-
Posts
609 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Posts posted by Trickshooter
-
-
Huh, I guess I assumed it was already an option. I don't see why not, if it's possible.
-
1
-
-
Not a fan of reusing the Controller pets, but that can be solved with some creative costume creator magic coming up with fancier "elemental" models. Besides that, I'd be on board for an Elemental Summoning MM.
-
I don't think you're ever gonna see something like you're requesting OP. If you want the benefit of a specific type of set or proc, you will have to make a power choice that can slot it. That's just the cost of some procs and IO bonuses.
As for not having any place to slot Gaussian's proc, almost every melee attack set has a Build Up power it could go in; you also have access to Tactics from the Leadership pool, and all the melee ATs have access to at least one version of Focused Accuracy in their epics.
-
1
-
1
-
1
-
-
I don't have too much of an issue with it being tech-themed, as every character has two powersets, and your origin could just be related to your attack powerset.
My only concern is putting so much of the set's resistance in exclusive toggles. That's kind of something we abandoned in Issue 1 or 2 here. I think perhaps you should redistribute some of those resistances in to the rest of the set's powers and then have the exclusive toggles instead increase those resistances for the different types in your other powers. So at any one time, you always have some resistances to most of the damage types, but then you swap the toggles to increase specific resistances to be higher when you need them. So the set would be somewhere between Bio and Invulnerability.
-
4 minutes ago, WindDemon21 said:
Nah do the math, it does only about 10% more than whirlpool does which also has only a 15.6 end cost, AND debuffs defense.
That's a whole other issue I didn't want to have to get in to lol
These 3 powers should be doing the same amount of damage (before Fire's bonus damage). But Whirlpool is the only one doing the correct damage; Ice Storm and Rain of Fire are not.
Why is that?
Whirlpool is designed as if the base damage is Scale 2.1, multiplied by the Blaster Ranged damage modifier of 1.125. Multiply Ice Storm's damage by 1.125 and you will get a damage number almost exactly the amount of damage done by Whirlpool. This is because Whirlpool was made after Issue 11, when Blaster's Ranged damage modifier was increased from 1.0 to 1.125.
None of the blast set pseudopets (except maybe Blizzard) created before Issue 11 were updated to reflect that increase in their ranged damage modifier; they were left as is. The result is that they don't really do as much damage as they should, and unfortunately, when Issue 24 corrected the Corruptor and Defender pseudopets to reflect their own damage modifiers, they were reduced with the assumption that the Blaster versions were already doing the correct damage.
So Whirlpool does 131.46 damage, and we divide that by the Blaster ranged damage modifier to get: 131.46/1.125 = ~116.85, the "base damage" (i.e. the damage with a modifier of 1.0) of the power. Notice how close that is to Ice Storm's damage.
We multiply that times 0.65, the Defender ranged damage modifier: ~116.85*0.65 = ~75.95. the damage the Defender version of Whirlpool should do, and it's pretty close to what is listed by CoD (75.9).
So now let's look at Ice Storm: 116.78/1.125 = ~103.8, the "base damage".
Multiply by the Defender modifier: ~103.8*0.65 = 67.47 for Defenders, very close to the CoD number (67.57).
Ultimately, the modifiers all line up because Issue 24 reduced the Corruptor and Defender versions to make things look correct, but as a result, all versions of Ice Storm and Rain of Fire do less damage then they should.
-
2
-
-
No, thank you. I do not want a world where body shape and size becomes part of the meta.
-
3
-
-
The formulas are the guidelines, but things typically are manually set, and many powers don't strictly follow the formulas at all. Using the formulas (and assuming some of Rain of Fire's damage is considered a bonus), both Ice Storm and Rain of Fire should cost about 10.92 endurance, but other things might be considered in those costs that aren't accounted for in any formula, such as their range and the debuffs they also contain.
Either way, Rain of Fire does cost significantly more than very similar powers and it's probably just a very old oversight.
-
I don't get this on my Beam Rifle Defender using the Bright theme. What AT are you playing?
-
2 minutes ago, JayboH said:
Shifting Tides doesn't seem to have any kind of sound effect when toggled on.
I am a little confused by the description - if you put it on an ally, say, your pet (Barrier Reef,) is that ally going to be taking random damage? ...or is that only if it is put on enemies? If put on enemies, does it do random damage to allies?
Who you can use it on and who the effects affect can be separate.
You can see this on City of Data in powers that affect both allies and enemies, where bad things are generally tagged:
if !target.isFriend? && Ne(target>entref, source>entref)
While good things will be tagged:
if target.isFriend? && Ne(target>entref, source>entref)
The difference is the ! which you can generally assume means "not".
-
3 hours ago, Maelwys said:
The -MaxHP component of Brine could really do with being flagged as Unresistible (and possibly Unaffected by level differences) in order to be worthwhile against exactly the sort of tough single targets that you'd want to use it on.
Not sure making it unresistable is really going to do anything to improve it, I doubt a single entity has Res(HitPoints).
I know that part of this beta test is testing the waters (zing!) on whether we can have powers with this kind of debuff in the future, how strong should they be, and whether they can be enhanceable, but I think ultimately the most important thing should be that it just needs to be better on it's own than the Degenerative proc.
The Degenerative proc is only a 3.5% MaxHP debuff, I think, which on most enemies is obviously gonna be nothing, but definitely feels more impactful on things like EBs, AVs, GMs, Pylons, etc. when it gets up in to the 800-1000 -MaxHP range.
I know the desire of the devs is for Brine to be used a MaxHP debuff first and foremost, and on most enemies in the game (boss rank and below), the flat value is better than a percentage. But I think the power as is, focused on the MaxHP debuff over its Resistance debuff, reminds people of powers like Heat Exhaustion and Benumb; big boss killer powers that you save to use on Elite Bosses and up, in which case the MaxHP debuff feels underwhelming.
I think the best solution is to split the effect based on the rank of the target: Minions, lieutenants and bosses get the enhanceable flat value; Elite bosses and up get a percentage, hard-capped at -1000.
p.s. I don't care either way, I love the set as is and can't wait to play it Live. Very creative theme, I would have never thought of an ocean-themed support set. I say it every time I post about this set, but I'm super impressed by whoever conceived it.
-
4
-
-
-
2 hours ago, MirrorDarkly said:
Also I am not sure if this in intended, but Power Boost from the Epic Soul PP is not affecting either the +Max HP or the Reg the power grants even though it has +healing.
It's intended, Heal Strength is only for true Healing. For Regen and MaxHP effects to be affected by Power Boost, it would need to give Regeneration Strength and HitPoints Strength, respectively.
It's a little confusing because Heal Enhancements provide all 3, plus Absorb Strength, so we tend to associate the word healing with all 4 effects, but they're their own attributes and Power Boost has only ever improved Healing, and then Absorb when it was added to the game.
-
2
-
2
-
-
I updated the original post with changes and suggestions.
Lowered the defenses of the toggles from Scale 1.85 to Scale 1.65, and dropped Psi and Toxic defense from these. There is now a passive at tier 8 that gives 5% defense to all, so you still get some Psi and Toxic defense, but Psi will remain a small hole in the set. Toxic is being covered by resistances now. The overall defense for the other types is increased by this change from 21% total to 21.5%.
Lowered the resistances of the passives from Scale 1.5 to Scale 1.0. Psi resistance is now only in Absorption Field. Toxic Resistance is now the set's highest resistance at 45% possible with the Shield Toggles + Absorption Field. At it's max, Absorption Field can give 5% Res(All), so the set's total Resistance possible for the other 6 types is increased by this change from 12.5% to 15% possible, but it requires teammates and giving up some Absorb.
Compaction Field is now Absorption Field: gives up to 40% Absorb if no allies are nearby, only 20% if you share with allies who will each get 10%. If you use the power with allies around, in addition to the 20% Absorb, you get 1.25% Res(All) for each ally, up to a stack of 4 (the 10% Absorb you give to allies has no target cap, it's just the resistance you get that is limited to only 4 stacks).
Dropped the slow taunt aura and embraced more Knock* for the set. Taunt aura toggle is now Force Flux, a scale 1.5 Defense debuff with a 3% chance to cause Knockdown to nearby foes every 0.2 seconds.
Frictionless is now Slick, no +Recharge/+Speed, but you still have the slow resistances and now a passive 5% defense(all).
Force Sanctuary now has a penalty to the caster so it's not just free Regen/Recovery for them: -50% Speed/Recharge and -75% Damage. So you can still fight and keep aggro, but your focus is only the buffs.
-
Sorry, I was going off the thread title and thought that was your issue. I don't see that she has any powers that would normally seriously drain end/stop recovery, it looks like Thunderous Blast is the only one she even has that debuffs recovery.
BUT it looks like there's a special version of her that gets AE versions of the Elec powers, and those do have a lot of -End/-Recovery, so maybe she's just stacking a ton? https://cod.uberguy.net/html/powerset.html?pset=v_genericheroes.arc_flash I dunno if this is the version you fought, because I don't know what these are used for. Did you fight her in a Mayhem Mission or was it a story arc?
-
I guess there's just not a monitorable attribute for Res(End), but yes, the cap for both effects is lower than the amount granted. Both the effect and the cap go up with you as you level. Resistance to Regen, ToHit and Defense debuffs all work the same way.
If you go here: https://cod.uberguy.net/html/archetype-data.html?at=tanker
And with Tanker selected, change the level to 28, you'll see under ResMax for Endurance it's 74% Max Res(Endurance) at level 28, and for Recovery it's 64.3% Max Res(Recovery) at level 28.
Res(Endurance) caps at 95% at level 39, and Res(Recovery) caps at 95% at level 47.
-
1 hour ago, The Curator said:
Fixed a bug where the Minotaur could inflict negative -MaxHP and become afraid of themselves permanently.
Love patch notes like this where out of context it sounds insane.
-
2
-
-
Vigilance is vanilla, but it's fine. Defenders perform well enough that they don't need a gimmicky inherent.
(Although like 100 years ago I did suggest a Vigilance 2.0 that basically ended up becoming the Support Hybrid tree lol)
Anyway, they don't really need anything (especially since the push to correct shared pseudopets), but if I was gonna ask for anything to change, I would request a scaling Mez resistance (not protection) that goes up with the EndDiscount. That's all, really. But even then, not really necessary.
-
Just now, BrandX said:
Doesn't the T9 have an animal with it though?
That said, I would hope lots of different options in the animal department. Not all natural either. A nice metal spider would be cool. Still, it feels like one would need some sort of animal with the concept for that T9.
Yes, the tier 9 would be an animal, but it's not a 'spirit animal', that idea was just for the activation of the toggles. I thought that the 'spirit' aspect of the toggle effects was what you didn't like.
The Animal Companion would just be a normal animal, one of the many dog or cat models in the game already, up to the player. I only didn't include a spider because I feel like in-game they move slower and that would affect being able to keep them within 30 ft of you on a fast moving team.
-
On 7/7/2024 at 2:08 AM, BrandX said:
I like the idea of the set, except for the spirit animal. It becomes like Bio, limiting in use due to FX 😕
If it ever happened, I'd be sure to include a minimal FX option since it's a more "natural" set (like SR, Regen, WP, etc.). And just to be clear, my idea with the spirit animal effect is JUST for the activation of the toggles, not like a continuing effect.
-
I’m not gonna argue about it, there seems to be some sort of confusion somewhere and I’m not trying to type the same info over and over, and I’m sure you’re not either. We disagree, let’s leave it at that.
-
Anyway, we disagree, I don't really want to argue about it over and over. This is all for fun anyway. You're welcome to feel how you feel and I do appreciate the feedback being more than "No" lol
-
Here are all the sets with Defense Debuff resistance comparing all their effects. You'll notice my set is only the best at ToHit debuff and Defense debuff (and the defense debuff is tied with Rad Armor). Bright green highlight for the highest value, light green for when sets are tied.
These numbers include Wild Instinct's tier 9, the pet and all its buffs, but for the other 7 sets I did not include the values from their tier 9s. As you can see, even with Wild Instincts using all 9 of it's powers, it does not excel at many things over any other set using only 8 of their powers. I do include Phalanx Fighting's bonus defense for allies, because that's part of it's gimmick and it wouldn't be fair to discount it. Energy Aura is obviously not on Tankers, so this is the Brute version with Tanker mods.
Also worth keeping in mind that sets are balanced with SO performance, and because 7.5% of Wild Instincts defenses are unenhanceable, it will fall even further behind Shield and SR in Defense with enhancements. That is why I included a Heal, Regen and a Rez in the set, because it's Defense and Resistance values are incredibly middle of the road, so it relies on those effects to keep it alive.
And yes, the pet does damage, but it is not designed as a damage dealing pet. The attacks are only for flavor, because the pet would be weird just standing there doing nothing. It could honestly go down to just a bite attack, I just tried to be realistic that a dog/cat pet would both bite and scratch. And look, maybe no other Armor set has a pet right now, right? But why does that mean there can never be one? If you're so set that only Controllers and MMs can have pets, how do you feel about Dark Servant in a Support set? Or Voltaic Sentinel in a Blast set? Or Kheldian pets? Or SoA pets? Or the pets in all the Epics? I feel any type of set could get a pet as long as it's main purpose supports the goal of the category it's in (Armor, Blast, Support, Control, etc.)
-
11 hours ago, Rudra said:
I appreciate that it doesn't give +recharge, but you need to state that. +Speed in many powers boosts all speed aspects, and power recharge is one of them. Also, if something is not enhance able but it can be in a comparable power, then you need to state such, And what is FF? If you are talking about the Force Field support set, it isn't comparable.
I didn't list it because it's not listed that way in any power. If a power gives +Recharge, it says +Recharge, so I didn't say +Recharge. And FF is Focused Fighting, from Super Reflexes, the power you were comparing.
12 hours ago, Rudra said:Okay, I missed True Grit and Inexhaustible, but that means you are scaling this set to rival top tier armor sets. Rather than median.
No, I have no mind for meta, I use other sets as the boundaries, specifically trying to stay in the middle. I don't think of True Grit and Inexhaustible as like, very powerful abilities in top tier sets. They're just modern sets, which frequently try to spread affects across multiple powers, instead of the launch sets which tend to pile all of one or two defense or resistance types in to one power.
12 hours ago, Rudra said:Tough Hide is a tier 8 power, not a tier 2. And it only gives +5% defense to your 15%.
Okay, but tier 8 is just level 22, not even half way to level 50. Ultimately, tiers don't really matter, it's the set as a whole. I'll post some comparisons in a bit.
12 hours ago, Rudra said:Then please state that.
Why would I though? As far as I know, there is no set where Res(regen) is enhanceable?
12 hours ago, Rudra said:Against All Odds caps at 10 targets like any other Tanker/Brute aura. With the first target giving the biggest boost and the next 9 giving less. Your math has the aura at 11 targets of effect. So Against All Odds caps at +59.5% (10% + [5.5% x 9]). Thank you for clarifying what you mean though. (So this power would be +45.75% before pet.) (Edit: My mistake, you are correct. Both Shield Defense and your set have +65% damage buff at max values. SD = 5.5x10 + 10 = 65. WI = 4.25x10 + 7.5 + 15 = 65.)
Ok, but it's only 65% Damage buff with 2 powers, to Shields 1, and only after you get the pet and only if you stay within 10 ft of it. That's not outrageous.
12 hours ago, Rudra said:I'm looking at Tankers for comparison, but they have the same. However, I will not compare a Stun effect to a Fear effect. And your Fear effect dwarfs a control AT's Fear as well. Make it Mag 3 and I can feel better that at least the Controller has a longer duration.
I only linked Regen on a Scrapper cause Tankers don't have it, I just wanted to show the most basic self rez. But I disagree that a 300 second recharge power that you need to be dead to use for a 12 second Fear at level 50 dwarfs Controller fears that are all on a 40 second timers with nearly 3x the duration. There is precedence for powers to work like this, which is why I linked Dark Armor's self rez.
12 hours ago, Rudra said:It needs to lose the pet, not an attack. This is an armor set. It should not have a pet. Especially a pet that passively boosts the summoner's damage for all damage types, boosts the summoner's defense against all position types, and boosts the summoner's regeneration. And that is without considering that the pet also gets inherent defense to all positional attacks that can be further boosted with enhancements, resists mezzes which MM henchmen class pets cannot, and has an unstated special resistance.
Sets will always have differences from each other. We'll have to agree to disagree that the set can have a pet. It's just flavor, the most important part is the buff it gives, and the goal is just to keep it alive to keep those bonuses. That's the balancing point for it being in the set. It's not designed to be like Controller or MM pets that are designed for damage.. Also, I can't understand why I have to keep saying none of it's boosts are enhanceable, and also none of it's own passive defense would be enhanceable, no pets outside of some of the old MM primaries that were reworked, have ever allowed their passive resistances to be enhancable. The closest comparison would probably be Dark Servant, but in reverse as DS is about his debuffs and they are enhanceable.
12 hours ago, Rudra said:It also gets a 59.6% endurance discount. That boosts it well above. (Edit: For example, with a 59.6% endurance discount, that 0.26/s END toggle is actually 0.11/s before you even start slotting any enhancements. Even the Cardiac Core Paragon Alpha incarnate power only gives a 45% endurance reduction. And you can still take that Alpha with this set for a total 104.6% global endurance reduction. That makes all your powers cost nada to use. Though I think it will cap around 90% endurance reduction, so it may as well cost nada.)
It's the same end discount in Elec Armor and Energy Aura? It's in fact exactly Energize, except it doesn't get the +Regen that Energize gets. I didn't pick numbers out of nowhere, there was reasoning for every decision made.
12 hours ago, Rudra said:So no, I still think it is OP. You are trying to make a set that rivals the best armor sets in the game: Shield Defense and Bio Armor, instead of pitching a median set that if played right works well. Even your hole against Psi' is easily plugged. You can get 30% Psi' resist just from Impervium Armor and another 5% from Aegis. And the pet being present at all in an armor set is not acceptable to me. Let alone a pet that boosts your damage, defense, and regeneration while also fighting alongside you.
I'm not trying to rival any set; I'm only trying to make a set that is in line with the other sets and on that we'll have to disagree. Also, Impervium only gives 6% Psi Res? Even if you meant slotting 5 of them, this set only has 2 powers that would accept Damage Resistance IOs, ignoring the fact that no set has ever been balanced around IOs.
-
46 minutes ago, Rudra said:
This is so ridiculously overpowered.... Let's review:
I disagree, and ask that you keep in mind that sets aren't valued on power-to-power comparisons, but on the set as a whole.
47 minutes ago, Rudra said:This starting power is granting the character 15% melee defense, Mag 10 KB/KU protection, 21.625% Defense Debuff resistance, and apparently +run speed, +fly speed, +jump speed, and +recharge. Assuming this is a defense set like SR, SR's closest power is Focused Fighting which only grants 18.5% melee defense, Mag 12.975 confusion protection, and 17.3% Defense Debuff resistance.
It doesn't give +Recharge. For the comparison you gave, FF gives 3.5% more defense, more confuse protection than KB protection this set gets, and an enhanceable 17.3% defense debuff resistance. Wild Instincts' defense debuff resistance is not enhanceable. I didn't put that because no set except Super Reflexes gets that benefit, not even Ninjitsu. Anyway, for all those benefits FF has, Wild Instincts Melee toggle gets a +Speed buff, which I didn't include a value for because it's annoying how many things you gotta list for +Speed. Assume about as much +Speed as the other sets get in their Auto powers. And again, does not include +Recharge.
52 minutes ago, Rudra said:This alternate starting power at T2 grants +50% regeneration plus +15% damage resist to smashing, lethal and toxic damage plus 20% regeneration debuff resistance at 0 END cost to the character as an auto power. Assuming this is a resist set, Invulnerability's closest power is Resist Physical Damage which only grants 10% damage resist to smashing and lethal damage plus 25% Defense Debuff resist. Or if you compare it to Temp Invulnerability which costs endurance to use, 30% smashing and lethal damage resist plus nothing else.
This isn't a resist set, and neither is Invulnerability really, not entirely. Yeah it has some resistance and then a lot to smashing and lethal, but it's more consistently a defense set. I mean, Tough Hide and Invincibility together can give MORE Defense than this set even gets outside of being within 10 ft of the pet. But anyway, closest power is honestly gonna be more like... True Grit or Inexhaustable.
https://cod.uberguy.net/html/power.html?power=tanker_defense.shield_defense.true_grit&at=tanker
And it falls pretty in line with them? Even Tough Hide in Invulnerability gives Defense to 6 different types and the largest flat defense debuff resistance in all the armor sets, I think. Or Permafrost from Ice gives 30% Res(Cold), 12.5% Res(Fire), and 5% Res(Lethal, Smashing, Energy, Negative, Psionic, and Toxic) on top of a 20% slow resistance.
And just to be clear, the Regen debuff resistance is not enhanceable, not sure they ever are.
1 hour ago, Rudra said:This toggle power grants the character +15% ranged and AoE defense plus a 5% ToHit buff plus a 300% Perception boost which is a 1,500 feet increase in Perception. There is no closest comparison for power because this power is so over the top it is combining no less than 3 whole powers from other sets. And that is ignoring that the 1,500 feet perception boost means even Flash Arrow needs to have 5 hits on your character from different sources to actually blind you. Focused Accuracy only gives +300 feet (+60%), not +300%.
Tankers don't get Ninjitsu, but if they did: https://cod.uberguy.net/html/power.html?power=stalker_defense.ninjitsu.danger_sense&at=tanker
On a Tanker, Danger Sense would give more defense, the same amount of Perception (it's meant to be 300ft, not 300%) and defense debuff resistance instead of ToHit. It's not that out of line for an armor set.
1 hour ago, Rudra said:I have no idea how to read this power. Are you granting +7.5% all damage buff, +4.25% all damage buff, or +11.75% all damage buff despite the +7.5% stating it does not stack? Also, at -10.5% ToHit debuff, this power far outstrips Willpower's -3.5% ToHit debuff and Dark Armor's -5%.
It's the same as most taunt auras that give buffs to the player. The first 7,5% you get and it doesn't stack with itself. The 4.25% stacks with itself up to 10 targets, so a total of 42.5 + 7.5 = +50% Damage at 10 foes, less than Against All Odds (which goes up to 65%. https://cod.uberguy.net/html/power.html?power=tanker_defense.shield_defense.against_all_odds&at=tanker
The ToHit might be too high, but the base value falls in line with other set's -Defense and -Damage debuffs.
1 hour ago, Rudra said:And again here you have an auto power that grants +15% damage resist, this time to 4 damage types. Comparing this to Invulnerability's Resist Energies, you are granting 5% more damage resist than Invulnerability does to twice as many damage sources. And while you lose the 25% END debuff resist, you counter that with a permanent max HP boost.
Once again, True Grit does more: https://cod.uberguy.net/html/power.html?power=tanker_defense.shield_defense.true_grit&at=tanker
1 hour ago, Rudra said:What do you mean that the character will be immune to most damage for 15 seconds? Is the character effectively untouchable for a full 15 seconds but able to fight enemies that entire time? (Edit again: And a Mag 4 Fear for 11.92 seconds quashes a Darkness Control Controller's Fear effect, which is only Mag 3.) (Edit yet again: Other rezzes make your character untouchable for 15 seconds, not immune to most forms of damage for 15 seconds. If you are saying the same thing, that rezzing simply protects you for 15 seconds like other rezzes, then I apologize for over-reacting.)
It's almost exactly how all self rezzes are worded? https://cod.uberguy.net/html/power.html?power=scrapper_defense.regeneration.revive&at=scrapper And to the best of my knowledge they all have the same 15 second window of damage immunity to give you time to retoggle on all your powers.
And if you think a Mag 4 fear on a 300 second timer is OP, check out the Mag 30 Stun on Soul Transfer: https://cod.uberguy.net/html/power.html?power=scrapper_defense.dark_armor.soul_transfer&at=scrapper
1 hour ago, Rudra said:And now we are back to the pet. This is an armor set, so why is there a pet in it? And why is that pet better than the pets Controllers, Dominators, and Masterminds get? This pet 3 attacks! MM pets don't even get 3 attacks unless the Mastermind upgrades them. And worse, this pet passively boosts the PC's regeneration, all damage, and all positional defenses while within 30 feet of the character. This is just all kinds of wrong.
I mean, it can lose an attack, it's not that big a deal. The gimmick is the bond power. It only has attacks for theme. As for the buffs, 30 ft is the minimum for the smallest amount of buffs, those effects get to the listed values only when you're within 10 ft of each other, and none of them are enhanceable. The set has a pet for the same reason Shield and Fire have attacks in their sets: for flavor! I mean, I'm just trying to be creative here, the people want more armor sets and there's only so many ways to end a set with a crashing panic mode.
Other little things:
The +Recovery this set gets in a toggle is less +Recovery than other sets get in Auto powers
The +Regen this set gets in its passive is less than the +Regen in other set's Auto powers, and Rise to the Challenge can give more +Regen than this set gets in it's 2 +Regen powers.
The Res(Regen Debuff) is less than other sets too.
Anyway, you're free to think it's OP, I disagree, but maybe you'll give it another look with these comparisons.
-
1
-
Make Walk slottable
in Suggestions & Feedback
Posted
I'm not sure making Walk slottable is going to have the effect you want, as all its effects are negatives. Even if you could slot it with Run enhancements, they would only make you slower.