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VashNKnives

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Everything posted by VashNKnives

  1. Regarding detoggling auras, I wish that it would be ok for them to just suppress..... I have blasters and blappers and appreciate different playstyles and the inconvenience pre-clarion. One of my mains is a /fire blapper with the auras and when you finally get mez protection it does make things notably less frustrating. HOWEVER, I love detoggling enemies with hurricane so it's a bit hypocritical of me and we shouldn't reduce the NPCs difficulty as there have been many requests to increase it. Although some could argue that detoggling damage auras doesn't really equate to higher difficulty for PVE. I do see it as one method the NPCs have to screw with and slow down player progress. I mean shutting down any damage from a damage dealer is a delay tactic that could in some, unquantified by me, equation make a difference.
  2. Bug or Feature: Voltaic Sentinel detoggles on instance change? Also should Voltaic still accept pet I/Os if it is a toggle? I really like the new Shock mechanic!!!👍 It has to be the main reason my defense toggles never dropped even though my end use was almost the same as my recovery and I only use offensive opportunity. Also, I hadn't really played a Sentinel since 2019 but I really like this new E3 I built today. I recall that Sentinels felt weak to me coming from blasters/scrappers/stalkers previously but at least this build with SHOCK is super fun and epically solos +4x8 - sometimes grabbing 2-3 groups. Missions I tried so far - will try the new difficulty settings next: Infernal - Maria arc - +3x8 - only musculature Malaise - Maria arc - Brickstown - +4x8 - added the other incarnates Talons - Orb Mission - Dark Astoria "radios" - +4x8 Banished - Dark Astoria "radios" - +4x8 Only defeat was with the first group of Malaise when I remembered (rudely) that the Seers chain terrorize. After that it was all very easy with minor use of support incarnate powers or inspirations. I'll put the electric/electric/electric Sentinel build below if you want to see/use it - just beware that its a rough draft by someone who hasn't played Sentinels.
  3. I agree with other posters that reactively using PFF is fine if you like to keep an eye on your defense anyway via monitored combat attributes. If up against debuffing enemies it gives you time to outlast some debuffs/counter with inspirations/pop another power/leave the fight. I think it is balanced nicely with hibernate, which heals but roots you and doesn't take a defense I/O. However, I believe I have had it detoggled maybe due to endurance sapping, and like others have said, cascade failure is still a thing. Don't wait until you are deep in negative defense numbers to use it.
  4. It would be good fun though and spice things up for us without being goofy. I also would enjoy some sort of bounty system to make being a vig and rogue more engaging on this type of server, more incentives to go grey on alignment as well as more pain.
  5. I think it would be a low-pop server if you make it too much of a chore to buy I/Os and build characters. But I think it would be a great place to play and team if it wasn't treated like a test server. It would be aggravating to play hard mode if purple enemies suddenly fill the area because of untested bugs. Going through a couple team wipes due to unknown "features" if death is quicker or penalties are harsher would likely send folks away (old school PVP frustration flashbacks....). Also, we should consider if another server further splinters the live server populations - creating teaming droughts for those servers. Also, cost of adding another server may be an issue.
  6. I haven't looked at every post in the thread, but a thought I just had would be for the devs to simply add a proc cool-down timer or stacking-limiter mechanism per character. I think that this would be a potentially annoying way for the devs to tweak proc monster builds. So... if they datamine that builds just shouldn't be able to have 15 procs per 10 seconds firing then they could break the PPM formula with the added stipulation of something like 3.5 PPM unless a stack of any 10 damage procs for that character have fired in the last 10 seconds at which point damage from procs is halved until or whatever until the stacks fall-off....with stack timer or condition to allow further tweaking... blah... I don't like this approach simply because it is even more complicated, but I am just trying to add more ideas that would still allow proc bombs and build choices.
  7. In my humble and also not expert opinion some but not all debuffs could use buffs 🤣 How is that for a weak answer? End drain is so niche that I can't believe anyone loads-up damage powers to attempt a zapper build without actually having dedicated zapper powers already, but a big buff to some draining IOs like tempest could be too exploitable because ranged damage powers are common. Same with tohit debuff except tohit debuff is much more universal and helpful for mitigation if you balance it with some defense -- making scalpels the preference vs broadswords. Just my 2 cents, big changes tend to bring **different** problems vs solving everything. Also, unless completely broken I personally don't like having to get a PHD in a whole new system and respeccing all my characters...
  8. Please use ultra-precision laser scalpels. I don't want major game features to feel pointless. The addition of IOs to this game was a major bonus. Enhancement diversification may have also been seen as needed but boy.... let's just be careful. If damage is the issue with certain powers using certain types of builds then please just deal with that. Deal with the outliers, don't nuke the system. Buff what is needed and nerf carefully. Also it'd be nice to have some in-game UI help with proc formulas especially if special tweaks start flying around. Being required to find posts or help from mathletic players to know if the thing you are doing throughout your build is actually worse than simple slotting to ED DR soft caps is not immersive and I think that really is where this starts feeling unfair.
  9. It would be neat if unstoppable just ironically stopped your HP from reaching 0 for a short time no matter the incoming attacks and had no extra crash. Then before it wore-off you better have a heal/insp ready. Seems like it would be easier to balance than messing with recharge/resistance/defense. As some added flair it could also make you immune to slows and recharge debuffs.
  10. Rain of Arrows... it looks so epic and performs equal to my expectations on my arch/fire blaster that I fully recreated from live.... maybe it is the combination of melee range, things on fire, and epic aiming as enemies run in terror... I am genuinely disappointed when archers in other games can't do a powerful rain of arrows. 😪
  11. From the first time looking at Sentinels I thought the team dynamic of the inherent could use some help. My current migraine induced thoughts: Add stacking team aura for each Sent that gives teammates very small +mez prot/def/res. Add short duration personal AoE target cap/range buff to Sents that just used 2 consecutive single target attacks.
  12. It is just so much easier to proc a Defender and hit higher effective defense due to AT modifiers. I was concerned about missing scourge and corr damage also on the ta/water but then I actually whipped-up the builds in Mids. I use all of TA for that def but it does very nicely at +4×8 solo incarnate content. I put the build here. It could be AR, but while ar/time does a nice job also, I spend more time concerned with survival. That is why the Defender ATOs help so much since neither set has a heal.
  13. As a 53 ta/Water def and 53 ar/time corr, I would do ta/ar b/c debuffs and Defender ATO procs. That new TA is really very fun.
  14. Isn't that like how Traps' poison trap used to act before the original devs fixed it. I know I was one of the complainers back when that was fixed... It was a bigger AoE and such... it was definitely not WAI but I and others loved the ability as it was. I recall it took some time to get over that fix and don't think some folks ever did, although that fix was the right thing to do. Burn will likely cause a greater outcry as would some other fixes. I don't know where I would draw the line. I would prefer effective nerfs to be offset by buffs b/c people love feeling strong and pretty ... I don't envy the devs.
  15. I'd love for CM to be an AoE, but also would be OK with a longer duration. Currently on my /emp MM I CM with Fort mostly. Which I know is a waste for many ATs. I do try to CM squishy ATs separately that don't get Fort as a priority but catching everyone and keeping up with it all is a major hassle that may or may not result in benefiting anyone depending on mobs encountered and the roll of the virtual dice.
  16. Ok - Thanks , I don't suppose the flipping could waste server resources or falsely flag someone for something? Well... I think I've wasted enough of your time Bopper... Thanks for your help. Honestly, IRL, I'm fairly well respected as a highly technical person in a very technical career in a large corporation but here on the forums I'm pretty dense. Feedback for Infiltration and Stealth... I really like them. Stealth getting a defense boost in combat to equal CJ really puts it out there as a contender. Infiltration buffed by enhancements is quite nice also. This pool is great for my MM that needs to drag her pets in to melee during high level play where she can't afford to risk leaving body guard. Not to mention misdirection helping drop aggro and also buffing the pets' offense. 🙂 Looking forward to this on live.
  17. Yes, I think the lack of slotting was the issue. I threw in some defense and the flipping seemed to stop. I threw in just a kismet and its flipping crazy again 😛 BTW, did you see in that screen the two sprints? EDIT: Flipping seems to happen even with defense in infiltration - if infiltration was turned on after athletic run
  18. They flip between each other - back and forth in the attributes window. Also, they both are consuming end even though only one is giving you a buff. I think it would be better to make them detoggle the other. Less confusing.
  19. Infiltration and Athletic Run replace each other instead of stacking according to combat attributes. Is this WAI?
  20. Am I imagining things or did enemy mez durations get tweaked? I was running Creys Folly and letting the Freaks and others hold/stun me and mezzes seemed to wear off very quickly on two characters (lvl 35 and 36 ) edit: it must be some sort of cheat that I'm not aware of - I'm too tough on those characters... I'll go read and look around at the menus edit2: I'm going to go with it all being in my head.... I didn't record numbers and am not committing to testing correctly, for instance: a petless MM just spamming healing aura in front of one 36 smasher boss and one 36 super stunner -on test was easily healing back to full over and over -on live must have had an unlucky streak Anecdotal "feelings" are not really good for this part of the forum 😛I apologize for raising any concerns.
  21. Hey, nice changes overall. I just wanted to note that an old bind I've used since live doesn't seem to work on test: /bind z "powexec_name fly$$em flypose1$$em flypose2$$em flypose3$$em flypose4" Is there another way of doing this? Also, I used to have to do something like so: /bind W "+forward$$powexec_toggleon hover" I'm guessing I'll need to update those characters with something like: /bind W "+forward$$powexec_name fly" However, using powexec_name like this is not ideal b/c the game gets confused if you're activating other powers and then all of a sudden the action you want (ie for fly to only work when you press W) is reversed (ie fly turns off when you press W). Is there a way around this? I liked the bind for reducing the likelihood that I'd leave fly or SJ on during combat and waste endurance. Also, I should note that I logged out and then back in after a few minutes to brainstorm and had double hasten and double domination for a while.
  22. Yes, I agree 🙂 And I guess it is just part of the game that other power combos would value it more. Seems like a balancing point to me... not saying Widows, tankers, or even Trick Arrow wouldn't love it also. Not saying it is balanced either. Just saying it was nice to throw those empaths a bone.
  23. And so they may or may not value RoP as much as the ones without any mez protection? I honestly don't understand your point @macskull
  24. I respect the devs and the hard work they put in this passion project 🙂 I don't agree with the RoP change (or at least the timing), and hope that the origin pools can be buffed and expanded sooner rather than later to continue to spice-up this already spicy game... Meanwhile, I'll just be thankful for the other options we have to enjoy different types of play experiences.
  25. My limited experience using RoP reactively makes me want an Absorb or small Heal added to it since mez drops toggles that may be needed for survival (thinking of debuffs) and you need time to re-anchor. I realize that other ATs can just layer good pool powers on already good survival but at some point focus on defense impacts potential dps. I am currently taking it slow leveling this Rad/DP/soul Defender doing arcs I don't usually do. However, at 35 with RoP fully slotted I believe that this character will struggle more than most of my many other squishy characters without RoP if I try to use RoP instead of clarion and then if I do get clarion I would do better just using insp than keeping RoP. I wanted RoP because it is a thematic origin pool and was hoping it would allow more incarnate build choice but even with it at 90 sec I am considering a melee hybrid rotation just to keep other destiny choices on the table. I suppose that devs concern themselves with min/max mindsets and while I casually min/max I am not interested in breaking theme to solo AVs and GMs (not saying it is always necessary to break theme). When there was no Homecoming I played that other game where you can pick any power and I know that pool powers have to be kept in check. However the way origin pools are restricted to one in conjunction with the prerequisite in-pool picks there should be sufficient controls in place to allow tier-3 origin pool powers to shine and attract players.
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