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William Valence

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Posts posted by William Valence

  1. 4 minutes ago, Vanden said:

    (Both of them, in fact, which is not normal, but I'll just chalk that up to the poster not realizing that only one enhancement value in an Alpha ever gets higher than SO-level numbers, never more.)

    I did that because I didn't think there was a big enough difference between Partial Core Revamp and Core Paragon. May have been unneeded, but it was intentional to have a power bump from the Revamp to paragon.

     

    4 minutes ago, Bossk_Hogg said:

    Should it take a slot to remove the to hit from dark?

    Yes.

     

    Well, no you shouldn't even have the option, but as it happens for KB there is an enhancement type for that. As it also happens there's an incarnate power that does global enhancement slotting, so that presents itself as a good way to introduce a "universal" slotting, because that's what the Alpha slot is for.

     

    2 minutes ago, Black Zot said:

    Your suggested alternative to taxing every knockback power a slot to make it usable in a team environment is to essentially tax EVERY POWER IN THE PLAYER'S BUILD.

    I'm sure you have a reason to say this, but I can't possibly come up with a way to have this sentence make sense. Can you please try to rephrase? How is it taxing every power in the build? Am I misunderstanding what you're trying to say?

  2. 5 minutes ago, Black Zot said:

    How does it NOT gimp a build to expend a third of your most powerful enhancement option on something that even the HC team acknowledges shouldn't cost more than one slot?

    vvvv This is why it doesn't vvvv

    43 minutes ago, William Valence said:

    You lose one enhancement type of a usually secondary/tertiary type to trade for universal KB/KD. When range is one of the enhancements and Control is not, then the enhancement we don't have would have been a soft control like sleep or fear. Seems like a fair trade. Does the lack of one of these enhancement types gimp builds worse than any slot investment ever could?

     

    You keep the 45% Sch A and 33% for sch B on Core Paragon. Both damage and range are beneficial to sets that have KB. And according to the claims on the number of slots needed to remove KB in a full build you do gain a good number of slots to fill with other enhancement types.

    Also I haven't see where the HC devs said that universal KB->KD should take one enhancement slot in a build, mind linking it for me? My search-fu seems to be coming up short.

  3. 44 minutes ago, Bossk_Hogg said:

    If it's an actual perk, like all the KB apologists claim, then it should cost nothing to remove. The fear in burn and caltrops is a penalty to balance them (and was removed on certain AT's). 

     

    So is KB a bonus or a penalty? Because the lackluster damage of energy blast and peacebringers doesnt seem to warrant such a penalty...

    Damage, even for energy blast, is a function of recharge, endurance, and area of effect. If damage is lackluster it's more due to an unfavorable ratio of those than it is the presence of KB. And my issue is that there seems to be an undue entitlement to control over the KB in powers for no cost. People want to control the effects of their powersets with no cost, and I'm wondering why they get to.

     

    The reasoning seems to be that people think that KB is a universally negative effect or a limiter effect, which I don't necessarily agree with. Which is why I'm arguing against a cost free universal solution. However there is a KB to KD slotting option, and Alpha slots are made specifically to apply global slotting to all powers that accept them. Seems like the best compromise between maintaining consistency in there needing to be a slotting cost, and providing a "Universal" option.

     

    56 minutes ago, Black Zot said:

    So you want people to gimp their entire build worse than any slot investment could ever do, to free up some slots?

     

    Do you not realize how bass-ackwards that is?

    I'll bite; how does that gimp a build?

     

    You lose one enhancement type of a usually secondary/tertiary type to trade for universal KB/KD. When range is one of the enhancements and Control is not, then the enhancement we don't have would have been a soft control like sleep or fear. Seems like a fair trade. Does the lack of one of these enhancement types gimp builds worse than any slot investment ever could?

     

    You keep the 45% Sch A and 33% for sch B on Core Paragon. Both damage and range are beneficial to sets that have KB. And according to the claims on the number of slots needed to remove KB in a full build you do gain a good number of slots to fill with other enhancement types.

  4. 2 hours ago, Bossk_Hogg said:

    It's too much of an investment to fix weak power design. Energy Blastr is already pretty mediocre in damage. 

     

    Just make a null the gull setting and be done with it. That way people can swap on the fly for solo and teaming.

    No that's a bad idea.

     

    It enforces the idea that a person gets to decide what effects are bad and remove/change them without cost. How much control should a person have over their powers? Should I be able to remove the Afraid/Avoid in Burn or caltrops? As much as people say it, knockback isn't bad, nor is it the end of the world to have. If people really want to get rid of it it should come with some kind of investment. Alpha slots just happen to be purpose made to accommodate that type of situation.

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  5. Fuck it, make it an Alpha slot.

     

    People want the reduce their slot investment, well that's one of the primary purposes of the Alpha slot.

     

    *Restraint Alpha Boost*

      Boost Core boost Radial Boost Total core revamp Partial Core Revamp Partial Radial Revamp Total Radial revamp Core Paragon Radial Paragon
    Primary KB ->KD KB ->KD KB ->KD KB ->KD KB ->KD KB ->KD KB ->KD KB ->KD KB ->KD
    Secondary x Dam 33% Range 20%

    Damage 45%

    Range 10%

    Range

    33% Damage 16.5%

    Damage 33% Range

    10%

    Range 20% Damage 16.5% Damage 45% Range 33% Damage 33% Range 20%
    Tertiary x x x x x -Tohit 20% EndMod 33% x -Tohit 20% EndMod 33% Disorient 33%
    ED Bypass x 1/3 1/3 1/2 1/2 1/2 1/2 2/3 2/3

     

     

    • Like 1
  6. Alright, then the question is, how much less damage?

     

    If you spawn them in at even level their damage goes up 25%.

     

    Against +4 targets their damage goes up 320%. If I remember my parsing correctly the T1 pets, even at a -2, tend to out-damage bosses and support Lts. At +4x8 they should do about half the damage of Boss/combat Lts. With the Lts at .3x for -5 levels compared to .15x at -6. Lts and boss being roughly equal damage output at +4.

     

    If you reduce their damage enough to keep them normal at +0, to avoid buffing them in normal content, then the minion henchmen will outpace Boss/Lts at +4. Dramatically increasing their performance. I just can't honestly say that I agree they need it. I personally think they don't need it.

     

    Oh, and this would also jack the power of proc builds through the roof. That would be an absurd increase in power from that too.

     

  7. This is something you have to be really careful of.

     

    MMs are not really in a bad spot. There's inter-set imbalance that should really be addressed, but MMs as a whole are a winner archetype. My Necro/Dark, Mercs/Traps, and Ninja/Time were all able to solo Manticore, Penny, and Ms Liberty in RV when they were on test before the shutdown (All +4 with pvp DR). Penny and Ms Liberty without incarnate slotting. With Alpha and Interface I dropped them both at the same time. If you improve MMs in this way, what do you take away to make it balanced?

     

    Don't get me wrong, MMs are my primary AT, but if you don't re-balance them then MMs just stronger and that seems gratuitous. And if you re-balance the T1s so that they do less damage while being summoned at your level, aren't you just changing the appearance of the numbers without changing the result? Isn't that a waste of time/resources?

    • Like 1
  8. 2 hours ago, Captain Powerhouse said:

    One thing at a time. Not promising the same changes, but the total focus animation cut was taken from a WIP energy melee revision.

    Wait WIP as in something the devs had tucked away? If so that would explain why the changes looked so familiar. It's been bugging me all day.

  9. 9 minutes ago, Cix said:

    From the Patch Notes:

      "Total Focus: Cast time shortened from 3.30 to 2.50 seconds.

      New special mechanic. Most single target attacks have a 20% chance of granting Energy Focus mode. Hitting a foe with Total Focus will always grant Energy Focus mode.

      While in this mode, Whirling Hands will inflict a large amount of bonus damage. Power Burst will do some bonus damage.

      The mode will be removed if a power with bonus is used."

    I missed that then.

     

    That is giving me serious deja vu, but I can't put my finger on why.

  10. Doesn't look like that's what they did.

     

    The Power up changes, from what it appears, were made to the three sets that have Power Boost instead of build up. It looks to work like a super Power Build Up. The animations I'm not entirely sure on. The only animation change I see is the 2.5s animation for TF and I'm not sure what animation that would actually be.

     

    Unless there's a different change to Energy assault I'm missing.

  11. 6 minutes ago, Vanden said:

    Yes, I understood that. My point was there was no "if" condition listed for Dark Consumption.

    Gotcha, I think I see why.

     

    Dark consumption doesn't have an entities autohit tag, so like @Trickshooter said it only cares about the tohit roll. Consume has an entities autohit "Foe"  which guarantees the endurance resistance. If the power didn't hit you wouldn't get that, so they make the power autohit, and skim the attack roll to see if the other effects apply.

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  12. 3 hours ago, Vanden said:

    That's not the story Red Tomax tells. On the page for Consume, the endurance recovery portion says "20 Endurance (after 0.25 second delay) If (@ToHitRoll < @ToHit) or @ForceHit".

    IIRC "@Forcehit" is streakbreaker. So it's saying the effect is applied if you succeed the roll "If(@TohitRoll < @Tohit)" or if streakbreaker kicks in. 

  13. To what extent do we get to control the effects of powers we don't like? Should we, or a member of our team be able to remove afraid/avoid magnitudes? Should the team leader be able to give the enemy TP protection because they don't like pulling with TP foe, or Wormhole? Should they be able to turn off intangible powers, and prevent players from being able to use them?

     

    To what extent does the team leader have control over me, and where do you say their control goes too far?

     

    • Like 1
  14. 7 hours ago, oedipus_tex said:

    RE: the target cap discussion, keep in mind you can fake a higher than 16 target aggro cap with pets or psuedo pets. There is also already a mechanic in place for sharing damage between a pet and an owner.

    I mentioned this earlier in the thread as a similar side thought. There are struggles to this though, the primary being that you have to have a way to avoid taking double damage from AoE attacks.

  15. Even if the attempt at adding a mechanic to EM isn't the method most people want to go, the rest of my previous idea would hold up.

     

    Give Energy transfer the animation from Telekinetic blow (with EM Fx) to increase it's DPA 69%. Give Total Focus Energy Transfer's current animation to increase it's DPA about 23%. While the singular DPA of ET would not be the same as it was way back when, spreading the animation time reduction would reduce total time in the two power's animations from 4.62s (If you just reduce ET to it's old animation) to 3.806s. Still doing 8.12 scale damage in that time.

     

    Then if you think something still needs to be done, give stun a -regen or something.

     

     

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  16. 15 hours ago, Justisaur said:

    Ninjas at end game put out absurd amounts of damage.  They seriously outpace all other MM pets in damage. 

    I'm curious. What change did they make between the shutdown and now that brought Ninjas past Thugs for damage?

     

    They never used to do more damage.

  17. 2 hours ago, Justisaur said:

    Ninja/Storm should be more... If you can keep the ninjas alive.  It should clear equal level mobs faster... at least on paper.  I haven't tried it though, so I'd can't say for sure, I'd be curious to try it as a farmer, but I'd want to do a tunnel farm with no ambushes.

     

    33 minutes ago, kelly Rocket said:

    Ninja/Storm is more damage against single targets. Thugs massively outpaces Ninjas for damage against large groups. We're talking exponential differences. Ninjas are just plain shit for AoE.

    Unless something changed from live to now that I'm unaware of, between the Bruiser doing more damage than Oni, Enforcers being absurd, and Gang War, Thugs should do more damage in pretty much any situation.

     

    ST or otherwise.

  18. If you're looking for combos

     

    Bots/Time -> Hits all the boxes for everything you could want. Sets complement each other well.

    Thugs/Storm -> Quite possibly the most damage a MM combo can output.

    DS/Therm -> Do you want henchmen with 90% resistance to everything, because that's how you get henchmen with 90% resistance to everything.

    Necro/Dark -> Classic combo. Works. Can solo just about everything, but is just less consistent than the above three.

    Ninja/Time -> Ninjas can live? Who'da thunk it?

    Mercs/Trap -> About the only way I've been able to play mercs to a high level.

     

    If you're looking for a breakdown on the secondaries and comparisons of them, I personally think that they're fairly well balanced. The above are more or less outliers due to combination rather than simply being better support sets.

  19. May as well just cross reference my thoughts from the other poison buff thread.

     

    21 hours ago, William Valence said:

    Coming from the perspective of a MM /poison player.

     

    I don't believe /poison is as bad as I used to. I'd do three things:

     

    1. Allow neurotoxic breath to take Hold IO sets.
    2. Turn Noxious Aura into a toggle like Venomous Aura, or at the very least reduce the recharge so the uptime can be made 100%. It's a very important part of the set's power.
    3. And this is the big one -> Make poison trap a ranged, ground targeted summon that can be seen by enemies, and that they can attack.

    The last on is the big one IMO. Buff sets are easy. They are agnostic to mob size, and they work for the alpha and everything after. Debuff sets are harder. You have to apply the debuff first. For /Dark there are multiple ways to break an alpha. For /traps you have seeker drones and a +def power. /rad's two anchor abilities pump their effect faster than /poison can. I think if /poison had a way to summon something like seeker drones that ate the initial hit, then I think the set would be much more fun to play and perform better to boot.

     

    You summon the trap. The mob nukes the trap, and whoops trap card activated. While all that's happening Neurotoxic breath has been vomited out, and while the orbs of mob neutering are being hucked about, either the player or their pet have moved in debuffing the group further with the aura.

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