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Everything posted by Galaxy Brain
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This is the rough breakdown if every enemy group were evenly distributed. We are currently working on updating this to further drill down how many powers are Half X/Half Y, as well as "weigh" different enemy groups to factor in say... how often you run into Carnies and their Psychic attacks vs how often you run into say, Warriors and all their Smashing/Lethal. At face value though, Energy damage is more common than Negative and Psychic combined. Knockback is also incredibly common with nearly every Psychic enemy having TK Blast with a chance of KB, all gun toting groups having M30 or Frag Grenade, and so on. Fear and Confusion on the flipside are incredibly rare at least from my memory of combing through.... jeez, 5000 powers NPCs use (purposefully leaving out unique enemies too!) but it'll be worthwhile to comb for Mez 🙂 Anywho, from a face-value meta standpoint, Dark Armor has it kind of rough where it's weaknesses are actually rather common, while the things it is strongest against are not. At least it's not Ice Armor with it's immunity to... 2% of the game 😛
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ATO procs: Bring non Scrapper/Stalkers up to par
Galaxy Brain replied to Indystruck's topic in Suggestions & Feedback
Tanker ATO that removes the crash from T9's plsthxbai -
If you can find em
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Hasten: Make it Inherent, or get rid of it?
Galaxy Brain replied to Abysmalyxia's topic in Suggestions & Feedback
@Infinitum, @KelvinKole, I think you're both referring to the exact same thing but just with different semantics. If a character has X defenses with toggles on, passives, set bonuses on, etc, without having to actively click on anything then that is essentially their "static/passive state". Outside of retoggling, that is their normal state of operations for as long as they're logged in. For most characters that hit soft cap / etc, it is very rare to be detoggled so while it leans more towards "passive", for most of their time its essentially a "static" barrier. For many sets tho, you see defensive abilities that are click powers. Regen for example, Healing Flames / Burn, click buffs for your team, click debuffs or controls, etc. Having more recharge makes these all better and better. You've personally seen what high recharge novas can do 😉 Getting nova up in less than 30s each spawn is something that can only be done with the big chunk of +rech from hasten if you dont want to sacrifice a bunch of other stats. Recharge bonuses outside of LotG are usually found at around the 5th slot, and usually give 7.5% if you average them out. Even with 5 LotG, to match the 70% hasten gives youd need 30 slots worth of investment (5 lotg + 5 rech bonuses at 5 slots a piece). That is a lot of effort to match something you can pick up before lvl 10. Then, you can always slap hasten on top of that too. Recharge is so dynamic because of the amount of powers out there that are clicks with long cooldowns that then can become perma or beyond with proper slotting. It is very hard to compare set to set as they will want different things. One person may not need extra recharge to function, where another cannot get enough and keeps getting better the more they have. -
(That specific stat is something I've asked for a while... and something I suspect they do keep track of but is kind of hard to showcase without the internet sploding) Also, thank you all for the responses 🙂 Dark Armor providing some res/def to all types, a damage aura, and uniquely mez auras (oh, and Dark Regen) definitely seem to be the draw, but everyone sort of laments on how the mez auras work. Si?
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@ArchVileTerror agreed, but "theme" was thrown out so generally that yeah, recoloring fire aura or even rad armor to dark effects and saying that its netherworld energy RP wise does the trick, on theme alone. What mechanically makes DA fun that you dont get from other armors? I ask because that is what the set should be balanced around, it's fun factor.
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So, two votes for theme but I could color fire aura dark and say its netherworld energy for my theme as well. What makes it stand out and fun to play over other armors?
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Can I ask everyone this: Why pick dark armor, specifically, over another armor set?
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Out of pure curiosity, what is the benefit of layering Fear and Stun together at Mag2 each? Running either one (Gloom more likely) will essentially shut off all minions from the fight, and the -ToHit of the fear aura while nice is too unwieldy for tougher targets with it's acc check and end cost. If there was some way for these to interact it'd be nice... if not directly just some synergies that make it attractive to run both at once even tho the two mezzes are usually redundant. Like, maybe if you could "Feed off their Fear" and gain +End if the fear actually hits? Likewise the stunning effect can lower enemy defense to allow the fear to proc more often and thus refill end.
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Hasten: Make it Inherent, or get rid of it?
Galaxy Brain replied to Abysmalyxia's topic in Suggestions & Feedback
In a grand sense, yes as many powers suddenly lose access to a massive on-demand speed boost that even with a ton of IO slotting still like Hasten to be there for both offense and defense. What are you trying to ask, exactly? -
Give MM Pets access to MM Set Bonuses too.
Galaxy Brain replied to RoboKnight's topic in Suggestions & Feedback
Even if they don't do IO's at all, most SO builds should be fine to do well more than 0/0 -
Give MM Pets access to MM Set Bonuses too.
Galaxy Brain replied to RoboKnight's topic in Suggestions & Feedback
tbf, everyone is OP vs Even Level these days -
Give MM Pets access to MM Set Bonuses too.
Galaxy Brain replied to RoboKnight's topic in Suggestions & Feedback
3*, the minions can never be soft capped -
Hasten: Make it Inherent, or get rid of it?
Galaxy Brain replied to Abysmalyxia's topic in Suggestions & Feedback
Statistically, it seems to be the 2nd most taken pool power period as of the last count, only beaten out by Fly by the player base across ALL levels (just highlighting the top 20): Rank Pool Power Count 1 Flight Fly 182,678 2 Speed Hasten 155,593 3 Leaping Super Jump 129,071 4 Leaping Combat Jumping 93,131 5 Speed Super Speed 84,821 6 Leadership Maneuvers 81,608 7 Leadership Assault 67,619 8 Fighting Tough 64,450 9 Sorcery Mystic Flight 64,107 10 Sorcery Translocation 64,107 11 Flight Combat Flight 63,981 12 Leadership Tactics 58,053 13 Fighting Weave 52,046 14 Fighting Boxing 50,057 15 Fighting Kick 36,141 16 Invisibility Stealth 34,672 17 Teleportation Recall Friend 34,265 18 Teleportation Teleport 25,523 19 Flight Afterburner 18,983 20 Sorcery Arcane Bolt 17,315 Source: Seen above, Hasten is incredibly popular over all but the most iconic of travel powers. It was picked 1.21x more than Super Jump, 1.67x more than Combat Jumping, 1.83x more than Super Speed, and 1.91x more than Maneuvers. This definitely says something about the state of the other Pool Picks when there is 1 buff in the top 5 among the big 3 travel powers + the best mini-travel power. -
Hasten: Make it Inherent, or get rid of it?
Galaxy Brain replied to Abysmalyxia's topic in Suggestions & Feedback
The issue circles back to how there are not picks that are competitive with Hasten, aside from a few utility ones like com at jumping. On top of this, the effect it gives is so important that it is a no brainer to take for many many builds -
Hasten: Make it Inherent, or get rid of it?
Galaxy Brain replied to Abysmalyxia's topic in Suggestions & Feedback
Right, but the way you are framing it seems to ignore that a vast majority of people do -
Hasten: Make it Inherent, or get rid of it?
Galaxy Brain replied to Abysmalyxia's topic in Suggestions & Feedback
This is a silly argument and you know it -
It's time to recognize Domination is bad.
Galaxy Brain replied to Replacement's topic in Suggestions & Feedback
What if Domination meter gave +Rech per pt? -
ATO procs: Bring non Scrapper/Stalkers up to par
Galaxy Brain replied to Indystruck's topic in Suggestions & Feedback
You do have control in both these cases. The Hide proc guarantees the next attack is a crit, or at least 50/50 on an AoE. The Scrapper proc can be placed in a reliable power so that you can accurately gamble the follow-up attacks should crit. Sure, these are both more damage but the way you access the +Damage is thematic to the way the characters play and requires forethought by the player. They actually use the AT's inherent powers which other ATO's rarely do. Any thoughts on making the other ATO's similarly thematic and interactive? -
ATO procs: Bring non Scrapper/Stalkers up to par
Galaxy Brain replied to Indystruck's topic in Suggestions & Feedback
its not just more damage Those ATO's *directly feed into the AT's play-style and/or Inherent* Other ATO's for other ATs give a +Heal/+End/+Absorb/Etc proc which can be found in other uniques. Others get a damage proc which while nice, is nowhere near as game-changing as refreshing build up or a bigger base crit chance on ALL attacks. What makles these stand out is not simply they do damage, but they support the AT's game plan in a unique way. Examples of better ATO's: Controller: Replace the Psy Damage proc with a global +Psy Damage with containment Dominator: Replace Fiery Orb with +Chance to recharge Domination Blaster: Replace the chance of Mez Protection on attack with maybe like just a flat 4pts protection, or a massive stat boost (could be whatever) if you are mezzed in "Defiance" etc -
ATO procs: Bring non Scrapper/Stalkers up to par
Galaxy Brain replied to Indystruck's topic in Suggestions & Feedback
The Scrapper ATO's do the following: Directly boost your inherent ability, straight up (The passive one) When activated, give you a window where your inherent is greatly boosted (proc one) Both of these allow the Scrapper to be more scrapper-y, and do far more than a mere damage proc. If you're complaining that activating the proc then using Reconstruction is a waste... thats like saying the same thing for Build Up + Non damage power. The Stalker ATO's do the following: Allow you to re-hide after a successful proc (recycles the stalker core damage loop) Allow you to re-use Build Up after a successful proc (recycles another core damage loop) These both let the stalker push their inherit "set up for big damage strikes" playstyle. Other ATO's don't really do the same where there are random Damage procs, or the like. Something like +Damage on Controlled enemies for Controller,s or +Rech on Domination for Dominators would be more equivalent. -
ATO procs: Bring non Scrapper/Stalkers up to par
Galaxy Brain replied to Indystruck's topic in Suggestions & Feedback
No, but this is a case where there are examples of ATOs that really hit it out of the park when it comes to how they affect the AT, while others do not. The closest that comes to mind if the +Fury proc for brutes that actually effects the AT mechanics. -
ATO procs: Bring non Scrapper/Stalkers up to par
Galaxy Brain replied to Indystruck's topic in Suggestions & Feedback
I think so because they are by and large the gold standard of "your AT lvls up when you slot these", and they are mostly agnostic to your theme or even power selections. -
Brutes do not have an AoE boost like tankers, their sets are mostly identical to scrappers. With the ATOs involved, Svrappers definitely outdamage a similarly built brute but will also be likely the same amount less durable.
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ATO procs: Bring non Scrapper/Stalkers up to par
Galaxy Brain replied to Indystruck's topic in Suggestions & Feedback
I do agree that those two ATs get absolute gamechangers as opposed to everyone else. Their ATOs a tually change how they play, while everyone else just sort of gets a "perk". We need more of that.