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Everything posted by Rylas
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Is there a way to find these in the game files?
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Wow! Thanks for putting in the time and effort for some real comparison numbers. It seems it would be easier to bring EM up with just more reduction in animation times than by introducing debuffs or other secondary features.
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Psionic Shielding and other Powerset Ideas I came up with
Rylas replied to Xaeon's topic in Suggestions & Feedback
First, +1. Anyone that spends this much time and thought on a post deserves some recognition. Even if I have some reservations with it. Second, I've always thought the idea of a set with strong Psionic protection would be nice. It's hard to tell without numbers, but I worry you might be making this one a little OP. Extreme defense in just one toggle is a bit much. Every typed armor set usually requires 2 or 3 power selections before reaching their peak in their damage type. Maybe spread the psionic defense out over a couple of other powers? I'm interested in seeing what the numbers would be on a tank with all powers taken and slotted for ED. Some points of contention — 6 toggles and no method for end recovery. Not a crime, per se, but you have a power called Energy Consumption that's a bit misleading if one of the sets weaknesses to be endurance use. If that's not an intended weakness, maybe make EC a bit like Ice Armor's Energy Absorption treatment, but less endurance return per target hit, and make the mitigation also based off of targets hit. — I see telekinetic protection being based in physical and psychic attacks being resisted, and non-physical/psionic attacks being much less resisted. Doubling up on energy/negative defense and resists might not quite thematically fit. Maybe just defense for E/N/F/C? — Speaking of thematics, I'm not sure absorb shielding fits either. Maybe Biokinetic Regen is +rec/+regen instead. Or just a slightly stronger +regen. If +rec/+regen, make it an Auto. And of course Omega Barrier would need a tweak too. Some serious points of appreciation — It looks like you really tried to prioritize the protections in proper order; S/L/Psi first, E/N second, F/C in a weak third. Thematically, I think that's spot on. I would have gone the same route. — Love the sprinkle of utility you threw in. A nice little +to hit, some debuff, and a good offensive power. Anymore and it would definitely get OP. — Ugh, again, HELL YEAH PSI ARMOR! Anyway, solid post. I hope these read only as constructive suggestions. I would definitely love to see your suggestion for numbers on Tanks for this set. -
I think EM could just be reverted back to how it was before the changes, and would still not be the highest performing set. The only thing it would excel at is being a boss killer, like it was before. Granted, I don't have the previous numbers to show how it was performing before (and I would probably fail at presenting them well), so I'm open to being corrected on that view. But I'd rather see the damage tweaked down a bit than keep the longer animations.
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I was leaning towards GET TF O for "get total focus optimized", since my Margaritaville car horn might give the wrong impression with BUFF ET.
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Here I am trying to advocate for changes to Energy Melee, and then I see this guy who thinks Kins need a buff (AS IF!) campaigning in the real world. I've gotta step up my game now.
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Gadget Control - new Controller/Dominator primary pitch
Rylas replied to Zumberge's topic in Suggestions & Feedback
Oh, are they? This suggestion... -
Ha! Nice. I might have to do something similar with the "Get some" emote.
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You're misunderstanding what your combat attributes are showing you. It only showing total endurance consumption in the same format it shows recovery. But your powers still consume endurance on a static, numerical basis. If you're consumption rate increased, odds are you either picked up more toggles that cost endurance, or you level up and your SOs are now less efficient. The reason it shows you them on a percentage basis is for consistency. It would be harder to compare recovery rates to consumption rates if they didn't both show as percentages. Also, if everyone is telling you you're seeing it wrong, you might want to stop and consider if EVERYONE else is wrong, or if you're the one that's mistaken.
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Early game, EM really shines, it's great! Oh... oh you asked late game... But if you'd like to see it improved, check my sig.
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A very fair point; it's all incredibly subjective. Which is why it would be better if people could choose one way or the other dependent on their play style.
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Following the 2000/3000 HP example, I would still consider +HP to have the advantage. 2 Tanks; Tank 1 with 1000 +HP (sitting at 3000 HP), Tank 2 with 1000 Absorb (sitting at 2000 HP). Both take 1000 damage, both now have 2000 HP. But within the next regen click, Tank 1 will now have more HP than Tank 2, who will still only have 2000 HP. If more damage keeps coming in, Tank 1 will still have the benefit of high regen numbers.
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Not really, Max HP isn't useless but it's a very situational buff. Functionally speaking it does two things, increase the time available to heal damage that is taken and slightly increase passive regeneration. It doesn't do anything to reduce the incoming damage just gives you more time to react to it. Additionally since Cold Domination isn't a healing set there isn't a lot you can do once someone takes damage. So basically Frostwork is a power that might give another character more time to use their healing abilities if there happens to be someone on the team with healing and healing is required. Compared to Defense or Resistance buffs that actually decrease incoming damage that's a pretty weak ability. Additionally Frostwork suffers from the problem of being too good at what it does. It's not really worth enhancing because it's already putting people pretty close to the HP cap, especially if they have Max HP buffs of their own (such as accolades or Dull Pain). Changing all or part of the power to Absorb means that you can use it reactively (to same someone who has taken damage) or proactively to stop someone from taking damage in the first place. I believe Solvernia was speaking in terms of the effectiveness of +HP. You are correct, it doesn't reduce damage; it's not resistance. But effectively, it means the damage you take is a lower % of your health. Even the in-game descriptions of +HP powers will allude to this effect. As for the back and forth going on over which is better, Absorb or +HP, I think the whole debate is highly subjective. It just depends on who you're placing the buff on. I could see it being more beneficial for blasters and controllers to receive Absorb, and more beneficial for Tankers and Brutes to receive +HP. And even that breaks down depending on their respective power sets. I see huge advantages for both. The best solution would be letting people decide one or the other; having two versions of the power that are exclusive from each other.
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I want to say there are a lot of powers that allow IO to be slotted, but not always the respective sets for those IOs. Not sure what the premise is for some of these situations, but Fly/Run in Lightning Reflexes isn't alone in this matter.
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This would be where the suggestion for Equivalent Powers would be incredibly useful. I can see the appeal of making it an Absorb but then all the people who liked it for how it is would be left out... in the cold. At least with Equivalent Powers you could make the change and people who wanted it could respec their build for it.
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"Things being looked at" sounds great, but I imagine it would become a nightmare for developers. When they admitted Rage was on the table for being looked at, that didn't lead to the best, most civil discussion from the player base. People become too emotionally invested in their opinions for some of these things, and people putting in their own time to work on this game for free don't need to see all the complaints about what wasn't done the way they want. As mentioned already, there's also the issue that something on the table doesn't end up being touched despite best wishes. Some will feel in more jaded by that. Best to leave that alone, I think.
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Expanding Account Bound Unlocks (As a player option)
Rylas replied to Marstead's topic in Suggestions & Feedback
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I've always put Taunt as the 5th power in my power tray. It was where I had it for my first Tanker and ever since, whether Tanker or Brute, Taunt has gone there. It occurred to me that other probably have go to spots for their powers. So Tanker community, where do you put your Taunt? Or other similarly used powers like self-heals (my go-to is Alt+1)?
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Expanding Account Bound Unlocks (As a player option)
Rylas replied to Marstead's topic in Suggestions & Feedback
You're applying a slippery slope fallacy. Accolades are not the same as leveling or gaining incarnate powers or patron powers. Though, I'd be happy with an account wide unlock of patron powers too, because continuously running the same exact content over and over for one thing gets awfully boring. -
Expanding Account Bound Unlocks (As a player option)
Rylas replied to Marstead's topic in Suggestions & Feedback
Only if you chose to let it be. One would still have to earn it in order to unlock it account wide. And nothing's stopping you from being proud of or taking satisfaction of doing the content for each character. My one add on to the suggestion might be making the account wide unlock something you have to purchase from the P2W vendor. Once you unlock it for the account, each toon who doesn't earn it has to purchase it. One more influence sink to fight inflation. -
If you think new content isn't going to be added anytime soon, what makes you think we'd see a whole new system which requires new mechanics for character building, as well as needing to be balanced to avoid even more ridiculously strong builds? I can see the appeal, but no.
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I would suggest Cold/Sonic. For endgame content, you'll have a something to offer for those looking to hit the Incarnate soft-cap. As Sonic/Sonic you would be a bit more of a one-trick pony with lots of -Res, but as Cold/Sonic you can still offer quite a bit of -Res along with a grab bag of buffs and debuffs.