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Everything posted by macskull
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Open Lettur from Disgruntled Player regarding Plant Control
macskull replied to Nayeh's topic in Open Beta Testing
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. -
Open Lettur from Disgruntled Player regarding Plant Control
macskull replied to Nayeh's topic in Open Beta Testing
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. -
Open Lettur from Disgruntled Player regarding Plant Control
macskull replied to Nayeh's topic in Open Beta Testing
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.- 68 replies
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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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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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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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Focused Feedback: Powerset - Dark Miasma
macskull replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Powerset - Dark Miasma
macskull replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
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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Focused Feedback: Powerset - Dark Miasma
macskull replied to The Curator's topic in [Open Beta] Focused Feedback
Thanks! 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? -
Focused Feedback: Powerset - Dark Miasma
macskull replied to The Curator's topic in [Open Beta] Focused Feedback
It’s also a useful tool for removing specific targets from a fight. -
Focused Feedback: Powerset - Dark Miasma
macskull replied to The Curator's topic in [Open Beta] Focused Feedback
Sorry, you can pry the intang out of my cold, dead hands. -
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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I understand that, and my point stands.
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Well… it’s not false. They are technically correct, but once again as I’ve been pointing out that information on its own isn’t useful.
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It would seem so, but that seems like an entirely different thread at this point. Anyways, care to address the facts of the argument, or is the weight of evidence still not enough to convince you?
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A different thread in which they misunderstood how streakbreaker worked seems to have leaked into this one.
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For what it's worth, he's not wrong, and the PPM value of an enhancement does tell you how many times on average a proc will fire in minute assuming you're using the power off cooldown every time. It's just that that's... not very useful information on its own. Alright, so we went there despite it being wildly off-topic and your understanding of the system being demonstrably false. You're even contradicting yourself within the same three sentences - in one sentence you say streakbreaker allows one miss before forcing a hit but two sentences later you say you need to miss twice before streakbreaker forces a hit. Which is it? Thankfully, that's really easy to figure out. The numbers in the post you are quoting are the number of misses allowed before streakbreaker forces a hit. If I have a greater than 90% chance to hit, I can miss one time and the streakbreaker will force a hit on the next attack. If you want to test this in game, bring your level 50 into Atlas Park and start throwing single-target attacks at random low level mobs. Eventually you will miss one of those attacks, and the next attack will always be forced to hit by streakbreaker. Just in case you don't want to go ingame and check for yourself, I'll dig through the 100,000+ data points I have saved in combat logs from when I was doing some streakbreaker testing earlier this year. Hell, I'll even send you the log files and the source code for the tool I use so you can check for yourself, if you want. Anyways, here's the results of those: If streakbreaker actually needed two misses with a >90% hit rate to trigger, the number of total misses would be double the number of streakbreaker hits. Clearly you can see that's not true. Once again, receipts.
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Hi it's me, a person who does not make claims without the receipts to back them up. Don't let the door hit you on the way out.
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Saying PPM is the basis of the calculations for the chance of a proc to trigger is no more true than saying power activation time or AoE radius is the basis of the calculations. They’re all just parts of the equation. At the end of the day, this discussion is entirely irrelevant, since the lead powers dev has already said they want actual proc chance to be displayed ingame.