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Crysta Clear

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Everything posted by Crysta Clear

  1. Because you said 'team utility.' And the only pet in that list that will be worth using is the ShockBot, so I assumed you meant that one. The spider can't have a good magnitude on its web without being OP, probably will be Mag 2. And the HealBot being "minor" healing seems like a thing that will never be used. But you still have yet to give me a reason why an armour set deserves two recovery powers, when only the most outlier of outliers (Bio, etc.) have any at all. As for IOs, my characters get new basic IO layouts at 22 and 32. From 1 to 22, they are slotless save for the five prestige enhancements, and I typically have no trouble playing through low-level content this way while solo.
  2. For reference, the way around the timer stopping when you alt-tab, is as follows: 1.) open quit menu (the one with three buttons, 'quit to login screen,' 'quit to character select,' and 'quit to desktop.') 2.) press and hold alt 3.) click your desired quit button 4.) Press tab -- window loses focus, preventing the tab key from interrupting the timer.
  3. The SO's that nobody uses. That's not really a valid statement these days, no matter how much certain people seem to want it to be. Powersets need to be at least balanced around plain, Lv. 50 IOs, though the vast majority of characters get enough merits while levelling up to grab their essential procs while levelling. Performance Serum ignoring recharge rate changes still means you only need to spend one slot on Panacea/Numina/Miracle instead of two, because Ablative Armour's default slot still takes one. As for Shock Bot not having any slots, then you still have to question why the second recovery power in an armour set provides 5% more team-wide recovery than the base for Chrono Shift, a power in a support archetype, and as a toggle, does so with 100% uptime compared to Chrono Shift's recovery portion having less than 50% uptime when kitted to the nines for recharge. You're stepping on other archetypes' toes with this set. Why should a Scrapper be able to hand out team-wide recovery on par with one of Corruptors' and Defenders' most overtuned outlier sets?
  4. 13% to two defenses is on par with Danger Sense in Ninjutsu, you just trade Danger Sense's perception radius and defense debuff resistance, for the ability to pass the defense off to a party member for a little while. With pool defenses and a primary that has a Parry-type power (broadsword, katana, titan weapon, etc.), it will be ridiculously easy to positionally softcap this set. Equally easy to Ninjutsu, but with massive resists in more common types. Any halfway significant amount of global recharge at all will make Body Armour triple-stackable, and then that single power alone will cap a Tanker/Brute on S/L, as well as providing 2/3 of the cap for Energy, albeit with the third stack only having ~33% uptime (assuming you can take the 5 minutes down to 3. If you can bring it lower, like with Hasten and LotG's, it can be higher uptime). You also have space for two Performance Shifter procs in-set with this -- one in Adrenal Harness and one in ShockBot. Ablative Armour and Performance Serum can easily hold your Numina and your Miracle, leaving only Panacea to be slotted in Health, with global recharge to very easily take Performance Serum's recharge down below the 2-minute duration of Numina / Miracle procs. These combine to ensure you get a total of three Performance Shifter procs, one Panacea proc, and both Numina and Miracle, without spending a single slot on any recovery or healing powers. What you have created here is a set that is slightly less powerful than Ninjutsu for positional defenses, but still amazingly easy to softcap. But it also has ridiculous resists to common types, crazy regen for a set with both defense and resists, and effortless, free endurance that far outstrips the passive endurance generation of any other secondary, and also does not require you to spend any precious slots.
  5. It could be done a combination of a new lootbox and an NPC vendor, perhaps. The lootbox could be only acquired this way, and would contain one random Hami-O when opened. In order to get one, you have to trade in an existing Hami-O and 6 Enhancement Converters (or, if Enhancement Converters are not valid currency in the system somehow, the equivalent 2 Reward Merits that could be spent to buy 6 Enhancement Converters). But yes, normalizing their prices on the market seems like it can only be a good thing.
  6. That's what we call a non-penalty. It looks like a penalty on the surface, but really, it isn't. You still have 100% uptime after that first stack, and you don't have to start a mission until those 5 minutes have gone by. If you are being invited to team content, hit it while the team is forming and by the time it starts, you'll have it.
  7. This request is not a QoL (quality of life). It does not increase convenience and ease of use for the player without affecting mechanical strength. It is a request for a straight buff to all characters' knockback resist, as it effectively adds up to +24 points of knockback protection (only +20 if you need one of your sprints for a stealth IO), with no opportunity cost in builds required to balance it out. Hard pass, this suggestion is terrible.
  8. 67% with only SO's is more than 2/3 of tank archetypes' resist cap. That's way too much XD
  9. I built my psi-melee stalker with only four attacks because I skipped the silly-looking tele-punches. It works, but I had to go all in for recharge in order to make that small attack chain workable.
  10. At the very least, wouldn't it be possibly a little easier to add an additional option besides just "Crab Spider Backpack - Standard Issue" and "Crab Spider Backpack - Custom?" "Crab Spider Backpack - Invisible," perhaps, with a null-mesh (i.e., mesh is there but completely untextured, so it is invisible), but no animation changes. The laser blasts would kind of 'appear' over your back from nothing. That way no~one has to work with the attack animation system, and it would even help Crabs who respec into Banes to lose their backpacks. The slight tradeoff would be the possibility for Crabs to have a kind of 'satellite laser' that hovers and then shoots forward, and possible issues where you might cast crab backpack shadows without having a crab backpack.
  11. OP: Don't ever make anything easier. Make players get better instead. If you can't, or are unwilling to, get better at a game in order to see the rest of it, then you can stay in the parts of the game you can handle. A game is not obligated to show you every bit of content it has to offer, because it's an interactive medium.
  12. I think another large problem with Sentinels' inherent is the same problem that faces Resistance debuffs elsewhere, in that Resistance debuffs are resisted... by Resistance. So the types of enemies against which you most need to debuff their Resistance, are the types of enemies virtually immune to having their Resistance debuffed. Perhaps the answer is as simple as flagging the Resistance debuff on Sentinels' inherent, and Opportunity creation, as unresistable?
  13. Most people who ask for blatant power creep are not reasonable people. It's why I blocked PaxArcana in that other thread. XD
  14. That is absolutely my response, yes! You don't need any team that's going to treat you like shit.
  15. It's a lot easier to do if you choose a secondary with a defense power in-set, like Ninja Training. I have an Electric Blast / Ninja Training blaster who's managed to softcap all three positionals. Granted, she needs to rely on the 5% portion of her T4 Barrier, but she's positionally softcapped with 100% uptime, and her T4 Diamagnetic further penalizes enemies' to-hit when she attacks them, which can, along with purple insps, ease certain incarnate content where enemy accuracy buffs are a thing. Opening up from stealth with Aim -> Thunderous Blast is amazingly fun to see 800+ damage to ~20 enemies at once, and all of them just fall over. XD And for the next couple of fights, I'm in melee with Lotus Drops (complete with knockdown proc), Golden Dragonfly, and Short-Circuit, weaving melee powers Ball Lightning and basically never leaving melee combat.
  16. Not really, no. They're not supposed to be tanks and have no form of threat generation to support a tank role, they don't need higher resist caps. As an aside, Stalker and Scrapper are full melee archetypes that also only have 75% resist caps, and they do just fine. Scrappers even have a taunt they should never use or take aside from two-slotting as a set mule for some cheap max end. XD
  17. More cosmetic options are wonderful. Yes please. Would love an option for Warshade/Peacebringer toggles to be rid of the weirdly-shaped 'eye glow' that reminds me of weird 80's 'cat glasses,' too!
  18. All jokes aside, petless mastermind is a build that can work! You can apply -58% Resistance debuff on your primary target by combining the whips from Demon Summoning and the tar-patch from Dark Miasma (but only -30% to non-primary targets in an AoE, who don't get your whips, only the tar patch). The fact that your own damage will be relatively low should be countered by the fact that your enemies' Resistance will also be relatively low. And the lifesteal in Dark Miasma makes for a really neat vampire concept!
  19. I just did. When you have a summon, you are still a valid target for enemies to shoot over your summons if you spend your own activations debuffing or whatever (debuffs draw a lot of agro!), or if the enemy has an AoE power. Confuse, especially AoE confuse, removes the enemies' ability to target you, is not broken by damage (and is thus more of a hard control than a soft, now that I think about it), and also turns them into a damage source for your own benefit. It's like a hold/disorient, except it also causes your enemies to damage each other. Game balance should not shift toward easier difficulty just because of "social stigma" from the rushrushrush, MMO mentality, merits/XP per minute crowd. Kindly tell those people to screw off, and solo the content instead with your build's vastly decreased risk.
  20. It would be nice to be able to 'disassemble' incarnate powers in a very lossy way (get back less than 25% of the resources put into them, and none of the orange or purple components ever), or just to flat-out delete incarnate powers you didn't end up liking so they don't clutter your list of slottable powers. But a full, lossless incarnate respec, or even a less lossy respec than ~25% and nothing rarer than uncommon, would really just be stupid power creep. Example: A T1 costs 60 threads (three 20-thread white components). You could 'disassemble' it into 15 threads (25% of 60). A T2 costs 160 threads (the 60-thread T1, two 20-thread white components, a 60-thread yellow component). You could 'disassemble' it into 40 threads (25% of 160). A T3 costs 200 threads (the 160-thread T2, two 20-thread white components) and one orange component. You could 'disassemble' it into 50 threads (25% of 200), but you will flat-out eat the loss of the orange component's value. A T4 costs 440 threads (two 200-thread T3's, two 20-thread white components), two orange components for its constituent T3's, and one purple component. You could disassemble it into 110 threads (25% of 440), but you will flat-out eat the loss of the orange and purple components' values. This encourages people to think about their choices, while also letting them recoup a small amount of their effort if they decide they'd rather not have the incarnate power they've already crafted. Note that it gets worse and worse the farther you go into a given slot -- this is good and okay, because you should be able to tell whether you like an incarnate power within the first two tiers, and investing that much into something you don't like is silly.
  21. Pets don't take an enemy out of the fight prematurely and also turn them into a damage source for your side of the encounter. Confuse is very much a more offensive version of soft control, and comparing it to summoning powers is not very accurate.. ^_^;
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