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Leo_G

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  1. You're either complaining that attack modifiers shouldn't exist and each individual power's effects should be separate or that you looked under the hood when you shouldn't have. The reason caps exist at all is due to modifiers. And jokes aside, I'm not self-diagnosed with OCD so in the real of this game, none of that matters, please and pardon.
  2. Well obviously, the problem is that a lot of the complicating factors have been ironed out and it's too easily gameable which is why we have the capability of min/maxing to such a degree that there is contention with the extreme minutia of who does the most damage while having the highest calculated mitigation rather than just how the set handles overall. Need more differentiation between melee and range mods so some niche benefits muddy the waters. Heck, why not start separating damage buffs too? So just like resists, those damage buffs don't always apply to every attack. Now you need the niche "energies" damage buff to buff your Energy/Dark melee exotic damage whereas "physical" damage buffs are more prominent for how often resistances exists. I look upon people with OCD and scoff. You barely know the meaning of pain as yours is only imaginary.
  3. I was very much against the increase in damage mod for Tanker when the buffs were being tested. I was also against reducing the area buff. The primary goal, IMO, should have been adjusting the AoE to provide a mechanical difference to playing the AT, not a means of overcoming a DPS disparity. Increased AoEs would, overall, increase clear times but its target is using the extra range allows a unique style when lining up attacks. People get constantly caught up in DPS comparisons (like here). It's not that important. If you think Brute is pointless, don't play them. You should be playing Brute or scrapper for their mechanical difference not a hypothetical mathematical equilibrium between it and 2 other ATs.
  4. Yes, I'm talking about the notoriety settings. And I disagree. A team that caps def and resistance, the Regen will be better. A team that boosts rech reasonably will benefit Regen more than sets like Inv, WP or SR. As for changes to Revive, I'd just add the functionality of being usable while alive. A cool factor that might have to be adjusted is Revive instantly recharging all your Regen powers (Reconstruction, Integration, Dull Pain, Instant Healing and Moment of Glory). If used while alive, it recharges all your regen powers but has a 3x penalty to Revive's recharge (so 900sec instead of 300sec). If used while dead, it recharges all your regen powers with the standard Revive recharge (300sec).
  5. To the points about Regen scaling: do we not, as players, have nearly full control of damage scaling? Or does that no longer matter? In the cases of teaming, buffs that mitigate damage no longer matter? In the cases of soloing: we do have this wonderful feature called power customization. If Regen is not within your liking, why not use those standard self mitigation sets?
  6. The damage type really doesn't matter for concept. The thing to be worried about is animation/vfx/sounds and mechanics(if it has anything to set it apart from other similar sets). What I mean is, I always assumed Cyclops' optic blasts were mostly smashing/concussive damage but it really wouldn't matter if it did cold damage and looked the same. You'd still have your character who obliterates stuff by ocular beams. My suggestion here is to create a focused set (not choose-your-beam-flavor) with a unique damage type combo (Energy/toxic, Neg energy/lethal, etc) with an engaging mechanic or specialty (make all it's AoEs are cones and it had a range boosting mechanic or a varied radial cone damage or something)... But on top of that, look at an existing set (like energy blast) and 100% copy all it's animation times. Them make it so you can interchange either new or old animations as you see fit. You'd be giving that other set a bunch of new usable animations while also allowing your new set to have things other than optic beams as an option.
  7. Have you, by chance, played much of Ice Control? While it can be played with some range, it benefits from close ranged and synergies with other sets that either bolster it's ranged capabilities (I paired mine with Trick Arrow to stack it's control and damage but still wade into the thick of it) but I could imagine Poison, Dark and Empathy being a decent pairing due to wanting to be near the action or having PBAoE effects to capitalize on. Overall, I think there could be more control sets made for that type of synergy similar to Ice and Illusion, simply because there's just not many like it
  8. To clarify the idea: take a standard spawn of 16 mobs and a Blaster used an AoE with a 16 target cap. Every mob in range of the attack would take full damage. Now take the same group but upgrade 4 of the minions to "minion+" that have Lt level HP and the unique "body guard" passive. There are still 16 enemies just some mechanically count as more than 1 target (each counts as 3 targets). That Blaster with it's 16 target cap AoE will, instead, hit all 4 of the minion+ mobs which uses up a total of 12 of the 16 target cap of the AoE, and only 4 additional targets (so 8 of the 16 targets take full damage). Those upgraded minions have effectively guarded their allies from the blaster. Overall, it's just an idea. I don't think it'd be enough by itself to challenge incarnate teams but it might be going in the right direction since AoE is such a strong and easily exploitable tactic and very little exists to counter it.
  9. My overall point though was, you don't HAVE to do any of that. If it feels demeaning to you, then don't. Some members of a team actually do like picking off weak stragglers. I know for a fact, my Stalkers don't bother clearing up the aftermath. I only worry about bosses and trouble targets while on teams. Only if the team is struggling and need everything to keep going do I put in my all. Heck, sometimes I don't even fight (if the team is a snoozer stream roll) and just collect/take out the mission requirements (unless the leader explicitly said not to). I find that is a fun change of pace. But then I'm an oddball and rarely use my full kit as it makes me feel like an anime character who only needs 10% of my power to dispose of my enemies (not literal 10%). If the team is struggling is when the leader needs to assess the situation. If not, it's a free for all. Don't feel obligated to picking up sometime else's trash. Do what you find fun. Not sure if you were talking to me but I'm not faulting the tank. What I was saying is there's just a meta that favors AoE and no AI or mechanic that opposes that meta. All in all, it's only logical to maximize your output by constantly rotating high AoE on mass targets and when there are less targets available, move on to the next mass of targets. One recommendation I once made to counter this was, at x6 and above, a new "rank" of mob could start showing up that has the effective strength of (thus replacing) a minion, the HP of an LT but have an inherent ability that counts that target as 3 targets and push them up as priority when AoEs are used in their proximity. Having 3 show up in a spawn effectively cuts AoE's target caps in half which are more easily focused down with ST. The usual rebuttal is players don't want their AoEs nerfed but this isn't a nerf to AoE, it's giving the foe a fighting chance. People say they want to have content that is harder at the top end but they don't actually want the enemy to be able to fight back.
  10. This is a problem that has, by and large, always existed but had escalated more and more as changes are made and knowledge is shared. I think the trend you are experiencing is the fixation on AoE damage. This had always been an unquenchable thirst to make more mobs be swept away by a tsunami of high damage, large sized, stacking, fast recharging AoEs and nukes to the point that is most of some players' contribution and the type of mob has little to no effect on this tactic. But I don't see a big issue with your particular situation (encounter balance aside) as there will be a point in navigating a map where those spawn-hoppers will have to change direction, change floors or some situation where they are forced to take care of the whole spawn or they just de-aggro and if you have stealth, you can just ignore the stragglers and fully catch up.
  11. First you're complaining about scattered mobs slowing down your DPS then you complain about players rushing to defeat stuff too fast? Seems a mite contradictory. FYI, every set-up is going to have their ups and downs. Did you know a debuff powerset has trouble contributing on teams that kill too fast? Or that single target focused sets have to waste their potential waiting for a team to gather the mobs in neat little herds? Or that over-control can reduce the effectiveness of other control effects? If you're having problems contributing, try reassessing your tactics. You're a melee, so go jump into a spawn early. Focus on meatier targets instead of button mashing every minion with a hair of health. Pick up some ranged attacks so you can plink at foes instead of chasing them. Even if your contribution isn't at its maximum, does it really matter if the team is successful?
  12. Well, would you rather those "AE noobs" be power leveled in an hour and have a decent chunk of inf in their pocket? Or maybe shifting some of the exp away from AE and put a price on PLing instead? I guess if you think everything is fine while also criticizing those using the system the way they want, more power to you. I see problems and solutions, it mostly depends if people are willing to talk about them genuinely.
  13. Well, if you can make a Defender, Blaster, Dominator, etc extremely survivable to the point of maximizing solo-ability using IOs, I have no idea why you can't do that with a Regeneration melee with even more ease.
  14. Intentional bugs aren't bugs. That's just functional coding.
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