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Rylas

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Posts posted by Rylas

  1. 25 minutes ago, Steampunkette said:

    That said, SR can cap positionals leaving it with no holes whatsoever. So that's a nice benefit? But once Cascade Failure hits, it hits -hard-. Energy has those Resistances and a Self Heal to fall back on.

    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.

    • Like 1
  2. 1 hour ago, Myrmidon said:

    I get that Regeneration likely would need some rework to make playable on Tankers, however, Super Reflexes also caps Defense early, so I don’t see the issue.

    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. 

    • Like 2
  3. Had some extra time yesterday, so I went with the popular lead in the votes...

     

    CONTROL!!

    BwMEFtG.pngEarth Control hETqw90.pngElectric Control da2cR3R.pngFire Contro

    O7TvrJa.png Ice Control

    08eII5v.pngMind Control

    YQdEARV.pngPlant 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!

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  4. 48 minutes ago, Leogunner said:

     The difference in use means the Brute likely would lean toward cycling the faster ST attacks for better fury and high DPS while the Tanker might utilize the longer animating attack despite its lower DPA IF he can hit 3 or more foes with it.  That is a quantifiable difference that fundamentally changes how the set (Dark Melee) is played compared to a Tanker vs a Brute similarly to how the fundamental differences between Stalker Dark melee and Scrapper Dark melee will be completely differentiated due to one having Soul Drain and the other having Assassin's Eclipse.

    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.

    48 minutes ago, Leogunner said:

    I won't argue with you on that.  Increased area makes using the AoEs easier...but the increase in target cap makes using the same skills of lining up those AoEs more REWARDING. 

    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.

    48 minutes ago, Leogunner said:

    As for the whole 90% damage part, I will agree.  I was never a proponent of the 0.95 melee mod.  I would prefer 0.85 or even 0.8 as their melee mod and they can make up the rest with the utility of efficient AoEs...that and put their damage cap back up. 

    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.

    48 minutes ago, Leogunner said:

    Even still, putting Bruising back on the tier 1 wouldn't hurt either.  But my bias shows that I just like the AoEs since that should be what Tankers excel at (they're good at taunting large groups to themselves for a reason).

    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.

  5. 19 minutes ago, Steampunkette said:

    WH has a target cap of 10, and it's not -that- hard to saturate. Especially for Tankers in the coming update...

     

    10% over 10 attempts you've got high odds of getting at least 3 stacks in a given cast.

    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. 

    Quote

    Though I did mean to add Bone Smasher to the roster of Residual Energy builders.

     

    That said: No reason not to start the fight with the big hitters. They'll recharge at some point while you're building stacks or after you've got stacks built.

     

    As far as Momentum... That would require having a separate power built for every "Fast" attack in the powerset. That's how Momentum works, by doubling the amount of behind the scenes effort. You can't change a power's attack speed or animation on the fly, it's got to be baked into the individual power.

    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.

  6. 52 minutes ago, Steampunkette said:

    Okay, so...

     

    EM can't be the mondo ST damage dealer that it used to be. There's simply no way to make that a reasonable choice without completely screwing over PvP balance thanks to it's tendency towards one-on-one combat and Spike-Centric damage shutting people down as quickly as possible.

    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?

     

    52 minutes ago, Steampunkette said:

    So how about we give the set a Gimmick?

    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. 

  7. 6 minutes ago, 0th Power said:

    I think that we should use the power thrust animation, keep the -health and add the KB from power thrust.  Anything not killed by energy transfer would be knocked back and offset the short animation time.  

    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?

  8. 10 hours ago, Leogunner said:

    I've been playing a Grav/Energy Dominator lately, mainly because I never got a Grav anything to max level in the past but also because I heard Energy Assault was changed with the whole charge and release mechanic.

     

    If you haven't tried it, it's pretty nice.  Whirling Hands is a premiere power when you release your energy.  If they import this to Energy Melee, I think the set would actually be pretty nice.  All they really have to do is up the damage, recharge and END cost of Whirling Hands and give the unload a hefty punch.  Rather than changing Energy Transfer to its old animation, the set really only needs to charge a weaker power to have higher DPA via charge and suddenly it doesn't matter that ET takes a while to animate, you're getting your damage from charged up...Bone Smasher or something.

    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?

  9. 33 minutes ago, macskull said:

    That's not at all the same. My Brute exists to do one thing and now it is going to be objectively worse at doing that thing. I may end up biting the bullet and switching to a Blaster for farming.

    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. 

  10. 2 hours ago, Galaxy Brain said:

    Ehhhhhhh, I'd rather AoE be put in while still having great ST. Even at the lowest difficulty, you get much more mileage from AoE attacks.

    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?

  11. 38 minutes ago, macskull said:

    Yeah, I'm more miffed that this is coming to pass especially considering as recently as a week ago Powerhouse said that the only way he'd further lower the Tanker cap (it had already been lowered from 600 to 550) was if he also lowered the Brute cap and that wasn't something he was considering, and less than a month ago he also said he was not going to nerf Brutes as part of the Tanker changes.

     

    Sure, I understand that this is less than a 10% damage reduction at the damage cap, and that it will have zero effect on most builds and situations, but a change that is essentially nonexistent for 95% of characters and is a reduction in performance for the other 5% is a nerf, plain and simple. In my case, that 5% was the entire reason I even have Brutes.

    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?

     

    w1GsOlO.png?1

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    • Haha 3
  12. 5 minutes ago, Felis Noctu said:

    What would be really cool is if we could get a setup for an icon compiler tool similar to what Vanden had used in the past, with high-res template files like Rylas' work. Being able to construct custom high-res icons would be awesome!

    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.

  13. 2 hours ago, biostem said:

    Maybe it was a different artist trying to make their mark?  *shrugs*  Mechanics aside, what sort of color scheme would you personally, love to see in a powerset, (assuming you had total control over what colors were used)?

    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.

     

    32 minutes ago, Felis Noctu said:

    @Rylas

    Out of curiosity, are you modeling the power icons directly off of the current in-game versions? Have you checked out the fixed erroneous icon pack at all? Having those alternatives would be awesome as well!

     

    Also, considering the bits and pieces I've been doing already, would you be alright with a replacer texture pack containing the icons you're making? I'm sure Christopher and I aren't the only ones that like the softer look!

    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.

    • Like 3
  14. 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!!

    gWFaqrQ.png Battle Axe ulyAIjh.png Broad Sword UoiRSDp.png Claws 537YldK.png Dark Melee
    ojMs5JA.png Fiery Melee  WDSqt0E.png Ice Melee lOQ6V6P.png Katana/Ninja Blade unU5ruO.png Kinetic Melee
    gVntywX.png Martial Arts 4D03x5S.png Psionic Melee 8fn5c8R.png Savage Melee pp2vS2R.png Staff Fighting
    oh6wE78.png Stone Melee 2EJchwQ.png Street Justice ZUKORfO.png Super Strength Hq9CrQ7.png 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. 

    • Like 3
  15. 14 hours ago, Felis Noctu said:

    I've been messing with PiggViewer 1.6.1 and Pigg Viewer Pro...

    Oh wow, that's pretty cool! Interesting to see some side by side comparisons like those. Thanks for taking the time to test those.

     

    13 hours ago, Christopher Robin said:

    I didn't try any of the Archetype Icons but I do like Rylas' version better for both of the ones you posted. Moreso than the softness

    his seem blended better (i.e. he used a darker red rather than straight black for the drop shadow behind the Corruptor symbol).

    The original ones look like someone cranked the contrast to 11 by comparison.

    Hey thanks! 

    43 minutes ago, justicebeliever said:

    @Rylas  These are fantastic and amazing.  Are you up for doing 

    1.) Energy Aura as a set?

     

    2.) Alignment Icons?  Hero, Vig, Rogue, Villain?

    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. 

    • Like 1
  16. 8 hours ago, Steampunkette said:

    After continued discussion I have revamped my suggestion to the following:

     

    1) Lower Hasten's Cooldown to 200 Seconds

    2) Lower Hasten's Recharge Rate Buff to 25%

    3) Grant all players a +20% Recharge Rate Buff starting at level 1

    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. 

  17. 1 hour ago, Tater Todd said:

    I knew about this Rylas but I didn't want to directly say it because Powerhouse said that he can't promise anything.  I think you managed to comment about the Energy Assault changes but I wasn't sure.  I don't think I often see you hang out in to Dominator section :P.  Regardless if you did or did not I wanted you to know more than anyone about the possible future changes.

    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.

    • Like 1
  18. 32 minutes ago, ZemyaSoldat said:

    I believe the /coxg/ server retooled all the control sets to bring the pets up to the first power slot. So in that sense, the new powers are probably "balanced" against the other sets as they exist on that server, but would have to be shuffled back into the traditional power ordering to be implemented here.

    Hmm. Seems a bit overkill to me, but hey, it's their server.

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