Jump to content

Arbegla

Members
  • Posts

    682
  • Joined

  • Last visited

Everything posted by Arbegla

  1. I like how the overhead smash also has -fly. Sending Longbow Eagles to the ground is still the best thing. Abusing Falling damage is always fun.
  2. I've done A LOT of running around Talos and Independence lately, due to the level range I'm in, and I can confirm that the 'level' ground isn't really level. Even on the long bridges in IP, there are small cracks in the road that can launch you off the ground. Maybe that is what is causing Momentum to not build up?
  3. I'm glad the deep dive helped. That's why I was really confused on just /Traps Poison Trap, without even realizing that /Poisons Poison Trap was so much different (but also kinda the same, with the trigger, and pulse hold/puke) would calling @Faultline or @Captain Powerhouse over to look this over help resolve some of the possible issues? Not sure if its worth a bug report if its intended behavior. Especially that weird Domination tag you found.
  4. Do we know what enemies/mob types are considered human? Regarding the puke animation?
  5. Layered mitigation is the best mitigation. That is easily proved by any of the melee ATs stacking defense, resistance, regen, and heals to become unkill-able. Saying that RoP is a force multiplier means that once you hit a certain point (i/e, high recharge, high defense, some combination of the other mitigation things available) RoP multiplies that even further by providing resistance to all damage types, AND coveted Mez Protection, which is usually the last form of mitigation that a normally squishy AT needs. To your point, Build Up, and Aim are actually force multiplers, because they stack, in a multiplicative way with other aspects of the damage formula, giving you near maximum tohit (95%) for their duration and a pretty hefty damage boost as well (which again, stacks with anything else you have). This is the definition of a force multiplier: A capability that, when added to and employed by a combat force, significantly increases the combat potential of that force and thus enhances the probability of successful mission accomplishment. https://www.militaryfactory.com/dictionary/military-terms-defined.asp?term_id=2165 The scarcity that it is taken doesn't actually make that point, as it shows that when it is taken, its used as a force multiplier to cover gaps in the characters. Considering Corruptors also get access to 4 secondaries that provide Mez protection (Traps, Sonic, FF, Elec) to themselves, out of 16 secondaries, that means that 25% of Corruptors already have Mez Protection. RoP gives another 11% of them access to it. RoP will more than likely change to a 60/180 power, retaining the 33% uptime, and lasting as long as an inspiration, when used proactively, or reactively. Its still a massive force multiplier, and with these changes, it'll have better low-mid tier performance, and slightly less high-end performance.
  6. From my understanding of your write up, the scale 8 hold in /Poison's Poison Trap (PPT?) requires an Accuracy check, so if it misses, no hold happens, and then you just have the normal 2% chance for hold during the pulsing. I think people don't typically use PPT for the hold, they use it more for the debuff (though that isn't nearly as good as /Traps Poison Trap, TPT)
  7. So the pulse from the gas is every second? And every 'pulse' has the -regen/-rech and the 1% chance for Puke (plus 2% change for the hold). Can the pulse stack on itself from the same source? i/e, the overlapping pulses stack the duration/magnitude of the debuffs? Or would multiple traps be required to stack the effects?
  8. I know any Damage procs will work for the pets, and there are some procs (like the Gaussins +BU proc in Enforcers) that work. Then you obviously have the resistance/defense auras. I have no idea about the +regen/+recovery globals though.
  9. I definitely agree that the power pool attacks need a good once over for DPA values. Even the other Origin Power Pools have pretty bad animations. Might be outta scope for this page, (fingers crossed for page 3) but its good at Arcane Bolt got looked at now.
  10. Ah. Ill/Traps is a pretty popular build now, but it definitely wasn't on live before hand.
  11. Just confirming that this is for Poison trap from /Traps, not Poison trap from /Poison. 🙂
  12. While this is a little off topic, I would very much disagree with this. The new Freak-lok arcs show that there is development going on, its just @Piecemeal (pun not intended) and a few others who are adding things here and there when they can. I think once the Devs are done with their tweaks, they might take a good hard look at the coming storm story, and see if they care enough to address it. Either on, or offline.
  13. (note: I like the whack-a-mole combo mechanic) Would it be possible/probable to tie to bonus damage to the number of Sorcery powers you take? Like the fighting Synergy? With both Spirit Ward and Enflame getting the 'you're a toggle now' treatment, having Arcane Bolt just do more damage the more Sorcery you know could make it simpler.
  14. Weren't you leaving? You, and many others like you, have a very set idea of what you see as overpowered, and therefore refuse to see anything else as overpowered. Yes, Defense and Recharge as typically used in high end builds. Because fights last literally seconds, so you want your powers up as much as possible, and you're not letting the mobs survive long enough to debuff you. But they aren't the only ways to make builds over powered. Its just a certain angle. And there are MASSIVE holes in that build, things just die too fast to have an impact. Rune of Protection is: 1) a power that was intentionally designed to be overpowered so it would sell for REAL money on the paragon market. 2) Available to everyone. Regardless of AT, powersets, anything. You can literally take the Sorcery Power Pool on anyone, to STACK with the things you're currently arguing about. You want Indom Will on a controller? You can also have RoP. You're a perma-dom? You can also have RoP. Its a HUGE force multiplier, with NO substantial crash. 3) a power that didn't get a large audience to test before being released to the public. You've tried to argue that 'It was tested before HC!' But it simply wasn't. Not at this scale. And at this current scale, it was deemed overpowered, because it really is. 4) a power that didn't encourage build diversity, as it boiled down to 'Are you having mez problems? Take RoP!' 'Are you a squishy? Take RoP!' 'Are you already defense softcapped, with max recharge, but want more surviveability? Take RoP!' It was a catch all power that was abused repeatedly, and allowed entire aspects of the game to be ignored for ATs that shouldn't have that immunity. And it is available at level 20. The fact that so many people are saying "Its garbage, I'm not going to take it anymore" literally shows you that it was a very niche power, with a very specific use case and now because the overall uptime of the power is being adjusted, (adjusted up for SOs and mid-range builds, adjusted down for high-end builds) the power itself is actually BETTER at base values, by a HUGE margin (over double the uptime) and it gives the resistance boost when used as a mez-breaker. I really don't understand all the hate for this change, when its very obvious RoP was not being used for build diversity, it WAS being used to circumvent Mez, and was a catch all to solve a problem that has many other solutions, most of which have been presented here already.
  15. Thank you. I greatly appreciate it, and look forward to the seeing the explanation. 🙂
  16. Supremacy is supposed to offset that, but it really doesn't.
  17. Pretty sure this falls into the same category as Indom Will for Controllers. And also its an aspect of Dominators that has been around since the beginning of Dominators, not something that was thrown on a Paragon Market intentionally overpowered and never toned down until now.
  18. The big thing is RoP is available to EVERYONE. and Indom Will is only available to Controllers, and only if they take Psi Mastery (and the other Epic Power Pools are powerful enough to make that an actual choice, not a must have.)
  19. Oh I agree, but we're not paying for those things anymore. So they need to be rebalanced accordingly right?
  20. I have actually heard, and seen, plenty of people leave because the game became too easy, because things weren't a challenge, because powers were simply too powerful. I know quite a few people who got 1 character to max level, got some IOs in them, and then bounced, because it just wasn't a challenge anymore. If you're talking about SCoRE, that was a subset of a subset of another subset. At most the servers that SCoRE ran topped out at what? 1,000 people? maybe 1,500? It wasn't exactly the scale of testing and vetting that you would need for some of those powers and powersets. It simply wasn't. Now that Homecoming has a MUCH larger player base, with numbers greater than 10,000 (didn't we break something like 15,000 concurrent accounts on or more already?) some powers are getting evaluated through a tighter lens, and being adjusted. Heck, the player base on live was between 50,000 and 100,000 players, and the Devs there still made adjustments to powers and powersets years after they were released, based solely on how the powers and powersets were evaluated at that time. (Regen, Energy Aura, Inherent Fitness, etc)
  21. At the end of the day, the bulk of the 'Nerfs' have been to powers or powersets that weren't given the time of day to be properly tested and vetted on live. Crashless Nukes, Sorcery, Bio Armor, etc were all things that were NOT available during live. So I'm sorry that the current Devs have to go back and rebalance things that simply weren't balanced to begin with. This happens with any game, in any era, in any genre. For all intents and purposes, those powers and powersets were released to the 'wild' as Beta powers and powersets. Untested, Unvetted, and subject to change.
  22. Multiple Mind Control powers have no positional tag, and Psi Defense is hard to come by (even when you softcap, most ATs can only get Ranged, or just Ranged/Melee/AoE, and don't have Psi also covered) Those also have mez (sleeps, holds, etc) so there's your hole in your defense. Go fight some Carnies with just Ranged softcapped, lemme know how well you do when you get chain held through your defense. Defense is limited by the combat equation. And cascading failure happens a lot. Literally every single enemy group has -defense. Higher ranking enemies have Accurary boosts, which makes their 'tohit' floor higher then 5%. Also, there are plenty of autohit attacks, which defense does nothing to stop. They aren't changing anything with the resistance aspect, they are actually making the resistance more useful, as it will benefit you when you use RoP while under Mez (it currently doesn't do that) so what exactly is the problem?
  23. I literally said "And chaining other powers together", so I wasn't just counting RoP. How exactly does this make RoP useless? Other than preventing it from being used to chain together continual Mez Protection? They are already adding the resistance aspect when used while Mez'ed, they have already said they would be changing the other Origin Power Pool T5s, and the flip side of RoP not being affected by Recharge, is that is also won't be affected by -Recharge. That's exactly how One With the Shield and the Will Power T9 works. The recharge doesn't go up or down.
  24. Inspirations have limits, but by all means, try to pop purples against a group of Peacebringer PPD, or a group of Romans, and let me know how well you do. But yes, you're right, Break Frees exist, so why the complaints over RoP? Its basically a Break Free/Orange combination. I'm saying absolute Immunity, because that was literally explained by the Dev during this post:
×
×
  • Create New...