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Galaxy Brain

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Posts posted by Galaxy Brain

  1. 16 hours ago, Leogunner said:

    Is it though?  I can assume that Fire Blast has a prominent gap between it and the next up and coming blast set, but is that gap "as wide" or are you just saying that?  When @Galaxy Brain posted a comprehensive comparison of the melee sets using controlled elements, I'm convinced it does perform quite a bit better than other melee sets but it also takes into account death and needing to return to the map which seems more fair than just assuming a build is IO'ed and needs no effects except damage.  I'm actually asking, is there any testing done with a similar approach for blast sets?

    Yes, there is:

     

     

    image.thumb.png.79cd5b6354c42a77d0d776f964e7bbb1.png

     

    Looking at JUST the average run time, Fire is at a comparable gap to other blast sets as TW is to Melee sets. However, it is not "best across the board" like TW is. Fire was the 2nd most dangerous set (only behind Radiation Blast where I died 9 times yikes), and had poor Standard Deviation run to run. All aspects weighed in and:

     

    image.png.cf893015a08b11269106d611474a7f44.png

     

    At the "Base" level, Water I feel is better for general use., and you can argue that Water/Fire/Ice are all sort of equally good given their strengths and weaknesses. Its when you eliminate the weaknesses inherit to Fire Blast is where it pulls far ahead.

     

    Now, compare this to TW at a base level (Including Knockdown IO's for Claws and Kinetic):

     

    image.png.379f02960a84ee3326472f28ef48e22f.png

     

    TW is a big gap above the set that got an altered T9, just on SO's! If I were to post the numbers without the KD IO's, the gap would be even larger as TW has it all: Bonus Damage, incredible DPA, impeccable safety (in a separate test I pit it against War mace in a n SO only 3v1 boss fight and it could continuously juggle the bosses / let alone boost its own defense and make easy work of multiple bosses at once while War Mace struggled to stay alive).  Its not only that it was clearing maps so much faster, but it was doing that on top of the plethora of natural advantages TW has besides raw damage.

     

    • Like 1
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  2. Another quick bit while I'm catching up on the thread:

     

    So far, HC has not really "nerfed" any powers without compensation, such as Brutes getting a damage cap decrease but being able to generate fury much, MUCH, more effectively. So while certain things may see nerfs, I fully expect there to be adjustments to other areas to make it a smooth change rather than directly negative.

     

    Also, balance changes could be in consideration for that future "hard content". If content is hard for a TW/Bio to clear, it'd be downright depressing for a KM/Regen

    • Like 2
  3. I actually really like the idea of a powerset with "ammo" granting essentially instant recharge. That said, I do feel like it should have a "reload!" Power somewhere in there that gives you an X second animation to restore ammo on demand, which also happens if you try to use a power while out of ammo.

     

    The only thing that gets tricky here to me is when you have multiple powers sharing ammo. Let's take Burst and Slug for example. If both could have instant recharge on demand, you would simply take the better DPA one. Once you add in more powers, the attack chain sort of covers the need for instant recharge (Burst > Buckshot > Sniper > Burst is already recharged naturally... )

    • Like 3
  4. @Troo, and well everyone really:

     

     

    This thread I made a while back dove into this from a "general" sense where it appears that in a team setting, AoE's may be sort of suspect. The gist of the 1st half of that OP is this:

    In both even-level and +4 content, a team of 8 people simply tossing out a single "Random AoE" each is usually enough to wipe all but bosses every time. 

     

    The caveat being of course that the AoE's line up, hit all the same targets, etc, but the potential is there in theory for where "Basic AoE's", not even nukes, when repeated get the job done spawn to spawn in a big team.

    • Like 2
  5. 14 hours ago, Troo said:

    Olympus (War and technology themed, ranged)


    Plasma Blast (Ranged) Foe -Regeneration
    Plasma burns are hard to heal. The burns can temporarily halt target's Regeneration rate.

     

    Gas Swarm Missiles Ranged, Area of Effect, Lethal, Foe Hold
    Can launch a pack of Gas Swarm Missiles

     

    Incendiary Swarm Missiles Ranged, Area of Effect, Lethal, +Burn
    Can launch a small pack of Incendiary Swarm Missiles

     

    Resistance Toggle, Self
    Resistances

     

    Swarm Missiles Ranged, Area of Effect, Lethal, Foe Knockback
    Can launch a large pack of Incendiary Swarm Missiles

    Welp, there goes the meta 😉

  6. So, a note about my test for Blasters is that I did only run it on SO's, and I largely ignored the secondary to try and "isolate" the primary blast set as much as possible. I chose to not rely on the secondary too much as well... blaster secondaries are all somewhat different compared to the Scrapper Test where /WP was sort of a "middle ground" that other armors could compare to and would also not get in the way of their primaries. So, I decided to stick with more or less the basics to see how the Primaries could compare if you put them into essentially a vacuum to be fair as different Pri/Sec could have drastically different results. Another factor here was simply time... say I ran with a few different styles of secondary, I would need to triple the amount of work!

     

    +0/x3 was chosen due to it being something that would allow both ST and AoE capabilities to shine a bit more equally throughout the tests while also being sort of the SO baseline anyways. More than x3 would probably favor AoE a bit too much mob to mob, and in my humble opinion the amount of enemies you can amass at a time in the test can equal or exceed the target caps, or at least mirror what you may be taking down in a full 8-man team in any given fight if other players are slapping baddies down alongside you. If say, 3 other damage dealers are blowing up the spawn then I would say it's realistic you wouldn't actually be taking on an "8 man spawn" yourself, if that makes sense? So for a solo run-through of these tests, I chose a difficulty that would give a bit more balanced results.

     

    Anyways, speaking of these tests I do want to share data with you all in regards to the melee sets that I have been running using the new Office Map seen in the following threads:
    Blaster Testing

    Mastermind Testing

     

    The below charts show the data collected from HC Beta for all available Scrapper Primaries in a mission setting designed to emulate what one may see in a Story-Arc mission, with different floors, doors, required Boss take-downs and an Elite Boss encounter that tests AoE and ST capabilities alike as seen in the rules of those linked threads. 

     

    SO's:

    image.thumb.png.57ede148605a9aa06310c3a94d489382.png

     

     

    SO's with Claws and KM's Ranged Cones slotted with: lvl 50 Dam IO + Overwhelming Dam/KD to still achieve the 95% damage slotting + remove knockback:

    image.thumb.png.2f985898f864bbf161a4e15864993ea4.png

     

    This second run was done as there were only 2 powers across all the sets that could realistically change with a conversion to Knockdown, that being Claws (Shockwave) and KM (Repulsing Torrent). Unlike with other IO slotting, the ability to use a single Unique IO + lvl 50 generic IO allows you to have the same enhanced stats in the power while simply changing the knockback factor. Both sets improve significantly (KM becomes much less of a "bad" outlier), but even Claws is still a large gap below Titan Weapons here.

     

    Now, something new I haven't talked about yet...

     

    IO's: +3/x5 runs

    image.thumb.png.70ea0c50381533601df3515a7c059cbd.png

     

    A new metric was born from my testing in wanting to take it to the next logical step: a mid-level IO build. The build had a few goals in mind:

    1. Drop the lowest DPA attack / Worst power in each Set to make room, rely on the "good" powers
    2. Each attack has a single damage proc (Either Mako's or Obliteration), and uses a full set (except Claws and KM to remove KB)
    3. Global recharge is either 142.5% with hasten up, or 72.5% for 20s while hasten is down
    4. Fit in the normal globals (Numina, Kismet, etc)
    5. No Purples / Winters / other "super high tier" IO's

     

    Example: Mid Level Scrapper IO

     

    Its not super-optimized, and lacks certain procs on purpose as it is supposed to rep a sort of "mid level" build that is more for general use / getting a damage proc in there rather than really focusing on what the sets can slot / can synergize with. The difficulty was ramped up when I ran these particular tests up from 0/3 to 3/5 to accurately copy the accuracy discrepancy we see at +0 vs +1 enemies on SO's, though in retrospect running these sets against the same "course" so to speak may be a better comparison, but I digress.

     

     

    Either way, in both the SO and IO (mid) categories we see two things:

    1. Most all sets have an avg time spread that more or less neatly flows from one to another
    2. There are two major outliers.. 1 being Titan Weapons with a great big gap over the next highest set, and KM on the opposite end below the rest. 

     

    In a case like this, it is 100% fair to buff Kinetic Melee to fit somewhere in the rest of the pack. But, that still leaves TW as the outlier on the top where it is much better than the other sets. Do we buff ALL the other sets to get as good / nearly as good as TW? Or do we reign the one outlier in back to the pack?

    • Like 6
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  7. 15 minutes ago, Troo said:

    Nope.

    I really don't like them. Some are truly awful if the player does not leverage the mechanic.

    Insta-snipe and insta-assassin strike are about as much as I can stand.

    I would love to play Staff but having tried many just the description is a turn off now.

    image.thumb.png.c41262dcc4c1fd4725b70f7cddcb3d98.png

     

    If this is the intention for Energy Melee, I just feel that is more than a small adjustment and is no longer Energy Melee but a different set.

    Staff is literally: Run one of 3 toggles that give you a boost as you attack, and then you can spend the boost on one of 2 powers for AoE or ST goodness if you get the max buff. You can use those 2 powers for "free" if you dont have the max buff as well (and they count towards the max buff!), and after spending the buff you can start earning it again. It is incredibly fluid and something you do not have to think about too much, even less so than StJ.

     

     

    3 minutes ago, BrandX said:

     

    Yes, but in the end, the DPS is still the DPS.  The fact that you may not get that added end combo goodness, is purely psychological.

     

    You're not always going to get that hold on Crushing Uppercut (and added damage from that third tier combo CU).

     

    And having played DB both on live (mained it) and on HC, I never found myself missing the combos all that often.  For those who feel they do, I have to wonder if they just don't have any ACC slotted.

     

    Even with max accuracy / hit chance, there is always a 5% chance that you randomly miss, and within a 3-hit combo there are ~2 chances to just drop it for no reason if you don't count the 1st hit missing. That part stinks just sort of in general before you get to a point where you can just start ignoring combos, but as you level and such it can make it a bit akward.

    • Like 1
  8. 3 minutes ago, Xanatos said:

     

    Please leave the T9s alone. They're essential (and balanced!) in PVP, and not needed in PVE.

     

    If you're adamant about tweaking Overload/Elude/Kuji-In Retsu/Power Surge/Unstoppable, then all you need to do is lessen the crash. (Similar to how the blaster T9's had their crashes removed.)

     

    They don't need reinventing. They don't need replacing. Please don't listen to the people with 1000+ posts in the suggestions forum who play the forums more than the game.

    they can stay the same in PvP then

    • Like 1
  9. @FUBARczar, I know about as much as the priority list as you when it comes to the HC team, but what I do know is that certain sets require more effort than others, and that can definitely change priorities.

     

    There are generally two types of changes that occur in either direction when you look across the board: Numerical Change and Mechanical Change

     

    Numerical Change is generally very easy to perform, and in terms of "dev time" can be very effecient. An example of a numerical change would be the Dominator Assault sets getting changes to their animation times / stats which then tweaked performance (1.8s > 1.5s, Recharge went from 8s to 12s to boost the damage per the forumla, etc, etc). Changes such as "lowered damage by X%, changed recharge by Y%, tweaked endurance by Z%" are all numerical changes that are both easy to implement and test, and if a set only needs these I could see them being lumped in with multiple other things at once (such as a new blaster set + other tweaks!)

     

    Mechanical Change is the opposite where instead of turning dials, you are adding or replacing the existing dials for the set. An example of this would be the change to Snipe Powers and Tankers where the actual functionality changed rather than just the stats. This is much harder to plan and develop than simple value changes (comparatively), and requires a lot more thought and care. I would imagine that Super Strength would need changes such as this which would require nearly a whole patch just for it, as compared to tackling Numerical Changes that could be applied to a couple of sets.

     

    Yes, more people do choose Super Strength over TW, but that could also be a symptom of this being a superhero game and one of the first things you think of is super strength. If you look at scrappers, Regen is incredibly popular too despite... you know lol. TW still places high in the AT's that get it, being the top Scrapper set and within the top 4/5 for Tanks and Brutes. It not being the blowaway most popular set does not save it from being worked on though, much like how say, Battle Axe not being the *least* picked Tanker set doesn't mean it should not receive buffs over the *least* picked option. It all depends on what would fit per patch IMO.

     

     

    • Like 7
  10. What ill say here is that HC looks at quite a few metrics when it comes to balance. Anything from base level, basic SO slotting, permahasten lvls of recharge, map layout, npc powers, or even npc hurtboxes and how they mesh with AoEs,  and everythingin between. There's never just one thing they point to for adjustments, so rest assured its never just some knee-jerk change! 

     

    When a set performs incredibly well across multiple criteria is when it becomes troubling though. Let's take Katana, currently it wins out when you directly compare it to Broadsword in most every way as they were clones at one point before Katana got changes. There is not much that BS does that Katana does not match or do better in a 1:1 comparison. In this particular case, Broadsword is the one that needs attention as the comparison does not hold true between Katana and many other sets. This example would change if say, Katana outdid most of the other melee sets by a margin across multiple criteria. In that case, where multiple melee sets are in a good spot with 1 standing out above that spot, it makes sense to adjust that one back into that zone.

     

    Historically, HC has done more "adjustments" than straight nerfs as well. So while the aspects that push a set to be well above the rest may be toned back, I have faith that other benefits will come to the set to even it out.

     

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  11. 14 hours ago, BrandX said:

    Yes.  Miss an attack and you lose the combo.  Doesn't matter.  The average DPS still amounts to the average DPS of the set.  Really, losing the end combo extra, just means some people feel bad.  😛

     

    Take StJ, people still, for best DPS, use a specific string of attacks.  They don't change them up.  If you miss an attack in the build up, that means that Crushing Uppercut isn't going to be maxed out when you use it, but yet, you'll still use it, as using another builder is just going to mess with the DPS.

    The difference here is in the recovery. For StJ, you just need any 3 attacks to gain enough meter to unleash a full CU, and even at 2 Meter its pretty darn good if you decide to just let it rip or you weren't paying attention. 

     

    With Dual Blades, you do not get that buffer unless you miss the 1st part of any given combo, which is usually a fast attack both in animation and recharge. Any other attack in the chain dropping means you have to attempt the whole combo over again, which sucks. There is no "you still get the combo but it's not as good as it could have been" or "oops, quick use another attack and you can finish it!", its all or nothing. Even Psy Melee at least powers you up a bit while you have insight so even if you don't get to "spend" it properly (GSB misses, or w/e), you still got results.

     

    2 hours ago, Troo said:

    This is pretty spot on.

     

    Thoughts on Kinetic Melee?

    KM needs help, but its "gimmick" has a decent enough skeleton, the meat just needs work.

     

    Spoiler for the next round of melee results, but KM is still bottom of the barrel.  The main issue is how the Stacks of power siphon "work" with the set itself. You have 3 actually great attacks that all animate incredibly fast to build up max stacks in about ~5 seconds, but then all the other attacks are incredibly slow animating to where using them at max stacks means you actually lose stacks by the time its used. So on its own, you end up having to build up damage over time with weak attacks, and then lose the bonus when you try and use your "big" attacks for not much of a benefit that you'd imagine.

     

    Compared to a set with Build Up, you get 100% damage right away and then 10 seconds to use it at full effect. Kinetic unfortunately has to not only build up that damage over time, eating into the buff a bit, but then the big attacks you want to be boosted end up not being as spectacular as you'd imagine.

     

    What id rather see is either/or:

     

    A) Power Siphon stacks last much much longer so once you do build them up, maintaining max stacks is sort of trivial.

     

    B) Perhaps different powers give different stacks. Like 1 stack per ~0.5 s of animation or something. 

     

    3) The "big" powers get more benefit from PS stacks, sort of like Street Justice where there base stats go up a bit, but having to specifically build up power under the effects of another power would allow you to let them rip one after the other.

    • Like 2
  12. 2 hours ago, siolfir said:

     

    • Dual Blades to 50 (Stalker; played Brute + Scrapper versions to lower levels)

    Dual Blades is the one set that legit has a "gimmick". It has a branching combo tree that no other set has where you directly need to string Power A, into B, into C in order to function. Why I call this a gimmick directly is two fold:

     

    1) Ironically, it is best to straight up ignore the combos to get the best performance out of DB at high level.

     

    2) The combos are very finnicky in that its not *immediately* obvious what strings are what without having to look it up, essentially, and due to RNG combos can be dropped which unfairly punishes DB. 

     

    These points combined make the combo mechanic here just... messy in my opinion and it's what I think has stained the idea of combos for a lot of folks.

     

    Quote
    • Street Justice to 38 (Stalker, for CU crits; I also had a Brute but stopped in the 20s)

    StJ is much, much more forgiving and free-form than DB. It's gimmick occurs "naturally" in that you have Builders and Spenders. All your powers (that are not spenders) build up meter to boost your finisher of choice, but there is nothing stopping you from using a finisher right out the gate of youd like aside from it not being "as good".

     

    DB attacks can be actively bad of you do not use them in a combo by contrast and it requires precise strings with little wiggle room. StJ plays much like any other melee set with the BONUS ability to power up certain moves. The Build Up power also gives you meter right away, and you can spend meter pretty freely thanks to how fast you can get it back.

     

    Quote
    • Rad Melee to 50 (Brute, on test with a Stalker)

    Id rank this one less a gimmick and more just a mechanic, if that makes sense. Getting Contamination is incredibly easy and even passive once you get your Aura to where you really do not have to think about it. 

     

    I don't think mechanics where you dont really have to "plan" for it are worthy of being called a "gimmick".

     

    Quote
    • Psi Melee to 50 (Stalker)

    Sort of in between StJ and Rad Melee, Insight just sort of... happens and boosts a few random powers with DoT except for Greater Psy Blade.

     

    This one def leans more on the gimmick side unless you are surrounded by targets to get good odds of proccing insight. You can also use Boggle but like... lol

     

    Quote
    • Titan Weapons at 35 and 50 (Scrapper on test using insta-leveling, thus "at" vs "to")

    TW is faster more often than it is slow, as I've gone in depth about before. Like with Rad Melee, its more of a "natural part of the set" and less of something you have to strictly plan out. Granted, optimizing the momentum window is a thing and two powers are locked behind momentum, but given you are in it for 5/6 attacks on average that isn't too big a hurdle.

     

    Quote

    Water Blast (here and pre-shutdown),

    Like StJ, you can gain and spend Tidal Force very easily and naturally, and have the option to use non boosted powers without much penalty than "i could have boosted it", on top of the ability to max Tidal force on demand.

     

    Quote

    Beam Rifle (pre-shutdown to mid-30s), and

    Beam Rifle's mechanic is not much different than having any set that applies a debuff on a single target for you to exploit. 

     

    Quote

    Dual Pistols (to 50 twice pre-shutdown on Blaster + Corruptor: Swap Ammo counts, right?); 

    Swap ammo does count, and ironically id like if it was *more* "gimmicky" when you swap ammo where say, different powers totally change.

     

    As it stands tho, there aren't much changes to your game plan aside from the secondary effects of your attacks when you do swap ammo.

     

    Quote

    plus the fast-snipe changes on Homecoming mean that you can add Dark Blast, Fire Blast, Dark Assault, and Fiery Assault (I didn't have a build that would get unassisted fast snipes before).

    Fast snipe being a gimmick is a hard sell given it is a near global thing now. That's like saying having a self heal is a gimmick in terms of how many characters have access to it.

     

    Quote

    Up-and-down performance is debated for sets like Super Strength (stacked Rage vs double crashes, is it worth it?), for ATs like Dominators (Domination vs not), or using crashing armor tier 9s instead of building for reliable performance through IO sets. Titan Weapons is slow without Momentum but even then it's still comparable in damage to other sets (seriously, the animations aren't that much slower than Rad Melee's single target chain) and it's such a noted outlier with Momentum that a lot of people put up with it (again, I'm not one of them), but for the most part people build and play to remove these variations from the game.

     

    But you don't even need to try a specific set for a "gimmick", since they exist all over the place: just look at the redside inherents. Brutes chase Fury as a minigame (and that variable performance has been changed repeatedly to make it more consistent), Stalkers get some control over their critical hits and have Assassin's Focus, and Corruptors can try to manipulate their attack chains to get Scourge to fire easier, usually with mixed results. Those "bland, boring, just do damage" sets gain those gimmicks for those ATs.

     

    I think including inherents is starting to stretch "gimmick" a lot since it becomes more and more universal. 

     

    Of the sets you mentioned, I'd really only say DB and Psy are the ones with specific "gimmicks" and most everything else are just perks or mechanics. Of those, many could be mostly ignored and still have great effect aside from stance-change powersets, but even those usually have a "neutral" option and just require you running a toggle.

    • Like 2
  13. 11 minutes ago, siolfir said:

    The combo system in Street Justice forces you to either skip using your best DPA attack - which contains a control - to lead a fight, so that it can begin recharging more quickly and allow you to use it again sooner, or to use it at minimal effect - a minimal effect that fails to meet the design criteria for the power's recharge (25 seconds should be scale 4.36, it does scale 3.18 which should be 17.625 seconds).

    Then use the build up first, or initial strike/rib cracker for 1 meter and let it rip. Its still friggen good at base / lvl 1. You are not being punished for not playing a certain way, its just more optimal to do it a certain way.

     

    12 minutes ago, siolfir said:

    And you know what? Some people like that.

    A lot of people like stuff with more to chew on. There are plenty of sets that are just button mashing already. EM was always a specialist set and making it a specialized set would keep to that theme.

    • Like 2
  14. >Troubling

    >Street Justice is Finnicky

     

    Ok, I'm not gonna sugar coat it. The "combo mechanics" and gimmicks seen in CoH are incredibly, incredibly simple compared to most anything comparable both today as well as since like 2010. 

     

    Street Justice in particular is literally "play normally, but save one of these powers for later! Or don't, theyre still good without building them up". Its not like it is actually forcing you to do a quarter circle back - forward - punch input to do one of the moves, just land any 3 attacks > use your big attack which is the style of most every other powerset in a nutshell. Most every "gimmick" set not only can have its gimmick be glossed over as they happen to be rather passive (tw, psy, staff) but also simply work well even of you do not 100% optimize said gimmick, youre not being punished for not doing so.

     

    The exception to this is Dual Blades tho, which with its branching combo trees becomes rather complex... and ironically the best use of it is to ignore them lol.

     

    We have a plethora of sets that are just "push buttons wee" with no pizazz. If Energy Melee was just made "better" itd still be just another damage set without much to stand out. Even Energy Transfer isn't too special in a world with Crushing Uppercut, Greater Psy Blade, and modern Stalkers all dealing amazing ST damage while also providing other utilities and AoE coverage.

     

    If EM wants to be relevant, it needs more than just "polish".

    • Like 4
  15. 12 hours ago, EmperorSteele said:

    I dunno if it counts as "One" thing, but I'd rework some of the ATs and their role(s) on a team.

    The issue I have with ATs is two-fold. One: The Villain archetypes were made with soloing in mind, and also were supposed to represent a "dark mirror" of sorts to the heroside ATs. It's not one-for one, obviously, but it's not hard to see that Brutes are "just angry tankers" and that stalkers are "just invisible scrappers with controllable crits, lol". Adding onto that, all the "mirror" ATs share most of the same powersets. Especially sets that came later in the game's life. And this was all FINE while the two games were separate. But now that you can have any AT on any side at any time? Well, while it's nice to just do what you want, it has made some ATs a bit superfluous when you're talking about the endgame or meta or what have you.

    One specific idea I've had was to rework Stalkers: Instead of being "Scrappers but with AS and mandatory Hide", I'd do something a little more creative with them. Think about, say, Batman. He hides in the shadows, and uses tricks, gadgets, and subterfuge to manipulate and finally take down his foes. For Stalkers, I'd bring this a bit more into play. Remove most of their armor powers, and give them light mezzes and debuffs. Sure, you might only have 12.5% defense, but you could also assail the baddies with flashbangs, fears, immobs, confusion, and other effect to keep you safe and pick them off. This would A) Make them more than just "Invizibul skrapperz lol", and B) give them some utility on a team besides just DPS. Ninjitsu is already a bit like this, but they dropped the ball on the other secondaries.

    I'd do other things, like make Tanks more AoE-centric, give Controllers a way to compete with Domination (maybe by extending Containment to all mez types?), etc. But the Stalkers one is something I've actually put some thought into. Though I should add that I don't expect HC to actually do this. We're just spitballing here, right? 😃

     

    While I agree with the premise, the examples here I feel are a bit off?

     

    Stalkers already play very much differently than Scrappers, as well as have different powers in their Primaries and Secondaries even outside of the mandatory Hide/Assassin's Strike. Would I love more diversity to make them stand out a bit more? Absolutely! Just like with your /Nin example compared to Scrapper /Nin, they could definitely use more tools to make them different but I don't think removing armor should be one of them.

     

    Tankers likewise are much more AoE focused now with their changes to Radius and Target Caps, tho again having more focus on that would be cool, much like how their Fire Melee has another AoE (poor tho it may be) compared to other Melee AT's Fire Melees. Like, why should Tanker X set be the same as Scrapper X set aside from different values? The AoE increases help but still.

     

    Adding more variety per AT would still be awesome

     

     

     

     

  16. On 9/16/2020 at 1:37 PM, Replacement said:

    Back by zero demand:

    1. Condense all primary and secondary sets down to 5 most interesting powers.
    2. For the remaining 4, some will get dissolved into the 5 chosen powers, other particularly noteworthy powers will be set aside.
    3. Make new pools out of those set-aside powers.
    4. Deactivate epics (necessary to prevent overlap), remove the limit on number of power pools.

    Obviously, some other stuff would need to change. Removing the accuracy check on Provoke replaces all Taunts. Attacks (especially melee) would need Recharge reductions. I would aim to have the new t1 attack always be high on dps while the t2 is high on utility (so Parry and Siphon Life are good example t2s).

     

    Result: AT and party role is still a thing. Still matters. Just more opportunity to blur the lines as you level, more build choice.

     

    Hot take: but this makes total sense. 

     

    Think about ALL the powers in the game that are literal copy/paste of the same power but with a different secondary effect (at least mechanically). Like every t1/t2 attack for 90% of powersets, every T1/T2 control power, a good chunk of Armor powers where its like "this is your S/L resist power". There are only a few "unique" powers out there when you really think of it 😕 

  17. 4 hours ago, Jimmy said:

    Not many people noticed, but this billboard was defaced for a while. Those were some dark days.

    Anyway, allow me to assist with your predictions:

    • The letter Q (currently) appears in the patch notes 9 times.
    • The word cartographer appears once.
    • Only one genre of music is referenced.

    I hope you have found this helpful.

    The patch notes starting with "QQQQQQQQQ" is just mean and misleading

    • Like 1
  18. 14 hours ago, Vanden said:

    With only 6 controllers

    How often is this realistically happening, lets be honest. 

     

    No, seriously. 

     

    Power groups designed to take down a particular AV or such shouldnt be a consideration as that can always be done for any specific content and is too much of a headache to consider outside of exploitative scenarios like a certain AT or Powerset having a weird bug or something. We can currently lock down AVs with a full team of controllers or doms, so the ability to do so even if briefly with less than 8 shouldn't be a concern though it is still unrealistic to assume "oh everyone is just gonna roll in with X amount of Y thing every time". It simply doesn't happen.

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