Jump to content
The Character Copy service for Beta is currently unavailable ×

oedipus_tex

Members
  • Posts

    2652
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by oedipus_tex

  1. Good question about the incarnate slot. I think Intuition makes the most sense. It provides +33% Hold, ToHitDebuff, and Damage. It also provides +20% Range, which will benefit the many cones in this build (Living Shadows, Fearsome Stare, and Energy Torrent). You may notice I slotted Living Shadows to get +5% global Range as well, so the combined total would be +25%. Destiny is tricky. Normally Dark Control lusts after Clarion, but this build already has mezz protection (crazy right?!) so Clarion isn't critical. Endurance management also shouldn't be an issue. Barrier probably makes the most sense, to really complete the tankiness of the build. While the peak effect wouldn't modify survivability too much, as it faded it would still stack with the bonuses here. One thing I want to look into first though is whether the +MaxHP in Rebirth affects the absorb amounts in Insulating Circuit.
  2. I'm pretty familiar with Dark Control, but this is my first Electric Affinity build. I built this on the theory that these two sets should mesh well together. In gameplay so far, they seem to. The theory is that the -ToHit in Dark can bridge the lack of +Defense in Electric while taking advantage of strong Absorb and Resistance to become a sort of Control-tank. Power Boost is the capstone, boosting nearly every power in the set. Here's the stats so far. S/L resist is capped without having to take Tough, 34.5% Ranged defense (capped after application of -ToHit), Melee Defense is 18.9%, which is just bonus insurance in case an enemy closes to melee. Anything look wildly off with this slotting? Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Late Fee: Level 50 Magic Controller Primary Power Set: Darkness Control Secondary Power Set: Electrical Affinity Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Primal Forces Mastery Hero Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Rchg/Hold(5) Level 1: Shock -- EndMod-I(A) Level 2: Living Shadows -- PstBls-Dam%(A), TraoftheH-Dam%(5), CldSns-%Dam(7), Bmbdmt-+FireDmg(7), Bmbdmt-Dam(9), Bmbdmt-Dam/Rech(9) Level 4: Rejuvenating Circuit -- Heal-I(A) Level 6: Possess -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(13), CrcPrs-Conf(15), CrcPrs-Conf/Rchg(15), CrcPrs-Acc/Conf/Rchg(17), CrcPrs-Acc/Rchg(17) Level 8: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(19), CldSns-ToHitDeb/EndRdx/Rchg(19), CldSns-Acc/EndRdx/Rchg(21), CldSns-%Dam(21), CldSns-Acc/Rchg(23) Level 10: Galvanic Sentinel -- EndMod-I(A) Level 12: Heart of Darkness -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(23), SprWiloft-EndRdx/Rchg(25), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprWiloft-Rchg/Dmg%(27) Level 14: Energizing Circuit -- EndMod-I(A) Level 16: Faraday Cage -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(29), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31) Level 18: Hover -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(31), Rct-ResDam%(34) Level 20: Empowering Circuit -- RechRdx-I(A) Level 22: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Dmg/EndRdx(33), ExpRnf-+Res(Pets)(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-Acc/Dmg(34) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(50) Level 26: Shadow Field -- UnbCns-EndRdx/Hold(A), UnbCns-Acc/Rchg(36), UnbCns-Acc/Hold/Rchg(36), UnbCns-Hold/Rchg(36), UnbCns-Hold(37) Level 28: Defibrillate -- RechRdx-I(A) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 32: Umbra Beast -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Rchg(37), ExpRnf-EndRdx/Dmg/Rchg(39), ExpRnf-Dmg/EndRdx(39), SlbAll-Build%(39), OvrFrc-Dam/KB(40) Level 35: Insulating Circuit -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(40), NmnCnv-Heal/EndRdx/Rchg(40), NmnCnv-Heal/Rchg(42), NmnCnv-EndRdx/Rchg(42), NmnCnv-Heal/EndRdx(42) Level 38: Amp Up -- RechRdx-I(A) Level 41: Power Blast -- Apc-Dam%(A), Apc-Dmg/EndRdx(43), Apc-Dmg/Rchg(43), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(45) Level 44: Temp Invulnerability -- GldArm-3defTpProc(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(46) Level 47: Energy Torrent -- FrcFdb-Rechg%(A), PstBls-Acc/Dmg(48), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rchg(48), PstBls-Dmg/Rng(50), PstBls-Dam%(50) Level 49: Power Boost -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), PrfShf-End%(11), EndMod-I(13) Level 50: Intuition Radial Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1485;682;1364;HEX;| |78DA6594CB4F135114C6EF4CA7400B48114A79CAABB4D8D297BA374A294621A9A2A| |ED43A29531819DA665A1359BAF06F70E1DE67E2C647FC1F8CAED4B8353E302A1410| |A32ECC789CF341893349F3EB3DF79CEF7CF7DEB9337B2DDDF270FAFA5121F9260DB| |552C94D968A55B364189AE99E5517F4BCA0A76946AD6A43194D6BA4C1683D632739| |9E56CDA5A256AFDE9B73FC6AA1109F32B47CD5D4F3AA913B5628E845BDBA229AB32| |52ACD18FAC262B5CDFE3FA3A9F39A5959D4CBFF8FBDF678AEAC69F3BD53653D1FCF| |9AFA3289654A665EABE466D54A553357BAC95E887E5F02028FE512AF6421061421B| |F06DF329537CC85C86EAE1043849422BE52BDC431B7F48C63CA2DC966C367AE6B90| |DDF6B8E98FC2B4988BA4E7829E2BC8B5DF48CF0D3DB72ADBB196CBCC7D17C08B4CD| |F2530C75CA3DA46D436BEE7DEFB3F809F989DAB20BC757D64EAE4C5032F1EAC6D9D| |F49AA1D77CDB65C7BAEE30BBEF82F798BDF7C107CC2BA4D70ABD56E82D51ACCDDE2| |C4B690B4876DFFEDF9CDFFF8B79601BFCC1F4D082DAB9466E3F85393FEFEFF0771E| |1BA4DB815E1D51EE5523EF7E78F7D7787F8636C16D704B860EB8C16CA79E01F40CA| |057AC9399F2313748BF87F5959E135C373A0D66C0296630CD5C269F7DF0D9079F23| |D46B807B49038805C14DEA3188350CC25B106B09C173086B0A4D32C3EF784F8AD46| |B04B523E7D973F81C789679700E3C039E6696A9760C3EC7E0E539C98E63BDE329EE| |1549823130CE9C48305F504D14E71D3DC4BE2670BE1338EF18CE39F693B9D522441| |CBEE3375827F1883D241E834F98A9A720EEDD4B9248C27712BEFB953D77D6A2E7DF| |4BB713B1228ED9A4239272440E3B22471C91194724ABEC7E298464473CBEDDFB6FA| |D796956DA3B5BAB4724E924FD092BC23BCCBBB4EEC8DEA8476409F7CD7B13DF0F8C| |157A9F529C63FD0567380258| |-------------------------------------------------------------------|
  3. Try turning your camera so that it doesn't face long ways into a zone. I have a lot of lag in Peregrine Island when facing into the zone, but if I block field of view with a wall or gaze at Portal Corps from the statue it goes away. It may also go away if you can enter a mission instance.
  4. Cheers CoX players. 🙂 So these past few months during COVID I've assembled a tiny programming team to work on a small project for the game Terraria. In the months that passed, the project grew larger, and finally we managed to cobble together something semi-playable. As it happens, that something is loosely based on one of my favorite games, City of Heroes, borrowing many of that game's combat rules. Now, keep in mind, when I say "loosely" I mean that in the strongest sense. 😄 Terraria has a completely different game arc and very rudimentary combat system that required retooling to make it all work, but it was possible to borrow some of CoX's best ideas. So, we grabbed the idea of archetypes, powersets (with a more limited selection of powers and no pool powers), power recoloring, as well as enhancers and set bonuses. In tribute to CoX, several powers have similar names, although the mechanics work very differently. The resulting game is very unbalanced at the moment, with a lot of bugs. But, since there are so many dedicated CoX fans here I thought I'd out myself as lead developer. The game will be published through Terraria's TModloader mod menu at some point, and for now is only available by special invite. These boards are dedicated to CoX Homecoming, and I don't want to give the impression that I'm stealing players from here (even if this game is wildly different than CoX) so I won't do too much talking about the mod here unless I hear from someone on the Homecoming team that that is okay. Meanwhile though, if you'd like to help me beta test this thing, maybe we could work something out. You can read a description of the mod here: https://docs.google.com/document/d/1FJ0yB5S4TrtE1EEa8pMs6PhRJRtzpGhrCOfbOvTXXq0/edit#
      • 1
      • Thanks
  5. Dark/Time/Energy. 🙂
  6. Hey all, I'm trying to look at the net effect that endurance reduction slotters and powers like Conserve Power have on endurance costs so I can plan a new build for my Dark/Time troller. I cant seem to find the formula anywhere. Any help? Altho I am mostly sure its the same for Controllers as anyone else, I couldnt remember if there are some limits specific to the Controller class to be aware of.
  7. I think this is an excellent question. Eliminating the outliers like /Kinetics Controllers, I think the answer is most solo Controllers or Dominators fighting large stacks of mobs above their level would have a lot of trouble clearing the mob before Mass Confusion wears off. 37 seconds becomes 68 seconds of Confusion when slotted with Confuse IOs, but then against +3 enemies (assuming a level shift) the purple patch reduces that down to 44 seconds. A 44 second clear against x8+4 enemies, based on most of my Dominator experience, would be very high performance. Blasters and Brutes can often pull that off, but Dominators not usually. Since it just takes one boss breaking its mezz and punching you twice to die, the security of that long duration is very welcome. One of the reasons Seeds of Confusion is so useful is once you see the purple confuse dots you know that enemy won't bother you again for a long time. IMO the duration is a "signature" aspect of Mind Control too, the relative calm you feel as you clear the spawn. In fact, I like to combine Mind Control on Dominators who have a form of Power Boost to make the safety even more explicit. Just wish the power didn't take 240 seconds to recharge. 🙂 About 200 of those seconds feel superflous.
  8. BTW one thing I'd be totally down for would be reducing the cooldown on Mass Hypnosis from 45 seconds to 8, the same Recharge as an AoE immobilize. The powers already cost the same Endurance (15-ish). Mass Hyp's 2 second animation time is a hinderance to being able to truly spam it without exchanging DPS.
  9. I hear you. However I think with Seeds having 37 second duration/60 second recharge that 37 seconds is the right number, unless Seeds is also reduced--a battle I don't want to fight, even if I believe Seeds is overpowered. Right now I'm still leaning more toward 145 seconds. At 90 seconds, even if the mezz duration was reduced to 18 seconds to match the Flashfire genre of powers, the power would be many times better than those powers because it is a non-notify Confuse, and it would make Mind Control eclipse the 90 second stun control sets a bit too much, minus its Containment problems, which I also hope we can fix. At 120 seconds the difference in top end builds isn't too huge versus 90 (5 seconds or so). That's why 145 sounds about right to me. It does mean Mass Confusion wouldn't quite be an "every spawn" power, but I'm not convinced it needs to be to make Mind Control relevant. I'd rather it be a 1 1/2 spawn power with a long mezz duration in the spirit of how it was designed. I actually like its current effect, providing you a very safe way to fight. I just think the lag between casts is too long. I think it should remain a different sort of power than the more frantic 90 second recharge powers.
  10. If I got to vote on it I'd personally prefer to keep the 37 second duration on Mass Confusion. The "open with and kill at your luxury" aspect of the power is part of Mind Control's identity in my opinion. The 90 second recharge powers have a different feel. I'd rather have a 145 or 120 second recharge 37 second duration and keep that flavor.
  11. 90 seconds is probably too fast a recharge for a ranged non-notify power with 37.5 second duration. Seeds of Confusion, a contender for best control in the game, has a 60 second recharge, 37.5 duration, but notifies and is a cone. Flashfire, Wormhole, Stalagmites, and Heart of Darkness are the "every spawn" Stuns, each with 90 second recharge, but just 18.6 second duration. That's how I came up with a 145 second Recharge for Mass Confusion. I could live with 120. The difference between 120 and 145 is minimal after slotting and especially after IOs, roughly just 5-10 seconds depending on build. IMO 90 is too short for the duration combined with the effect though. 90 seconds puts it at around 50 second recharge with 2 recharge IOs and around 35-30 seconds on a high end build. The power is reliable (unlike Synaptic) and virtually risk free (unlike Seeds) and has a 37 second base duration (unlike any 90 second stun) so in order to not make it totally overtake those powers I think it needs 120 second recharge at minimum.
  12. Mass Confusion would be useful with around half its current duration. The 240 second Recharge may have been justified in 2006, but with Seeds and Synaptic at 60 seconds, its a hard sell. It's a better power than either Seeds or Synaptic if its recharge matched theirs, and because of the duration of the mezz probably shouldn't recharge as fast as Flashfire/Stalagmite/Wormhole (90 seconds) so I'd go with around 145 seconds, which is the Recharge of a Blaster nuke.
  13. This is what I get for trying to Stealth edit before anyone reads my post. 😄 That will teach me to post before thinking through my suggestion/ In my revision I changed Levitate or Mesmerize to Total Domination, but same concept. Basically, TK would let you operate without alerting mobs. You can push them around and arrange them (or push them out of the way so you can move past them). Total Domination would then have 12 seconds or so of Repel protection. Your revision is also interesting, altho the functionality I really want is the Repel without notification, like Wormhole has. BTW I'm curious to find out whether Repel in a non-notify power will awaken enemies who are Asleep.
  14. I'd like to see Telekinesis changed to a non-notify power like Wormhole was during the Gravity revisions. Then it would go from a mostly useless curiosity to a tool you could use to arrange groups before attacking. It would still have a target cap of 5, so you wouldn't be able to push whole groups into corners and get them with your auto hit Hold. Since an "Attract" version of Repel may not be in the cards due to engine limitations with reversing vectors, I wonder if the developers could add Repel protection to Total Domination. Then you could position stuff, and when it reaches where you want. launch Total Domination to Hold it in that spot. If the Repel protection lasted about 12 seconds, you'd have a very good synergy between those two powers.
  15. The essence is Mind Control was designed for a very different game and has just never caught up. Mind Control came out at a time when there were no target caps, AoEs Holds recharged quickly, there were no AoE Confused to compare Mass Confusion to, and Containment didn't exist. I also don't really feel Mind Control on Dominators is amazing. It's not bad. But I think Dark Control is a very similar set and runs circles around Mind Control. In total fairness, Gravity Control used to be way worse than Mind Control. However it was buffed. So Mind Control is only the weakest set because Gravity got better. At least there's that. Mind Control could use some reduction in recharge times of key powers. I also think any power that does not do damage should be non-notify, like the Sleep and Confuses currently are. This would be consistent with Mind Control lacking positional tags on its powers and set a unique role for Mind Control, which otherwise lacks a secondary effect. You could then use Telekinesis to re-position mobs before attacking and Total Domination could be used without alerting them either. (I think any conceptual resistance to using TK to resposition mobs secretly should be quelled by Wormhole being a non-notify power, which is amazing, but also IMO somewhat encroaches on Mind's space).
  16. I couldn't open the build but I agree with the comments about Recharge. You really shouldn't pass up easy to grab sources of recharge even if you feel you have "enough." Buffer Recharge protects you from -Recharge effects. Same reason you shouldn't skip Hasten. -Recharge becomes harsher the less +Recharge you have. What I mean is if you have 0 global Recharge and get hit by -75% Recharge total it takes powers four times longer to Recharge... eternity really. Luckily such an extreme example is rare. But enemies like Arachnos can get you down to -50% pretty easily, which makes powers take twice as long to recharge. Note the amount of -recharge to hit twice as long is 50 points, but if you add just 25 points more its now quadrupled. That's because Recharge has a curve like this: If you have +100% global Recharge and get hit with -75% Recharge, powers take a little less than two times longer to recharge than they would at +100%. That extra Recharge cuts the debuff amount in half. Long story short, while large amounts of extra +Recharge are subject to diminishing returns and don't make your powers recharge faster, they provide a buffer against -Recharge where you can shrug it off before it starts to have any effect. The more global Recharge you have, the more protected you are. This is a Controller discussion, so you may get away with it most of the time. On Dominators itsa way bigger deal though. I play perma Doms who are great until they get hit with -Recharge, and then its a house of cards when Domination mode slips.
  17. I recommend making a macro to quickly target your Sentinel so you can heal/buff. I do consider this set strongest on a Mastermind and then a Controller tho, because they have pets that are more reliable than Sentinel.
  18. I'm a few days late responding to this part of the thread, but the reason ToHit benefits so much from Power Boost is ToHit is Schedule B, the same enhancement Schedule as Defense. Power Boost-like powers don't usually follow the enhancement schedules, they boost all effects equally. This is why +Defense and +/- ToHit are so powerful when combined with Power Boost effects. They receive a bigger buff than you can get from enhancements. The reason endurance drain powers usually combine well with Power Boost-like powers is most people don't slot attacks for end drain. (FWIW the Alpha incarnate slot does follow schedules, because it is an enhancement. Destiny Clarion does not follow schedules, because it is based on Power Boost).
  19. Looks good IMO. I still wish Synapse's Shock had more damage. But I promised I'd let it drop after making my case, and it seems like you've made a decision, so I'll honor your choice. That heal proc in Power Transfer. I need to think about how I can abuse that. It's too bad Gremlins don't take End Mod sets, altho they should since they take normal End Mod enhancers. I'm betting it's really useful in Jolting Chain. I'll need to try it.
  20. Amp Up isn't an amazing T9 but that's fine because of the rest of the set is very good. Mainly you'd want to use Amp Up on your team's Defender or Controller, depending on what sets they took. It's basically extended Power Boost and a Recharge buff. The best effects boosted by POwer Boost tend to be mezz, ToHit, and Endurance Mod. Heal/Absorb also benefits, but not quite as much. So, team mates you'd likely want to use it on: Any Control set (especially Dark Control or Electric Control) Buff/debuff Empathy / Pain Dark Miasma Time Manip Nature Electric Affinity (tho you can't self cast) Blasts Dark Blast Electric Blast
  21. I can definitely see an argument fr why Faraday should maybe not be castable while mezzed. It basically means this set is immune to mezz. I'm kind of ambivalent though. If the castable while mezzed component is kept, the Recharge could be longer and the set still be fine. I do think a 10 second Recharge is very very generous though. That means its not even worth slotting it with Recharge. I think 45-60 seconds is appropriate for this power. That would make it 35 second or so with simple slotting, 20-25 on high end builds. Right now Electric Affinity can slip out of a mezz every 5 seconds on a non IO build and 2 seconds with enough global recharge. Back before this set could get its own chains bounced back to it, that was more necessary to make it stand out. Right now it does seem a bit too generous IMO.
  22. I think Farady Cage is in a good place personally. I would have kept the original 32 second reharge, but its not terrible after the revision. It's very powerful--no other set gets complete mezz protection. But, to get the protection, you have to expend a click. Right now this set is one of the tankiest buff/debuff sets there is. The other sets with personal anti mezz are Traps, Sonic, and Force Field. All have a Sleep, Confuse, and Terrorize hole. None of those has heal or recovery. Also none of them has a "bust out" power that makes it possible to break out of a mezz after you've been hit. I do hope after Electric Affinity comes out we can talk about Force Field and Sonic and look at what we can do to make them better. Electric is about where it needs to be, those could use some development.
  23. If City of Heroes were still a single instance game where there is one canonical rule set I'd probably lean against restricting incarnate powers. However, we're in a situation where there are multiple servers and if I want a different flavor of the game I can move to a different server or start my own. It seems to me that the Homecoming team is more interested in addressing legacy issues than some of the other servers. So I wouldn't totally count out some kind of change to how these powers fit into the game. Keep in mind by the time crashless Blast set nukes came around the game was free to play and the assumption was most teams did not consist of 8 incarnates. Incarnates were behind the paywall. My personal feelings are probably different from the playerbase at large. For me, though, f I logged in tomorrow and Judgment and Lore pets were gone it would probably improve my feelings about the game. I'm not emotionally attached to either power. In fact I resent them, because they feel like temporary powers, I rarely put much thought into which one to pick, and they are more powerful than the powerset and archetype choices I labored over. I also wouldn't complain if Judgement and Lore only competed with each other and you had to pick between a Judgment blast or Lore pet but couldn't slot both at one time. Destiny is a bit trickier because it patches holes in some characters and players have built their whole characters around it. But, if they eliminated the top effect and just kept the lingering effect (+5 Defense from Barrier for example) I'd be fine with it. FWIW that's how far I feel Destiny missed the mark. +5 Defense for 2 min would have been very powerful, we didn't need the huge defense and resistance buff at the start of the power. The Alpha slot I think is fine. Interface is also fine. Hybrid is problematic because of the one that does double damage. That one really should be a flat damage proc. Doubling damage is rarely a good idea. At most, this power should provide a low chance to crit (5% or so). A fix I personally, but maybe not the whole playerbase, would support is making all the incarnate powers slottable into "universal slots" instead of 1 per incarnate power type. Maybe you get 1 slot at the start of the incarnate tree and the 2nd one unlocks at Hybrid. You'd have to pick 2 incarnate powers slotted at a time, but not more than that. E.g. I could slot Alpha and Destiny, but then wouldn't get Lore, Judgement, Interface, and Hybrid. Interface is the weakest one so maybe that one is outside this rule. Maybe Alpha too.
  24. I'm sympathetic to the OP. I remember the game before and after Lore, Destiny, and Judgement, and frankly I miss it. I do think the Alpha slot is well designed and adds a lot of strategic depth to the game. I don't know what the solution is here. Possibly a new variety of Task Force where that gives better rewards but these powers are restricted? I have no idea how involved that is. It makes me slightly sad that new players never got to see the game in the pre-incarnate stages. I do agree with the OP that those powers detract from the game. I used to be a team player but I've lost interest in teams because its just too easy. I'm not super gunho about just removing them, altho if I was running my own "hard core" rules server I probably would. I suppose its up to the philosophy of the developers.
  25. I think the way to think about Sapping is to compare it to an effect like knockdown or knockback. There are lots and lots of power with Chance for Knockdown, and very few with Chance for -Endurance. When Knockdown hits and it overcomes Resistance and Defense, the effect takes the enemy out of the fight, The effect usually does not last very long. For that reason, Chance to Knockdown tends to be pretty high in blast powers that have it, usually upwards of 50%. The place Sapping is right now is like if Energy Blast and War Mace only caused Knockback /down when paired with Energy Manipulation and Energy Armor. What makes Sapping different is that once you do get an enemy's bar drained, keeping it there often keeps them out of the fight if you keep hitting them with saps. That's why I keep suggesting a small chance for a big drain. Sapping right now exists in a very awkward spot. Electric Assault and Electric Melee are the worst of the lot. -7% to-10% Endurance drain in these powers is, frankly, worthless. What would make them worthwhile is if there was a chance in some attacks to completely drain a couple of the enemies. Because the effect can end up lasting a long time, you don't want to make it too many enemies. On a power like Ball Lightning I've suggested in the neighborhood of 10-15% chance. In a stack of 16, that's 1.6 - 2.4 enemies in a stack of 16. I'd probably only put this effect in a couple of the AoEs per set, and maybe one hard hitting single target power. The benefit of doing this is that when Electric sets are paired with a set that doesn't have additional Sapping capability, at least the sap works. Just like Knockdown work even without a perfect pairing, Sapping should too.
×
×
  • Create New...