
Sigma7
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Has anybody else been getting weird behavior out of Memento Mori lately? I want to make a bug report but I don't really have any actionable information. Maybe you guys can lean into this power a bit and see if you can figure anything out. For now here are the strange behaviors that I've noticed. on release candidate 1: 1. I died one time and auto rezed without using Memento Mori complete with untouchable status. The full sequence of events is as follows: I died, auto rezed(without MM), died again rezed normally with Memento Mori, died again and then auto rezed again. #zombie mode. This has only happened to me once so i have no idea of the trigger conditions and before you ask, yes I'm sure that I did not pop mm the 1st time I double checked. 2. I died within 15 secs of using Memento Mori and did not auto rez on release candidate 2: 1. I used Memento Mori with super low hp and died anyway the auto rez animation activated but then after i got on my feet the Memento Mori main power health drain/fear power triggered. EDIT: I just auto rezed without using MM again just now on RC2.
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I know the feedback phase is effectively over now so this is just an FYI for anyone who may be reading. I found binding PKB to my movement keys to be extremely helpful. This way the power stays on cool down in addition to hasten and you will have your full stacks all the time. I believe this can be useful to people like me who get scrapper lock and may neglect that power. I thought I was clicking the power frequently but apparently I wasn't clicking it as much as I thought I was. Playing in this way has convinced me to go ahead and bring this armor to live servers. I think it's important that I say that because I was probably one of the more vocal critics in this thread. Kudos to the devs for this wonderful update.
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I never said they were identical. No powers are. The point I was trying to make is that (at least on Stalkers) The straightforward traditional damage mitigation especially to burst damage needs help. I'm not dying because of any of these debuffs. I'm not saying they don't have value but in a +1/8 paper mission with Malta as an example, this armor can die way before these debufs become relevant. The fact is is that there are multiple armors available to Stalkers that can vastly outperform Psi armor under the above circumstances. I understand that all armors aren't going to perform exactly the same but in my experience this armor is so squishy that is frustrating to play so I wouldn't roll this live on a stalker in its current form.. Unless the argument is that a solo Stalker should not be able to solo a +1/8 paper mission without using incarnates. If that is the case then there are a lot of Stalker armors that are over performing. I may consider trying to post a video as an example later.
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As for the new auto rez within 45 seconds feature of MM... It does address a problem I have been having and I can confirm that it works, however this fix seems to be an implicit admission that this tier 9 defense ability is such that you can still die within a minute of using it which I believe is a big problem. I would prefer that MM be changed such that it is unlikely that I am going to die within a minute of using it.
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1. First of all thank everybody for responding to my earlier post to help give me some context on my build so that I can be a bit more intentional about my testing. 2. It feels like this set is being designed for tanks first and foremost and then being distributed to other AT's. Observing this development process, it also feels like the developers want to set a baseline with the tank performance and then hopefully make at specific adjustments for the squishier ST's. My hope is that Stalkers scrappers and Sentinels will have their specific grievances with this set addressed before it goes live. 3. With that said here are my Stalker grievances. A. Front end defense at the beginning of the fight needs work. Using the electric psi armor build mentioned earlier, It is very ez to die verry quickly out of hide vs +1/8 Grandville paper missions. The alpha strike from mobs is overwhelmingly punishing from mobs even with Psychokinetic Barrier and Shadow Meld active before I start the battle. I don't actually want to consider shadow meld for the testing because I want to evaluate the armor on its own merits without complicating the matter with things from Incarnate or epic pools. B. Stalkers don't have time to be building and maintaining defense stacks. Building stacks for psychokinetic barrier or devour psyche is a gameplay mechanic that is better suited for a class that runs from one crowd to the next and quick succession. The pace of Stalkers is different and this stack building mechanic is too time consuming for a class that is very vulnerable to alpha strikes in this armor and generally moves between mobs at a different pace. C. The basic defense resistance and absorption numbers on this set are too low for stalkers. I made a Elec/Bio stalker to compare to the Elec/Psi stalker I'm testing and the difference in survivability is immediately obvious. The comparison seems pretty straight forward: Ablative Carapace/ Psychokinetic barrier Hardened Carapace/Psychic Wall & Psionic Shield Evolving Armor/ precognition DNA siphon/ Devour Psyche I don't see how the discrepancy in the numbers behind these respective armors is justified at least for Stalkers. Quick Bio/Psi comparison: Ablative Carapace is giving me 1204.76 Absorption points with preventative medicine 4 slotted but Psycho kinetic barrier is Giving me 731.75 absorption points with preventative medicine six slotted. Stalker adjustment Suggestions: 1. make precognition a toggle for Stalkers and give it increased defense numbers. 2. Make Psychokinetic barrier give all stacks on 1 cast and increase absorption.
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I tested with DM/PSI and ELEC/PSI no incarnates and +1/8 was barely doable for me with a lot of death. I'm starting to think I'm doing something very wrong. I'm going to go ahead and post screenshots of the builds I'm using here if anybody wants to chime in on why my performance is so subpar compared to other players for this armor. If my performance is that much below what you guys are getting in here then there may be no point in me even testing at all. EDIT: I was doing Grandville paper missions with Malta, Carnies and Council.
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This armor seems somewhat high maintenance for the level of mitigation it delivers. I feel like I'm paying a cognitive tax to keep my defenses at their maximum. This tax is especially apparent when things aren't going well and I need to maintain my DPS while keeping defense clicks on cool-down. I also find that I'm more likely to panic and press the wrong button or forget to press a button at critical moments so stress can essentially lower the Mitigation that this armor provides for me. I don't have a problem with the idea of armors that require more attention however I need to feel rewarded for that additional maintenance. Also, I don't like that I'm constantly manually maintaining my defenses but it's not giving me any options or strategies to think about. I'm just robotically recycling certain powers. I wish that this set gave me some interesting tactical decisions to make as I'm doing all of this extra clicking. Bio armor is a good example of an armor that is high maintenance but there are choices in that maintenance that allow you to feel involved in the process and feel rewarded when you make good or unconventional decisions for your survivability.
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I'm running a DM/Psi stalker for testing. All of dark melee's AOE attacks are cones And of course Devour Psyche Is a cone as well. So when I'm fighting groups I end up dancing around the edge of the group so that I can always keep everyone in my cone. The problem with that is if I get into trouble and try to pop Memento Mori I end up not getting the full heel because of my positioning. I suspect this isn't a problem for tanks and brutes Because Those ATs are more likely to be surrounded. If you don't want to do adaptive recharge then that's fine but I hope that you will do something to address this problem. This armor should perform equally across all ATs and not punished The smaller more agile play styles.
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It would be nice if the devs would chime in on their opinions and goals with this set especially Memento Mori. I'm not asking you to defend anything here and I understand that devs can be hesitant to comment on these things because some players may use those comments against you, however this is a brand new power set and it would be useful to have some input from its creators to give context to our commenting and testing. If I better understood the perspective that went into this set and certain recent decisions it would be easier for me to understand what I should focus on and what I should let go of. Going by the comments, Memento Mori Seems to be the most controversial power in the set. If we're always going to get the same cooldown then we should always get the same amount of heel as well.
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Is Memento Mori Supposed to give you invulnerability like the other tier 9 resurrection powers? It's still not giving invulnerability in the new build but when I look at the description it's the only tier 9 resurrection power that does not specifically Mention invulnerability in the description. If this is intentional this would pretty much make it the worst tier 9 resurrection power. My guess is that it initially lacked the invulnerability in exchange for the adaptive recharge but now that adaptive recharge is gone it feels like the power is left with the worst of both worlds.
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Yes I'm getting the fear effect, I'm saying its just not enough. No for the untouchable... I logged in just now to double check to make sure I wasn't imagining things. For reference, I'm running a DM/Psi stalker with middle of the road IOs at lv 50. I died and then used MM while surrounded by mobs and died again before the rez animation was complete. I tried this multiple times just now with COT. I let my self die use MM and die again. Then I didn't even go the hospital, I just laid there until the cool-down was complete and rez again in the same spot. Are you saying this is a bug? How would I know if Untouchable was active?