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drbuzzard

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Everything posted by drbuzzard

  1. Yeah, but they already could before pretty easily, while resistance had it being a chore.
  2. This would be primarily a change for the resistance sets which honestly can make getting to that 90% cap pretty hard when you're only at 75% of the base whereas the other ATs which have 75% of tanker values only have to get to 75%. Of course saying 'have' isn't quite true, but you know how we are all. We don't have to be we do.
  3. I get more of a feeling that when Khelds get love they are getting revamping love not piecemeal.
  4. Oh certainly not. I also am lousy at pylons or the clears so I can't really measure this stuff worth a damn. On TFs I can keep the tanks at a pretty high level of damage boost (though since the tank nerf I have not really bothered). When it was a high damage edge case, I used it. I've gone on to other builds since. Altitis is a way of life.
  5. I have a couple perma soul drain tankers. It's not that hard to do. Though I should note that dark melee is nothing to write home about.
  6. Yeah, electric in particular won't really care so much about losing resistance points since it's the strongest set for that (unless you're fighting the weak spots of toxic or NE). Though really I'm moving everything to UM anyway.
  7. With electric armor, it is pretty easy to get well past the caps for lethal, smashing and energy. If you work it hard, fire can cold can be done as well. Negative energy is hard to cap at best, so the crash will expose that damage type (psi can be closed, if you work it and maybe toxic if you really work it, but I never bother). Been a while since I messed with a SO build on the current electric, but iirc you can cap l/s/e all if you take toughness. With set bonuses that means you are way past the caps. If you're really concerned about the crash take toughness and you'll be overcapped for the most common stuff.
  8. I believe the Devs have said they will be taken up again after the Holidays. They wanted to put them out when there's a lot of time for them to be tried.
  9. I expect the people who are worked up are procced up, so they do a fair amount of damage even during the crash (lots less certainly, but still dealing it out).
  10. OK, so I tried out the equivalent of a live character on test. This is a regen/spines tanker. Did my usual drive along the walls of Cimerora killing off romans. The set felt more quick which is a definite change for the better. I have a few spines characters and to be quite honest I don't play them much because the set just feels slow and really doesn't seem to kill all that fast. This set of changes does seem to improve those things in a notable fashion. I would probably advocate for a drop in lunge animation speed if possible, but that's about the only change I could come up with.
  11. It is trivially easy for SR to get the numbers you mention since people do build for incarnate content which is 57% (probably SD as well, but I haven't looked at that as much). Getting to 110% resistance will be very set dependent on what particular damage types you are concerned with. Fire for fire, Inuvlnerability for l/s, or Electric or energy are already there. You can probably pump up l/s on most of the resistance sets to 110% by adding toughness (tanks generally don't need it anymore unless they are not a dedicated resistance set). However that will cost people their proc slots which ultimately is what this comes down to.
  12. The 'a small bit of regen, absorb or max HP' which people bring up is always a bigger deal than is implied in that sentence. It all requires testing and coding. Do you imagine it is a magic wand being waved or something? A lot of work is happening behind the scenes before something hits Open Beta by unpaid volunteers. There are reasons and considerations behind those choices. Do I know what they are? No. Do I automatically assume they are wrong? Also no. You can dislike those choices, and ask for them not to be implemented. You can also make suggestions. However expecting the process to be any different than how it has worked is quite unrealistic. Keep in mind every time people freak out and trash a change so it gets pulled back, all that work that went in just got flushed. Everyone who put time into that had their effort flushed. You know that T9 change which everyone took a dump on? I wouldn't hold my breath on it being addressed again any time soon since the people who did it didn't like being crapped on. Bravo.
  13. I admit my phrasing is a bit convoluted, but so is the logic in question.
  14. You have your math wrong. Very wrong. I'm on the Unleashed Might side with you, but math is math. Say I have a tanker keeping Bobcat's attention on a Tin Mage run. She hits me for 3000 damage, and my 90% l/s resistance drops this to 300. If I have a rage drop of 20% and I was right at the cap, I now have 70% l/s resistance and I take 900 damage. That's a 200% increase in felt damage (300 +200%= 900). Ok, now the defense side of the math is a bit more complicated. Base chance to hit for a minion is 50% with a minimum of 5%. People thus build for a 45% defense softcap (leaving out incarnate play). The floor numbers vary for other enemy classes, but the 50% is the top I believe for normal play. Hence you have mitigated 90% of incoming damage when you softcap (for minions). That's how the defense/resistance parity can be calculated (we are not going to address carried debuffs and such). Current state is you lose 20% of defense on a rage crash. Thus your 45% goes to 25% defense. That means half of the damage (remember, 50% base) is mitigated and you are taking an additional 400% damage. With the change and dropping only 10% to 35%, you are taking 15% (we start at 50%) and thus are taking 200% more damage than before which is parity with the resistance sets.
  15. Apparently you don't recognize that people who want toggle status protection in SR exist. I dislike click status protection in all cases. While I do have SR, SD, and Ninjitsu characters, I don't play them. I don't need Master Brawler to have extra stuff for me to be happy with it. Would I like shiny stuff included? Sure, more toys are nice, but I don't know that such is justified. Convenience is a value on a power. You don't like secondaries with all toggles, fine. I am quite fond of them. Unless you're a big SR sentinel player (not the biggest chunk of population to be quite honest), there are zero negative effects of this change on you. In fact, Practiced Brawler is getting a buff to compensate that it is a bit more bother (admittedly it is a small buff). Sure I dislike the sentinel change, and I have a sentinel with every primary/SR, but it won't destroy my builds, though it will be some bother. I just find it odd that somehow there's a huge sentinel fanbase speaking up on this when clearly there isn't one for anything else. That fanbase is killing the Master Brawler extension to other ATs. That's where we are now. It is dead and in the ground. The options on the table (and already chosen) were Practiced Brawler with a small buff, and click status protection available (with a nerf to the sentinel version), or status quo. That's it. Nothing else. During a beta you can ask for number changes and have some chance of getting them. You can also ask for revamping of powers which are on the table, but that will just result in the option being removed from the table. Personally I wish they could just give us Master Brawler for the other ATs and leave sentinels their unique secondaries. That wasn't on the table either, so I was willing to take the option set before me which I preferred and it had some downside (SR sentinel nerf).
  16. So making the power easier to use for its stated purpose has a penalty for using it for purposes which have nothing to do with the stated purpose is the problem. Good lord I'm glad I don't develop for this community.
  17. I'm curious if people actually tested the tweaked consume. I cannot understand why people are upset with the changes since in practice they drastically lower the recharge which is what the power always needed to be good for actually refilling endurance. I did my usual 'beat up cimerorans on the wall' routine and I had consume available pretty much any time I needed it. I do not find that to be the case on HC live. I didn't pay attention to the HP boost at all.
  18. Given my druthers, I would like every AT except Sentinel to get the changed SR (master brawler in that form), and Sentinels can stay the same. I was looking forward to toggle status protection so I could play the set with perma hasten without workarounds or having to remember to click it. If that is not to be, I will just skip SR on any build where I would like hasten (which really means I won't play it much). I have a SR tank, and I suppose it is durable, but meh. This was one of the things in this update I was looking forward to. Heck, I personally could take sentinels taking the hit to make master brawler generally available (and I have a lot of SR sentinels). However that is not the general sentiment.
  19. Umm, did you miss the Unleashed Might part where they did buff the attacks? It's pretty clear that double stack rage is the issue. A while back they tried to get rid of it and the caterwauling was immense. This time they are adding a bit more balanced penalty to it, and then buffing the set if you opt away from it as people have requested since the commercial server days. People can keep their pretty much out of line double stack rage, but they won't get extra toys. Those toys are are people who don't try as hard to break the game. I'd suggest people also understand that this is still beta. If the penalty adjustment is too far out of line, they can adjust it. That's what beta is for. The number is not carved in granite. Personally I don't think it unreasonable.
  20. Now if they just had a toggle status protection option...
  21. I'm in the camp where the T9s should fill gaps in defenses, not just pile on more of the same. I guess I can accept that in an SO world more defense might be OK. However I'd prefer if Elude was made into a resistance power for when the excrement is really hitting the ventilator and you need both kinds of mitigation. This would be likewise for, say Power Surge in electric armor, which should be defense instead of capping resistances which are likely already capped.
  22. Yeah, there has to be a tradeoff. Given that chain induction just became a 'real chain' which makes it a bit weaker, I'd trade that out. Though as you say it would be hard to make a smooth attack chain with this long recharge and animation.
  23. I am more under the impression that they just didn't know what to do with the ATOs myself. They just threw something at the wall and didn't much care if it stuck. Would be nice if they improved them, but let's be honest, a number of the ATO procs are pretty bad on other ATs as well. I think they have bigger fish to fry than fixing ATOs.
  24. I gleefully look forward to the expansion of master brawler coverage. I hate, loathe and abhor click status protection. I will miss sentinel master brawler however.
  25. Can't argue with this. That animation feels like molasses pouring outside in winter.
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