Psi-bolt
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Sure; full proliferation please.
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Listen to Feedback: Sonic Melee Not Ready
Psi-bolt replied to Wravis's topic in Suggestions & Feedback
The thing about Fire/Ice Blast and other top tier sets is that they get that performance very easily. Personally, I don't have any problem with sets having mechanics or unique features. But those sets should provide a benefit for the additional fiddling. That benefit doesn't necessarily have to be DPS, but it should be something. Otherwise, the only reason to play a set is thematic. Which is not a bad reason, of course, but it does limit its use. So for example, since Attune is intended to juice your ST damage against hard target (hard as in high health), then Attune should in theory provide a slightly better benefit than a set that doesn't require a toggle DoT to improve its damage. That just seems sensible IMO. Now Attune isn't that hard to set up and Captain Powerhouse has made it much better to use while this has been on Open Beta. So while I think there should be benefit to having to use Attune compared to other sets, it doesn't need to be massive. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Psi-bolt replied to The Curator's topic in [Open Beta] Focused Feedback
No, it can proc periodically while Attune is active on an enemy. Considering it's very low recharge, I think you either use three procs and a combination of Acc/Dam/End for the remaining slots or just the Acc/Dam/End. I'm just not sure that most enemies will survive long enough to make the procs worth it. It's worked fine for pylons and stuff like that, but I think it might wind up a waste in live play. I'm not the best at building for extreme DPS, so take that for what you will. -
Back in 2004, I started a Storm Defender without carefully reading the descriptions and realized very quickly that some of the powers couldn't be used on my character. Within 20 minutes I was playing a Regen Scrapper and never looked back. I think it's fine to want to see changes, if those changes make sense. Personally, as I discussed earlier in the thread, I think there would be no harm in doing this, but I also don't think there would be anywhere near as much of a benefit as some folks think.
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Psi-bolt replied to The Curator's topic in [Open Beta] Focused Feedback
Tested this implementation today. Did it the same way I did all other tests, leveled some low level content and then high level content. Attune is fine at low levels for dispatching Lts and Bosses more quickly. On the Sonic/Regen Brute I made to test this implementation, I found that it was just quicker and easier to avoid using Attune against minions. This is all solo. In groups where large groups of enemies are defeated very quickly, I do wonder what the purpose of using it at all will be. At high levels, I suppose that it does what it's intended to do. Against, EBs, Archvillains, pylons, etc. it seems to me to be a nice booster to your ST damage. I'm not the best at building for very high DPS but I could definitely see a difference from using it. I regret that I won't be able to test it in the way I normally play. I mostly play in Task Forces and I suspect that I will not find much use for Attune there because outside of Archvillains/Monsters, everything else tends to die quickly when the whole team is focused on it. To be honest, it feels bad to play the set. I hate saying that because I enjoy the AoE on the set and I like how it feels otherwise. I suspect like many new sets, I will power one to 50, then it will mostly be abandoned for the legacy sets. As I said earlier in the thread, I understand the idea. I understand that the developers don't want to create the same set over and over again. But an enemy targeted toggle is always only going to be useful in limited circumstances. As we've been testing this set I've been thinking about where else in the game we have enemy targeted toggles. Before Sonic, these are mostly in the buff/debuff sets. Even there I find myself only using those powers when you're dealing with bosses and above. That's more in keeping with those ATs playstyle though. With Defenders/Corruptors these powers aren't part of their basic attack chain. With melees I feel like the set is just having its damage potential held hostage in service of making the set different. -
IIRC, Defenders are at .65 ranged damage Scale damage and Sentinels are at .95.
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But you know you're still a Defender with the crappy damage to match. AND you have to cast most of these powers to keep them up. And your health is still much lower meaning you could get one-shot (or quickly taken down) through all that pretty easily. My guess is that if this were to happen, that Empathy would be the last set people would start soloing. Now as to Force Field. Really the only thing that would change would be that the Defender would get an extra 23.4% defense to all. They already get the mez protection (ADD SLEEP PROTECTION DEVS) and 15.6% of the defense. If we made the bubbles, which are AoE already affect the caster, I just don't see how that would be so broken. Again, you're still a Defender with the damage and that SR should be doing significantly more damage than you. They also have more health, which matters a lot more than most folks give it credit for. I was just doing an Market Crash and nearly got one-shot multiple times by Tank Smasher even though I'm at the soft-cap for defense on my FF/Elec Defender. Finally, you would still have to cast two powers on a 4 minute cycle, although this would be significantly easier than the Empath. I really don't care at this point whether they devs did this or not. But I don't think it would be unbalanced. The necessity to cast all those powers as an Empath would be annoying as hell, and you wouldn't be anymore of a tank mage than you can create now with IO sets. I know the whole canard about "balance is based on SOs," but that's just not true. There's no way that any competent developer isn't considering the multitude of options that exist outside of SO enhancers.
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Get rid of minimum level on most (non 50) IO requirements
Psi-bolt replied to Starhammer's topic in Suggestions & Feedback
Probably that it was a much slower game to level in so they wanted to have a progression. But I agree with the OP. It would be nice if the minimum level for all IO sets were 7 to match common IOs. It would also be nice if all set IOs scaled to 50. -
Seeing everyone's distribution made me want to see where I stood. I have 54, level 50s. I made it a goal to get one of every AT, but I found that since then I have never even contemplated playing a Dominator, Kheldian or Mastermind. I find myself a bit surprised that Sentinels came out on top even though I like the AT. Archetype 50s Tanker 7 Defender 3 Controller 4 Scrapper 6 Blaster 5 Peacebringer 1 Warshade 1 Brutes 3 Corruptors 3 Masterminds 1 Dominators 1 Stalkers 6 Soldier of Arachnos 5 Sentinels 8
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I was much more into Scrappers on live, but the changes to Tankers here on Homecoming pushed me more towards that AT. I still think Scrappers are neat but they feel more like soloist and I mostly play in teams these days.
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Psi-bolt replied to The Curator's topic in [Open Beta] Focused Feedback
Captain, I really like this set. But Attune as a targeted toggle is really confusing and just doesn't seem to fit melee types very well. I recognize that you all want to do something different and not have the same set with different fx. But could Attune be a self targeted damage aura/resist debuff that causes damage when you use the other Sonic Melee powers? It could even be stronger based on the power, so that the idea of using the T1 & T2 are maintained. So it would work similarly to Disruption Field in Sonic Resonance. Give a small (10% or so) resist debuff to foes in melee range, a small DoT (say maybe half the damage of Quills) and then cause bonus damage when you use the Thrust and Strident. I really like the power as a click, but I understand that the implementation isn't working. -
I have two characters who are logged out in Kallisti Wharf. The game locks up when I try to enter the game with either. Game loads up fine for other characters. I also created a new character and took the tram to Kallisti since I saw a dev post about the zone needing to load up the first time and it working better from using the tram. That character is now stuck with the server saying he's trying to log out and then kicking me.
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Psi-bolt replied to The Curator's topic in [Open Beta] Focused Feedback
Scrapper version does appear correct for Attune in the sense of it being a click, but Attune's availability is level 2 as if it were still a Tier 3 power. Strident's is still available at level 1. -
In the first mission the boss hero says this line: Oh, yeah? Well, that's good, but I already knew that you guy's [not a possessive] weren't Nemesis fakes. About since you walked in the room actually... I just needed a good enough reason that would get you guys to [add] take me seriously in a fight! There's just a couple of line edits that are flagged above. First that it should say guys, not the possessive guy's. Second that you should add the preposition "to" where stated.
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Psi-bolt replied to The Curator's topic in [Open Beta] Focused Feedback
One quick bug, Sandman Whisper opened up for my Tanker at level 18 during a respec. It opened up before Sound Booster. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Psi-bolt replied to The Curator's topic in [Open Beta] Focused Feedback
Targets aren't dying? We're switching targets because the targets are dying. How long are you taking to kill a minion? Or are you not applying it to lower ranked foes? Back to the topic. I've tried this on every AT now, and I've come to the conclusion that Attune just isn't fun so I decided not to take it or respec out of it once I have a decent attack chain. I started a Scrapper as the last test and just didn't take Attune at all. I'm sure that there was some DPS loss in the early game, but I can't say I missed it much. After getting to 20, I leveled instantly to 50 and at high levels, Strident, Sandman and Earsplitter was a more than sufficient attack chain for me. If some folks dig Attune, then more power to them. I think the set is fun and will be leveling it on live. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Psi-bolt replied to The Curator's topic in [Open Beta] Focused Feedback
I started my testing on a Brute. Going to go Regen with all ATs for consistency. Will edit and supplement. My first and biggest piece of feedback is that Attune needs to change. I get the idea behind it. When I read the descriptions, I wanted to play the set in the early game to see how it performs and it's very effective, but feels incredibly off. First it is incredibly clunky. It seems you want us to initiate with Attune, then the T1/T2 to juice the DoT damage. That's great on bosses, but you're switching targets a lot in the early game. I will say that I really liked in when doing the early King's Row arcs with the Elite Bosses. Fury plus Attune just melted them. Later game it falls off. But there's still the need to move it around constantly. As for the rest of the set, I'll have more to say, but I like that Clap is worth taking, that's a really good cone. The AoE is great. I think this has the potential to be a really popular set, but the feel of Attune is holding it back IMO. -
That is really a treat when it happens.
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Did you get the Midnighter Badge from Night Ward (It's right inside the door of the big house in the middle of the zone)? That should at least allow you to access the club. I think it opens up the Midnighter contacts too.
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Same, was too late last couple of months.
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When I was first writing the OP, I wanted to add a part about the TF forcing all mission doors to be on main Talos Island. I see the point of doing IP since you need to go there for the hunt. BTW - to further address Psyonico's point, my goal isn't to reduce the length of this TF at least directly, it's literally to make it more engaging by adding some variety. Uun idea above to reduce travel would also be welcome.
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Most of the idea is just to change the maps so you aren't doing 9 Council cave maps. But I appreciate the feedback.
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The suggestion is to streamline the Citadel TF, to hopefully make it more engaging. I am suggesting doing this by changing one mission's objective from a defeat all to a click the glowie mission, and changing the maps of most of the other missions. Details: Citadel consists of NINE door missions: Investigate Council base (Investigate by defeating all Soldiers in base 🙃) Defeat all Soldiers in base Defeat Base Leader and Guards Defeat Base Leader and Guards Defeat Base Leader and Guards Defeat all Soldiers in base (click 3 glowies) Defeat all Soldiers in base (click 3 glowies) Defeat all Soldiers in base (click 4 glowies) - Elite Boss mission with Bulwark Defeat Vandal and minions So how would I change that. Well, unlike with Synapse, I don't think you need to reduce the number of missions. These are 25-30 level characters who can kill much quicker and have the potential for better tools to manage endurance and such. That said, I think there are some relatively minor changes that could allow for a quicker less monotonous experience. The first mission, is stated to be an investigation, but you investigate by beating the heck out of everyone there. I think if this mission were changed to click a computer and perhaps kill a boss/boss room that would help. The second mission I would leave alone (including the quirk about it always being the same door, no matter how silly that is). For the next three missions, I would suggest changing the default maps to warehouses (similar to the Hess early maps) and locking them into being somewhat smaller. I love the Council's endless caves as much as the next hero, but they get to be a bit much. For the three defeat alls/glowie missions I would change them to the tech/laboratory type maps and again lock them into being somewhat smaller maps. Reason being that in the story you are supposed to be shutting down production plants. But you get there and it's Council caves. Vandal can stay where he is in his cave. That's it, that's the idea. Basically change the objectives of the unannounced defeat all, change some maps to warehouses, and some to labs so that you aren't only fighting in cave. Finally, making the maps default to smaller sized maps given the length of the TF. As always the original can go into Ouroboros for those mad lads who want to do it (or do it solo). Merits to adjust according to the reduction in time.
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So, I kinda stayed out of this thread because...... But reading the responses, I just wanted to note that Sentinels don't really need anything to be fun. Personally, I play my Sentinels when I want to veg out and just shoot stuff. There is not a more relaxing AT in the game. Range is a BIG benefit to survivability and having an armor secondary on top of that means you basically don't have to worry about dying ever. The damage is lower. As it should be. You're playing a VERY low risk AT. All that said, if we're looking for buffs, I would lean into a semi-support role. The word Sentinel means loosely a guard, one who stands watch. What if, as part of the Sentinel "inherent" their Status protection power had a small AoE buff to status protection. Like if the Sentinel gets 8 MAG protection, the AoE buff would be 3. More for flavor than anything else, but you could act as a bodyguard, a sentinel if you will over your squishy ranged buddies.
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In Ouroboros, the Clockwork King would be able to be spawned as an Elite Boss if you're solo. While there are some builds that can defeat a psychic Archvillain at level 20, they are few and far between. My guess is that the majority of characters could defeat an Elite Boss. Hardly anyone does it because the Yin TF is so accessible, but Clamor at the end of Sister Psyche can be an EB now.