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tidge

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Posts posted by tidge

  1. 11 minutes ago, America's Angel said:

    Do you genuinely still not understand my post or are you just trolling?

     

     I genuinely do not understand why you make blanket statements that are untrue. Blaster Snipes were not buffed. You could have just as easily not included that incorrect statement.

    • Like 1
  2.  

    1 minute ago, America's Angel said:

    Read my post, in its entirety, again.

     

    Perhaps you should not have emphasized:

     

    On 4/21/2021 at 4:53 PM, America's Angel said:

    Okay so a few people have said Scrapper snipes are nerfed. So let me jump on this before the forum rumour mill does its usual thing of parroting objectively incorrect information. Snipes haven't been nerfed. The Mace and Mu snipes have been bugfixed, and ALL snipes (as well as all epic attacks) have been buffed.

     

    Up to that point in the conversation, there were only two posts on Snipes... with my lament about Blaster (Fast) Snipes being the only specific one.

     

    Perhaps you should take the level 50+5 enhancement out of jumping to conclusions, and reconsider the slotting in defensive posture before trying to contribute to the team discussion.

    • Like 1
    • Haha 3
  3. Is the lack of followup explaining how Blaster (Fast) Snipes got a buff (when they lost extra range) an indication that there really was no Buff and that such a claim was incorrect? I am open to seeing positives to this specific change, but I can't find any called out in the patch notes.

  4. 5 minutes ago, macskull said:

    The range change for fast snipes is annoying for sure, but I'd argue it's mostly because you're used to a certain behavior that's changed. It bothered me while I was testing it too but at the same time I understand why a power that functions as a standard ranged attack should have the same range as a standard ranged attack. Blaster fast snipes still get the 50% range bonus so odds are good your next snipe will get the range bonus from the first one.

     

    TehBuff.jpg

    • Haha 2
  5. 21 minutes ago, Taboo said:

    No need to post if you've come here to argue with folks that have concerns or have disappointment with a change.

    Most of the changes are good and players aren't making blanket statements about the whole page.

     

    @tidge but that's totally a buff if you ask @America's Angel

     

     

    To echo, my comment on the Snipe changes was about the range reduction for my Blaster's (Fast) Snipe, not a complaint about a Scrapper/Stalker Epic Snipe's internal change affecting %procs. If someone can explain how a Blaster T5 primary power got buffed by the change, I will patiently read.

    • Like 2
  6. I'm non-plussed about the "normalization" of ranges for (fast) Blaster Snipes. My annoyance was solidified during a mission that included Council Marksmen in a large room: I REALLY did not appreciate that my Blaster couldn't shoot back at them without either moving towards them or waiting for the Snipe to be slow... assuming that they didn't hit me and put me back into "fast snipe" mode.

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  7. Dominators are somewhat unique because perma-Domination is a game changer for the class. (plenty of discussion on this point is elsewhere)

     

    As far as %procs in attacks, I typically go for a 5-piece set bonus and the 6th slot will get a %proc, but only if I consider the chance for the proc to fire to be worth the investment in the slot. If the 5-pieces include a %proc I want to use, that attack will end up with two %procs... and that's pretty much the limit for my attacks... unless...

     

    Non-DPS AT characters that I actually want to deal damage may compromise and leverage as many %damage procs as possible, backed up with Accuracy and (in the case of control types) duration/effect of the power, such as Mez. For example: there are a LOT of %damage procs in the Hold sets, so for a Controller primary that gets a single-target Hold very early in the career, slotting the %damage procs in the ST Hold is a nice alternative to relying on P2W powers to defeat enemies.

    • Like 1
  8. I don't want to yuck in anyone else's yum; I have a different opinion than some regarding "caps".

     

    As far as Defense goes, it's pretty much only my Super Reflexes characters and VEATs that have me at/above the Defense caps (solo). Those purple inspirations have an actual purpose. Chewing the floor isn't the end of the fun.

     

    I also tend to not go out of my way to hit the hard caps for S/L (or other types of) Resistance. This is not to say I advocate gimped Tanks, it's just that IMO characters not designed to soak up damage almost certainly have a better use for power picks, enhancement slots, and set choices.

     

    in a similar vein, chasing multiple %proc damage in the attacks from DPS-oriented character (especially single-target attacks) strikes me as something that ought to come after actually enhancing the attacks and finding useful set bonuses.

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  9. Compared to many who have posted in the thread, I am a liberal user of respecs. Before going any further, I should note that I also make liberal use of unslotters to test the effects of specific pieces (and sometimes sets) within a power. I'm quite capable of doing the maths necessary to analytically test slotting, but I still want to test drive. I have several characters with entire second builds that were ONLY used for testing, but this can get expensive.

     

    Here is why I find myself using respecs:

    • Patches. When the game changes, the character often changes too.
    • Whole-hog unloading of slotted enhancements for recycling. With a large war chest this is less important, but prior to making bank this was common for me.
    • At level 50, to make way for the hot new Enhancement sets. I play through regular content as I level, so my builds will have used sets in powers that won't match my level 50 build. Also, many PVP pieces move from attuned to level 50 variants (for boosting)
    • A power simply doesn't mesh with the concept or play style. I won't list the various powers that have come with great recommendations but just didn't work for my toon. If it preserves your ego, just assume I know I'm playing it wrong.... whatever it is.
    • I have one 'free' slot and I want to see how it can help in different powers. I'm not shy about sacrificing some movement increase, or Regeneration or Defense/Resistance if I can increase performance in Offense, or Endurance management... or vice versa. Unfortunately unlotting only lets me see what I am giving up and not what I am getting.
    • I want to try a set of different powers. For example: If a set includes a Stun, I always give it a try... but in most cases I have been disappointed. Being willing to respec allows me to discover gems that other players don't discuss.
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  10. This round of changes isn't inspiring any new builds, but it reminds me I have several characters to revisit and check on to see if my current power/slotting choices are where I want them to be. For example, I have a few characters that leverage pool attacks (arcane bolt, patron snipes) that may benefit from revisit, at least one character that could take advantage of stacking Power Transfer: Chance to Heal Self, and several characters where I will revisit the slotting of travel powers. I have one character that appreciates the change to Spirit Ward, and I now have to make some hard decisions about slotting it as a toggle.

  11. While leveling up my stalkers, I did not turn up the amount of enemies... not because too many were too threatening, it was because it was too tedious to deal with them as they scatter. Ironically, turning up the number of enemies all the way to x8 may mean that while some scatter, enough may stick around to keep you entertained. Obviously you have to be able to survive the ones that stick around.

     

    EDIT: The scattering of enemies is, IMO one of the two great reasons to take a Patron pool's Snipe. Of all the planned nerfs for scrapper/stalker snipes, it is the distance limits on the fast snipes that bother me the most. Some of those scattering critters can get PRETTY FAR away.

  12. I wish I could offer concrete advice, because I enjoy my Dark/Time Blaster, but I have taken more powers from the Temporal Manipulation secondary than I did the Dark primary!

     

    I can write: On PUGs, I play this character exclusively as a ranged attacker. This may seem like a throwback to another era, but I mostly use Blackstar to clean up large spawns, and only when it is "my turn". Aside from the "build up", "sustain" and "auto",  the secondary gets used mostly for extra control against hard targets, plus some close-combat attacks (when necessary).

     

    It is possible you can make a Dark/Dark 'blapper' work for you; I haven't put any thought into it. If you REALLY want to be in close quarters as a Dark/Dark, I have seen many builds in the various Melee-oriented AT sub-forums that can probably serve (assuming the Endurance consumption of toggles is under control).

  13. I have a "simian", in addition to playing with the sliders for head dimensions, the face uses the Alien face, with colors adjusted (on a pattern overlay) to match the rest of the (huge) furry body. I wasn't completely sold on the eyes or hair, so:

    • He got a hat
    • I added an aura for the eyes

    Changing the default stance and using Beast Run helps with the illusion, IMO.

    • Like 1
  14. I'll chime in (on yet another thread), that I think a simple approach to revising the MM primaries is to

    • bake in the 'first' set of upgrades to all henchmen, freeing up a power:there is no reason why the higher tier henchmen require an upgrade power that comes before they do.
    • replace the first upgrade power with some sort of (recharge instensive) buff pet (not a henchmen)

    The buff pet would then

    • cover some of the gaps caused by downwards level-shifting as more of the T1, T2 henchmen appear
    • allow for slotting of the aura pieces without having to pass on actually improving the performance of henchmen directly via slotting of the summoning powers.

    Personally, I don't care if such a 'new' level 6 "Buff pet" has to have certain compromises (for game balance purposes) like

    • how fast will it expire (if ever), or
    • if it has to be a toggle, or
    • if it can be destroyed or not, or
    • will the +Buff affect the MM too? What about teammates?

    My suggestion is motivated by the rather odd need to hit high-level henchmen with a lower level "upgrade", and the many primaries that lack a power that can serve as a mule for one-or-more Aura IOs. I'm NOT in the camp of "make upgrades auto", it's just that first (low level) one (appearing before the T2 henchmen) that seems so poorly motivated.

     

    As far as animations for a "Buff pet", simply steal the assets from other places like P2W.

  15. As a peculiar aside: A few days ago I was fooling around with one of the GeForce utilities for screen records (unrelated to CoX) which is something I don't typically do... so I also ended up with a significant number of software updates. Generally, I take the position with video-related software and drivers to never update if things are working well, so I was non-plussed. Anyway, after the updates my desktop was behaving "badly" and I thought I was going to have to do a complete system rollback. Disabling the software package and trying to rollback just the video drivers left my system in a bit of a mess...

     

    Anyway... it was not a problem with the video drivers and software per se, it was that the Nvidia GeForce software was in a sort of mode where it was ready to capture on a moments notice, and that what was causing the anomalies on the desktop. I ended up not having to do a system rollback, but I did waste time having to reinstall software and reconfigure my desktop display settings. It turned out that the settings I had turned on were STILL on... turning them back off was somewhat easy, but not exactly straightforward.

  16. My advice: If you are actively looking to get the 2xDefeat Sally badge, make a point to regularly pop into Croatoa to look for her. Personally, I don't find the every 45 minute respawn rate to be unreasonable.

     

    Since this is the suggestions forum and not the advice forum: If her respawning was tied to a specific number of enemy defeats... she could end up as frustrating to spawn as some of the red-side creatures.

  17. I like the discussion that is considering approaches other than "more of what you got from the T1 thru T8" powers... because quite frankly, most of the Resistance sets DON'T need that, no matter what the potential negative effects are.

     

    At the risk of allowing Blasters into the conversation in an adjacent way... there is a huge asymmetry between offense (which gets rid of enemies) and defense (which survives enemies) in terms of rewards... even without considering "crashless nukes". Right now: The Blaster T9s make them better Blasters, but the Tanker T9s don't make better Tankers (in PvE, certainly).

     

    Personally, I can describe what I always EXPECTED the Armor T9 to feel like (back on Live), even if it never played this way (for understandable reasons): I expected (on my Invulnerability main) to be able to shrug off attacks from GMs and AVs... just like in the first mission from Mender Ramiel's arc. Obviously neither Oroborous nor Incarnates were a thing back then, but with the (original) level cap at 40... this is basically what I wanted from the primary T9. I never got it, and for good reasons.

     

    I can see that my personal expectations from long ago are way out of line for game balance... but they still occupy some real estate in my head space.

    • Like 1
  18. Fortunata (one of the VEAT) offer mixes of control with melee and/or range... plus the wonders of the team buffs. Obviously you are limited as to what types of controls (from the career path, plus available pools like Patron and Presence) but if you want that sort of play style I think you can have it.

  19. My only comment on this topic is that (specifically for Stalkers) I wouldn't bother with farming at +4. I realize that the "farming vision" is higher level enemies give more XP, but I think the return on time spent farming will be greater running against even level enemies with faster farm times and vendoring the common level 50 recipes. staying away from the farms and just endlessly recycling some specific content at +0/x8 to also earn merits may be just as rewarding.

    • Like 1
  20. 9 hours ago, Marshal_General said:

    I never managed to get very far with a VEAT of any type since they introduced them, but I want to try again. The idea is just training so no gloom or other no human training abilities,

     

    Can I offer a suggestion for a couple of Power pool options that I think might serve you better than the Medicine pool, while respecting your intent to be 'strictly human'?

     

    I am a HUGE fan of Unrelenting from the Presence Pool, both as an option to self-heal and to boost offense. The problem is that you have to get stuck taking at least one other power that will be of limited utility. I suggest dropping the three powers from the Medicine pool and go with:

    • Provoke: I like having a Taunt on (positional) Defense characters, and the multi-target (albeit with a ToHit Check) is much more useful in almost all situations than Confront. Plus, if you can spare the slots Mocking Beratement is a great set, otherwise Accuracy is good enough. (I could not spare the slots on my Night Widow)
    • Pacify: This power is mostly useless, unless you are specifically soloing EB/AV and want a breather. The single-target fear is slightly more useful, but if you explicitly don't want it (and won't be generating Fear effects through the ATO) I suppose this is your choice.
    • Unrelenting: Go ahead and 6-slot it with Preventive Medicine.

    On my Night Widow build, I have Provoke (level 16), Intimidate (level 18) and Unrelenting (level 30)

     

    I also want to point out that Combat Training Defensive is an Auto power, making it a very good spot to drop the Kismet: Accuracy (really +ToHit) piece.

     

    EDIT: I want to note that the Pacify from the presence pool DOES NOT WORK like Placate. You will not get a chance at a Critical bonus from it.

     

     

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