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AmrasNotHere

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Posts posted by AmrasNotHere

  1. 22 hours ago, Player-1 said:

    While I appreciate the effort of this write up, the colorful language describing the problems does not give us much to work with. Do you have any direct comparison to other Blast powersets to show exactly why Seismic is underperforming?

    I personally feel like seismic could use a passover increase on its DPA. The snipe and the boosted stalagmites are nice (which stalagmites suffers from having to build SS to even use) but the rest of it feels like it needs some animation time touch up.

     

    Just because Stalagmites has the potential for better damage feels like the reasoning behind the lower damage from the rest of the set. The problem that gets overlooked is having to use 5 attacks from seismic just to get the boosted stalagmites, reducing your potential damage output from seismic if you fill in with lets say envenomed daggers or dominate

     

    At the very least entomb deserves better damage as well as the T1 & T2 to compensate for the need to include seismic specific attacks for the bonus of using boosted stalagmites. Yes it's outside of the sacred damage formula but following the formula to the T is as some say "bad design". I would think a set that is grounded by its playstyle requirements would have better potential (at the very least on the ground) than 2 out of 3 of its main competitors (rad & energy, water beats all 3 of these sets when you compare the attack chains, overall damage output, and additional utility). It would be a great start, and also give me hope for future attention on energy blast. It would also make the decision to pick seismic over water feel better for those who build characters outside of theme.

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  2. Necro is in a really good spot right now. Go figure Bots/Cold is giving my Demon/Cold a run for its money on pylon times right now (not the build I posted just for clarification but not far off, one that would def make some people in this thread scream). Protector Bots are the only thing holding it back from beating it since they don't do a whole lot of damage compared to the battle drones and all mighty assbot. If you're gonna take it into LGTF 4 star the mm attacks come in clutch for the extra -regen since you'll really only ever have assbot summoned, otherwise I barely use them. I posted mine as a way to get the builders block dissolved but yours is pretty good + taking Vids suggestions and then tuning it to your personal pref. 

     

    For the bot attacks they're totally skippable compared to the necro attacks which can easily be justified. 

     

    If you want to see more damage you could always get risky with Ninjas lol.

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  3. 11 hours ago, tidge said:

     

    I'm not the person you were asking, but I'll point out what I immediately don't like about the screenshot you posted above:

     

    1) 6-sloting stamina with Power Transfer (or anything really). The bonuses from the set can be had in other ways, using fewer slots. 3 slots in Stamina, max.

     

    2) %damage all-over-the-place. MMs need their henchmen to do damage; MMs should not try to be damage dealers with their powers... especially not on single-target attacks. I see what I consider to be wastes of slots and/or missed opportunities to get more/better enhancement set bonuses.

     

    3) Provoke... and also the way it is slotted. Provoke requires a ToHit check, and it has a maximum target cap IIRC of 5 critters. I is better to lob an AoE attack (that hits) at a group to try to grab aggro. Slotting it with only (what I am guessing is) a %Psi damage is an especially bad choice.

     

    4) I don't like Hasten on MMs on the principle of "Endurance burn", but I could accept it *IF* the build has (aside from the henchmen powers) ONLY powers that take longer than 45 seconds to recharge after slotting.

     

    5) The Miracle piece in Upgrade Robot is not a good spot for it. It will only give the MM the benefits, and only for 120 seconds after casting it. A Health IO is all that is needed here.

     

    Some subtle points that I'd investigate, but I think indicate some incomplete thinking

     

    A) Using the Kismet +ToHit piece. It only benefits the MM, and generally I feel that alternate slotting of attacks that would include accuracy is better (see 2, above) ... so maybe this is trying to overcome the accuracy problem with the %damage approach. Even if so... this feels like "throwing good enhancements after bad slotting".

     

    B) I'm not a fan of the Defense slotting. Equip Robot can Mule Resistance pieces, Arctic Fog is (IMO, YMMV) a good place for 6xReactive Defenses, Shield Walls can be boosted and can go in another power.

     

    C) When using Unbreakable Guard, I try to use 2-, 4-, and sometimes 5-pieces (if worried about Toxic/Psi damage). One piece in something Dark Embrace shows me that power isn't being treated seriously because it isn't enhancing the power and also getting a 2-piece set bonus

     

    D) I am not crazy about the henchmen slotting... but that is easy to test with unslotters.

     

    See this type of response at least has some reasoning. 

     

    I think the biggest thing that keeps getting overlooked in my short description of the initial post is "works well in 4 star". The indication of incomplete thinking warrants a response to break down all of your points now. Also a reminder that it's posted to encourage the original poster to think outside the box. I'm not telling them to live by this build in any way but I will 100% debate why I've made my slotting choices to educate.

     

    1 more thing, if you would like I could make a build that is just for Solo, AV hunting, and +4/8 general content to ease your brains about the madness that is 4 star if you would like. You would have all the dmg capabilities here and face roll your keyboard to your hearts content.

     

    1) I'm going to beat this dead horse to the end it seems, I've already gone through why it's 6 slotted and the alternative slotting options if you desire to investigate that by scrolling up. I too generally won't do more than 3 slotting stam in most cases but this build requires a much larger hp/global rech/acc as I can squeeze out for the benefit of taking hits and using my /cold powers in 4 star, but is also still very viable outside of 4 star content.

     

    2) There is literally only 1 damage percent set bonus coming straight out of battle drones. If you're talking about how the mm attacks themselves have damage percent, then I'm totally dismissing your point if you are failing to see that the acc checks on said attacks are high enough to compensate less acc bonus. 

     

    3) Provoke... I can't just try to grab the AV attention, I need to grab the AV attention for this specific build. I have 93.5% to hit check on the AV so I through the chance for psi damage proc as a LOL but could toss an acc/recharge if I had to. This is specific to being the taunt on a team with no taunt.

     

    4) "I don't like Hasten on MMs on the principle of "Endurance burn", but I could accept it *IF* the build has (aside from the henchmen powers) ONLY powers that take longer than 45 seconds to recharge after slotting." This is hilarious, dismissing as well.

     

    5) That's a numi piece in upgrade, and I recommend you test it in action.

     

    "Some subtle points that I'd investigate, but I think indicate some incomplete thinking"

     

    A) There is no % damage approach, the kismet is specifically there for the overall acc on powers so that I can do silly things like put procs into the mm attacks and infrigidate to the moon. This is 100% intentional, please refine your thinking.

     

    B) It's a great place for reactive, but I want the hp bonus out of arctic fog, and I could have tossed the steadfast into equip but the 13.1% resist benefits myself and the team more than just my bots that likely will be dead during a 4 star (except for assbot of course).

     

    C) Dark Embrace only needs the +HP in my case, when you start to get to advanced mode building you will start to see why 🙂 I also use 2-4 pieces in a lot of my builds but it's unnecessary in my approach.

     

    D) I highly recommend testing out the henchmen slotting.

     

    I'd be interested to see what you would change to make it capable of being useful in 4 star still based off your feedback. I would love to dissect your slotting choices.

  4. On 4/19/2024 at 9:32 AM, TheSpiritFox said:

    I havent made a Bots/Cold OP, and Im working atm so I cant give you a solid breakdown of your build and all the bad choices in it, but I looked at this and other than 5 slotting health and 6 slotting stamina (I would not do either of those things, ever, on any toon) this is a build very close to what one I would make would look like and is a solid starting point. 

     

    I really hope you actually put something together to highlight all the bad choices in it. It would help if you roll up with a build to show what you'd change to put some structure behind what you think "all the bad choices" actually are with details to give your statement any kind of further meaning. If you're only looking at the buff/debuff numbers when you're citing the math then I hope you're able to look passed that some day.

     

    Please feel free to take this specific build and go in whatever direction to "fix" it to your liking or go in a completely different direction. 

     

    Here's a pinch of my thought process on where I could still make changes, but I'm highly satisfied with the current performance of it in all levels of gameplay so I likely won't make any of these changes myself.

     

    Finding another way to milk out additional hp, accuracy, and global recharge with the allotted slots would be the best way to go about imo. If you would simply replace it with performance shifter and the health specific /regen/end/recovery mule slotting, I would rather keep the 5 piece panacea over the mule slotting personally. You could then take the 3 slots opening from stamina and pop 2 of them into sleet and replace everything but the Achilles for a 5 slot rag. That would be my main consideration here for where I could go. Re-slotting into additional defense% would be a waste for me, relocating the slots into resistances could be beneficial if you are specifically a solo player who intends to jump straight into the mobs to face tank but that's not going to help your bots gameplay.

     

    Also I have provoke in this build for lols specifically for an all mastermind omega kong attempt (yeah we're that crazy here).

    I'm not 5/6 slotting them for the benefit of more stam or regen. The sets put in those 2 powers serve an actual purpose that benefits /cold power recharge as well as the overall accuracy of the build and the overall hp pool of your bodyguard mode as well as save me from having to put another purp set in. It leads to 2.5% less recharge and 6% more acc to your personal powers if you want to make the change that was considered. If you want to relocate them to milk out 15% recharge, 3.3% health, and 9% accuracy elsewhere that is by the discretion of the builder if you could manage to meet all the other points hit and that I would actually be interested in seeing. You could r 5 slot brawl for heca to preserve sleet and photons slotting, and pinch slots from other powers. This would let you drop your provs from benumb if you don't have any in your storage.

     

    My point is that there's plenty of direction you can go in  based on personal preference. Suggesting that things are bad choices without elaborating on them doesn't help teach those who don't know how to build yet anything nor provide any useful points to those that do.

  5. 1 hour ago, Infinitum said:

    I'm not, Sai has just forgotten history too easily and it's not worth my time to dig up old discord posts to prove anything that plenty of people saw me do.   Keep in mind we haven't always been able to record and post videos.  I first did it in closed beta then shortly after in open beta, then live.  Then I moved on. 

     

    Also not worth derailing this further for a point that has nothing to do with Brutes/Tankers ultimately. 

     

    It's not worth your time to bring up proof, yet you heckle everyone else for proof. Very interesting logic you got goin on there. Maybe you should bow out of the topic if you don't have time? 

    Or just reference the source: trust me bro

    and be done with it so we can dismiss whatever else you're about to post lol

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  6. 17 minutes ago, Wavicle said:

     

    I think that applies to MOST of the ATs.

     

    Tankers should probably have similar target caps to Sentinels, not Blasters. Just SLIGHTLY better than Brutes, instead VASTLY better.

     

    Well for the first time ever, I'm glad we have PH and Bopper and not you as power devs lmao. May Player 1 and Cobalt save us all 🙏

  7. It never fails to amaze me how some people can theory craft so hard that it becomes their truth. Should invest in a time machine so you can go back to all the "used to be" moments and see how accurate your assumptions are.

    The community is kind enough to help people go in the right direction who are just trying to play the game and have genuine questions. You just have to make sure you're not falling for the trust me bro content of how things used to be instead of how things are now.

    Maybe the path forward to mediate some of this frustration could be changing SO effectiveness levels to something more in line with the game economy such as +6 to -9 so newer players can replace those every 15 instead of 5. That would soften the blow on their inf pile while they figure out what they like and get established.

    Lastly, who the hell is referencing a patch in regards to the old version of side kicking?! Oh wait I see now....

    P.S. I'd like to petition changing the title to "Grind like a bitch, join in to whine like a bitch" please.

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  8. ^This! What a revolutionary idea honestly. I enjoy the macro image but never use them because the label helps me function.

     

    I know asking for macro recharge timers is probably a huuuuge reach for powerexeclocation macros.... but a label over the customizable icon would be the next best thing in terms of quality of life!

     

     

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  9. 2 hours ago, ScarySai said:

     

    I'd argue cell's grossly undertuned, but if they disagree, then I'd settle for more frequency because it would at least feel like an active contributor.

     

    As it stands, you could skip cell on most characters and it would be a minor difference at best in terms of clear speed.

     

    Honestly in its current state, Storm cell kinda slows down the flow of combat *shrug*

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  10. 21 minutes ago, Player-1 said:

    This bug went well beyond powerful synergy between a primary and secondary once we dived into it. Again, this allowed lightning to be cast off of all pets you had summoned which unfortunately varies so wildly depending on the character that we could not rely on the feedback from before this fix due to the difference in pets between characters.

     

    With the current changes, we are doing much more thorough testing to get this to a place that is both effective and fun.

     

    Once again I will do my best to get the point across in hopes that it reaches all parties.

     

    P1, your efforts are appreciated and I think with the feedback being given it highlights that the set will start going in the right direction once storm cell is in a good place. Once storm cell functions well (which I hope is a goal since it is a key piece to the blast set) the more minor areas can be tweaked. If you could give us an idea of where the testing with this power is going to go in the next few builds it might give us a better understanding of what to expect.

     

    I do however think it's minoot to look at other things in the set that actually function (such as chain lightning) somewhat decent until that part is worked out. Everything in the set revolves around storm cell after all.

     

    I'm not asking for yall to revert it back to its bugged state. I'm suggesting that you consider making it act similarly in a way that is still fun, fair, and interesting. Instead of increasing its interval, maybe starting with a reduced interval would have encouraged a more positive response to the acknowledgement of the bug and then work towards a fair and balanced interval. I'm all for effectiveness and fun. I don't want yall to feel like you're being rushed to launch this page. Addressing the issue that is Storm Cell will make it so the other powers in the set can get the testing attention they all deserve.

     

    TLDR in simplest terms:

    More Storm Cell orange numbers good, more visual lightning strikes pretty. Me then thinks power cooler now and worth set up time. Maybe storm no longer feel bad. Maybe now can focus on other powers of set with bad smear gone.

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  11. Fire/Time is my go to for for all levels, I'd highly recommend it over /kin at lower levels personally. It's my Solo try hard AV killer, 4 star filler, hard carry exemplar thriller.

     

    As far as the tank thing being the opening statement, if you didn't enjoy the posi1 at low levels for a tank I recommend you try  a Bio/Claws (Spin to Win) or Rad with SS (procaholic), Energy, Battle Axe, or War Mace (it's clobbering time!). Rad as a whole is nuts but it really feels extra with those combos in all content rather it's IO'd or not.

     

    Look forward to what you land on if you don't fall into the altaholics anonymous spiral. 

     

    O/

  12. 6 hours ago, Player-1 said:

     

    The key factor is that it granted lightning to any pet you have summoned. This means any temp power that is a pet, any vanity pet, lore pet, pseudo pet like trip mines or really all of the Traps powerset. This leads to a huge imbalance based on powerset combination and beyond. 

     

    With that in mind, I still believe that there should be some kind of approach to bring this set up to the performance level we were seeing with it bugged. Fixing the bug, and then taking an additional step back, was a very noticeable in the decline of a power set that is already struggling to keep appeal outside of theme. 

     

    We aren't requesting that you leave the bug, we are requesting that you improve the set somehow. Preferably with making storm cell spammy.

     

    In regards to your concern to imbalance, combinations of power sets on individual ATs are not and have never been balanced based on choice of combo. This concern will vastly limit the ability to bring "balance" to sets in the future. I would provide examples but fear that if I highlight these points they too will be toned down outside of their current synergy. 

    What a time to fear nerfs in a game that isn't monetized and is played primarily to have fun and create bonds within its community.

     

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  13. Storm most definitely felt like you were actually......causing a real storm..... with the bug in place. I've had issues with the set before this bug occurred and it actually made me want to play a storm through the content instead of abandoning it when it was nice and spammy. After the fix, it feels lackluster all over again. Hopefully the power team can take this into consideration to up the ante and see where it stands. There's certainly not a clock ticking down to rush this page out anyway. 

     

    Edit: I realize that this bug was specifically on the beta to begin with, but it turned out to be the key component that the set was missing from its miserable state on live. Just felt I should clarify.

    The concept of the set is awesome but the current execution has been mid at best.

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