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Trickshooter

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Everything posted by Trickshooter

  1. It was added in Issue 20.5, to make it easier to buff Leagues in Incarnate content.
  2. So I was playing Savage Melee and honestly really enjoying it. I decided to look up the numbers for the set on City of Data (via the wayback machine), when I realized the set was very different between the two (but the version on CoD does match Paragonwiki and the version in the Issue 24 files that are part of Titan's Icon program). For starters, the description for the set states that Blood Frenzy grants +Damage and +EndDiscount, but in game, it seems to actually grant +Recharge and +EndDiscount. Also, it describes the Blood Frenzy builders as Savage Strike, Maiming Slash, Vicious Slash and Savage Leap While in-game, the builders seem to be Savage Strike, Maiming Slash, Shred, Blood Thirst, Vicious Slash and Savage Leap Similarly, it describes the Blood Frenzy consumers as Shred, Rending Flurry, Blood Thirst and Hemorrhage While in-game they seem to just be Hemorrhage and Rending Flurry Both City of Data and Paragonwiki both describe Blood Thirst as a Heal+HoT, while in-game it just seems to be Build Up+5 Blood Frenzy stacks. Also, all versions of Savage Strike in-game reference Tanker's Bruising ability. Anyway, my main question is... is the Savage Melee set we're playing the one implemented by the original developers and it simply went through a large amount of changes internally (i.e. not yet part of the Issue 24 files that were on the Test Server) before the game shutdown was announced? Or is this a version rebalanced by the SCORE engineers and these text bugs are just oversights? This is not a judgement of any kind, I'm just really curious!
  3. Sentinels were added by SCORE, yes. Travel powers at level 4 was changed in Issue 21, as part of adding 5th powers to every travel pool powerset.
  4. It's been a long time since I played either set, but I believe the consensus was that Time was ridiculously good, well-rounded with varied and strong debuffs and buffs. Nature is a little less varied, but with several sources of healing, it's a very sturdy set. And for a set with so many heals, it's nice that Nature only features one power that can't be used on yourself (same with Time, but Time features a wide range of buffs and debuffs, so it's less surprising). If you wanted to directly compare one to the other to know which was better, I'd say Time wins, just because of the larger range of what it can offer. If healing isn't helping enough (or worse, isn't even all that necessary), Nature is limited. Whereas in Time, nearly every power offers something different.
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