
Naraka
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Posts posted by Naraka
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32 minutes ago, ninja surprise said:
So you want a travel power like being on the ice in Pocket D's Christmas event? That sounds like more of a pain in the butt than anything.
How would it work with travel power suppression? When attacking it'd immediately root you?
Travel Power Suppression doesn't remove your momentum. If you're using fly, for example, and you shoot, you'll still slide through the air. At most, it might suppress the +movement, but if you have slotted swift/hurdle, you can still get a good amount of momentum in combat.
I think the most fun would be for ATs who can fire at range, basically keeping on the move while shooting. It takes some finesse to maneuver on the ice which is part of the fun.
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37 minutes ago, ninja surprise said:
Pretty much every encounter ever. I don't know if I'm ever in a combat where I don't jump at least once - into the spawn or around the spawn to get into a better position for a cone/aoe/etc. Or when fighting and traveling through caves, Freakshow office maps, or any map with stuff on the floor that's easier to jump over than run around.
Do you normally never leave the ground during play?
I don't know what that "state of the team" thing is supposed to mean... if I'm getting knocked down I don't look around and sigh in relief "at least I'm the only one". It still means I can't fight or heal or taunt or something.
But personally I would put a KB IO into Fly since its speed can't be enhanced anyway and not worry about it.
On my elec armor characters, I occasionally do get KB'ed when I do jump around which only reminds me that KB doesn't work in those instances...but it's such a rare occurrence, I am constantly *re-reminded* when it does happen.
Or to word it more plainly, it's not common to be KB while jumping. For one, the foe has to be using a power on you that triggers KB, two it has to actually land and three it has to be timed to trigger for the duration you've left the ground...i.e. if the target uses a KB attack and I jump, it would calculate I had KB protection...if I am landing and they trigger the KB attack I will fall down.
The "state of the team" tends to revolve around effects your teammates provide. To put a bit of perspective on you, being Knocked down doesn't = defeat. You can be knocked down for a second or so and *gasp*...your game doesn't end or you're not dead. If a situation occurs that you died while knocked back, it probably wasn't due to the knockback since that would put you on the ground in the first place.
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Going a different route of consideration besides the standard "It wouldn't work" since I'm sure the OP doesn't think it as a solution but a hypothetical. Instead, I'd just take the circumstance presented and see what I would think to do if I were in such a game mode.
Firstly, I'd assume that certain effects wouldn't be "all targets" just to keep utility in powers that inflict confuse. These are specific PBAoE heals/buffs. Such effects would still be AoE but only affect allies so that, if a foe is confused, they will still only affect the opposite faction rather than having no effect. It would also keep the Leadership pool from just being a thorn in everyone's sides. I'd also go on the assumption that your own AoE attacks don't hurt yourself since it wouldn't make since that a ranged AT using a PBAoE nuke would hurt themselves with their own nuke or throwing their TAoE at close range wouldn't also blast themselves. I'd also assume that powers that have a 16 target cap would still be limited to that cap so adding a teammember in there would take up one of those targets. Taunting effects should also probably be limited to opposing factions too...it wouldn't make sense to "friendly fire" taunt.
With those circumstances, I'd say cones would suddenly be very useful since you can direct your attacks to cause less harm to all allies, maybe only putting certain sturdy allies in the radius. You might not fill out the target cap but you could still be hitting some foes while completely avoiding targeting your allies.
Tactics might be more of a detriment. If you have allies with high defense but only slot moderately for Acc, you could probably still spam a lot of AoEs, rarely hitting them in the first place and keeping tactics *OFF* would keep it that way.
Obviously, single target strategies would be your best bet. It's the safest option. It would still likely be good to have volley fire action, having your team queue up their AoEs together before the melees rush in. After the melees are in place, you probably want to cool off on the AoEs. Someone mentioned control ATs not being welcome, I disagree and say that they'd probably end up being the proxy tank on a team of mostly ranged ATs. The controller CCs things in place and everyone else just plasters the mobs with AoEs. The problem would be if you're a lone melee in that group to which it might be helpful for the ranged ATs to coordinate targeting the furthest foes in a group rather than the center.
A lot of people were boo booing on armor set Tier 9s but with the extra survival, you're practically completely safe save for situations like an Invuln melee with a psi nuker. I can also see Dark Miasma being less popular since a lot of its premier effects are AoE, namely Tar Patch and Darkest Night. I can also see Storm Summoning being difficult to use. Kinetics would likely be more safe than Storm if only because most of its effects would likely not cross that friendly fire line (fulcrum shift specifically targets foes and allies so it'd make since it wouldn't be affected).
Tankers might feel a bit safer regardless of friendly fire, the team just might have to coordinate their AoEs a bit so not everyone is firing them off at the same time...basically, if the Tanker is being pushed to red, stop using AoEs. But I get the feeling a Tanker has the chops to be built to stand in a sea of friendly fire and still perform.
Also, bring on your Granite Tankers/Brutes! Also, bring on your Force Field support! If everyone is at 55% def to all and no one has tactics running, save for some auto-hit effects (that you should coordinate), everyone should be golden for the most part.
I could possibly see some kind of extra stat added to buff sets that specifically decreases the damage of friendly fire. I also see this causing very specific meta builds focused even more on defense than currently. Fighting pool might even be more mandatory than it is now with Maneuvers also being a staple to eek out more team defense.
If buffs like Insulation Shield/Ice Shield/Sonic Barrier/etc ended up affecting foes and allies if used, the obvious solution is to not cast it during combat or at the very least, wait until there are far fewer foes left when you do. ST focused buffs suddenly seem a lot more interesting if that is the case.
RIP Masterminds.
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Was just playing some characters with fly and thought about another concept for a variation on the Prestige Power Slide. Similar animation (so you're sliding) but it removes friction so if you've got Super Speed, Super Jump, Fly or some combination of Swift, Sprint and Hurdle slotted to get you some speed, you'll continue to glide in the direction you were moving in for a few seconds.
It could be a P2W travel power or maybe a whole new power in a new power pool or maybe replacing a power in an existing pool.
You could remove Stealth, put Invisibility in its place (since you can't run both and they don't provide any unique benefit besides one having higher +def), add this travel power in place of Invisibility and categorize it as a travel power choosable without any other pool picks. Call it Creeping or Furtive Sneak or Sneaking and it moderately improves all forms of travel speed (run, fly and jump) but gives a large decrease in "control", that control being how easily you can stop on a dime. You could also add a huge global -interrupt if that can assist in powers with interruptible activations like snipes and Assassin's Strike.
What's the point of this? Fun. You can technically activate powers while still slipping and sliding around, mostly usable on ranged attacks but still functional to activate on melee powers. Conceptually, it would fit right at home on an ice-type character or someone who manipulates kinetic energy. Or maybe if they ever add roller skates/blades as boot options.
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2 minutes ago, America's Angel said:
City of Heroes has never been hard. The pace is too slow.
Compare it to something like Street Fighter or a FPS.
Well, you said MMORPGs aren't hard. All those MMORPGs that laid the ground work over decades of play for the more modern MMOs usually had encounters/situations/mechanics many of the new era would consider "quite unfair".
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On 10/9/2019 at 11:24 PM, Haijinx said:
Do we actually need it?
We technically don't *need* anything. We didn't need Shock Therapy but now it's a support set.
On 10/9/2019 at 11:24 PM, Haijinx said:IMO people want to jump to new Powersets and new ATs far too casually.
It's usually the go-to option for things we don't have. One could possibly add or change an existing set to accommodate more concepts or mechanics, but with many add-ons and changes, they are either very generic a plain (Martial Art's alternate animations) or undesired (people don't want the Charge mechanic added to Energy Melee) so you could incorporate new ideas into new sets or ATs instead.
That said, one thing I want from new sets isn't particularly a unique coat of paint (although that's a plus), I personally desire new playstyles and mechanics. -Regen, while useful in some fights, is a very boring effect. It hardly does anything in normal fights so building a set around it without some other style difference is a hard sell for me. Consider that Beam Rifle also has -regen...but it's main mechanic is Disintegration which spreads to nearby targets and increases the damage of your attacks. I guess this set does have a modified Voltaic Sentinel which is kind of rare but none of the powers plays off of it.
Something cool I'd like to play with in the game: maybe a multiple-snipe blast set...or a self toggle power that turns your next blast into an interruptible "snipe" that powers it up. Sort of like a "hold down the button" charge mechanic (which I don't believe is possible here) or a kind of reverse Titan Weapon's momentum where you turn on the toggle and the next blast can to "power up" until you turn the toggle off for bigger damage and grander effect.
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4 hours ago, DougGraves said:
This is a poll of players who post on the forums. Who skew heavily towards powergamers. So the results of the poll are meaningless as to what the actual playerbase thinks, it just reflects what forum posters think.
I agree that it makes the poll rather pointless.
All polls are rather pointless, especially those that aren't regulated, because how data is interpreted can be at the whim of the bias of the interpreter. Your post can be an example of that.
Not criticizing your opinion, just stating the realization. People get paid good money to skew polls and surveys.
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5 hours ago, golstat2003 said:
The intent of suggestions is to suggest a change to the game. People saying they don't like a change or agree that change should be made, or offering alternatives is just fine. The reality is most of these suggestions will never make it into the game.
I have no issue with stating criticism of a suggested idea or offering alternatives. The problem is, some people take things way too personally (both the people who make suggestions and those that criticize them). I like to level with people who seem to have more knowledge or experience in a subject too, but I also don't like to be condescended to.
As for the reality of suggestions, that's often why I can take a contrarian position on things, because I realize most aren't going anywhere. With suggestions that are going somewhere, that's likely when you'll see the most personalized attacks going on if you take into consideration the ration of *moving ideas to not.
*Clarification: example of moving ideas are feedback and suggestions for changes being tested.
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Group #1 seems rather nebulous but I suppose that is where I'd fit. Although I don't just solo, I mainly do TF/SF in teams and solo story arcs.
But then I can also fit into group #4 since I do like making competent characters and be challenged in the content I play. Although it's not really about creating and testing builds but rather experiencing the different combos for myself since you will hear people complain about a set or rave about a set, rather than going by word of mouth, I'd rather decide what is good and what isn't. Like when I made a Savage Melee Brute, all I heard was how nice that set is but it felt feeble. Trying Energy Melee, all I hear is how it's garbage...but it's fun stunning *everything* and it looks good with your own choice of colors.
I could also be a part of #5 since I'm a team player. I'd sooner hold back using some of my powers so that everyone on the team contributes before I go about carrying anyone. In that respect, I want to be challenged to adapt to the team and the foes present. Practically every quality stated there I fit...except I don't use other people's builds and I do like making my own builds with varying levels of specializations.
However, none of these groups speak to the qualities I feel are most descriptive of my participation in the game: while I do discuss a lot about suggestions and changes on the forums, arguments and all, I am a rather quiet player. I don't complain some ranged knocked back my target, or foam at the mouth when I see Dimension Shifted foes, if a party member is carrying me I am indifferent and content I don't like I don't play. My game revolves around alts, not because I like making builds but rather I like making characters. Like, if my main character is a martial artist and he had an experienced teacher...I'll make that teacher as a character...or if my main character's mom is an inventor that makes support tech for law enforcement...I'll make someone who's using her tech...or if that mom had a rival in university who ended up in the dumps and now tried to get revenge for stealing her ideas by making magic robots with weird powers...I'll make that robot with weird powers.
And those examples aren't made up. That's my game and if I start getting bored, I stop playing for a while. It doesn't mean I'll never come back or that I am completely hook on this game. It's just a game to play on the side of doing a bunch of other stuff.
[EDIT] and since I seem to be a part of multiple groups, it's not such an easy divide, I would assume.
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1 hour ago, Razor Cure said:
Will it? Why? A good idea doesnt mean people will like it. There was a thread recently about improving the KB prot in Grounded, on Elec Armour. A LOT of people said no, for the 'reason' that it went against theme and made sets to samey. It was not a 'good' idea for them, but others thought it was. How do you decide which is right?
Eh, there was more to the argument than that though.
One side pointed to the lack of KB resist, the other pointed to it's 5pt higher KB protection (10vs15).
One side pointed to its nullification while in the air, the other pointed to it's passive nature and it always being active.
One side pointed to its stifling nature in funneling you into certain travel powers, the other pointed to it being a flavor aspect of the concept.
I feel both sides seemed pretty even. I never heard any compromises, like lowering the KB protection to 10 and putting it into Static Shield or anything. Why should Elec get passive comprehensive KB protection, exactly? I guess you could point to Scrapper Ninjutsu which I feel is kind of a cop out but it also gets lower value KB protection and resistance for being passive. Neither side budged on what they wanted.
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9 hours ago, golstat2003 said:
Leaving things mostly as is is the optimal solution for now. People can leave their suggests we can have fun discussing and file them away for if the game ever goes legit again.
We can't even do that because people that get too serious start complaining as if we're here petitioning to have the game changed instead of having discussions on our personal perspectives.
Do you actually believe we are trying to change the current game? But I bet that didn't stop you from taking that position and then vilifying their opinions. People start throwing around their egos more and more, losing the perspective of the thread's intent.
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9 hours ago, golstat2003 said:
Then make +Special or +Damage more attractive or give different level 5 or 6 set bonuses for slotting those type of IO sets.
There are better suggestions and ideas than reducing defense.
But as has already been demonstrated and explained, none of those ideas you just made will make defense or recharge less enticing. There really is no other suggestion to accomplish a better balance. The only other option is put more settings on the treadmill which doesn't really balance anything. Either those setting will replace the current +4/x8 or no one will care because it's optional.
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11 hours ago, Coyotedancer said:
I'll say again... Rularuu.
Go out to the Shard and run Hammond's missions solo at +4/x8. The missions themselves are nothing special, but in large numbers those Rularuu spawns will absolutely eat your lunch if you're not careful, even with a high-end build. That's especially true if you end up with more than one spawn at a time. (Which is likely given the ludicrous perception on the eyeballs and how close groups will be to each other on those cave maps-)
High DEF? The Overseers just don't care. They're jerks that way. XD
A good half of my characters don't have travel powers though.
I have done work in the shard before, it's just not as common as leveling up alts through the standard content. Putting them in more missions in the game, I wouldn't be against.
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5 hours ago, Nanolathe said:
Wanna talk about more trash ideas to pass the time though?
😁
You didn't have to go that deep, as I got your drift around the 1st or so paragraph. I was already willing to discuss the shifts to toggles but might have been trying to get across that both removing the crash *and* lowering the recharge while also making it a toggle might be a bit much though.
That out of the way, I believe I was talking about someone else's suggestion in another thread about tier 9s giving extra powers using the temp power tray. That might be something to consider when giving some utility that varies between each of these tier 9s. Although that would also require making new powers which is likely a huge workload to the HC team, especially if there were more than 1 of these temp powers.
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41 minutes ago, Snowdaze said:
This seems a vague concept, I got the just of it, but due to it's terminology, it made it difficult. Not everyone, my self as an example, has watched HunterXHunter, and thus not sure what Nen is exactly.
Yeah, there are entire Youtube channels dedicated to talking about HxH, the characters and Nen in general. It's basically the power system of that series. Ultimately, with Nen, you can do anything if you understand and train Nen. Your imagination and willpower are your limitations.
55 minutes ago, marcussmythe said:Because in at least some cases, these particular powersets bring little or nothing to the table, compared to equally survivable compatriots. Most of your sets with T9 Suicide Buttons are older sets, show it, lacking damage, sustainability, or utility mechanisms present in later, better designed sets.
Bio and Rad aside, do you play those sets for the damage, sustainability and utility of the tier 9? Or is it the rest of the set? But including both, I think it's been said they are both stronger performing armor sets (possibly even overperforming). If that is the goal, to make all armor sets perform stronger, then that should be the stated goal not obfuscated by promises of making the sets more fun and dynamic.
41 minutes ago, golstat2003 said:1. If it's like the old CRASH of the Tier 9 nukes., no dice. A majority of players use to avoid those on blasters just because of the crash.
And in that respect, it actually made blasting less dynamic. Now the ranged nukes are more akin to extra strong AoEs and the differentiation between sets is decreased because all sets get crashless nukes instead of it being a feature or stipulation of certain sets.
What about instead of a crash after the armor tier 9, you have to be in a weakened state before you can use the power? Can even put a heal in there...I think the OP talked about mechanics to "reset the fight".
43 minutes ago, golstat2003 said:2. Powers that are less accessible, available less often, have stipulations to be concerned with can be more powerful. -- sounds interesting, but I'm not sure a lot of players would care at that point.
There's very little space for growth, really. And by high levels, you're also looking at Incarnate powers.
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1 hour ago, golstat2003 said:
Agreed with @Nanolathe, the idea here should be to focus on T9 improvements. The sets themselves is best left for a discussion at another time.
Making the T9s interesting (AND NOT ANNOYING) to use is a great idea.
Frankly, I would argue that making the tier 9s as accessible as possible makes them *LESS* interesting, likely because you have to balance that level of access into the power's effects. Powers that are less accessible, available less often, have stipulations to be concerned with can be more powerful.
Or maybe our philosophies don't line up. I feel, in the realm of a game, a system like the one that exists from HunterXHunter is more a demonstration of balance as you can put more limiting conditions on your own Nen to make your Nen much more powerful. Concepts like postmortem Nen are some of the most powerful abilities in that system and usually require the user to be dying or dead. That introduces a *truly* dynamic system with a large spectrum. A toggle that you just have to turn off is less dynamic than the current iteration of tier 9s.
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2 hours ago, Nanolathe said:
@Naraka, While it is often be true that min/max discussion is often hyper-focused on by a specific subset of this forum's members, that is not the intention of the original post. This isn't about making the sets more powerful, or plugging their specific weaknesses, or trying to find a new angle to make the ATs with access to these sets into more min/max-y iterations. It is about taking a set of powers that are mechanically useless and making them usable. While I understand where you're coming from; "The sets themselves aren't broken, so why fix it?" is a valid concern to have, I find that the sets are actually somewhat lacklustre. The old sets for which these problems are most pronounced, can be very dry from a player interaction standpoint. You toggle up... and that's pretty much it. I would like things to be a bit more dynamic. Dynamism is one of the key descriptive words most people would associate with the comic book hero genre, and yet what we mostly have here is pretty flat. The goal of the changes proposed would be in service of giving the late game of these powersets something interesting to interact with - that means you have to engage with the mechanics of the power beyond "set it and forget it" - which is in my opinion a much better situation to be in than what we have currently.
Before I make some statements about your posts, I'll just remind you that I'm pretty contrarian when it comes to the forums. Not to be combative but to spark discussion and to get people to engage with topics that might not get brought up or focused on.
That being said, I agree that I'd probably enjoy CoX more if the powers and combat had a more dynamic feel. As is, it's pretty strategic in how you plan, position and target for your skills. So I do like that dynamism point you're making...HOWEVER, that is literally antithetical to those of the min/max side of the game. They don't want dynamism, they want static. Consider there is an AT whose concept is built around these dynamic shifts of unlimited power and more meek reservist styles, and what do you think the meta does to it? They completely circumvent these shifts and fight tooth and nail to keep it that way. In case anyone reading this post don't know, I'm talking about the Dominator and specifically the Domination power. In that example, dynamism and the mechanisms to circumvent the shifts in this power don't really coexist well in the game's meta. It's do or don't, perma or bust.
2 hours ago, Nanolathe said:Armour sets are very prolific sets, being one of the key pillars of 5 out of 13 Archetypes (or 14/15. Depends how you count). That's at least a third of all ATs having to play with powersets that have weird vestigial powers that don't make sense anymore. While the sets on the whole aren't broken, the capstone power, the thing you unlock last and should be your most powerful asset is an actual, literal punchline. They are pointed at and used as a point of reference for what not to do with a power. If that doesn't warrant their admission into the "This should be fixed" club, I don't know what does. Nor what would convince you to change your stance on them.
If these powers were still dynamic and not perma and mainly only boosted survival some, I don't really see them being much of a capstone as a toggle either. There's not much further you can go with the armor sets because survival is pretty much hard limited by hit chance clamp, resistance caps and HP. So the spectrum lies with "not dying" and dead. Where does the rest of the set lie on that spectrum? Likely somewhere in between, closer toward "not dying" so the only growth left is pushing the rest of the way the full extreme of "not dying".
There could be stuff like utility added to these powers, but as toggles with such fast cooldowns, you're really boosting a set of ATs that likely don't need more help in that department. Still could be an avenue to go toward but consideration really should be kept on inter-AT balance. If you're adding in utility to these ATs through the tier 9, why should it have no price? Okay, so it's a toggle that will become really expensive to run after a time, but is that actually a price? It's only a price to those that want to try to perma it but to everyone else, it's just extra cheese.
2 hours ago, Nanolathe said:If they, of all things, shouldn't be changed because it would rock the boat too much... then I'd find it hard to argue that anything deserves to be changed.
It's a pretty nihilistic perspective but it's true. Next time you discuss changes about IOs and rebalancing them, are you on the side that wants to keep certain bonuses like def or rech the same?
But if we're talking more pie-in-the-sky here, why do the tier 9s have to function the same for each AT? Why can't 1 of the ATs (such as Tankers) get a much more milder buff (like shaved down to 10% of the buff they get now) but also apply that buff to teammates? Making them a semi-team support....while Brutes get a more offensively fueled toggle that eats away at their fury?
I guess, to me, these blanket suggestions, while somewhat "easier" to grasp and apply, only goes in so far as to be easy to implement but extremely difficult to balance. It'd be easier to just re-asses the power from the ground up, to include the AT and their role on a team.
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Having read the 1st page of the thread, my thoughts started to drift away from tier 9s but to sets as a whole.
Something I notice is that, as posters roll ideas off each other, the mentality seems to start revolving around min/maxing. Looking at what sets lack and trying to take any avenue that powerset has available to fill that hole or make up for that lack. That isn't how you min/max. You min/max with your power pool choices, your slot choices, IOs and powerset *combinations*. Especially with armor sets, they are suppose to have kinks to exploit, and you the player use your knowledge to cover that kink or avoid getting it exploited.
That all being said, if you're going to redesign the tier 9s, you likely have to do it on a set-by-set basis, not through a one-size-fits-all change. Some sets, you might be able to sell it as a short duration toggle with no crash, others are likely better as long recharge clicks. But beyond that, why is there always this push for sub-3min recharge times for everything? AoE holds, I could kind of see with a lower cooldown but what purpose does having this power on a 2min cooldown (once you slot it)? Wouldn't it be easier to change the power to a toggle but *keep* the recharge and if the power is deemed not too strong, you can then lower it. But if this toggle starts off with a low 3min cooldown and you find some unplanned interaction that makes it way stronger than anticipated, you then have to look into nerfing that thing which is apparently taboo.
But the sets can already accomplish sustainable performance on decent difficulty settings in teams. What is the goal here, performance wise? Not talking about what you want out of the power or powerset but how does this function on a team? Team cohesion is on a shaky platform as is. Is this suppose to make teaming better? Solo better? Are we looking at shaking up sustain numbers across the game?
While I wouldn't mind a change to tier 9s overall, there's also that voice I hear that chants when discussing bringing certain changes around to things like IOs: "Just leave it the fark alone." It echoes when I discuss things I want to change as well as when I'd rather they stay the same.
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43 minutes ago, ExeErdna said:
From my time playing sometimes it DOES feel like you're a bit too strong. Like some +4/8 mobs are a complete joke compared to how they were when you was much weaker. Like Ruin Mages and Luminous Eidolons early game are the worse thing to run into. Late game people have issue with Malta and Carnies when personally the best mobs to fight late game are Longbow, Family and Vanguard since they can mess up a good team depending on the spawns and aggro management. Some mobs just don't have a fear factor like Longbow shreds your res and def. Get two Rad Warden spawns and nobody pays attention a squad might get wiped. To be real builds are supposed to be "broken" then teams that bounce off each other are unstoppable.
Arachnos are no slouches either. Incidentally, those groups (Arachnos, Longbow and Family) are quite common groups to face from start to finish on villain side...almost too common.
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23 hours ago, Zepp said:
I was looking across powersets and thinking about areas where recharge could be reasonably adjusted.
The first area is AoE Holds for control powersets:
Currently 240s, 90s would be more appropriate.
The second area is armor powerset T9s.Because these vary, there needs to be a some guidelines rather than a one-size-fits-all approach.
Revive powers are currently 300s, should be reduced to 240s.Hibernate is a toggle currently at 120s, should be reduced to 60s.
Click powers should be changed to 3x duration. 120s -> 360s. Recharge restrictions removed. Moment of Glory duration doubled.
Next are pet summons.
Non-MM pet summons should be reduced to 180s recharge or 3x duration, whichever is lower.MM pet summons should be reduced from 60・90・120 to 30・45・60.
From now, I am looking at ranged nukes and support sets to see what general rules or principles can be designed to make them more reasonable in terms of recharge.
Are you quartering IO recharge bonuses and removing Hasten?
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8 minutes ago, Monos King said:
I honestly think IH should just be remade into a toggle with no changes to its buff values, given a pretty hefty endurance per sec rate, and made into an absorb tic ability in PvP. I don't see how regen with IH will ever be OP in PvE when it can be one shot or recharge doomed, just strong situationally like the other set armors should be.
Passive regen would be the Regeneration armors main protection, just like resistance or defense is for other sets. If they wanted to offset that temporarily they could get rune of protection like how other sets get unrelenting.
Any suggestion asking to make IH a high END toggle I will disagree with. I can tell the concern is solely on Scrapper/Brute because I do NOT need more endurance consumption on my Regen Stalkers who have no +recovery innate. And even if you say "Oh, well we'll give Stalker Regen +recovery in [insert power]", I'll just say good...now keep IH a click too so I can get a positive return on my recovery for a change rather than suffering a give and take to get to par lol
But I'm in agreement with @MTeague. I like Regen as a click heavy set. No other set is like it with 4 self-buff clicks, 5 if you include Revive. My build for NB/Regen actually incorporates another in Unrelenting. I'm not seeing a huge reason to shift to more passiveness unless the goal is to make the set stronger.
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27 minutes ago, Doc_Scorpion said:
That's me too. I enjoy how Regen is a constant dance on the high wire - can you
killarrest faster than you can be sent to the hospital?
If you can't take that tension, then Regen may not be the set for you.On live, I had an Elec/Regen Stalker that I adored and RP'ed with and on HC, I rerolled him into an Elec/Bio Stalker. He was pretty good, but overall, the concept for my character is someone that gets a hole punched in them but make the damage disappear 1sec later. So I re-rerolled him back to Elec/Regen and transferred all the IOs and inf. It's a kind of finicky set up which is why I like it.
I also have a NB/Regen Stalker. He's not so much finicky as he is a Scrapper with controllable crits. He even has taunt and was my first incarnate character on HC.
I don't see an issue giving Regen some debuff resistance. Seems right down its ally.
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Another funny aside: I keep reading talking points about how the live devs implemented IOs, how they encouraged +recharge, how they designed this or that...where is that when talking about armor tier 9s in the Suggestions forum? I also hear a lot of flack about all the other mistakes the live devs made or how so and so had horrible ideas. That seems to go out the window in this context though.
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33 minutes ago, Infinitum said:
it wouldnt be hard to add new sets that gave more diverse bonuses like damage and other features currently not as available.
They just added new sets after all, it shouldnt be hard to give more options that would generate more of a reason to not build for defense or recharge rather than negating what we currently have - add to it to entice builds away from it.
The post a proposition. Or ask people in the thread, what IO bonuses/sets would entice you to not build for defense or recharge?
Remove Travel Power Restrictions from Grounded
in Suggestions & Feedback
Posted
I have run cave missions with Grounded. Your issues are mostly exaggerated.