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twozerofoxtrot

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Everything posted by twozerofoxtrot

  1. Definitely have some respecs incoming. At least two brutes who are going to have a great new life. A controller who no longer needs Teleport target for Singularity. Probably a Dom or Controller or three who will actually take their AoE Holds since adaptive recharge makes them so darned efficient now. And i think Ill be dumpstering an EnA brute and plant dom. Already shaved off several tankers an a fledgling plant controller. Only mentioning since I use the clunky respec system to strip enhancements and put them in storage.
  2. Not sure how to feel about the AoI change for Sents and Stalkers on build 6. I'm assuming this is because max HP pools are lower but I can't help wonder if the change might have come to leash their AoE damage as well. Will have to test, but on my Sent at least incoming melee damage was absolutely not an issue. And having that extra puddle damage on mez resists was nice.
  3. This is a much-needed modification to the power change. We've seen a lot in this Page's open beta how changes to powers (or ATs) have resulted in perceived fringe cases to become the norm. Shin brings up a valid point here, it should be thoughtfully assessed. Otherwise some jerkass player with +KB slotted Power Push is going to have a field day wombo-comboing a mob into oblivion.
  4. Ironically I found this to be fairly humorous.
  5. To paraphrase a tweet that might not have it's place on this Forum: "That's a whole new sentence."
  6. It gets even better with a few (5-8?) Stacks of Reactive Regeneration. My Sent was walking around with maxed Regen resist (95%; the players asked for more, now we can cap it!) and 70% Recovery resist (at 50). HC: "Hey Invul players, we know you already cap HP with minimal investment so we're tweaking DP max HP downwards and giving you an extra rez power you didn't have before lol. Don't worry, you can still run perma capped HP lmao."
  7. Unfocused Feedback for this overall Open Beta deployment process. The pace of updates on both fixing bugs and adjusting powers is really rapid. I didn't check to verify but "it feels" like this his the highest rate of builds I've seen in an open beta, this early in deployment. The Design Notes are fabulous, thank you!! I can't say this enough. I know this forum community has asked for more transparency and rationale be provided with changes, and whether or not we individually agree with the reasoning isn't as important as actually knowing, outside of the CBT testers who personally dialogue with our devs, where the logic and scope of power changes are coming from. This also marks in my view a further maturation of the Dev team, who is providing information with their changes in a format that is consistent with most major game devs out there managing live service games. In the same vein, thank you to the devs (and GMs!) who have contributed to the Focused Feedback threads. Especially @Faultline and @Cobalt Arachne. I'm not sure if you guys drew straws on this or what, but it's not lost on me that the two of you constitute something of the old guard and new guard in providing answers in the threads, (within your respective domains of expertise).
  8. I know this seems like a really nitpicky thing that 99% of players aren't going to care about, but that machine looks god-awful. I don't just mean how it's rusted and doesn't at all fit into the ambient environment or the AE-style holo pad it's paired with. The pipes lead up and out of nowhere and are missing textures at the top. It just looks really bad, incomplete, and unfinished in my opinion. Please consider using a different asset altogether, if you aren't able to put the elbow grease into cleaning this one up.
  9. (Jokes aside this is really slick design First Player)
  10. This is such an interesting take to me because I've never played it like that. Similar to Cendwar I keep Dull Pain up for the maxed HP. I use MoG before a big dive (in a way the +Damage makes sense to me because it will help my opening AoEs). I use IH before taking on EBs or AVs because I expect the fight to be a bit longer and that sustainment will pay off throughout. And the only reactive click for me is Reconstruction. I'm not pushing back on your suggestions or concepts, but I figured it's worth pointing out that reactive is certainly not the only way to play this set. I've enjoyed it on Brutes primarily because it's proactive.
  11. You keep asking this, and I keep answering in good faith. Only for you to ignore or demand something else. It doesn't seem like my time is being well spent in doing that. So I'll stop. Well that's because I don't hide them Sorry if you felt I was calling you "bad." It was really me trying to help you understand your line of reasoning wasn't at all persuasive. Apologies! I really thought it was you who coined the proc monsters thread.
  12. They literally could have just reverted all the changes they made to Tankers in late 2019. Right back to where they were at i24. What would you have called that? In comparison to this? Are you even aware that a player who only runs SOs at +0/1 will likely notice not a single difference in their play with these changes in effect? Edit: I just checked and saw you joined us in 2024. I can understand where you're coming from if you're this new to the history of Tankers on HC. This honestly just comes off as you not being very good at playing or building Tankers. Post video.
  13. Objective proof from clear times in strandardized tests by players who put a lot of effort into their work. Also my own subjective experience playing melee ATs. Primarily @Ston, but also I think @SeraphimKensai and @Bopper whi did a lot of work showing how effective tanker build utilizing procs could go both before and after the tanker buffs in late 2019. And yours from mine. Yours is not more valuable than mine, and vice versa. But... Time to consider if your view may or may not be entirely parochial, then. Can see the proof of this? Because solo tankers setting clear records in trapdoor and other runs beg to differ. And this is documented in our forums. Finally, Look. I love tankers. I have a stable full of them. My main is a vet 5k+ fully badged Inv/SS. I don't want to see tankers nerfed. But even with my biases in place, I think this is a fair shake.
  14. I agree with everything @Maelwys posted. I'd proffer that even with the drastic damage drop-off in the higher OverCap numbers I don't think this is an over-reaction in adjustment to Tankers. Yes, I'd rather have a flat or more graduated curve like what they suggested. But even if we don't get that, in concert with the Gauntlet and AoE changes, it's an elegant way to dampen how Tankers were leading the pack on maxed mission clear times without bludgeoning their single or low-cap target damage which would impact their ability to hold threat in longer, higher-end fights (think Magisterium, UG, etc). Personally, even though these changes have already caused me to start planning reductions in my tanker roster, I'm pretty good with them. Tankers had literally 5 and a half years of disgustingly high damage output and survivability. That's a long, long time for them to be at the top of the mountain; longer than half the time Live was up. This is okay.
  15. Just a thought but Skull Nebula is available and is the name of an actual astrological body.
  16. I don't think it's a fix because it was technically WAI. And has been doing so since December 2019. If the Devs thought this was broken code, they had half a decade to "fix" it. But if you want to add subjective weight to it, sure. You can read it as a fix. It certainly does objectively make tanker AoE subject to the same rules as other melee AT AoEs now.
  17. Brute Ninjutsu would be sick. I would love Fury and Crits. Great call.
  18. Apologies for not providing Focused Feedback in my post, but is there a chance at all we could work in Freakshow costume parts on this page? Clearly some of them have been worked separately from the Freakshow models since 1) the private servers came online and 2) more relevantly, we see parts such as Excelsior feeders, iron jaws, and mecha-arms on Freakloks. It would be a really cool capstone to have these parts, even in their unaltwred and low-poly state, available to players. Possibly as an unlockable item for completing Dap-Dap's or Dr. Buzzsaw's arcs?
  19. I don't think anyone has captured these sorts of things on video (honestly it might be seen as creepy?). But maybe someone captured screens of the Hellfire Maelstrom Gala? I was only there in spirit but it turned out to be a marvelous event by all accounts. Otherwise I would suggest potentially waiting for another event night like when Black Friday opens Lux or a KO fight club night and just stream a but via discord to give them a taste.
  20. Correct, and because of how mobs group around a tank, this means that wide end is more likely than not to be empty. My post that you quoted literally explains why it is.
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