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Sirion

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Everything posted by Sirion

  1. Could everyone please state WHICH T3 or T4 you're using? I just crafted a T3 degen (best time with t4 reactive (75% debuff/25% fire) is 3:23. Time with t3 degen (75% chance -max hp) is 3:30 on my claws/sr. Should I have gone the other way on the degen? DoT over -HP? If you want maximum Single Target killing power, T4 Degenerative Core (-75% MaxHP). This is the optimal choice against specifically hard targets where the stacks can matter (potentially some longer-lasting bosses, but primarily EB/AV/Monster/GM). Anything sub boss level, Interface (in general) doesn't really matter because its likelihood of impacting Minions/Lieuts/Most Bosses, is minimal regardless of whether DoT/Debuff route. I've heard this preference stated before, but I don't quite get why - I must be misunderstanding how the max hp debuff proc plays out. Can you explain why this outperforms the Reactive -res and moderate fire proc?
  2. What bonus resist per target are you seeing from Evolving Armor? And is the base added resist value correct in pines? I ask because I'm seeing a much smaller damage resist debuff than you are reporting, so I'm curious if any of the other numbers are off for that power.
  3. I'm pretty surprised at how this discussion has gone. Do that many people really think Super Strength was slam dunk, #1, the absolute best damage powerset during live City of Heroes? By that much? It seems to be implied that this is well understood. I also don't think you can ever look at single powers in this game and call them "overpowered" - almost every set has a signature ability or two that in a vacuum is "overpowered". In my opinion, the best move is to simply to try to get SS back to the state it was in live. Simply removing the defense portion of the debuff has one real effect: it makes super strength stronger at lower levels until Rage has enough cooldown to be stacked, at which point it's exactly the same. Also, you still want to do that even without it being required to get rid of the defense debuff anyway. Even if the general view is that Super Strength is a bit too strong with an un-nerfed Rage, I don't think adding this huge downside is the answer. A lot of people's enjoyment of this game comes from the nostalgia of playing their old characters again, and this change is something that very strongly takes that away from some people. It can be made to work okay, a lot of things can, but this change is something that is a huge negative for some people and I think that sort of methodology is something that should be avoided. If anything, changes should be made to empower other things to match. Alternatively, minor de-tuning of Rage will feel much less debilitating to old players and won't take away as much from them, even if numbers are slightly smaller - not to mention it's a much easier change to make.
  4. Huh. I guess I missed that somewhere - I did look through the recent issue patch notes and didn't find anything, but maybe it didn't make it into the wiki.
  5. Hi, Not sure if this was intentional, a beta change on i24, or just a late iteration change that I wasn't around for, but the functionality of Rage's crash appears to have been changed. The old, expected behavior: If you activate Rage a second time (get a second stack), at the end of the first rage, you get the damage reduction debuff but NOT the defense reduction debuff. In practice now, both debuffs go off. This is a fairly significant nerf if not intended. Thanks, Sirion
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