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Everything posted by Coyote
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Focused Feedback: Titan Weapons Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Lost me with the arrogance here. Especially when TW was the best single-target set AND the best AoE set AND tops or close to it in damage mitigation AND could slot Force Feedback in 3 AoEs AND has a Parry power. Mmmm, yeah, nothing to see here. Anyone who sees even a little bit of a problem is just wrong, sorry. 🙄 -
Focused Feedback: Blaster Secondary Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Uh, Arctic Air is good, but not stupid strong. AA can have about 65% uptime on even-cons of LT level (50% on higher cons). With a much larger radius and a -Recharge debuff. WoC can have about 75% uptime on even cons but only up to minion level (about 60% on higher cons), with a much smaller radius and no debuff. WoC is a lot weaker than AA. AA is a good power, one of the main defenses of an Ice Controller, but not a great power. And WoC is a lot weaker. Comparing it to what is probably the best single AoE mez in the game... is not warranted. Just because they're both AoE Confuse powers and would both be available at low levels is not enough reason to compare WoC to Seeds of Pwnership. -
All Stalker builds can have enough DPS to take down AVs, but I like Savage Melee for several reasons: 1: It doesn't sacrifice AoE potential to do high single-target damage 2: It does a good amount of damage via DoTs... but while this is annoying against weaker opponents, against AVs it's not a problem 3: Its weakness is a lack of mitigation. It doesn't do much knockdown, no mezzing or defensive debuffing, etc... but AVs are resistant to all that anyhow. So again, against AVs it's not a problem. For defense, especially if going with Savage, you may want to avoid strong offensive sets that may not help much on D like Fire or Bio. Go with a strong defensive set... I like Shield (and it pairs well with Savage's Endurance Reduction), Energy and Electric are also strong choices. Dark Armor and Rad Armor are also strong in non-AV fights due to having AoE life-steal powers. And they can be slotted for damage, so they will help with AoE. Both may not be that strong in an AV fight, though, since by being balanced for use against multiple opponents the heals won't be that strong in a single-target scenario.
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I would say Plant/Storm over Earth/Storm. Earth helps teams more, and is less vulnerable to "OMG, Rularuu eyeballs resist Confuse and hit me like they can't miss!!!" problems. But for soloing most of the game, Plant gets damage earlier, gets more damage, and is pretty safe also. Earth is only safer/better at soloing AVs since Stoney can tank them.
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Focused Feedback: Energy Melee Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Sounds fair, but only if they're on the same map. Otherwise someone, somewhere, might abuse it somehow. -
Defense is not affected by levels, except that +6 mobs and higher start to get a base +ToHit bonus that cuts into Defense. With the pets at -2 to you, and a +1 from the Alpha, you wouldn't see this if you're at level 50. Maybe if exemplaring. Resistance is not affected by level (I mention this because you mentioned "hardcap", which applies to Resists... Defenses are soft-capped since there is almost always room to increase a Defense value more, thus they're "soft-capped"). So... if you get the softcap or hardcap numbers in a pet, then you don't have to worry about level differences.
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So instead of min-maxing, that would be like min-minning? 😁
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Electric/Electric for Draining. Dark/Nature for stacking -ToHit debuffs. Fire primary I would prefer with Dark secondary.
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If you feel that you have to show that a "healer" can level up solo, I have a couple of suggestions: 1: Play a different healing set. Rad, Dark, and Kin are all good soloing sets. Pain is not great soloing, but it's better than Empathy, and healing-wise it's very close to Empathy. 2: Play a more aggressive secondary. I like Psy for a Emp, since the fast attacks allow you to heal someone then throw a fast blast to help them damage their target, without getting in the way of keeping up with heals. But for soloing, I'd rather run Dark or Water (Water preferably) for the additional self-heal and control, or Energy for the +Recharge that helps you get the auras up faster, or Ice for the Holds. Pain/Water or Pain/Ice should be a much better soloer, while still being a healer on teams.
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Focused Feedback: Energy Melee Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
That's not the most accurate way to look at -Regen. Assuming that -Regen lasts for its entire duration (which will be the case for most applications of Barrage since I think its duration isn't that long), it's a simple equation of RegenRate * Debuff * Duration = Equivalent Damage. Just like DoT, you would lose the back end of it if the target dies before it all "ticks off", and it has longer duration than most DoTs, but it's still just like DoTs on an AV, though not subject to Damage Resistance. For example, a 100% debuff for 10 seconds on a level 50 AV (I'm going to round the AV's Regen to 100 HP/Sec, though it's about 95 or so) is: 100%*0.15 (due to AV's -Regen resistance) * 10 seconds * 100 HP/s = 150 HP damage. That's 150 HP of DoT for the attack, just like if it got a 150 HP DoT of an unresistable damage type over 10 seconds that only affects AVs. I also don't worry about level scaling, because you lose damage and debuff effectiveness at the same rate. I'm not on the server to check numbers not, but if you plug in the debuff and duration for Barrage's debuff, it's easy to calculate how much extra damage it does to an AV if you spend Energy Focus on it, and see if it's worth more in an attack cycle than speeding up Energy Transfer and then using the time to fire off a Bonesmasher with the saved animation time, instead. -
Focused Feedback: Energy Melee Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Understand one thing about designers and balancing powers: A power is generally balanced around its main purpose. With Power Crash as a damaging power with a secondary effect that is a chance to Stun, it gets balanced as a damage power and does full damage according to the damage formula (plus perhaps balance adjustments for the set). If you want it to be a 100% Stun, then it will probably get balanced as a Mez power with some damage, and it seems quite likely that its damage would be lowered. Considering that the set can reliably Stun hard targets, while its AoE is sub-par, it seems that more players would get the benefit of full AoE damage, than of 100% chance to Stun. So, while there would be some players (obviously) who may really want the guaranteed Stuns, my opinion is that more players will appreciate higher AoE damage than higher Stunning ability. -
1: No, and Dominators usually want as many Power Pools that have a Defense power as possible, for LotG slotting. 2: Telekinesis and either Levitate or Mesmerize... but whichever you DO take will probably be unslotted after levelling up, as the attacks from Energy Assault are better. 3: I am taking all 4 (see build later). If skipping one, I'd skip, um... maybe Indom Will. It's mostly a LotG mule. I use PsyNado as a set mule to help AoE defense, but it could be slotted with a purple set and a Force Feedback IO in order to get Mass Confusion/Mass Dominate up faster for the next spawn. 4: Force of Will is a good power pool. Weaken Resolve is excellent, Wall of Force is good damage for a low-damage set and can take the FF IO, and Unleash Resolve is great and also can slot LotG. However, Doms are not a low-damage AT, so Wall of Force is not as useful for them. So they really only use 2 of those 3 good powers, but you could fill up the other requirement with the Superjump clone.
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Correct, setting traps doesn't break Invisibility... and the Def bonuses from the two DO stack.
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Focused Feedback: Energy Melee Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
For my Tanker, my choice would be Barrage/Bonesmasher. However, Bopper made a good point: going Barrage/EP instead is fine, they're almost the same thing. But this would also give the option of going Bonesmasher/EP, which would be a DPS route, and I think it's a good idea to open up different design paths for a character. This is forcing all Tanks into the Control/Debuff path, while the change would allow for a separate DPS path, with only a slight loss of effectiveness for the Control/Debuff path (since it would now go with Barrage/EP instead of Barrage/Bonesmasher). -
Focused Feedback: Energy Melee Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
I really like the new changes. Bopper's idea of moving EP to Tier 1 for Tanks isn't a bad one... but it's fine without the changes. I have a El/EM Tank parked on Live now just impatiently waiting for the changes. -
Focused Feedback: Other Powers Changes
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
The secondary effect is underwhelming. Otherwise, it's an average damage power. That can be used twice without moving, which is better than the AoE on most Assault sets. And that only needs slotting once to act like two AoEs. Really, it's a clear step down from what it was, but I think it's also clear that the current version is overperforming... it's clearly the best AoE for Doms, and it's not even a close contest. AFTER the change, it will probably still be the best single AoE power for Doms, except that it's not going to be WAY better than every other one. And it's fine that it's the best, since it's the only one in the set. But it doesn't have to be as overwhelmingly the best as it is now. -
Focused Feedback: Other Powers Changes
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Correct. Twice the activation time, twice the End cost, twice the damage (including proc effects this time), and twice any secondary effects (in this case a pretty weak Stun effect). It's gated behind a Total Focus energy field as a downside, but on the upside it only requires taking and slotting one power. If they fix the extremely weak secondary effects, frankly, it will be well balanced. It's just that it's coming from a clearly too strong double-damage effect (with only one End price and only one activation time), so it feels underwhelming by contrast. -
I'm very disappointed in the changes. We all asked for a Healing Arrow since we know that Defenders who can't Heal aren't proper defenders, and instead of getting one, we got a Resistance Arrow (formerly known as EMP Arrow... now it's Irradiate Allies Arrow). I guess this means that TA Defenders still aren't proper Healz0rs :(. 🤪😝
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Focused Feedback: Other Powers Changes
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
I will be using WH twice after one Total Focus, and have the Orb IO in it. This will create a lot of AoE "chance to Stun", and result in a lot of mezzing around me. Getting a 100% increase in the activations of WH will allow it to work better as a proc bomb with a lot more stunning and make it wortwhile to slot the Orb IO. However, the arguments about Endurance use are spot on... Doms already burn Endurance fast in AoE situations. Increasing the set's AoE damage by allowing it to use the same AoE more often will make it hard to manage. I'm not sure that this is unfair, though... other Doms who have two AoEs still have to pay the Endurance for two power activations, and meanwhile they have to slot up two powers to do it, rather than one. It doesn't seem to me that Energy Assault is becoming sub-par in the AoE department, because: 1: WH is a mediocre AoE. I like the 20 second recharge as it allows for better proc usage, but the secondary effect is kinda weak (worse Stun than Fissure or Psy Shockwave AND with no other effect versus Knockdown and -Recharge). 2: but we only have to slot 1 power, not Fissure/Tremor or Psy Shockwave/Psy Scream. In the end, I can live with this, it's reasonably balanced, though I would like to see the secondary effect be better balanced... increase the Stun chance to 50%, or the duration to something like Fissure's. If used with Energy Release, give it a chance to get an End Cost discount. Basically, something to make up for the weak secondary/tertiary effect, and I'd prefer some kind of End discount function since that seems more useful. But I wouldn't mind more Stunning. Edit: oh, and one more thing... seeing Energy Release over a dozen victims is COOL. In this plan we're going to lose that... would it be possible to get an Energy Release effect coming out from the character, something like the EMP blast, to give a visual representation of the effect and make it stand out? -
Focused Feedback: Trick Arrow Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
I agree... yank the thread, follow it to its end. If it causes problems, it's easy to revert and change Acid Arrow. Better to find knots and untangle them, than to leave them to snarl things up in the future. -
Focused Feedback: Trick Arrow Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Lumi.... I think you one-shotted my ancestors back three generations with that Wall of Text. And it didn't even crit! -
Focused Feedback: Energy Melee Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
One thing I would like adjusted, that ties in with the requests above for more Stunning, is to increase the chance to Stun for Barrage. Right now it's lower than Energy Punch, which made sense when it was the fast light attack. But since it's been changed to a mid-level strike with a base 6 Recharge, it should have a higher Stun chance than EP (and lower than Bonesmasher). The duration seems to have been adjusted for a heavier hitter, but not the chance... I think it should be 40-50%. Mag 2 is fine. -
I don't really like to use it on all-ranged characters, for that reason. But if you're in the middle of mobs, then it can be decent. Its max damage over 20 seconds is like 66 damage, which is not impressive for a proc, but it only has to activate on one target to end up doing AoE damage to everyone in its radius, so it works a lot better on large groupings than other AoE damage procs. The downside is the DoT, so if you're playing a character who does high burst damage, it's not that useful. My Electric/Earth Dom uses it, and sits in the middle of a spawn keeping it drained, so it has the chance to activate a lot and to have a decent amount of time to do damage. So it's okay for PBAoE characters. Not great, the damage is too slow, but it's not bad for a single IO. It's also useful on my Fire/Psy Dom, who doesn't have great burst damage and also sits in the mobs. I don't use it on a Plant/Savage, since he moves around a lot and also clears spawns much faster. It also Stuns and draws aggro, which can be useful at low-mid levels. At high levels it's not that useful to draw aggro, since it has no defenses... so anything that can threaten a well-built character in their 40s and up is just going to crush it. So it's more useful on a character at low-mid levels, who is on the lower side of damage for Doms, or most Controllers since their AoE damage is usually more lacking.
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Hm. I'm wondering if it will now become a good place to stick the Fiery Orb ATO... insta-recharge on a spammable AoE that only needs to activate on one target with a 2PPM proc means that there will be lots of balls of burning death following me around. And providing stacking stun fields, stacking with the weak Stun from WH. Whirl, Stun, Burn... repeat.
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Focused Feedback: Energy Melee Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
I'm not arguing that it's balanced, but there is an argument for it, as follows: The heavy hitters for Street Justice, Psy Melee, etc, will CONSUME resources such as Insight. And they crit for full damage. The heavy hitters for Energy Melee and Kinetic Melee will GENERATE resources (Energy Focus or a Recharge to BU). They crit for limited damage. Clearly, the balancing is the idea that generating resources instead of consuming them is worth some damage. Whether the amount of damage lost is worth the gain could be argued, but the concept is obvious and inescapable.