-
Posts
870 -
Joined
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by EnjoyTheJourney
-
The following build is meant to be tough enough to stand up to +4x8 Cims (solo or in teams) and to also do very good damage (ST and AOE). Power and incarnate choices were selected with that goal in mind. But, intentions may not match up to reality. So, by all means tear this build apart at the seams and make it better. Or, provide alternative claw builds with a different secondary / epic / patron picks that would rock the Cims in "1 death = failure" MoITF runs (ie: hardcore). Thank you in advance for any help provided! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Witchclaw: Level 50 Magic Scrapper Primary Power Set: Claws Secondary Power Set: Super Reflexes Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Sorcery Ancillary Pool: Soul Mastery Hero Profile: Level 1: Strike -- Hct-Dmg(A), Hct-Dmg/Rchg(13), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(15) Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(5), Rct-Def/EndRdx/Rchg(5), Rct-ResDam%(7) Level 2: Focused Senses -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(7), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(9), RedFrt-Def(11), RedFrt-EndRdx(11) Level 4: Slash -- TchofDth-Acc/Dmg/EndRdx(A), TchofDth-Dmg/EndRdx(17), TchofDth-Dam%(17), TchofLadG-%Dam(23), GldStr-%Dam(25), AchHee-ResDeb%(48) Level 6: Spin -- Arm-Dmg(A), Arm-Dmg/Rchg(25), Arm-Acc/Dmg/Rchg(27), Arm-Dmg/EndRdx(29), Arm-Dam%(29), FuroftheG-ResDeb%(31) Level 8: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(37), GldStr-%Dam(37), Hct-Dam%(40), SprScrStr-Rchg/+Crit(43) Level 10: Practiced Brawler -- EndRdx-I(A) Level 12: Agile -- LucoftheG-Def/Rchg+(A) Level 14: Boxing -- Empty(A) Level 16: Dodge -- LucoftheG-Def/Rchg+(A) Level 18: Focus -- Apc-Dmg(A), Apc-Dmg/Rchg(19), Apc-Acc/Dmg/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(21), GldJvl-Dam%(23) Level 20: Quickness -- Run-I(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-ResDam(45), GldArm-3defTpProc(46), GldArm-End/Res(46) Level 24: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(45), ShlWal-Def(45), ShlWal-Def/Rchg(34) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 28: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), Ksm-ToHit+(48) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 32: Shockwave -- SprCrtStr-Acc/Dmg/Rchg(A), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Dmg/Rchg(33), FrcFdb-Rechg%(33), OvrFrc-Dam/KB(34) Level 35: Evasion -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36) Level 38: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(40), GldJvl-Dam%(40) Level 41: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(43), GssSynFr--Build%(43) Level 44: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(48) Level 47: Mystic Flight -- WntGif-ResSlow(A) Level 49: Rune of Protection -- UnbGrd-Max HP%(A), UnbGrd-ResDam(50), UnbGrd-ResDam/EndRdx(50), UnbGrd-Rchg/ResDam(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(31), Mrc-Rcvry+(31) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(34), PwrTrns-+Heal(36) Level 50: Musculature Core Paragon Level 50: Void Radial Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Phantom Radial Superior Ally Level 50: Rebirth Radial Epiphany Level 50: Assault Core Embodiment ------------
-
Group Fly! After 17 years, I'm vindicated!
EnjoyTheJourney replied to Force Redux's topic in Mastermind
Group fly with zombies is recommended as a the bucket list item by 9 out of 10 doctors. Including Dr. Vahzilok. -
Would the following thugs / cold / mace build do well in teams in typical endgame content (ie: TFs, DA arcs, signature arcs, tips missions, PI radios, iTrials, SBBs, ...)? Thank you in advance for feedback and improvements offered. As always, if this ends up helping somebody else then that is also a welcome outcome. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Northern Gang: Level 50 Magic Mastermind Primary Power Set: Thugs Secondary Power Set: Cold Domination Power Pool: Sorcery Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Call Thugs -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(37), SprCmmoft-Acc/Dmg/EndRdx/Rchg(37), SprCmmoft-Rchg/PetAoEDef(37), SprCmmoft-Acc/Dmg/Rchg(40), SprCmmoft-Dmg/EndRdx/Rchg(43) Level 1: Infrigidate -- ImpSwf-Dam%(A), TchofLadG-%Dam(5), ShlBrk-%Dam(7), AchHee-ResDeb%(7) Level 2: Ice Shield -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(3), Rct-Def(3), Rct-Def/EndRdx(5), StdPrt-ResDam/Def+(43) Level 4: Spirit Ward -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(31) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Empty Clips -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(9), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg/EndRdx(11), PstBls-Dam%(11), FrcFdb-Rechg%(13) Level 10: Glacial Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), ShlWal-Def(15), ShlWal-Def/EndRdx(15) Level 12: Call Enforcer -- SprMarofS-Acc/Dmg(A), SprMarofS-Dmg/EndRdx(40), SprMarofS-EndRdx/+Resist/+Regen(43), SvrRgh-PetResDam(45), SvrRgh-Acc/Dmg(46), SvrRgh-Acc/Dmg/EndRdx(46) Level 14: Mystic Flight -- BlsoftheZ-ResKB(A) Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(42) Level 18: Gang War -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Rchg(31), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-+Res(Pets)(33), CaltoArm-+Def(Pets)(33), EdcoftheM-PetDef(34) Level 20: Arctic Fog -- LucoftheG-Def/Rchg+(A), ShlWal-Def(21), ShlWal-Def/EndRdx(21), GldArm-3defTpProc(23), GldArm-ResDam(23), GldArm-End/Res(29) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 24: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(25), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(27), AdjTrg-Rchg(40) Level 26: Call Bruiser -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg/EndRdx(34), SprMarofS-Acc/EndRdx(34), SlbAll-Acc/Dmg/Rchg(36), SlbAll-Build%(36), OvrFrc-Dam/KB(36) Level 28: Benumb -- RechRdx-I(A), RechRdx-I(29) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Sleet -- PcnoftheT-EndRdx/Rchg/Slow(A) Level 38: Heat Loss -- RechRdx-I(A), RechRdx-I(39) Level 41: Web Envelope -- TraoftheH-Dam%(A) Level 44: Scorpion Shield -- RedFrt-Def/EndRdx/Rchg(A), RedFrt-Def(45), RedFrt-Def/EndRdx(45), RedFrt-EndRdx/Rchg(46), RedFrt-Def/Rchg(48), RedFrt-EndRdx(48) Level 47: Rune of Protection -- UnbGrd-Max HP%(A), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam(50), UnbGrd-ResDam/EndRdx(50) Level 49: Power Boost -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(39), Mrc-Rcvry+(39) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(42), PwrTrns-+Heal(42) Level 1: Punk Level 1: Arsonist Level 12: Enforcer Level 26: Bruiser Level 50: Intuition Radial Paragon Level 50: Ion Core Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Phantom Radial Superior Ally Level 50: Barrier Core Epiphany Level 50: Assault Radial Embodiment Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
-
Focused Feedback: Pool Powerset Revamp: Sorcery
EnjoyTheJourney replied to Arcanum's topic in [Open Beta] Focused Feedback
The key question isn't "Is it possible?", but "Is there a good functional case for that choice?" The (current) steep cost for spirit ward means that only characters with a very good handle on their endurance costs are likely to consider it. Electric dominators have a leg up on many other character types, in that regard, as well as having the controls to make a fairly modest survival buff such as an absorb shield more helpful. Also, for many builds pets are just an add-on and it's not worth giving up a power pool choice to buff them. -
Focused Feedback: Pool Powerset Revamp: Sorcery
EnjoyTheJourney replied to Arcanum's topic in [Open Beta] Focused Feedback
Picking up on the idea of what a "magic origin" pool might involve, damage, protection, mez, and pet summoning and/or assistance would seem to fit with a *lot* of archetypical magic characters. Mez would be the missing element for a magic origin pool here. Perhaps enflame could be turned into an AOE immobilize or slow that leaves fire on the ground after the immobilize / slow ends; if it's a "pet drop" that immobilizes / slows, then it could affect mobs that enter the area after it's cast. Then enflame would be kind of a "magical caltrops", sorta kinda, but with a shorter duration overall than caltrops, and even shorter duration for the mez than for the flames. Enflame could perhaps switch places with spirit ward, as well, and spirit ward could have its end cost reduced because you would need 1 other sorcery power pick to get to it. As an alternative, spirit ward could be changed to "spirit summon, spirit ward", meaning that if no spirit summon was currently summoned it would summon one, while if one was summoned then the ward would be the next thing cast. The summoned pet could have a fairly minor effect, but still be noteworthy enough to justify making spirit ward swap places with the nerfed rune of protection. If enflame becomes interesting to more builds then perhaps sorcery can break out of its upcoming and narrow niche of being appealing for pet builds, going forward. -
Focused Feedback: Pool Powerset Revamp: Sorcery
EnjoyTheJourney replied to Arcanum's topic in [Open Beta] Focused Feedback
Buffs to arcane bolt DPA and the help that the spirit ward toggle can offer pets might give sorcery more appeal for dominator builds, with RoP as a potentially helpful "throw in" to help when domination is down and/or damage is coming in fast. Sorcery might also end up being appealing to MMs and controllers for similar reasons, especially those that pick a secondary that offers no healing, with RoP perhaps not being taken for a fair number of those builds because mez protection will tend to be organized in other ways (ie: clarion, defense softcap, etc). If the duration and recharge will be shortened for RoP, then the animation time should probably also be shortened. -
Focused Feedback: Pool Powerset Revamp: Sorcery
EnjoyTheJourney replied to Arcanum's topic in [Open Beta] Focused Feedback
This is quite possibly true. Despite multiple people who actually use RoP indicating builds using it are absolutely not meta and aren't even overpowered the nerf looks certain to go through anyways. There are also clear hints that there were no defenders for RoP on the dev team and at least one team member who *really* wanted to nerf it for quite some time. Fortunately, the game is a lot bigger than RoP and the sorcery pool. Even if this pool will ultimately be off the table for even more players than before there are still plenty of things to like about the game, including how much time and effort the devs are willing to put into it. Nobody hits a bullseye with every dart they throw. Expecting otherwise wouldn't be realistic. -
Focused Feedback: Pool Powerset Revamp: Sorcery
EnjoyTheJourney replied to Arcanum's topic in [Open Beta] Focused Feedback
Just noticed a pertinent effect of the planned >50% nerf to RoP duration. As another poster pointed out, respecs don't encompass incarnates. And, one of the current niches for RoP is to serve as part of a rotation involving melee core hybrid and RoP to provide mez protection. For those players who have really loved playing such characters they could easily have high vet levels for them. Then they wouldn't necessarily find it easy or inexpensive to convert their incarnate choices to support a different build. If such builds were obviously OP then players affected could reasonably be told "That's unfortunate for you, but you should have seen the nerf hammer would be on its way when you made that clearly OP build." Given that "melee core hybrid / RoP" builds provide, at best, higher highs to offset the lower lows and the increased number of clicks associated with playing them, it's not as clear what message players should receive from the nerf to RoP duration. "You should have seen that coming" doesn't seem to fit. -
Focused Feedback: Pool Powerset Revamp: Sorcery
EnjoyTheJourney replied to Arcanum's topic in [Open Beta] Focused Feedback
The two characters I actively play who now have the sorcery pool alternate between melee hybrid and RoP for their mez protection solution (poison / fire / soul defender and a necro / storm / mu MM). They go against the "high defense totals" meta and they pay for that with reduced damage (melee hybrid isn't assault hybrid) and by being more labor intensive to keep upright in some key endgame content (no softcap can more easily lead to cascading defense failure and stacked damage / debuffs). But, they're both (currently) a lot of fun to play, despite their limitations. They'll both shift to the backburner after this change goes live. If they get played again the first steps to take will be to remove sorcery from their builds and to shift to cookie cutter builds instead. Ironically, mechanically they'll be at least as strong, and quite likely stronger, after having their builds homogenized with those of other characters I have in my "actively played" pool. -
A note on Rune of Protection changes
EnjoyTheJourney replied to Captain Powerhouse's topic in Open Beta Testing
Given that RoP provides sustain which is inferior to meta in endgame, but still workable, retaining its current duration in endgame wouldn't be in any way OP; in fact, to the extent that it increases build variety RoP in its current form helps to make endgame more enjoyable. But, some concerns have been expressed that RoP while leveling is OP. Rather than debate this last point, there is a workaround that can be put in place. If RoP seems overpowered to the devs while characters level up, even though it only provides inferior-to-meta functionality in endgame, RoP duration could be nerfed while leveling, but remain at 90 seconds when at level 50. It could works as follows: RoP duration = 60 seconds + (character level - 20) Thus, duration for RoP = 60 seconds at level 20, rising by 1 second per level until it reaches 90 seconds at level 50. Key attributes of a multitude of powers change as characters level. Having duration also tied to level makes sense for powers for which duration a huge component of a power's effectiveness, as is the case with RoP. -
A note on Rune of Protection changes
EnjoyTheJourney replied to Captain Powerhouse's topic in Open Beta Testing
There may be 3 interrelated reasons why RoP seems like an "obvious nerf" power to the devs based on a "spreadsheet evaluation", while travel powers are getting a better done "how does this affect gameplay" evaluation. One reason for the "spreadsheet evaluation" of RoP being given an outsized role in the decision process could be that RoP has T9 armors as a set of powers against which direct comparisons can be made, while travel powers do not have any direct comparisons outside their own group. Since the T9 armors are in such a sad state that they're mostly bypassed RoP in its current form would naturally stand out merely because it doesn't obviously suck. Another reason could be that travel powers are easier to evaluate on a holistic, "how do they affect gameplay?" basis, compared to something as interwoven with all the dimensions of character sustain as RoP; the number of AT combinations available doesn't make that evaluation any easier, either. Errors being made by the devs at evaluating the holistic gameplay effects of RoP in its current form probably stem mostly from the high level of complexity associated with that evaluation. A third potential reason for the exaggerated role of the spreadsheet evaluation of RoP lies in the echoes of original design choices back in the early 2000s about how squishies are supposed to incur a (much) higher level of vulnerability to mez than their non-squishy counterparts. A corollary belief could be that powers which provide broad coverage against mez for squishies either should not exist at all or, at best, should not be readily available and should be expensive to choose. "After all, if squishies aren't consistently vulnerable to mez, can they even be called squishies at that point" could be one strain of thinking connected to that point of view. It still makes sense to point out the disconnect in the devs' thinking about this, though. It's accurate and a good insight, at the end of the day. -
A note on Rune of Protection changes
EnjoyTheJourney replied to Captain Powerhouse's topic in Open Beta Testing
Very well put, and with good detail about why in the bigger picture builds with RoP in them do not overperform, even if looking at RoP as a single power makes some believe that builds using it must somehow be OP. In the bigger picture there are two things being lost here, as follows: 1. Builds with RoP in them are not meta and are not even overpowered. 2. This nerf would homogenize builds without in any touching, not even remotely, the overall power curve for builds that are possible. -
A note on Rune of Protection changes
EnjoyTheJourney replied to Captain Powerhouse's topic in Open Beta Testing
The in-game experience isn't determined at the level of individual powers (ie: trees); rather, it's the builds that can be put together with specific powers in them that matter (ie: the forest). But, the level of analysis being cited here to supporting nerfing RoP is the "tree" level; this is very clear when the lack of value of other sorcery powers to take with rune is waved aside as a reason to delay the planned nerf to RoP. And, at the level of "the forest" in-game builds with RoP in them are not meta and don't even overperform. Or, if there are specific builds for which they overperform then there are likely to be ways to manage that without nerfing duration and making RoP thoroughly unappealing to a broad range of builds for which it is not overperforming. -
A note on Rune of Protection changes
EnjoyTheJourney replied to Captain Powerhouse's topic in Open Beta Testing
First, thank you for taking the time to explain the rationale behind nerfing RoP. At least we now understand the reasoning behind it. Second, there is perhaps a different perspective at work when evaluating RoP. On the one hand, selecting it means accepting hefty tradeoffs and it's finicky to use. But, with other origin power pool T5s (and armor T9s) being broadly less appealing than RoP, when looking one power at a time, it is (understandably, even predictably) challenging to avoid judging RoP without the "anchoring effect" affecting one's assessment. The significant downsides of RoP and the cognitive bias of the "anchoring effect" are probably key reasons why RoP may be seen as overpowered, while in actual gameplay builds with RoP in them are far from being game-breaking and are in fact not necessarily overperforming at all. So, a disconnect still exists here. Some look at the power on its own, see an outlier, and think "nerf it." Others are looking at the effects at the level of builds they run and are saying "This isn't meta, not by a long shot, and it's not even overpowered. There is not a strong case for a nerf here." One player's take on this, FWIW. Whether I agree with this change or not, I still appreciate all the thought and care being taken by the devs to make the game better. -
The proposed change to singy would make at least some ranged grav characters think twice about taking it. Pulling mobs back into squishie ranks isn't a good way to win over teammates, particularly when it pulls mobs out of range of melee taunt auras. Putting in an "attractant" power makes good thematic sense for grav characters and brings some interesting tactical choices into the game. If it's a "drop" power then that would be potentially quite helpful. FWIW, I use fold space on my poison defender quite a bit. I try to use it either up ahead of the team to group mobs up for their arrival or near the tank / brute if they're taking alpha; it's less potentially disorienting and frustrating for teammates that way.
-
If there's going to be feedback about the rationale behind turning RoP into a particularly unpopular pick, here are a few questions that seem pertinent: 1. Why 60 seconds instead of 90 seconds for RoP? 2. Is fostering build diversity an objective borne in mind when calibrating powers? 3. What role are power pools intended to play in fostering build diversity, if that is seen as a priority? How will that be reflected in power calibration choices, going forward? As a way of mitigating the "T9 replacement concern", if it is a concern, give resists to RoP on a sliding scale, somewhat similar to SR but with a lower ceiling on the overall boost. Give the maximum allowed resistance boost to characters that have very low resists (ie: highest resist boost for resistances of 0). The closer a specific character resist is to 90%, the less resistances they gain. Make the resistance boost fall off quite hard when resistances approach 75%, for example. This helps to minimize the value of RoP to resistance based melee types that may otherwise have taken a T9 in their armor powerset (probably not because most armor T9s are just plain bad, but just in case its a concern). RoP would no longer have the potential to give melee types a 90 second crashless godmode.
-
Focused Feedback: Travel Power Updates (Build 3)
EnjoyTheJourney replied to Arcanum's topic in [Open Beta] Focused Feedback
This has probably been voiced by others, but in case it hasn't ... Can super speed be given a slider to set the run speed anywhere from about 50% of its top speed to "top speed?" Alternatively, if a slider would be too much work then can a toggle be chosen or an alternative version of the power selected (ie: like master / practiced brawler). Super speed is very awkward to use in caverns. It also requires suspension of one's belief in the sense that the runner seems to have zero control over the speed at which they run. Having a "lower speed" option would help to make it more enjoyable to use. Thank you for considering this, as well as for all the work you do make this game fun. -
Agreed about the RoP / T9 armor power comparison; "let RoP suck as badly as T9 armors" seems a less than compelling argument. Regarding mez, the post you're quoting seems to mean something different than what you're referencing, something more aligned with how RoP works. RoP provides part-time protection against mez at the high cost of 3 power picks and heavy investment in recharge. That doesn't warrant the phrasing "a good way around being mezzed." Even when paired with melee core (foregoing the otherwise potentially appealing assault hybrid choices, another tradeoff) there is still a 30 second gap without mez protection.
-
Meknomancer: FWIW, a few ideas to consider ... Consider putting the Overwhelming force "KB to KD / % KD" IO into the zombies. With three of them having a knockdown chance on every attack, including their toxic AOEs, mobs fall down quite a bit. It's noticeably helpful for bosses. Slotting for soul extraction can reasonably be done in a variety of ways. One plan is to ensure enough acc to reliably hit, to get a bit of bonus damage if possible, and to put several pet defense / resistance boosting unique IOs into soul extraction. That offers more slotting flexibility for your other pets. A mixed defense / resistance build seems to work well for a necro stormie MM, rather than going "all in" on defense; consider giving it a try to see if survivability is better than expected that way and if you end up with more interesting and better slotting options, as well.
-
The highlighted sentence is an obviously correct statement, but only because the reasoning is circular. A simple hypothesis to set forth would be that people respond to nerfed powers by choosing them less in the future, with bigger nerfs generally leading to a bigger drop in usage. A corollary hypothesis could be that when powers are buffed they're likely to be chosen more often, with bigger buffs generally leading to a bigger uptick in usage. Are you suggesting these hypotheses do not accurately predict how people tend to react to buffs and nerfs to powers? If so, do you know of data that supports that claim? Alternatively, do you have a good argument for why those likely to choose sorcery less in the future (or not at all) would as an alternative pick something other than the most popular pools? If so, then what would your reasoning be for suggesting that? Better yet, do you know of data supporting that claim?
-
How is what Matt Miller said over a decade ago relevant in the here and now? Also, how could we square the idea of getting players to focus on one alt with being given 1000 character slots per server in homecoming? If the homecoming dev team wants players to enjoy alts, which 1000 character slots per server seems to suggest, then there's a solid case for supporting build diversity when making power calibration decisions. Ergo, there's a case for making a broad selection of power pools appealing to players, rather than just the 3 or 4 pools that are currently popular. In the aggregate, making rune an even more unpopular pick by nerfing its duration will probably just increase the proportion of cookie cutter builds that players run. Are there reasonable grounds for making any other prediction about how build diversity will change if the proposed change to rune goes live?
- 379 replies
-
- 11
-
-
-
Regarding poison builds, there was an alternative build posted to defender forum to the RoP / melee core hybrid build mentioned by Frosticus in his guide on poison. IIRC it was based around clarion, the fighting pool, hasten, and leadership powers. In other words, it's a cookie cutter build. That's where most poison builds would move if the RoP duration nerf finds its way out of beta and into the core game. To echo an idea mentioned by ScarySai, "different" doesn't mean "better." My poison build gets defeated more often than several other builds I have. For example, my more cookie-cutter, hover blasting stormies survive better and also help teams move noticeably faster. Hell, my storm / water / electric defender has often solo'd one side of the final ITF mission at +4x8 while 7 other teammates run the other side. It's a race to see which one can make it to Rom faster. The team usually, but not always, wins that race. Even when they win it's usually not by much (in truth, when racing a stronger team some mobs get left behind to stay closer to even with the team, but in a 1 defender vs 7 teammates race that's still not a bad result). I regularly get comments along the lines of "I've never seen a defender do that much damage" because that character is usually ahead of the tank decimating spawns with a FR - nuke - other AOE - two-tornadoes-in-tow, then-drop-a-lightning-storm-to-help-with-cleanup-combo before the team arrives. I seldom get such comments for my poison defender; she's also usually ahead of the tank, but she doesn't destroy spawns at the same rate my storm defender does. Part of why I like my poison / fire / soul defender isn't because she's mechanically my strongest character, but because she isn't a cookie cutter. A lot of the fun and yes, even joy that comes from playing a build like that comes from the experience of needing to think differently when playing them. The two characters I have that would have their plan for mez protection gutted by the RoP duration change would probably just get shelved if the change on beta goes live. They'd probably be replaced by other cookie cutter builds, if they're replaced at all.
-
Share your Puns/amusing Character Names
EnjoyTheJourney replied to Venture's topic in General Discussion
Psyentist - Psy / SR / Psi sentinel wearing a lab coat. Ivy Burns - Poison / fire / soul defender whose battle phrase is "Sometimes poison burns ..." Walk Softly - staff / EA / body stalker Nockturnal - dark / TA corruptor Tank the Stars Above - rad / SS / soul tank Head Cold - ice / psi / ice dominator My excuse for all this silliness is that for safety reasons I've had cabin fever for quite some time now.