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Two things that are broadly true for my two inf: 1) Scrappers out damage brutes more than brutes out survive scrappers under most circumstances. 2) I still prefer playing brutes over scrappers under most circumstances. The point of difference is aggro management. I simply cannot abide playing melee without a decent level of stickiness. If I have to hit every enemy an extra time that is a small price to pay to limit having to chase enemies around the map. Of course there are scrappers that muddy the waters by having taunt auras. Shield is a set I'll never play on a brute, because what is the point? If a claws/shield scrapper was possible I might not play any other character ever again! But for the vast majority of sets I'll go brute every time. On the subject of ato's, yeah brutes get a little hard done by. I'd argue that the concept is fine, one offensive and one defensive proc seems to fit the position of brutes between tanks and scrappers. The numbers could do with a tweak though to make them both more impactful.
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Focused Feedback: Tanker - Archetype Inherent Changes
Parabola replied to The Curator's topic in [Open Beta] Focused Feedback
@Maelwys- just wanted to say thanks for all the testing and analysis you are doing on this. Truly a heroic effort. -
Focused Feedback: Tanker - Archetype Inherent Changes
Parabola replied to The Curator's topic in [Open Beta] Focused Feedback
I'm wondering if we might not just be better off going back to the same area and target caps as everyone else for damage (keeping the 0.95 melee scalar) and implementing a beefed up punchvoke with greater area and target caps. So a typical pbaoe would be radius 8 with 10 target cap for damage but it punchvokes with radius 12 and 16 target cap. That way at least the damage would scale better between low and high target saturation. -
Focused Feedback: Powerset - Dark Miasma
Parabola replied to The Curator's topic in [Open Beta] Focused Feedback
Phase powers would be much more useful if they were able to forcibly un-phase phased enemies. Combine that with the trawl and just leave any enemy that is neither phased or trawled alone and you'd have a winner. Master illusionists and that one really irritating av beware! -
Focused Feedback: Powerset - Plant Control
Parabola replied to The Curator's topic in [Open Beta] Focused Feedback
Idle thought. Having less coverage from seeds and being expected to layer controls might feel better if those controls didn't interfere with the confusion effect so much. Could there be a way of coding vines and spore burst so they don't apply their effects to confused enemies (or some confused enemies)? -
Focused Feedback: Tanker - Archetype Inherent Changes
Parabola replied to The Curator's topic in [Open Beta] Focused Feedback
When the original tanker aoe buffs were made there was some mention of it being to increase a tanks ability to aggro more enemies. Of course given that damage dealt is a part of the threat equation this scaling back of damage would seem to be working against that aim. -
Yes but kb has no duration so enhancement has always affected magnitude instead. For all other types of mez enhancement has always affected duration. Kb is very much in its own little category that I think the player base is used to (how to use enhancements to turn kb into kd etc). Anyway it sounds like people are having success with this power as it is so that's good. I still don't like the fact random mez powers can only be enhanced with hamis though, and the interaction with certain incarnates is great and all but that's another end game only thing.
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If i recall correctly, the same flag that makes a mez's duration ignore purple patch also makes the mez's magnitude now be effected by purple patch and by extension enhancements. That means either you make the mez not be effected by enhancements at all, and have a static mez that is reduced by purple patch, or you make it enhancable. Otherwise its duration is effected by purple patch and you don't get the clean switch over between mezes every 4 seconds. Edit: This is how Cloak of Fear works as well. Hang on. So these two powers react differently to enhancement than every other mez power in the game? I get not wanting to be constrained by precedent but is this not going to be just a tad confusing?!
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Focused Feedback: Powerset - Plant Control
Parabola replied to The Curator's topic in [Open Beta] Focused Feedback
The best form of control is knockdown/up since there's no real limit to how much it loops especially if you have stacking sources like an Earthquake/Bonfire on a Frenzied Tide Pool. As much as I've disagreed with everything else Championess has said I have to agree that confuse has to be considered the best control effect. It's hard to argue with a control that makes the mobs kill themselves and buff you. That's not to say Seeds is where it needs to be, just that given the straight choice between holding, stunning, fearing, confusing, etc a mob I'll choose confusing every time. Many enemies even tend to herd themselves when confused if left mobile. -
I've realised I really dislike random mez effects. Two main reasons. Firstly they can't be easily enhanced (hamis being expensive and end-game). Secondly working out how to stack enough mez magnitude to shut down bosses is an enormous part of my character building these days. There are more and more bosses that do something deeply annoying if they aren't mezzed. A random effect mez is unfortunately almost completely useless for this.
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In general I like the sound of this - it's clever and solves an obvious problem. My biggest concern is that it's introducing another mechanic to the game that isn't going to be immediately obvious to players who are not well versed in what is going on under the hood. It's always been recognised that the interaction between global vs local recharge and ppm isn't an ideal situation because of exactly this issue.
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Focused Feedback: Powerset - Plant Control
Parabola replied to The Curator's topic in [Open Beta] Focused Feedback
I've long thought that the problem with confusion in this game is that there's nothing confused about it. Enemies affected by confusion know exactly who their enemy now is; it's exclusively their former friends. If confusion lived up to the name enemies would select targets at random from everyone on the battlefield, both friend and foe. That would make confusion a much softer control and it would also have addressed some of the power imbalance between seeds and mass confusion (seeds aggros so you'd always get random return fire, mass confusion doesn't so you wouldn't unless you attack further). Anyway, that's all very pie in the sky thinking now. I haven't had a chance to do any testing (and might not) but I'm very concerned that these changes seem to go too far. Creepers in particular is integral to the feel of plant and if it isn't a high damage patch of chaos and fun fx, then plant loses a big part of its usp. -
Well... This is certainly an ambitiously sized collection of changes. No wonder it took a long time to get out of closed beta. I can see how some changes are effectively bundled up together but in all honesty I worry that this patch is too big for effective testing. New content obviously has the potential for a lot of bugs but my bigger concern is the number of changes to existing mechanics and powersets. The bar should be set very high for sweeping changes, as characters with significant player investment in them are being affected. The simple fact that there are two pages of feedback threads suggests that it is unlikely each change is going to receive enough focus. To end on a positive though, it's good to see the developer notes outlining the thinking behind the changes. Big thumbs up for that.
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Sorry I don't recall. Lately I've given up trying this sort of run in favour of just completing everything in ouroboros. It's easier and there's no need to shut off xp so you are always progressing.
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It never fails to make me laugh that the first arc, unlocked at level 5, has a 'this is what a trainer is' mission.