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Eva Destruction

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Posts posted by Eva Destruction

  1. 6 minutes ago, Nemu said:

    Doesn't have to be if they kept the recharge time on the new FOT and to hell with the stun component. Again, let's not focus on the sustain part and make this a Dynamo VS FOT discussion. This should be an Old FOT vs New FOT discussion.

     

    You and I are on the same page about this, we just have to focus on FOT itself 😁

    I'm talking about the FoT currently on live., which doesn't keep the current recharge.

     

    The sustain isn't entirely irrelevant to that discussion.  In changing FoT to be more in-line with other Blaster AoE CC powers (some would say a clone of other Blaster AoE CC powers) there had to be a change to the sustain, since you can't have a 60-second sustain with a 90-second recharge and remain on par with the other Blaster secondaries.  Old FoT could keep Old Sustain, New FoT can't.

     

     

  2. 2 minutes ago, Nemu said:

    The bigger issue is what they did to to the new FOT. Let's not warp the focus onto whether Dynamo is better than FOT as a sustain. That doesn't matter, focus on the new FOT itself.

     

    Devs talk about incentivizing blasters to go into melee, and FOT as it is now is at a good place with risk vs reward. It worked well with thunderstrike to provide consistent mitigation for blasters that live in melee. This is no different than cycling energy torrent and explosive blast on an energy blaster, and the latter carries less risk due to it being ranged and the two powers cycle faster than FOT and TS.

     

    Now you turn FOT into a late pick with a 90 second timer emphasizing it's ability to reliably stun. That's a huge nerf to FOT as far as myself and some others that have posted here are concerned. If you want to nerf FOT take the stun component away from the original version and I'd still prefer that to the new version.

    Agree with everything you said here.

    • Thanks 1
  3. Just now, Generator said:

    @Nemu, Dynamo is doing everything it ever did as a damage aura toggle in its previous incarnation as Lightning Field.  Its big change is that the +Regen/Recov that had been in Force of Thunder got moved here.

     

    And I for one welcome this.  Force of Thunder was a damned ungainly way to use one's Sustain power, this is tons better.

     

    Thanks Devs! 👍

    THe problem isn't that it's not doing what it did before, the problem is that it still only takes six slots.

     

    Maybe I'm biased because of all the time I spent playing /SR and /SD on Scrappers, but I don't find the current FoT ungainly at all.

  4. 15 minutes ago, Nemu said:

    FOT had a unique sustain mechanic. More importantly if the premise is to buff /elec then the FOT change is a nerf. I'd rather have 2 pbaoe knockdowns on a relatively short timer than a pbaoe stun on a long timer. The patch notes about blaster secondaries mention giving blasters incentives to go into melee, this change takes away some of that incentive. Compared the other ranged 90 second control options in other sets a pbaoe stun on a 90 second timer is vastly inferior. It's much easier to stack holds than it is to stack stuns, and most single target stuns from blaster primaries don't do any damage so they are instant skips, just like FOT will be if the changes make it to live.

    The other drawback is that knockdowns stop enemies from running away.  Stuns just make them drunk-walk away at max speed.

     

    16 minutes ago, Nemu said:

    Regarding dynamo, most players don't take blaster damage auras. There are some that do, but most players don't play melee blasters and melee blasters don't take damage auras because they already have enough damage and they don't want to deal with re-toggling when they get mezzed. Adding a pitiful amount of damage to a toggle sustain is not a buff. It is unnecessary in the first place.

    I take them because it's damage that keeps ticking while I'm attacking, and it's a place to put a damage set.

     

    The changes here aren't adding damage to a toggle sustain, they are adding sustain to a damage toggle, which removes the option to slot a damage set while slotting for sustain.  It also replaces the unique mechanic of FoT with a Cauterizing Aura clone.  The only upside is that it would prevent detoggling.

    • Like 2
  5. 9 minutes ago, Replacement said:

    You know what would be way more helpful feedback?  Showing where Elec is relative to other sets and championing positive changes instead of shouting "rollback" the moment you see something you don't agree with.

     

    I am wanting this power to go the other way, and become the blap set by turning this into a Sustain version of Conductive Aura (elec control; scaling regen/recovery but with way better numbers).

    I haven't played all the other sets, so I can't say how it performs in comparison.  Which is why I'm asking what makes it underpowered, and how these changes are supposed to fix that.  The Thunderstrike change is a buff, good.  But the change to Force of Thunder is a change to bring all the powersets in line by making them all the same.   Elec Manipulation didn't have a reliable AoE hard control power, why give it one?  Then of course it has to have the recharge increased to balance it against other sets, and you can't have a 60-second sustain in a 90-second recharge power, so it has to move.   Fire manip already has a sustain in its damage aura, so why not make Lightning Field into a clone of that, bam done.  Easy, balanced, but cookie-cutter and it doesn't give players any added incentive to choose Elec Manip over any other set, and doesn't really make the set any better as a blap set, unless saving 1.23 seconds in FoT-clicking time every minute really matters that much to you. 

     

    Some other options would be to a) leave FoT as is, with its unreliable stun and reliable knockback, and sustain intact.  (I'd consider it a buff if the knockback were changed to knockdown so I wouldn't have to waste a slot converting it, but I'm not sure I want to start that argument again)   b) leave the sustain in FoT, make the stun and recharge changes, increase the sustain duration to 120 seconds, c) move the sustain to Power Sink where I think it makes thematic sense.

     

     

    • Like 2
  6. 5 minutes ago, Placta said:

    I can't imagine not taking Power Sink, but I agree with everything else.

     

    (Although selfishly I like it better in Lightning Field because that way I only have to rejigger one power – take out endurance reduction, add healing – instead of finding a power I can pull a slot out of to add to PS for healing.)

    Also selfishly, I have Lightning Field 5-slotted with a damage set and a Fury of the Gladiator -res proc.  Can't really rejigger it without losing the set bonuses.  I don't have Power Sink because I don't need it, so I'd have to ditch Force of Thunder to fit it in, which isn't ideal because the KD on FoT is nice.

  7. 13 minutes ago, Jimmy said:

    Please test and post your feedback here 🙂

    I don't need to test to know that if I have Force of Thunder slotted for heal and end mod, and Lightning Field slotted for sustain and Lightning Field slotted for damage, I will either have to give up some of the sustain slotting to keep the damage or give up some of the damage slotting to keep the sustain.  Ergo, a nerf.  Force of Thunder also gives me a PbAoE knockdown on an 18 second recharge.  Increasing the recharge time is also a nerf.  If Elec Manipulation is considered an underperforming set (and I'm interested in knowing the reasoning behind this)  it should be receiving more buffs than nerfs, and yet the only buff I'm seeing is the one to Thunderstrike.

    • Like 7
  8. 1 minute ago, Snowdaze said:

    It's the only single target required to activate sustainment buff. If they can move the sustainment in Electrical Manip, they can move it in Dark. Skips off singing "Volcano Girls"!

    Single target required is a non-issue, the fact that a target is required at all kind of is.  Force of Thunder can be activated without a target, and it would be nice if the Dark Manip sustain could be too.  But it shouldn't be in Death Shroud.

  9. 1 minute ago, Vanden said:

    The duration is doubled and you’re now guaranteed to get the buff, even if you use it on an intangible target. I agree converting Death Shroud would be a lot easier to manage but you don’t have to be a Veruca Salt about it.

    Remembering to click a power every 2 minutes is not difficult to manage.  Again, converting a damage aura means players have to choose between slotting for sustain and slotting for damage.  Blasters are about damage, they shouldn't have to sacrifice it for anything, certainly not because some players don't want to keep track of a click sustain.  Super Reflexes Scrappers have had to deal with clickies since launch, it's not that hard, and there are plenty of sets with toggle-on-and-forget sustains for players who don't want to deal with clickies.

  10. I'm not sure of the reasoning behind the Electric Manipulation change.  It's a perfectly good Blapper set as is.  Force of Thunder works nicely as soft crowd control with a KB-KD IO in it, which leaves plenty of slots for the sustain portion, leaving Lightning Field as a damage aura.  The stun is meh, but that's fine.   Elec Manipulation isn't a controllery secondary, it's a melee-heavy secondary, and buffs should focus on making it better at what it already does, not trying to make it do something else.  I'm not a fan of balancing sets by making them more samey.  If someone wants a controllery secondary, there are plenty or others to choose from.

     

    Thunderstrike did need a buff, no argument there.  Long animation times are the death of blappers.

    • Like 7
  11. 21 hours ago, Myrmidon said:

    Back in 2004, my first character was a Dark/Dark Scrapper that had Armors slotted with one of every enhancer that they could take. I was very glad that an SG mate with more experience with the game mechanics explained the system to me.

     

    Respecs are free; your cousin will catch on eventually.😁

    My first was an AR/Fire Blaster, which was my first mistake right there.  All attacks slotted with 1 acc, 1 dam, 1 recharge, 1 end red, 1 range or cone range.  Then I found the forums, what do you mean I can just slot for more damage?  Oh hey, look, things are actually dying when I shoot them! 

    • Like 1
    • Haha 1
  12. Most basic Scrapper would be MA/SR or MA/WP.  One could also make a case for Street Justice.  Claws/Regen is probably the most generic'd Scrapper, but most comic book examples of the archetype are natural origin, no powers, just their training and their fists.

     

    Most basic Brute I think SS/WP.

    • Like 2
  13. 40 minutes ago, Sakura Tenshi said:

    Another idea for the 'Stop 30 Fir Bolg' mission is pretty simple: instead of necessarily waiting for each group to spawn one by one, the whole army starts spawned in on the map, in formation and 'protected' by a trio of bosses. So you can take the more preemptive and aggressive approach to smash the army before they start sending squads in (and also if you listen into some dialogue and explanation why only so many are going in at a time) and face a whole army, or you can wait by the gates as the come in squad by squad. Or try something in between where you wait for the army to weaken to a certain point before diving in.

     

     

    That's pretty much how it works now.  The entire map is spawned when you load in.  The problem is that you don't know which direction the runners will come from so you can at best clear out one or two  spawns before going back to the door to wait for the next wave.

  14. On 9/22/2020 at 9:34 PM, Tsuko said:

    Weaknesses :

    • Only 50% Defence debuff resistance.
    • Active defence need to be manage, making another click not to forget.

    Shields can get >70% DDR with Active Defense double-stacked.

     

    It does mean it has to be more carefully managed if you've got Hasten on auto-fire, since you need to fire it off more often, but it's just one click, so.

     

    • Thanks 1
  15. 2 hours ago, parabola said:

    The male run animation. All this time and it still looks stupid. The huge run animation is better but not by much. My roster consists of 1 male, 3 huge and 45 or so females, almost entirely because of run animations!

    But then as soon as your female character pulls out a weapon she starts running like a dude.  That's always bugged me.

  16. The original Crippling Axe Kick animation is so hideous that I refused to take it on my Scrapper until we got the alternate animations, even though it was a sub-optimal choice to do so.  It looks like the character's leg is bending in a way that human legs are not meant to bend.  Sometimes a Council dude uses it on me and I almost feel sorry for him, because that's gotta hurt, but then I don't because he's a fascist so I beat the crap out of him to distract him from his dislocated kneecap.

     

    The way the panicky civilians run will never not be hilarious.

     

     

    • Like 1
    • Haha 4
  17. 2 hours ago, Myrmidon said:

    They could remove Croatia from the game entirely and I wouldn’t lose a wink of sleep over it. After the reversal of The Snap, a couple of us finally told an old friend that loves Halloweenland that the only reason that we ever went through it was because we liked teaming wit him and it was is go-to.

    I'm glad to know I'm not the only one who isn't in love with Halloweentown.  It just has absolutely no connection to the rest of the game world, like why is this zone even here?  Okay, it's pretty and atmospheric and all that, but it just doesn't fit.     And add to this some of the mission design sins already mentioned here, as well as those "find the hostages on the giant outdoor map" missions where at least one is hiding under a bridge or behind a rock, and those animated stones that don't die when the summoner does,, it is not a well-designed zone.  I get that they wanted to add a magic-themed zone that wasn't about the freaking CoT, but the execution was just meh.

    • Like 3
  18. I'd like to see the rest of the blue side zones get the Kings Row and Brickstown treatment.  There are things going on, the NPCs are interacting with each other and the environment, it's not just random groups of bad guys standing on street corners and trying to steal purses and the occasional CoT ritual. 

    • Like 1
  19. 2 minutes ago, macskull said:

    "I don't PvP because only certain powersets are good at PvP" != "I don't PvP because the powersets that are good don't interest me." Besides, it's not really true. I've seen some pretty wacky builds be somewhat successful in PvP. Success in PvP still has a lot to do with the person at the keyboard. That being said, the things you mentioned can be competitive - what build can clear X farm fastest, or what build can solo Y AV fastest, or what build can solo Z task force the fastest. There's always going to be one singular answer for those. There isn't one singular answer for "what build is best at PvP" because PvP doesn't work that way.

    They can be competitive, but they're not inherently so.  Meanwhile, competition is the entire point of PvP.

    • Like 1
  20. 1 hour ago, macskull said:

    (Emphasis mine) I hear this a lot but I don't really buy it, especially with how trivial it is to level/IO/accolade a new character on Homecoming. Yes, you'll be more successful at PvP with certain powersets and builds, but that's true for pretty much everything in this game. If I want to make a +4x8 fire farmer I'm not going to roll a Mercs/Kin Mastermind. If I want to build a character to solo AVs and GMs I'm not going to use a FF/AR Defender. PvP is the same way - anything can do it but you'll be way more successful if you're built for it. The biggest difference there is that the NPC AI in this game is relatively dumb and the powers enemies get is pretty limited, compared with PvP where you're actually encountering other players who have (usually) put some thought into what they're doing.

    Except with farming the definition of success isn't "am I the fastest farmer in the game," it's "can I generate a bunch of inf fast."  If someone generates inf faster than you, it doesn't change the fact that now you're sitting on a pile of inf.  With soloing AVs, it doesn't matter that the TW/Bio can take down the AV faster; as long as you can take it down before you die of boredom, you're a successful AV soloer.  It's not a competition.  PvP is a competition, so the only measure of success is "can you defeat the other player" and if your powersets aren't good for PvP, you can't. 

     

    And yes, I know it's trivial to level up and trick out a new character, but if the optimal PvP powersets don't interest me, I don't want to play them.

    • Like 1
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