Jump to content

Galaxy Brain

Members
  • Posts

    2734
  • Joined

  • Last visited

  • Days Won

    20

Posts posted by Galaxy Brain

  1. 21 minutes ago, Tsuko said:

    Radiation less tanky than ice armor ?

     

    A tanker test with no debuff ?

     

    Dark Armor almost last ?

     

    Is it a joke ?

    1) this was done with SO's only + only using the primary. Set bonuses, pool powers, and even just secondary attacks adding to mitigation would change things a lot! As stated with Dark, it requires more active mitigation than something like Invuln despite being able to shut off minions.

     

    2) There were debuffs present with -Rech, -Def, and some -End but not in huge amounts 

     

     

     

    Edit: Speaking of pools, we're looking at the following with basic enhancement

     

    Tough = +23.4% SL res

    Weave/CJ/Maneuvers = +15.8% Def

     

    Running through these again now should yield much different results

    • Like 2
    • Thanks 1
  2. 3 minutes ago, Werner said:

    When I want to compare baseline performance in Mids, I slot SOs, take Combat Jumping, Tough, and Weave, slot the defense and resistance uniques, and the Tanker resist ATO. That then gives me a good idea what I’m looking at needing for additional mitigation from the secondary, IOs, and incarnate powers.

    I think hopping back in with all these would make a big difference for a lot of these sets, namely like Rad and Shield where the extra time bought allows more offense. 

     

    My goal here was one part curiosity and one part actually putting out some form of "base level" metric as IIRC there hasn't been any sort of test with proportional damage types done before.

    • Like 1
  3. @Monos King, @Razor Cure,

     

    These runs were all done at lvl 50 on standardized SO builds at +0/x3 with minimal herding potential due to the selected map. Each encounter was roughly the same size for both the scrappers and blasters (minimal spawn was about 5 enemies, max was around 9ish). 

     

    Blasters would fare better with more targets in theory, but they'd have to be able to survive said targets.

     

    As for the entitlement thing I find that a poor argument. If anything it should be a thrilling skill-based experience to roll a glass cannon through hard content instead of just "welp, can't actually do it or i can do it but I need maximum cheese"

  4. 1 hour ago, MTeague said:

    Philosophically, for game balance, the characters with the strongest offensive powers should have the weakest defense. The characters who can basically never die should have the lowest damage output. That is the source of why I dislike the idea of handing out toggle mez protection to squishies.

     

     

    image.png.510c6ad1042768d5bb1eacf102cab61f.png  image.png.0fb283e403919d0f71a092423802dc5a.png

     

    Per my testing, Scrappers are faster than Blaster for clearing a mission (a decent damage metric) outside of Blaster Fire Blast on:

     

    Spines
    War Mace

    Dark Melee

    Claws

    Titan Weapons

    Savage Melee

    Rad Melee

    Dual Blades

     

    The slowest Scrapper time is also faster than the following Blaster Primaries:

     

    Dark Blast

    Dual Pistols

    Elec Blast

    Psy Blast

    Assaults Rifle

    Sonic Attack

     

    Nearly half the Blast sets cleared missions slower than the slowest Scrapper sets, and likewise nearly half the Scrapper sets were faster than all but one of the Blaster sets. 

     

    Total Scrapper runs: 200

    Scrapper Deaths: 14 (7%)

     

    Total Blaster Runs: 130

    Blaster Deaths: 35 (27%)

     

     

    Scrappers were nearly 4x safer while still blitzing through the same amount of mobs in the same exact mission FASTER than Blasters across hundreds of tests. These mobs did not have significant mez attacks, at least none that were ranged, but if they did the gap would be even wider as the Blasters would have had to slow down even more. 

     

    This is pretty anecdotal, but I feel that the balance of "High Damage, low survival" is not as equal as it appears when we have Scrappers, brutes, and Stalkers all being death machines that do not theoretically match a Blaster, but come close enough while having WAY more survival. 

    • Like 3
  5. 15 minutes ago, nihilii said:

    I don't fully understand the testing methodology. You're using just Tanker primaries, no secondary, so the only damage the player does is through things like damage auras, Burn and so on. Correct?

    In order to isolate just the armor set, my methodology was just so slot up the armor powers as well as possible on SO's, and then approach the mob. I would fire an alpha power off if possible (Ice's absorption, Power Sink, Burn, Shield Charge, etc) else I would get into the middle and wait till 50% to heal myself, rinse repeat as needed to see how long the armor would hold up.

     

    The way I see it, for most sets any mitigation or offense from the primary would offer similar results or at worst really skew some things like Invuln being unkillable if I could just knock down the bosses every so often. On that note, I like to think this gives a glance at what each set provides and what could be paired with them to shore up weaknesses. Invuln lacks offense, so pairing it with a highly offensive primary would be great as its already shown as not really needing additional mitigation aside from that. A set like dark likewise needs help vs specific targets in order to work best, etc.

     

     

    • Like 1
  6. Galaxy Brain back again with another primary testing for the base level performance!

     

    This time it's a bit different with Tanks as the scenario is reversed: it's the enemy's turn to speed through the Tank as fast as they can, with each Primary providing an obstacle to success. Simply put, the Tanks I tested simply had their Primaries slotted out on SO's with the basic enhancement you'd expect (3 def, 3 heals, auras had 3 damage, 1 acc, etc) and would go up against a full mob of enemies to see how long they'd last.

     

    The enemy group was a mob of 11 each time, with 2 Bosses, 2 LT's, and 7 Minions. They were all even-con to the Tanker and their combined attack spread was equal to the damage type spread found throughout all mobs in-game:

     

    image.png.9c38f1b231a90ece4afbb958c059eadb.png

     

    Yes, this does favor sets with great S/L or En defenses, but to be honest that is how it plays out in-game too. -Rech and -Def was also within these mobs in small doses to have a slight impact, but not be detrimental.

     

    Running into this mob 10 times per primary and standing tall, I recorded the times to defeat for each and averaged the results. As a baseline, I also did the same with a lvl 50 tanker that had 0 powers in order to compare the toughness. Self Heals were used at 50% HP (including Dull Pains), and I would always open up with damaging abilities or AoE drains and try to reapply as much as possible.

     

     

    image.png.6ea0f4d4e2c808a7b8e24d554e68d611.png

     

    Lets go set by set.

     

    Baseline

    So, first off the naked Tank only lasted about 4 seconds on average with the full x8 mob mollywhopping them without being able to defend themselves. Ouch. Its a little surprising just how squishy you are even with a bunch of HP, but them's the breaks I guess! This benchmark is what all other times are divided against to come up with their "Tough Rating", the more multiples of times you lasted compared to being unarmored the better you are!

     

    Granite

    Well, it should come as no surprise that Granite Armor is the best possible choice here with the baseline metrics. I made an arbitrary cut-off on my timer of 5 minutes where I'd call it a run and reset the mission, which many sets were able to hit time and again, but Granite went so far beyond with never dipping below 75% HP at the worst during the alpha strikes that I had to double it's rating to show just how far beyond it was to the 2nd place set. That being said, there are a number of sets that had high enough survival times to where this raw tankiness I would consider to be a gimmick and arguably not worth the downsides whatsoever outside incredibly specific circumstances. Looking at the rest of the sets, I highlighted this as what I'd argue as an outlier.

     

    Stone Armor (No Granite)

    On the flip side, slotted up Stone Armor without Granite faired shockingly poor all things considered. Only being about ~7 times tougher than having no armor at all, I think the main issue here is that the separate earth armors really do not mesh well. Each one protects against a specific thing in a specific way but they do not seem to be better than other comparable powers in other sets. The whole set is a hodge-podge of powers until you get to granite which just replaces everything, and you cannot even say you can run it without Granite just fine due to how weird it is + rooted messing with you. IMO the whole set needs a look.

     

     

    Bio Armor:

    So, the actual 'Toughest' set would be Bio Armor - Defensive Mode. Its the only set aside from Granite armor where I was able to hold my own till the 5 minute cutoff every single time out of 10 runs. Efficient Mode held up as the 3rd toughest, and Offensive surprisingly held solid at 5th (ignoring Granite as #1). This is all in part of the way Bio layers everything so wonderfully with basically every defensive trick in the books being available to it. Good passives, Good Toggles, Damage Aura, Debuff Aura, Click heals, Click AoE damage, you name it and Bio has it! I was able to defeat most all the mob each time and come face to face with the bosses who were able to hit me on multiple sets much more effectively without the scaling-per-mob auras being as strong, but even then I was plenty durable as seen with the Offensive Stance being so good still. 

     

    I know "Bio is too strong" is sort of a meme, but when the "non tanky" stances are still among the Tankiest.... yeah something may be true there.

     

     

    Invulnerability:

    Ol' reliable holds strong at the #2 spot behind Bio Defensive, and I think the only thing that held Invuln back was the lack of offense. Yes, this allowed it to have saturated Invincibility the whole time but it would still be constantly whittled away until defeat if it had no means of getting rid of a lot of the mob. Dull Pain was the true highlight here as once I hit 50% HP, more often than not I was in 0 danger until it wore off.

     

     

    Ice Armor

    A cool surprise to be sure, Ice's layered approach did really well! Similarly to invuln, being able to saturate a mob's worth of +Def alongside a Dull Pain clone have it great staying power, able to hit that 5 minute mark a few times thanks to the -Rech and +Def working wonderfully. That said, it also had a big gap with it's worst time being so low as well. It has a lot of defense, and the ability to eliminate threats with Icicles over time, but once hits land it has no resistance to assist with the blows.

     

     

    Super Reflexes:

    Jumping down nearly a whole minute's worth of time we have Super Reflexes. Not much to say here as this is about as straight-forward a set as you can ask for with RNGesus taking the wheel, one thing I did notice is that the scaling resists only kicked in at 50% hp. If it still scaled to the max (55%ish total) at 1 pixel of HP, but started at 99% HP I feel the set would be much smoother.

     

     

    Elec Armor:

    Sporting the wildest Standard Deviation is Elec Armor. Thanks to Power Sink and Lightning Field, I could either be immortal or be struck down within 30s at the shortest. It really depends on if they can put in enough hits between drains / if they were kept drained by the aura. 

     

     

    Willpower:

    Now we get into the "squishy" side with another drop of nearly 40s with Willpower. WP has a lot of layers, yes, but unlike Bio where you can quickly amass BIG layers + offense, WP has passive layers without any offensive pressure. You can recover quickly and take some blows yes, but with this level of play and this particular test it was not tough enough to press on.

     

     

    Shield Defense:

    A shocker to me, but upon playing it it made sense. Shield has layers somewhat like Willpower where it has a balance of defenses, +HP, etc passively but it carries some offensive edge to make up for the lack of "big" native defense numbers. That said, in this particular test when left by itself Shield Charge alone did not hit hard enough or cycle fast enough to make up for the lack of beefy defenses.

     

     

    Radioactive Armor:

    Essentially tied with Shield for some of the same reasons, Rad can heal well and do some damage but neither aspect was strong enough to weather the storm for too long.

     

     

    Dark Armor:

    While shield was a bit shocking, this one was downright dumbfounding. I applied 2 -KB IO's to travel powers to make this not a headache (and everyone slots those for Dark and Fire anyways), but even still I was taken back by how squishy Dark was even with Dark Consumption and the mez auras. The issue here was that while yes, you were immune to minions you then had to contend with the LTs and Bosses which would hit you pretty dang hard. Definitely a set that needs secondary attacks to deal with the harder targets while being able to ignore the little guys.

     

     

    Fiery Aura:

    Lastly, this should actually be no surprise that the most offensive primary is the least defensive. Popping fiery embrace and jumping into the mob and popping burn, Healing Flames, then Consume essentially deleted all minions... but like with Dark Armor the higher tier enemies then beat me up. Also like with dark, despite the amazing self heal at this level of slotting it was not up fast enough to really matter. I still feel this is fitting given how much literal firepower you get with the set though!

     

     

     

     

    What are your thoughts on this? Im not 100% sure what the next steps would be for mid and high lvl IO testing for Tanker primaries would be, would Mid Level just be slamming all the unique +Def / +Regen IO's and some pool powers, and then high lvl include a ton of set bonuses? Let me know!

     

     

    -Galaxy Brain

     

     

    • Like 8
    • Thanks 6
    • Haha 1
  7. 8 hours ago, Hyperstrike said:


    Uhm.  Look again.  Most melee types don't get their mez protection right out the gate (BioArmor's one of the rare few).

     

    They get it at RELATIVELY low levels.  But it's NOT automatic.

    Its usually lvl 10, even earlier for Tankers, that's basically right away.  Lvl 10 takes what.... 1-2 hrs of gameplay if that nowadays? Lvl 35 outside of farms has you deal with thousands and thousands of enemies across many missions that would mez you, especially from the teens on when you do in fact start seeing ranged mezzes. 

     

    8 hours ago, Hyperstrike said:

    As for not seeing it as game-breaking.

    This is because you WANT IT.  It has nothing to do with actual game balance.
    This is you simply asserting personal preference and acting as if it is factual and quantifiable.

    If you can present the MATH for why current levels of mez avoidance and other forms of mez resistance/abatement aren't enough, you might have a case.

    If you hate mez that much, play an AT that actually has rapid access to mez protection!

     

    Im not sure what math would even be used here, but I can give this. Armor sets grant between mag 8 and mag 12 mez protection on average to basically all Mez effects with 2 sets (Fire, Dark) having a KB hole which sucks, and then the other common holes being Fear and Confuse which end up being both very rare and not *as* debilitating as the other mez effects. 

     

    If you look at any random mez from enemies, especially ranged mez, they are almost always Mag 3 and they have mez durations that are shorter than their recharges. Given a melee's average mag 10 protection, 4 mez attacks of the same type would need to land at the same time in order to actually mez the character, 5 if they're a tanker. 

     

    With each of those mezzes usually only having a 50% chance to hit you, along with just normal gameplay usually interrupting them being Knockdowns, defeats, etc (Melees use active anti-mez too!!), you'll essentially never be mezzed in normal gameplay as an armored AT.

     

    With squishies, they only need 1 mez to land and that's it. If past lvl 35 they could afford being hit by a single Mez, I think that would not be too bad in all honesty given that when mez protection is given in-game its practical immunity as it stands.

     

     

    • Like 2
  8. So, I'll just add this:

     

    Being mezzed in this game sucks because all mez is basically the same where you cannot control your character for X amount of time and are a sitting duck. There's no like, wiggling free of mez or using a PBAoE to break out of a hold, its just you either don't get mezzed or have to pop a pill.

     

    That's not too bad.... except there is a large chunk of AT's that never ever have to deal with it basically ever, and they have massive leads in general survival + usually great damage dealing potential.

     

    Like, take a Brute or Scrapper vs a Blaster. Yes, the blaster definitely deals more damage but the combined armor and mez protections on the melee AT's are a MUCH bigger gap between the damage they all deal out. A Scrapper will dish out say... 80% of the Blaster's damage but be 4x as tough and never ever have to stop. That to me doesn't seem equitable, and having the epics which come late into the build provide like 1/4th the mez protection in a limited way I do not see as game breaking. Hell, make it thematic so each epic armor protects vs a specific mez and that'd be nice.

    • Like 4
    • Thanks 1
  9.   

    2 hours ago, nihilii said:

    Be as it may, some people prefer to have full free reign over their attack chain. It's not useful to insist the difference is meaningless when it clearly matters to a part of the population.

     

    I feel we all know what "gimmick" entails within this context. An attack having higher numbers one way or another is not a gimmick. A 1-2 combo where special effect 2 only happens if 1 happened first, and 2 cannot be replaced by 3, ... is a gimmick. Using a debuff before using an attack is not a gimmick.

     

    "conditional" as C_P says is a good way to put it too. People unhappy about the introduction of conditional mechanics on their beloved sets are likely to use more pejorative words. Being pedantic won't convince anyone who isn't already on board.

     

    The debuff example I feel hits these two points. Sure, you can choose not to apply (debuff) on your target and just start swinging, much like how with most all Conditional sets you can do the same. Its not *optimal* to disregard these interactions but you are free to do so in nearly every case.

     

     

    Off the top of my head:

    Psy Melee: literally only matters for 1 power, and it's a "big finisher" style power anyways you won't always whip out. Any power can also trigger this, so its a lot more free form.

     

    Staff: two powers can spend combo points here, and luckily said powers do not spend unless you have max stacks! Technically even more free form than Psy Melee else you have max stacks, but its incredibly easy to regain stacks.

     

    Street Justice: All powers that are not "Spenders" actively build up your combo meter. There is no penalty for unleashing a finisher early or with no Combo Meter at all aside from "wasting" meter when it could have been better.

     

    Water Blast: All powers that are not "Spenders" actively build up your combo meter. There is no penalty for unleashing a finisher early or with no Combo Meter at all aside from "wasting" meter when it could have been better.

     

    Titan Weapons: Two powers can only be used when you have momentum. This is the only set that straight-up prevents you from playing a certain way unless you engage the mechanic, but literally playing the set lets you use said mechanic 80% of the time in combat.

     

    Energy Melee: Power A can buff powers B, C, or D in a 1-2 combo choice depending on your situation. This does sort of railroad you into a 1-2 choice, but thats sort of all combat in CoH anyways where you have a few powers you'd always whip out in a fight.

     

    Dual Blades: This one is admittedly complex as hell with several different combo-trees that require specific power queues that all also have to hit. (Please apply TW logic to this where it's auto hit 😄 ). Ironically, the "Best" use of DB ignores combos.

     

    Gravity Control: Gravity's Impact mechanic is a legit combo where you need to set up an enemy to take added effects. You technically don't need to do this though.

     

    Beam Rifle: Like Gravity, you can mark a foe with Disintegration to "combo" into more effects. You technically don't need to do this though.

     

    Rad Melee/Assault and Atomic Manipulation: Another very self-contained mechanic, Rad powers can proc off each other to either proc Splash Damage or bonus effects if you match a Negative and Positive Ion power.

     

    Time: You select two targets to either take added debuffs or added buffs. Again, you can theoretically skip these and do ok.

     

    Elec Affinity: Elec's stacking mechanic is only spent by 1 power IIRC, which while a cool move is not 100% needed.

     

    Martial Arts: Eagle's Claw has a hidden critical or damage multiplier depending on the AT for the next attack you immediately queue up. This can be ignored and you still do well.

     

    Savage Melee: Blood Frenzy is unique in that it actually gives you a legit choice between holding onto stacks for the passive buffs they give, or spending them on one of two finishers that do get significant boosts from the cost. This one is a little different as there is a lock-out before you can regain stacks unlike other Builder + Spender sets, but outside of Staff the others do not give you passive bonuses per stack nor is the payoff as drastic when spent. That said, you can still not spend stacks here and IIRC if you do not have max stacks the spenders do not lock you out?

     

    Sentinels: This one is legit where you suddenly have a mini-dilemma when it comes to using your T1 or T2 power at the wrong time. The opportunity (hehe) cost here feels out of whack for me during normal play when its like... oh crap, I gotta pick a target worthy of marking with Opportunity else I waste it for the next couple minutes.

     

    Stalkers: Similar to sentinels with Assassin's Focus but nowhere near as bad due to how it works, in combat you can build up to 3 stacks of focus which give Assassin's Strike +33% crit rate each (which makes it guaranteed IIRC at 3 stacks), making Fast AS hit very hard in a controlled manner. You have to build up to this, but the fun bit is that you can gamble a little with trying to land a crit at 1 stack since it ends up being like 43% right away, and in a team it can be even better.

     

     

     

    So, off the top of my head, out of the existing combo mechanics the only ones that really "force" you to use them are Titan Weapons (which isn't really forceful as its hard NOT to get momentum, though it does lock out 2 powers as openers without the BU power), and Sentinels with how you suddenly have to use your starter powers a different way on a select target. With everything else, you are allowed to play a different way if you wish and with many you even have multiple options and flexibility with how to use said combos. 

     

    One of those things are a whole AT so you kind of sign up for it, and it is up for review anyways. The other is a set that will be even easier to use in the very near future (auto Momentum hype). Ignoring Stalkers and Sentinels, that is roughly ~17 powersets out of the easily 120+ or so total sets in the game, and of that 17 only 1 actually "forces" you to do X before Y. Other sets do not lock out powers, sure they may be worse without the combo (or in Dual Blade's case better if you ignore it lol) but you still have the option to ignore the combo system and play your way.

     

    This is why it is similar to the choice of Debuff or Self Buff -> Power vs just letting it rip right away. Just like how nothing is forcing you to Debuff/Buff before attacking, you are still better off for doing so.

     

     

    • Thanks 3
  10. Alright, first off:

     

    You all don't know what actual combos are. There's a smorgasbord of games out there that make even dual blades look like child's play with their complexities. Going A into B, or A into C is not a terribly complex thing that ends the world. 

     

    Second off, Stone Melee will most likely not get any sort of mechanic aside from a balance pass where powers get tweaked to perform better. Also hopefully an all fist or all hammer option... same with other elementals 😄

     

    Third, I hate the use of "gimmick" since its such a slippery slope / catch all. Literally, Stone Melee having seismic smash can be argued to be a gimmick with how devastating that 1 power is, since few if any other melee sets have such a devastatingly fast attack with a hard mez. By CoH definition, applying a debuff before attacking the target may as well be a combo gimmick too. Its the same inputs and same style of game play but one is seemingly ok while another causes mass panic. 

     

    "Gimmicks" are in every single set.

     

    "Gimmicks" alow sets like Super Strength to stand out from Stone since it has the gimmick of Rage. Allow Katana to be a stand out with certain armor sets since it has a parry gimmick to shore up defense. Allow Claws to stand out with constant dps and random ranged attacks, etc, etc. 

     

    Lets not confuse uniqueness with gimmicks, else everything becomes one and then there are none.

     

    • Like 1
    • Thanks 5
  11. 14 hours ago, Solarverse said:

    This has been brought up in the talks over on the Beta page. I asked about this myself and somebody said that it is on the list. At this point all I can say is be patient.

    Pretty much Stone Melee as a whole was stated to be given a pass.

     

    Also shush on gimmick talk, you can paint literally anything, such as a Seismic Smash's potency and Fault's CC as gimmicks.

    • Like 5
  12. So, a bit of a side-note to all this but I always wanted Ice Control to have both a "Freeze" and "Shatter" mechanic.

     

    Freeze would be a special proc that allows all your -Speed powers to stack up to a chance of either Sleep or full on Hold vs targets as you keep applying powers. Think of it like, each ice control power has a X% chance to proc a mag 1, 5s freeze hold or something similar which when stacked up would encase the foe in ice.

     

    Shatter would then be a unique benefit given this common trope:

    subfreezefatalitybc.gif

     

    Targets encased in ice by either Holds or Sleeps by Ice control (see above too) would not only have a massive amount of -Smashing resistance applied, but if the hold / sleep is broken the ice could Shatter in a small PBAoE to cause damage and slow nearby targets.

     

    Basically, Ice would remain the king of building up control and even damage opportunities over time (sort of like a snowball 😉 ), and allow more team interactions to boot.

     

     

    • Like 1
  13. 17 hours ago, Coyotedancer said:

    That would last about... half an hour. Then the Spreadsheet Gurus would figure out the "best" sets according to meta-building best practices, a few people would toss builds and guides up in the appropriate forums or Discord channels and shortly there-after the "not best" sets would become conversion fodder. 

    Yes and no, depending on what the IO's are and how they interact with certain sets.

  14. 13 hours ago, Hew said:

    The thing about DE is that we have been tied to them peripherally the whole damn game. There are flowerblossom? tips, and a bunch of others. It is supposed to be this huge thing, but unlike Rikti, we have no Heronator, RWZ events, Dropships, Invasions, etc etc etc. There are truly enormous parts of the game dedicated to the Rikti. You are intertwined with them from level very-low, with the cure wand, all the way up to 50. 

     

    DE? They are like, tips? An occasional mish in your 40-50s on arcs, and well? Thats it! Oh, and of course Hami himself.

     

    Praetoria introduced Hami as a whole different ballgame. A hami with no restrictions.

     

    If I were to go head on with The Battalion, I sure as hell would want some of that go-juice in the tank. Praetoria is a place where Big Thoughts are Thought Big. Nothing there is ever done half measure!

     

    Please, genesplice me! Give me one of those "Teethguns" from existenz, but cover that with some freaky DE whatnot

     

    EXISTENZ (1999) - Organic Bone Gun - Current price: £2250

    ZOPp7xY.gif?noredirect

     

     

     

    In all seriousness, I echo the feeling of using the Devouring Earth as a theme here since they are the *major* villain group of Praetoria if you look at the big picture, and likewise are a titanic part of Primal Earth despite how overlooked it is. Hell, there is a whole zone leading up to Hami that isn't used + the giant monster island that seems equally ignored that could be tied in. On top of this, we have the unused Primalist (ironic naming) AT that could be configured and even mixed in with the magical side of Praetoria with the Spirit Hunters being the forms the AT can change into (with the option of non-spirit skins for the animal forms). These two, along with re-using DE assets like the placed buff pets and such could make for something cool. We have Science/Tech/Natural covered by current HEAT/VEATs, so Mutation/Magic for the PEAT also seems fitting using the unique Praetorian Assets.

     

    As for other options, I really like @Tyrannical's idea for a Resistance/Loyalist split that lets you be either, especially where story choices matter, but I also think they are too familiar to the VEAT's in that sense. Specifically SoA in how theyre.... well.... soldiers.

     

    Another unique aspect of Praetoria are of course the factions seen in the Wards. Carnival of Light, Black Knights, Midnighters, Spirit Hunters (see above), and the Talons could all be incorporated in various degrees. 

     

    Oh, and of course there is always becoming a Clockwork (we have the full costume parts already lol) with options to be a Mender or War Walker.

     

    Then again, a lot of these could be combined into one as we see in Praetoria itself:

    File:PDE InfestedTESTLeader.png

     

     

     

    Thinking as I type this out, maybe an amalgamation of all these ideas could work: 

     

     

    PEAT = Warder

     

    The Warder gets their name from having been a denizen of the Wards left behind in Praetoria, and making their way back into Nova Praetoria Proper. Coming from the Ward, the Warder has been imbued with the unique magical energies found at that leyline, on top of the spores of the devouring earth, paving the way to unique abilities.

     

    Just fleshing this out, but this could either be a single AT with a branching option leaning more towards Spells or Devouring Earth, or it could be two separate ATs with a ton of similarities like Kheldians, just with one being Magic Origin and the other Mutation Origin. I'm leaning towards the latter where these are two separate AT's myself.

     

    As you start off, each warder is very similar in that they have some generic powers based on weapons and melee combat, alongside a unique power or two based on their Magical or Mutant origins. I very much like the idea of story progression tying into this, so from 1-20 I would even encourage the AT's to gain unique pool powers relative to their Resistance or Loyalist designations such as a Resistance heavy rifle or particle shielding from Loyalists. 

     

    Past level 20 though the generic powers make way for the more specialized roles of the Magic Abilities / Devouring Earth attributes, with some overlap on each side. Things like turning into a spirit animal, summoning living spells temporarily, infecting enemies to confuse them, casting powerful magic auras, and so on I could see as staples of the AT's to become something unique.

     

     

     

     

    • Like 1
    • Haha 1
  15. On 11/13/2020 at 10:11 PM, TheSpiritFox said:

    I agree with this. I like what I've heard of all of the titan weapon changes, but attaching a damage reduction to an inherent BUFF mechanic like that is something not done anywhere else in the game code and this should not be the start of that trend. 

    To be honest, it also comes with a massive buff to Rech and Endurance Reduction so its sort of double edged.

  16. 4 hours ago, tidge said:

    I definitely feel that one of the big problems with Repair is that it is a T7 power that can be simulated by using inspirations. This specific complaint is leveled against T9s in defensive sets. I'll grant that in the case of those T9s, many are accompanied by a crash (as opposed to using inspirations), but pet healing is so situational (IMO) that I can't imagine it being useful except in a limited number of similar (PANIC!) situations.

    A bigger issue is that when compared head to head with literally any other heal it falls short. Yes, it 100% heals the robot HP but can only be used on them and that is actually worse except on the assault bot... who if its that damaged is going down anyways lol.

     

    It needs to either be way less committal or something else.

  17. On 11/12/2020 at 1:20 PM, khy said:

    I'd cast my vote for taking a good look at all underperforming MM specs, Mercs especially but not the only ones.

     

    Just going off of the testing done in this thread MM Primary Comparison: Standardized Environment Testing

     

    In terms of clear times (Which is the best measurement for DPS I can tell from those charts) Necro, Robots, and Mercs are all noticeably worse than the other MM sets. Doing the same controlled environment run, Mercs took 50% longer to clear the same content, while Necro and Bots took 25% longer. When he starts in on IOs and procs, Robots drop to dead last. All 3 need some form of boost to damage to bring them closer to the rest of the pack.

     

    Ninjas were able to clear the content rapidly but at the cost of having to be re-summoned CONSTANTLY because they were dying in DROVES holy crap. You'd think zombies or Robots would be the 'suicide into the enemy' option but nope, that's ninjas.

     

    IMO Mercenaries is the most in dire need of a boost, followed by a smaller buff to bots and necro to bring them closer to the other MM sets and make them more competitive. Ninjas would probably be a lot more viable with some melee positional +Def to balance out how they get in close and get massacred a lot.

    I do want to point out a massive caveat for bots: I did not run the set with fully saturated enemies (x6 or more). This would for sure have an impact on their performance.

     

    That said, I do agree that Bots need a little somethin, but nowhere as bad as Mercs. Followed by Ninja needing some survival tweaks or just more raw damage to cement them as *the* damage Primary, and then Necro just needing a little extra TLC.

×
×
  • Create New...