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Psi-bolt

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  1. Speaking for myself, I would be good with that. Fluid, fast animations are their own reward in how they make a set feel.
  2. I have to say that after playing today on a Spines/Invul, this is the only thing I would really want. Really I would just love Focus's cast time, but that's actually greedy.
  3. So trying this out, the KB is still rather large. Any chance this could get dialed back to .67? I'm guessing not with the name of the power, but as it stands it's still a skip for me. The other changes felt really good.
  4. For my part, I would prefer that you leave Sentinels alone. I think having Master Brawler add mez protection to Focused Fighting (FF) and Senses (FS) was great, I just think that you needed to have that made clear in the description of Master Brawler and FF/FS. This will be a straight nerf to Sentinel SR. I haven't had much feedback because while I have a 50 Beam/SR Sentinel, I don't play them regularly so I'm fine if you think that balance requires this change. But if there's a choice to just not change Sentinel SR, that would be my preference. I also think if you add the following to the description of Master Brawler people would understand what's going on better: Added language in underlined/bold. Off topic for this thread, but I GREATLY recommend that you do provide more explanation for Unleashed Might as well.
  5. I was definitely able to overstack Smashing Lethal resists to the point that the crash still left me at 90%. Testing an Invul/SS tanker just to see how Rage feels compared to Unleashed Might. It feels to me that I would prefer Unleashed Might. I had it so Rage was doubled up for a fair bit of time and the damage boost is really nice. But ultimately, I already miss Hand Clap's AoE damage. As stated earlier in the thread, this is a very elegant solution. This gives players an incentive to forgo Rage without reducing its functionality. The changes to the Rage crash don't feel all that meaningful to me. You're a bit weaker for a few seconds. Just like on live that's when I chew an inspiration and move on.
  6. This opened up a bit of leeway in the build. So far I've only recreated my SS/Regen Brute, where these specific changes did help. There's not much to test here, this is a mild, but good buff.
  7. I think this is right. This seems to me to be the Instant Healing/Reactive Regen situation. Unleashed Might with the changes it makes to the set, especially Hand Clap seems to be just better IMO. Smooths out the overpowered peaks and removes the crippling valleys. FEEDBACK: I think there needs to be a better in-game explanation for the changes that Unleashed Might makes, especially to Hand Clap. It basically makes it a different and MUCH better power. It feels like Sonic Clap and makes the AoE of the set more tolerable at lower levels. Heck I just wish I didn't have to wait until 18/24 for it.
  8. Wow, these are some really nice changes. I don't even know where to start on testing.
  9. There definitely can be multiples in one zone. I was just in Neutropolis and saw a box. I spawned the WL, ran away and there was another box not that far away. I did a call out and we killed the WL that spawned from there. I was surprised that a WL spawned since I thought those could only spawn once an hour, but the first one I did may have gotten zapped by a drone or something.
  10. Without the level shifts from Destiny and Lore, a fair number of people will try this with PUGs, fail miserably and waste a lot of people’s time. The amount of specific buffing needed to make this work definitely exists but the idea, as said above, is to let players have the +4 difficulty that is intended to be the max level for content.
  11. I'm not much of a badger but this thread inspired me. I got the badge within 10 minutes in Siren's Call and Warburg on different characters. Very low population as one might expect. Actually fighting the WL in a PvP zone with the changes to your powers is not advisable however. EDIT: Lol took another character on a lark into Warburg, and the present was right past the hero base. I didn't even get past the PvP countdown timer before getting the badge.
  12. Those two comments go together. Doing AE arcs at low level allow you to do bronze rolls on the lowbie sets. This allows you to make money very quickly and get access to some of the good early game bonuses (e.g. Steadfast's Res/Def, KB prot, Karma KB prot, etc.) without spending. On top of that it gives you some valuable stuff to sell. Sometimes, I will do a new alt without funding them and I still have influence and some of the good sets before level 20. Yes, both of those are true. At level 22, slotting 25th level common IOs and just leaving them there until you're ready to start slotting set IOs can save you quite a bit over using SOs. Waiting to 27 and using 30s which I think many people do provide this benefit with basically no loss in effectiveness. Doing your own crafting can be expensive yes, but it pays off in the end, but taking advantage of the good prices that badgers sell them for is also a good strategy. That's what I do with most alts these days. I think it also depends on what you're playing. A Defender can oftentimes get by without much (or any) slotting by virtue of their buffs being so potent. At a certain point, most people won't even notice. When I did a FF Defender on a lark during a double exp event, I had SOs but was leveling so fast that I didn't even bother to keep them updated. Teams were forming too quick for me to even get common IOs before 30. I don't know that it made much of a difference.
  13. It wasn't on live and isn't now a major influence sink to use low level IO sets and/or common IOs. It's a sink if you buy everything from the market, but not if you use AE, merits, drops, etc. Low level IO sets are pretty cheap to craft and use if you aren't thinking of them as part of your terminal build. Common IOs are significantly cheaper than SOs at 25+ with only a marginal loss in performance using level 25 common IOs. Using SOs, especially now that Homecoming made them available so early is as much or more of a influence sink IMO. Honestly, you can play unslotted and get through most of the leveling content. But SOs (or Common IOs) versus sets is a trade off until you get to the mid-30s. It's not like SOs are weaker. The trade off is better enhancement values at low level versus the benefit of procs/minor set bonuses. Once full sets are more common at level 30+ you can get full enhancement values and the benefit of set bonuses.
  14. OK so I'm not defending the idea, but couldn't you just have a mutually exclusive power like they have done for multiple other sets? So like at T9 it would be Mass Confusion and Psionic Nexus (from the Scrapper/Stalker ancillary pool but permanent).
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