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Ratch_

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Everything posted by Ratch_

  1. I've had a hunch for awhile that there would just be a 20s base recharge cap max added to formula so procs can't scale any higher than that tbh.
  2. Bopper mentioned it in discord and then it seemed to come up again with a discussion from others that enflame seemed to be using the old 0.8 dmg scale as well. There could very well be other pets that have the same behavior. Figured I should go ahead and make an official bug report about it Edit: Enflame might be correct and using the ranged modifier instead?
  3. That build in particular (for ME) averaged around 1m25-1m28s pretty consistently. Kinda why I wrote in that post that despite it having a 1m16 that I felt EM did faster despite the time I posted was pretty quick. EM still averages in that 73s to 100s range for me just like TW, BUT EM i had 5 out of 36 pylon kills that went below 73s which i never had in the same amount of pylons kills for TW. And in addition, TW gets these times through the use of -res procs...which EM doesn't. Something to note, these times are achieved without the use of the assault hybrid. Whenever I toggle that hybrid I get worse times (yes, my luck is THAT bad)...sigh. It urks me since I was really looking forward to hitting a sub 1m time with EM
  4. Hybrid toggled on for that time or no?
  5. Maybe it's about time i made that dark melee/shield scrappah
  6. Ratch_

    So....hibernate.

    You're right, it's 1m30s exactly (the timer starts on toggle activation)
  7. Can confirm it's happening on my tanker now...dunno why.
  8. Ratch_

    So....hibernate.

    The issue with this is that it does not matter how often Hibernate can be up. It gives you the no phase debuff which means you can only activate Hibernate once every 2 minutes.... To elaborate, right now you can activate Icy Bastion twice or you can activate Hibernate once in the time span of 2 minutes. I feel that speaks for itself. Edit: If there ever was a change where I don't need to worry about a noPhase cooldown timer in PvE then sure, I would be completely fine with the power as is. But as it currently stands, I don't remember having to wait a whole two minutes back in the day when I used hibernate. (When did this happen? Has it always been there and my memory is fuzzy?) I really don't think this always used to be there, as having a 2 min base cooldown seems nonsensical with a 2 minute no phase timer.
  9. Ratch_

    So....hibernate.

    There are plenty of cases where powers in the ancillary have not gotten the new adjustments and I don't see this being any different. This change would only be for brutes and tankers.
  10. 200% is exactly what icy bastion has which is where I'm pulling in those exact numbers from. I'm open to adjustments as well though. What Zork said is true, like i mentioned in the post
  11. Yea, this is purely for Brutes and Tankers. Stalkers & Scrappers get the exact same amount of Regen/Recovery as what I am proposing..hell even at a better frequency. If this change would occur, we'd essentially be trading the high resist offered in Icy Bastion with an Intangible 30s self toggle hold that basically is just a rest you can use in combat. This change to the t9 in particular i feel is far from being OP, as it has a 90 second downtime. I'm just looking for some power level equaling between the newer t9 with the existing older one.
  12. Ratch_

    So....hibernate.

    Understandable, and nothing about the things that you like Hibernate for would change at all. I am just simply wanting to bridge the gap between these two powers. Icy Bastion is drooled over (at least for me) because it provides resistance and regeneration in a set that has very little to none. It's a perfect example of the t9 being desirable because it fills holes in a set on a semi regular rotation with no crash (up more often even than Hibernate!). The downside to me isn't the fact that I lose aggro but the fact that I can't continue to play the game actively. It's a great panic button, and I don't want to change the core of the power. It's unique. I am just wanting to bridge the gap between these two powers so they are a more similar power level, by providing closer stats while still being different. The +res is debuff resistance as well so it helps. Ice armor is a set that can rock out >50% defense debuff resistance, and can cap S/L/E/N defense reliably, and cap maxHP. The only thing it's missing is a reliable heal and more resist, which icy bastion both directly provides. It's very solid.
  13. Ratch_

    So....hibernate.

    Went ahead and moved this topic over onto the suggestions section of the forums, thanks.
  14. Pending t9 armor set reworks, and having seen the drastic experiences in Icy Bastion vs Hibernate...well I am very jealous that a tanker and brute does not get Icy Bastion.So I got to thinking and had this idea on what could be a small, yet simple improvement while also not changing the power in it's entirety. Afterall, being encased in a block of ice is pretty unique.The power I looked to for inspiration was none other than Reaction Time. The sustain in Martial Combat for Blasters. This power has a small feature of when disabled (detoggled), you will receive a boost to recharge rate and move speed. What if we applied this same style of tech to hibernate?The idea is that you activate Hibernate like normal, no behavior is changed here. When you detoggle the power, then some of the regen and recovery will permeate from the power for 30s ableit at a lower amount. Using Icy Bastion as a reference I was thinking numbers along the line ofHibernate (toggled) -> +1000% Regeneration / +400% Recovery - On detoggle -> +400% Regeneration / +200% Recovery for 30s. This would let you quickly toggle and detoggle the power so it's still useful in circumstances that you don't need to absolutely just withdraw from combat, while also still providing that option. Even though the base recharge of this power is 120s, you can't get it perma because you have to wait out the noPhase time of 120s. Thoughts? Something of note, with 170% global recharge (pretty common for those chasing perma levels of hasten) and 95% recharge slotted in Icy Bastion it has 30s uptime and 52s downtime. If Hibernate was added 30s of Regen/Recov then it would have a 30s uptime with a 90s downtime (or less if the no phase timer gets reduced). Just some food for thought, and this doesn't even consider that Icy Bastion provides 37.5% resistance to all types with the exception of Psionic.
  15. Ratch_

    So....hibernate.

    Something of note, with 170% global recharge (pretty common for those chasing perma levels of hasten) and 95% recharge slotted in Icy Bastion it has 30s uptime and 52s downtime. If Hibernate was added 30s of Regen/Recov then it would have a 30s uptime with a 90s downtime. Just some food for thought, and this doesn't even consider that Icy Bastion provides 37.% resistance to all types with the exception of Psionic.
  16. Ratch_

    So....hibernate.

    Pending t9 armor set reworks, and having seen the drastic experiences in Icy Bastion vs Hibernate...well I am very jealous that a tanker and brute does not get Icy Bastion. So I got to thinking and had this idea on what could be a small, yet simple improvement while also not changing the power in it's entirety. Afterall, being encased in a block of ice is pretty unique. The power I looked to for inspiration was none other than Reaction Time. The sustain in Martial Combat for Blasters. This power has a small feature of when disabled (detoggled), you will receive a boost to recharge rate and move speed. What if we applied this same style of tech to hibernate? The idea is that you activate Hibernate like normal, no behavior is changed here. When you detoggle the power, then some of the regen and recovery will permeate from the power for 30s ableit at a lower amount. Using Icy Bastion as a reference I was thinking numbers along the line of Hibernate (toggled) -> +1000% Regeneration / +400% Recovery - On detoggle -> +400% Regeneration / +200% Recovery for 30s. This would let you quickly toggle and detoggle the power so it's still useful in circumstances that you don't need to absolutely just withdraw from combat, while also still providing that option. Even though the base recharge of this power is 120s, you can't get it perma because you have to wait out the noPhase time of 120s. Thoughts?
  17. I kinda like the idea of moving the taunt aura aspect into confront - just make that power a small endurance cost toggle that has a 8ft radius mag 3 x second taunt. This would make it available to all scrappers, while still being optional for those that don't want to have it. It would require another power pick, which bites, but still seems like a fair possibility?
  18. All scrapper epics I've looked at don't inherit the damage proc from fiery embrace either.
  19. It's not directly nerfing any form of damage, but taunt as a mechanic lets you confirm damage and lowers the amount of delay between using damage abilities since you don't need to waste time chasing. It allows you to tap into your full DPS potential, including the likelihood of keeping targets close for AoE. More targets hit = more damage done. BrandX isn't wrong, as not having a taunt aura isn't going to mean you aren't viable. Hell, in teams a majority of the time whether you can taunt or not won't matter one bit. However, there is no denying at how effective taunt is at allowing you to do more damage.
  20. Okay, I put together two videos to show as an example how effective taunt is as a mechanic in regards to improving Damage. To break this down we are using a mission titled "Track Down Trapdoor" which always has spawns at the exact same place and an EB at the end of the mission. Timer starts as soon as I take off (start at second 3 in both videos) and timer ends as soon as Trapdoor highlights blue. There is blind and -toHit in this map, so I am using super insp (giant yellows) to mitigate as much as possible any variation so that I always have a 95% chance to hit. Also, the runs are exactly the same, with the second run utilizing Melee Radial Embodiment. This hybrid does absolutely nothing in increasing damage and the +def/+regen has very little benefit in this metric of clear time. What this hybrid does have though is a taunt aura. I cleared this map in ~5:25 on the run without the hybrid toggled and then I cleared this map in ~4:45 with the hybrid toggled on. Keep in mind, I only had taunt from this hybrid running for 2 minutes before shutting off and it came back up again when I fought Trapdoor. You can clearly see the difference in effectiveness when it comes to clearing enemies out when you have the taunt running vs. not having a taunt at all.
  21. Gonna avoid all the discussion over the stalker's balance in the meta, however.. Tweaking the numbers on slow AS so it's more viable is a good suggestion. I'm all for players having more options and if this could be tweaked up so it can offer the slower playstyle while also being rewarding in the dps performance metric this is an all around good change. Blaster slow snipes are all standardized to do 281.5 damage as a reference while Stalker slow AS are all standardized to do 389.3 damage. Varying animations times though. Having the assassin's focus stacks refresh on hit is something I like too, and would be a hell of a much appreciated QoL change.
  22. This could be really cool but I don't know if would really change anything. I've been in a few situations where I'm recruiting for a speedy TF to then be asked assertively in the middle of the run to slow down for something badge related. (Slow killing Neuron in TinPex for clone badge comes to mind). I usually just adhere and compensate by voicing to the team to do the badge aspect since it's a team effort/game, but I can be slightly annoyed from it when it occurs occasionally since finishing as quickly as possible were my initial intentions.
  23. Try Romulus and Director 11. (Also, it's cool you use regen. I love that powerset)
  24. All the scrapper taunt auras are super inconsistent, with things like Bio, Rad, Invuln, and Shiled having roughly a 13-14 second mag 3 taunt and others like Energy Aura & Willpower only have a 1-3 second mag 3 taunt. I am 100% with you in normalizing the playing field because I am getting pretty tired of feeling pigeon holed into a taunt aura secondary because of just how much that factor plays in being a force multiplier for damage. My problem with the argument or stance for removing taunt auras as a whole is that playing without it is NOT fun. It's hell chasing enemies around on a melee focused AT. This becomes excruciatingly noticeable when you take said scrapper and attempt soloing an AV. Watching them run from you regenerating away all the damage you just did feels horrible because this means the DPS check is now that much higher 😞 The proposed solution to that problem is supposed to be confront?.... The other half of this is what about the inverse with Scrappers compared with a blaster? These ATs are unique in that they both share having the highest damage scale, however the added existence of Sustains and Crashless Nukes far over step on the toes of melee Damage ATs. The taunt aura is how a Scrapper can keep up. Blaster's don't get taunt auras, but they make up for that with the added ability in most manipulation secondaries having a form of soft control, larger radius AoEs, and good ranged capabilities. Blaster's also do get more max targets on a majority of their AoEs which I like a lot, because scrappers can crit. It's a really nice tradeoff and a balancing factor. Scrapper's are first and foremost a damage AT, removing taunt across the board is a massive nerf to damage. Could there be a compensation for the change (if it happens) that a Scrapper could get in place of taunt that would let them confirm damage?
  25. For context: Whether this is working as intended or not I am not entirely sure but gist of it is: Performance Shifter - Chance for +Endurance Power Transfer - Chance for Heal Both would proc on the power every 10s. Damage procs would proc on targets every 10s. However, now it seems there were changes to how the power Interacts with the self so the Performance Shifter & Power Transfer proc now only interacts on foes since it doesn't target self anymore. I would please like for this interaction to make a return to how it would proc on self rather than requiring enemy saturation. The cherry on top would be if these self targeting procs could exclude the area modifier of the power which lowers the overall proc chances but I am okay if this isn't desired or possible. Thanks
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