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Everything posted by Zepp
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The name has been Shazam since 1972 (when the character became part of DC), so chill it with the Captain Marvel chatter intent on sowing confusion. For powers, the question would be which storyline to follow. But SS/(Inv or Elec)/Mu brute is probably the best fit for the more common versions.
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Empty Clips: Bombardment x2, Superior Blaster's Wrath x3 Bullet Rain: Bombardment x2, Superior Blaster's Wrath x3 Piercing Rounds: Bombardment x2. Artillery End/Rech/Range & Acc/Rech/Range, Detonation Dam/End/Range & Dam/Range Sleep Grenade: Bombardment x2 LRM Rocket: Bombardment x2 Range for Piercing Rounds? 157.5... (You can also push LRM Rocket to 295.4) If you want to go all the way...
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I was gonna joke about, "I didn't expect roasted crab" or "needs butter", but decided to take a look at your build instead. Super Jump - Is basically capped without any slots. maybe go for a Winter's Gift - Slow Resistance here? TT: Maneuvers, that last Endurance/Recharge does nothing for you, shifting to Defense/Recharge would be better. Health: Panacea is basically the equivalent of +65% Health and a huge endurance buff. If you dropped both Miracle and Numina's and replaced them with Panacea you would improve your recovery, regeneration, and have an extra slot to boot. Stamina: Could probably drop the extra IO End Mod and not loose much. Also, if you are running Sprint with Super Speed, it is capped as well, maybe throw a Zephyr - KB Reduction in there. With those extra slots you could look at adding a LotG global recharge to Combat Jumping, adding a LotG Def/End to Maneuvers, and playing with your Tough & Fortification slotting. Just some ideas...
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Would Psychic or Toxic Judgements be OP?
Zepp replied to Menelruin's topic in Suggestions & Feedback
Moreso than the forums? -
Would Psychic or Toxic Judgements be OP?
Zepp replied to Menelruin's topic in Suggestions & Feedback
99% toxic and 1% energy? -
Hasten is perceived as being more powerful than it is. However, any reduction would require significant changes to 3-9 powers (depending on powersets - ironically, Temporal Manipulation is one of the sets that needs Hasten the most) in each control and support powerset. DpS rarely benefits much, if at all, from Hasten (although many believe they benefit). As such, reductions would be more harmful to the ATs that are already suffering from the overall shift in emphasis to DpS. Tough & Weave are very good powers, but often the sacrifice of the boxing powerslot is difficult. They are less important on melee toons and my proposal for a Pool Power makeover would actually address that issue as part of an overall adjustment/realignment of pool powers. Kheldians, adding one slot to form powers would be an extra 10 slots for tri-form builds and encourage human-only builds to take the forms as mules. (I mean, I could get +15% runspeed, +3% Defense, TP protection, +57% Regen, an absorb shield, +12% Recovery, +2.25% Psi/Tox res, +3.75% Mez Res, 20% Slow Res, and 4pt KB reduction from two powers that basically become auto if I don't use them?) While I understand that Kheldians have slotting difficulty, this solution may be a little too powerful.
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Would Psychic or Toxic Judgements be OP?
Zepp replied to Menelruin's topic in Suggestions & Feedback
I was going to assert that Psi and Toxic were resisted by a lot of enemies, especially at higher levels. @Zeraphia, thanks for linking the data that demonstrates my intended assertion. Psi could definitely have a good judgement - probably with a strong control component (confuse?). Toxic would have to be a different type of judgement, but I wouldn't mind a patch or pseudopet (dot + summon pseudopet on nearby enemies) type of power. -
There are too many defeat all missions for levels 1-10... I understand the thought when creating them (before they realized that a significant number of players would be playing solo some or all of the time) but it makes those missions pointlessly tedious for Trollers and Fenders.
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Costume part suggestion: Colorable lights
Zepp replied to Lochspring's topic in Suggestions & Feedback
I've had the same issue, although I'm unsure how much work this would be. It would be nice to have three color on pieces where it would make sense. -
Even if PA "clones" secondary attacks, I would hope that it would only be cosmetic (they maintain Psi damage). Also, Illusion Control relies on aggro management in lieu of control powers. PA, even if it is perma, drops aggro when you re-summon (the old ones disappear and the aggro comes back to you or the highest aggro player/pet before the new ones start generating aggro). Doms will have a more difficult time maintaining pet aggro because their own damage will draw more aggro than a Troller. As such, my position is that PA is not "too good" at drawing aggro, especially if it were ported to Doms. Captain Powerhouse seems to believe that damage is not the issue (I tend to agree). I am seeing the argument for non-minor adjustments to PA as being less and less tenable the more I hear the positions of those that believe that PA is a problem. In other words, your arguments are having the opposite effect and making it more clear that the rationale for eliminating taunt/changing to mezbots/reducing damage are not well founded. eliminate taunt/reduce aggro? Harder for PA to maintain aggro for a Dom and drops after a minute. mezbotization? More effective at mitigation than aggro-management. Harder to balance than the current model. reducing damage? This is likely the strongest argument, but the more I hear, the less I feel inclined to support any major reductions.
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Until IH drops because it can't be made perma... (My 1-incarnate slot build for my Spines/Regen scrapper has it at 153.9s, It would be hard to do much better without sacrificing a lot to get it.) In other words, Regen works well if you can dip out of the fight from time to time when your powers stop working, but the Sentinels version (which would have to be upped for Scrappers anyway) matches the current pacing of gameplay better because of its consistency.
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For reference: To be very specific, it was an individual opinion about the path that person felt PA should follow (aka argument). It was not an "early concept" as that terminology implies that it was related to actual game development work rather than an individual offering a personal opinion. I am very clear and specific with my language, and if I am wrong I will admit it. However, please refrain from implying that I am twisting or manipulating words.
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@Snowdaze I am well aware. I was referring to how the issue was solved on Sentinel (which wasn't through an increase in Resist). 2.5% resist increase would be helpful, but it would not address any issues in any meaningful manner. @ShardWarrior Basically, Instant Healing is replaced with Instant Regeneration (moved from T7->T4) and it is a Toggle +Absorb rather than a Click +Regen. I haven't tried it myself, but it seems to be perceived as a better fit for the current meta than IH. This gives them an alpha-absorbing fast-healing buffer rather than simple fast-healing. Less like traditional Regen, but it is a justifiable choice.
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@Tyrannical, I think I know which thread you were talking about, but there never seemed to be a consensus, and if there was a plurality it was difficult to determine which side the plurality fell. Actually, @Captain Powerhouse argued for a non-taunting version of PA - which is the opposite of your "PA does too much damage" argument, and pushes Illusion Control to having even less control (control in the case of Illusion Control of course including Aggro Management). Also, I do not agree that PA is the main reason that PA has not been ported, it is the perception of PA in association with the lack of conceptual understanding of how Illusion Control functions in a balanced manner focused on controlling the battle field without the standard CC formula. Yes, PA does a lot of damage, and a Troller that knows how to manipulate them into focusing on individual enemies is insanely powerful, but PA is not by default an issue. It may require adjustments - I find the argument for shifting them to slightly lower damage and slightly higher taunt to be the most compelling - but there is, unfortunately, no consensus on what needs to be done - which is the reason it is problematic.
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Have you looked at the Sentinel version?
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While those opinions were brought up, they are far from consensus. Domination increases ToHit, which does not require "controls". Domination also does not require controls to build. Sure, Illusion would benefit less from Domination than other primaries, but that is fine. Phantom Army does provide some damage output, however it is single-target and chaotic by nature, meaning a lot of their damage is healed back. Also, shifting the taunt/damage balance would allow them to be largely the same while being balanced. This opinion is likely the only of your three with plurality of support (although it wasn't consensus either). That being said, I am with the majority that PA needs to stay. To make your statements more accurate: Illusion would benefit more from Domination with PA converted to Mez. Illusion Doms would be on the DpS end of the spectrum compared to other Doms. There is a plurality of support for keeping PA if Ill is ported. While shifting PA to make them mezbots is a feasible solution, it is far from the only or best solution. It would shift the style of Illusion Control from an aggro-management set to a more standard control set. This would make Illusion Control feel less like Illusion Control and actually be harder to balance (making PA mezzes effective, but not overpowering? Just thinking of a perma-PA Dom keeping perma-Stun on GMs...). Yes, balance needs to be considered, but it also needs to take into consideration the reality that Illusion Control is not a standard control set, and trying to make it that way will remove its charm.
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The key issue with regen is IH (which is kinda the keystone power of the set), but how to solve it (making it perma-able via reduced recharge, making it a toggle, making it an inherent) all have balance issues. If it were reverted to a toggle, what would be the appropriate endurance cost and level of regen?
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[puts doctorate away] I apologize for my bluntness. And it was bluntness, not an attack. But, as GM Tahquitz pointed out, it is important to move the discussion forward rather than focusing on the least important aspect of the discussion.
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In many situations a targeted approach is appropriate. However, the areas addressed in the OP are areas where there is a large degree of consistency. The AoE Holds are very similar (240s, mag 3, similar durations), there needs to be a balance between them being consistently useful without being overpowered. 90s with current mag and duration would make them consistent, but not overpowered. 120s and double duration is inconsistent, but overpowered when you have access. The current situation they are extremely inconsistent and underpowered considering how inconsistent they are. That is why I came up with the initial proposal as it was. Consistency without being OP. Pet summons are also mainly of the 240s/60s duration variety. However, I did formulate a rule to address issues with lower than 60s durations. I would make an exception to that rule for Epic Power Pools so that they are 3x duration and not 180s. T9s are more complex, and they were addressed with a degree of complexity to match that. Most of these recharge reductions (outside of T9s) would not affect min/maxers that much. The pet ones, in particular, make non-Hasten perma possible, but anything beyond perma has no benefit. For AoE Holds, a "Does not stack from same user" tag and possible reduction in durations for patch holds would prevent the city of statues concern. T9s are in need of a major overhaul, but the fact that most of them are redundant makes a recharge reduction unimportant for most toons unless they are playing Regen, which could use some love anyways. The reason I delayed posting about support sets and nukes is because they are more complicated and I am looking for appropriate formulae for making them consistent yet not overpowered.
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Good point, but it does not disprove any of the following premises. So, congratulations on disproving the least important portion of the post.
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Thanks for everything else... I will take a sans serif comment on font choices with a grain of salt though... (Went with Georgia for this one. Is that more to your liking?)
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A reversal to 120s and double current durations would be reasonable. Either way the accuracy probably needs to be increased. If you want to keep the current recharge, you are talking about tripling or quadrupling current duration and moving up to a mag 4-5? That seems more problematic - although more reasonable than how things currently are. Some recharge adjustments need to be made across all sets, others need to be more targeted (IH?). The AoE Hold in each set is comparable, which is why I started there. Specific sets need adjustments to other AoE control powers in addition to the current proposal. Also, while I haven't addressed direct-damage powers yet, there are some types of direct-damage power that need to be systematically examined, while others can go relatively unchanged. In fact, outside of nukes, recharge in DpS sets is about right. It is mainly the nukes, armor T9s, and control/support sets that need to be adjusted. Those are systematic adjustments that can be made before fine-tuning occurs.
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I was looking across powersets and thinking about areas where recharge could be reasonably adjusted. The first area is AoE Holds for control powersets: Currently 240s, 90s would be more appropriate. The second area is armor powerset T9s. Because these vary, there needs to be a some guidelines rather than a one-size-fits-all approach. Revive powers are currently 300s, should be reduced to 240s. Hibernate is a toggle currently at 120s, should be reduced to 60s. Click powers should be changed to 3x duration. 120s -> 360s. Recharge restrictions removed. Moment of Glory duration doubled. Next are pet summons. Non-MM pet summons should be reduced to 180s recharge or 3x duration, whichever is lower. MM pet summons should be reduced from 60・90・120 to 30・45・60. From now, I am looking at ranged nukes and support sets to see what general rules or principles can be designed to make them more reasonable in terms of recharge.
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Based on where a previous thread was headed. I would suggest: So, basically, the PA would have a default animation for their attacks. They would then have alternate animations that were used when you use the clone version. These animations would be based on your secondary. It is possible that some changes would be made to adjust PA base damage/+regen to enemies/time before +regen to enemies in order to balance it - as deemed fit. The taunt may be increased to maintain PA aggro generation levels if damage were to be reduced. Alternatively, the melee attack could be replaced by a 1.00s animation ranged taunt. I would also suggest that PA & Phantasm have their recharge time reduced to 180s and Flash have its recharge time reduced to 90s (along with the AoE Hold powers in all control sets) while Flash would also have its animation time reduced to ~2s.
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Which consensus, and (more importantly) what is the argument behind an increased investment to change a power in a way that moves Illusion control from a set that works through threat level manipulation to a more traditional type of control set. I understand that, but their threat generation would need to be increased significant to account for the reduced damage-related threat generation.