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Rylas

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Everything posted by Rylas

  1. Correct me if I'm wrong, but doesn't SR have 95% DDR? And with Tanker numbers getting over the soft-cap, doesn't that make cascade failure a pretty rare event? I would agree EA gets more layers of mitigation in the comparison game, but that might mean SR needs to get a little more added to it. Not EA having some things adjusted down.
  2. That's my thought as well. If SR can softcap Defense easily on a Tanker, I'm not sure why EA shouldn't do the same. I would love to play an EA/ Tanker.
  3. As someone who constantly misses trash can shots, I don't understand why shooting at crates would be any different.
  4. Had some extra time yesterday, so I went with the popular lead in the votes... CONTROL!! Earth Control Electric Control Fire Contro Ice Control Mind Control Plant Control The above sets have been added to the Control icons. New voting poll is open for the next set to be done. Thanks for helping voting!
  5. Update: Added poll to the thread. Please help me choose which set category I'll be doing next.
  6. Updated items: Alignment Icons @justicebeliever Orders up! 😉
  7. This is a pretty key detail I think some people are missing. I haven't had the opportunity to test the latest patch yet (waiting for the weekend), but from the last go-round and before, I could tell I'd be playing my Brutes much differently than I'll be playing my Tankers. On live, there's no real difference except for Brutes turning out more damage across the board. And this solidifies that difference all the more. I've always tried to line up cones. Jumping or shifting over to get as close to making 5 targets happen as much as possible. But hardly ever seeing more than 3. Now my Tankers will actually make that a skill worth employing. I could get behind that quite happily. But no matter what percentage you try to gauge one Tankers damage to Brutes, you'll never have a straight correlation line graph. I think we have to accept that even if we tweak down the multiplier and up the cap, we'd still have outliers that would be able to reach higher damage than Brutes in the right circumstances. I still don't think Bruising makes all that much sense on Tankers. It's not a terrible thing to have, but a mechanic that did more for crowd control would serve Tankers in a more thematic way. But that's just my opinion.
  8. Per request from @justicebeliever Energy Aura has been added to the Armors. Not to worry, those Alignment Icons will get here at some point. And 2 birds were knocked out with one stone on that since EA actually has the blue/orange combo I was thinking about. Though, the orange comes in limited degree due to the particular icons being used.
  9. Is it 10 on live for Brutes as well? I seem to recall getting only 5, but I may not be paying good attention. While I'm not a statistician, I would think the average payoff of 10% out of 10 hits would be... 1. The only reason I bring up Momentum is that it pays off faster and longer. Not because of the mechanics behind it, but because it still makes the set perform higher for a good percentage of the time you're fighting. The current percentage numbers your proposing for stacking up charge sound like slower pay off. How often could one expect to see Release activations and to what degree is that really improving overall output. You didn't address my earlier question about PVP and PVE power differences. Am I under the wrong impression that powers can be treated differently between the two? And if they can, why would it not be possible for EM to be the "mondo ST damage dealer that it used to be?" From earlier posts in the thread, it sounds like the original version of EM wouldn't even be a top contender now.
  10. I thought powers could work differently in PVE and PVP. If they can, why not have a PVE version that's the ST king by a strong (but not OP) margin? I'm not a fan of gimmicky sets. Rad Melee would be the exception because it's gimmick doesn't require much attention. Not to mention, it seems like lot of adjusting around a set that was extremely straight forward in the past which seems a bit stretchy for the Cottage Rule. But I'll play along if it turns out to be the only way to improve EM's performance. I'm not sure if a 50% chance is high enough for EP and Barrage. With those two and WH (if you're lucky enough for it to hit 5 targets every time) you'd have to cycle EP and Barage 3 times and WH once or twice. On average, of course. If you don't miss. That's a lot to go through before you get any payoff. And that's if you refrain from your big hitters (two of which sound like they're keeping their long animation times) to build up 5 as quick as you can. And does Bone Smasher stay the same? As gimmicks go, I think I'd find the Momentum aspect of TW easier to tolerate, and I'm not really crazy about the Momentum mechanic. At least just one attack sets you up for way more carnage. Here, you're building a lot before you get 1 (ONE!) Release. That's a hard sell. Currently, it sounds like you'd be taking a set that was fast and straight forward, to slower and methodical.
  11. No thanks on KB. You're just negating the DPS through a different method. And considering it's old DPS has been shown not to stack up against current top performers, I'd have to ask why do so?
  12. I'm currently leveling up a Dark/Energy Dom to test out what those changes are like. It's only in the mid-20s, so my feed back would only be preliminary. I like the boost from the Release part of it, but charging currently seems to happen too little to make it all that useful. I'll have to see how it goes once I'm in the mid-30s. That said, I still don't see why ET needs to be a ridiculously slow animation time. Corpse shots that take your health aren't a fun team experience. Nor does it contribute to the team in any meaningful way. Why keep an animation time that negates the power's use in team play?
  13. Difference of opinion I suppose. I love playing Brutes. I farm quite frequently with my Rad/Fire. Tons of recharge bonuses. Have binds for making red inspirations, which is a lot since I have large insps turned off as well as break frees and wakies. And I find staying at the cap nearly impossible to do for longer than a few seconds. And even if I could stay there longer, I wouldn't notice a heck of a lot of difference because mobs are dying way to fast to notice. I don't see any of my Brutes being crippled by this in the least. I'm sure I'll still be making millions of influence at the same pace. Edit: actually, if you want to prove your brute will be objectively worse, recreate it on Pinapple and run comparisons between that and your live version. Same settings and all. I mean, if you're truly being objective.
  14. True, you get more mileage from AoE attacks. But all the most recent sets have done it. And hey, I'm not complaining, I've made use of them. It's just that having a set that's *the* Single Target king would be more fun and unique. And in my opinion, it should be king by a strong margin to make up for the weak AoE. Back before being nerfed, I would focus on the bosses and lieutenants first while spamming WH when it was up. I never felt like it took too long to get through mobs. It was just the inverse of the usual "scorch minions/slave away on bosses" routine of other sets. Adding more AoE isn't really a great solution. We're just rehashing other sets at that point. Aren't we?
  15. I hear you. I do. But this is like when a kid tells their parents they brushed their teeth, when all they did was stick the toothbrush in their mouth without toothpaste on it, and only brushed it back and forth two times. I mean, technically, yeah, they brushed their teeth. But did they?
  16. I'm doing all of this through a combination of Illustrator and Photoshop. I would have done all Photoshop, but the icons were just way easier for me to redraw in Illustrator. That said, if there's a way to set up color-changeable templates in PS, I could build out said template files. I don't work much in PS though, so I don't know how I'd go about doing that. Setting up black and white layers or something? Someone more knowledgeable, please weigh in.
  17. If it wasn't a theme that I thought needed something else, I wouldn't mind doing one with a light/electric blue background with a bright/saturated orange for the icons. As @biostem mentioned, I was trying my best to stay true to the original icons. But more so on the iconography and color. I've noticed some icons as I've been going that seemed mislabeled as single target when they should be targeted aoe, and a couple of others. I've been going pretty much from whatever is on Paragon Wiki. So if they have any that aren't accurate to what's in game, then the ones I've done based on them won't be right either. I would totally be ok with making some for the fixed icons though. Can you point me in the right direction for those? And anyone that wants to take what I've done for to make a mod pack to put them in game is welcome to do so. My goal is to do all the power icons and then the inspirations. And now I have the alignment ones to add to the list too.
  18. I'm in a busy season at work, so to help move things a little faster (for when I actually have time) I'm going to do a category at a time. And the first full category is... MELEE!! Battle Axe Broad Sword Claws Dark Melee Fiery Melee Ice Melee Katana/Ninja Blade Kinetic Melee Martial Arts Psionic Melee Savage Melee Staff Fighting Stone Melee Street Justice Super Strength War Mace From a visual/design perspective, I wasn't crazy about what was done for Savage Melee and Street Justice. I understand they're new sets, but existing icons would have sufficed and kept the consistency that's been there for so long. I mean, there's already a fist icon for crying out loud. Did we need to make a new fist that doesn't even look like the same style as the rest of the icons?? Anyway, that's just my 2 cents.
  19. Oh wow, that's pretty cool! Interesting to see some side by side comparisons like those. Thanks for taking the time to test those. Hey thanks! All it takes is a request! I'm about to do an icon dump update, but I'll put EA and the Alignment icons at the top of the to-do list.
  20. Thanks for the update! Couple of questions. Why was the Brute damage cap lowered? And why was the 20 Endurance removed? Not that I'm complaining (yet 😉), but those things didn't seem to be issues in the last round of feedback so just wondering what the thought process was.
  21. Homecoming, stop making me fall in love with you
  22. Hmm. Now that's interesting. Tell me, what advantages would this have in build making? I'm lazy, sorry, so how much global recharge would be needed to double stack Hasten in this scenario? How might this open up builds for persuing other bonuses? I'd be willing to entertain the idea if it brought real diversity opportunities while not gutting builds that people have long been invested in.
  23. Heh, yeah, I've never wandered into that section. Mainly because I've never played a Dominator. But hey, anything's possible. I like the sound of Assault sets, but have always shied away do to any protection from the primary outside of control. I try not to have my hopes too high with EM changes coming through anytime soon. But it's at least good to see that something's happened that could end up having an impact on EM.
  24. Hmm. Seems a bit overkill to me, but hey, it's their server.
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