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Everything posted by CaptainLupis
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My apologies, I assumed you were talking about the set as I don't recall the power itself talking about bullets bouncing off like superman, where the set as a whole is often compared to him. But I've barely played invuln so I could well be wrong. Regardless it still doen't have anything to do with buffing regen, so I am leaving it there.
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And if invincibility were a purely defense based set I could maybe see where you were going with that logic. But we are dragging this way off topic here.
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No, I get the idea of the glancing blow thing with defence, which works with the concept of stone and ice, but not so much with the idea of regen for me as nothing about regen would have that affect. But that's just my take on it.
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It doesn't work for me, but I don't have a problem if that's how other people equate defence with regen. I know there are many that don't agree with my take on absorb and regen either, but I see those 2 much more closely connected than defence. But it's unlikely we are going to see more defence or absorb in regen any time soon, so we'll have plenty time to think up how to rationalise any changes in those directions should they happen!
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That's a stretch for me, but people can rationalise powers as they see fit.
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I'm not really sure what that has to do with what I said?
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I think some people were against absorb in regen from a thematic perspective, and they struggle to see how an absorb power fits. Personally I have more problem seeing how MoG fits the theme than an absorb does. Absorb to me would essentially just be the same as healing so fast that the damage doesn't even regester, until you start to take more damage than you can keep up with at which point the healing begins to take time (ie the regen part). So I'm not adverse to it being added, as I do think it would help the set and give your regen powers time to actually work, but I wouldn't be particularly bothered were it not added either, if most were against it.
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Focused Feedback: Travel Power Updates (Build 2)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
Oh well, my statement that it was useful for MMs and defenders didn't hold true for long... Other than so that people don't have to respec, keeping defence in the new power does seem pretty pointless the way it has been implemented now. Ah well. -
Focused Feedback: Power Changes (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
It does still give the +50% range on test. Well it does on my fire blaster at least. -
Focused Feedback: Power Changes (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
It's funny to think we are struggling to fit in a travel pool these days, with the pool limit, when we actually used to have to fit one plus the fitness pool from the allowed pools. And my main back then had SS and fly! I have no idea how I managed that. And on spirit ward, it is useful, if not exactly thematic, if you are a grav controller, especially if you are one without a +regen power. You can't heal your singularity, but can stick the absorb on it. -
Focused Feedback: Travel Power Updates (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
You can get to 2% off the run cap without taking any extra powers or adding any slots, by using SS and sprint, with just some common IO investment, if you so desire. Damn those devs for forcing us to turn on an extra toggle to get there! -
I don't think it would change much, slotting wise, for me to be honest. I'd still be slotting the 2 res/+def uniques and the unbreakable guard in it. I will usually be taking something with defence, be it combat jumping hover whatever, as standard anyway so I already have places to slot most of those def IOs you mentioned. Yes, it would give an opportunity for 1 extra LotG to slot, but I don't see that as being OP, and if you are slotting the res/+defs, like I do, you still need to buy a slot to get that LotG. As I said earlier in the thread I don't think defence should be bolted on, but if it were, in the power and value @Night proposed, I don't think it would make a big difference to how I would build mine.
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Focused Feedback: Power Changes (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
Worrying about it is not the same as it happening. If people show just how badly affected they are in those 30 seconds, rather than saying they are worried about it, it might get you somewhere. With the amount of defence most people roll with these days you may find that you don't need to keep using RoP full time and can use it as reactionary thing if a mez happens, rather than trying to trying to keep mez protection running full time. But if you just talk about it, do no testing, it will go live as is, and it will be too late to do anything about it. And defensive toggles do not drop when you are mezzed, they suppress, so you don't need to toggle them back on. Only toggles which affect enemies drop. -
Focused Feedback: Travel Power Updates (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
You could, but you'd be wasting a slot if you did 6... -
Focused Feedback: Travel Power Updates (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
I can't say I recall that but it certainly sounds plausible. If they were going to change it now they would need to find a way of limiting it to one version of the sprint that it could be slotted in. -
Focused Feedback: Travel Power Updates (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
I certainly wouldn't be against new sets if they could offer something different. -
Focused Feedback: Travel Power Updates (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
They used to when the stealth persisted for 2 minutes after turning the power off, now the stealth turns off with the power. Edit ah, just realised you were meaning in swift rather than sprint. Yes it did. -
Focused Feedback: Travel Power Updates (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
Oddly you can slot things like celerity stealth and the jump one (unbridled leap?) in sprint, but not blessing of the zephyr. Swift is just common IOs or SOs it takes. Edit swift may take Hammi-Os, I really can't remember as I don't think I ever tried. -
Focused Feedback: Travel Power Updates (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
You can't slot the current universal travel IOs in sprint and swift, so I suspect adding more wouldn't help without a revamp of how either the powers or the IOs work. -
Why improve it? To get people's hopes up, so they can crush them with a double nerf in the next pass obviously.
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Focused Feedback: Travel Power Updates (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
Well hopefully it will be fixed soon so you can actually move the afterburner power to a normal slot and disable the pop up at null the gull. That should be how it's working just now but is bugged. -
Focused Feedback: Power Changes (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
You only need to prove it becomes trash if you really want it to stay as it is. If you don't care enough about the change then ignore it and play scrappers and brutes. -
Focused Feedback: Travel Power Updates (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
With no enh in fly or swift you get 59.88 mph with 1 lvl 50 fly IO in fly you get 73.55 mph, with a lvl 50 fly in swift you get 74.79 mph. Unslotted hover is 27.63mph, with 1 fly IO in hover 31.91mph, with another in swift 33.15. So not a huge difference but if you are constantly using hover and fly, and don't run anywhere, you may as well stick a flight enh in it anyway. Needless to say all those numbers don't take into account evasive maneuvers. -
Focused Feedback: Power Changes (Build 1)
CaptainLupis replied to Arcanum's topic in [Open Beta] Focused Feedback
You have the opportunity now to copy your blasters to test and run some missions with them, then give feedback to the devs as to how exactly it makes them trash, give them some data to back it up. That's what this thread is for. If you can do things like run the same mission on live and on test and say how they fared differently you are more likely to get their attention. Just saying it will make them trash without having even tried it isn't going to get you anywhere I'm afraid, you need to show them. -
For me the set shouldn't have defence bolted on, what it should have is ways of dealing with all the debuffs it will get hit with. Resilience should have some regen and recharge debuff resistance. QR end drain res. Integration more regen debuff res and a scaling regen value so it does more at lower health. Instant healing should fill out the regen resistance, a small passive amount all the time and a larger value when active. Things like that would keep the flavour of the set and make it somewhat more viable.