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ItashuLead

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Everything posted by ItashuLead

  1. @ScarySai I mean, it all depends on what you're proccing it to do. DAMAGE procs, no, but. Never underestimate utility procs. I find the Fury of the Gladiator: Chance for -Res proc almost always fires in the original Consume. And for almost every AT that has Fiery Aura, there's a survivability proc. Avalanche: Chance for Knockdown ALSO almost always fires, and its HILARIOUS. Knocking down a whole mob at once with a power you don't expect to see do so... CC'ing enemies is sometimes more valuable than a heal. A power that boosts your Max HP AND CCs, because you procced it that way... Double safe!
  2. I've really enjoyed the Burn and Phoenix Rising changes on Open Beta. Solid damage, great to be able to reactively hit Phoenix and not feel bad about it 'not being the right timing'. And even better that reactively, it is STILL the full heal. Sometimes you're stepping into multiple alpha strikes and you KNOW it, so that's great. To note, I was testing on an Archery/Fiery Sentinel, +2/x8 PI Radios, fully incarnated and slotted. Consume felt fairly solid, but also... important. If I lost the stacks I felt it. Perhaps I'm just bad at upkeep powers - I would normally put something like Ablative Carapace, Psychokinetic Barrier, Rime, on Auto-cast, but with something like Consume, Devour Psyche, and Consume Psyche you are trying to hit as many targets as possible. In case before, you didn't HAVE all the stacks. Duration of 45 seconds felt a little short. I've played the same character on HC Live, was used to a 2 minute duration of max HP. Maybe a 1 minute duration would help that feeling. I'd also say... Healing Flames felt like a power I had to always cast right after casting Consume. And then 1/2 to 3/4 way through the mob, needing to cast Healing Flames again. A small, unenhanceable, heal on delay in Consume would help. Well, that might not work in an Adaptive Recharge power as is... (Sorry for long post) Well, I think you have a point Billy. But, adapting the current Adaptive Recharge math might be easier to implement. So if Base Recharge was 20 seconds, and each Target hit adds on 3.5 seconds, capping out at 60 seconds(as current cap), procs would fire less, but still reliably. On the flip of it, it would probably mean a higher percentage of effects should be based on the first Target hit, since a higher base recharge makes upkeep slightly more difficult. A higher Base Recharge would help balance the small unenhanceable heal on delay I suggested, help procs... and if the duration was increased to 1 minute for Consume's stacks, I figure the Adaptive Recharge cap could be pushed out a little bit, maybe even use the same seconds per Target hit as currently on Open Beta.
  3. Hm.. From how Adaptive Recharge is coded, I figured maybe it hadn't been attempted. I'd be curious for a GM to weigh in on it. Thanks for your insight.
  4. While I agree that that's probably more of 'the meta', all of the procs talked about in this thread have been survivability or utility procs. Avalanche: Chance for KD, Sentinel's Chance for Absorb, and Fury of the Gladiator: Chance for -Res. Giving a utility power more utility, as a player choice, is a neat capability. Options are nice to have. See above for my proposed Adaptive Recharge rework.
  5. Okay, so. Between the feedback of direct testers of the modified Consume and some notions / concerns about how Adaptive Recharge effects procs, we are all left wondering if we're talking about the same power. We could be. Let's get some concepts out first. As stated earlier in this thread, Open Beta's Consume as an Adaptive Recharge power has a 'Base Recharge' of 5 seconds. In a power, Base Recharge is explicitly the Recharge of a power without any slotted Recharge or Global Recharge bonuses. Base Recharge is used in proc calculations to determine how often procs fire. So, fast Base Recharge = less procs. Adaptive Recharge currently raises the Recharge per target hit, but the number it modifies is not the Base Recharge. It's a modifier laid on top. Additional time. What if it modified the Base Recharge instead? Okay, as currently working on Open Beta, Consume's Base Recharge of 5 seconds gets 5.5 more seconds ADDED ON per target hit, to a maximum of 60 seconds. So if you hit 4 targets, that's 27 seconds Recharge. If the Base Recharge is what gets modified instead, here's how that would work, hopefully: Consume initially has a 60 second Base Recharge, as per the maximum possible by Adaptive Recharge. You cast Consume. Per Target hit, you gain Max HP and Recovery. You gain End. Hit Targets(from ToHit roll) take Damage. Procs potentially proc, based on 60 second Base Recharge. AND, per Target hit, Adaptive Recharge calculations happen the same way, EXCEPT, they SET the Base Recharge to that result. So if you hit 4 Targets with Consume, that's 27 seconds Base Recharge (5+(5.5 x 4)). Same calculation. So now, when you cast Consume again, Per Target hit, you gain Max HP and Recovery. You gain End. Hit Targets(from ToHit roll) take Damage. Procs potentially proc, based on 27 second Base Recharge. Say you hit 5 targets with Consume this time. Consume sets the Base Recharge to 32.5 seconds. And this would go on. This doesn't make procs fire as the same rate as original, current Consume. But that's the point. If Recharge is scaling, proc rate MUST scale too to maintain balance.
  6. First of all, thank you for coming into the Feedback forums for discussion, always appreciated, Powerhouse. Thanks for the heads up on the T9 rollback, please keep us posted. I see both sides of this discussion, and I would like to raise a middle ground. As it stands currently on the main server, on a Sent, I would feel VERY inclined to take Master Brawler. Not having to remember a mez clicky? Great! I get an absorb panic button? Great! So, that in mind, it's clear maybe SOME change is in order. If proliferation of 'The Choice' is on the menu, I propose: Keep Master Brawler's current functionality off the main server the same, but increase the recharge to 2 minutes. And add absorb to Practiced Brawler, but make it a flat Absorb instead, in line with Ablative Carapace from Bio, or Psychokinetic Barrier from Psi Armor. As you already planned for Practiced Brawler, I do think this Absorb not lasting the full duration of mez protection makes sense, but maybe 45 seconds. This way, if the 'The Choice' is proliferated, even beyond mez protection preferences... Melees would also consider: do I need a mini-panic button, or is a steady source of Absorb more important? It is of note that both having Absorb would allow for 'Heal/Absorb' sets to be slotted, allowing for more utility with Practiced Brawler.
  7. Having read your post on T9s, I wholeheartedly agree that ideally, we still have access to ALL the previous T9s. Including the ones already patched out. I understand them having had a crash, but if they were going to keep in any kind of crash, ideally it wouldn't be one that means instant death. To take a page out of Willpower's handbook, -End is much more palatable than -100% Recovery. To respond more directly to SR's changes here, in regards to the T9, I am very disappointed to see those changes. Elude is one of my golden goose powers. I love it. I have a Titan/SR scrapper I love to pieces for simply popping Elude, and running around like an absolutely crazy person whacking and smacking people with a giant sword. It lasts 3 minutes! A bad crash, sure. But. If the goal was, not enough people are taking these... Make a variant. And I have to say, the durations of these trimmed T9s are not long enough. And they don't feel designed around the original set's power. Elude snipped down to 30 seconds does not compute to me. Elude was one of the longest T9s for a reason - it doesn't buff Resists. It simply ensures you have enough Defense Debuff Res and Defense to where you can't easily be debuffed to less than 50% Defense in all positional defenses as long as you're slotted enough. It was a long T9 because it wasn't as meaty. It was a long T9 because if you DID get hit, it hurt, and terribly so. The trimmed T9s with no crashes should at least mimic the original design's philosophies. Elude was long? Okay, maybe it lasts 1 minute, 30 seconds. Duration was as key to the identity of each T9 as their differentiated buffs and effects on duration end.
  8. Okay, I find that concept intriguing. Personally, I think I'd prefer if you could select either an Adaptive Recharge version or regular version of a power, like how Rime and Hoarfrost work currently. It might ALSO be easier to implement, but I'm not sure. It seems that the 'choose one or the other' powers have been released more lately. I prefer Consume's current form because it gives me options for slotting. On a Sent build I made recently, I was going for using the Sent +Absorb proc in it for extra survivability, and Fury of the Glad -Res for utility. I like being able to slot fun procs into powers, and have them fire reliably. Not to mention, not requiring a target for the Max HP was tremendous. If I'm 'the tank' on a team, but actually a Sent, it is handy to be able to take the alpha of a mob at my best. Across the board, I'm noticing a drop in duration of survivability clickies, with Consume now being no different. So far mostly in Absorb clickies. Between the different types of survivability clickies, Max HP being higher duration makes the most sense to me. Absorb, when lost, is not actually losing you HP. Loss of Max HP, in edge cases, could result in near-immediate death. If it is to be an Adaptive Recharge power, please consider upping the duration, and increasing the recharge somewhat. I do want to throw in here, also: I really like the other reworks to this set. Burn looks really neat. Phoenix's change is really nice, a little panic button. And KB protection, THANK YOU.
  9. @Oklahoman Thanks, hadn't seen that.
  10. @GM Bot Hey GMs, first of all, happy holidays, I hope you had a good turkey day if you celebrate! This notoriety issue with -1 is effecting a lot of gameplay. Maybe on a TF someone has to leave sooner, so you set everything to -1. Maybe you're not optimally slotted, but want a patron unlock or a badge for a mish with an EB/AV. Any chance we can get an ETA on a fix for this?
  11. Latest Open Beta fixes Defender: Power of the Phoenix. Its in the pipeline, folks. I appreciate the devs figuring out how to fix this and I hope to be able to rez people on the main server soon. Thanks GMs.
  12. Update on 9/16 doesn't contain a fix for the Defender Power of the Phoenix - comment is here for awareness.
  13. @GM_GooglyMoogly Thank you very much! Appreciate y'all. @Shin Magmus as of July 8th you are no longer able to 'rez' enemies, but you still can't rez allies(power can't be used at all, period, atm).
  14. I understand that there are a lot of issues to address and the devs are a volunteer team - but if we could know that the devs are aware, I would rest easy. Defender's Power of the Phoenix is not fully patched yet, as above ^ @GM Bot @Captain Powerhouse
  15. This issue is not fully fixed even with July 8th update. Defender version still states Enemies as the Target Type in Detailed Info. It does auto target downed allies, however, it then says Invalid Target. Of note is that it CANNOT target enemies now to 'resurrect' them. Post here:
  16. I have tested the Defender version of Power of the Phoenix on live since the update today (July 8th update) and unfortunately Power of the Phoenix is still unable to rez. For my version, Detailed Info still states 'Enemies' as the target, however, it is unable to be used on enemies, and attempts to auto target allies on double press. However, allies are considered 'Invalid Target's. (So now, in effect, it can't target enemies or allies).
  17. Tested today with lvl 32 Regen Tanker, Second Wind's auto rez did not work.
  18. It appears that since Page 2, Defender's version of Power of the Phoenix, Ally rez from Thermal Radiation, can only target Enemies, not 'Target Incapacitated Ally Player'. Tested and confirmed for Defender - it is unusable only on alive enemies, and damages surrounding enemies as normal. It also makes the target enemy untouchable. If an ally is selected, it deselects them on power click as an invalid target. Mastermind version and Controller version tested and verified working as normal. Corruptor's detailed info also appears to have correct information but would need testing.
  19. It appears Scrapper's version of Second Wind doesn't properly resurrect the player if the player dies during the duration. Sentinel's version is working properly.
  20. I'm going to test this on the open beta server, but I am concerned about this change. Tankers are able to take on all kinds of content, and often solo, yes. But I've never seen a Tanker and gone, 'wow, they're absolutely destroying the mobs!' The main way they seem to clear a giant mob is Judgements. Surviving and holding aggro. That's more possible when you can still whittle down bigger threats. EDIT: Apparently the Dmg change is for Build Up style +DMG effects. I believed this notation to be regarding that they buffed tanker's damage scale a while back. Apologies for the confusion - but, could this be reworded? Maybe: +DMG effects scale lowered.
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