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MrAptronym

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Everything posted by MrAptronym

  1. Agreed, It is an odd change to make while everyone is testing the feel and damage on tankers and controllers specifically. I am not sure to what extent these regen changes will have a real effect on clear times or feel, but any effect is certainly is pushing on the wrong end of things. I assume this is to set up for other changes, but in a game with a meta often defined by massive, arguably problematic, burst damage, amping up regen is harming the ATs that do the least. Have not thought about how impactful this change is my gut would say not very for most content, and obviously the hit to creepers is real, but it is worth thinking about. In the harder stuff, going solo (which I assume many are testing with) it could be a real kick
  2. I think this is much easier for sets that are heavy on active clicks. For protection focused sets, where there are a lot of toggle/auto powers, it becomes much more difficult. You can skip attacks once your chain is fairly seamless, you can have enough control, even buffs/debuffs compete for your limited time. In armor sets, nearly everything contributes towards more survivability, and very little has an opportunity cost in combat, so the only easy skips are situtational powers like T9s with crashes, or rezes or just flat out bad powers. More survivable is usually better, regardless of form, and it would be hard to balance the game around a power point of players being so survivable that they would rather lower their sustain for more pool powers. If it doesn't come at an opportunity cost in combat, why skip? Endurance has been tried, but this clearly frustrated players a lot and is usually eventually circumvented, leaving it just a set that is unpleasent to use without extensive planning. (Haven't played dark armor in like 2 decades, but that is the general experience I have heard) I still like the idea of powers each having a bit of a niche so they feel unique, but I think armor sets are a particularly tough spot to balance power choices. In this instance, splitting the +HP does serve a purpose to lower the delta between dull pain and no dull pain so that perma-DP isn't as appealing a build goal. I think these changes make sense and I like the new regen... I do wish I had a good solution to make power choices in armor sets more dynamic though. I don't think making sets more full of situation choices, or making every set super clicky is a good design, but I don't see another way haha maybe if pool powers were much more enticing, that could draw people away, but that comes with its own problems.
  3. I don't comment on the Forums much, but I popped on to give a short test with Regen on a tank (It has been a wish of mine for many years). Very basic, no thought out build, soloing. I am extremely happy with it. I have always wanted a regen that was functional, but still felt mostly like it was working off of regeneration and +HP and I think this hits that. Reactive Regeneration feels great, half the +HP being moved to a passive to make a lower recharge build not quite as unappealing, and I appreciate the debuff resistance, it is a minor (Besides -regen res) but neat and feels on theme. It still feels like regen, I get to see my big HP pool ticking up. I only played around for a short time with no teaming, but I felt pretty competent without being overwhelming. With this and the controller changes, I haven't been this excited for a patch to hit live in a long time! Now I just need to debate on a secondary...
  4. My heart goes out to those close to her. She will be remembered and missed in the community.
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