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macskull

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Posts posted by macskull

  1. 30 minutes ago, luficia said:

     

    I admit, I'm questioning this too but when I'm not running on 4-5 hours of sleep and not working, I plan to test this out on the differences. See how it feels!

    TL;DR version:

    1. Base damage scale remains unchanged, but any power which gives +dmg will be weaker than it is now.
    2. “Overcap” is just a fancy way of saying damage is reduced on targets past 5 for cones and 10 for AoEs. Tankers still get higher target caps (10/16 instead of 5/10 that other melee ATs get).
    3. In the initial Tanker buffs a few years ago some but not all AoEs got higher arc or radius which was handled by an external power, which effectively meant you got better-than-the-base-numbers-would-imply proc performance and damage. The increased AoE sizes are now baked into the power base values, which has the effect of both reducing proc rate and reducing base damage.

    The overall effect of these changes is small, and Tankers still handily outclass Brutes in most scenarios.

  2. 22 minutes ago, arcane said:

    Can we please have a developer weigh in on the elephant in the room not mentioned by the patch notes? How will PPM interact with Adaptive Recharge?

    Not a dev but when I asked this exact question in closed beta the response was that proc rates use the base recharge of the power. This means for powers with adaptive recharge they’ll always use the shortest possible recharge time regardless of how long the power actually takes to recharge. Adaptive recharge ends up being an apparent buff for a lot of powers that has the side effect of effectively being a pretty huge proc nerf.

     

    Also while I’m here, can we get Ground Zero’s animation sped up? 3 seconds is way too long for what it does now.

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  3. Since this isn’t immediately obvious from the patch notes, I’ll add a note for anyone who happens to read this: in addition to the overcap mechanic and damage buff scale reduction, the changes to arc and radius do two things:

    1. Lower AoE proc rates.
    2. Lower all AoE damage, since damage scale of AoEs is tied directly to areafactor.

    No, this change doesn’t magically make Brutes relevant again, unfortunately.

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  4. On 4/1/2025 at 9:39 AM, SirArthurIV said:

    The Vahzilok Pollutant Plot flashback give 35 merits for 4 door missions which I think is the fastest to solo (about an hour if you're lazy about it) and the least annoying and accessible at a low level. Set level to -1, run it twice, Grab Luck of the Gambler(+recharge) and sell on AH for a quick 5mil.

    The only items that are probably worth using merits to buy and then sell on the AH are some of the winter pieces. Buying that LotG for 50 merits and selling it for 5 million inf is leaving millions of inf on the table compared to just getting 3 converters per merit and selling them at 50k each (which iirc is on the low side).

     

    TL;DR: the exact numbers will vary with AH price changes but generally any enhancement that costs less than 20 million inf on the AH is not worth buying directly with merits.

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  5. 1 hour ago, branefabricator said:

    Why should heroes and villains automatically get accolades for switching sides when the badge requirements are entirely different?
    No need to discuss the effect or reward if the premise of the badge is dismissed.

    To prevent them from doubling up on effort and having to unlock all the accolades twice. These are tied to specific badges, and the premise makes complete sense in that context.

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  6. I play mostly at level 50 so the actual level availability changes didn’t matter to me and I haven’t respec’d any existing characters solely because of it. The biggest actual impact of that change is allowing me to pick which secondary power I want first, which has resulted in fewer dead power picks in my builds.

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  7. 24 minutes ago, csr said:

     

    It's Mag 2.5 base, not 2.0, so it does affect +3 Bosses and +4 Lieutenants.  And unenhanced it affects +4 Minions.

    The magnitude is affected by level differences, so against a +4 target that becomes mag 1.2, or 2.4 when fully enhanced.

     

    For reference, mag 2 will affect a minion, mag 3 for a lieutenant, and mag 4 for a boss.

     

    This is different from how most mez powers work, where the duration is what is enhanced (and therefore affected by level differences). For this power, the duration is fixed and unaffected by level differences but the magnitude changes.

  8. On 3/23/2025 at 12:44 AM, csr said:

    Dark Armor Cloak of Fear seems over-powered to me due to being able to enhance the Magnitude.  With modest slotting I can turn off my damage aura and simply use single target attacks to deal with the Bosses one at a time then turn the damage aura back on and use AoEs to take out the rest of the spawn.

    That benefit goes away pretty quickly once you start fighting up-leveled enemies. Fully enhanced, Cloak of Fear will not affect bosses at +3 and lieutenants at +4. Without enhancements it won’t even affect minions at +1.

  9. I hopped on and played around some with the Cloak of Fear changes. Here's what I've got:

    • The patch notes seem to be missing that CoF gives a 25% knock strength debuff to affected enemies.
    • The knock strength debuff is good, but I assume it's affected by purple patch which makes it less effective in the situations where you'd want it to be more effective. I have no way of testing this since knock strength isn't something monitored by combat attributes and these changes aren't reflected on City of Data. It also only applies to targets that are affected by the power, which means it does nothing against knock from sources at range. Why not just give it 25% knock resistance and call it a day?
    • Changing enhancements to affect mag and not duration is neat at face value but it results in the power performing poorly against higher-level enemies especially with the lower base accuracy (which, granted, is higher than it was before). The power info also does not list how long the terrorize lasts so I have no idea how long it's supposed to last once you move away from a target.
    • The knock protection granted by the power only lasts for a second or two once you leave a mob, which means if two groups are spaced out enough you'll lose the protection from the first group before you jump into the second group (and because the power ticks at 1-second intervals you may not get any protection at all from that second group for up to one second). The knock protection needs to last longer.
    • The power should give some amount of base knock protection all the time, with a smaller increase for each target.
    • As currently implemented, this change does nothing to remove the necessity of obtaining knock protection from other sources.

    Overall, it's a good change, but it needs tweaking.

     

    EDIT: Found a bug after I posted this. The knock protection is incorrectly flagged to respect level difference.

  10. I’m going to agree with the poster on page one who suggested new accounts should not be able to start threads until they’ve engaged with the community in some way (certain account age or number of posts, perhaps). They’d still be able to support in the help/support sections for technical issues of course, but it would keep some topics from being repeatedly brought up by people who don’t know any better.

     

    Now, I’m sure someone’s going to come in here and say that such a system would be “unfair” or “gatekeeping” or something similar, but it’s… a standard anti-spam practice on plenty of forums and Discord servers. In this case it just has a bonus side effect of reducing repeat threads about problematic topics.

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  11. I posted this in the Discord but I’ll put it here as well.

     

    Changing armor set self-heals to be resistible seems like it’s just causing knock-on effects which require workarounds (like the heal resist caps). Field Medic isn’t nearly good enough and doesn’t have nearly enough uptime to be worth going three picks deep in the Medicine pool for characters that already have their own heals (and they wouldn’t need to be boosting their own heals if they were simply… unaffected by healing resistance), and outside of 4* teams players are using Incandescence because it’s Assemble the Team on a 2-minute cooldown, not because it makes heals stronger.

     

     

    If the other reason this is happening is because the Regen tweaks are giving it -res(heal) in one power, other ways to essentially accomplish the same thing without having to tweak entire game systems could be:

    1. Make only Regen’s self-heals resisted.
    2. Add a line to Regen’s self-heals that adds an additional 15% heal only if Ailment Resistance is owned.

    I appreciate that the problems with resisted self-heals (Hami, basically) are being acknowledged and at least somewhat addressed with the changes to AT-specific heal resistance caps, but considering there are only a handful of ally -res(heal) powers in the game it’s still going to result in unacceptable changes to how players approach that content. It’s going to essentially force those players into taking Field Medic or use Incandescence repeatedly (and I’m sure you can guess how chaotic that would be in a league environment).

     

    This change is creating extra problems that require their own solutions when the change itself offers very little actual benefit.

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