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nihilii
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Everything posted by nihilii
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Focused Feedback: Power Changes (Build 1)
nihilii replied to Arcanum's topic in [Open Beta] Focused Feedback
I find this surprising (and reassuring). Where are you putting your Critical Strikes proc? I'm intuitively expecting this change to be a significant nerf to my own rad/bio, what with Critical Strikes in Deva with no local recharge being a 90% proc rate and Moonbeam following up with a full crit. -
Echoing what others said, Archus is a tough one. Even at level 50 he would be reasonably strong, and even with perma -regen he DPSchecks you through his healing. I've had many AV-capable characters struggle a little bit against him. By the way, on a Task Force an AV will always be an AV. Even if you're solo and with AVs off.
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This reminds me of the situation with hands-me-down stuff and Africa. Intuitively, it feels like a good idea. If you don't have the use for the stuff, why throw it away? Give it to someone in need. In truth, massive hands-me-downs have obliterated some sectors of local economies in several African countries. People who should be able to earn a living, say, making clothes, find themselves out of a job. In theory, job destruction isn't a bad thing because people just move to different sectors. In practice, workers with low education and low skill and live in places with little opportunities find themselves struggling to adapt. OK, not to go too far in the real life analogy - at this point there's already nuance we're glossing over. But I remember the days of Live where I would get common salvage as a lowbie, and I would sell each piece for 500 inf, 1K inf, 10k inf, and I would earn decent money like that. Especially as the lowbie salvage wasn't farmed like the highlevel salvage was. Getting a Luck Charm was often the jackpot. Remember people selfcapping at certain levels to earn more from a specific recipe/salvage range? I'm not actually convinced this was ever optimal in inf/time, but it was a route people did take. And they felt good about it. People like to earn their way. Salvage prices to 1 inf work directly against anyone's economic incentive to sell them to the market. At this point, just about any other activity is more rewarding. Punching mobs at level 10 will give you more inf/minute than listing salvage. So basically, you're discouraged from using the market. I delete my common salvage and my uncommon salvage. I delete my yellow recipes. It is simply not worth the time to list. To be sure, one could argue the problem could be fixed by UX. A single right-click with "dump all white salvage to the market". Why not. Yet, we're still missing the past economic granularity that encouraged players to pursue different routes for what they thought was the best way to earn money - or at least, the best way for them. It has been argued in the past flippers aren't predatory, but rather return the price to a point of equilibrium. I'm inclined to agree with that statement. In a liquid enough market and with enough information, and in a fictional world where all goods can be obtained by anyone without limitation of rent, flippers are bound to attract competition. Even in the less egalitarian game world of Live, people struggled to manipulate the price of a specific piece of common salvage for more than a few hours; and the effort they spent, in money and time doing so, was inefficient. If anything, they burned money, and for the sake of burning money. *THAT* could be arguably antisocial. Thankfully, these attempts at manipulation were anecdotal. ...and I would argue the waves of volatility were positive events. Motion is progress, movement is entertainment. Proactive sellers got the opportunity to hunt for the temporarily inflated goods and sell them at a higher profit. Infuriated buyers got the chance... to rant at the market manipulation! Getting upset at things is fun too, in moderation. I don't want an utopia where salvage is always listed at 1 inf. Because that utopia essentially says we don't care for certain aspects of the game, and we're going to erase them. Which at this point would make the market for salvage mostly bad UX - might as well buy salvage directly from vendors for 1 inf. Might as well remove white salvage from the game and autocomplete a recipe needing white salvage. I am not trying to ridicule the argument through absurdity, I say these things seriously. 1 inf is essentially the same as 0 inf, at which point we're just wasting our most precious resource - time. It would make sense to streamline the process, to save us time and clicks.
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I love infinite progression in general, and I'd love it here. Give me +1 HP and +0.1 END per veteran level and I'm going to grind and grind endlessly and love every moment of it. But this probably doesn't fit the game, and the negative externalities have been pointed out: - leads to compulsive behavior in some of us - discourages altitism - goes against the laid-back and smoothed out progression Homecoming is striving for - no sense of completion for finishing a character ...and the list goes on.
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Absolutely against it, because this would make a couple of my finalized builds go from slightly over 2000 hp to slightly under it. 😛
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That's fair. Archery, DP and AR were all way before incarnates.
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Rebalance of XP/inf/droprate given per mob on a case-by-case basis, according to their difficulty. For true pie-in-the-sky dream, add an automatic weekly rebalance based on what content the playerbase is running as a whole. i.e. if 1 billion council mobs have been killed this week and only 1 million rularuu, rularuu rewards would increase. Rationale? This would give incentive to experience all the content. With some dynamic aspect to what content you're going to run on any particular day, too. The introduction of weekly TFs was IMHO the best feature of the game. To this day you can see it's a powerful motivator to get people to run that content, without harmstringing other activities either. So I would go further in that direction.
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Doesn't Judgement predate crashless nukes?
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4 damage procs + IO dam + dam/end (dam/acc for ET). Like you say, I like minimizing recharge on ET for max proccing, but I also like to avoid the HP drain and a second lengthy animation. The second EP is replaced for misc clicks.
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482 DPS on very first try with a Bio/EM Tanker running... Vigor/Barrier. Damn. What? Damn!! Using TF -> ET -> EP -> Gloom -> BS -> EP, procced out. Assault Hybrid clicked. Would post more details, but will likely get to T4 and try more Pylons first. Damn.
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Perhaps a solution for Regen is the Sid Meier school of design. Paraphrased: if balance isn't right, don't waste time fiddling with numbers in the dark. Just double or halve things, see how it goes, and work from there. Would Regen become overpowered if most of its tools had 2x efficiency? - Reconstruction would be a full bar heal instead of a half bar heal. - Quick Recovery would give the highest recovery buff of all passives, giving Regen back its crown after many other powersets came with QR clones sometimes with extra effect, and sometimes with even more end recovery in other powers of these powersets. - DP would hit against the HP cap for many ATs. - Fast Healing and Integration would give fantastic regen, but not necessarily out of line with a fully saturated WP or Bio - Resilience... maybe doesn't need a buff? But then again, would having double the resistances be gamebreaking? - Moment of Glory, rather than double the def/res, could use half the animation time, or half the recharge, or a mix of both. No matter which route, this would help a lot, as it is the primary route against alpha strikes. For sure, this would mean Regen would become better than most other powersets in casual play where incoming damage is low. I don't see it as necessarily a problem. With the above 2x example, it might still end up just on par with (or even less efficient than) many other powersets in highend survival. Plus, Regen does not give offensive boons unlike many powersets these days. QR barely qualifies as such as is. At 2x efficiency, it would perhaps start to be more justifiable. High endurance recovery can let one run higher damage attack chains, with more procs; eventually forgo Ageless as an Incarnate in favor of Barrier or Rebirth. At least none of the above should change with the feel of Regen. Just make it dramatically stronger on paper, and see if it plays out to be overpowered in the actual game. I know you can, but surely you also know most people either can't or won't. For better or worse, the [convert insps + use insps] playstyle is one that is simply not adopted by the playerbase at large. Perhaps this is due to the inherent twitch skill part of it. Planning a build, even minmaxed, is something one can do at a leisure pace, and then just go and run it. Actively managing insps adds an extra layer you have to take care of. It remains "temporary" in nature, even if proper management can make it permanent. It's potions. It's stuff external to the character. I'm a fellow insp chugger, but pragmatically I think heavy insp use will always remain an alien notion to many. It makes sense to bring insps as an advantage of Regen, purples are truly the best inspirations. But at the same time, active inspiration use concerns not merely the highend, but the highest end of the highend. Or perhaps, not to put things on a ladder, it's a paradigm shift from the nature of a RPG where you eat the odd consumable to an action game where you actively manage your skittles, and that is simply unacceptable to a sizeable enough portion of the playerbase. If we're already worried solo +4/x8 ITFs is a ridiculous metric, efficient inspiration use likely concerns an even smaller % of the playerbase.
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My take on it: - the game is easy enough any powerset can work - yet it is easy to see some powersets work better than others - however, something easy to see is not necessarily as easy to demonstrate - therefore it becomes necessary to crank the difficulty dial, in order to have comparisons we can discuss I agree with you it would be hyperbole to claim Regen isn't playable. I also agree with those who say Regen might be able to survive as well as other characters. But there will always be the opportunity cost in active mitigation. Which translates into less DPS (any time spent on a click is time spent not attacking). Also requires more skill, and that extra attention can compound with the previous factor to result in even more lost DPS. So far, I've found my EM/Regen/Soul Brute to be outdamaged by all my EM tankers (Bio/EM, DA/EM, also Granite/EM). A player with higher skill may see different results. In any case, there is a tax tied to playing Regen.
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Truth right there. Plus, the PPD Cataphract has this toxic grenade that throws you into an unresistable puke animation. When this happens while the rest of the boys trash your defense all the way to -100%, you're as good as dead.
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I've had some fun with a EM/Regen brute. Dull Pain + IH + Barrier + MoG makes for dramatic burst survivability, between the high HP cap and the high resistance cap of Brutes. Using EM specifically, because EM has excellent endurance consumption, so coupled with Quick Recovery you can make a top tier attack chain using the Vigor Alpha. This Alpha choice is yet another area where being a Brute benefits you over a Scrapper or a Tanker, relatively, because Brutes get less out of Musculature as their damage relies on Fury. And Brute Regen has a taunt aura, which is always nice. But... all of this together is basically the best case scenario for Regen. It requires active work, and it still underperforms overall compared to Bio. Regen really needs a bone, IMHO.
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Additionally, the first phase blue patches and the second phase blue patches are distinct entities. FP patches are caused by Battle Maiden hitting you, relatively low damage. SP patches are triggered at regular intervals on everyone, scales inversely with BM's health (I think?). FP patches can happen even during the second phase, so it's easy to think "huh. I can actually tank this..." then the timed patch wave comes and you go splat. I've soloed Battle Maiden on a stone tank. It would have been more efficient to use just about any other primary, but Combat Teleport really does work wonders.
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Generic Purple IO's [Semi Serious]
nihilii replied to Galaxy Brain's topic in Suggestions & Feedback
I'm with @SeraphimKensai and @golstat2003, this feels like pure power creep. Which I'm 100% cool with, but what I'm cool with is not necessarily good for the game. 😉 Make this happen and basically every attack I have becomes one generic purple damage and 5 damage procs, every resistance/defense/healing power becomes a single slot res/def/heal, and I use the extra slots to cram yet another +10% recharge bonus or two from a set somewhere. -
AVs get stunned a lot during the down part of their purple triangles. They have only boss level resistance to mez during that part, so it's easy. Native EBs (without purple triangles) might be stunned with constant attacking.
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Indeed it does. OG means TF is a guaranteed boss stun.
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EM is great fun, every attack stunning coupled with OG and ET's -health being irrelevant with Dark Regeneration. It's actually so powerful it gets annoying, as everything is permastunned and waddles out of range of your AoEs. If only Cloak of Fear was mag3 rather than mag2. Then it would be worth running for a pseudo-immobilize.
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IMHO Get the bang-for-your-buck options: Shield Wall +5% res, Reactive Defenses +3% res. Tough and Weave. (Also get Panacea hp/end, Steadfast +3 def, Gladiatior +3 def, Unbreakable Guard +7.5% hp, Kismet +6 tohit while you're at it.) Then either chase maximum damage through procs and a solid attack chain; or softcapped defense to one type, ranged or melee. Add as much global recharge as you can. Even getting ~33% ranged defense will do a whole lot more for survival than going from 60% S/L res to 75% S/L res. Personally, I would go damage. /rad is pretty decent natively. Stack luck insps, team buffs, or incarnates on it (vorpal, barrier), it gets quite sturdy.
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Ludicrous is in the eye of the beholder, but I quite enjoy using Vorpal from a fair distance and watch an entire spread of enemies fall down on the floor at once. Being an extremely long cone, it gets ridiculously wide at maximum range. In my quest to maximize this effect, I sometimes overestimate range and kick nothing but air. That feels pretty ludicrous too, in a dumb way.
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God, this is painful. Thanks for running this. I default to Sleet and wanted to explore Charged Armor with new doms as of late, it's worth knowing the tradeoffs in advance to avoid comparative disappointment in thinking a combo is significantly worse than another when it would really be Sleet that would make most of the difference.
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I like (some) PPs having the old MoG for the reasons Sakura lists. But I also understand where people who disagree are coming from. It is almost two sides of the same coin. Yes, old MoG is frustrating at times; and yet sometimes a little frustration makes the game all the sweeter, for it captures your attention in dealing with the source of that annoyance efficiently.
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Lightning Rod (Tanker version) has a chance to fail
nihilii replied to GM Impervium's topic in Bug Reports
This might be slightly offtopic, but I've noticed the exact same thing on a Scrapper using (Dark Melee) Siphon Life. The occurence is thankfully much lower than 10% of the time, rather somewhere in the 0.1% to 1% range. There's a slight difference in that the animation plays, but no audio FX. But everything else checks out - no combat roll, seemingly random, happens on any kind of mob. -
Feral Charge takes melee sets like Hecatomb. Perhaps your Pines is outdated. It's hard to keep track of which version is newest.