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gazellie

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  1. I do understand the intent of this! I get where you're coming from, here. I could just take two powers from my primary instead of two powers from my secondary, and thus manage to skip out on taking Death Shroud, or many other damage auras altogether! You were correct in that respect! I struggle to think of a single melee set where I would actually want to take both the T1 and T2 attack powers, whereas nearly every single armor set I'm going to absolutely be taking both of the first armor powers I have available to me. That is, essentially, what I'm coming at this from - being made to make the choice of either taking a single target attack that I don't want or an AoE power that I don't want. edit: As for my actual suggestion, it's in the post itself. Bump the damage auras up to T3 instead of setting the vast majority of them at T2. That's really all I'm suggesting here.
  2. I'll preface this by saying that I understand the utility of damage auras, and that this is entirely just a grievance from the fact that their placement at the moment locks half the Scrapper sets that even get a damage aura into being forced to take it. And honestly that could be the full post! I feel that most of the damage auras, in nearly every case, are a suggestion rather than a hard and fast requirement for a set, and that most of their benefits are purely for mechanical tank classes, such as Brutes and Tankers, who can reliably use them to keep aggro. That being said, can we just bump them up to a t3 instead of a t2 so I don't have to keep taking Death Shroud on a Scrapper? I know it would require an adjustment to pretty much every set except for Ice Armor at this point, but man if it isn't just some real beans having to take this power I'm absolutely not going to slot instead of another resistance toggle that I'm actually going to use, and which will be overall more useful in the early game anyways.
  3. Similar situation — Because of the changes brought forth by Ailment Resistance in making 1v1 scenarios overall heavily weighted towards Regen, Instant Healing was similarly over performing to the point that PvP diminishing returns were essentially making you lose out on the excess of benefits you were receiving. There's at least some parity between the two choices in a PvP context here, now, with IH often being more useful for tiding over against heavy spike damage builds and RR being the pick for dealing with straight consistent heavy damage.
  4. Reactive Regen in its current state is over performing to a monumental degree in certain PvP rulesets, to the point that PvP Brutes/potentially Tankers can effectively be made entirely unkillable in a 1v1 scenario while running Reactive Regen (on top of other effective mitigation tools, naturally). After a lot of testing with this, it's brought Regen in PvP from the unambiguous top of the heap back to a comfortable position as a very strong set. I was startled by the .8 and .08 scalars, but neither of them through a series of different tested builds felt like they were necessarily cutting down on the effectiveness of RR in any serious shape. It just meant that there were actually opportunities for someone to be able to beat a Regen Brute again. It's a good fix. I maintain that putting it at a 1.0 scalar would make people feel less scared, but the .8 is really not as drastic a difference as it seems.
  5. Name: The Hamidude Global: @Gazellie Battle Cry: "Well, that's just like. Your opinion, man."
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