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CaptainLupis

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Everything posted by CaptainLupis

  1. Unless you are like me and hate the respec process. I have used an absolute fortunes worth of unslotters to avoid respecs wherever possible. How I wish there were a way to respec a single power, or even pool, rather than the entire respec you have to go through now. Unslotters for powers is what we need!
  2. Oh I get that, I just don't see the need to rush through the nerf now, instead of waiting until the other power improvements are ready to implement, making an already underused set even less desireable until they do.
  3. I suspect "looked at" means something different to you than it does to me, which is where the confusion came from. Looked at, to me, is not the same as implement. So it would be a case of seeing what changes to make to improve the other powers (the looked at part) then implement those at the same time as the nerf.
  4. The bolded section doesn't make sense to me. Why couldn't the other powers in sorcery be looked at before nerfing RoP? Surely it would have made more sense to do the nerf and boost the other powers at the same time, rather than leave the pool languishing until maybe getting around to looking at the other powers at some point in the future? I'm genuinely struggling to find the logic for making a power less than 5% of all character have at level 50 even less appealing.
  5. I've often wished they would just switching to defensive follow automatically if you are held/stunned/slept, but I can see how that might end up being a pain for some people with things like micro sleeps, where you don't notice it has happened and suddenly your minions are just all standing around.
  6. Not to be recommended if you are a MM.
  7. I could see losing the dificulty as an issue when teaming, especially on a PUG, but the people I regularly team with all know to wait until the mission holder is in the zone before entering the mission. Personally I like using the quicker recharging Ouro portal than use the longer recharging team transporter for it, but that's just personal preference.
  8. Or you could just admit that what you posted when you were dismissing someone else's argument was factually incorrect.
  9. You didn't specify whether the lock out was significant or not, you said it does not require one. It does.
  10. Doesn't RoP lock you out of the other origin pools if you take it?
  11. I did Numina the other day and I'm prtty sure Jurassic is flagged as a monster in the TF, rather than an AV or GM. But yes, depending on AT and build most of the TFs are soloable without too much trouble I've found. I tend to do them while leveling, rather than as a 50, so I don't have to worry about losing powers, but I don't do them as often any more as I lack the patience for it these days. I'm much more likely to dual box them than solo it, just to speed up the AV fights as they can get rather monotonous at times.
  12. There is one other thing it is good for, "board transit" missions when you are nowhere near a tram or ferry (like at portal corp in PI), as the majority of those missions can be accessed from the exit portal from Ouroboros.
  13. Can you explain to me please how RoP, as it is on live, is a single power that obviates entire parts of the game when it is not perma and can't get anywhere close to perma without insane amounts of global +recharge most builds can't get anywhere close to? Now scrapper/brute/tanker/stalker mez protections, those do obviate entire parts of the game in single power picks. As I said in the thread that was locked: "Personally I absolutely loathe long recharge short duration situational powers. I don't use them in tricky situations in case I hit a really really tricky situation where I'd need it but it's on recharge. So I find workarounds for the tricky situations, and then when those really really tricky situations do arise I don't even think about those powers, as I'm used to the workarounds instead. That is where RoP is heading with the reduced duration for me, at best it'll probably end up as being nothing more than a mule for res +def IOs on alts I can't squeeze both a travel power and the fighting pool into, at worst the entire pool gets skipped completely by the vast majority of my alts." As it is on live I don't always take the sorcery pool, even on my squishies, but I did on some. The chances of me taking it on new alts when this goes live is extremely remote. Making an entire power pool (or should I say "another" entire power pool?) undesireable is all that's going to come of this. But I have accepted that's what's going to happen as the decision has already been made and isn't going to be changed, so I'll move on, albeit with even more homogenised builds.
  14. Personally I absolutely loathe long recharge short duration situational powers. I don't use them in tricky situations in case I hit a really really tricky situation where I'd need it but it's on recharge. So I find workarounds for the tricky situations, and then when those really really tricky situations do arise I don't even think about those powers, as I'm used to the workarounds instead. That is where RoP is heading with the reduced duration for me, at best it'll probably end up as being nothing more than a mule for res IOs on alts I can't squeeze both a travel power and the fighting pool into, at worst the entire pool gets skipped completely by the vast majority of my alts.
  15. Fair enough, I didn't realise they were unresistable, but I should have guessed. I don't do many hami raids any more, did plenty on live but I think I've only done the one since I found homecoming, so I'm a bit out of touch with it.
  16. I haven't tried it but my Rad tank, not created for hami raids, also has 91% regen debuff res after using Radiation Therapy, which, as far as I can tell, is an unresistable heal on top. So on paper, with 91% regen debuff res, 86% rcovery debuff res and 80% recharge debuff res (which I could easily get up to 100% if I were building for it) on top of an unresistable heal every 17 seconds and an absorb you'd think it would do ok, but I have no idea how it works in practice.
  17. You say that, but every hero in the game that uses superspeed has, at some point, been brought to a total and jarring halt by an empty cardboard box. Think how much tougher doors are than empty cardboard boxes! As for the original point I whole heartedly agree with making doors clickable regardless of their state. However, as you'd think this is such an obvious thing to have done years ago I suspect the implementation must be trickier than we'd suspect.
  18. Does anyone know the mechanic by which Field Medic in the medicine pool works? What I was thinking was a similar type of power but for regen, instead of healing. I know that FM decreases your resistance to healing, but I'm not sure what the ramifications are to doing that for regen, especially where debuffs come in. What I would be hoping it does is give you a flat % boost to your current total regen, and work as a counter to -regen debuffs (which I assume adds resistance to regen). But I have no idea if that's what it would actually do in practice.
  19. They are nowhere near as bad as they used to be. Anchors at least remain until the body fades now, where they used to cut off as soon as they died. And with most buffs now being applied to the entire team at once they are, again, not as bad as when you had to apply them to every single member of the team individually.
  20. When you go to a new zone and the nav bar automatically starts pointing you towards the detective, for absolutely no reason, when you already have the newspaper/scanner. Particularly annoying when you have a mish and assume it's still pointing you towards that. Seriously, make that stop once you have the newspaper/scanner contact!
  21. It only increases the fly speed cap while the power fly is toggled on. It's quite an important distinction when, for example, you are just using hover.
  22. I fear you are reading it as something which isn't there. From what you pasted earlier it is very clearly a change to the fly power itself. The first line is the change to the power fly. The second and third lines are explaining how you are not losing out due to the change, but are infact gaining. I'm not really sure how it could be made any clearer as succinctly as it was. Fly Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) This increased cap is the equivalent of fully slotting the old version of Afterburner You now get this for free, without picking two more powers, and without old Afterburner's Only Affect Self component
  23. The only way I can think of to test it outside of the attribute monitor is to get an alt with as close to 45% def while using EM as you can then let some even con mobs (ones that don't do -def anyway) attack you. If you are doing nothing it should average out at around 1 hit in 20. Then start buffing and see if you suddenly start to get hit more regularly. You could record the numbers of attacks and hits, but realistically you'd need to record hundreds, if not thousands, to get a statisticaly viable average, so personally I wouldn't bother with that, but even with a low number you should get a good idea as to whether it is just not reporting the correct figure in the attributes monitor or the power is still not working as intended.
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