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macskull

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Everything posted by macskull

  1. When page 4 was on the test server I ran a few arcs with a Rad/Fire Brute and Fire/Rad Tanker with essentially identical builds and my results showed that even with the radius and target cap buffs for the Tanker, the Brute was still faster, though not by as much as previously. The higher Brute damage cap still outweighs the increased radius/target cap. The earlier versions of the page 4 changes (double radius, 600% cap) had the Tanker pulling ahead but those got reined in (1.5x radius, 500% cap) before it went live.
  2. Gauntlet radius/arc buffs do not apply to all powers - as a general rule the buffs do not affect armor set or pool powers and even in melee sets there are powers which specifically ignore the mechanic (Spine Burst and Footstomp are two I can think of off the top of my head). The fact that leadership toggles are getting the buff is probably a bug.
  3. Gauntlet is a 1.5x multiplier, which would make 60ft Leadership toggles into 90ft. That being said, I don't think anything other than Gauntlet currently affects radius and arc. Range bonuses only buff range, not radius or arc (though you can make the argument that the longer range on cones makes their effective area larger, it's still the same arc).
  4. If it is getting buffed from Gauntlet it wouldn't show in the power attributes for individual powers since Gauntlet's bonus is a global "proc" that is applied after the fact (this also helps out Tankers because proc calculations continue to use the non-boosted radius).
  5. Seems like it's because the +range is flagged to not affect the caster: If not (target.entref == source.entref) Where the "not" should not be there. It's supposed to be a 15% range bonus which works out to an extra 9 feet. Also it seems like that effect is flagged as PvE-only which seems weird and incorrect.
  6. This game is extremely easy/casual-friendly and as such attracts the type of player who is just not interested in PvP.
  7. I think the issue with this is that open-world PvP would further dilute the PvP population which is already only really managing to keep one zone on one server active (granted, this is aside from the very active arena community). Additionally because of the PvE/PvP powers separation implementing this would take a lot of work because at least some of the PvP-specific differences are triggered by the map the character is on.
  8. The simple fact that purple patch exists means at least your tier 1 pets are pretty squishy when you start going into higher-level content. I'm not even arguing incarnate-level content here, just anything that's +2 or higher. Fighting at +2 means your t1 pets are effectively fighting against +4s which means even if you're able to buff them to the point of being more survivable, fully half your normal damage output is significantly less effective than it should be (to the tune of 0.48 multipliers for all their effects). Again, this is something that no other AT has to deal with. That being said, it's a careful balancing act - raising pet survivability without directly raising their damage output seems to be the best way to approach the problem and OP's suggestions mostly do that. Yes, I'm aware that in the right circumstances, with the right powersets a Mastermind can put out pretty good single-target damage but that is not representative of the AT as a whole.
  9. AT-specific defense caps do exist, they're just so high they're functionally irrelevant. That being said... #implementPvPdiminishingreturnsinPvE >.>
  10. Surely you're not serious in suggesting that a power with at-reasonable-best 50% uptime and which after its duration completely drains your endurance and eliminates your ability to recover it is the solution to a character's endurance problems?
  11. I assume you're trying to slot a DO or SO (dual- or single-origin) enhancement, which can only be slotted by characters that match the origin(s) of the enhancement. Verify the enhancement you're trying to slot is compatible with your origin.
  12. FWIW almost every armor set's heal is unresistible which oddly enough makes a Fire tanker with enough +HP, +rech, and KB protection an ideal Hami tanker with minimal outside support. Healing Flames will be available for a 900ish HP heal every 10-12 seconds, way more than enough if you're chewing EoEs as needed.
  13. To be fair, the developers said the game was going to have PvP well before it was released.
  14. Masterminds benefit far less from IOs than any other AT simply because the pets are unaffected by any of the bonuses (oh, and because pets can't have their recharge modified but that's a different story). Even if you're going to argue that, the only other ATs that see huge performance changes with ATO procs are Scrappers and Stalkers, and those ATO procs can be slotted at will without any real sacrifice anywhere else in the build. If you're a Mastermind and aren't Thugs or Necro you absolutely give up something to fit the 6 pet survivability procs in. Additionally, unlike Scrappers and Stalkers the MM pet survivability procs don't actually boost your damage, they just bring pet survivability up from "awful" to "okay."
  15. You know the existing villain accolades have badges in PvP zones too, right? Most PvP zones are so unpopulated that you'd have to be incredibly unlucky to run across another player who isn't there for the same badge.
  16. You can unslot and re-slot incarnate abilities at will.
  17. This is not a bug - this is PvP diminishing returns at work. The ingame combat attributes window does not accurately show the effects of diminishing returns for some attributes, recharge included. Your 235% global recharge is actually closer to 156% in PvP and therefore PA - which would recharge in about 58 seconds in PvE - will recharge in 84 seconds. You'd need to have about 500% global recharge before factoring in diminishing returns in order to keep perma PA.
  18. Moving around would fall under the "using all the tools they have available to them" and "if played without roleplaying rules" categories. If you're going to both just stand there and press buttons until one of you dies, then of course the AT with the higher damage is going to win. But that's pretty boring PvP.
  19. Every new addition or change to the game is using custom code, in a manner of speaking. Lots of things in this game were once said to be "impossible." Power customization comes to mind as a big one.
  20. Yes, Thunderspy has a higher aggro cap for Tankers only.
  21. It's not, other servers have done it.
  22. Not here, Homecoming doesn't have access to the old account/character database.
  23. Ehhh Whirling Hands is pretty mediocre but I think the point was that EM was always a single-target powerhouse with lackluster AoE and now it's just lackluster in both.
  24. Are you saying you want to drop the intangible bit from Dim Shift and Black Hole?
  25. I don't think it's actually possible to do something like that. KB->KD works by basically applying a very tiny multiplier to the magnitude of a knockback power, not by actually changing its effect (this only works because knockback and knockdown are the same effect, just different magnitudes). You've got procs that can sort of do this but they just add extra effects onto the power they're piggybacking on and can't entirely replace it.
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