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Apotheosis

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  1. Buffing Sleet, by itself, by 7-10% for Defenders, is not the same thing as buffing the entirety of a Powerset. And to imply otherwise is disingenuous. It may be an idea you disagree with. But it's your opinion that it's a bad idea. Not a fact.
  2. I can't speak to other forum posts or discussions, but at least here; I don't think anyone has voiced wanting sympathy for their frustrations. Of which, they are entitled entirely to be frustrated. 'Abusing' implies malicious choice/intent. Utilizing is more appropriate. And the crux of this conversation was more how they addressed the bug fix, and the reductive approach there within. They could've increased the Cold numbers on Defenders, rather than reducing the Cold numbers on Corruptors/other ATs. Or as the poster suggested; they could've given Sleet the ability to Scourge, while simultaneously lowering it's numbers. There isn't much of a debate as if to the bug should've been addressed, but more as to the way in which it was handled.
  3. I'd be inclined to agree with all of this. Especially allowing Sleet to Scourge enemies, for Corruptors.
  4. The solution didn't need to be reductive though. Those AT's could've kept the values they've grown accustomed to, and simply had Cold for Defender's values be increased above them. Making one thing weaker, to make another stand out has worse optics/feels worse, in virtually every game that applies that logic, vs. buffing something else to be more competitive. Keep the difference in percentages, but adjust the knob for defender values, rather than every other AT. But I see this as a game design decision in a string of decisions to gradually lower player power, in measured increments while reworking content/factions to be more difficult and challenge players, because we've grown too powerful. In that vein, reductive approaches to powerset designs make sense.
  5. As someone who pretty much exclusively plays a /Cold corruptor. This change feels awful. Losing 7.5% -resist off Sleet may not sound like a lot to some, but it's frustratingly noticeable. I can understand an argument for wanting Defenders to be more compelling as an Archetype. I can understand that Buffs/Debuffs being their primary, translates to them having stronger buffs and debuffs. And in nerfing the set on virtually everyone else who can use it, it makes Defenders more appealing on that one axis. However. Making every other AT with Cold Domination, worse at what they do, to make Defenders more appealing/more in line with expectations/design, feels bad. Genuinely, I would've preferred them simply buffing Cold Domination on Defenders, by a similar amount to what they reduced from other ATs, instead. It wouldn't fix the disparity of ATs at high end game level or grossly increase the number of Defenders, vs. other ATs with Cold Dom in teams; but it also wouldn't generate the negativity of feeling weakened, so others can feel more useful.
  6. Patron > Mu Mastery > Conserve Power (Corruptor/Defender) - Changed to Energize. Recharge lowered from 600 to 480s, end cost increased from 9.75 to 13. Now accept Healing enhancements and sets Energize replacing Conserve Power in Mu Mastery is pretty great. Access to a reasonable Self Heal, with the End Discount effect still present definitely offers a more compelling choice in that Patron Pool, I believe. However, though they lowered its base recharge already, it still feels way too long even with a high recharge build. I managed to get it down to 2 minutes and 6 seconds(190% Global Recharge + 90% Enhanced Recharge). For powersets with natural access to Energize, such as Electric Armor and Energy Aura, it's base recharge is 2 minutes. I do believe it likely shouldn't be equal to other Powersets base recharges, being a Patron Pool, however, 2+ minutes definitely feels a little too long when your entire build is devoted to recharge. I think shaving another 30-45 seconds off, might really help this change out. Especially when normally the penalty of an Epic Pool having a power from regular powerset is 2x-3x the recharge. At max that would put Energize around 6 minutes, not 8.
  7. It promoted build diversity, I didn't /have/ to take the leaping pool. I could take Mighty Leap, or something else, but still had access to an Acrobatics/Combat jumping Hybrid. Part of the reason I played TA was that I could build it somewhat differently than I normally did with Hasten/SS, and CJ, SJ, Acro. Huge disappointment that they took away part of the identity of the set, and something that made it stand out vs. other blaster secondarys. Further homogenizing the secondarys to the point of it beginning to be 'It's all the same, which animations do you like more?"
  8. Thank you for reapplying the +Jump to Gymnastics, losing that aspect felt like losing a part of the powerset's identity and flavor.
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