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Everything posted by Zepp
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Allow special characters to be used on naming
Zepp replied to Darkneblade's topic in Suggestions & Feedback
うちは欲しいけどやっぱ「わからへん」や「イヤー」って言う気分になるやつが多いとおもう。特に自分のキーボードでは書かれへん文字の人に友達になりにくい。もし、Global Name以外のが特別の文字を使えばいいことになったら楽しいとおもう。だけど、うちはあまりグループしないタイプだからその心配はない。もちろんチャットでは絶対使えるべき。 In other words: For Global Name - No For individual toon names - maybe (but would likely lead to stigmatization) For chat - Definitely -
Teleport is Broken and needs to be fixed.
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
I think my proposal would work better. However, I am open to dropping the attack in favor of Group TP. -
Teleport is Broken and needs to be fixed.
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
At higher levels endurance is manageable, but it could use some love (reduce endurance cost and animation times), but ut is functional. It is also nice to not have to detoggle. -
Hasten: Make it Inherent, or get rid of it?
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
Wait, so you are basically saying that you would have to nerf Hasten if it were to be made inherent. While I was pointing out that said nerf would disproportionately harm control and support sets and associated ATs. So basically, the idea of converting it to inherent while nerfing it is untenable. -
Hasten: Make it Inherent, or get rid of it?
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
I disagree about Hasten for min-maxing for DpS builds. In fact, I find that many DpS builds are better off without Hasten. -
Did you miss my suggestion about Placate set procs? It doesn't seem to matter as we seem to have very similar ideas. I went with -threat global over chance to remove in-combat flag because it is less Stalker specific and would be great on my Ill/Storm troller. (I can be selfish sometimes) just thinking about -Threat from SI, -Threat from GI, -Threat from placate proc... I can attack a mob without aggroing the adjacent mobs already, I could probably get a minion down to half health without causing aggro with that proc! I mean it would be helpful for blasters, fenders, etc. as well. I get where you are coming from with Super Jump's need for an absorb shield, but I'm actually thinking that might belong in Super Jump. That being said, I could also see a minor +regen being added to Acro in addition to the previous suggestion (with modifications for balance, of course). I'm not sure about Resistance, it seems like a lot of people see it as being much more valuable than it actually is. I mean 45% Defense mitigates more damage than 85% Resist, but it is a lot harder to get to Resist hardcap than defense softcap. It also seems that most powers with -Res seem to have a higher opinion of the value of resistance than is deserved. I mean Blasters get to choose between sets that have -7% Defense or -13% Resistance, the -Defense sets are actually more powerful and can be buffed. Why would adding -Res enhancements be that major of a change to the game?
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Hasten: Make it Inherent, or get rid of it?
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
There is a thread that I put together that outlines how your proposed nerf of a power that is either slightly above par or slightly below par (depending on your primary and secondary) would hit control and support powersets/ATs much harder than DpS. In point of fact, I've seen many DpS builds that could do higher DpS by dropping Hasten to tighten up their builds with an uninterrupted attack chain at somewhere between 80-100 global recharge (far below perma-Hasten levels). No, Hasten does not need a nerf. To nerf Hasten would require changes and balance testing for dozens if not hundreds of powers. Nerfing Hasten is not a good idea. -
Hasten: Make it Inherent, or get rid of it?
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
From someone who ran Hasten when it was called the pompoms of death and was not popular, I have it on only a handful of my builds. When I found out that the pre-Hasten global recharge for perma-Hasten was the same as for perma-Dom, I dropped Hasten from my dom's build, and doms tend to need Hasten more than DpS classes. No, Hasten is not required. No, not every build is better with Hasten. I do think that inherent might be a good move (because I think Speed needs a defensive power), but I do not think that it needs to be inherent. -
Yah, I did state that all attacks would have DpA adjustments, so that includes Jump Kick/Flurry/Air Superiority/Spring Attack, etc. I am definitely on board with endurance cost, recharge times, and secondary effects being brought in line with powerset powers as well. The reasoning behind this chart is, based on my proposed new availability levels, T1 pool powers are available at level 4, T3 primary pool powers are available at level 2, so a power available at a later level should be relatively on par with the power from the prior level. I added the level availability to the chart to make the logic a tad more transparent. I understand the thinking behind people who want to handicap pool powers, but there is no logic behind that thinking. I welcome any rational arguments to support the idea of maintaining the pool attacks in their current ubernerfed incarnation, but you'll have to have some strong reasoning behind such an apparently weak argument. I am open to changes to the proposal, just sell them. I went with the +Res to keep it similar to what it is currently and also thinking about how malleability allows for the body to better handle physical attacks. Why +Absorb?
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Hasten: Make it Inherent, or get rid of it?
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
If you ignore 2/3s of the power, Hasten is more powerful. Also, if you ignrore that Alpha slots are always on and requires no effort to make it perma, while with Hasten, one generally aims for 122.5% global recharge before Hasten to make it perma. In addition, most builds do not need 122.5% global recharge, and since that is the baseline for perma-Hasten, most builds do not actually need Hasten. -
About the Hasten proposal. I figured this would be the most controversial stand. The reason I looked at it the way I did was that you could either keep it the way it is, fine with that, but then you'd have to figure out a way to open a power up in the Speed Pool to bring it more in line with other travel power pools. You could keep it as is and make it an inherent, which would push people towards global recharge beyond what they need so they could get perma-Hasten. You can't really cut it for reasons outlined and discussed in another thread. I agree this is controversial, but I thought it was a reasonable stance, feel free to civilly disagree. About proposed IO sets. I think, if we see placate sets they will likely be 3-5 piece sets that help balance accuracy/range/end red./recharge/placate duration with a possible AoE placate, sleep proc, or threat reduction global effect in there. I've played a lot of Stalkers, and it may make placate a more attractive choice. -Res, right now is a bit underwhelming. -Res sets would not require adjustments to existing powers. +Mez Res sets I would be fine with as well. Another possibly useful IO set may be a Fear set with a Chance for Immobilize proc in it. About Intangibility. The intangible effect is a bit underused at the moment, but Dimension Shift (among other powers) should allow second plane fighting. The +Res was suggested for this type of tactic, particularly for Grav Trollers & Doms, or parties where you have a friend that has a Grav Troller or Dom and you want to isolate a target for your Stalker. If you have other suggestions, I will take them into account. I adjusted the power name in the OP. About Group Fly. I am not that invested in this change, just thought it would work functionally better than playing with the aura radius, flight speed modifiers, or whatnot. About Leadership. In terms of "making choices" it would still be a high cost. Right now Maneuver is twice as pricey as Hover. Bringing it down to 0.3/s would not be excessive. Weave and Stealth could actually use a trim as well, maybe down to 0.27. The cost reduction (10% if you have two Leadership toggles, 20% if you have three Leadership toggles) would also be an interesting way to address the issue. About Leaping. I would definitely not go the route of unenhanceable Endurance cost, and a 20% Endurance discount is a little huge. I don't see how those fit into the theme of leaping though. You are going to have to sell this idea, because right now it does not sound like it is even close to being on equipoise with my proposal. About Presence. I see your point, but at this point I do not think that would be sufficient as this is the least popular set by far. About Speed: The concept behind the speed changes were to add a defensive power into the set to bring it in line with other movement pools, and to make it's top tier power a little more attractive with the current culture in the Homecoming community around KB. I went with res because it made thematic sense, it fills a hole in current pool choices, and it would not be a LotG mule. The Semi-Tangible state fits into the intangible changes suggested before to make Intangible plane fighting more viable. About Teleport. That answers one of your questions. As for the TP overhaul, that goes back to another thread, and I actually should have thanked @Replacement, @GM Sijin, @General Idiot, & @Cooltastic for their ideas on this pool. These powers were chosen because they were well thought out and the majority in that discussion felt it was the best path forward. Taking into consideration Masterminds, I would suggest that Pets automatically be teleported to the Hero's/Villain's destination when regular TP is used? That seems like a better choice than keeping group TP.
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Hasten: Make it Inherent, or get rid of it?
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
Thread is up. Sorry, took longer than I thought. -
I am looking at the origin pools and thinking that, frankly, many of the Pool Powers need some love. So, I thought I would look at what an overhaul of the Pool Power System would look like. First of all, and I will likely get slammed as a power creep for posting this one, but I think that Hasten should be made inherent, unslottable, and auto at 70% recharge. This would mainly be a boon for control and support powersets, but it would also help DpS ATs a little. While I understand this would be power creep, It would also be targeted at the ATs that have been hit hardest by changes to the game over the year making DpS more powerful, while control and support became less powerful (especially in endgame) and required much more global recharge to remain viable. Second, 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. 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-- Concealment: Misdirection: Addition of +Placate and -Res IO sets (sets need to be developed) 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: Group Fly: Change from toggle to PBAoE (60s cooldown 120s effect). Remove the -Acc. Leadership: Maneuvers, Assault, Tactics: 20-25% reduction in Endurance Cost. Victory Rush: Recharge reduction 300s->150s, duration increase 2s->10s. Leaping: Acrobatics: Add +Res (Immobilize, Stun, Smashing, Lethal). S/L Resistance equivalent to half of Tough. Medicine: If possible, decrease animation times in half. Field Medic: Convert to Auto power. No change in effect. Presence: Pacify: Addition of +Placate IO sets (sets need to be developed) Unrelenting: Recharge 600s->300s. Duration 30s->60s. +Dmg 25%->15%. Speed: Hasten: Moved to inherent, no longer in this pool. Vibration: New power. +Spd (run), Semi-tangible (new state - can effect tangible and intangible foes. Can be affected by tangible and intangible foes). +Res (Smashing, Lethal, Energy, Negative, Fire, Cold) S/L equivalent to 25% Tough, E/N/F/C equivalent to 50% Tough. 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 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: Reduction in current Teleport endurance cost and animation time. Hover tar is 6s and cancelled by movement. Affects self, team, & pets within 30' range. T2: Long-Range Teleport: Expand the number of choices to include most zones and current mission. Reduction in cast time by about 50%. [Consider adding an Ouroboros style portal for others to follow.] T3: Teleport Assault: Chain attack (up to 10 targets). -Def, 50% chance for Mag 3 Fear, 10% chance for Mag 5 fear. (up to 10 targets).
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Hasten: Make it Inherent, or get rid of it?
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
I've actually got an interesting idea, working on a thread right now, will be up in 15-30m. -
Hasten: Make it Inherent, or get rid of it?
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
If Hasten were made an inherent, what would you replace it with in the Speed pool? A speed defense power like combat jumping? -
Perma Light Form/Eclipse Recharge Matrix
Zepp replied to Redlynne's topic in Peacebringer & Warshade
I found that 130 is the number to hit if you slot Eclipse/Lightform for recharge. If you get to 122.5 you can get perma with an alpha slot. Attached is my work-in-progress Warshade build:- 10 replies
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- perma light form
- perma eclipse
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(and 2 more)
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What if we add DPA to the damage formula?
Zepp replied to aethereal's topic in Suggestions & Feedback
Just to clarify, cooldowns start after the animation concludes. So you can never spam a single attack uninterrupted. Also, this means that a 3s attack with 3s recharge is up every 6s, while a 1s attack with a 3s recharge is up every 4s, so the actual time between uses is also significantly different for long-animation abilities. The standard damage formula is: 0.2*(0.8*Recharge+1.8) While recharge should be taken into consideration, DPA is a much more important balance factor for most attacks. As such, animation time ought to be considered when calculating damage. In addition, damage type (possibility of resistance) might also need better weighting. This is complicated, but the damage of S/L may need a slight reduction in PvE and a significant increase in PvP. On the other hand, Psi damage could use a significant increase in PvE and a slight reduction in PvP. The goal is balance, and the recharge-focused formula sounds good before the explosion of global recharge in IOs (that was necessary because control and support powers still have excessively long cooldowns). Unfortunately, that would mean an overall shift in all damaging abilities which would mean a major overhaul of the game. -
Anything is possible. Taking four powers from Pain Domination (Nullify Pain, Soothing Aura, World of Pain, and Anguishing Cry) gives you a good baseline, that can help a team if you decide to use one every once in a while. I would choose Dual Pistols, better AoE and faster animations, but Beam Rifle might outdamage it a bit, especially for single target damage.
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Recommend a duo combination for me and my 9 year old son
Zepp replied to Blakestr's topic in Archetypes
I'm going to go a little out of the box. I think an Illusion / Kinetics Controller would be very good for the parent (Illusion helps manage aggro so it takes the pressure off the child) and an electric / ninja for the child. This combo would shred, feel powerful, and give the child a lot of stuff to play with but no need to stick to a limited pattern.- 21 replies
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Looking for a Perma-Lightform Human Only Build
Zepp replied to ParmieP's topic in Peacebringer & Warshade
The build I am working on (still don't have it where I want it). Basically, my goals were Flight speed cap with Combat Flight, capped Resistances, a solid attach chain, and tri-perma (without Hasten). Unfortunately, I haven't been able to get it where I want it without relying on the Alpha slot. But I think it is a good start. -
Hasten: Make it Inherent, or get rid of it?
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
So, basically, what I have been saying. Reductions or adjustments to Hasten will disproportionately affect control & support ATs. I think if you remove T9 armors (most of which are designed as panic buttons rather than keystone powers) it makes that even more clear. -
Hasten: Make it Inherent, or get rid of it?
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
This is why the issue is those proposing nerfing are dealing with what they perceive to be a mechanical issue, when in reality it is a sociological issue. I've seen plenty of WP builds with Hasten. Hell, I've seen a Claws/WP/Darkness build with Hasten... you don't need more than 80% global recharge on that build, why go for 220%? Yes, Hasten is quite useful in a number of builds. In many builds, getting what you need for perma-Hasten is sufficient for what you think you need Hasten for. That being said, moving Hasten to a later position and requiring more investment is not only uncalled for (Hasten is not that OP), but also would hit certain ATs and powersets harder than others. Changing Hasten would have such widespread consequences on power balance that you are talking about 2-3 years worth of tinkering and playtesting to actually put it into effect. It would be better to actually deal with the fact that most Pool Powers are subpar than to nerf one that is close to par. (above par for certain ATs/powersets, below par for others). -
Hasten: Make it Inherent, or get rid of it?
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
I was actually waiting for the "powercreep" responses while thinking of my own response. It seems reasonable enough (other than the TP shade...) I'd have to run some numbers on the couple of builds that I do use hasten in, but they should be able to survive the 5% cut or find it somewhere else. -
Hasten: Make it Inherent, or get rid of it?
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
Illusion Control does not have much "control" in it, but is an effective control set because perma-PA allows you to control aggro. Perma-PA requires hasten. Similarly, Crabberminds require hasten for two of their three key summon powers. Ironically, Chrono Shift requires Hasten to prevent Time Manipulation builds from feeling, and maintain reliable functionality. There are dozens of other keystone powers out there that require Hasten for perma. Sure you can run these sets without Hasten if you are either teaming - eliminating a huge chunk of gameplay for some players - , really good at timing, or don't mind faceplanting all the time because without having those keystone powers permaed they are so immensely vulnerable that they have to play on lowered difficulties. If you want to ignore the solo aspect of the game, fine, you don't need Hasten if you are teaming. But if you want to have a real discussion about a game that a significant number of players spend a significant amount of time playing solo, then your point is extremely invalid. Also, since you obviously haven't read a significant portion of this thread, I will re-iterate. I only have Hasten on 4 out of 23 of my builds. I don't have it on my perma-LF PB or my perma-Dom Dom, but there are four builds that require Hasten to function sufficiently well to have fun while solo. -
Hasten: Make it Inherent, or get rid of it?
Zepp replied to Abysmalyxia's topic in Suggestions & Feedback
No to forcing most Fenders, Trollers, Corruptors, Crabberminds, some Doms and a small handful of DpSers to invest another power slot to unlock Hasten. No to reducing Hasten below 70%, which would likely be necessary if it were made inherent, a toggle, or a passive. Hasten is part of a complex system and is mainly popular because of perceived efficacy rather than actual efficacy. I have written posts on adjusting all pool powers to have a more open format that is unified across all pool powers. Reworking all Pool Powers may be necessary after they release all five Origin Pools. That being said, Hasten is a power that does not need to be reworked. The amount of work that would have to be done on most powersets is just so immense that it is nigh impossible to think of a reasonable manner in which to address Hasten without disproportionately impacting most Fenders, Trollers, Corruptors, Crabberminds, some Doms and a small handful of DpSers.