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Rigged

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Posts posted by Rigged

  1. On 11/8/2023 at 3:48 PM, Rudra said:

    What I don't understand about your post is:

     

    1) You say other defense sets can achieve practically the same defense, but that doesn't mean they achieve the same defense.

    2) You say SR's only gimmick is it can reach defense caps easier, gets very high DDR, and has scaling damage resist. (I count 3 gimmicks in that list, so "only" doesn't work.) You

         also ignore its other mitigation abilities like Confuse resist (which is a toggled ability), the +60% Perception buff, and the Slow resist.

     

    (Edit: Seriously, the Perception buff is helpful. No SR character I know of [or played] ever had any problems seeing a fleeing invisible CoT spectral demon of any kind or Tsoo spirit, even the incarnate ones. KoA in the area invisible? Not to a SR Scrapper. And the 40% slow resist means it is very easy to make the character immune to slows.)

     

     

    I've long ago gotten tired of your constant sealioning, Rudra. Kindly stop responding to my comments.

  2. I have no particular opinion on a taunt aura for SR specifically, but personally I think SR really needs some kind of additional utility. Overdosing on +def is not particularly useful considering the options other defense sets have to achieve *practically* the same defense softcaps while keeping their additional mitigation options and utility tools.

     

    Even if not a taunt aura, perhaps a much higher +recharge buff (I mean really, EA gets the same buff with 4 enemies in range of Entropic Aura - 20%, and with 10 enemies it is twice as much at 40%), or endurance recovery, or something at least to make it stand out above the other sets. As it is, SR's only gimmick is that it can reach the defense cap easier, gets very high DDR, and has scaling resists which kick in only when you are seriously at risk of dying... but on a scrapper getting punched twice by a boss will still likely kill you when your resists cap at 75%. In exchange for these paltry advantages it has no self-heal, no end management, no base resist, no taunt aura, no stealth, no damage buff, and an extremely weak t9. I'm not even really counting the mez resist you have to click because some people actually like it that way (even if most do not). And the issue is that SR is an iconic set, a set that people who read comics would really love to have for concept reasons.

     

    Seriously, the problem is that just about every other set offers almost the same defense, which can be softcapped with some effort, plus other mitigation, utility or damage. In the very least, every other defense set besides shield has a self heal as a "Oh S**t!" button, and Shield at least is compensated for it by getting some of the best damage in the game, especially for a secondary.

  3. 1 hour ago, WumpusRat said:

    Am I missing something with this? Brutes already have a 90% mitigation cap, just like tankers.

     

    Personally, my brutes feel more powerful at taking down enemies than my tankers do. Stuff that my tankers are killing in two hits my brutes often kill with a single attack, due to having the extra +170% damage bonus. Maybe it's because I build for set bonuses rather than loading powers with as many procs as can fit that it feels that way, though.

     

    Scaling, not cap. A Brute has 75% the mitigation scaling of a tanker, which is the same as a scrapper. A power that gives 10% resist to a tanker will give only 7.5% resist to a brute.

  4. 9 hours ago, Greycat said:

     

    *nod* and you'd have fewer and fewer people to do each tier of this subscription-grind content - and/or quite a few people getting PLd up who have no idea about the game, used to the "the game begins at the end" model of other MMOs.

     

    Honestly, especially given how scabbed-on it feels, I wouldn't have been surprised if that ended up killing off the game if it had gone the way it was described. (I *already* wasn't fond of what I'd heard with the Battalion storyline.)

     

    The same AMA revealed that the plan was for earlier tiers to become a new baseline you get for automatically. They did not intend for people to grind upwards from nothing for every character.

     

    The idea was to produce a content treadmill, much like most MMOs have these days. It's actually a very good idea for game longevity, because progression content and goodies are what motivate the majority of customers. People who play MMOs solely for story are actually a minority, and the giants like WoW and FF14 know this - the majority of their actual gameplay content is a progression treadmill that they disguise using story. There are in fact a lot of people who skip through cutscenes in those games because they just want to get to the killing.

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  5. On 7/16/2023 at 12:06 AM, blue4333 said:

    why play Dark Manipulation when you can play a set with Build Up, which is available on demand and without the need for a hit check or number of mobs for effectiveness.

     

    Min/maxing can allow you to get Soul Drain to 100% uptime, and/or use it as a proc bomb. Soul Drain is in fact a very very good power, more useful than Build Up in many cases. Especially for a blaster who can also get Aim to stick the Gaussian Proc into. There are several blaster builds relying on non-cone AOEs in the primary to do heavy close-range blapping, and /Dark is pretty good for them. 

     

    Dark melee has some issues compared to Dark Manip, because you pay for Soul Drain by losing large AOE options. But Blasters can get lots of AOE in their primary and the synergy with Soul Drain from secondary is very good. This is more so since many blasters have more attacks than they really need. In fact, I have blaster builds where I skip the secondary PBAOE if they are particularly weak.

     

    The real problems with Dark Manip do not lie with Soul Drain. The problem is more the way Touch of Beyond works as a sustain making Dark Consumption usually superfluous, and the very meh AOE disorient.

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  6. As much as this might be difficult I would really love the option to play a Robots MM with Praetorian clockwork, or Council Mek men/valkyrie/wolfpack robots.

     

    Perhaps a cloned set might be a compromise? Remove the special animations for upgrades, and genericize the attack animations?

     

    Am not sure how feasible this is, though. Adding new powers seems ridiculously complex. Anyone with experience on the back-end can comment?

  7. On 7/14/2023 at 12:55 PM, Sakura Tenshi said:

    1. Buffing Practiced Brawler

    Honestly I think a lot of the survivability issues with SR could be alleviated by giving it slow ticking absorb, possibly in practiced brawler. Seriously, I am running ranged ATs with more passive survivability than SR.

     

    On 7/14/2023 at 12:55 PM, Sakura Tenshi said:

    +25% endurance discount: Perhaps another benefit of a practiced brawler is learning to pace yourself for the long haul of the fight, or even you've just grown so used to keeping up your guard it's not a big drain as it would be for others. Mechanically: for some reason /sr feels oddly endurance heavy for a set with three toggles. I have no idea if it's just me but compared to other sets like invul and all that, end poofs pretty fast.

     

    Not a bad idea, but will benefit mostly lowbies. Won't change anything at the endgame where everyone packs ageless... Energize in /EA for example does not really help much on the END front - the real END power in that set is Power Sink. Mind you, SR's toggles are already very light on END.

     

    On 7/14/2023 at 12:55 PM, Sakura Tenshi said:
    • Shorten recharge to be permanent out the box: pretty self explanatory.

     

    Nothing wrong with this idea, but really, this is not a big deal at all. At the earlier levels it is in fact quite rare that you really need it up 100%, since you only need to click it when a mez actually gets past your Defense, so a single SO (or two later on) will get you all the uptime you need, especially since HC hands you SOs right at the start. I don't exactly object to it, but maybe we should conserve buffs for elsewhere.

     

    On 7/14/2023 at 12:55 PM, Sakura Tenshi said:

    2. Altering the passive resistances

     

    The issue with increasing scaling resists is that it is in fact very easy to get another 8% resist across the board with two global IOs and another bunch for smash/lethal using Tough, a whole lot of set bonuses with fire/cold resist, leaving the only real slightly-harder hole on resists at low health as energy/neg. Look, I'm not saying it's a bad idea (and in fact it is a very good idea for tanks/brutes). I'm saying that we might want to address that in a different way because it is not going to help a lot for scrappers/stalkers once they get low, and a big problem with SR is that a single attack hitting at max health can drop you to 1HP.

     

    I do expect though that some purists will object to the idea of SR getting better resists.

     

    On 7/14/2023 at 12:55 PM, Sakura Tenshi said:

    It gets a little better if you've invested in IOs, but this game is not, and has never been balanced around IOs and IOs should not be needed to complete any given powerset.

     

    OK true, but the thing is that if you compare the sets purely on their performance without IOs, SR is actually one of the best. You can softcap (or more practically, come close to softcap) everything without IOs, giving you a solid 90% (or 85ish%) mitigation to all damage. This is more than many of the other sets with no egregious holes except for the fact that you lack a heal power, which can be alleviated using a pool or an offense powerset with a self-heal. It is a far better argument to compare the performance of SR with just a small amount of IO slotting - one of SR's biggest problems is that it overdoses on defense that other sets can use IOs to equalize, meaning that their other mitigation such as resists and self-heals put them ahead on survivability. Look, I am all for buffing SR or at least making its mitigation more consistent, but the argument for doing so is much better when you consider the practical modern IO environment, is what I'm saying.

     

    On 7/14/2023 at 12:55 PM, Sakura Tenshi said:

    3. Improvements to Elude

     

    Completely true that that power seriously needs a revamp. In many cases it does nothing but give you a bit more defense debuff resist- which is pathetic for a t9. At least for resist sets, the T9 will often at least partially cover resist holes. Now I know this is going to be controversial, but I seriously think SR should get more offense in order to compete with /Shield or the sheer utility spread of /energy aura. Would it really be so overpowered to remove the crash and give Elude a sizable damage buff (or the recharge buff OP suggested) for the 2/3 uptime at the practical recharge limits, while reducing the superfluous defense a bit?

     

    Overall, please don't mistake my critique of your suggestions as trying to pooh-pooh them. If nothing else, I think you are in fact being too reserved in your buff suggestions.

  8. 6 hours ago, Rudra said:

    I have to disagree. Constant buffing to find parity just means the ATs keep getting stronger and stronger. Finding AT parity can and should include nerfs as well. After all, Brutes saw nothing but nerfs to bring them in line with the blue side ATs after proliferation. A small scale nerf to Tankers to also bring them in line with the other ATs is not a bad thing.

     

    If the only response to balance is yet more buffing, then we have constant power creep in the name of balance. And making Brutes match Tankers in some of the areas you have listed would have Tanker players screaming for Tankers to get buffed again to differentiate them from Brutes. Instead of more power creep, a small nerf to Tankers feels like the correct response to me.

     

    That's fine, too - but I am giving a suggestion on how to go about buffing brutes in the event that a tanker nerf is not on the cards, which is in line with the OP. I have no objection to tanker nerfs, but it is hard to say whether that will be the avenue chosen by the devs, especially since the main tanker buffs have been allowed to continue for three and a half years now.

     

    My point is that doing the buff/nerf treadmill on pure damage is not the way to go for balancing brutes. If brutes must be buffed, we should look towards AOE or mitigation as possible other avenues for balance, because raw melee damage is the schtick of stalkers and scrappers. The issue is that, since Brutes and Scrappers and Stalkers all use the same mitigation scale, the main way they are currently differentiated is through their damage output and HP. Brutes need some buffing in the direction of the tank role to better differentiate them from the others and HP alone is honestly not enough. Even if tankers are nerfed, consideration should be given towards increasing brute mitigation at least marginally or giving them a mild buff to AOE radii/target caps.

     

    6 hours ago, Rudra said:

    then we have constant power creep in the name of balance

     

    Do consider that your kneejerk aversion to power creep and relentless harping about it in this forum belongs more in an i24 purist server rather than HC, which has long ago abandoned the Live balance status quo. HC has upended the entire balance equation in multiple ways, which are now going to be very difficult to revert, especially since they have allowed them to stand for long enough to seep into the status quo. We have power creep in multiple high-performing ATs which the rest have to work alongside and quite frankly the pace of range AT buffs do not look like they are going to slow even though it is clear that those ATs were overbuffed entire issues ago. If you want to complain about power creep, kindly direct that at the dev balance philosophy and not player suggestions to keep up, because it is very clear that avoiding power creep is not in the dev priorities. Like I said earlier, shutting down discussion by wishing for a tanker nerf is not going to be productive considering the HC devs have let those buffs stand for three and a half years now. This is longer than the lifespan of some MMOs. If you do not mind, you can go on wishing for them while the rest of us work with the reality we're in.

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  9. 14 hours ago, Rudra said:

    Option 3: Stick with the OP and ask the devs to allow the bolero and cape to be used together again. However, given the severity of the clipping of those two costume pieces, this option is not likely to ever be implemented as requested.

     

    If anyone else has other options, I'm all ears. However, while it will take time and effort by the devs, options 1 and 2 from this list would give you the ability to make that costume in a manner that should not cause any backlash to the devs.

     

    If the devs are very afraid of clipping, may I request that they consider allowing the bolero to be used with short capes, where the clipping issues are minimal. I would also be very much in favor of any option that allows us to use backpacks with the bolero, since those largely do not clip, as well as the addition of the Arcane collar to backpacks, for those of us who want it without the cape.

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  10. 16 hours ago, Tiger Shadow said:

    I don't mind Crey tanks having high lethal resist, the problem is that from level 46 onward, every spawn seems to be all Crey tanks. This means that my claws/spines/dualblades/katana/broadsword/battle axe/savage melee characters skip 46+ Crey missions whenever possible and I'm not sure that's what the devs intended.

     

    This is actually a very good point - I am not particularly affected by this because I run a lot of procs, but top-end Crey have very poor mob diversity which is very clear when you do the missions only to find a sea of grey. A much better solution than nerfing their resists might simply be to create high-end crey agents and scientists so that not every Crey enemy in the 46-50 bracket is a tank.

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  11. With respect, I am actually convinced that the way to balance brutes is not by increasing their damage - this is a futile endeavor because there are four melee archetypes (not including EATs) and the bare second one outdamages any of the others all of them will complain. Instead, because Brutes are supposed to be a hybrid of Tanks and Scrappers, I really feel that the correct way forward would be to provide some of the overpowering advantages that tanks are getting to Brutes.

     

    Consider: Increasing the cone/AOE radii and target caps to match tankers. Increase the base brute mitigation scaling from 75% to 85% (a bit less than halfway in between scrappers and tankers). But no increase to the fury buff numbers or base damage. If you feel that fury drops too fast (been awhile since I played a brute), perhaps we can reduce the rate of decay so it is more consistently on the high end.

     

    This would make Brutes the king of large scale melee AOE in a way that scrappers would never be able to compete against while allowing scrappers and stalkers to retain their position as the top single target and small-group DPS. It would also improve Brute resist and defence base numbers to help reach breakpoints easier. If we meddle solely with raw damage, the only result is that brutes would end up being nerfed back down when scrappers and stalkers complain.

  12. 11 hours ago, Greycat said:

    1.  Why? It currently works just fine. And it's spread across several ATs in both primary, secondary and APP/Patron pools.

     

    I suspect it is because Dark Blast has an unusually large number of cones, and they want to increase the synergy. 

     

    Regardless, it is not so cool for people who are not Dark Blast and are not already lining up the cones as part of their normal attack cycle. This is particularly pronounced for Blasters, who get Soul drain from their secondary (rather than the APP/PPP like Defenders and Corruptors) where there are likely to be lots of people who take the Dark secondary without the Dark Blast primary. Blaster Dark blast also has one less cone, so there isn't that much synergy for them. So for Blasters at least, where you are supposed to blap for maximum effectiveness and the synergy is not so much a factor as it is for defenders and corruptors, I hope they do not change it. 

     

    There is a bit of an argument for changing the Soul Drain in Defender and Corruptor Soul/Dark Mastery though, since it does force a ranged defender to close where they may not otherwise have to. Few Defender/Corruptor APP/PPP powers require you to close - although Dark Mastery specifically has all the powers other than the armor being PBAOEs. One possibility is to change the Soul Mastery version (since the rest of the powers are ranged; also the Soul Mastery version has twice the cooldown) to a cone while leaving the Dark Mastery version as it is, which would provide greater distinction between the Dark and Soul Mastery sets. I myself have no opinion for or against changing this.

  13. I hate to jranger this idea but having seen what it does to every community, I feel I have to. I get that elitism is already a problem here, but that's precisely the issue: I am against any idea that would encourage it. That elitism also encourages a defensive attitude in the opposite faction, those who are proud of how unoptimized their playstyle is. This division does not need to be exacerbated. 

     

    The only game I have played where it doesn't come up regularly is FF14, because it is strictly against the rules to even use a DPS meter - though unofficially the GMs close a blind eye unless you try to whine about another player's performance using one. And while correlation does not imply causation, FF14's community is better than most and I cannot help but think this is at least one of many reasons for it.

     

    It pains me because I myself am a massive min/maxer and build tweaker and would love to be able to see statistics in a group setting. But I have to content myself with timing solo runs instead.

     

    Apologies to those who support this with the best of intentions, but there has been a demonstrable history of how DPS meters affect player psychology.

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  14. On 6/10/2023 at 4:43 AM, Saiyajinzoningen said:

     

    Apologies if i somehow implied i would prefer recycled animations over new ones. 

    I would genuinely be happy with either.

    Perhaps if we chant it the devs will hear us?

     

    MORE ANIMATIONS DEVS! please? (respectfully)

     

    Sadly I do believe that with the current antiquated tools for creating animations (from what I understand COH's engine is not compatible with ANY modern animation programs) a single second of animation takes days of active work to create. The example given was the innertube emotes. The devs have said this is not an efficient use of their volunteer time.

     

    Hopefully a better solution is discovered so that we can import or create new animations more efficiently. Until then, recycled animation are the best option.

  15. Just FYI, that's Statesman's cape. It's a reference to the fact that they are different-time counterparts. And yes, the cape at the back is separate from the shoulder drape, so theoretically you could use it with any of the existing capes.

     

    I don't object to it being added for players, however. It's just that I suspect the reason it hasn't is because they would have to adapt it for the female and huge bodytypes and they haven't got around to it yet.

  16. 1 hour ago, Rudra said:

    For the sake of fairness, I opened up Mids to see if I could make a character that couldn't get 5 purple sets slotted.

     

    1 hour ago, Rudra said:

    Finally I tried a Beast/Cold Mastermind, and I finally found one that could only slot 4, provided I took Field Mastery as my APP

     

    Everyone can slot 5 purple sets with the 10% recharge bonus just from pools. The fighting pool alone gives everyone access to 3 - Boxing slots Absolute Amazement, Kick slots Hecatomb, and Cross Punch slots Armageddon. Experimentation's Toxic Dart slots Apocalypse and Corrosive Vial slots Ragnarok. Force of Will's Project Will and Wall of Force, respectively, can do the same. There are a smattering of other pool powers with which to mule purples, but I am just showing you can do it solely with two pools - Fighting and either Experimentation of Force of Will.

     

    Even if you are not inclined to take either Experimentation or Force of Will because you want to take the holy quad of pools, every AT has access to at least one ranged damage power (at least from your epic pool) to slot Armageddon. Every AT will also have access to at least one more control power (Immob or Hold) or a ranged AOE. Add that to Fighting and you have five. This isn't even including ATOs. And just in case people say this kind of extreme muling is not practical, I want to point out that a lot of endgame builds mule Absolute Amazement in Boxing. Add your ATOs and no one can make the excuse of not having full access to 50% recharge from purples. The real reason we tend to have less is because these days we spend slots on procs instead and Hasten/LOTGs/Force Feedback proc are usually sufficient when paired with Ageless.

     

    For heaven's sake people here talk like they have no experience minmaxing every day.

     

    Nonetheless I have no objection to there being more sets with the 10% recharge bonus. This is not because I want them. It is because having that 10% recharge bonus as the main star of a new set's bonus will cap power creep - as I said, everyone has full access to at least five sets with that bonus already. I am in favor of lateral improvements - basically giving people more options to attain the same level of power, rather than adding new levels of power that will upend the gradually normalizing balance work that the HC power team is doing.

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  17.  

    6 hours ago, Greycat said:

    Aesthetic - Given their description, I'd honestly love to see an energy-form change on this to just *black,* a void (non capitalized.) But, not sure how doable that'd be.

     

    Feels like technically, this might not be so hard. By "void" would you accept the model of an unbound Nictus, the fluffballs that buff Rommy? The models are in the game and they already use blasts very similar (if not identical) to the squid form.

     

    The main difficulty might be creating a whole bunch of story arcs for the EAT, but perhaps the devs might consider contributions made in the AE to be made official for the purpose of the EAT's arcs.

     

    Feels like mechanically your Nictus is going to be very similar to a Warshade, with mostly cosmetic changes? As long as those cosmetics are already in the game for the devs to repurpose it seems entirely doable. Not sure about manually controlling an enemy (we don't know if the engine can support this, and if turns out it can, we'd better share this with Mind controllers or face a revolt), but a confuse power looks pretty viable.

  18. 1 hour ago, Player2 said:

    Light is radiation, and radiation is... more than light.  Also, the radiation effects look horrible as "imagine it's light."

     

    Then consider a peacebringer, which is as "light" as light gets.

     

    1 hour ago, Player2 said:

    My problem isn't really the set, it's people dismissing requests by telling them to just use their imagination.  It isn't your job to tell people what they should ask for or to manage disappointment and pretend something else is what they want.  You want that job?  Get on the development team and then tell people what they can't have and how they can half-ass workaround to what they want.  In the meantime, you imagine what you want.  Be supportive or leave it alone.  No one needs anyone's "recolor & pretend its what you want" nonsense.

     

    Nope. This is a forum, and we are here to help.  We're happy to volunteer, and we can do the job whether you like it or not. The glacial pace of content releases means it is highly unlikely your desired changes will come out soon, if ever, and as a result there are tons of people here trying to suggest alternatives that will work in the meantime. In any case, the suggestions were originally being made to the OP, not you, and you decided to run out and spit in the faces of those trying to help the OP. This is why people are reacting so negatively towards you.

     

    1 hour ago, Player2 said:

    No one needs anyone's "recolor & pretend its what you want" nonsense.

     

    Not at all. It is very helpful in this specific case, because it is extremely easy to play a light blast character in this game. Perhaps you are taking offense at the general sense of negativity on this forum, but in this specific thread, I have found no cause for your prickliness. 

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  19. Dear devs, please consider adding the Mastermind Demons whip animations as alternate animations for Fire powerset swords in Fiery Melee and Fire Manipulation.

     

    Here's a suggestion on the animation times along with the numbers:

     

    Fire Sword animation: 1.33 sec

    Corruption animation: 1.233 sec

    Greater Fire Sword animation: 1.367 sec

    Lash animation: 1.8 sec

    Fire Sword Circle animation: 2.67 sec

    Crack Whip animation: 2.33 sec

     

    The fire sword animations are generally longer than the whip animation, so it's mostly a matter of extending the cast time lockout (FYI for non-devs, cast time and animation time are not the same thing - they can be changed independently) to match them, except for Lash/Greater Fire Sword. I'm not familiar with the viability of shortening the whip animation (I am told it is unusually complex), but if this is a problem, please consider reusing the Corruption animation for Greater Fire Sword. Alternatively, consider using the Lash animation for Fire Breath (extended to match the Fire Breath animations of course).

     

    Please also consider extending this to other sets with a viably fiery theme, such as Radiation or Psychic Melee.

     

    The reason I ask for this is not because I want the whips. It is because I hope it will reduce the number of petless masterminds on Everlasting.

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  20. Personally, I have found every single one of the new HC sets to be generally uninteresting. Not a problem since I am usually far more interested in balance chances to old sets - for instance I was pretty happy with the AR changes even though I think they should have swapped Beanbag for Aim (let's not argue it; devs have decided).

     

    It does not help that the HC devs specifically designed Storm Blast to "not be the best" at quick damage. For those unfamiliar with PR-speak, let me translate: it sucks in practice and is meant for those hard-mode purists who think the game is too easy. This means it is not meant to appeal to many of us. That is actually okay, since we should not expect every single addition to cater to our playstyle, but it does mean we'll pass on this set. Hopefully a later set will fit our playstyle more.

     

    Seriously - we can't expect every single new set to cater to us. Just let it slide. The devs have promised smaller, faster Page releases, so hopefully we'll get a new addition soon.

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  21. 3 minutes ago, biostem said:

    It'd be significantly simpler and more compact than the enh/IO menu on the test server, so no issues with implementing it.

     

    Because that was never part of my suggestion, nor does it provide for the much quicker & streamlined process I suggested.  If, for instance, I had 3 level 28 acc enh's and wanted a level 28 def, it'd be a simple and direct conversion, as opposed to having to buy a level 25 and 3 or more others, (allowing for some chance at failure after the first combination), not to mention needing to enter the enhancement slotting window before attaining the final level you wanted, then having to exit and purchase more, if a failure does occur.

     

    I was actually not aware of the test server menu. Your answers are sufficient for me support your suggestion.

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  22. Speaking of this: I really hope the devs will consider a generic Mez IO purple in the vein of the Controller/Dominator ATOs. Some powers have multiple mez effects and I feel dirty contaminating my build with filthy Hami-Os. Rebirth server (one of the other servers we are not particularly hostile to) also has a generic debuff IO set, for tohit/defense debuff and slows. I think it would be nice also to have a combination healing/endmod set. While this is not strictly part of the OP's suggestion, to prevent people from stacking their builds with these they could be implemented as unique purples.

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  23. 15 minutes ago, biostem said:

    Now compare that to how easy it is to combine 3 insps to another of the same tier.

     

    Yes and as I said it would be much easier and convenient to just summon a vendor.

     

    15 minutes ago, biostem said:

    3 of the same type & level to 1 of any other.  Yeah there are many types of enh's, so the layout of the menu would have to be optimized.

     

    Please answer the rest of the question. Are you suggesting a massive 26-option menu like the insp combine menu - keeping in mind that for 26 options you are looking at a window several columns wide and rows long (2x13, 3x9, 4x7, 5x6), keeping in mind that there are in fact 130 actual origin/type combinations which will have to be coded in. Or are you asking the devs to code in a special combination window similar to the enh converter window? This is your suggestion and you have to flesh it out.

     

    Also, please address why you think a summonable vendor is not a much better idea anyway since it would be much easier to code and is more useful since it can be used for selling recipes and salvage too. Convenience is after all your goal, right?

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