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macskull

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Everything posted by macskull

  1. I thought it was fixed in one of the patches before Page 4 was released but apparently not.
  2. The problem with the OP's premise is that they think there's something wrong with the fact that doing different activities earns inf at different rates. Of course some activities are going to make inf faster than others. As long as those activities are available for everyone (and they are - hell, even a newly-minted level 1 can start playing the AH and make bank) there's nothing wrong with that.
  3. BUG: Panacea's tooltip still states that it gives a regen bonus to its target in PvP. NOT BUG: There are a few other powers in the game that should be changed for consistency (currently give +regen in PvP but heal or HoT in PvE): Blaster/Sentinel/Defender/Corruptor Water Blast -> Dehydrate (versions with and without Tidal Power) Defender/Corruptor/Controller/MM Nature Affinity -> Regrowth (the initial heal functions normally but the follow-on HoT is just +regen) Defender/Controller/Corruptor Pain Domination -> Soothing Aura (note the MM version of this power isn't the same and is supposed to do +regen) Defender/Corruptor/Controller/MM Time Manipulation -> Temporal Mending (same issue as Regrowth) Defender/Corruptor/Controller/MM Time Manipulation -> Chrono Shift (this one doesn't actually give any heal at all in PvP even though in PvE it's an initial heal and then HoT)
  4. I don't think that last one will work, it'll try and queue up TP Foe every time since the game reads commands right-to-left, so if there are no enemies targeted and in range it'll give you an error and won't even try to execute Recall Friend. That being said... every character I play has binds to toggle on/off travel powers (usually T, shift+T for a secondary travel power for those characters with SS and SJ). For characters with an Aim/Buildup/Power Boost-type power, that's bound to B (a secondary one is on V for those characters with both). I've got a G600 gaming mouse with a dozen extra side buttons and the first several of those get used on characters with location-based powers (Rain of Fire, Carrion Creepers, Sleet, etc) to make it easy to drop those powers on my target with one click.
  5. The biggest issue with Cold right now is that with movement slows not really doing much, it can be hard to land Sleet unless you mez your target. The Power Boost nerf didn't help but Cold is far from useless.
  6. Not really sure how having the inf to build literally any character you'd want is embarrassing, but to each their own. I could make the argument that taking the time to build an SG base like that is embarrassing since all you really need is some storage and transporters, but I also recognize that different people play the game in different ways and I don't shit on them for it.
  7. Not quite - special IOs that act like set bonuses (they show up under your "set bonus" list in your character's info window) follow the -3 rule. Common examples of this are the knockback protection IOs and the Steadfast Protection +3% defense IO. The exceptions to that are the special PvP IO pieces that give resistance (Shield Wall) and defense (Gladiator's Armor) since PvP IO set bonuses exemplar just like purple set bonuses. Procs that don't act like set bonuses (damage procs, "chance for" procs, "always-on" procs) will work no matter what level you're exemplared to as long as the power they're slotted in is available for use. If I slot a level 40 Miracle +recovery into Health it'll be available at any level because Health is unlocked at level 2 (and even if I exemplar down to level 1 I'd still have any power I picked up to level 6). For procs that fit this description, the level range of the IO set is irrelevant.
  8. "Devs hate it when players do this one simple thing!"
  9. The Homecoming servers' insane latency also makes playing Storm impractical on most maps. You pretty much have to hold/immob someone to keep them still long enough to tag them with Hurricane and at that point why bother?
  10. I realize this is off-topic but it's at least somewhat relevant so I'll throw some math up. I'll use Mako's Bite slotted in a few different Dark Melee powers as my example, since Dark Melee was a pretty common powerset for "buzzsaw" builds back in the day. Under the old proc system, Mako's Bite had a fixed 20% chance to fire so in my example (Shadow Punch slotted with a full set of Mako's Bite has a recharge time of 1.8s and an activation time of 0.83s for a total cycle time of 2.63s) you would've had a 20% chance every 2.63s for extra damage. With the same slotting and the PPM system you're looking at 15.37% chance every 2.63s so you're losing about 1/4 of your potential extra damage. For purple procs it's more significant (old system 33% chance every 2.63s, PPM system 19.76% chance every 2.63s). Looking at Smite with a full set of Mako's Bite you would have had 20% chance for extra damage every 3.51s. With the PPM system that becomes 26.71%. If you had a purple proc slotted there the old 33% chance becomes 34.34% so it's pretty much a wash there, but as you move up into the higher-recharging powers the balance starts to tip more and more toward the PPM system especially because PPM ignores recharge from sources other than slotting (like set bonuses, self buffs, and ally buffs). It gets to the point where you can basically force a proc to fire in a given power as long as you're building right to the point where it's taking away a lot of the randomness. TL;DR: PPM is a net loss for some tier 1 attacks, likely a gain for tier 2 and higher attacks, and a huge win for anything on a longer timer (for example slotting the Gaussian proc in Aim/BU used to be just a 5% chance but now with typical slotting it's not uncommon for it to be 80-90% chance which is a massive increase in damage). Proc monsters didn't go away, they're just different than they used to be, especially for lower-damage ATs like Controllers.
  11. It wouldn't break the game at all, though, but that's not really the point. More on-topic, short of teaming with a Kinetics character to give you Increase Density every 90 seconds (?) you could always use an empowerment station in your SG base for the knockback protection base buff but the drawback there is you have to renew it every hour or so. In reality the simplest solution is just to slot a knockback protection IO in any power that'll take it (I take Combat Jumping on every single one of my builds so it's pretty much a free slot for one). They're not expensive.
  12. Generally speaking, procs in auras aren't as good as they were before but procs pretty much everywhere else are way way way better than they ever were on live. You can do things now with PPM that would make old "proc monster" builds blush. "PPM for everything" was an I24 beta change. Only the store-bought enhancements from the Paragon Market used PPM while the game was live.
  13. Every player and NPC has mag 1 protection against any kind of mez just for existing, though you won't find this in the combat attributes anywhere. This is why you can get hit with, say, Dominate from Malaise (mag 3) and you'll still be fine if you're running Acrobatics. I can't find a list but I'm pretty sure the only other holds that exceed mag 3 in the game also exceed mag 10 which means they'll also tag any melee characters through their mez protection toggle/click power. That changed in issue 12 because I think the point was never for it to have complete KB immunity. At least now it's 9 points (2 of which are enhanceable so you could in theory get it as high as 13.2 points or so but that'd require 6 slots. Basically yeah Acrobatics isn't useful for a PvE build unless you're foregoing IOs entirely, but it's pretty much mandatory for a PvP build if you don't have in-set knockback resistance and protection.
  14. The closest way to reproduce the exact same situation on both ATs is to run both builds through identical content multiple times and compare results, to try and eliminate outliers and variables and establish what you should be seeing, and that's exactly what I did. I didn't save the numbers, but what I saw was that both builds were pretty consistently in the 3:30-4:00 range on a particular AE farm. Fiery melee on a Tanker will outperform its Brute counterpart simply because it's got a second PBAoE but Combustion's animation time is pretty awful, and then it's the question of whether it would outperform rad or spines and I'm pretty sure the answer is no simply because so much of your damage over a long period of time comes from that damage aura.
  15. Well that's about as far from a "fix" as you can possibly get, so there's that... EDIT: /ah was a veteran reward back on live, and pretty much every other veteran reward has been either passed out for free or is purchasable for inf at the P2W vendor so I don't see /ah going away anytime soon.
  16. Agree with most of this but Forge - Therm already gives pretty solid +res in the shields without needing an extra source, and Forge is the best single-target ally damage buff in the game (50% on Defenders, 40% on Corruptors/Controllers, 30% on MMs). Painbringer's +dam value is slightly higher, of course, but you can only keep that on one person at a time without some significant recharge buffs.
  17. To be fair that was a comparison of a single powerset combination, though I don't think the results would be much different for any set. I'm having a hard time coming up with an example of a powerset that leverages the increased Tanker target caps to the point where it would clearly outperform a Rad/Fire Brute. Basically my take on it is that a Tanker will farm fairly well after the changes if that's something you're really interested in, but the Brute is still going to be better. In the earlier versions of the Tanker changes my opinion was different, but the damage cap going from 600% to 500% and the radius/arc buffs being 50% instead of 100% made a big difference.
  18. Dude I want some of whatever you are smoking.
  19. A version of City Info Tracker that polls the servers in realtime and gives you character data (enhancements, recipes, inf, badges, etc.) so I don't have to log in to a dozen characters trying to find that one purple I swear I've got somewhere. Since this already exists somewhere, it shouldn't be hard to make happen here though I imagine it'd be a little bit resource-intensive.
  20. It was not entirely uncommon on the redside ladder at least for people to see holds stacked as high as mag 40 on a single target in an attempt to drop their toggles for a quick kill which meant that team's therms were busy stacking Thaw on that target to keep them from getting mezzed. That kind of thing didn't happen heroside because the most common blast sets (fire before I12, psi after I12) didn't have any real mez to stack but if you brought back PvE mez rules against, say, a team full of beam Blasters/Corruptors/Defenders you'd be able to easily punch through one CM and probably even two with the amount of mez powers that make up a standard attack chain. It might not be mag 40 but it's certainly not something you'd be able to just shrug off either. The mez changes were one of the most contentious I13 changes - the old mez system wasn't great but the new one is arguably worse. There's probably a medium to be had there.
  21. I think you're seriously overstating how much recharge slows have changed. They're effective enough where people still occasionally run things like colds to mess with people in team matches.
  22. If that's the case it's probably due to diminishing returns, but as I'm sure you know, being on the receiving end of -300% recharge still means you can't do anything once you've fired off your attack chain.
  23. I've been on the receiving end of Heat Loss and you still play the "look at those tiny power icons" game. Recharge slows don't need any help, they work just fine.
  24. Literally nothing has changed about -recharge between pre-I13 and post-I13. It's not like movement slows where they removed -maxrunspeed from the PvP attributes. EDIT: I suppose that's not entirely true, Defender debuffs used to be unresisted and now they're not, but almost no non-melee builds have slow resistance and most of the melee sets that don't get it in PvE only get 30% in PvP.
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