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macskull

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Everything posted by macskull

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. How has no one pointed out that Cloak of Fear also has 0.67x base accuracy and ends up with an out of the box 50% chance to hit an even-con enemy?
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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).
  11. 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.
  12. You've said this a few times in here yet have provided zero evidence to support the claim.
  13. To date, there has been a complete lack of "facts and logic" presented to explain why procs are a problem. The best argument I've heard re: procs is that the current PPM system is confusing and counterintuitive, and I do agree with that, but that is a problem that can be solved without sweeping changes. The argument that procs are too powerful and need to be toned down in the interest of game balance? Nah. P.S., calling a group of people unreasonable isn't an ad hominem attack, or really an attack at all.
  14. I suppose I'll throw my usual line in here: proc nerfs are a solution in search of a problem. Do I fully expect they're going to happen, and probably soon? Yeah. Is any reasonable player going to like them? No.
  15. I mean... gestures broadly at Tankers
  16. +1 to the OP. Zero reason base buffs shouldn't be stackable when P2W buffs already are.
  17. Gauntlet, technically. Other than that, no.
  18. Yeahhhh... getting people on the right characters with the right builds is only half the battle. Player skill matters a whole lot more with determining whether a run goes smoothly and stacking the deck via team composition will only get you so far.
  19. No, the description on the I18 page is correct, but the actual patch notes don't have the change listed. The wiki page I found to be incorrect is this one. I would've edited it myself but the database is still locked.
  20. If it makes you feel any better: The proc120 change is in the update description for Issue 18 but if you go to the actual patch notes for that date it isn't in there The HCwiki page for proc120s also describes the wrong behavior I thought you might be on to something when I kept seeing Kismet last after I detoggled Tactics but then I remembered I had it slotted in CJ
  21. So let's do this. Celerity in Sprint, Sprint toggled on. A few seconds after detoggling Sprint. No stealth. Maybe it's something specific with Unbounded Leap? Let's try that instead. Working as expected so far, let's try toggling it off. Again, a few seconds after toggling Sprint off. No stealth. Dunno what you're doing to get Unbounded Leap to keep giving you stealth but I'd love it if it worked that way. You might have found an unintentional bug, but the behavior you're experiencing isn't the expected behavior.
  22. Stealth IOs (indeed, any Proc120) in a toggle power only work while the toggle is active, so Thrust's behavior is WAI. EDIT: Just verified ingame with both a stealth IO in Sprint and a Kismet +tohit in Combat Jumping. Both turn off when the respective toggle turns off, as expected. The behavior you're describing in your posts here is how these used to work, but proc120s haven't worked that way since they were changed to their current behavior in Issue 18.
  23. That's probably it then, I would rather gouge out my eyes with a rusty melon baller than run hard mode content with a PuG.
  24. FWIW Teleswap is handled through Lua so there's no way to prevent the teleport from happening (unless you have the Hamidon temp power on the last mission), but Clarion will at least mitigate the confuse. Granted, it's not super important there because odds are pretty good at least six people on your team are running Tactics. While Clarion may not be particularly useful for that scenario, I would consider it damn near mandatory for a 4* LGTF run. Between Rikti and Hamidon there's so much mez flying around that things can go sideways real quick. On the flip side, the assault suits have a particular vulnerability to being teleported, which can be useful if you're quick with a TP Target to get them away from the group just before they're defeated.
  25. No, because IO enhancement values below level 27 are pretty terrible. If I'm leveling something the old-fashioned way and not doing the "go straight to AE and do not leave until 50 and incarnates unlocked" route I'm using SOs until 27ish when I can slot level 30 IOs, unless it's a global or proc and then I'll slot it as soon as I can. Is slotting attuned set enhancements at the level the set opens up probably cheaper than doing it that way? Yeah. Is it optimal? Nope.
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