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Naraka
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Everything posted by Naraka
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Because one is made of metal/wood while the other doesn't follow natural laws of physics or understanding?
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But that's all they are regardless of having or not having resistance. Requiring more time to defeat enemies is kind of the point unless you'd be fine with literal practice dummies for mobs (and for a lot of builds, that's all they are because they don't have much time to use their powers). Anyways, someone mentioned the concept of enemies being weak to confuse. I think there might be enemies that have weakness to KB but not sure about other mez. Would be interesting to make a foe difficult to hold but easy to confuse or something like that. Another prospect I pitched was giving mobs powers that either suppress while mezzed or maybe weakened afterwards... Like if you put a mob to sleep for 3 sec, they have a passive that stacks -res on themselves. The point would be to introduce alternative methods to engage enemies rather than the standard. You could just charge at such a foe but they might take a lot more punching to take down than if you put them to sleep and blew up the hard targets one by one after they were asleep for a few seconds. And the above is mostly just briefly thought it hypothetical to demonstrate my point, not a direct suggestion.
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I find Sonic/Psi Def a fun combo. Just bubble the team, get my -res going from ranged and plink at tough targets. Solo, most +1 mobs don't reach me before they get psi'ed.
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I was actually going to post how it would be a neat mechanic if there was some kind of power that would "freeze" your next few projectiles for a few seconds before unleashing them all at once. Probably not something to implement since players only care about speed and AoE but it certainly has is used when you're trying to burst down a pesky target. Psi Lance is one of my favorites of the set. If changes were made to the set, I wouldn't want it to be made faster as it doesn't actually make the gameplay faster or more responsive, but rather less impactful with not much commitment in your use of powers.
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This mission is a nice change of pace. Depending on what kind of loadout your teams have will change how you approach the mission. As mapped out above, there are 2 paths the pumpkins run through to get to the escape. To priority is clearing anything so you can push out to the mouths of those 2 paths. You split the team so you get equal coverage on both but if your team is lopsided, you might have to make a more "scout and report" strategy where you're communicating where the runners are instead. A buffer is going to be bouncing around to refresh the team, a controller or debuffer might aim to act as goalies to slow down the seams, a ST focused character might scout and draw in more groups, the tank may focus on purely herding for slaughter and the nukers are just getting rid of everything as quickly as possible. But as described above, top priority is pushing the assault to the mouths of the paths that lead to the henge. There, it's easy to move back and forth between the openings and you have space to lock foes down before they get close to escaping.
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Lol I think you're jumping the gun. Throwing around terms like "proves" is just as hyperbolic as your view of posters saying "Regen is fine". I'd have said something more like "that's supporting anecdotal research for adding improvements to the set". I could flip the logic and say a set that can do the mission with SOs only and solo is too strong and should be nerfed down but I'm not taking one circumstantial test as proof. That said, I certainly think Ice Patch would have bridged a lot of gaps for practically any armor set in such a situation. Is Cross Punch providing that much burst damage and mez? I suppose I'm one of those old hats that like to keep situation powers in my pocket for instances like this rather than going all in on offense which doesn't suit Regen. And Burnout is just not available often enough for me to ever want to pick it up (I'm also not a huge fan of hasten so I don't even get that often). Speaking of Burnout, I believe I heard suggestions to improve Regen's Revive by giving it a similar effect to Burnout but only for your Regen clicks. Using it while KO'ed would mean you're put back on your feet with all your heal/regen clicks available again to start anew and using Revive while alive would refresh your Regen clicks but put Revive on a x2 recharge...something like that...it would still be a niche power...not sure how OP that would be in the grand scheme of things.
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While I can understand your clarification, one could argue that this also exists on the AT level. While all blast sets don't have snipe attacks, the changes to snipes was a power creep change. Same with removing crashes from nukes. The changes to Tankers could also be argued for power creep or the HP increase/inherent changes for Stalkers. With regards to the Regen set, buffing the set isn't technically power creep but buffing Regen to be at or near Bio would be power creep. You used the example of Kinetic Melee (lol, I see what you did there). Kin does need help, I don't think anyone is arguing that... But buffing kin to be equal to TW would certainly be power creep. It's going to be a case by case thing here. Buffing Regen with some niche utility and maybe a bump in mitigation by making Revive more useful is different from buffing Regen to compete with Rad or to change it to Sent Regen. The concept of Power creep kind of relies on a logic fallacy, but if there's provable evidence to back the assertion, it's not as much a fallacy anymore.
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Ah, so you're saying my intuition was correct lol but yeah, energy is a pain for DA early on and it's refreshing being able to shrug off their electric attacks and drains but DA also has a moderate resistance to drains. I think one prospect not touched on about Elec armor is, if paired with something that drains END (later on, power sink), you can floor the END of those tough targets with the damage aura. Problem is, that is nearly unusable for other sets like early Savage Melee. Funnily enough, I've drained foes on my Elec/Regen and Elec/Bio stalkers too.
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And this is an example of gaslighting, ladies and gents. Apparently I'm the one (the sole source!!!) that made a big fuss so I get to take all the congratulations for it. I'm so very grateful lol I still think you're being overly critical of Regen. In the side discussions about Electric armor, I was commenting about the difference mitigation attacks can make. While Regen does have to contend with all the attacks that make it through, there is a measure of control you can apply to make up for that (depending on your attack set). When attacks get past that, Regen can just head it off while SR has to hope it takes them low enough to get that res to kick in.
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You probably spent more energy justifying your aggression than you did clarifying your statement. I told you why I didn't believe what you were saying (taking x% pool def from SR and Regen isn't the same) so it'd be on you to clarify why you think it would be equal. Talking about removing the res from toughness would be closer to being an equal gimp to the sets but that's just that one power... The more stacking pool def you remove from both, the more you affect SR than Regen. If you want to take subtext out of the use of audacity, it's more that you think I'm that ignorant of how stacking def works.
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Yeah, my comparison was mainly on the route of 1 to 35. Early on, you don't even have the mez toggles on DA and if you do later on, you can turn them off mid fight to reserve END (tactically, you only really need them if you are trying to slow enemies from running). Further still, because of the way the resists are spread, you need to run those 3 toggles on Elec but you can opt to run just what you need on DA. There's also the prospect of ghosts early on in the game. Elec is getting eaten alive. Overall, I think I'm just more experienced with early DA than Elec but having extra tools to stay alive with Elec is good. For DA, you just need END to stay alive lol
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I'm not sure what you're asking, exactly, but with those same rules, make sure to take Revive too and take death and travel into the equation.
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Lol I think you're being overly critical of Regen there. It's no secret that taking away the ability to stack def on SR will hurt it more than Regen. Removing 12% def from Regen and 12%def from SR is not the same. I wasn't even being serious but the audacity to make the statement you did? Lol
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My point is, if you want to go around chiding people with arbitrary qualifiers for accomplishments, it can be turned around against you. How about only armor powers. No Fighting pool or combat jumping/epic armor powers/etc. How about that?
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Are you not just testing how much pool def you can stack?
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If I'm not mistaken, Elec armor toggles are not as cheap as, say Dark Armor. Couple that with an early damage aura and you end up with it being cheaper to run DA early on than Elec. Yeah, Savage had an END discount but it also has a penalty built in as well. Sure, you can just not use your blood stacks or only expend them when their not full but then you're looking at fluctuating END discounts. Probably not something to rely on... It's only a moderate to minor bonus. I think important factors of leveling a melee character is kill speed, cc/debuff mitigation and animation speed. I feel Savage isn't that bad but it might be a bad fit for Elec armor to start off. I'm sure it gets better when you start proccing it later on but I was making an example of the set early/mid level.
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I had a whole ordeal leveling a Sav/Elec Brute. He ran out of END, and his resistances mostly were just a countdown of how long he could last before he had to run or die. Having played out an Elec/Elec Brute and had a decent time with it, I thought the problem was Savage Melee... It was actually Elec armors early performance and needing mitigation from your melee set. Expensive toggles, low utility, resistances spread out and a moderate heal that was a grind to get to. Even after getting the heal, it only makes a difference after you can get some slotting going. Everything still feels expensive until you get the AoE drain. Eventually you can make it work but it feels mostly incomplete until around lvl 30.
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Did they change SR yet so you can get a decent amount of AoE def before level 35 on Scraps and Stalks? [EDIT] OMG, I just had flashbacks of leveling an /Elec Brute. Utter garbage... Until you finally get your heal with slots in it ...
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Counter counter point: most find those tier 9s *detrimental* to their play and want them changed so they can use them.
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Since we're all presenting our concluding arguments: I'm not against buffing Regen but I'm against power creep. If buffs for Regen are needed, it should be aimed more at utility than raw effectiveness which is why I agree with those that suggest adding debuff res to the set. Most say to -regen and -rech but I'd go full hog and give the set a moderate amount of res to most debuffs to include -def, -ToHit, -move, ect. The set really doesn't need a bunch more sustain, it just needs the ability to rebound quickly no matter what is thrown at it. Lastly, if Sent Regen is much better, good for them. Same goes for Elec melee for Stalker or Fiery Aura for Brute etc etc. It's a good thing some sets are different or better for different ATs. More replayability.
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Buffing the melee attack sets (pick any) in conjunction with buffing Regen would then qualify as power creep by your definition then
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Well, to state my opinion on the matter, I'm also in utter disbelief people don't see how ridiculous they sound that they can't be made even more utterly unkillable and continue to ask for more, not only equally broken for every set but also more braindead in the process. Even more crazy, we all do agree how broken it is but that broken-ness is defended. Further still, those that would rather defend the status quo instead of pushing to make everyone broken, we're gaslit, as if that perspective is ludicrous? Yeah, it's pretty wild...
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Well, if you're giggling in a manner that could be noticable by anyone, then who's the problem here?
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No one compares Regen without IOs to other sets without IOs because no one cares for the circumstances of fights that are that far below standard play. If we're keeping this a buck fiddy, SR without IOs and a special build to maximize the broken-ness of stacked def and over abundance of def, is actually not very good. If it's not Tanker and it's in any of the circumstances leading up to lv50 or foes that hinder SR by exploiting weaknesses, you're in for a bad time. It's only when you start looking at the over fluffed sets (Bio, Rad and the like) do you start to approach your perspective and that works more as evidence those sets need toning down. I don't think the defense of Regen is all hyperbole but rather it's the offense used against Regen (i.e basically calculating it's effectiveness by letting a bot pilot /Regen) that is hyperbole. Long story short, Regen does have the tools to never lose a fight... You just have to cut the fight short enough to fit in the window of Regen's tool. And if you retort by saying all armor sets have a tool to never lose a fight, I'd reply with, how often do you take *AND USE* those tier 9s of those other armor sets.
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The concept of "tier 9 nuke" is mostly a player term and doesn't actually reflect a literal nuke in effect or range. It's mostly just "flashier AoE". That said, technically there is no set rule that the tier 9 has to be the biggest, flashiest of attacks. The tier 9 could be single target and a set's mechanics could make up for that in some way. The only thing that would limit mixing around these conventions is player expectations. As for a range-only Dom, I have one (dark/martial) and it's fun but it's no blaster.