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macskull

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Posts posted by macskull

  1. 3 hours ago, Vanden said:

    What if it was just made into a damage proc? Both of the ranged damage-primary classes have a damage proc ATO, but none of the melee damage ATs do. Just keep it simple, you know?

    Hey it's me, the Sentinel, a ranged damage-primary class that doesn't get a damage proc ATO (though it's fitting that someone would completely forget that Sentinels exist).

     

    As an aside, giving Brutes an AT-unique damage proc would be of pretty limited utility since there are already three non-unique melee damage procs (one of which is the least-resisted damage type on average), compared to only one non-unique ranged damage proc (which is the most-resisted damage type on average)

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  2. 16 hours ago, Glacier Peak said:

    Might need to clean up the power attributes/effects naming.

    Probably. The key difference between the two is that toggle suspension is handled for the entire power so during suspension it’s like the power is not on at all, while toggle suppression is handled for individual attributes which means the power is still running and using endurance but not having some or any of its effects. The latter is how powers behave while you’re mezzed (in PvE, at least, in PvP defensive toggles don’t suppress at all while mezzed).

  3. 12 hours ago, Rudra said:

    When I cite CoD, it is because I just finished looking at it for the topic in question.

     

    Now to continue with the thought experiment. Let's say the Energy Manipulator: Chance to Stun simply said target rather than foe rather than what it actually says. When slotted into a power that accepts endurance modification enhancements, does it stun? Are the targets the power is affecting being stunned? If it only affects enemies and not players, then it is a bug and it should be reported for having an incorrect description. If it affects both, then it isn't a bug, it was a very, very, very poorly designed enhancement and needs to be changed with a suggestion.

    Let’s talk Misdirection again. You’re looking at the final number instead of the actual math behind it, which is why you’re coming to the conclusion that it is working correctly. Because Misdirection is using melee_ones instead of melee_taunt to determine its duration, two problems arise: 1) the duration is the same for every archetype and 2) the duration is the same regardless of level. Neither of these issues are present in any other placate power. The way the scales are used does mean that the PvP duration is 60% of the PvE duration (which is correct) but the rest of the way the power behaves is not. To put this in perspective, this is the same as if Tough and Weave gave the same protection values for every archetype. Considering we know that’s not how it’s supposed to work, we can conclude that such behavior would be a bug.

     

    EDIT: I will reiterate again that the OP’s premise is wrong and the placate should not be 2 seconds, but the power is using incorrect scales, so it is bugged, just not in the way OP thinks it is.

     

    Now, let’s talk Energy Manipulator. I chose that very specific example because the way I described the proc in my thought exercise is exactly how that proc worked when it was released (I.e., it did not distinguish between friendly and enemy targets and was an equal opportunity stunner). A reasonable person would conclude that a proc which puts a mez or debuff on a friendly target is very much not working as intended - and it wasn’t - so the proc was changed to its current, correct, behavior. You call it “poor design but not a bug” with the insistence that it must be working like it’s supposed to because that’s what the power info says. I call it a “bug” because it was clearly not intended to work that way and only did so because of an oversight.

     

    At this point your argument is entirely semantics-based rather than standing on any actual merits, so I have to assume you’re no longer arguing in good faith and the only reason I’m still responding is so anyone doing a drive-by reading of this thread will understand the absurdity of your position.

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  4. 3 minutes ago, Glacier Peak said:

    I think there's also a caging and intangible status effect rule in there too. And fear. And teleport mag/resistance. And invulnerable status. 

     

    One rule to rule them all though? Not so much. I guess I thought it was more rigid design than it actually is. 

    Cages are 4 and 8 seconds, but the rest of the stuff on there doesn't have an AT-specific modifier.

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  5. 19 minutes ago, Rudra said:

    And yet Stalker placate effects are all 6 seconds in duration in PvP according to the game (and 12.3 seconds according to CoD). So it doesn't look like that "rule" applies to placate effects.

    You should do yourself a favor and actually take a look at CoD sometime. You'd be amazed what you can learn about how the game is supposed to work, and you'd stop saying incorrect things in these kinds of discussions.

     

    19 minutes ago, Rudra said:

    In the OP, what the game says something should do and what it does are the same. That makes it not a bug.

    Let's try a thought exercise here: let's say I have an end mod IO set, we'll call it, I dunno, Energy Manipulator. Let's say this set has a proc that stuns the target. The power data for this proc says "target" and not "enemy," resulting in the user being able to stun allies with powers like Speed Boost, or themselves by slotting it in powers like Stamina. Is this a bug?

  6. 2 hours ago, Rudra said:

    (Edit: If the game says something is supposed to work a certain way and it does, then it isn't a bug. If you think a 9 second duration is too long, then submit a suggestion.)

    Being a pedant about "if the game says something then it's not a bug" doesn't make you right. The game also says all the debuffs from Blaster and MM Possess apply to the caster and not the target but I can promise you that's not how it's supposed to work. For example, Sentinel Dark Grasp was lasting something like 8 seconds in 2019 when Sentinel mezzes are supposed to be 2 seconds - the power worked exactly like it was written to work, but the way it was written to work was incorrect.

     

    Placate duration in PvP is supposed to be standardized to 6.0*melee_taunt based on the information on CoD for Stalkers and Banes, but Misdirection is using 9.0*melee_ones. This is clearly incorrect despite "the game saying something is supposed to work a certain way."

     

    Regardless, 2 seconds is also the incorrect duration, since taunt and placate don't follow the same 2 second/4 second rule that stun/sleep/hold/confuse/immobilize do.

  7. A Fire Armor character previously needed to slot at least one - and in many cases three or four - knockback protection IO. There are virtually no enemy knockback powers that 5 points will protect against but 4 points won’t. Given this, the single point of KB protection in-set is really only there as a token amount of protection, especially since you have to wait until level 10 to pick the power where you could instead slot a KB protection IO as low as level 7 and get 4x better protection, and the number of slots a Fire Armor character must invest in knockback protection hasn’t changed. While the change is technically a buff, it is a buff on paper only. The best part about the FA rework was the addition of +maxHP to Consume, but even that wasn’t worth the gutting of one of the two set-defining powers.

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  8. 1 hour ago, JackONight said:

    I find that it's actually fairly decent when paired with Sprint, and Athletic Run, but I'd love for it to feel that way without the other two toggles

    You can 100% hit the run speed cap with just Super Speed, so at that point the extra speed from Sprint and Athletic Run is doing nothing for you.

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  9. 1 minute ago, Rudra said:

    Where are you getting the pulses from? Even in game I see no mention of pulses for the ToHit debuff from Cloak of Fear. Just that it is applied after 0.5 seconds from power activation in CoD.

    The "animation time before effect" just means that when I toggle on Cloak of Fear, its effects can start to happen 0.5 seconds into the 1.17 second activation. For determining how the power actually works you need to look at the "activate period," which is 5 seconds. That means once the power is toggled on it only ticks once every 5 seconds. If you jump into a mob at 5.000001 seconds, nothing from the power will affect them at all until you get to 10 seconds.

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  10. Dunno if anyone read the OP past the topic title but OP is actually asking for a buff to Dark Regen...

     

    EDIT: It's too bad that Dark Regen is somehow strangely considered to be too good by the powers devs and would probably be the first power in the set to get obliterated if Dark Armor ever got reworked.

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  11. Oh, and more on Cloak of Fear:

     

    On top of it being an endurance hog in an already endurance-heavy set, it has a counterproductive mez type (getting hit with the damage aura after Cloak of Fear means the enemy gets to attack you even if they're terrorized) and a five second activate period. Sure, there's a small tohit debuff in there but that's only going to trigger once every 5 seconds so you might actually defeat a pack of enemies before it even has a chance to affect them.

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  12. People will point to Rad and Bio as examples for why DA and Fire can be offense-oriented and not have any real holes, but I feel like that argument is counterproductive because I'm sure those two sets are on the "no fun allowed" short list. Instead, let's compare them against another offense-oriented set that has no real holes and was turned into a top-tier set by the HC powers devs - Stone Armor. Any argument for not giving Dark and Fire actual KB protection went right out the window with the Stone Armor overhaul.

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  13. 2 hours ago, DougGraves said:

     

    Please show what facts and logic have shown that there is a massive proc nerf around the corner.  Or discussion of a massive proc nerf around the corner - besides this thread.

     

    And please explain what facts and logic have shown that procs are not a problem.

     

    This thread is simply a collection of hysteria, strawmen, and ad hominem attacks. 

    The lead powers dev has literally said on multiple occasions that it’s going to happen. I don’t know what more evidence is needed. At this point it’s a question of when and how, not if.

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  14. 4 minutes ago, arcane said:

    “Power creep hasn’t completely ruined the game yet so more power creep must be good” is what I’m reading.

    Hey, if you wanna go back to Issue 0 or something, don’t let me stop you. I hear there’s a team working on a version of the game based off how it was at launch, which sounds like it might be more up your alley.

     

    There are plenty of good things to rail against if you’re opposed to power creep, but, uhh… this ain’t it, chief.

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  15. 9 hours ago, Clave Dark 5 said:

    That is inherently ridiculous, because asking for anything to extended by five times without some major rework or rebalancing is ridiculous and clearly not gonna fly.

    Some other examples of much more impactful QoL buffs that have happened without needing “major rework or rebalancing:”

    • MM pets persisting between zones
    • MM pet upgrades becoming AoE
    • Massive reduction in recharge time of MM pet summon powers
    • Making almost every quick-recharge single-target buff into a 255-target AoE
    • Making the Fitness pool inherent
    • Getting rid of crashes on nukes
    • Assassin’s Focus
    • Fast snipes
    • Travel power level unlocks
    • Primary and secondary power level unlocks
    • Travel power speed buffs
    • The very existence of the START vendors
    • Giving everyone access to /ah

    There are plenty of way more impactful QoL changes that have been introduced over the years and somehow the sky hasn’t fallen.

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  16. 47 minutes ago, UltraAlt said:

    Two of the things on that list aren’t even procs, the other three are common but could hardly be considered overpowered, and previous changes have demonstrated that if a particular non-damage proc is considered to have an unacceptably high level of performance then that proc is addressed on an individual basis (looking at you, Call of the Sandman).

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  17. 19 minutes ago, Lunar Ronin said:

    FWIW, a bit of a history lesson on the development of PPM can be found here.  As noted by @DreadShinobi in that thread twelve years ago (wow, do I feel old now), is that one of the major issues with PPM is that it kills the viability of the Agility and Spiritual Alpha abilities.  There's also nothing in-game that makes this apparent.

    One of the major issues with PPM as it is currently implemented, anyways. People think that PPM was an I24 thing, but PPM-based procs already existed in the live game from cash shop enhancements, and those just used base recharge. I24 changed this initially to "modified recharge" (which included both slotted and global recharge) until it was pointed out that including global recharge would result in undesirable performance changes while teamed with certain support sets. I don't think the current system is bad, it's just that the game has zero explanation of how the system actually works so you have to rely on outside calculators and spreadsheets to do the math. If the game explained it somewhere, I don't think it would be a big deal.

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