Arbegla
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I would also like the see Javelins, especially if the Warriors get Staff Fighting (read Spear Melee...) and standardizing the ranged attacks to be different javelins would make the group seem more coalesced and less hodgepodge. Giving them the Lts the wide cones, and leaving the T9s to the Bosses seems a good thing too, or even just giving them the Divine Avalanche clone across the various powersets, so they can maybe stack some +def, and that power is meant to act as a 'Parry' (its literally called 'Parry' for broad Sword..) anyways, so it makes sense. Staff Fighting even gets one, though it is a cone attack.
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General Feedback: Issue 27, Page 2
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
Yeah, that's what I meant by untyped. Those are positional defenses, not typed defenses. I guess using Mind Control was a bad example, as that doesn't have a positional component, and is ONLY typed (Psi) -
Focused Feedback: Power Changes (Release Candidates)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
I'd argue that RoP granting resistance when used as a Break Free is actually a MUCH better change, as it allows a squishy to become a 'non-squishy' and ignore the mez for the duration. Thus preventing a faceplant, and giving some freedom to either run away, or stand your ground and actually have a chance to win. -
I gotta agree with Bill here. This game has ALSO been solo friendly. Especially when compared to other high end games. Now for the suggestion itself, I like the concept, but it really comes down to the devil in the details. Out of all of the ATs and powerset combinations, how many are directly affected by a lack of mez protection? Blasters -> Access to T1,T2 primary, T1 secondary while mezzed. Brute -> All armors get mez protection, some cover more then others, but they all cover the big 4 (Stun, Sleep, Hold, Immobilize) Controller -> /Elec (Faraday Cage), /Force Field (Dispersion Bubble), /rad (Accelerate Metabolism) though that is only resistance, /sonic (Sonic Dispersion), /traps (Force Field Generator) Corruptor -> Same as Controller Defender -> Same as Controller (though sooner, as its a primary not a secondary) Dominator -> Domination has built in mez protection, perma Dom is possible giving permanent mez protection Mastermind -> Same as Controller (and arguably you could include /thermal, /emp, /poison, and /pain as well as they grant mez protection to the henchmen) Scrapper -> Same as Brute Sentinel -> Same as Brute Stalker -> Same as Brute Tanker -> Same as Brute, except sooner because the armor set is a primary. Warshade and Peacebringer -> Dwarf form has Mez protection built in VEATs -> Resistance to all mez, and I think some magnitude of protection as well. So out of all the ATs, 5 are basically immune to mez (with VEATs being mostly immune, depending on if its resistance or protection), 2 get limited immunity (blasters, and dominators), 4 get access to powers that grant self mez protection, and HEATs get an entire form that is immune to mez. Having a struggle mechanic, that only covers the 'holes' doesn't seem very worthwhile, especially as it would require a very large design challenge.
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General Feedback: Issue 27, Page 2
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
I thought toxic was itself untyped (like some Mind Control powers) Defense(all) covers it, because defense(all) is basically just a catch-all for any untyped defense you have. At least from my understanding. -
Focused Feedback: Power Changes (Release Candidates)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
Some of you guys have never had to run across Perez Park at level 7 with CoT Madness Mages one shot mezzing you, and you landing in a group of Vahzilok zombies, and it shows. It built muscle memory from 15 years ago that I still use to this day, regardless if the character I'm playing has mez protection or not. I get that RoP was nice to have, but I personally prefer Unleash Potential even with the 60 second duration. I treat it like a permanently accessible inspiration. With power boost, you can softcap with just that power, and the extra recovery is just a bonus. RoP is resistance based, and gave some Mez protection, but its basically just a Orange/BF inspiration with a recharge on it. Treat it as such, and there won't be any issue. Treat it like a crutch in a build, and I can very much see the issue. -
Sempiternal adjective: eternal and unchanging; everlasting. "his writings have the sempiternal youth of poetry"
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Having just spent over an hour in the Atta Trolls map, beating up Warriors, I can definitely say that it is currently very hard to tell the difference between the minions, bosses, and LTs. There seems to be almost a random amount of hand crossbows, large (two handed) crossbows, and longbows used for ranged attacks, and they have very limited AoE, aside from Whirling (axe, mace, sword) but that is only a PBAoE. I'm not even sure they have the cone attacks, though they do seem to have the T9 weapon attack. There is a ton of behind the scenes lore though, as almost all of the 'named' bosses relate to Greek history in some way (I think I've arrested 3 different Hercules, and at least that many Achilles..) it would be really neat if some of the 'main' Greek history names were more than just normal Warrior Bosses. It seems like they should have more to them, but that could just be me, and the fact I've been bashing Warriors in for the last hour or more.
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Another thing to consider is the "Crown of Glory" arc, which literally says there is a Warrior Civil War (Mercedes Sheldon's third hero arc). Not that I want yet another Civil War, but there is groundwork already set for it.
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To be fair, the reason the Bots have a big single target hole is mostly due to skipping the Equip power on the Assault bot. That gives him a really nice Plasma Blast, that is single target (technically its a very small Targetted AoE, with a 5 ft radius), and does massive -regen, but because it also gives him a 7 second flamethrower, people skip it. Bots also don't get any AoE until level 32. Its straight Single target (aside from the aforementioned Flamethrower) until you get Upgrade.
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Three times actually, as MMs secondaries cost 25% more endurance when compared to other buff/debuff sets, for less value. For example: Web Grenade is 9.75 endurance Base on a MM but for Defenders, Controllers, and Corruptors, its 7.8 Endurance Bas Acid Mortar is 16.25 Endurance on a MM, 13 on other ATs for example
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Focused Feedback: Travel Power Updates (Build 1)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
I remember that nonsense with escort missions, and having hostages that can't see you, so you can't lead them out. Was not fun. Looking over the travel power IOs, All of them have identical enhancement values (1 End, 1 Travel boost (run, jump, range, fly) and 1 +stealth), and two of the sets have identical set bonuses. Maybe a look over those, now that the travel powers themselves have gotten a good look at would be nice? Especially with Universal Travel being a thing, and trying to help equalize the travel powers themselves. -
Focused Feedback: Travel Power Updates (Build 1)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
Oh, for some reason I thought you could. I might just be thinking the Travel/End HOs then. -
A neat trick I learned, is you can use Null the Gull to get the alignment badges pretty easily. Just have him swap your alignment to each one, and back again, and I think its most of the alignment badges. Just gotta wait the 7 days to get the last one. For the inf badge, if you have a damage aura, and good low level resistance/defense, you can do a low level flashback (Twinshot works, I think her first one puts you at level 7) and then stand near the skulls on the far west in Atlas park. Your aura will kill them, and the respawn is very very fast, plus there are a lot of groups close together. Its not a ton of inf, but you can basically afk it for however long you want, as you don't get logged out in flashbacks. And you'll work on your 'Go. Hunt. Kill Skuls' badge 😄
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General Feedback: Issue 27, Page 2
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
Not for purples, PvP IOs, or low level sets. Things like the res/def Steadfast Protection IO comes to mind , or the entire Basilisk Gaze set. I can understand why they hate them, because it introduces massive power creep in characters that know how to abuse them. Being ED capped in 4 to 5 things in one power is really powerful. -
I'd put my hat in on demons/thermal. With the resistance stacking, the heals (and the pet heals) and the debuffs you get, you can handle a lot of a beating, even without the Auras.
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Focused Feedback: Travel Power Updates (Build 1)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
With the advert of combination travel powers (Infiltration for example, Sprint and swift are another) would it be possible to get more Universal Travel IOs so we can boost both aspects of the travel speed? I think that might help make things easier as travel is becoming more 'Universal' overall. -
General Feedback: Issue 27, Page 2
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
I would love to see Boosters as drops, as it is, they are only available through the AH or merits. Catalysts actually drop pretty easily through normal game play. I think that is what makes Boosters more rare then Catalysts to be honest. -
You mean more temp powers and badges? 😄
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Well, the biggest issue with the pets is the purple patch right? So remove the level shifts, but reduce the internal pet modifiers to compensate. Instead of 1.0 scale melee damage, and .8 ranged, gives different scales based on rank (so the T1s get .8 scale melee, .6 range, the T2s get .9 scale melee, .7 scale ranged, and the T3 gets the full 1.0 scale melee, and .8 range) That way you're compensating for having more of the pets, without getting hit with the purple patch as hard. Granted, that means creating a new scale modifier just for the MM pets, but it might not be too difficult to do.
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Suggestion: please deemphasize the low level arcs
Arbegla replied to ZaranBlack's topic in Suggestions & Feedback
As I'm currently doing both H side and G side full contact lists (I've done V side too much, even the unlockable contacts) I can honestly say that H side is rough. G side you just have to worry about out leveling, cuz a single arc can get you a TON of experience. You can't even get the "I did all the story arcs in Atlas Park!" badge until you get access to the O-zone, because of the split you have to pick. and most contacts don't even give you story arcs to do. Just 'Go. Hunt. Kill Random mobs' over and over again. I think I had literally 7 hunt missions, spread out over 3 zones there for a bit. Definitely needs a clean up. -
Focused Feedback: Travel Power Updates (Build 1)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
Debuffs are typically resisted, either by the purple patch, or other things, but from a 1:1 perspective.. Well, -tohit and +def are mathematically the same, so those are equal. (-10% tohit is exactly the same as +10% def) +rech/-rech I think do the same things just in reverse. +regen/-regen and +recovery/-recovery i think also do the same things, just reverse of each other. +damage/-resistance is kinda odd, as they both 'boost damage' but in fundamentally different ways. Value wise, I think debuffs have the ability to be higher, but again, they are resisted more often too. Very few things actually 'resist' buffs. -
I think I was also gauging it off of what DOs/SOs dropped while beating up the mobs, but I could be mistaken. I know I got a ton of Mutant SOs (and the character in question is Magic origin) but I wasn't sure where they came from.
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I've been playing Lowbies H-side, and I'm in that 20-29 range, where the Warriors first start appear (along side the Tsoo, Family, Council/5th Column, and Freakshow) and it got me thinking of what Origin are the Warriors really? For example: Tsoo is Magic/Science (Ancestors/Sorcerers are inherently magical, Ink men are Magically imbued with Science ink) Family is Natural/Tech (Mobsters with high-end weaponary) Council/5th Column are Science/Mutant (Genetically enhanced soldiers, the Vampyre, and Wolves) Freakshow are Tech/Mutant (Tech is obvious, Mutant is from the drug they all take that changes them genetically) So that leaves Warriors as Natural/Magic (Natural warriors, that occasionally use Magically enhanced items, but nothing inherent) I think they definitely need the Gender fix, that the Hellions and Skulls got, giving them some female models. I think they should also have different style of weapons based on rank (minions have lower quality gear then LTs, and bosses) and I think that the bosses should get magically enhanced items for some of the more magical elements (Dark, Fire, Ice, etc) This would break up the group to be slightly more than a Lethal/Smash group, and allow you to really tell how the ranking is within the group themselves. I would also add extended stories to help push that the Warriors are the top of the totem pole when it comes to Magical items, something like having Outcasts/Hellions directly working for the Warriors to get their magic fix. Even in the 'Meet David Odysseus Hill' mission, where you battle against the Warrior Elites, it doesn't seem very threatening to just smash some Lethal/Smash bosses. Having something more powerful, for the fact that you're supposed to prove your worth would be much more interesting. so in conclusion: Include female models. Change the weapons based on rank, and add Elemental damage to the bosses. This could be just as easy as "Mace gets Ice, Sword gets Dark, Axe gets Fire" kinda setup, so its not much more work overall, as the group themselves are already broken into groups based on their weaponry. No inherent magical powers. This group is Natural first, Magic second. No civil war/split within the group. This group is very much 'We protect our own, even if we don't like each other much' I think Alexander is the outlier, not the norm.
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Focused Feedback: Travel Power Updates (Build 1)
Arbegla replied to Arcanum's topic in [Open Beta] Focused Feedback
I'm currently running through a ton of lowbie old content H side, and lemme tell you, even with teleports, having to go from one side of IP to the other (as in, right to left, to right to left, so you can't take the tram to cut down on time) is a drag. So is Terra Volta, Perez Park, and even the Hollows (though the skyway entrance helps with that somewhat) V and G side, the maps are small enough that it doesn't matter as much I guess, but H side, I can definitely feel the benefits.