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Added four new AT concepts from this post.
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compilation Powerset Concepts: Compilation (Assault)
Zepp replied to Zepp's topic in Suggestions & Feedback
Added Hellfire Assault- 12 replies
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compilation Powerset Concepts: Compilation (Melee)
Zepp replied to Zepp's topic in Suggestions & Feedback
Gravitic has been added...- 16 replies
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You can easily get 60-75% global accuracy from purple sets... usually that is sufficient.
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Pest Control, WILDBlast, Hellfire Assault... and more.
Zepp replied to daveyfiacre's topic in Suggestions & Feedback
Every assault set has T1 single-target ranged, T2 single-target melee. I kept the Summon Hellfire linked with its animation rather than separating them, and used cauterizing rather than the general flame aura. The general formula is three single-target ranged, two single-target melee, one multi-target ranged, one multi-target melee, one boost, and one special. Because there are three ranged whip attacks (2 ST & 1 MT), it made sense to keep those in tact. In another thread there was discussion about using fire attacks with the hellfire animations or using fire sword. Because there is not an assault set that uses fire sword and whip is ranged, it made more sense to go the path of fire sword. At least that was the majority opinion. So one ST ranged was dropped to allow for both a summon and an aura, and my proposed set emerged. I'll add your sets to the compilation soon. -
You are probably going to want Gremlins, they are good for End Drain and damage. Also, don't get too focused on ranged defense, as you will want to get up close and personal for Drain Psyche, Psychic Shockwave, and Conductive Aura. Also, once you get your chain sorted, you shouldn't have to worry about the enemy attacking you too much because they should be sapped and the -recovery and -recharge from Drain Psyche should make it pretty safe. Also, picking up Afterburner or Indomitable Will might help to get that fifth LotG slot. Some other sets to consider are Preventive Medicine in Drain Psyche and Reactive Defenses for Link Minds, in order to get those juicy 8.75% recharge boosts. That would make it preferential to pick up both Afterburner and Indomitable Will to get your five LotG boosts in though. This thread also has some good ideas. You can get over 195% recharge with this combo if you slot it a certain way... That may sound like overkill, but 195% recharge and Alpha Incarnate (Agility Radial Paragon) is what you need to get perma-Drain Psyche.
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Pest Control, WILDBlast, Hellfire Assault... and more.
Zepp replied to daveyfiacre's topic in Suggestions & Feedback
I wonder if you took a look at my Infernal Assault before putting this idea together. It seems similar to mine. There are also some compilation threads: (archetype), (assault), & (melee) -- so far -- that could help you look at what other people have already suggested and might help you think of some other ideas. -
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I'm still not convinced there is an actual conundrum (there have been many informed voices to the contrary). I have not heard a strong argument for any specific changes. I have heard a reasonable argument for a damage cap increase, or increased -res related to either an expansion or buff to bruising. I have heard moderate arguments for the buffing of MT attack scopes (increasing area or cone width). I have made a problematic, but supportable argument for differentiation via resistance cap adjustments (However, a 5% nerf to Brutes would negatively affect a small number of Brutes, but it would create a general outrage. In addition, a 5% buff to Tanker resistant caps may make Tankers OP. As such, I do not think it is a good idea, even though it is supportable in rational theory.). Again, I am still not sold on the belief that there is a conundrum, and assertion of a universally agreed upon conundrum is not a tenable place to begin arguments. If you believe there is a conundrum, please actually make your argument rather than an assertion.
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The Great Archetype Concept Battle [Round 2.2]: Right Bracket
Zepp replied to Zepp's topic in Suggestions & Feedback
Just a couple of days left to vote! -
The Great Archetype Concept Battle [Round 2.2]: Left Bracket
Zepp replied to Zepp's topic in Suggestions & Feedback
Just a couple of days left to vote! -
I'll add this to the melee proposal compilation thread when I get home and can use Bessy.
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I think some MT attack changes would be interesting, and could give Tankers a bit of a different feel. They are among the most reasonable proposals made (although still difficult to implement). Many of the proposed changes would either be impossible to implement reasonably, or change game dynamics in a manner that would result in reverberatory balance issues that could result in weeks or months of realignment.
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Let me be clear. I do not think Tankers need to be changed. I think they are sufficiently different from Brutes and actually more advantageous on a team. It would be difficult to run the numbers to check team efficacy, but in theory, their bruising and taunt mechanics are superior to what Brutes can offer a team, even if they approach the damage cap. That being said, I was suggesting minor, reasonable changes, that would minimize the effect outside of high-end team content, but make Tankers "feel" their contribution in a more visceral sense.
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Other than Hurricane, I think it is decent on Endurance. That being said, I think that having Hurricane a choose to use rather than an always on power is a good thing.
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TLDR (for this whole thread) There are five points(ish) Storm requires more skill than other support powersets Storm is a late bloomer The two "problem" powers are Gale and 02 boost Gale can be considered either great (fully slotted), terrible, or just one of the weak points in the set O2 Boost is helpful on teams, useless solo, and the weakest point of the set. Making it PBAoE would be a fix, but may OP the set.
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It is a sample. Sampling is how most data is collected... And I'm trying to increase the sample size...
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That sounds like a fun class to play. I was wondering if anyone on the development team has players on those servers, to see if it would be a good idea to port... I am currently running a tournament of player-suggested ATs to see which one is the most popular... Left Bracket and Right Bracket (the idea being to see what the community actually wants out of a new AT)...
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I was actually thinking about recent changes to Smite (another online game). The most winning god is basically a tank with a global buff. However, because people didn't feel like they were contributing when playing her, she was one of the least popular gods to play. They "buffed" her by reducing her global buff and general tankiness, and buffing her damage-dealing abilities. She feels stronger, but is now much less likely to be on the winning team than before... In other words. Tankers may not feel like they are doing well, or filling their niche, but they are. If you want to double the Tanker damage cap and drop Brute's Res cap by 5%, that could make Tankers feel more unique, but they already are filling an important role, and shouldn't be tampered with too much.
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I apologize if I sounded dismissive or disdainful. It was not my intent. What would you change now that you have had some time and feedback to help you think about it. One reason I ask this is that when I get around to the Pool Powerset Compilation thread, I would like to make sure your idea is set in the best possible light.
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There is a conundrum less because of actual differences, and more because of perceived differences. There is a significant difference at the high end for damage because of the damage cap for Tanker being fairly low. There is not a sufficiently significant difference in survivability at the high end because of the resistance caps being identical. There is a significant difference in aggro generation that is not perceived. In other words, doubling the damage cap for Tankers and creating a 5-10% difference in resistance caps between Tankers and Brutes could go a long way in improving the perceived differentiation.
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Basically, what I am getting from this thread is that Tankers are not as good on a team when dealing with high-end end-game team content. The biggest reason for this disparity is the low damage cap for Tankers compared to Brutes. It seems the easiest and best (they are the same in this instance) way to deal with this would be to double the Tanker damage cap.
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While this is an interesting idea, there are some issues, and there are especially some balance issues that are going to occur. Furthermore, it seems that blasters and corruptors would be forced to take a power they can't used to get access to the T3-T4 powers (they generally do not run enough toggles to make the high endurance cost of the endurance reduction toggle to be useful, and the T2 can't be made perma). Furthermore, the T3 and T4 seem to be doing essentially the same thing with the same Duration:Cooldown ratio. And finally, the T5 would take an immense amount of work because it is essentially taking a CC designed for solo play isolation and converting it to a CC designed for group play mitigation and would require a case-by-case examination of every sleep power for a rework of the duration to prevent it from making CC ATs obsolete as DPS sleeps (such as Siren's Call, Frozen Aura, Will Domination, Charged Brawl, Havoc Punch, Jacob's Ladder, Poison Trap, etc) will become both stackable and are of unbalanced duration outside of the context of sleep. This could not be done with a formula as CC AT sleeps are generally of lower duration because they are balanced by the existence of other CC powers. As such a formula that reduces duration would make the T5 completely useless for CC ATs in order to prevent it from being OP for DPS ATs. I understand where the idea is coming from, but I do not think it is as well thought out as it could be and seems to have a lack of understanding of the roles that different forms of CC fill and related balance issues that could arise from using a screwdriver as a hammer.
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compilation Powerset Concepts: Compilation (Melee)
Zepp replied to Zepp's topic in Suggestions & Feedback
Thank you for your "help" but for future reference, it is preferable to provide a link. I go through hundreds of threads and posts putting these compilation threads together. There are going to be posts/threads that I miss (especially if it looks like it is a reskin rather than a concept), sometimes threads slip between pages as new posts appear while I'm searching. It happens. So, if I miss something, just providing a link rather than a comment that sounds like snark is a better way to get concepts included faster.- 16 replies
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I think all ally heals in powersets should be replaced with PBAoE heals. I like Gale, but it is too low damage and high end for low lovels to be comparable with other sets, and not worth having in your toolbar after level 10 too often.