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Everything posted by Ston
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Any background to go along with it? Lusca was created by Crey Technology contamination. Maybe a Portal Corp underwater experiment gone wrong?
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I agree Tankers are overbuffed. I've tried to argue this many times on the Forums and Discord. They could get nerfed, but I think it would be more fun to use this performance gap as an opportunity to think about how to balance them. Tankers can probably just have their extra AoE radius turned into a taunt-only radius. But they can keep their target caps and damage scales. Meanwhile Brutes can get something to make them feel better to play in comparison.
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It doesn't provide nothing. But the buffs are very, almost annoyingly, consistent. Any time you're in combat, you probably are gonna be around 85% Fury. Any extra damage buffs aren't really going to help you. You're just gonna be doing constant damage. This isn't a bad thing on it's own, but it feels pretty lacking compared to other ATs. Tankers can do ridiculous damage when they get double, sometimes triple, Build Up windows (BU + Gaussian's + Decimation). Relatively, Brutes will barely do this kind of extra damage with stacks of build up. This is on top of the nutty survivability Tanks get from their scales and ATOs. Scrappers can put together insane kill windows with their ATO. Stalkers can also put together crazy ST DPS with their ATO and scale with teammates. They can get high chances for recharging Build Up whenever they use an AoE. Brutes just get... consistent damage? The +Fury ATO is rarely useful since you're gonna have around the same Fury most of the time in combat. The +Regen/+End ATO is kind of useful in damage auras..? But even that is pretty weak compared to other ATOs. I mean the AT is fine as it is now. But myself and other players often have to try to justify picking it over the other melee ATs. I do think they should get some kind of additional effects/buffs to compensate for the Tanker buffs.
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i’ve done trapdoor runs with both and they come out to similar times. i like ST more because you can avoid all debuffs. bio loses evolving armor which is what makes it so good on other ATs IMO. rad armor has my fastest sentinel trapdoor runs because it gets an extra nuke in ground zero. bio, sr, and others can lose clear speed when enemies run away. rad can mitigate this by putting a knockdown proc in ground zero. if you are on teams, i’d recommend SR or Bio because you won’t worry as much about killing every enemy in a group. if you’re solo, i’d recommend Rad.
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Yeah I’m not married to the numbers. And the sensitivity is a good point. I mostly just want brutes to go from target-to-target faster. Should note that this would ignore any movement suppression. Similar to Quickness or Lightning Reflexes.
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Lateral expansion is what I'm after. Something that makes them more fun without necessarily making their performance crazy better like the Tanker buffs accomplished.
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Tankers got buffed. Brutes don't really feel good to play in comparison. I think this would be a way to give Brutes something that makes them feel unique and a reason to pick them over a Scrapper or Tanker. I could be convinced to remove the +recharge, but I'm pretty set on the +movement making Brutes more fun and fitting the theme of Fury. What I want to avoid is Tankers being nerfed to make Brutes happier. And I think just adjusting Brute damage modifiers or target caps would be a bit of a boring change. Scrappers, Stalkers, and Tankers each have something special that makes their gameplay unique. Brutes don't really have that right now in my opinion. Fury is almost always 85% in combat.
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FotG, mostly. It’s a fast animation and getting -40% res helps you melt any harder targets besides AVs. In my “regular” rad blast builds, i do use proc’d x-ray instead of cosmic so that I’m spending less time in animations.
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It’s a burnout power from the P2W vendor that you can only use on Beta. You can also reset burnout by joining & exiting an arena event.
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Yep, here it is! And yeah I was using the burnout power so it shows 2 hastens on the buff bar. I think I got 3 BU procs total that test? So a little more than average with 2 BU procs in the rotation and using them every time they're recharged.
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Making the "Weave" power more accessible
Ston replied to Shiro-Nethermore's topic in Suggestions & Feedback
Honestly, I think your best bet is requesting a new power pool with t1/t2 powers that you find valuable. It will probably be too much work to overhaul the Fighting pool because that would mean all the other pools would have to follow. It’s probably too specific to be made an inherent like Fitness. I also think adding any kind of travel or defense bonuses to boxing/kick is a no-go since it’s a hard cottage rule violation. I can see why you’d want a new pool that has Resist & Defense powers available without needing “useless” power picks, so I would spend your effort requesting something like that (i think i’ve seen a few examples suggested already, i can link those here later. The issue is that many builds put a lot of value on boxing & kick, so you won’t have an easy time overhauling the whole thing like this. -
Making the "Weave" power more accessible
Ston replied to Shiro-Nethermore's topic in Suggestions & Feedback
My melee characters need boxing & kick to boost cross punch. They’re very valuable in those builds. The tohit/damage/recharge they give are really useful. But I wouldn’t care if i couldn’t put LotG in CJ. I take it for the jump speed + jump control. This change is never going to happen anyway. It’s been requested for years. -
Making the "Weave" power more accessible
Ston replied to Shiro-Nethermore's topic in Suggestions & Feedback
They give a tiny defense boost. The sets are much more based on their movement type rather than defense. SJ, Fly, Air Superiority, Jump Kick, Spring Attack don’t give defense. Evasive Maneuvers gives defense but is more focused on flight speed since you lose defense in combat. It’s a stretch to suggest the <2% defense boost makes those pools “defense” pools. You’re asking to make Boxing/Kick give the same value as defense powers… but defense shouldn’t be the focus anyway. -
Making the "Weave" power more accessible
Ston replied to Shiro-Nethermore's topic in Suggestions & Feedback
The pool is called “Fighting”, not “Defense”. You’re not going to get 2 pre-requisite powers that give you defense. Boxing & Kick are thematically appropriate. You’re putting way too much value on defense for a power pool that isn’t based on defense. May I suggest Concealment? -
Making the "Weave" power more accessible
Ston replied to Shiro-Nethermore's topic in Suggestions & Feedback
The t1/t2 of my primary set normally doesn’t have any value to me either by the time I’m lvl 50. Doesn’t mean I should get access to the t3 at lvl 1. Travel powers were mostly just a QoL improvement. Going fast was something everyone benefited evenly from. And this was over a decade ago. Tough/Weave are not the same in that regard. I have plenty of characters that skip the fighting pool because power picks were tight and I could substitute them with other powers/enhancements. I would have to respec most of them if this were to be changed. The only change I would agree with would be to make Boxing/Kick do more damage. But both of them already have CC effect, so I don’t know how much more you can ask of them for what they are. Should Tactics also be available without Assault/Maneuvers? I’m sure everyone would benefit from that but it’s a middle finger to anyone who spent time building around those restrictions. -
Making the "Weave" power more accessible
Ston replied to Shiro-Nethermore's topic in Suggestions & Feedback
You’re ignoring that Boxing & Kick make Cross Punch more powerful. You get bonus tohit, recharge, & damage. I get that not everyone wants to use CP, but you can’t say that Boxing & Kick have no value. -
Making the "Weave" power more accessible
Ston replied to Shiro-Nethermore's topic in Suggestions & Feedback
It’s not about power creep. It’s about completely changing the way the game works. Weave is meant to be unlocked. It’s like saying Scrappers should get Fire Ball without any other Blaze Mastery powers. -
What builds/power sets are able to tank/solo +4x8?
Ston replied to foosbabaganoosh's topic in Scrapper
Anything. The game is pretty trivial at lvl 50, I'd bet you 2 billion influence that any combo can solo at least some +4/x8 enemy groups. Caveats are enemy groups that have large amounts of specific damage types or debuffs (e.g. Cimerorans, Rularuu, PPD). Melee ATs are going to have the easiest time. -
That was really just an estimation but I could be off. I just know the first 3 missions took about an hour, not sure how long I spent on the last one though. I’m planning on running it again soon with Fire/Bio or Rad/Bio to see how it does with a little more damage. The AT feels pretty good though. I really like the opportunity debuff when fighting EBs and AVs
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Fire Blast / Bio Pylon Test - 1:34
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Fire Blast / Radiation Armor Trapdoor Test - 4:12
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They're just blasters with a little less damage and mez protection. Fight me. If you've done some cool stuff with a Sentinel, post it here! +4/x8 Solo ITF (No inspirations, no temp powers, no deaths) Dark Blast / Super Reflexes Sentinel (T4 Intuition Radial, T4 Ageless Core, T4 Degen Core, T4 Longbow Radial, T4 Pyronic Core, T4 Assault Radial) actual gameplay time was around 2 hours
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This is a buff for sustained DPS. I saw better ST DPS results after these changes. Might not hold enemies as long, but it will kill things faster. 11s is a very good recharge for proc attacks. You’ll still have good proc rates and be able to use the attack almost twice as often.
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Yeah, what @Maris said. This list just compares ST damage. Eventually Id like to do a test that compares their AoE clear speed. Might be able to get around to that soon! Water would do much better there, but Id still probably rank it average among Blaster sets since the ST DPS is pretty poor.