summers
-
Posts
280 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Posts posted by summers
-
-
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!)
- 3
-
4 minutes ago, Troo said:
Is this another example of a powerset that just needs one nerf reverted? Then, maybe an adjustment or two and it's good to go rather than a complete revamp?
Some good suggestions posted. Some may be reaching too far.
Trying to avoid deviating from the existing set is preferred to a re-work. (seems to be a bit of a pattern forming)
Deleting powers, replacing functions, personal preference, tuned for high end builds rather than average builds...
Updated:
Here is a breakdown of what I'd like to see with Regeneration using a Brute as an example.
First a breakdown of what I've done:
- All 3 Auto powers have Res(Regeneration) included. For a brute this is 25.95% each for a final build total of 77.85% Res(Regeneration)
- All 3 Auto powers have unenhanceable scaling Regeneration added as an effect. It begins to kick in when your health dips below 75%. For every 1% of HP lost after 75%, you gain 2% Regeneration (for each Auto power, so 6% total). This allows you a maximum of 150% Regeneration at 0% HP, so combining all 3 Auto powers, this is a maximum of 450% Regeneration at 0% HP, 300% Regeneration at 25% HP, 150% Regeneration at 50% HP, and 0% Regeneration at 75%+ HP.
- I overhauled Quick Recovery and made it Perseverance. It's sort of a hybrid of Gamma Boost (scaling Regen/Recovery based on Health) and Inexhaustible (small max HP increase and various debuff resists).
- I overhauled Revive. I made it Return to Glory, which is basically a 2nd Moment of Glory that you can use (longer cooldown though), but you can also use it as a Revive if you fall in battle.
I made numerous other changes, but I can explain them all below.
Changes: Added the unenhanceable scaling Regeneration and changed the Activate period from 10s to 1s, that way the scaling Regeneration will update more frequently.
Changes: Removed the 15% Res(Toxic) and replaced it with a 9.375% Res(All). This resistance is not enhanceable, which allows us to remove the "Not affected by outside buffs/debuffs" flag. This comes into play later with Instant Healing.
Changes: This is an overhaul of quick recovery. The 30% Recovery bonus will now scale with current HP% (I think this should be buffed up, but good enough for now). We add a +Max HP effect that is worth 10% base HP, with half of this effect being enhanceable. Also added the scaling regeneration (0-150%, based on current HP%). Added a 25.95% Resistance to Regeneration and Slows and a 51.9% Resistance to Endurance Drain. Also changed the activation period to 1s to accomodate the scaling Regeneration/Recovery.
Changes: This used to be Dull Pain. I tweaked it to have a smaller cooldown (240s instead of 360s), but also it is a smaller buff to +Max HP (30% instead of 40%) and Heal (449.78 instead of 599.7). The reasons for this change, I wanted to make it easier to reach perma buff, now needing only +100% Recharge instead of +200% Recharge, and I wanted the self heal to be available more often. The net of the +Max HP does not change, thanks to Perseverance we will still get a +40% MaxHP, with half of that enhanceable.
Changes: Minor change here. There was a 50% Regeneration effect that was unenhanceable, I bumped it up to 100% Regeneration effect unenhanceable. This now gives the toggle 200% Regeneration, half unenhanceable.
Changes: Added the unenhanceable scaling regeneration and added a 25.95% Resistance to Regeneration and Recharge debuffs. Also changed the Activate period from 10s to 1s to accomodate the scaling regeneration.
Changes: I reduced the cooldown from 650s to 600s. Also added a Strength to Regeneration/Heal buff for 90s. This will give a 29.8% strength boost to the regeneration of Fast Healing, Integration and Health, and will give a 29.8% strength boost to the heals of Numb Pain and Reconstruction (which is why I made the Resistance unenhanceable).
Changes: Made this power the T8, increased the effect duration from 15s to 20s, and increased the cooldown from 240s to 300s. Also, I removed the Stun protection (since we already get that in 2 other powers) and replaced it with Fear protection. Also reduced the cast time from 2.57s to 1.5s.
Changes: This is an overhaul of Revive. You can still use this like a revive, but instead of getting 15s of Untouchable, you get 20s of Moment of Glory. You also can use this power while alive as a 2nd Moment of Glory. The cooldown was increased from 300s to 360s to accomodate the added capability (I probably should make it 420s or 480s, but I'll be generous to start).
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.
-
Just now, BrandX said:
I'd say the -defense is less a weakness, and more a standard issue, issue, for any set that isn't defense based (and even then, some of those sets weather it better than others).
I'd rather see more of the basic Heal/Resist/Defense added to the set, than adding exotic RCH Resist and End Drain Resist. End Drain, which could be helped to withstand by doubling up QR.
I do feel Regen should have to hit those heals though, but I also feel we could use some more passive regeneration, to not hit them as often, while still being at risk.
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.
-
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.
-
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.
-
Well this sucks 😞
I tested it generally on the beta shard but didn’t notice this. I wonder if Fulcrum Shift does the same?
-
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!
-
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!
-
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. -
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!
-
Just adding a thank you for this mod, I am enjoying them on my Beam Rifle Blaster!
-
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?
- 3
-
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!
- 6
-
-
1 minute ago, KaizenSoze said:
My guess is that pets are supposed to make up the difference.
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.
-
I think it's a huge shame that the crab ranged attacks are worse than the default gun attacks 😞
-
These movement changes seem like a solution in need of a problem?
- 1
-
11 minutes ago, Hew said:
I think you misread. That says it was increased from 1.17 to 2 seconds. Not decreased from 2 seconds.
Also, as far as I can tell from the notes, its either in green or blue if it was changed. If it isnt in those colors, nothing was changed.
My heart is broken 😞
- 1
-
25 minutes ago, Jimmy said:
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 🙂
-
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.
-
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...
-
1 hour ago, Luminara said:
Rage, Unleash Potential.
If you're referring to Unrelenting from Presence, it does nothing, despite what Rage says.
-
5 hours ago, Luminara said:
Corruptors use a lower debuff scale than defenders. So do controllers and masterminds.
Yes but the patch notes, which are in Defender numbers, says it should be 15% when it's almost 20% in game
-
On 10/24/2020 at 10:38 PM, Jimmy said:
-
Flash Arrow
- Can now be slotted with Range enhancements
-
-ToHit increased from -6.25% to -15%
- Half this debuff is now irresistible
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
-
Flash Arrow
Regeneration
in Suggestions & Feedback
Posted
I see what you did there