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TheMuna

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Posts posted by TheMuna

  1. This overall still seems great to me. The biggest problem with Dark Melee as a set was that it's buff depended on large mobs but it's real attacks could only hit single targets. This led to you have to stand there and gather a large group only to take them out one by one.

     

    This turns that around alot and allows you to actually take out minions and Lts while focusing your awesome single target numbers on the bosses and above.  This improves the viability of Dark melee as a solo char basically by increased mob clearing speed.  All around good changes. The increase in the way DC/DE works will help characters in the earlier stages when end is often an actual problem, and being full blue isn't normal midway through a fight.

     

    I'm really happy about the Shadow Maul time being brought down (they've done everything I asked for and more) and I think this can work as is....  I think they've balanced the nuke for the purposes of the pre-Godlevel class.

  2. 55 minutes ago, ScarySai said:

    Basically, if you don't need endurance, it does bonus damage to make it still worth using.

     

    The power was often skipped for being unnecessary and/or not worth it, but the buff was intended to make it akin to an AOE burst attack light lightning rod and shield charge, the nerf in this build makes it more akin to a spammable AOE other sets have with about 5x the cooldown.  I'd rather drop it to fit fireball in the build. The pendulum has swung too far the other way, now.

    People skip it? I've seen it described as one of the defining powers of the set when it was removed for stalkers. I always 6-slot either as a bonus AOE jab or as an end boost if I'm fighting enemies with drain. My endurance is fine in the end game generally but having the extra AOE ( I keep it slotted for damage) and a back-up plan is important.

  3. 6 hours ago, WindDemon21 said:

    Please make soul drains recharge 90 seconds to line up with DE. The off time is beyond annoying and forces max recharge building for DM to minimize the difference. Especially since we know nobody is going to use either without the other.

    Soul drain is already the best build up power. We can't ask for any more there. Please don't ask them to change it.

    • Like 2
  4. 4 hours ago, DatBooster said:

    I have a strong concern about bloat in the dark melee set. I dunno if bloat is the right word for it, but we're already factoring in so much crank damage with how dark melee's T8 is part of its base rotation in most builds.

    Amping Dark Consumption to a nuke-level attack means that, in a theoretical situation, someone would ideally pop Soul Drain, get upwards of 40-50% bonus damage, and immediately rip out with an Extreme nuke and annihilate an entire group. 
    On top of this, let's take a theoretical build, a Dark Melee/Shield build, where we also have Against All Odds to the mix, adding another big chunk of damage bonus. It might just be too much giving to Dark Melee. Let it have some AOE difficulty, but keep that sweet Shadow Maul cone boost. 

    Shadow maul recharge time was also increased. So you have to factor in that dark melee is very bursty for AOE but essentially only has a 14 recharge cone to mix into a chain, which isn't much. So yes, if it takes out the crowd initially with a couple of hits, that's alot, but if it doesn't, you have a to go punch kill everything individually.

  5. 5 hours ago, SwitchFade said:

    May I ask, have you read the related threads and posts on this forum concerning Regen, this topic and related material?

     

    You may notice that, in so doing, you may have most of your queries sufficiently answered.

     

    Imagine, if you answered the same question several dozen times at length, you may begin to refer future inquisitions to the wealth of published material you have.

     

    It may be advisable to start with searching for the topics, looking in the scrapper, brute and sentinel forums and coming forth with a proactive solution set. Versus asking without reading source material presently available.

     

    By asking for an explanation that has been explained by the same community that explained it a multitude of times before, you're forcing the same people who previously did the work many times, to do it again.

     

    I suggest you be proactive and do that work yourself and then return and ask questions about what has not been answered.

     

    When I need to know something at work, for example, I first read the material at hand to attempt to find the answer myself.

    I did a search. Maybe I didn't run the right strings but I didn't see my question specifically answered. Also, you didn't point me in the direction of any knowledge with your original post. You just gave a one word answer. If you had provided a link for one of these threads and with all the answers, I would have said "/thread" and "thank you". There's a polite way to do things and a way that is meant sound Superior to an anonymous online audience. Your choice was the later. It's really that clear.

     

    If you had really just care about providing information, you say things in a polite way and be done with it. So please don't act like you cared about the good of the forum now. Be honest with yourself for a second.

  6. 16 hours ago, Leogunner said:

    Because your OP is beating around the bush, not stating what you want to say and just implying you're ushering a conversation rather than just being frank. 

     

    What does it matter that other effects are duplicated through sets/pools?  De-clutter the secondary?  What does that even mean?  Worrying about keeping IH up...I'd suggest don't.  Someone mentioned how regeneration can be wasted if you heal to max HP...well, how is making IH a toggle going to waste less?

     

    Because you don't want to hear why I don't want IH as a toggle. I say, if you want to have a passive regen secondary, use Willpower. 

    I do want to hear it though. If there's some functional reason why it can't be a toggle, I'd want to hear it.  I was away from the game for a long time and am not familiar with all the mechanical reasons as to why it wouldn't work. Of course I want /Regen to be more survivable because I loved that set early on and I like the concpet.. But I can also understand that it was too strong at one point. But I never understood why it became a click instead of just a weaker toggle.

     

    So that's why I was careful to ask and not state that it should be one way or another. I was asking for input hoping that someone with more out info or insight could chime in.

     

    By de-clutter I mean to make the set simpler to use optimally. Moment of Glory is already the "oh snap" or "time to fight the AV" power. So having IH as a toggle would mean that it could just be there for regular use without having to worry about keeping it up and running. Right now, having a bunch of other defensive options to use in-between seems to mean that you're only using your main super power sometimes. So it would de-clutter the set by creating one less worry and making Regen a little more "set it, and forget it".  You only slot the toggle for heal/absorb and endurance call it a day. So you can focus on your attacks and/or the other aspects of your build, not you're supposedly innate defense.

     

     

    As I said, that's one side though. I don't know the other side and why it was changed in the first place other than being overpowered at the time.

     

    But hey, good job on blindly assuming my intent and again, providing nothing.

    • Thanks 1
  7. 36 minutes ago, Galaxy Brain said:

    Done that, DM is the worst melee set in a vacuum while StJ is a solid A tier set, below TW, Katana, and Staff. 

    Something pretty hard for me to grapple with seeing as how Dark/Dark was always my favorite concept. But it's just not great... Ugh. At least Katana is decent, although I'd love Kinetic Melee if the animations weren't so long.

  8. 1 hour ago, srmalloy said:

    The thing that made IH overpowered as it was -- and a fundamental problem with Regen as a whole -- is that it applies itself to damage again and again; Defense and Resistance only get one chance to protect you for each hit. What would make IH viable to turn back into a toggle is making it work once on each incoming hit -- you take the damage, and IH creates a heal on a delay, so that after a second or so, part of the damage 'instantly' heals. This would make it work like the existing Def and Res mechanics, allowing it to be balanced easier.

    But the it's applied to damage done. Which means you're always at risk. Anyone can come back from something if they're not dead. With Regen it would seem that you can find a way to balance it so that you get closer to death quicker but you balance it by coming back quicker.

     

  9. Instead of "I vote no" please bring something to the discussion. I pose it as a question because I wanted to hear opinions. Regen used to be overpowered in the beginning of the game when it was a toggle. If you didn't get alpha'd you could just stand in the middle of a mob and feel nothing.

     

    But people talk about the extra clicks and how much more active it is compared to willpower so this seemed like a solution I guess. The absorb mechanic and a lower healing value would still make it less OP than it was before.

     

    But again, I'm just curious as to why people would prefer the click. 

    • Like 1
  10. What do people think about instant healing as a toggle for stalker and scrapper like it is for Sentinel?

     

    That's how it used to be and it's essentially the power that makes Regen heroes "Super". Everything else can be duplicated through sets/pools. It would help to de-clutter the secondary. That way you can focus on withstanding alpha strikes from the beginning instead of worrying about keeping IH up.

     

     

  11. On 1/27/2020 at 8:34 PM, biostem said:

    I wonder if they could break the power up into, say, 2 or more "pulses", with an ability to interrupt the animation between pulses, (perhaps just by trying to move).

    That's interesting. Is there any other poer that does that? I wouldn't want it to be labor intensive to change it.

  12. On 1/25/2020 at 11:14 AM, Leogunner said:

    Play Tanker instead, with the up coming changes. 

     

    That being said, DM is more a single target set with lots of utility. So it's AoE's army great but DM Tanker will shine more. 

     

    My opinion: don't you dare touch my shadow Maul animation time. I'm open to other suggestions though. 

    I understand. DM is my favorite set conceptually. I just think that without only having 1 AOE attack chain power it'd be cool for it to be more useful instead of just looking good. Also it does look terrible when you are whiffing for that long on a miss.

    • Thanks 1
  13. Hey, this has been a long standing issue from live. Thanks for any help with it at all.

     

    As it stands, the animation for Shadow Maul is too long. Anyone who used the Dark Melee set with shadow maul takes on a large risk as the character can be hurt the whole time it continues. This would be offset if the cone of the attack were bigger so that it could be reliably used to hit multiple targets but it takes very careful placement to hit more than one target with the small cone of the attack. You can adapt a bit but the time to move into position is also a DPS loss. As it is right now, most people aren't using it once they get other attacks.

     

    I think it could be fixed in one of two ways:

    1. Spreading the same damage over 4 tics instead of 8, maybe .6-.75 of the original animation time

    2. Making the cone bigger like the cone of Flashing Steel in the katana set.

     

    Option 1 probably makes more sense given the animation itself. And this would allow for Dark Melee users to more easily stack the to-hit de-buff that they rely on.

     

    Thanks guys,

    Muna

  14. On 1/23/2020 at 6:53 PM, Super Atom said:

    idk what server you played on, but LRSF was hard for like week 1 until everything was figured out lol. CoH was never overly difficult, characters were dumb powerful pre-ED some argue even more so than now. One AT use to herd entire maps, thats hardly any different from now.

    Yeah, I played in the very early issues pre-ED and everyone had perma-hasten and level 50 tanks were just straight up invincible. They were wiping maps afk and taking punches from AVs like kisses. This is also before AVs were "attuned". Regen scrappers were invincible. Controllers with pets were running around with whole mobs because they could amp recharge up to a ridiculous degree.  The gaps between ATs and powersets were also much more exaggerated.

    • Like 2
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