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Shin Magmus

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Everything posted by Shin Magmus

  1. I also specifically planned my Respec to drop Smoke Grenade for the new passive. In fact, I mostly had Smoke Grenade for the Max HP Set Bonuses... but it's also insanely strong because it is unresistable debuff. I'll kinda miss it.
  2. Not much to do now but wait, although I guess I can also mention that removing the Sleeps doesn't mean they can't still have a Tranq Dart. Even my idea for a tech control set had one: the power was just much more focused around dealing toxic dmg and applying useful debuffs like -Recharge and -Regen. This set could have a ST Immob, AoE Immob, and a reworked Tranq Dart if they just drop the AoE Sleep and Cloaking Device. I don't actually have a problem with Cloaking Device being in the set, compared to some others here. It's just that it sort-of makes Illusion Control less special because that's the Stealth Control set and it's part of the identity.
  3. I don't think that even a better AoE Sleep power without damage ruining it will make it "fit" in with this DoT-laden set that is meant to be paired with Traps (DoTs) on Controllers and Arse (Ignite DoT) on Doms. There's simply no synergy with Sleep powers with this powerset or the most common pairing powersets. It's okay to go back on the sleep and give it a net shot or a glue bomb as immobs.
  4. I agree with basically all of this. I'm strongly against another currency because this game has a lot of stuff that is daunting for new players despite being an "easy" game and the number of weird currencies is one of them.
  5. Just to be clear, a lot of people still don't understand the mechanics of the SoA/Widow Inherent. It's not a flat value and it never has been. Conditioning multiplies the value of any and all sources of Regen and Recovery in your build because it is a constant invisible increase to your Base Regen and Base Recovery. I think the value is 20% for Regen and 10% for Recovery. Go on test server, open your Combat Attributes and load up any basic AT with standard exactly 100 Endurance then slot Numinas unique and Miracle unique in Health. Test this across various ATs: all of them will show the same numerical value in Combat Attributes specifically, showing +whatever. Now do this on a SoA and it will be a different, higher value. Conditioning multiplies the effect of the slotting you're doing in your build to fix sustain... but it doesn't give you sustain for free at level 1.
  6. I hate damaging sleeps. I hate damaging sleeps. I HATE damaging sleeps that literally force me to nerf my character and intentionally run an inferior Interface proc just so my power can work. We already have 2 really good Sleep Control sets in Mind and Elec. This is so unnecessary. This... guys I'm not going to mince words here: just give this set a ST Immob and an AoE Immob and completely drop the Sleeps, and it's fixed (enough). The idea that this set is supposed to be paired with a gun Assault set with Ignite as the capstone is uh... really genuinely bad if the enemy can just walk out of my Ignite. Even if I wanted to make a Gun Dominator with the new Assault set, I'd just pick a real Control set that actually stops enemy movement consistently and keeps them in my Ignite: probably Earth Control.
  7. I agree about the Dart Burst and Spin changes, while Psynado should obviously just be buffed to have parity with the reworked Psy Blast (I'm genuinely confused that Fort Psy attacks didn't get reworks as soon at Psy Blast did). For real though: let Forts/Widows have the same monstrous, powerful, set-defining Spin that all other Claws characters get. It's long past due and I don't think the AT will suddenly be "too good" just because it's brought into line with the other Claw characters who will still deal more damage because of superior Inherents, or in the Tanker's case superior radius and target caps. We're allowed to let the Night Widow be high tier, but not the top tier.
  8. Please, please, please do not roll back or take away the new powers from Night Widow and Fortunata. My only current complaint is that Fate Sealed should give either some +Max HP as well or some Damage Resistances: so that it can be slotted with useful core Unique IOs the same way as the Night Widow power. I like Fortunatas, but they desperately needed more HP just as much as Night Widows. I like the "idea" of Fate Sealed but it does very little for your build and giving it some +Max HP or +Regen is the easiest way to let people slot something of value into it. On that note: I already planned out my Respec for my Night Widow build.
  9. Here Here. Is it so wrong that we want Control powers in Control sets to Control optimally? The damage in both powers hurts your ability to Control how fights play out, and that's an objective fact. Is dealing dmg for less Control a viable tradeoff? For Controllers... debatably. For Dominators... no. Nope, Doms want a ST Confuse and AoE Sleep EXACTLY how Mind Control's already work: no damage. This is how experienced Dominator players view Symph Controls' current weaknesses.
  10. The ST Confuse and the AoE Sleep both need to not do damage to work properly. This is established knowledge that we all already have from playing the game. People, don't test this set at lv12 on SO's, test it at lv50 with a finished build including your damaging Interface proc like Reactive. Then use a damaging Sleep and tell me with a straight face that it works: it doesn't. It's just a glorified attack with extra optional Sleep set self-heal procs and/or Placate procs. I... don't get how the devs messed up on these things. We already know that Flash Freeze is basically worthless because of this interaction while Mass Hypnosis is actually good and has been used by Dominators soloing content to great effect. This is something we don't have to guess or theorize on, because we have years of experience with how these powers work. Just remove the damage from the Confuse and the Sleep, and honestly make the Sleep a stronger power in general like Elec Control's pulsing sleep.
  11. I only have 2 items for feedback. 1: In terms of CC and ignoring the debuff components: this is literally just Dark Control but with the Haunt pets swapped out for the Sleep... which is fine... but y'know the incredible similarity stuck out to me. I like the aesthetics definitely though. 2: Damaging Sleeps are non-functional at all levels of the game outside of simply being attacks that have the gimmick of also accepting a heal proc and a placate proc from the sleep sets. As a useful tool for Controllers or Doms to stack from lvs1-49, they DO NOT WORK because they literally can't be stacked due to the damage component. Moreover, at lv50 they DO NOT WORK EVEN IN THE FIRST APPLICATION because damaging powers proc Interface, and every good build has a damaging interface. In order to use a damaging sleep as a sleep at level 50+, you have to gimp your own build and run a bad Interface just to be allowed to use the sleep as a sleep. I highly recommend this power be changed to anything else. Some possible replacements for the non-functional damaging sleep are: a cool musical effect field that does no damage and pulses a sleep similar to Elec Control's sleep, or a musical shockwave/sonic boom that is specifically an attack and does 100% knockdown in an area.
  12. Excellent work, Defenders always out there thriving and being awesome.
  13. I'd like them to give VEATs some proper buffs and no redraw when they do that, and fix the Placate bug. I also have a theory as to the cause of this bug, which is related to the fact that they just changed Placate to "activate" instantly in its animation. Most powers have a portion of their animation be "startup", then the effect, then the rest of the animation is "recovery". Placate got changed to have no "startup", so it is able to try and activate BEFORE the redraw animation starts playing... while pretty much every other power in the game is correctly interrupted by the redraw animation and delayed by it. Very interesting.
  14. I mean no animation, as in 0.0s animation time and it still happens with no time cost or opportunity cost. It looks like a bug to me. I recorded it on training dummies with some narration and cut out the waiting parts. I'm not frame-counting myself, although with this video anyone can. Based on how it appears to me, this new buff to Placate allows you to FREELY INSERT PLACATE ANY TIME YOU SWITCH BACK TO THE MACE FROM NON-MACE POWERS. This is highly relevant for Banes, who are forced to awkwardly shoot their potent Venom Grenade from a stupid gun (they really need an option to shoot this from the mace). It looks like you save the 0.8s animation of Placate entirely while still reaping the benefits of using it. There's still redraw, but Placate plays during the redraw and then your Shatter or Crowd Control hits at roughly the same time... however just late enough that it works correctly and you get your crit, or "Executioner's Strike" on Shatter specifically. This is very potent for finishing off tough targets in actual gameplay, because Venom Grenade stacks with itself. If you're trying to take out the last bit of health from a Fake Nemesis or Paragon Protector, then Venom Nade -> Placate -> Shatter will almost certainly finish them. Even if it doesn't, it knocks down and gives you time to follow up and chip off their remaining health.
  15. If the devs actually read this and buff Hurl Boulder to be good in Earth Melee, as it already is in Earth Assault, I'd just like to chime in and add that it would be nice if Controllers weren't fucked over and left out in the cold. Currently you can still make an Earth/xxx/Stone Controller who gets Seismic Smash and Hurl Boulder, but it's getting harder and harder to justify that character after the buffs to Earth sets that uh... *checks notes*, every other AT in the game is getting. While the animation speedups on Earth Control powers are nice, I would personally really like it if Controllers weren't left as THE ONLY AT IN THE GAME with "slow Hurl Boulder" after all this feedback and these changes. I have an Earth/Nature/Stone with all the epic attacks... can I play too?
  16. Topic says it all: the power text and extended description text, as well as the MIDs data all say this power just gives +HP and +End. Since Invuln can and will overcap HP for free with Dull Pain, the HP portion of durability is worthless. So what the power really gives is just bonus sustain from higher Max End and a tiny bit of Toxic Resistance. Or that's what I thought, but in-game on live on my Invuln Sent it actually gives constant ticking Absorption. This is not only way better but it would mandate a respec if it isn't a bug, because now we'd all want to add heal set IOs to Durability. But if it's supposed to only be +HP, then those same heal set IOs would be totally worthless. I need some clarification on this.
  17. You have failed me for the last time: Empathy spammers. Seriously though, how is a buff set that bad/outclassed so popular on Defenders when it's so much less (understandably) played across the other 3 ATs with access to the buff sets? Meanwhile sets that can easily scratch that Empathy itch like Thermal (my Therm easily has a gapless heal-chain of Warmth+Cauterize) and which also provide actual debuffs and some sort of worthwhile kill-time-reduction to the team languish in obscurity? Empathy's lead is worse than Fiery Aura's on Brutes because those farmers don't actually do regular content: the mass Healers do. It's not hyperbole to say that they'd bring more to most teams with any set other than Force Field or TA. Actually no, TA would indeed bring more to Incarnated God teams than Empathy does.
  18. Sure, I don't know anything about Defenders... especially since I have 3x lv50 Defenders, my first lv50 on live was a Defender, and Defenders are my favorite AT. One of them is a Poison/Fire Offender with Musculature Radial who breaks all the molds. My point: Current Vigilance is broken, and is often useless, not for all players but definitely for some. It's especially useless on Empathy, the most played Defender primary on these servers. They are the most likely to be under the effect of a super easy super high recovery buff from Recovery Aura: completely invalidating the supposed benefits of their Inherent. Several other sets also have effectively infinite endurance from their kits. Some people tried to address how new ideas for Defender inherents don't benefit all sets equally, but is that actually worse than the current situation where it does NOTHING for some sets? Let's address that point and not sidestep it by talking about how Defenders are good enough anyways or pretending I have no Defenders.
  19. I also just don't like the idea of their inherent being crap. Why are they the one AT who has good numbers but a useless inherent? I mean if that's fine why don't we just increase Brute damage by 200% and remove Fury? We could buff every AT's numbers to where they "work fine without an inherent" and get rid of all the inherents. But that hurts the game and makes the ATs boring and same-samey.
  20. 5% Defense is actually likely the strongest of the 3. Most players have builds that incidentally get between 20% and 30% Defense to all positions just from common IO's. All Defenders worth their salt are running Leadership, and enhanced Defender Maneuvers gives 5.5% Defense. That means that any Defender with that inherent is granting 10.5% Defense total to the team, and that puts regular people at a now total of 30% to 40% Defense. This applies at roughly all levels as well, except extremely early level or builds without a lot of attuned IOs. Now the 5% Defense is doing proportionately much more because of how it edges everyone closer to the soft cap. Add in Support Hybrids or Barriers and people are soft-capped despite the Defender using a powerset that isn't supposed to have Defense buffs. I expected most people to say 5% Defense was too much. Edit: Remember that people are only shooting for 45% most of the time, and 59% in Incarnates. Conversely, 75% is the resist cap for most ATs. The inherent is 11% of the soft-cap Defense total and is only 10.6% of the hard-cap Resist total. So yes the Defense bonus is actually stronger than the Resist bonus.
  21. I have a suggestion for a new Defender inherent. I realize that Defenders are "strong enough" given how they get Tanker numbers on several powers and how Defender Sonic Blast is probably the single most over-centralizing set in the game, but I for one am sick and tired of Vigilance as it stands now. It goes against the very design of a Defender. Current Vigilance: provides a scaling dmg buff based on team size, 30% at solo / 20% at duo / 10% with 3 people / 0% with 4 or more people. This part can remain unchanged. Current Vigilance: provides a scaling Endurance Discount ONLY to the Defender themselves (selfish) and based on how much hp teammates are missing. The bonus is largest if teammates die. Here are the 2 huge problems. First and foremost this is an inherent that does nothing if your Defender is good and keeps teammate's topped off on health through amazing Buffs/Debuffs. The inherent REWARDS BAD PLAY AND WORKS BETTER IF YOU LET YOUR TEAMMATES GET ABUSED AND DIE. Additionally, the actual buff it gives only affects the Defender themselves instead of their team, making it very anti-support. Second: the actual buff is useless in most realistic endgame situations. Almost nobody is running builds that actually struggle on Endurance, and several Defender powersets give you INFINITE ENDURANCE: Kinetics, Cold Dom, Rad, Empathy, Nature, and even Time has a little bit in there. Other builds are using Cardiac Alpha to run tons of extra toggles and be insanely tough, or using Ageless Destiny to fix the problem after the fact. Needless to say I don't enjoy a useless inherent that only provides its useless buff if I build and play badly. Here's my frequent suggestion for new Vigilance: New Vigilance: provides the same scaling dmg buff based on team size, to help Defenders solo when forced to do so. New Vigilance: provides a passive aura in a 25 ft radius around you, which affects yourself and the team with a 255 target cap. The radius is much smaller than Leadership auras which encourages the Defender player to stand closer to their allies, thus actually using their Defender ATO procs more often. This means the Defender must actually be VIGILANT and fight near the team, instead of flying 50 ft in the air and wasting their ATOs. This passive aura is always on and does not scale in effectiveness ever; it cannot be enhanced and is not affected by global enhancements or Incarnates. The stat buff provided by the aura is BASED ON YOUR PRIMARY POWERSET, and is designed to provide what your chosen powerset lacks. <> BUFF/DEBUFF SETS WITHOUT HEALS <> Cold Domination, Force Field, Sonic Resonance, Traps: +75% Regeneration <> SETS WHICH BUFF DEFENSE OR REDUCE TOHIT AND HAVE HEALS <> Empathy, Poison, Storm Summoning, Dark Miasma, Time Manipulation, Radiation Emission +8% Resistance (All) <> STRONG SETS WHICH BOTH HEAL AND BUFF RESISTANCE <> Nature Affinity, Pain Domination, Thermal Radiation, Kinetics +5% Defense (All) <> TA IS TRASH <> Trick Arrow (If people seriously aren't going to fix this set) All 3 buffs at the same time Thanks for coming to my Ted Talk.
  22. I support any idea with the color purple, 100%.
  23. I just wanted to Apex on my Stalker. Standard 8 man team, leader was 50+1 as were most of the team outside. So we started. Everything conned purple, I noticed. Enemies took insane terrible damage, I noticed. I checked combat logs and asked my teammates to view my info, everything said I was level 50-3, not level 50-4 and not level 50+3. Level 50 Ice/Invuln Stalker. Nerve Partial Core Revamp T3 Pyronic Core Judgement T2 Degenerative Core Interface T2 Banished Pantheon Total Core Improved Ally T3 Barrier Partial Core Invocation T3 Assault Total Core Graft T3 I was level47 all of outside, but it seemed to be fixed after zoning down into the sewers. All the same it was very annoying. Banished Pantheon lore pets are FRIGGIN GODLIKE on characters that do Cold damage: that is all.
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