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Everything posted by Lazarillo
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Focused Feedback: Powerset - Electric Armor
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
That honestly sounds about right based on them to me, just with the caveat that having played winged characters and thus noted how low the theshold is for what the game engine considers to be repeatedly hopping up and down really is. In practice, the changes to Grounded's KB protection are not going to be meaningful from Live. This isn't inherently a bad thing. IMO, Electric Armor was already in a pretty decent spot and now it's getting buffed? I ain't complaining. But I'm also not gonna change my habit of sticking a -KB IO on my Elec Armor characters as the only really meaningful way to handle "drive by" KB when they're in transit. (One generally being enough, cause the big stuff mostly only comes when I'm toe to toe with something and not moving anyway. But if you're really curious, I guess, maybe actually try testing the effect on a winged character, specifically, so you can bear in mind that when wings are moving Grounded protection is probably not kicking on. -
Focused Feedback: Mercy Island RIP Precinct
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
While we're on the subject of this, anything that can maybe be done for that one building that's been burning ever since I did the intro to Mercy Isle arc back in 2019? -
I get that's the argument. The counterpoint is "not everything has to be an offensive boost for overall parity to exist". Ninjutsu is much the same. It's pretty disingenuous to call it a lesser version of /SR for Stalkers just because it doesn't have the extra damage Scrappers and Sentinels get, when Ninjutsu also gets a frackton of active mitigation tools that can combine with things like set bonuses and the like to do what /SR can and more, in a lot of cases, as a defensive set. Stalker Hide gets things that Scrapper Mask Presence does not. The idea that inherently must also give an additional offensive buff, specifically, in that or some other power is missing the point that the sets remain equitable for their respective ATs.
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In light of changes to Memento Mori, I'm gonna repeat a bit on what I posted last night: I'm not trying to knock that it can be used even when not defeated, but...why use it when not defeated? The heal is piddly and the control barely lasts. And then you need a 5-minute Recharge to use it again? I almost feel like maybe it shouldn't be usable when standing, because it feels kinda like a trap that you could waste by hitting the wrong button. That, or it needs hella more healing. I'm also gonna once again note that Devour Psyche is pretty underwhelming, and on Scraps/Stalks should probably trade an unnecessarily large AoE for some moderate (similar to a other melee cones) damage.
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Focused Feedback: Plant Control
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
The "scale" in Seeds means the Duration, yes? So in exchange for a (potentially) longer Recharge, and a much shorter duration, it keeps the range and target cap it has on live? Am I getting that correct? (Seems like a worthy compromise to me, if so.) -
Focused Feedback: Powerset - Plant Control
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
Likely. "Attempt to nerf farming indirectly in a way that doesn't really do anything about farming but nerfs normal/'intended-use' gameplay more" is kinda the HC mantra. We'll see anything and everything except just turning MARTy back on, for whatever reason. -
Did some playing around on a Stalker. Didn't turn things all the way up, just my normal of +2/x4 against a quickly setted-out character. Paired the set with Ice Melee, skipped Devour Psyche (more on that in a sec) and Aura of Insanity and hit a few paper missions. Notes: Survivability at this level of play is...fine. Even against Malta and their Lethal smacks, I didn't have any problems staying on my feet. That said, if the joke is gonna be that there's supposed to be a hole to Lethal, then commit to the bit and bump up the elemental resist just a point or two, so that they aren't also a "hole"...and the Psi resist! This is Psi armor, I should be able to easily cap that on an AT that has a max of 75%! As noted, I skipped Devour Psyche. This was a terrible mistake, because I've never felt so challenged when it came to maintaining my blue bar. There's some hunger, here! That said, I feel like (admittedly having not used it), DP needs something to add to the appeal, still, because there's already a Psychokinetic Barrier needing a the proactive clicking. Not to mention I feel like I should want to take the power for a benefit rather than just to feel like I'm built wrong without it. Maybe shorten/narrow the cone for it for the melee types (it's weird given how it's Sentinel sized...) and give some decent damage, on par with primary melee cones; the debuffs don't really seem meaningful in normal combat. Speaking of needing something, Memento Mori is cool (odd name choice, sounds neat, sure, but not very reflective of what the power seems to be doing? Maybe something more like "Death Resonance" would be more appropriate?), and I'm not trying to knock that it can be used even when not defeated, but...why use it when not defeated? The heal is so piddly, the control barely lasts, and the damage is something I feel like I shouldn't even be mentioning because why does it even do damage if it's gonna be that nonexistent? I don't know if this is possible, but my thought would be to significantly reduce the effects of the Adaptive Recharge, significantly, if used when standing. EDIT: Doing a little more playing with this, I just realized after numerous missions that I was fighting with Athletic Run active, which might explain the Endurance hunger. I still wouldn't mind Devour Psyche being more appealing, though.
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Focused Feedback: Issue 28, Page 2 - New Badges
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
I should probably hide my previous post; the MoM spawning changes weren't posted with the rest of the patch notes initially, so it just seemed like more stuff you had to get via RNG. I still think the way the badge is earned is franging stupid, mind. But I do agree with you that, in light of what else they did (and didn't initially advertise), it's a step (a very small step, but still) towards being mildly less franging stupid. -
Focused Feedback: Powerset - Electric Armor
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
It does feel a little weird for Electric Armor, specifically, since its mez protection ability is all about shrouding the mind from outside influence. Of the various sets, it feels like one of the ones that really should. Also, Terrorize protection really needs to be re-evaluated because unlike other typical holes, it's not one that can be compensated for with IOs/pool powers/other reasonable failsafes. Both those points made, I'm still rather happy with the buffs it got. But it'll still pretty much remain relegated to my "farm Malta in paper missions" characters. -
Focused Feedback: Powerset - Plant Control
Lazarillo replied to The Curator's topic in [Open Beta] Focused Feedback
Just saying, this says more about how poor those higher tier powers are than the other way around. -
Like I said...I could see that being the intent, yes. But I also think that should be clearly stated, in-game, if it is. (It's also, admittedly, gonna kinda sour me on the set if so...it already feels a little like "We have Dark Armor at home.", but even moreso if it's got a hole to the most common type of damage. But I fully admit that's a 'me' thing.)
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Question because this is pretty nonstandard: Is Psychic Wall supposed to give roughly 50% more Smashing and Psionic resistance than Lethal? I know there's been a push to get more...creative with power effects but this is in defiance of basically every other armor set out there, and typically when sets do this sort of thing in doubling up against their "favored" element (like this does by putting Psionic resistance into multiple toggles), it's the doubled up ones (that is, Psionic here) that give less per toggle but more when stacked. I could see Lethal being conceptually intended as a weakness, or something, but I feel like that's so irregular that it should probably be somewhere in the description blurbs, if not for the set itself (like Invulnerability noting its lack of Psi protection), then maybe at least in the Psychic Wall power description? ...that said, I could also see this as two damage types getting flagged backwards in a database setup, or something. So some clarity would be nice, regardless.