Jump to content
Account validation emails are not going out, delaying registrations. We apologize for the inconvenience.

Psi-bolt

Members
  • Posts

    162
  • Joined

  • Last visited

Everything posted by Psi-bolt

  1. A no-FX temporary power would provide a different way of flying that is slower than any current form of Flight (e.g. Mystic Flight/Fly) like the current jet pack and prestige (carpet, void, rocket board) do. I don't disagree with anything you said, I just don't see how it's responsive to the question of creating another temp power to go along with the 6 or so temporary flight powers we already have.
  2. Agreed, which is why I'm suggesting creating a different temp power. So for example, there's the cheapo 5K jetpack which doesn't look as fancy as some of the other jetpacks which cost 50K per charge. In this case, I'm suggesting creating a different temp power, that has no effects at all. There might be tradeoffs that come along with that (e.g. 100K cost). I appreciate the comment.
  3. I agree that is annoying. Ultimately for me, I just think where there are slower permanent options to increase run speed without fx, there shouldn't be any concern with allowing a similar option for flight (and jumping/teleport even). This is especially so considering that you can basically use jet pack to have fly basically permanently. The original reason I wanted this was that I sometimes play mages who would prefer to be able to use something akin to a "scroll of fly" rather than slap on a jetpack. Pure RP here. As it stands, I just ignore the visual of the jet pack.
  4. I agree that's probably why they never have done it. I kind of think that we have so many other temp and prestige flying option, this one wouldn't cause that many problems. I mean we even get a semi-running equivalent (athletic run) for free as a permanent power. BTW, I know that Athletic Run is not as good as Superspeed.
  5. Resilience is the best resist passive in the game. Especially on a tank, having a base 20% resist to all is just outstanding. I created two Resist Tankers and trivially capped Sm, Le and got to 40-60% in every other resists. Just amazing. The debuff resistances solidified that building for resists is the way to go here. Tanks can probably get a decent amount of defense as well, on both of my builds I was in the 20% range for the positional defenses without trying. I would agree that all four passives are needed, but I don't think any are lackluster. The benefits they give for a power slot are worthwhile IMO.
  6. Basically, I'm just looking for a jet pack temp power to be added to the START vendors that doesn't have a jet pack animation. Just a temporary fly power with default minimum fx.
  7. While I like Tanker Energy Aura, I would second this remark. The in-set stealth powers are fun and provide good utility. I really don't understand why Sentinels didn't get it though.
  8. When Regen was proliferated to Brutes, Integration was made the Taunt Aura because there wasn't any other toggles to put it in. It's not typically the status protection power. It's usually a power with a damage aura, scaling effect, etc. With the set now having such a power again, could the Taunt effect please move to Reactive Regeneration for Tankers. I would wish this for Brutes as well honestly, but since folks have the choice to take Instant Healing, I can see why we wouldn't want to make that choice even an worse idea. The reason I prefer to have it there is that sometimes when I want to stealth/speed through missions I would like to be able to turn off my taunt aura. Even though it's supposed to suppress under stealth, it doesn't always. Speed Phase handles that for Super Speed stealth, but other forms of stealth aren't as consistent.
  9. I like Mask Presence on Scrappers. I wouldn't care if it were a choice between them, but I like the power being there.
  10. So I've played this for a little while. It's just as good as I thought it would be on Tankers. Did EA/EM because I don't think EM adds anything to survivability over other sets. All Tanker sets allow you to get to stupid defenses and EA is no exception. This set makes this VERY easy. Before I knew it I had Incarnate soft-capped defenses to most damage types and high resistances. By the 40s, was 90% smashing lethal resists and 50-60% on the others. On a "defense" set. EA is just a very good set and very good on Tankers. Not sure that the nerf to the other ATs is warranted, but it's irrelevant for Tankers. One slightly negative feedback would be that Overload is pretty skippable after finishing your build, but it's a nice option that doesn't need to be slotted before that. I don't see anything else to test. It all works, works well and is fun. Good job.
  11. So I've played with the set on a Scrapper and it's very, very mid. It's fine. I intend to level one of these because the set looks very nice, but I don't see myself playing it long term. It seems to take a heavy investment to get to the same place as other sets. My concerns with the set are: First, the lowered lethal resists just seem to be random and don't make any sense. I know you want there to be some differences but this is just a weakness for there to be a weakness. You can build it out of existence, but that limits the set in ways that don't seem justified. Devour Psyche being a cone is again, fine, but if you're looking to make a distinction between Tankers/Brutes and Scrappers/Stalkers why not make it a ST that scales off the rank of the NPCs. So it's more effective if used against AVs, and proportionally lower against Bosses, Lts. and minions. The adaptive recharge could go or be based on the rank as well. It feels like a heavy end set but that's more because I really feel the need to take Tough/Weave to get the resists and defenses in a good place.
  12. While I can be quite irritating, it’s never on purpose. I just didn’t understand what you were concerned about because that line was there. Whether it was there when you first read it, I’ll take you at your word that it wasn’t.
  13. I'm confused, they seem to say this quite directly. Self damage buff lowered from 1.0x to 0.875x. -Res modifiers lowered to match other melee ATs. Diminishing returns: In powers that had their target cap increased from 10 to 16, each target above 10 will take 25% less damage than the previous target In powers that had their target cap increased from 5 to 10, each target above 5 will take 44% less damage than the previous target Gauntlet is immune to these diminishing returns Removed passive global Arc/Radius buff Increased the radius and range of all tanker Primary and Secondary Cones by 50% Cones no longer have their arc boosted Increased the radius of all tanker Primary and Secondary Sphere AoEs by 50% The increase wont push radius above 15ft
  14. Honestly, there was never a scenario where that would have held up. There is too much incentive for developers to allow people to play all the ATs on both sides. It's free content and MMOs always eventually need that. As bad as folks might think it is here, it's incredibly silly in games like SWTOR where you can have Jedi Padawans running around using force lighting with no one batting an eye. FEEDBACK INCOMING I do not play hyper optimized characters. I usually don't play +4/x8, usually do the x8 but somewhere at a lower level. These changes seem fine to me and a decent first step towards bringing Tankers in line without destroying the AT. With the changes to Tankers made by Homecoming they are just far and away better than Brutes and they are premier AoE characters. This hasn't changed in my estimation. I took a Regen/EM Tank into groups of enemies, didn't die and killed them in short order. It would almost certainly be quicker on Live but it wouldn't necessarily be easier. The AoE damage has been calmed down and I don't have a problem with it. Now EM isn't the best test platform for this and I intend to play other characters during this test, but I'm fine with the changes right now. I would say that this devalues the sets that have the large 15ft AoEs because pretty much all Tanker AoEs are pretty wide. SS has to wait a long time to get their AoE and I'm not sure about playing the set now between the Rage nerf (justified as stated above) and that other Tanker sets get their AoE much quicker.
  15. I haven't played in months and just checked in on the web on a whim. Just from the description this is an amazing update. I can't wait to test it. I'm almost angry at the amount of alts this is going to have me making! 😄
  16. On Live or Homecoming, the majority of status protection powers are and were toggles for both Tankers and Scrappers (And Brutes, Stalkers). Only SR, Shield and Ninjitsu have click based status protection powers. It sounds like you are asking for those powers in those power sets to be toggles. Please note that there is an end cost issue to doing that besides all the other issues that other have brought up.
  17. Quoting myself from my own suggestion thread (with some tweaks because of feedback):
  18. While the new raid zone sound interesting to me and I will try that out this weekend. I just wanted to say that I have no interest in the new powerset. I find that the new powersets added in Homecoming have a "cool" factor but ultimately really don't wind up being that fun FOR ME (of course others can enjoy them and that's great). This is especially so since I like melee more than ranged in CoH. So I would really love to see more proliferations among the melee ATs. Energy Aura Tankers, Regen Tankers, Superstrength Scrappers, etc. Especially with a couple of changes to make them work for the AT. E.g. giving the Sentinel version of EA to Tankers. I might also like new melee sets, but I remember from the Assault Control discussion a line from the devs that has stuck with me. It was something along the lines that they aren't really interested in creating sets that do what other sets do already. A fine idea, but in practice, I think it's led to new powersets being somewhat clunky and more work than they are worth. The other stuff is likewise of no interest to me. I love the cosmetic options, but I'm kinda basic so I don't spend a lot of time with that system. Love the work the devs are doing, it's just this particular update doesn't have a lot I personally would like and I thus believe my feedback wouldn't be as valuable.
  19. This; there are people who advertise doing this for about 40 million inf last I saw. They aren't always on though. Bases are pretty easy to make though and only take about 30 minutes, but I guess if people want to pay for a generic bare bones base, I wouldn't object.
  20. Just to add, Mender Ramiel explains the basics of crafting Incarnate abilities, how to obtain components for the Alpha and later slots, and the tiers of abilities. After that, the rest only take a bit of looking around the UI. Homecoming has also GREATLY simplified the process by allowing you to get Incarnate Exp from pretty much anything you do at level 50 and giving you threads and Empyrean merits as rewards for leveling up. Literally, even if you never do a single Incarnate trial, TF or story arc you could get Tier 4 in every slot just by playing the character a lot.
  21. OK, let's do that. Then Tankers are immortal because the very small amount of damage that gets through will be much weaker. For example, let's say you give an AV 25% irresistible damage. To avoid the one shot problem, you reduce the damage of their most powerful attack to 1000 Smashing so that the squishies without any HP buffs cannot be one-shot (although it's still close). Then let's have that same AV attack my Shield Tanker who has 2569 HP, is soft-capped to all positions and has 71% SM, LE resist. Let's give the AV a modified and hard locked to-hit of 25% so that we're also accounting for defense based mitigation. (by the way the numbers are for illustration, I didn't take the time to figure out what the exact non-resist damage and to-hit needed to be equal). The expected damage to my Tanker is 117. Of course, if the attack misses, it's 0, if the attack hits it's 468, but either way, less than 20% of her HP. Still trivial for the Tank, still deadly for the dominator. Even with a lot of irresistible damage, the HP of Tankers, almost double the ranged ATs at based, will create issues. I don't know if the status quo is the only way to solve the "problem", but I do know that trying to solve for the issue presented by Ultimo WILL create a host of new problems.
  22. The design is bad, but it's better than the alternative. Tankers and other like ATs that get the attention of NPCs and protect the team are an anachronistic design, but the alternative WILL lead to bad outcomes. If you reduce the melee damage of AVs so that they cannot one-shot a defender, then all the melee ATs will be immortal. Tankers, well built, pretty much are immortal now. While feeling super is great, at some point people do need there to be some tension in the game. It's really the mirror of the issue you posit. You state that there is no tension when you are one-shot. Likewise there is no tension if you can never die. You could, I suppose, lower both AV damage and Tanker survivability in equal measure, but that's easier said than done given the ability of players to mitigate in so many different ways. I could list other considerations, but that game design now provides a solution to your problem. If you want to take on an AV as a support or glass cannon AT, then you need a very well thought out plan to survive. It's possible to be sure, but you need to have a deep understanding of the mechanics. But like with most things in this game, a diverse team almost eliminates any concern here. I just did a Manticore today and my Tank could go afk in front of Hopkins and his whole spawn and come back hours later to her still standing. I disagree that AVs should not be able to one-shot players. If fact, I think it's pretty much required that they be able to do so in order to properly express the threat they are supposed to represent. We're talking about Hopkins, but the Praetorians that come later in the Incarnate Trials absolutely must be able to wreck most players for that content to even be consistent with the story.
  23. Psi-bolt

    Shield question

    I will say that while I love the teleport, there's something very super-heroey about knocking 10+ guys down at PB range.
  24. Psi-bolt

    Shield question

    Tested, you don't benefit from AAO unless you're at the target. There's a slight delay before the damage buff takes effect. So yes, if you want to do the most damage you should wade into the crowd and then use it. This is the same for Lightning Rod as well.
×
×
  • Create New...