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LightMaster

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Everything posted by LightMaster

  1. It’s possible, but I wonder how SS would take Scrapper’s Critical Hit into account, given how hard hitting the whole set is. Reduced crit multiplier compared to other Melee sets? Reduced base damage on Scrapper specifically? Have the Scrapper get Knockout Blow as their Tier 9 Melee?
  2. So that’s where all those Power Sets changes are at, and I thought we won’t see any except Mastermind’s Primaries when Page 3 was announced! Must be held off so that the new Sonic Melee set will be adjusted alongside. Unleashed Might looks super promising and gives a reason to viably use Hand Clap, while also fitting the flavor of SS Tankers and Brutes that aren’t all about reckless rage. I’ll have my Dark/SS Tanker replace Rage with Unleashed Might for sure!
  3. So the Brutes do get buffed after all! These buffs seem small, but it allows Brutes place better as the middleground of Scrapper and Tanker better than before now that Brutes can have an easier time to hit 90% Resist cap. Not as effectively as a Tanker can when solo (i.e. solo farming), but definitely an easier time when teaming with +Def/+Res teammates as an “off-tank”. I was right in the money that Sentinels will get some sort of crit system if they have to catch up with Scrappers, but buffing Vulnerability into a chain (for half as much on chained foes) is a very pleasant surprise. Up to 40% chance of 40% extra damage may not seem as much as Scrapper/Stalker’s mostly double, but the 40% chance is still a lot more frequent than a mere 5/10% without relying on ATOs so the crit damage will add up quickly… and it stacks with Vulnerability, too. Also, a nice way to compensate with not using Vulnerability at all, something that some people complained about some Sentinels not using it.
  4. I am one that hits both to go for a super burst of damage, especially if my Tier 9s and Judgement are up, and to give a severe dent on EBs and AVs. Now if I use a /Kin Corr, then Aim + Falcrum Suift to give my teammates and myself near or at damage cap. And yeah, your Blaster buddies don’t need to alternate or smash when this happens, saving them precious seconds to kill foes.
  5. I thought Blaster would be at least in middle place since this AT is the overlord of DPS but… dead last compared to the other records? I am pleasantly surprised with the top Sentinel having comparable time with Scrapper wnd Stalker, and I know well that the Dominator, Crab Spider and Mastermind having the power of pets (with Dominator only having one but make up for it with high damage on their own) for an impressive time, and Controller not far too behind for the same reason so… What does Blaster lacks that prevent any player so far to close gap between it and other all-time records of other ATs?
  6. Wravis does make a point on devs needing to pay more attention to feedback. But if the feedback is presented in an aggressive tone, or if disagreeing with what the others said without proving it? Then we run into a problem of aggressive feedback that can put far more stress to the devs than they already got.
  7. Adding to what Rudra said, it’s a little thing called “Comic Book Time”, meaning that Superhero comic books advance at their own pace rather than real life time, and without completely moving away from the time period the comic has based on. Otherwise, we’ll end up in a situation like post Season 10 Simpsons where the setting have been updated to the time period, but the characters themselves have no aged one bit, making the situation increasingly awkward. This is why I made my own characters’ birthdate and all as ambiguous, as to not ending up being too anachronistic (unless it’s a time traveller or a long-lived wizard, for example) with the timeline of CoX and allowing for flexibility on their usage. Take one of my characters, a leader of the rebellious Legacy of Light members called the Surgers… but when they left the larger Legacy Chain is something to be discovered first, as well as me looking things up for when the Legacy Chain is established.
  8. Maybe instead of completely reworking Fury, make it so when going over 50 or 70% of Fury, the debuffs a Brute can inflict with Primary power sets adds an additional stack called [(Fury) Debuff] to effectively 1.5x to double the normal debuff value of a Brute, with the debuff value inflicted by Brute slightly lowered to compensate. For Power Sets that has no debuffing effects, those will deal a -Slow debuff when used by only the Brute, so that enemies trying to run away will get slowed down in the process.
  9. I think the real issue is not just not dealing enough damage, but it’s moreso a severe syndrome of being a “master of none”. The VEATs compensates a similar concept with having unique combinations. Assault Rifle + Stealth as Bane or AR + Pseudo-Mastermind as Crab. Psionic + Toxic damage on Widows, with Night Widows having fairly more tankiness and damage, and Fortunatas having more control powers and resistance to mezzes iirc. Adding into those, what makes the VEATs so much better than the Kheldians is the fact that the VEATs have access of some of the best buff / debuff powers in the game. Toxic Web Grenande for Soldiers, for example, as well as their own Leadership powers alongside the Power Pool version that can be stacked. Were the Nova and Dwarf’s upsides are a bit more amplified and the human’s support powers improved to be much more versatile, viable and less situational, maybe and I’ll say maybe they’ll have better places in at least on teams.
  10. Limiting potency on individual status resistance will make mezzing statuses even worse to deal with than before, and being unable to move when our health is at least one is one of the most annoying thing to deal with, so of course players want mitigation or even immunity of those statuses. A way to make mezzing powers useful against mez-resistant critters is to make those mezzing powers deal small but stackable Defense and Recharge decrease on critters with any sort of mez resistance, including AVs. the mez-resisting foes slows down bit by bit instead of being completely stopped from attacking. This way, Control Power Sets can still contribute against rez-reisstant foes without screwing over players or turning EBs+ foes into pushovers. The stack does not apply to players, with only the latest strongest magnitude mez power taking effect for -Def and -Recharge penalties.
  11. I would agree with Sentinel getting some sort of crits, but do keep in mind that each crit-esque system works differently in requirement. Scrapper’s can be at any time but at up to 10% chance, or 54% max (with the 50% crit proc) with both ATOs. Stalker is similar, but guaranteed from Hide and works differently with Assassin’s Strike where you gotta click Primary powers to increase it’s chance of critical hut for that signature power. I also think it also has higher or guaranteed crit if hitting a Sleeping foe. Controller have a two-in-one with two split components; the chance-based crit being Overpower where it increases in Magnitude for the mez statuses, and the double damage component where the Controller always double damage is dealt to mezzed enemies in Containment; most of the Controller’s pets can also inflict Containment with a 33% chance. Corruptor uses a system similar to Scrapper’s crit called Scourge, but never crits over 50% of max HP, then increasingly have a chance of dealing double damage (or triple in case of Ice Blast’s Blizzard) up to 100% chance at 10% HP or lower. This allows Corruptor to significantly catch up in burst, DoT or even overall damage with the good timing, luck and setup, and makes Scourge immensively effective against bosses with high health such as most AVs. All that with a bigger target cap vs melee ATs, and watch the damage numbers skyrocket. For Sentinel specifically, I thought of maybe making Vulnerability making the enemy receiving double damage within the first two/three seconds from the Sentinel (or even multiple!) to help with giving Sentinel having higher ST damage.
  12. I do feel that as brief the Raging Fury is for the new inherent for Brute, I worry that the Global Recharge Time bonus it grants might end up outdoing the Scrapper in DPA since a mere thirty seconds cooldown makes very easy to Perma-Fury unless it cannot be stacked to extend the timer, and as a result can have significantly less cooldown on Powers vs other ATs with Perma-Haste. The glittering effect looks too cute on something called “Chaotic Magic” for Arcane Melee, so either change the effect on something similar to Psionic’s FX, or rename the type of magic as something like “Holy Magic”, “Psycho-Magic”, “Light/White Magic” or “Illusiary Magic”. The rest are pretty nice concepts and number changes though!
  13. One of the devs, I think is called Powerhouse or something iirc, did call Sentinel AT like that, reflecting the reduced range and armor. For those giving a thumb down to me, please have a decency to tell me why you don’t agree with the suggestions. Those of Discord server hating on the Sentinel AT will get lost and wonder why bother if we don’t step in to give a counterargument.
  14. While it is true that some Dominators primarily uses ranged damage, other Doms primarily uses melee (as those melee powers deal more damage) or even a good mix of both. I’m one that uses both since I feel like the Assault power set is intended to go for mixed, going in and out of melee range with enough powers to constantly attack a mez-resistant enemy, such as an Arch-Villain or a Giant Monster. That said, Miss Me allows your version of Manipulator to have more survivability in comparison to any type of Dominator, so the Manip exchanges control prowess for better survivability. If you want a suggestion on Devices, maybe have the Manipulator using faster version of Mine and Time Bomb to compensate having to set up in the first place, while Tactical Arrow… maybe make that one exclusive to Blasters, as only Brutes and Tankers uses Super Strength among melee ATs to give an example. Perhaps a variant called “Tactical Claws / Combat” can be used instead for the Manipulator.
  15. Picking this thread back up because there are trash-talking on Sentinel in Discord. On one hand, Sentinel can be very good with certain power sets, with Elec/Elec being a highlight. It’s a strong “last bastion” archetype when push come to shove as well, with any survivability is better than the Blaster’s lack thereof. Endgames and hardmodes might be a different story, but that one has a small amount of player participating. On the other hand, there are legitimate reasons why the Sentinel is disliked beyond misuse of the Archetype. Although a few criticisms are very extreme (dealing less damage than a Defender? Really?), there are a few points I find to be valid. There are arguments that Sentinel should have at least get a crit-like inherent, as well as much stronger ST damage at cost of same Target Cap and reduced AoE potential. This allows the Sentinel to be a sidegrade to Blaster - a range Archetype less damage, but have better survivability. It was discussee earlier in this thread, too. If instead of a crit system, a way to do that is to make a variant of a snipe, called a “Charged Blast”, which brings to mind a charging ranged attack akin to Samus or Mega Man. It starts with Extreme damage when not engaged, but if a condition is met for two seconds or more, it becomes stronger in both damage and secondary effect. Part of why the Sentinel of Tesla Cage is beloved is due to being able to deal Extreme damage AND has a helpful secondary effect in the form of a Hold. Simply put Sentinel’s range more in-line with other ranged ATs (while still allowing Aim to increase range for safer shooting), since the lowered range just doesn’t work on a conceptual level since the Blasters can already be melee-ranged due to having one PBAoE nuke depending on the power set, and the strong melee powers in most of the Blaster’s secondaries. Personally, I think the Sentinel’s Control powers in the Ancillery and Patron Power Pools should be able to deal a harsh secondary effect alongside mezzing the foe to compensate the long recharge rate. These may help out the Sentinel having a nice push without completely eclisping the other ranged ATs, while staying true of being a “ranged Scrapper”.
  16. Helps that -Res can be done by pretty much any AT and any Power Set as long as you got the right IO that do that, such as Achilles’ Heel. I myself like to pick Misdirection whenever possible if I pick up the Concealment Power Pool because I discovered that it has -Res on a PBAoE, and it’s a pretty powerful 15% on VEATs, Tanker (why would you do that on a Tanker though?), Controller, Defender, but even 10,5% is pretty good on multiple foes at once. So of course you can stack it with your -Res charged Corruptor. I have a Sonic/Arrow Corruptor that took all the -Res powers on the secondary.
  17. After looking at the responses… What was I thinking? Seeing negative reactions and even asking for removal regarding the Sentinel skewed me to see it as lower tier, and that’s despite me having a lot fun with the archetype. After revising how I feel about the Sentinel AT, I do agree that it only needs a single something to truly feel like a ranged Scrapper, like a crit, so that it can compete with Scrappers and the like, but definitely not close to the level of Corruptor and Blaster. Just an overall bit higher single target DPS with that in mind. Regarding inherents, that’s more of a wide issue than the Sentinel’s specifically, so this thread isn’t appropriate for this thread regarding Controllers, Dominators and Masterminds unless for comparison, and Sentinel’s Vulnerability more falls victim of being severely underused / misused by players due to a lack of guidance than the inherent itself having issues. I would not argue against Vulnerability stacking, but with diminishing returns as to not make it obsoletely good.
  18. I should have worded better since I don’t really want the Sentinel to be removed either and I’m fine with how it is currently, given that HC did at least took time and effort to create a new archetype either. I took it since there’s a few people of the server that straight up suggested to remove Sentinel altogether which is counterproductive.
  19. Hopefully without something like Scourge. If that’s the case, then it might be a solid well-rounder AT without overlapping too much with Melee ATs, then.
  20. On one hand, some of the Corruptor’s secondaries does encourage getting up close and personal such as Poison, but giving Corruptor access to Assault power sets might be asking for making an S-tier AT to be unbelievably overpowred, as Assault’s Melee Powers tend to have the best ones of their Full Melee Counterparts. A Scourged Melee Damage might be either comparable or even surpassing a Scrapper’s crit. There were suggestion on Melee/Buff and there are concerns about that AT idea overshadowing both sides. Allowing Corruptor to using highly-damaging, reliable Melee Powers before reaching Level 35 is asking to overshadow the Melee ATs even more. At least the Dominator doesn’t use Buff/Debuff and is countered by factors like higher than average endcost and WANTING to use Haste to be optimal.
  21. Yeah, but I’ve also been told that the Sentinel AT is supposed to be a DPS AT and not a tanky AT, and the Scrapper still deals lot more damage in comparison, so it resulted the Sentinel to be a master of none when compared to other ATs other than “the last bastion” unless one go for Electric/SR. A ranged tanky AT would be better off as a seperate AT and not Sentinel. I know for sure a rework too drastic will annoy players with multiple Sents, especially with ones built with DPS in mind. That’s why I want to keep an open mind to ensure a solution that makes Sent players happy, with less changes the better.
  22. Ooooor maybe leave the Luminous and Umbral stuff to Peacebringer and Warshade as-is? Granted, what powers the VEATs have aren’t super unique per say, but rather a neat combination, with A. Soldiers have a mix of Assault Rifle, Stalker stuff in Bane and Crowd Control and pseudo-MM in Crab, while A. Widows are basically Claws + Thorn + Psionic hybrid, but I rather not stripe away what uniqueness the Peacebringer and Warshade has beyond their exclusive forms, since some prefer to just stick with human form and not bother with the other two forms. Darkness elemental Power Sets can already scratch the Umbral / Void itch, and Energy is already used well as a substitute for light-based powers. I already requested Energy having Melee FX on Energy Blast and vice versa in here, for one, so that you can blast some really luminous projectiles for Energy Blast, while Energy Melee can enjoy punching with particles as FX options, akin to Dark’s Soul Noir option. If the HC devs are already making Luminous and Umbral stuff profiliated to compatible Archetypes, then sure, I can live with that, but I rather have the Kheldians catching up to par and make them relying a lot less of Changeling exploits first and foremost.
  23. Yeah, that’s a way for Sentinels to catch up in DPS while keeping their concept. Scrappers have crits, Stalkers have crits, even Corruptors and Controllers have crits (called Scourge and Containment respectively), and Blasters have a “pesudo-crit” in Defiance that grants Damage Bonus which means more damage to not one, but many foes. … Although I’d think that it should be a distinct type of “deal doubled damage” crit that either plays with Vulnerability, or by simply adding another inherent that deals a conditional crit, like Controller having two Inherits (Containment and Overpower), or both. Like making guaranteed crits within two/three seconds of a Vulnerability-targeted foe. Alternatives would be… First Strike (100% crit on full health foes, and then occasionally crit on foes with more than 50% health; basically the opposite of Scourge but the decreasing chance as HP lowers is a bit more strict) Weak Spots (Chance-based like Scrappers’, but have higher chance against foes that have high Resistance, Defense or ToHit) Saving Throw (Any time a Sentinel misses, dodged enough damage or suffered enough damage, it will deal a guaranteed, unmissable crit; especially useful for finishing off a Defense-boosted foe like a Tanker-type Crey Paragon Protrctor) Charged Shot (Every four successful strike, the fifth one will be a guaranteed critical hit; missing will not reset the combo, but not using any power for fifteen seconds will)
  24. As some of you may know, the Sentinel Archetype haven’t got their solid identity compared to other ATs. Being a “ranged Scrapper” proved to be fundamentally flawed, as it’s damage don’t even come close to a Scrapper, and it’s reduced Target Cap means it’s AoE is gutted out in overall damage it can do against a group of foes. And if one were to play a ranged Scrapper, then a pure ranged Blaster can already do that job far better in terms of DPS. So what can be done to Sentinel without overshadowing an existing Archetype? Well, instead of being a “ranged Scrapper”, the Sentinel could become a tanky ranged archetype instead. There are superheroes and villains that have a combination of high ranged damage and survivability. Iron Man having his faithful armor that shoots strong energy blasts, War Machine with a similar armor but with a multiplicity of weaponry, The Sentry that uses both melee and ranged powers on top of regenerative abilities, Mr. Freeze with his body suit that can withstand damage and can dish deadly ice projectiles in return, et cetera. With those in mind, it’s only fair that the Sentinel should be reworked into putting emphasis on survivability as a ranged counterpart of a Tanker, but also an opposite where the Sentinel focus on single-target damage and debuff* with less Target Cap. Their DPS still won’t reach the likes of Scrappers, Corruptors or Blasters, but they make up for it with a much more impressive survivability at a mid-range combat if all else fails, and in terms of debuff-inflicting, they surpass the Defender in damage. * Perhaps increasing the value equal to Defender so that any of the Sentinel’s blast power other than Electric Blast (already great on Sent) and Fire Blast (already great and never going wrong with DoT) will have more time to shine without dealing with the Defender’s low damage scalar. Again, to make up for low target cap and mid-range. Vulnerability should probably be enhanced with enemies taking more damage than it already does to make up for the Sentinel’s more limited Target Cap, as well as more severe reducing Resistance to mezzing and debuffs to make it a much more effective Force Multiplier, but otherwise it’ll be left as is. Armor secondaries would be touched accordingly since Super Reflexes is easily a favorite of Sentinels, and I found lot of good uses with Energy Armor, so it’s likely that Defense-oriented Armors and Super Reflexes will remain top tier. Instead, the Resistance-oriented Armor would be buffed to be ahead of Scrapper and Brute, but still behind Tanker’s versions, with the Sentinel’s Resistance cap increased (perhaps around 80 or 85%). The Snipe-replacing powers will probably have to be buffed to have a stronger secondary effect or stronger damage output depending on one’s want. Or have at least one “Tesla Cage” type where it deals Extreme Damage to make up for a lack of Snipe; Tesla Cage is part of what makes Electric Blast so good on Sentinel. As tempting as it is to remove / replace Sentinel entirely, I do not want to see an Archetype that the HC team had put some effort and time to put on. All being said, what would be your idea to improve the Sentinel other than removing it?
  25. Wouldn’t hurt to bring some screenshots and see if those NPCs have multiple positions. I am not sure if it was already a thing since some non-important NPCs (like visiters / ravers) did stick to a place.
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