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Shin Magmus

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Everything posted by Shin Magmus

  1. Really the issue was, and is, what others echoed in many different threads already: 30s and 40s durations are too low. People weren't upset about the powers being weaker in exchange for not crashing: that's expected and just normal balancing. People were upset about durations too short to last through most of the use-cases for these powers, or even more than 2 full spawns on common teams/content. If the minimum duration for every T9 power (except MoG) was 60s, I think these changes would have gone over much better.
  2. Given what Consume does and the fact that Burn exists in the same set, I'm not that concerned with procs in Consume. It is objectively another proc nerf but procs were bad in it already. That said, I *am* concerned that this is going to be a "refresh stacks" power without the accompanying UI element that Psy Armor is getting. A circle around the Consume power icon that alerts you to when the stacks are going to expire is something I think this powerset deserves; Just copy what's being implemented in Psy Armor.
  3. Guys, -Res debuffs are more powerful on teams than they are solo, full story at 11. Sentinels now have a way to temporarily sacrifice some personal DPS in order to apply -Res for the team, which will be a gain for most 8 person teams pretty much any time you do it. Also, when you're doing a solo test you have to factor in the cast time of every single buff on yourself, or debuff on the enemy, that you use. That time is time you aren't attacking, which is why for Pylon tests people aren't taking powers like Weaken Resolve but they ARE getting better value by picking sets or using attacks which slot -Res procs: those procs are firing off and inflicting that debuff without adding any cast time because the attacks are already part of your chain. Once again relying solely on Pylon tests leads to dubious, easily misinterpreted results.
  4. I'm against the Bio nerfs as much as anyone, but Titan Weapons has always been a corpse of a set; an awkward shambling husk propped up by a small group of people who were getting disproportionately good results out of it only at lv50. Because of how awkward it is to play, while being extremely poor at genuine leveling & realistic exemplaring, TW was a set that noobs bounced off of... hard. TW has always only been exceptional at lv50, with not only a significant amount of Global Recharge but the knowledge of the exact attack chain to use in Momentum. Despite the nerfs, TW is still among the best sets on Scrappers against single targets even after the nerfs. To the people who care about that Pylon performance and not much but their AV fight at the end of a Task Force, TW is actually not dead at all. Well except on Stalkers who can't take the set (one example of an exhausting list of anti-Stalker forced handicaps to shackle their power relative to Scrappers). Bio isn't nearly as awkward, right now. It seems like in addition to nerfing the set, the devs are trying to force more stance-switching which makes the set more awkward and actively introduces the very things that cause people to not jive with Titan Weapons, so this probably will actually "kill" the set as you say.
  5. Bodyguard damage is a portion of what YOU would take. It's not affected by their resistance, because it's already been affected once by YOUR resistance before being distributed amongst your pets.
  6. Shincredible. It's the same thing except not. Except it's the same. Except it's not. I change my mind and support YOUR petition instead: just give Stalkers the recovery period though...
  7. I think a huge area of effect is cool, and good characters with strong builds will actually like they ability to stretch their nuke over multiple spawns. Personally I already try to use my 50 ft radius judgments that way in order to hit targets in 2 nearby spawns. It's more efficient: 2 birds with 1 stone. If a weaker character is worried about fighting a second spawn, they can use skill and place Category 5 further away from that second spawn and then the circle will only overlap a single encounter. As you move through a map, you clear what's behind you, making it perfectly reasonable for players to do what I'm describing using that safe space between them and the upcoming spawns. I would strongly object to powers being weakened just because a small number of people are complaining about the potential of getting themselves killed with poor use. Controller AoE Immobs can also get you killed if you spam them too much and use them too early in a fight, but we didn't make them smaller; Players just had to learn.
  8. I sign my name on the petition to give Stalker Willpower the Recovery that they are missing. There's precedent, it's easy to do, there's an easy power to do it with (Fast Healing), and Stalkers gained a toggle so they kinda need it just to have parity with the other ATs again.
  9. I'm just tossing out ideas they might actually do. At this rate all of these changes are going to get reverted and we'll have another nothingburger thread.
  10. What if they made the ToHit debuffs strong enough that players who pull double spawns with their giant nuke could actually survive it, rather than just power gamers with perfect finished builds, crutching on insps and Demonic Aura ahead of time... bracing for the storm if you will?
  11. I think the general acceptance that Bio was eventually getting nerfed caused me to tune out of the set and stop making them 2 years ago. Judging by the feedback so far, I'm very glad I don't have any Bio characters anymore. At least the dmg procs are staying so the set still provides its offensive benefit in some way.
  12. What even is there left to discuss? There's no changes now. Somehow, the suggestion to not add what would be universally one of the weakest powers in the game to the set was enough to shelve the changes. I'll echo what half these topics say now: "at least I don't have to Respec."
  13. But don't those usually just kill all the enemies instantly?
  14. Now you can fit in Taunt (or Confront). I'm actually not joking, my new Invuln Scrapper made room for Unstoppable, but unlike on a Brute or Tanker where they situationally might like the assist to ensure they hit 90% Res, Scrappers only go to 75%. So my new build will just have Confront; I tend to skip it on Scrappers but having it means I can "for real" tank AVs on teams with no Brutes/Tankers, even on 4-star stuff.
  15. Look, I don't know what you want from me or what you are implying; I 100% don't get it. Stalker Elec Melee doesn't have Lightning Clap, you said no powers are getting replaced (a power would have to be replaced in order to make room for Lightning Clap), so Stalkers aren't getting Lightning Clap. I shared that info and stopped asking for Stalkers to get the power. What.. what else is there? It's done.
  16. Well, you might not know this but the benefits that Quickness and its clones provide are special, not in every armorset, and genuinely very useful: so the fact that all you can do with it is boost your Run (or Fly if cool) Speed a bit isn't a huge deal because the power itself is valuable. Contrast this with basic mez protection which every armorset should have as a bare minimum to function, and where every other mez protection toggle in the game literally offers more than Master Brawler: every single one even Wet Ice. The devs are proposing creating a new power that is the single worst version of a power of its type in the game, and I think it could stand to be better.
  17. I also have a Traps character that I play a lot at endgame, my Illu/Traps with a team build and a separate dedicated GM-soloing build. In both builds I still feel like that character gets all the stuff out on the field and firing faster than Storm Blast is able to inflict decent damage.
  18. You misunderstand this scenario exactly like when rebalancing the epic powers. Players are building their character, then they get to a decision point to pick A or B. They don't care how B compares to C. They can't pick C at all in this context, ever. You want to balance B against C, which is on you. The players have to choose between A and B. By not bothering to make B competitive with A, all that happens is you ensure most players stick with A and then B becomes a dead power. A great example of this that isn't Obscure Sustenance would be Ice Mastery's ridiculously long Build Up Cooldown. That power absolutely sucks relative to the other Epic options, but you chose to balance it against a base power instead of the other epics available to that specific character at that level, so nobody takes it instead of the other better option.
  19. I understand your frustration. BTW, this is going to be a long patch cycle with everyone going on Winter holiday stuff so the things that aren't going to get changed really aren't worth being upset about because you'll just be upset about them for an extra long time... and they still won't change. Obscure is getting the nerfbat. I got hard confirmation on the forum topic just like Stalkers aren't getting access to the best single target attack in Elec Melee. No point even leaving feedback about it anymore.
  20. I am now sad. But at least we have a definitive answer.
  21. Please make Storm Cell and Cat 5 "be good" as Frosticus put it. Storm Blast is the slowest powerset in the entire game: it takes the most time to set up and ramp up all of its powers and effects for any kind of reward. Even Traps feels like it contributes more, more quickly, than Storm Blast. Just make the rains shoot lighting at enemies enough to actually deal competitive damage in exchange for all the setup and work. I also liked the idea of Storm Cell being a weak persistent trawl on top of what it already does. Storms definitely suck you in and there's a creative and very cool build possible for Storm/Storm characters to use Hurricane to Repel enemies into Storm Cell which sucks them in further into the devastating center where Tornado and Lightning Storm beat the shit out of them. If you give players fun powerful tools they will have fun and feel powerful.
  22. It won't be a problem at all actually. Not only is a single 1-slot perception IO enough for most characters to combat the very very few stealthed enemies AND perception debuffs, and not only does Tactics fix this problem for the entire team while being a Pool Power and commonly ran on many supports, appearing on almost every team you'll find yourself on... but... Yellow Inspirations give perception in the very very few cases where you actually don't have enough and you really need it. So it won't be a problem for anyone, just like it isn't a problem now. I play the video game.
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