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summers

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Everything posted by summers

  1. I really don't see the need for any of the animation toggles. Why do we have to spin around doing a choreographed dance each time we buff up? Let them just be like combat jumping and be done with it please! (for those that just crave that old-school feel for whatever reason, I suggest you are welcome to press a few emotes!)
  2. I think there's a need to have resistances or defence, and my preference is scaling resistances for the theme of taking damage and healing it up. I'd really like the health bar to fluctate up and down to simulate what the name 'regeneration' is suggesting in a defence set. Regeneration itself is a strictly linear mechanic - you heal a set amount, and it doesn't care how much damage is incoming. If it is 50 damage/second or 500 damage/second, regeneration is going to heal a flat amount. That's your mitigation. If things get worse, you spiral very fast. Resistances however scale to what's incoming. 90% resistance protects you from 45 out of 50 damage, or 450 out of 500. Resistance works harder the more danger you're in. I think Regeneration needs resistances so that it functions as a set against more difficult enemies. It needs that initial cushion so it can take a heavy hitter on.
  3. I'd chime in and say that QR is not really a solution to Sappers, though no doubt you know that already! When they drop your END to zero in 2 seconds and you detoggle your QR doesn't matter. END resistance is where it's at, and since /Regen has no defence to speak of, it eats every debuff in the face.
  4. Can we have alternative animations for super throwing? It'd be like Gravity's Propel, except you'd pick up cars and other large objects and throw them at the baddies. Or heroes.
  5. My post from the regen thread. I think Regeneration should be about seeing your health bar go up and down, which is why I feel it needs stacking resistances and regeneration as it gets lower in health to create the illusion of being hurt and being in danger. Why do I say the illusion? Because I think Regeneration, at least in its current incarnation, should be one of the toughest sets available. It brings exactly zero offence to the table and should be comparable in toughness to Invulnerability and Willpower. Having played one to 50, it has basically no debuff resistances and no defence, which is a recipe for disaster. My Fiery Aura brute is significantly tougher than my Regen brute.
  6. Well this sucks 😞 I tested it generally on the beta shard but didn’t notice this. I wonder if Fulcrum Shift does the same?
  7. Blasters can fire their T1 and T2 of their primary, and their T1 of their secondary, when under a variety of status effects including hold. Not a bug but it looks weird sometimes!
  8. I've played through Praetoria maybe 5-6 times since Homecoming and I think the easiest was with a Brute. The origin powers will one shot enemies through a great deal of the early content!
  9. I've also discovered that even with 3 procs in it, I haven't seen a single one go off in the combat log under pet damage, nor any sign of the damage floating above an enemies head. If it's going off, it's totally silent. I think procs aren't working as intended on a power with a recharge of 30 seconds.
  10. Hi there! I've been playing my /Dev blaster a bit and was disappointed to see that Trip Mine does not inherit any damage bonuses from Aim + Gaussian Build Up. I expect this means it doesn't get damage bonuses from anything except damage enhancements in the power itself. It's a little disappointing to find I can't toe bomb with damage bonuses. Is this intended or just a fact of life? Thanks!
  11. Just adding a thank you for this mod, I am enjoying them on my Beam Rifle Blaster!
  12. I feel there has now been great deal of feedback about how bad ToF is from a variety of perspectives. Is there any chance we can get a revision to this power?
  13. If anyone is interested in the new real, base numbers at 50 for Ninja Training they are: Immobilising Dart: 50.05 was 25.02 Sting of the Wasp: 109 was 64.51 The Lotus Drops: 75.363 was 75.63 (just had recharge dropped, no change in damage) Golden Dragonfly: 197.97 was 126.8 These now seem much more in line with Martial Combat, thank you!
  14. It doesn't make sense though - you don't lose access to the normal guns, so it can't be balance. It's a tax on theme.
  15. I think it's a huge shame that the crab ranged attacks are worse than the default gun attacks 😞
  16. These movement changes seem like a solution in need of a problem?
  17. Hi @Jimmy Can you confirm this made it through? I immediately jumped in to try it and it felt like it was the same old cast as the earlier Page 1 patch? I was very excited to see it might be faster! Thank you 🙂
  18. I like that Tankers don't solve every problem just by being there - I like that overflow occurs, and people need to react accordingly and overextending yourself happens. No thanks to increased Tanker aggro caps.
  19. I'm very surprised to see Staff, which has an abundance of AOE, do worse than Martial Arts, which has just the one? What was your observation here? Edit: Ditto for War Mace, it has very good AOE, yet somehow Martial Arts is coming #2 in "Mid Level" IO builds. This does not match up with my experience...
  20. If you're referring to Unrelenting from Presence, it does nothing, despite what Rage says.
  21. Yes but the patch notes, which are in Defender numbers, says it should be 15% when it's almost 20% in game
  22. Something is a little off with this power, since the in game display says it's -9.38% / -9.38% unresistable for Defenders! Corruptors are getting -7.5% / -7.5% unresistable
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