Riverdusk
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I think that was the old value. Actually 1.1 now. Very close to blaster level at this point, way ahead of defender. https://homecoming.wiki/wiki/Damage
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I've learned to depend on the SG base +20% recharge buff. That way you need 'only' about 105% global for perma dom without needing hasten at all. But really 105% isn't THAT hard to get in the end and is actually slightly less than you need for perma hasten. I still end up getting hasten usually anyway, but it does take the stress away of having to always remember to click it every 2 minutes while having dom on auto. Once I build dom the initial time I'm set, for 90 minutes at a time that the SG base buff lasts anyway. At least I can taking a friggin bathroom break without losing it. I can understand why some wouldn't like to depend on a SG base buff though.
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Cloak of Fear - Afraid rather than Fear?
Riverdusk replied to Razor Cure's topic in Suggestions & Feedback
Can't say I noticed this really on my ice/DA stalker, but then again a lot of times in that case they are slipping on ice patch instead of running. Part of it might be that from what I've read things can have the 'run' behavior trigger if they are hit by a bunch of attacks in a short period of time (including dots). Spines does have a lot of dots. They will also run if they get low health and in my experience damage aura's like death shroud make me end up with more runners since they slowly tic health away instead of taking it in big chunks. Do you notice they run as often or not if you don't have CoF on? Looking at City of Data: Both CoF and fearsome stare list "terriorized" as the effect, not 'afraid'. CoF's effect also only lasts 3 seconds, so I'd think they'd only flee for 3 seconds if it was that. Makes me really think it is just the normal annoying flee code that mobs have built in. -
This is correct. Boosting those isn't a good idea if you exemp. Even though it is a single piece, the 7.5% recharge buff acts like a set bonus, not a proc (it even shows up in your personal info under "Set bonuses"). You could do it as a level 25+5 to still keep the recharge down to 22, but looks like that is a slightly worse way to go for the defense component.
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I wouldn't mind at least some of the support powers being looked at in this way and/or with lessor effects. There's a reason why a lot of support sets I only play as a MM. At least then when solo I still get use out of them.
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Definitely agree with both you and @Snarky. I really wish they'd let us color customize the domination effect. I can make it work well enough/ignore it on my plant/psi, but I did try a dark/dark dom once and it did feel really weird to constantly be breaking out in rainbows as a dark dom.
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Dislike: Tank - Solo I don't see the point and on a team I don't like the playstyle Blaster - Feel too one dimensional and too squishy until you build them up Defender and to a lesser extent corruptor - Feel like they don't have either great damage or great tankiness. If I want to do a support I'd rather just do controller. PB/Warshade - too fiddly Favorites are: Controllers - Safe but slow early which I find fine and later they can be good damage (at least the sets I play like plant, illusion, and the new electric, still need to try pyro). Scrapper/stalker - For when I want to melee, plenty tanky enough for me and very good damage. Mastermind - For when I'm in the mood to be chill actually (I just don't crank up the difficulty too high when I play one). Newest favorite recently promoted from my so-so list: Dominator (Plant/Psi in particular anyway, I'd say it definitely....dominates....pretty much anything I throw at it. Ended up loving the changes that were made to plant control after initially being skeptical). So-So: Brutes/veats/sentinels
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True, but even a slight buff to movement would be welcome. Don't even mention rikti monkey gas, lol. The absolute bane of my MM's. At least with caltrops or fire patches they actually tend to not run that far outside the patch. Rikti monkey gas though....they run and run and run. I think because the effect lingers on them even after they leave the patch? So they keep on trying to run from it even though the effect is actually 'stuck' to them. How it seems to work anyway.
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Reminded me, more than once I've posted the #1 improvement wish I had for MM's was to give them a movement speed buff. Honestly more than their damage or survivability. Solo I'm constantly having to wait around for them to catch up. On faster moving teams by the time they catch up often times everything is already dead. It is probably the #1 thing that frustrates me about playing one. Agreed that it is sad to see that still isn't addressed.
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Since how good arcane bolt is on a controller is being brought up, I'll bring up my usual advocation (and my pet peeve) to improve controller's single target immobilize powers (that most controller sets get). If they took at most a couple of seconds instead of taking 9 whopping seconds to tic their damage, arcane bolt wouldn't be such an obviously better choice if you are looking to add some single target range damage on a controller. They'd still do less damage (in exchange for also immobilizing) compared to arcane bolt, but at least they'd be a little more competitive.
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Yep, probably one of the most suggested changes by players I've seen is to just allow us to slot the ATO's into one or more of the MM personal attacks. The enhancement values would also then actually make sense and be useful. Instead we go this convoluted route of allowing us to just stick them in the tier 7 where it doesn't even make any sense for a lot of them. I guess they thought it'd be more 'fair' if every set ended up with 1 extra ato slottable power. Personally once every set gets an extra one or two I think the 'advantage' of that has diminishing returns so I don't think it is such a big deal. I'd rather have the ato set enhancement values actually be useful and have it in an attack or two.
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i been going against my own advice and i been hating the archetype
Riverdusk replied to kelika2's topic in Mastermind
This part I scratched my head at. I found necro/cold MORE sturdy than thug/cold. If nothing else everything in necro can heal themselves (including yourself if you take life drain) so they and you are less prone to getting taken out by those auto hit powers mentioned (or very high accuracy mobs). As mentioned you can get their defenses close to soft cap, plenty of -tohit to quickly fill the gap, fog helps fill in some of their resistance holes (energy and fire), and you can flood the zone with the sheer number of pets (soul extraction is up WAY more often than gang war and you have specters also out there actually taunting even more heat off you and your other pets). Necro/cold was one of the stronger combos I've tried. Honestly I even liked it better than the classic necro/dark that is so popular (also good though for sure). -
Open Lettur from Disgruntled Player regarding Plant Control
Riverdusk replied to Nayeh's topic in Open Beta Testing
Just leveled up a new plant dom over last couple of weeks and have to say I'm very satisfied with the changes at this point. Spirit tree is definitely the biggest win, especially if solo. It is a great opener and tends to clump the mobs who you can then use seeds on. That actually solved one issue I had with seeds. Often it was hard to hit everything or even almost everything in a group with it when mobs start spread out (which is often on some maps). It would then aggro the whole group and all the ones that weren't in the arc would fire at you. It is easier now to hit the entire mob with seeds or at least most of it, although you do have to wait a bit for tree to work its taunt magic (and stealth helps). It is less useful in a quick moving group and I often don't bother in that situation, but still much better than it was. I wish triage beacon would get same treatment. Not seeing the lack of tentacles for creepers that some people were reporting. Seem same as pre-change to me now. It has always a bit funky of a power in my experience in that sometimes you'll cast it on a mob and tentacles will take a few seconds to show up, other times they show up right away. A bit less damage without all the procs sure, but it is still decently good aoe damage. Of course not as big an issue on a dom with the damage secondary. Spore burst and vines still skippable, but better than before. I ended up taking both and get some occasional use from both. Spore burst was more useful lower levels, vines more useful later when you have a lot of recharge. Plant use to be insanely good at a very low level. Have to say it was more of a struggle at lower levels for sure due to how short seed's duration is now at that level. However, once a bit higher level and fully slotted it smooths out. I do currently like plant better on a dom than controller have to say (use to feel the opposite). Between a bit less damage plant itself has now, that the contagious confusion proc happens much less often (not needed on perma-dom anyway), and the extra safety I feel it has now with spirit tree (lets you be more aggressive as a dom), and that there are just more control powers worth taking now for dominate to shine, all tilt toward dom over controller for me. I'm also an alt-aholic, but right now my plant/psi dom has actually become my favorite character (vet level 8 and rising). -
All depends on what you want for the character as your main goal. For a dominator or the example already given of an illusion controller I want recharge, a lot of it. For a shield armor melee character I want to make sure I have 45%+ to all positional defenses (aoe, melee, range). Once you hit your main goal and you still have slots/sets to use, you can aim for secondary goals. After I got my recharge where I want it on my dominator I look at adding a little bit of defense. For example, no matter the character I like to hit 20%+ minimum defense overall so that I can at least cap with a medium purple inspiration in a pinch. Also, there are some special IO's I like to add to pretty much every character as well. The steadfast and gladiator armor +3 defense, the reactive defense and shield wall +resistances, the panacea +hp/+end, the performance shifter +end, unbreakable +7.5% hps, numina +recovery/+regen, miracle +recovery, winter's gift 20% slow resistance. Often preventive medicine absorb proc.
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Most likely they used the same sound from another power. As @Maelwys noted probably earth armor's minerals power. I've often had to do some trial and error until I find the right one for the sound that is bothering me.
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Domination means being able to smile at your teammates at the end of posi 1 when facing the mirror enemies and they say, "we should pull". I pop domination (which I've been holding for this moment) run up to the mirrors with seeds and confuse them all (insert any aoe control really). After they are easily destroyed the team leader laughs and says "nice pull".
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Hardmode TFs - Confuse Protection
Riverdusk replied to brass_eagle's topic in Suggestions & Feedback
You are right the ones you hit with it notify doesn't matter. It is the ones you miss. It is also more a challenge to avoid at least some strikes from a mob before you can actually confuse them when the power is aggro. Wasn't 'trying' anything, not sure what you even mean by that. Actually have no problem with the changes made to seeds in the end and if anything I find it even better now than before, for my playstyle anyway. It just needs slotting to be good now where before it didn't even need to be slotted. I love the adaptive recharge that was added so that I don't feel bad 'wasting' it on a smaller mob. Only change I ever really complained about was them lowering the target cap, which they reversed. Very happy with where seeds ended up. -
Hardmode TFs - Confuse Protection
Riverdusk replied to brass_eagle's topic in Suggestions & Feedback
Unless I'm misunderstanding something, I do think it's funny that I saw people specifically blaming seeds of confusion for the hard mode change (and cheering on seeds being nerfed because of it) and per Cobalt it was actually due to confuse powers that don't aggro. Seeds does aggro and always has, from long time personal experience. Also, it's CoD entry: Notify Mobs: Always Mind's aoe confuse is the one that doesn't. -
Thanks for the idea. Going to try this. To fix the accuracy and recharge weakness it ends up with think I'll drop the ice mistral endurance/slow piece and replace it with a +5 gravitational anchor Acc/Rech. Still get the recharge set bonus with 5 ice mistal pieces and with the boosted acc/rech purple piece it ends up with very good stats and still a damage proc in there.
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My experience has been the same. That I can't take a name with another account for a short period of time. It has always freed up after a few minutes though. I figured it was an on purpose brief hold exactly so someone can't jump in and 'steal' a name right as you are deleting and rerolling or whatever.
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Not sure if it is feasible, but maybe they could do some kind of diminishing returns on the same target being hit with more than one vulnerability? I remember the original devs once stated they'd wished they'd done that for all buffs and debuffs in the game as multiple buffers/debuffers kind of break the game and become VERY powerful. I was always happy they didn't do that as I liked that this game was different and that "all-support" teams could be so powerful. But I'd take diminishing returns over the way sents are now with not allowing any stacking whatsoever. Edit: Just noticed @LightMaster brought up the same idea.
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Chance for build up proc in a buildup power?
Riverdusk replied to cohRock's topic in General Discussion
Probably the most useful of all on a stalker. Put it in their build-up (along with their proc that auto recharges build up quite often) and you turn into even more a one shot death machine. -
Corruptor secondaries + Dominator secondaries (a humble request)
Riverdusk replied to Troo's topic in Suggestions & Feedback
So basically a corruptor with quite a bit less AoE since Dom assault sets are definitely not known for great AoE (example: fire assault doesn't even get fireball). No nuke so losing even more AoE. Instead some melee attacks which would put them in more danger and require more running in and out of melee. No scourge on top of it. A lot would of course though depend on what base damage mods this new AT would get. but I doubt they'd get particularly high ones since they'd have a 'support' set. They'd need something else special to make them interesting and worth the trouble imo.