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Vulgaris

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Everything posted by Vulgaris

  1. Update and confirmation: In game the values baselines are identical for both brute and scrapper - It is indeed a mids display error. So be careful with tinkering with defense sets for brutes in mids!
  2. On the wiki it lists the defense buff and resist buff scaling for scrappers and brutes as identical (Please correct me if that's outdated- Since I know some tweaks have been made as it's a historical entry wiki) so it would stand that brutes and scrappers would have roughly similar numbers for energy aura- not counting well- Caps. But I noticed something odd- when I was trying to figure out how to kit out energy aura for a brute... Is this intentional, an error in mids, or a balance choice in game?
  3. I figure with the odd behavior of kinetic melees siphon ability instead of a build up (20 second uptime- doable to get it down to near perma or perma with some hasten and set tinkering maybe?) Scrapper getting improved +damage buff scaling, which carries over into the bio armor damage bonus itself being boosted- And not being treated as a true damage bonus- but an added percentage onto the main damage number (Does that mean it can go over the damage buff cap?) It's potentially possible to do some actually impressive numbers with nearly 100 percent uptime. Perhaps even approaching perma capped damage buff numbers. Bolstered further by the -res that bio armor can crank out. But at the same time I have no doubt there's something I'm missing here or a glaring oversight I'm failing to see.
  4. I unironically support this idea if only for the ability to make Power Pool only builds for fun.
  5. Any numbers/opinions about amp up and is it self castable? I've noticed no one's mentioned a peep about it in this thread.
  6. I'd like to take time out and thank you all for participating in general so far and putting your own takes and breakdowns and explanations in this thread. I figured a more centralized thread with the at a glance numbers to go with the opinions would have a bit more oomph and give devs something to really consider, VS just dry speculation on it's own.
  7. Dark/Ice for sure. Between your auras and ice slick nobody gets to hit you- and when they do hit you it's still not a big deal.
  8. I was deeply curious how sentinel players themselves felt about the sentinel. I have fun with it from time to time but I really wondered... Beyond a suggestion thread or random murmerings here and there... If you COULD decide the fate of the entire Archetype and how it was approached, balanced or changed. What would you choose? And I think that would yield more interesting results numerically than a thread of suggestions. So I'm posting this poll here.
  9. Yeah I was going absolutely bonkers crazy and glad someone corrected me. I KNEW something felt off.
  10. For me it's just the lighting- I always feel like someone turned the gamma down to a huge magnitude on redside no matter the map it feels. I remember it being -worse- when it was new because some indoor missions I literally could not see.
  11. I see a lot of info but it's rather scattered and dropped here and there- It'd be nice to have a consolidated source for at a glance differences between things like control magnitudes between ATs with those powers, melee/ranged damage scaling, "Support" power abilities like healing power/buff magnitude if there is a difference, resistance/def caps and HP differences for each AT as well. I had a friend asking me about the core differences between defender and corrupter for example- and beyond citing the original pre-shutdown wiki for the damage values I had no idea how to answer when questioned if they had different HP or healing/buffing/debuffing values for example. And it's a bit of an ordeal to zoom in on each page and figure out if "General hold magnitude" can be derived from the stun/immob values alone.
  12. Interesting- Let me actually run that by and test and I'll come back with an edit on this post if it makes the difference. Edit: YEP. That was certainly the problem- Like night and day difference.
  13. This applies to more than just blasters as well but this seemed like the best place to bring it up, even though every AT that shares the power set has the burden of this somewhat annoying issue. Sonic Attack has a weird, overly harsh global cooldown and animation time lockout across the majority of the power set. IE: You activate or chain together powers- They come out glacially slowly after a previous sonic power was used and lock you out of activating other powers, using inspirations, etc.. for a really disproportional amount of time compared to their cast times and effects. Even your fastest move shriek which shares the same cast time as neutrino bolt from the radiation blast tree on paper and mids has a beefy global cooldown lockout time associated with it. The entire set despite any listed cast times feels far far slower as a result as you spend a disproportionally high amount of your playtime locked in an animation winddown or GCD state. I've actually died a few more times than usual as a result of it when because you have to entirely stop what you are doing to use inspirations and can't "weave" usages of them or other abilities in like you can with some other primaries. This is probably nightmarish as a defender. It's a bit ridiculous when I can followup faster with another power immediately afterwards from say- stone mallet as a tanker or brute, than the basic fast recharge first attack in the sonic attack primary. If you're not sure exactly what I mean by global cooldown- Make a sonic attack character and fire off shriek on a target and que up a brawl or another power right after while in range- Then try energy or fire or radiation for examples and do the same with their first basic attack. Sonic has a glacially slow winddown and lockout time for using powers by comparison. I realize the -res debuff can be very nice, but you can't even really fully utilize it yourself or keep it up as consistently as you might expect given the slow GCD between chaining powers. TL;DR Sonic doesn't feel right because it's too bogged down with wind down animations and GCDs.
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