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Galaxy Brain

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Everything posted by Galaxy Brain

  1. It probably would not be by much, and it requires a lot more active contact switching if you need to enter rest first
  2. Not quite, you need 205% global recharge to perma hasten. Technically, 275% but 70% comes from hasten. 3 Lvl 50 IO's in Hasten will give you 99.08% in hasten, further lowering the requirement to 105.92 constant global rech. Knock out 37.5% from LotG's = 68.42 3 purple sets give you another 30% = 38.42 The average Rech bonus from IO's if you were to pool them at random is 5%, so you'd need around 8 of those from there. The ATO sets that grant rech give another 10% when you purple them too: Masterminds have 1 ATO that grants recharge at 2 slots, so they can get 40% total. Kheldians, Corruptors and Defenders each have 1 ATO that grants Rech at 3 slots, so they can get 30% total. Blasters, Scrappers, and Stalkers can all get an additional 20% Brutes, Controllers, Dominators, SoA's, and Tankers can get an additional 10%. On top of power sets that grant +Rech here and there, it's all very doable.
  3. I like the idea, the downsides to using rest already will slow you down if you try to "abuse" it.
  4. Small suggestion, but one that came to mind when seeing that certain "electrical" powers are tagged to do significantly more damage to Robots, why not have Super Strength have the same tag vs anything seen as an "object"? Nemesis Mole Machines, Turrets, all sorts of doors or destructible mission items. Just a small thought for theme 🙂
  5. Nothing really counts as cottage rule tbh
  6. Nah but for real, momentum let's you pull off 4 attacks usually. The 1st attack is slow, the next 4 are fast, repeat. That means TW when you're in the groove is mostly a fast set.
  7. Speed powers give each other a recharge and endurance discount
  8. What if all pool powers followed the Fighting and medicine styles? Aka, the more you invest in the pool the stronger each power gets. Example, each power you get in stealth increases the defense each time gives or some other bonus. Each power in flight improves flight speed and boosts Air Superiority damage. Etc
  9. TW is fast 80% of the time
  10. errrrr..... TW deals bonus damage per swing compared to what it should for the end costs
  11. On SO's it stands out from all other Melee sets as well in standard gameplay when it comes to clear speed and safety, if you manage the end
  12. Thank you for saying this! So many people get hung up on the "Nerfed' part to not see whole-picture things. Anyways, as for the premise of the thread the main issue with TW is not so much that it "costs" a lot of end, but rather it just spends it very fast. Lets look at Titan Sweep: Slow Version = 2.43 cast time, 10.50 endurance -> 4.32 End/Sec Fast Version = 1.00 cast time, 10.50 endurance -> 10.50 End/Sec (over 2x more) If in momentum you swing as fast as possible you're simply spending end faster than other sets can. This is something that could definitely be explored
  13. Nah fam CoH is home, but you can always do home projects. Coming back after so many years has people noticing that despite the amazing overall interior you have some things that could have some alterations. Not on either side of the hasten argument aside from saying that it is incredibly powerful as a pool power, which is mainly due to other pool powers also being incredibly bad.
  14. If you want the cynical answer, it's because its 2020 and we're not only all going nuts in quarantine, but many newer games have been made with other balance examples and fresh takes on similar mechanics
  15. This is a poor counter as it does not address the self-buff example. This is like comparing two types of fish and saying that one of them is bad if you put it on land instead of comparing their fins and how they go through the water, or I guess for a CoH example saying that Combat Jumping is an awful power because you can't use it to get from island to island in the Shadow Shard in one go. Of course if you go up against something you are specifically weak against you're gonna have a bad time. What about the example of how that stat bonus would only apply past 50% Toxic Resist for tankers? Objectively, yes as there are 13 other AT's than Doms. However, when building defense 30% is still useful and gets you objectively tougher than you were at 20% by a comparable margin. Getting 120%, and 123% recharge on a Dom is equivalent to jumping from 0% to Soft Cap in how much of a gamechanger it is. You know, that issue is what I've been trying to address specifically by allowing Domination to be more accessible as you level instead of having a wall you need to build to hop over once you achieve a certain point.
  16. Unrelated, but it brings a tear to my eye to see "elec blast is top tier damage " in any context
  17. It's different. Imagine that as a Tanker, you are able to function well enough normally. But, the moment you hit over 50% Toxic resist your damage instantly shoots up by 20% before enhancements/other bonuses, your target caps increase per power, and you gain 100% bonus regen. You're fine before hitting that 50% benchmark, but you are undoubtedly much better at what you do afterward. Given the return on investment, many people would opt to build into hitting that and those who cannot reliably hit it for any reason have a noticable gap compared to those who can sustain that threshold. Now, if Tankers were changed to then have these bonuses scale up with Toxic Resist up to 50%, keeping the same total benefit as before, does this take away from those who already had 50% res and the bonus?
  18. The suggested change doesnt make more people perma, just make it a smoother process. As shown multiple times in this thread, the wall to get permadom is not comparable to any other sort of slotting, as even getting that 5%res and 3% def helps in those amounts compared to the all or nothing of 123%+ rech you need for permadom to be unlocked.
  19. >implying batman doesnt get the most powerful buff in the form of writer bias
  20. This very much depends on what is done to them. I'd say on the whole HC has made awesome changes so far for the overall good of the game and are starting with less shiny, under the hood changes to make way for bigger changes in the future. You know the new chain mechanic made for their new AT's (Sentinel) epic power? That became a brand new support set not seen anywhere else! I have faith that things can change if the foundation is there, otherwise you get... ... the wild west that is Thunderspy and other servers. Yes, they make radical changes like revamping Mercs to have like 4 more pets, and so on. But, I doubt those changes were tested thoroughly or other sweeping changes they made were either. So far, HC's approach is more methodical and they'd rather get something right than just release it with wild changes. Rage was changed, *in beta, where wild changes should occur*, but never really changed on live because it did not fit their standards. So far they haven't done anything that wildly destroys any sets or powers in my eyes, and the fixes they have done I can see have foundational roots to eliminate tech debt and make further changes more possible. I doubt they would go crazy and like, eliminate Domination or something.
  21. I take responsibility for that dark melee change. That was more an issue for how the power works and scaled being inheritley a disaster to leverage. As for Domination, let's step away from changing that power itself then and look towards making it work more... Change or add a Dominator ATO that specifically adds duration to Domination, or reduces Domination recharge significantly. Add +rech to the self buffs you get in Dom secondaries. Etc
  22. Strictly speaking, it would be a nerf as the mentioned idea would take away the ability to do that, as trivial to performance it may be in the grand scheme. Nobody here I think wants to nerf perma dom, but just not make it as arbitrary a wall.
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