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Galaxy Brain

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Everything posted by Galaxy Brain

  1. You gotta trim the top before working the body
  2. It used to scale based on the target you hit with end drain powers, so vs a lvl 51 enemy youd heal less
  3. Initial feedback from a lvl 32 bot/elec: The chaining abilities feel awesome, and look awesome in a bunched up formation of robots. Empowering circuit is especially nice to refill your own end. Forgot to put a perf shifter in it, but thatd likely be huge returns. Faraday cage makes an excellent defensive position. Have to mirror what others said tho in that I do not notice the end drain. Even against a +3 boss I kill it with SO slotted bots faster than shock and the sentinel can drain it.... So far it's very fun tho, just maybe needs a bit more offensive oomph somewhere?
  4. While true, we can at least make sure each set has a niche/ fun factor that isnt eclipsed by other sets. That alone will ensure they are all viable.
  5. Hey its all good! It can be hard to convey certain things in text 🙂
  6. They are pretty much a unique slot tax for MMs to function at high lvl. Melee/Armored characters likewise don't face the same issue.
  7. Needing to use half of your powers outside the set, when others do not need to, does not bolster the set....
  8. Random idea if we are tossing "anything" at the wall: Force Fields cast a Pet that is anchored to your target. The pet has X hp, and gives the person you cast it on defense to all. The pet also has 100% bodyguard while it is alive, meaning any hits you happen to take, goes directly to the pet. The pet cannot be affected by anything but the damage it yoinks off the players it is cast on, and further FF powers which can refresh or heal it. The idea is to essentially let FF creat an actual tangible barrier between you and the world, and multiple FFs can stack to divide damage even further which is something *no* set can do.
  9. I definitely think a push to put the res aura into the 1st upgrade and the def aura into the 2nd upgrade is a stroke of genius. It also opens up def and res IO slotting for MMs on top of eliminating the crunch for slots in pets themselves.
  10. Wanna touch on this, is this *unique* to fire melee tho?
  11. Dont add -Res, that is too cookie cutter
  12. Got me thinking.... there must certainly be a way to make literal punching bag enemies that in a group offer different buffs or something to make them an adequate tough-test.
  13. Make the FF attacks actually attack, and implement my KB damage changes and itll have a niche again
  14. Great stuff @The Philotic Knight! Stuff like that is what should be looked at if things seem out of whack per AT. Brute Spines could have different stats than Tanker Spines that has different stats than Scrapper Spines, etc. @MunkiLord, the mission simulator AE mission does a decent job, unless we want literal punching bags just for raw dps?
  15. Arent claws and MA all essentially clones but different values between scrap/tank/brute already?
  16. I think that is a direction we should be pushing instead. Why do Scrappers and Tanks have the same TW? Why does Stalker EM have to effect Tanker EM? Etc
  17. @Coyotedancer, that is why I try to always evaluate changes on an SO lvl. Generally, IOs just push what the base already could do and rarely do you get a tremendous change (usually due to say, KD proc). @Infinitum this also leads to me wanting to see more sets treated like Dark Blast. It is slightly different on every AT it's on and that could be a benefit to many.
  18. If outliers also arent adjusted on the top end, the median is inflated upwards a smidge which throws off where everything else is balanced around. What we need is to group up sets and get concrete info on what the good ones are, vs the bad and amazing ones. As for TW popularity, on Tanks and Brutes it's still in the upper quarter of picks, right behind the always popular thematic picks.
  19. Agreed @Leo_G, players tend to react that way when the "norm" is speeding to 50 then facerolling content.
  20. Let's look at this another way, is the issue more that procs deal the same damage regardless of AT, so lower damage ATs get way more from them which leads to weirdness?
  21. I want to stress this: building for procs currently does have downsides in how to sacrifice bonuses and traditional boosts depending on the power. Going against the grain in how certain powers that are traditionally situational are now great due to procs and slow recharge is also fresh for the meta. Preserving some aspect of that would be great
  22. I'd 100% be fine if TW was nerfed but still the top dog. It's more that it has a significant gap.
  23. To summarize my 36 page long TW thread from last year: TW performs a good step ahead of even the next closest melee set on ATs that have it at base, and then has amazing synergies with certain secondaries. It has built in bonus damage per swing that breaks the basic damage formula for powers that was supposed to make up for how it is sluggish, but then with momentum you are fast relatively 80% of the time. It is supposedly end intensive, but most armor sets have an endurance tool... and lol IOs. It does tax the player in that you have to adapt to changes in momentum to play optimally, which makes it unpopular for farming which requires you to farm over and over and over, but in normal content and when pushed to peak performance we all see TW topping the charts. The issue with buffing everything else to match TW is a little complex. On the cynical side, it's far easier to just nerf TW at the top end and call it a day than to buff everything else to close the gap. On the other end, if we do just boost everything to match an outlier than the game overall becomes that much more trivial, especially when a number of sets are considered "great" as is, but still a noticable step below the outlier. What keeps TW in check is that it is not an immediately easy set to use like some of the simpler sets, and it does require minimal endurance management by the player which makes not not super popular. Unless you look at the scrapper combos that is...
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