Jump to content

Crysta Clear

Members
  • Posts

    186
  • Joined

Everything posted by Crysta Clear

  1. I looooove confuse. My main character is a psi-melee / willpower stalker, and Boggle is perhaps one of my favourite powers, because it doesn't break your stealth! It's a very safe way to whittle down large enemy groups before you make the plunge into assassinating the biggest-looking threat. Anyone with a Confuse power can do this too, by selecting Stealth from the Concealment pool. Reduced XP for reduced risk is OK and normal -- after all, you're not really learning as much from an in-world standpoint, if you're not placing yourself in any real danger, and from a game standpoint, it's important to balance risk vs. reward. Every other way of altering the risk of taking on a given piece of content also alters the XP gained accordingly -- setting a mission to -1 means every mob is worth less, while setting it to +4 makes them worth more. The larger your team size setting, the more mobs there are in the mission to gain XP from, but the more you have to fight.
  2. Honestly, I feel like the important thing is to let the -20% RES from triggering your Opportunity apply to all targets you hit with your primary attack powers until the benefit from your selected Opportunity ends, just like the inherent -5% portion, instead of single-target applying only to the one your T1/2 power hits to open the Opportunity in the first place. Either that, or let the inherent -5% resist debuff stack up to three or four or even five times, with a short enough duration to fall off quickly if you switch targets. -5% resist is a very, very small number that's completely outdone by a lot of Corruptor secondaries, and some, especially /Dark Miasma, also come with the defense toggle to very easily hit the same survivability as a Sentinel is capable of. The damage scales are even very similar, but Sentinels lack a mechanic for their inherent that meaningfully increases damage output, while Corruptors have Scourge. The other option would be to change the -5% Resist inherent to a -5% To-Hit instead, possibly with a two-stack limit. This would really let sentinels feel like they're providing 'covering fire' for their allies -- reducing the chance that their friends will be hurt, and plays into the defensive, protective theme that the name implies.
  3. Magick carpet, void skiff, hoverboard. Three ways to fly in various thematics without spending a power selection, all of which have disadvantages that still retain the advantage of choosing Flight as a pool power for those that want it.
  4. As far as we know, the game can't have selectable sound options for a powerset, so what you're asking for is a game file replacement mod. Hence, "mod your own, but don't ask the server staff to default-install a mod just because you don't like existing sounds." This section is for suggesting things to the Homecoming staff. If you're asking for help modding your own sounds, there's a different section for tech support.
  5. Ghost Widow's hairstyle. Hair physics are so nice.
  6. Mod your own sounds, but don't ask for the sounds to be changed for everyone just because you don't like them, thank you.
  7. We need Ghost Widow's hairstyle. Long hair with physics, yes please.
  8. It's literally a non-issue. The OP's lag is not the game's fault or anyone else's -- why should the whole game change in a way that is inconvenient for the majority of players, just to accommodate one person with a spotty connection? It shouldn't. The fact that this is even being discussed instead of instantly and summarily dismissed is ridiculous. If the OP is worried about lagging past the hover window, then the OP can choose a different travel power.
  9. Creating a power wholecloth that affects other powers requires editing every single other power it could possibly affect, to add in an alternate case for when the buff is active. It's not going to happen. Similarly, changing the damage type entirely is unlikely to happen. The best you're likely to get is an elemental damage proc. Which makes sense, because flaming swords won't stop dealing Lethal damage just because they're on fire. They'll just also occasionally deal fire damage.
  10. Consistency of mechanics is important. If a power has an enhanceable aspect, it should be able to take enhancements of that aspect's type, however small. It's not "false depth," because that slot can be filled with Defense set pieces that otherwise benefit things that aren't Defense -- such as Kismet: +6% Accuracy and Shield Wall: +5% Resist All. There is no such thing as a "noob trap," only "something someone eventually learns not to do." This is not a bad thing, especially when it has valuable niche uses. It's part of getting better at a game.
  11. I don't understand why the OP wants increased hover time after teleporting in the first place. If you lag yourself into 46 falling damage, that's both inconsequential in the large scheme of things, and entirely on your Internet connection. If you're really upset about taking 46 falling damage because your connection is spotty, there is nothing anyone can do that will solve your actual problem.
  12. It sounds like what you're really asking for is a pair of new sets, one for Melee Damage and one for PBAoE Damage. They would be full of procs of different damage types, and their set bonuses would be absent, or at the very least, not very good. Currently, builds that slot tons of procs in one power give up their set bonuses to do so, and we do not want to introduce power creep. It is important to keep them on par with existing procs available to Melee and PBAoE Damage sets. Probably best to make them equal to orange set procs. For example, in the Melee Damage category, Mako's Bite: Chance of Damage (Lethal) and Touch of Death: Chance of Damage (Negative) both add 71.75 damage, with a base proc chance of 58%. In the PBAoE Damage category it seems like the numbers are the same, with the relevant procs from Obliteration, Eradication or Scirocco's Dervish -- base 58% chance to deal 71.75 bonus damage. These are, of course, and should be, modified by PPM. Example: Melee Damage Set -- Elemental Strike Elemental Strike: Chance for Fire Damage (58% to deal 71.75) Elemental Strike: Chance for Cold Damage (58% to deal 71.75) Elemental Strike: Chance for Energy Damage (58% to deal 71.75) Elemental Strike: Chance for Negative Energy Damage (58% to deal 71.75) Elemental Strike: Chance for Toxic Damage (58% to deal 71.75) Elemental Strike: Chance for Psionic Damage (58% to deal 71.75) (Set bonuses do nothing to avoid power creep with PPM builds that slot lots of procs into high-recharge powers.) (2): Increase whichever stat you want to use as a placeholder by 0. (3): Increase whichever stat you want to use as a placeholder by 0. (4): Increase whichever stat you want to use as a placeholder by 0. (5): Increase whichever stat you want to use as a placeholder by 0. (6): Increase whichever stat you want to use as a placeholder by 0. ------------------------------- PBAoE Damage Set -- Elemental Sweep Elemental Sweep: Chance for Fire Damage (58% to deal 71.75) Elemental Sweep: Chance for Cold Damage (58% to deal 71.75) Elemental Sweep: Chance for Energy Damage (58% to deal 71.75) Elemental Sweep: Chance for Negative Energy Damage (58% to deal 71.75) Elemental Sweep: Chance for Toxic Damage (58% to deal 71.75) Elemental Sweep: Chance for Psionic Damage (58% to deal 71.75) (Set bonuses do nothing to avoid power creep with PPM builds that slot lots of procs into high-recharge powers.) (2): Increase whichever stat you want to use as a placeholder by 0. (3): Increase whichever stat you want to use as a placeholder by 0. (4): Increase whichever stat you want to use as a placeholder by 0. (5): Increase whichever stat you want to use as a placeholder by 0. (6): Increase whichever stat you want to use as a placeholder by 0. This way, you could slot them all, and give up your set bonuses, and any ability to enhance that power any other ways. Or you can use it for what it's intended for, and pick one or two elements that suit your concept, and apply them to each of your damaging powers that you want to thematically deal appropriate damage with.
  13. Or just trust players to be able to recognize when something is not necessarily the best idea to slot a certain way, and to accept the deficiencies in their build if they aren't paying attention. It's not like it's difficult to respec when you figure it out, and if you never figure it out, then you aren't the kind of player to whom your build really matters.
  14. Well, the other main option would be to duplicate animations and fill the whole set with whip attacks, some of which happen to look the same.
  15. Because falling damage is negligible. I would rather either have the hang time removed entirely, or have Teleport given a flight speed equal to Hover during that few seconds of hang time only, so that I can teleport down to the ground and immediately be able to move around when I land. How the hang time works is that it enables flight, but gives you a negative flight speed so that you can't actually move while doing it.
  16. I probably have. But I don't want every support set being homogenized into a Time clone either.
  17. Yeah, I'm just going to block you, Pax. You're a pretty unfun person to have on my screen. I suppose I shouldn't expect much from someone self-identifying as a neckbeard in his forum signature, though.
  18. Support archetypes are meant to support. If you select one, it's presumably because you want to support your teammates. If you want to have a ranged character with easy softcaps to solo with, perhaps Sentinel is more what you're looking for? That being said, I have soloed just fine on my /Forcefields Corruptor, for ~44 levels. Never once did I feel like her defense was too low for the content I was at. If anything, she was one of my characters whose defenses felt the highest without set IOs.
  19. Forcefields just simply don't need that specific kind of help. More defense is not the way to do it. I've never once throughout 44 levels felt that my Forcefields character has been underperforming or difficult to play, whether grouped or solo. The set does not need to be given a free, effortless buff to the tune of +18% all defense. What it needs is to have some of the less useful powers reworked into something someone might conceivably choose.
  20. That's exactly right, Jeuraud. It's a specialized support set that's tuned toward giving your teammates defense. That does not equal giving yourself defense. Besides -- it does have a free softcap for zero effort. It just doesn't also let you attack enemies while it's active. If you want to softcap while dealing damage, that's the realm of high-level builds with IO sets, or powersets that specialize in buffing your own defense. Why should Forcefields be equal to Super Reflexes in self-defense but also have defense buffs for your allies?
  21. That's nice. I'm not actually here to join a debate team. Just here to weigh in my two cents about not making a game I enjoy any easier than it already is. Softcapping without sets is kind of the 'thing' of specialized defense sets like Super Reflexes. Wanting that for support sets is, in my opinion, wanting far too much in a powerset that isn't meant to do that. Sometimes things need to not make sense in-world, because the thing that makes sense from an in-world perspective, does not make sense from a balance perspective. If you want to softcap without sets, you can do so with Personal Forcefield. Not like you do much attacking yourself as a mastermind anyway -- that's what the robots are for. What this proposal is really asking for, is to please be given +18% all defense for free, without having to make a choice of that over other options, or anything else, in a set that is not about buffing yourself, but about buffing your allies. tl;dr: Please do not buff my character and ruin the game's difficulty, just so other people don't have to make meaningful character build choices anymore.
  22. There are valid defense IO pieces to slot in a power like that, which have nothing to do with defense. Shield Wall: Teleportation Protection / Resist All +5%, for example. Or Kismet: Accuracy +6%. Its default slot is a great place to put pieces like that, so if it has an enhanceable defense component, it should be allowed to accept defense sets even if the defense value itself is piddly. Just like a lot of powers that have resistance should be allowed to accept resistance sets, even if the resistance itself is small or situational or requires recasting, or possibly doesn't have 100% uptime -- because that's a great place to put your +3% defense globals from Gladiator's Armour and Steadfast Protection.
  23. Currently 44 and felt good to play throughout the whole thing! I'm sorry that you have trouble with the game's content unless you're using an overtuned outlier among powersets, Pax, but that doesn't mean that those of us who enjoy the game's difficulty should have it lowered just to accommodate you. Maybe try playing Time if you don't like Forcefields' smaller self-buff ability?
  24. Maybe include Dark Blast attacks instead of Fire Blast. The whips can be the set's 'hellfire' portion, and the rest can be dark magick.
  25. I have a Beam Rifle / Forcefield Corruptor who has very easily softcapped her defenses without any of the expensive sets, and aside from shielding whichever party members are patient enough to stick around instead of blitzing off on the MMO Rush Mentality Drug(tm), she feels like a DPS archetype to play. I treat Dispersion Field much the same way as I treat Maneuvers -- as a self-toggle, but if anyone wants to hang out in the radius they are of course more than welcome to. Between Dispersion Field, Weave, Maneuvers, Hover and Combat Jumping, I have 18.6% all defense with no enhancements. Adding Lv. 30 plain IO's bumps this up to 28.8%, before Enhancement Diversification starts to kick in. If you add just two individual set IO pieces, namely, the +3% defense globals from the resist sets Steadfast Protection and Gladiator's Armour, that rises to 34.8%, only 10.2% shy of softcap, which is well within the range of a purple insp. This is good and okay. This is not softcapping. Softcaps are the realm of specialized sets or high-level play. Simply adding the ability to cast Deflection/Insulation Shield on yourself would make Forcefield an effortless softcap on par with Super Reflexes, and this is not good or okay, unless you also plan on justifying, somehow, Super Reflexes buffing your allies' defense. /Time is an outlier, and Farsight might be too good. In short... games need to have difficulty and challenge. If you want an easy game, do easier content. Don't ask for everything to be made easier just to accommodate you. Lastly... pool powers are there to be taken by everyone. Every set should be balanced with the existence of pool powers in mind. And if you're not using your pools for defense, then there must be some other thing you're choosing to use those selections for besides shoring up your own defenses -- which is your choice and does not mean that things need to be made easier so that you don't have to make meaningful choices.
×
×
  • Create New...