Jump to content

Shin Magmus

Members
  • Posts

    680
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Shin Magmus

  1. 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.
  2. 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?
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. I support any idea with the color purple, 100%.
  10. 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.
×
×
  • Create New...