-
Posts
1615 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Zepp
-
That's a lot of wasted endurance for essentially no damage and a moderate amount or recharge - using Gale every time it's up will give you 16.67%, but usually you would have a shorter attack chain and use it half the time, 8.33% recharge, unless you wanted damage or to focus on your summons (1-3%ish recharge). I wouldn't waste the slot.
-
I brought this up somewhere in another thread, but I think that having the pools unlock without the mission, but the summons requiring the missions to unlock would be a good middle ground. It would keep the "exclusivity" of the summons, but the other pools, which aren't that much different form other epic pools could be taken without going red.
-
The amazing dual purpose travel powers from the origin pool sets are amazing. And the best are yet to come, with Fly+Afterburner in Gadgetry and Super Speed + Super Jump in Utility Belt. I understand with the C-Poc that updates are not going to happen soon, but I was wondering which was next on the table, and which one posters here are most looking forward to. But, always at a double purpose, I was also wondering what people thought about ways to make the focused travel powers competitive with the origin travel powers?
-
There seem to be two possible paths for this one (and Entangling Arrow). The first is to go the AoE path, maybe buff the -Recharge (or add it in the case of Entangling Arrow). The other path is to take the damage path. I am fine with either path, but the way it is now, it is terrible, especially for Trollers and Corruptors who are forced to waste a slot on these powers. I understand your thinking here, but I don't think it is necessary. In fact, I don't think the cost benefit analysis of time that would be required to adjust and playtest this makes this change a viable one. Since I already proposed this, I obviously agree that it would be helpful. It is a lower priority adjustment than many of the others though. This power could also use reductions in recharge, (more in line with FFG), endurance cost, and cast time. This power could use reductions in recharge, endurance cost, and cast time. This power could use reductions in endurance cost and cast time. Because of the recharge, having it re-castable at each instance reduces the need for it to follow you from spawn to spawn. This power could use reductions in recharge, endurance cost, and cast time. I prefer the stun (although I do not think it should be a "chance to" stun, but an actual stun). I also think that moving it from two to three seeker drones may be reasonable, but may require playtesting to see if current stats could be maintained with said adjustments and the adjustments to recharge and cast time. This power could also use reductions in endurance cost, and cast time. Sounds reasonable. This power could also use reductions in endurance cost, and cast time. That seems like a lot of work, but it may be necessary. Time Bomb needs a full-on revamp to make it reasonable. The one thing I would add is that the one person who took Time Bomb as is (I know there is only one of you...) can keep the power as is unless they respec. In other words, replace this power completely to allow legacy users to keep the current "functionality" while everyone else gets a power actually worth taking. This power could also use reductions in endurance cost, and cast time. Also, the optional adjustment may be a little OP.
-
I quite enjoy my Traps/Assault Rifle Fender...
-
Invent some Invention Sets! (more for fun)
Zepp replied to Sakura Tenshi's topic in Suggestions & Feedback
Did you see my jonquillian suggestions? I look forward to seeing your Taunt set, I'm still working on the -Res set(s). -
Invent some Invention Sets! (more for fun)
Zepp replied to Sakura Tenshi's topic in Suggestions & Feedback
Ooh... I like... might need some minor adjustments (written in jonquil), but it is a good start! -
Invent some Invention Sets! (more for fun)
Zepp replied to Sakura Tenshi's topic in Suggestions & Feedback
Placate sets. (Requires a new modifier -- +Placate Duration) Pha Xiong's Sleight of Hand (Uncommon 10-50) Penelope's Calm (Rare 10-50) Subtlety of Viridian (Rare 10-50) -
Invent some Invention Sets! (more for fun)
Zepp replied to Sakura Tenshi's topic in Suggestions & Feedback
Um, yah, that Redemption Unique seems insanely powerful. And thinking about being able to six slot spooky for 3% positional... I like it, but it may need to be toned down. -
Invent some Invention Sets! (more for fun)
Zepp replied to Sakura Tenshi's topic in Suggestions & Feedback
-
Invent some Invention Sets! (more for fun)
Zepp replied to Sakura Tenshi's topic in Suggestions & Feedback
I'm working on some Placate and -Res IOs, give me a sec. -
This set is intriguing because it is one of the sets in most need of broad-band cooldown reduction, but it is also one of the few Support sets that doesn't "need" Hasten. On my Fender, I take all the powers save Web Grenade and Time Bomb (Web Grenade because it does no damage and I am really not impressed by immobilize (especially ST immobilize), and Time Bomb because it has an extremely long timer for a less-than-appealing ability (being frank, I likely wouldn't take it even if it were on a 90s timer)). Traps is a great solo set, but has difficulty with high-level team play. One way to make it a tad better may be to reduce recharge and endurance cost on stationary powers. Seeker Drones could use a third seeker and/or recharge reduction. Triage Beacon might need to be mobilized. I really enjoy the concept of the set and the ability to prepare and plan one's attack. On the other hand. It could definitely use some help speeding it up.
-
Option to have Animal Ears over the actual ear position
Zepp replied to Indystruck's topic in Suggestions & Feedback
It would also be nice to have a no-ear or van Gough option... -
The discussion here is about how things ought to be. Making arguments based on authority, well isn't really making arguments in any rational sense. Bringing powers in line with current scaling allows for attack powers in pools, that are generally irrelevant, to become useful and improve character diversity. I develop curriculum, and at every stage I have to analyze whether activities are pedagogically sound and comparatively efficacious for the goals of the courses (and whether the goals are rationally and pedagogically sound). Keeping an activity because I like it or because it's always been there is irrational. Maintaining broken systems for authoritarian (in the philosophical, not the governmental sense - something that you either accidentally or intentionally confused) justifications is in direct opposition to rational discourse. I made no rhetorical jabs, I debunked your justifications (they weren't in the strictest sense arguments) and pointed out a logical contradiction to demonstrate that neither you nor arcaneholocaust were willing to follow your justifications to their logical conclusions. So, unless you have the intent to offer arguments and productive discourse, I think this is the end of our interaction in this thread. And, as I have stated and demonstrated throughout this thread (and others), I am willing and interested in amending my proposal. But the amendments must be rationally justifiable. The entire proposal has been developed through forum discourse. It is not, strictly speaking, my proposal. I compiled and curated large portions of it.
-
The scaling that already exists would keep them in line. At the moment we have primary/secondary/sitting around twiddling your thumbs/pool powers level scaling. Basing your arguments on irrational authoritarianism "because the original game designers said so a couple decades ago" is not convincing. Why do you believe the continuation of this flawed game design principle is beneficial? Make an argument, not an appeal to authority, and I will consider altering my proposal. I am not ignoring you, y'all just haven't made any rational arguments. Also, by your authoritarian consideration, shouldn't origin pool travel powers be ranked below power pools rather than being nigh twice as powerful? Wouldn't my suggested adjustment fit into your authoritarian theological stance?
-
So you are opposed to pool powers being competitive with primary/secondary powers and for specialized travel powers to be competitive with origin mixed travel powers. Nnow I understand your position. Still don't know why you believe that, just what you believe. Power creep is the increase in power of toons, not bringing extremely underperforming powers to similar levels as current powers is not power creep, it is balancing. Allowing powers available at level 4 to be roughly equivalent to powers available at level 2 isn't even close to power creep. Same for 14/12 and 20/18. Also, go back and read the discourse on Hasten in this thread or the suggestion page.
-
Could you point out any specific areas where I have made a suggestion that was in any way "making the entire game easier"? I'm definitely open to revising any area of the suggestion, just let me know rather than offering vague and unsupported assertions that can not be acted on.
-
This proposal covers mechanical adjustments, it does not cover the need for broader customization options. This proposal is an emergent proposal based on feedback within this thread. I curated and adjusted these proposals, but many of them are from other posters. There are just too many posters to credit, so I would prefer to offer it as a communal effort. I would like to make all power pools standardized as: T1a: Requires level 4, no pool investment T1b: Requires level 4, no pool investment T1c: Requires level 4, no pool investment T2: Requires level 14, 1 pool power investment T3: Requires level 20, 2 pool powers investment Builds that are not in compliance with these requirements would continue to exist as is until respec. Next, all damaging attacks would have their DpA adjusted. In addition, recharge and other effects should be consistent with equivalent level powers. Pool Power Tier Primary Power Set Tier Equivalent T1 T3 T2 T6 T3 T7 Next, there may need to be some fine-tuning of individual sets. --Only adjustments to non-origin pools are being written about for the most part-- Inherent Fitness: T0a: Swift: Add 20% recharge Concealment: T1b: Invisibility: Revert changes (affects only self, no defense reduction in combat). T2: Misdirection: Addition of +Placate and -Res IO sets (sets need to be developed). T3: Phase Shift: Add +Res (All Dmg) equivalent to Tough but only effective while intangible. Fighting: Power Pool Standardization and DpA adjustments would be sufficient for this set. Flight: T1b: Fly: Speed cap increased to 75. (This cap increase is only in effect with Super Jump). T1c: Hover: Base speed increased by 50%. T2: Afterburner: Speed cap increased to 85, upgradable to 90. (80/85 when affecting Mystic Flight). [consider making an auto power, reducing defense ~1/2 Hover and removing the "Affect only Self" tag] T3: Group Fly: Change from toggle to PBAoE (60s cooldown 120s effect). Remove the -Acc. Leadership: T1abc: Assault, Tactics, Maneuvers: 20-25% reduction in Endurance Cost. T3: Victory Rush: Recharge reduction 300s->150s, duration increase 2s->10s. Leaping: T1b: Super Jump: Speed cap increased to 95. (This cap increase is only in effect with Super Jump). T2: Acrobatics: Add +Res (Immobilize, Stun, Smashing, Lethal). S/L Resistance equivalent to half of Tough. Medicine: T1a: Injection: Reduce Cast to 1.5 (same as Poison Dart for Widows). T1b: Aid Other: Reduce Cast to 1.67, make PBAoE. T1c: Aid Self: Reduce cast to 1.17. T2: Field Medic: Convert to Auto power. In addition to current secondary effects, adds a 40% Absorb Shield to Aid Self, a 20% Absorb Shield to Aid Other, and doubles the effect duration of Injection. T3: Resuscitate: Reduce Cast to 3, increase debt protection to 30s. Increase range to 40'. Presence: T1b: Intimidate: Reduce Recharge to 10s. T1c: Pacify: Addition of +Placate IO sets (sets need to be developed) T3: Unrelenting: Recharge 600s->300s. Duration 30s->60s. +Dmg 25%->15%. (Fear added to Containment for Controllers). Speed: T1b: Super Speed: Speed cap increased to 105. (This cap increase is only in effect with Super Jump). T1c: Hasten: Toggle 0.19/s endurance cost. +Recharge reduced to 50%, add +Res (Smashing, Lethal, Energy, Negative, Fire, Cold) S/L equivalent to 25% Tough, E/N/F/C equivalent to 50% Tough. T2: Burnout: Reduce Recharge to 600s. T3: Whirlwind: KB 2.08->0.03. -ToHit 15%. Addition of -Res IO sets (sets need to be developed). Teleportation: T1a: Recall: Can target ally or enemy, brings target to caster, never causes in-game aggro. Cast time around 2-3s (no interrupt), recharge around 4s. T1b: Tactical Teleport: Range= 30', +Def (all [equivalent to Combat Jump]), +Res(Teleportation) duration 60s. Uses Jaunt animation. Recharge around 3-5s. T1c: Group Teleport: Cast time reduced to .67s, endurance reduced to 1. Hover tar is 6s and cancelled by movement. Affects self, team, & pets within 30' range. T2: Long-Range Teleport: Cast time reduced to 3s. Expand the number of choices to include most zones and current mission. T3: Teleport Assault: Chain attack (up to 16 targets). -Def, 50% chance for Mag 3 Fear, 10% chance for Mag 5 fear. Takes ranged AoE enhancements.
-
To be clear, the reason that Hasten is often sub-optimal in many (primarily DpS) builds is because it costs a power slot and often enhancement slots plus forces the use of IO +Recharge bonuses over more optimal choices. Having it as a click also makes me reluctant to take it in Dom builds (again, 122.5% required for perma-Dom, 192.5% (122.5+70) required for two-slotted perma-Hasten) because it gets messy. Your proposal basically has a similar effect to what I was going for (although I may suggest a resist power rather than a defense power), and it would mean I would likely shift several of my builds that currently don't have Hasten to add Hasten, but sure, that sounds reasonable. I'll be going through this thread and rewriting my PowerPool proposal as quoted in the first page to include some of these ideas.
-
To clarify, you are referring to Explosive Strike: Chance for Smashing Damage? I could see that.
-
In general, combo systems and stancing are the two mechanics I'd like to see less of. I would like to see more balance between specialized and dual transportation powers. Love the duals, but specialized powers may need a boost.
-
Buildup would be better. Yah, meant resist aura. I hear the energy font is not great, maybe drop that.
-
A couple of things you may want to think of. It seems like complete overkill in defense. With PA on perma, you will not have to worry about aggro, so you could drop a little bit of that Defense, especially ranged. FFb in Phantasm is a little wasteful as it will only proc (for you) on summon. You may want to consider a power transfer +Heal proc in Stamina. Also, consider the resist proc in Phantasm.