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Posts posted by macskull
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Black Hole applies "only affecting self" so yes, you're stopping their buffs from affecting anyone.
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13 hours ago, Jacke said:
But the Cage Powers in both Force Field and Sonic Resonance aren't autohit, so they always have at least a 5% chance to miss. What happens then?
Then you take the L and you only get to cage one of the towers instead of two, and it takes you a little longer to finish.
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1 hour ago, Snarky said:
do you have any examples of what fights you are talking about, the enemies, why this "stacked intangible" works, what other intangible powers they stack it with? and, most importantly, how does this benefit the person/team? how do they finish the fight? how does this make it better for them?
I can think of one encounter where intangibility is extremely useful provided the entire team is on the same page, so not something you'll run into with a PuG.
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1 hour ago, srmalloy said:
And it sounds a lot like another case of "you're not having fun the way we want you to have fun, so we're going to change the way rewards are handed out to encourage you to have fun the right way." I'm glad it went nowhere; I would have to think back a long way to a Hami raid that defeated all four blooms; even in the raids in the Hive, the most common was two blooms, with three blooms rarely.
Eh, I’m not opposed to the idea at face value, or at least the idea of a better potential reward for spending more time on the content. I’d rather see that happen than have the encounter’s rewards nerfed, which to be entirely honest I’m surprised hasn’t happened by now.
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1 hour ago, Jacke said:
On a Hamidon Raid, if all 4 Mito Blooms are defeated, there's a better reward table for the HO.
This is not, and has never been, true. It's an idea that was floated by one of the devs.
More on-topic: the ASF D-Sync rewards table was tweaked slightly sometime last year(?) so that the D-Sync enhancements which previously did not have a corresponding Hami/Titan/Hydra-O had roughly double the chance to drop compared to the ones that have the equivalent. When the hard mode LGTF was added the corresponding Hami-O's were created and those also have a higher weighting. It's part of why Provocations have dropped from 500m to 300m - there's more content that drops them and the weighting has gone up.
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2 minutes ago, csr said:
Whether the heals are resistable or not is separate from the Heal Res cap.
When discussing unresisted heals, the heal resist cap is completely irrelevant. It doesn’t matter all that much in practice either, since there are virtually no critter powers that affect heal resistance, and in the one common instance where there is, Absorb/Share Pain will cover anything the unresisted self-heals won’t.
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4 hours ago, skoryy said:
Weren't options already removed if the set was reliant on just two powers?
No? The set was already functional, if not particularly amazing, as a control set. Where it stood out was letting people clear through groups without having to roll yet another Blaster or Scrapper.
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57 minutes ago, arcane said:
it’s obvious the set is getting a net buff.
That’s not at all obvious. Clear speeds are slower than they used to be. The set is getting rebalanced to no longer be reliant on two powers to achieve its maximum performance, that much is true, but the result is the set’s maximum performance is lower. It’s an unfortunate set of changes that removes options for players.
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9 hours ago, csr said:
It is odd. Kheldians probably should have their Heal Res cap lowered so others can heal them if they're tanking (both ATs are listed in the "Tank" playstyle category during character creation).
Why, though? The only reason these changes are happening in the first place is because tester feedback said making armor set heals resisted would complicate certain content (namely Hami raids). Kheldian self-heals staying unresisted means nothing changes for them.
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1 minute ago, Videra said:
My guy, there are like eight PVPers. On what planet do you believe people were playing Plant 'Trollers and getting whined about in that setting?
The funny thing is Plant Control wasn't even a good PvP set pre-Issue 13 when Controllers and Dominators were significantly stronger in PvP than they are now.
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12 minutes ago, baster said:
I guarantee you this nerfs are rooted in pvp most likely.
I been playing games for 30 years and I seen this far to many times.
Devs are playing the game as well and if they are not having fun in pvp and think they are getting murdered to much by one thing or another they find a way to justify destroying pve to balance the fun for their pvp enjoyment.
Maybe I'm wrong, maybe I'm right. In any case nerfing toons, builds, powers to the point people stop playing it all togheder which offen happens in such cases isn't the answer.
If you think the Plant Control changes (or any other changes in the entire history of this game save one) are because of PvP, well... lol.
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Canonically it's at least 2023 in the game universe, so it looks like we already know what the city looks like 21 years later.
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2 hours ago, kelika2 said:
i mean, if you want kinetics to be left alone because of how easy it is to cap damage with a single caster 99.9% of the time just say so, but stop trying to convince me that the other powers are anywhere near the usefulness of fulcrum. especially with newer support sets shining harder
You could completely remove Fulcrum Shift and Kinetics would still be one of the better support sets for the reasons I outlined above.
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1 minute ago, Wavicle said:
Side note, I don't disagree with your other points, Electrical Affinity>Faraday Cage is also an ally buff with kb, repel, and tp protection, and protects the caster as well.
While true, Faraday Cage is location-based and will require continuous re-casting every 15ish seconds if the team is moving.
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On 6/8/2025 at 8:46 PM, kelika2 said:
lemme guess you think people still care about speed boost once their IOs kick in? the +recharge isnt needed if you already have permahasten
but you been around for awhile so lets assume you mean 1v8 fights and siphon power can- nope lore pets
people forget transfusion does not stack for -regen with the same caster
increase density has some use early levels but
we can stop pretending that there are other powers besides fulcrum in kinetics?
like
I'm like 99% sure you're trolling at this point but I'll give you the benefit of the doubt.
- Siphon Power: eh, sure, this one's kinda meh aside from stacking -dmg against a single target. I see a lot of people skip it and I don't blame them.
- Transfusion: it's not much -regen but it's something. It's also a pretty solid heal and a decent endurance drain.
- Repel: yeah, you got that one. Easy skip.
- Siphon Speed: an unresisted -spd/-rech power that gives the caster completely unsuppressed run speed. What's not to like?
- Increase Density: the only ally knockback, repel, and teleport protection power in the game aside from Clarion. A great mule for the resistance IO set uniques.
- Speed Boost: even if I don't need the +recharge I get recovery, slow resist, end drain resist, and unsuppressed run speed. Discounting SB because "I already have enough recharge" is crazy talk.
- Inertial Reduction: unsuppressed jump speed and height and the best jump control power in the game. A great mule for some KB protection.
- Transference: the other half of your end drain kit, and since you can't SB yourself it's what you use to keep your own endurance topped off.
- Fulcrum Shift: no explanation needed.
So, yeah, only 2 of the 9 powers in the set are skips and you can probably even argue that one of those two has a place.
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2 hours ago, Kai Moon said:
2. Unlike most mezzes, the immob magnitude is affected by relative level. Mag 2.7 vs +1s, for example. That leads to low magnitude as well as low duration in normal gameplay.
I am not at a computer to check numbers, but if the magnitude is affected by purple patch then the duration is not, and vice versa. It might be worthwhile to consider allowing immobilize enhancements if the actual succ duration is too short to be useful.
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8 hours ago, Snarky said:
because i am trying to learn how it works. and rest comfortably, i am bothered.
It would seem like you already are learning how to use it, and you’re learning there are some critters it doesn’t work with… which means in those few situations the power isn’t more useful than it used to be, but in every other situation… it is.
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3 hours ago, kelika2 said:
and nullifies the rest of the set, right?
If you think FS “nullifies the rest of the set” I have a bridge to sell you.
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Yeahhhhh I think people who look at Kinetics on an MM and then go “oh this looks like it would be really good” need to put me in touch which whomever is supplying whatever’s got them stoned out of their gourd. It can be fine when paired with melee-heavy MM primaries but most of the strongest powers being enemy-location-based means it takes an insane level of micromanaging to ensure the pets that need the buffs actually get them.
The reality of the situation is pets don’t benefit from recharge buffs, they don’t really need the movement speed buffs (if they’re in a position where they need to run that fast either they’re going to get teleported back to the MM via tether distance or they’re getting dragged through mobs and will probably die), their damage caps are low, and Transfusion and Transference can be tricky to utilize when needed.
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1 hour ago, Snarky said:
you are quite the impressive player.
Thanks!
1 hour ago, Snarky said:most of us will cast it, be a little shocked about who gets trawled, who gets intangible, how pissed the team gets, and will be kicked by about the 5th application
You shouldn’t be, there are very few critters immune to repel outside of AVs and GMs. In other words, if you cast new Black Hole on almost any cluster of critters you’re going to get the new succ behavior while those of us who use the intangibility effect on specific targets will continue to be able to do so. Everyone wins except the people who go through the game without bothering to learn how it works, and we shouldn’t really be catering to the lowest common denominator now, should we?
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3 hours ago, Shin Magmus said:
Why? Explain why without saying "one specific abuse in one speedrun"? Give feedback, in the feedback thread.
It’s also a useful tool for removing specific targets from a fight.
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Sorry, you can pry the intang out of my cold, dead hands.
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34 minutes ago, Hedgefund2 said:
Just for yucks I wanted to remake the above chart to include SOs at the beginning (that chart starts them at 25, now they're available from stores when you're level 2) and I wanted to include +5ed IOs. I have about 4 basic IOs that I've +5ed to use while leveling, like 2 level 35+5 recharge IOs to slot in something like Hasten, or a level 30+5 accuracy for something like Sonic Siphon that doesn't take sets and these have enh values greater than unboosted level 50s. I'll unslot or respec these out at 50.
Note - this is not advocating for +5ing sub 50 IOs, especially in a thread that's lamenting a lack of funding, just informational.
I think it's time we readjusted IO scaling for IOs below level 27, since they were originally scaled based off an enhancement system that doesn't really exist anymore.
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Checks watch
Is it time for another Ultimo thread already?
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Thank you for keeping tankers in the game.
in General Discussion
Posted · Edited by macskull
It probably helps that most of the changes were reverted or seriously dialed back at the 11th hour so the net effect is a lot smaller than the initial versions of the changes.