind upgrades them. And worse, this pet passively boosts the PC's regeneration, all damage, and all positional defenses while within 30 feet of the character. This is just all kinds of wrong. So I oppose this set vehemently. It needs to be reworked to be less god mode and fit better into the game. Edit: Summary of this set's base abilities: 15% all damage resist except psi'. 15% all positional defenses (22.5% all positional defenses with pet) 43.25% Defense Debuff resist, which is not stated whether or not enhancements boost this. 20% regeneration debuff resist, which is not stated whether or not enhancements boost this. Mag 10 KB/KU protection Mag 12.975 Hold, Stun, Sleep, Immobilization, and Fear protection +7.5/4.25/11.75% all damage buff (+22.5/19.25/26.75% all damage buff with pet) -10.5% enemy ToHit 59.6% endurance discount +68.25% recovery buff +50% regeneration buff (+200% with pet) +5% ToHit buff +300% (1,500 feet) Perception buff unstated buff to all speeds, presumably running, flying, jumping, and power recharge Possibly untouchable while still able to attack/harm foes for 15 seconds after rezzing in addition to+10.5% defense debuff and Mag 4 fear effect to enemies for 30 seconds after rezzing.
  16. It's not the team size that is causing the Defender inherent to be less useful than when first implemented. It is that having a full team (or a team at all) no longer really means anything in the game since the standard expectation of character development is that anything can solo +4/x8. And if you have any characters on your team that can solo that, then it doesn't matter how big or small your team is, because the characters that can will simply steamroll everything. (Edit: At minimal to no risk to anyone on the team that can't, quite often.) Edit again: So again, it isn't that the inherent itself is bad or useless. It still boosts the Defender's damage if teamed with no more than two other characters and it still acts as a boost to effectiveness should the Defender's team find itself in a bad spot. (Again, I can understand asking for a recharge boost to go with the END use boost for those times, but that is about the limit of my understanding/acceptance for the Defender inherent getting changed.) (Edit yet again: And heaven forbid anyone propose a suggestion that makes enemies scale up in capability more than they already do for selecting higher difficulties or having larger teams. That is grounds for crucifixion. Can't up the challenge level of the game to compensate for teams of tweaked out characters, but asking for more power for characters that can already sleep their way through +4/x8 content is fine....)
  17. Most teams don't get to the point where the Defender's inherent comes into play, no. The 'typical' team devours the 'typical' spawn so fast there isn't time for anyone to really get in trouble. That also applies to other ATs as well however. I can't remember the last time any of my Corruptors scourged anything when on a large team. (Edit: Other than Hamidon. I haven't done any iTrials in forever now, but I should be able to Scourge on those. Hopefully.) By the time an enemy's health was low enough for Scourge to trigger, the enemy almost always died before my next attack hit it. And a Stalker that waits to be hidden for their assassination to work just isn't contributing on those teams either. I can't recall the last time there was anyone using any holds so my Stalker could benefit from the Stalker inherent on a large team even with a Controller or Dominator present. So does that mean their inherent powers are bad and need to be changed too? Each of the AT inherent powers were designed with a specific function in mind. In the case of Scrappers, when ATOs were added, I'm pretty sure they got the ATOs they did because their inherent wasn't really doing anything most of the time. Kheldians have inherent powers that make them more capable when on diverse teams, because the devs at the time figured Kheldians would rely more on having team mates to help deal with the Voids and Quantums. Soldiers of Arachnos' original inherent only worked with other Soldiers of Arachnos on their team. So their inherent was in desperate need of updating because it only worked when on a team of just Arachnos and not other ATs. I'm not a fan of the idea that every power and ability in the game should always have a direct effect on character's ability to mow down enemies at all times. I understand I am probably in the minority for that though. Just like I am in the minority about things like the Holy Quad being required picks (edit: I disagree with that), that utility powers in a power set are actually viable and serve a purpose (edit: I stand by that), and a few other things. I can understand asking for a progressive reduction in the Defender's recharge to go with the progressive reduction in endurance consumption when the crap hits the fan and the team finds itself in a bad spot, but I don't understand the stance that the Defender's ability to step up when the chips are down and bail out the team is useless or bad just because the majority of teams consist of players that have their characters so tweaked out they can solo +4/x8 and are running around on a team. (Edit again: If everyone on the team can solo +4/x8, and you have a full team of 8, what can possibly threaten them? Why should inherent powers be changed to be more effective under those conditions?)
  18. That's fine that you want the on map text to be more visible. I'm not actually arguing against that. I'm just not understanding the comparison between maps. Here is what I see: Neither map has the different zones visibly marked unless I mouse over the zones. So if you want the already somewhat readable text on the Rogue Isles map to be more visible, I have no major complaints. However, at least to me, both maps are visually similar in the aspect of I need to mouse over the map to read the zones.
  19. The Rogue Isles map does have very legible names on it, if you place your cursor over each of the isles. Just like the Paragon City map does. (Neither city map has any names on the respective zones unless you mouse over them that I can see.)
  20. It defines Defenders as the AT that steps up when things go south for the team, cutting loose in ways the other ATs can't, to keep the team alive. It's impact surfaces when the Defender is needed most, when the team is in a lurch and the Defender can cut loose with their reduced END until the team recovers or wipes. None of the AT inherents factor into their power picks, nor should they. That is the point. The inherents are not supposed to force you into a specific play style or power choices. That would take away from one of the best things the game has, the ability to make your character how you want. It is quite visible, when it is needed. It is also just as visible as other AT inherents that passively affect the character/team. No, it is not. You lose the damage portion of the inherent when you are teamed with 3 or more other characters, but that END reduction when the team hits a rough spot is still very much there. It's an inherent that functions like some powers, there when you need it, but not when you don't. Edit: Look, I get that there are players that don't like the Defender inherent. However, don't lie about it or ignore what it does to pitch your case.
  21. They didn't have any confuses or taunts. It was an AE arc and nothing in the mission seemed to possess any confuses, taunts, placates, or other powers you would normally expect to disrupt targeting. (Edit: The mobs kept chucking birds at me, slashing with claws, and using a heal. They never evidenced any hard or soft control powers. For added clarification, it was a farm map.)
  22. So I'm running around on my Elec'/Willpower Brute and I'm surrounded by targets. My current target drops, so I hit an attack to target the next target. An enemy gets targeted, but when I hit my attack again to hit the target, the target is suddenly no longer targeted. A moment later, another enemy gets targeted. So I hit my attack again to actually attack, but the target is no longer targeted. So again it just targets another enemy. This time when I hit my attack to actually attack, I actually got my attack off. Normally, hitting an attack when you have nothing targeted targets an enemy. And if an enemy is targeted and you hit that attack again, you use that attack on the target if in range. Not drop the target and randomly select another. It only happened once in that mission, but probably something that should be looked into....
  23. That isn't something I can answer. I'm just saying that Flash Arrow does include your requested -ToHit and what good a -Perception effect can be. (Edit: Also, per City of Data, the -Perception from Flash Arrow is not resistable by players or mobs. So it blinds everyone it is used against.) (Edit yet again: However, if you have powers that boost your Perception, then Flash Arrow is less effective against you since you would have more Perception than the default 500 feet players get, offsetting Flash Arrow's -450 feet. Like the Stalker's Shadow Dweller power from Dark Armor. It adds 216.25 feet Perception, so even with Flash Arrow blinding the character, that Stalker still has 266.25 feet of Perception.) Edit again: Maybe the devs will give players an echolocation power or a radar power or something similar that can ignore being blinded, but we don't have those powers in this game except as background fluff we type up for our characters.
  24. Flash Arrow from Trick Arrow is set to not notify enemies when used per City of Data. Its -450 feet Perception is much greater than any mobs perception radius. (Snipers have the best perception radius at 149 feet, but reduce that by 450 feet, and you can walk right up to snipers and not have them do anything unless you hit them with another attack. Flash Arrow from Trick Arrow also imposes -9.375% ToHit on mobs, plus another -9.375% ToHit that is unresistable, so they are also losing hit chance from it. Edit: https://cod.uberguy.net/html/power.html?power=defender_buff.trick_arrow.flash_arrow&at=defender (And even if it is only -90% with the -450 feet being for players though City of Data does not say the -450 feet does not apply to mobs, that still means snipers can't see you beyond 15 feet, GMs can't see you beyond 10 feet, and other mobs can't see you beyond 5 feet.)
  25. Sounds like a bug to me. I've never had any problems with that mission, and the fact it is unreliable for completion to you (and others) means something is glitching. So this should really be a Bug Reports forum thread.
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