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Shin Magmus

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Shin Magmus last won the day on December 15

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About Shin Magmus

  • Birthday January 1

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  1. Full Auto: You fire an unrelenting barrage of bullets from your Assault Rifle, shredding targets in the area. Unlike most other Sentinel Tier9 powers, this power can trigger critical hits from Opportunity.
  2. It's just... sooooooo many people complaining about things they 1: don't understand and 2: are obviously not familiar with, maybe even at all.
  3. Let me save us some time and skip to the end: I make good builds and never play on just SO's. Dark Armor's power design is not poor. Dark Armor isn't even that much worse than any other armorset without a free "solve all my problems" sustain power built-in, such as Invuln or Shield: people make those sets work just fine too. With a tiny bit of actual effort and correct use of essential unique IO's and Endredux in the big consumers (your ATTACKS generally and not Dark's toggles) you can fix the issue quite easily. Dark Regeneration has a specifically high End cost and is a click, so it's an outlier. But ED-maxing the Endredux in the power works fine when combined with the Theft of Essence proc. I don't have End issues on my Dark Armor Tanker; it "feels fine to me." If you want help with your builds, the Homecoming Discord server has people who know how to build. So I'm evaluating Dark Regeneration vs Obscure Sustenance based on their HP/sec and factoring in the debuff resistances as well, but the Recovery portion of the power is useless to me, and after the nerfs now it's basically useless to everyone else... including you. My assessment of the feedback is now that the power isn't worth taking at both the high and low ends of the spectrum.
  4. One thing that's always been on the table for Mask Presence, Shinobi-Iri, Field Operative, etc. is simply changing one number in the code: the duration of the dmg or crit buff. If it's set to REPLACE instead of stacks with self, then the duration can be increased freely up from 0.75s to like 3.00s: this would make it so your first few attacks after starting combat all receive a buff. See, in Monster Hunter there was a similar skill called Critical Draw and it also only buffed your very first hit, making it useless and skipped on every weapon except Greatsword. Then in a later game, the devs got smart and made it a short-lived buff after hitting that first attack... about 3 seconds. This suddenly made it way less restrictive and caused more people to find use for the skill. Right now Shinobi-Iri is too restrictive: it's basically only worth using that ONE-TIME dmg buff on your Nuke, except the current beta version doesn't work on your Nuke, so the devs need to go back to the drawing board and find a more equitable solution for what the power should do. By the way, I'm saying Mask Presence (on Sents and on Scrappers) should be buffed similarly, etc.
  5. You're just gonna have to build to fix your End problems and use Cardiac or Vigor Alpha to fix them at lv50, the correct and highly synergistic picks for Dark Armor. Obscure Sustenance is DOA and will never be even remotely good or competitive again, and even taking it as an Endurance crutch is now unviable as you've said. Dark Regeneration slots the Theft of Essence proc and can actually restore more End than it costs on an endgame build.
  6. This is what a "dead pick" looks like by the way.
  7. Devs look, more feedback regarding a minimum duration of 60s for the T9 powers: take this to heart. My main criticism was also that 30s or 40s durations feel like trash on the T9s. For fuck's sake, Meltdown with a 30s duration meant that its needlessly slow cast time was over 10% of its effective buff duration: yikes! When you revisit T9s, 60s should be the absolute minimum for all of them but MoG.
  8. I appreciate the effort trying to teach forumites that DPA actually matters, and damage / time is the foundation of real math for real gameplay, but they'll continue to not learn this and ignore this. The SS thread was full of people doing bad math that ignored basic concepts like animation times and even how much Fury Brutes have 90% of the time. You can't teach people who don't want to learn.
  9. You can see the player counts and live player graphs on the HC Discord, it is indeed dwindling. It has upwards spikes after a new update but it falls off harder and faster each time. Public data.
  10. Stalkers having the option to take Lightning Clap at all is a huge W in a sea of L's. It's a bit rough how they got it, but I think I can sufficiently compensate for the loss of Thunder Strike by taking an additional pool or epic AoE that I otherwise wouldn't. Stalkers can now use a "lightning fast" single target attack chain incorporating Fast AS, Lightning Clap (or Thunder Strike if you prefer), Zapp, and Chain Induction (it's an AoE but it's still good in the ST chain). This will be fun, and fun is good. "Always seek to make the game more fun first and foremost" - wise words someone once said.
  11. With my current build, my Dark/Claws Tanker has Obscure Sustenance to about an 18s CD: 6-slotted with Preventive Medicine. This is my Dark/Claws Tanker, and although I have some meager opportunities for FFB procs, I don't have any. The build has plenty of slotted Slow resistance so my Recharge rate remains pretty constant regardless of what I'm fighting and what debuffs enemies have. The current Open Beta patch nerfs this from 18s to 54s by tripling the power's base CD. I'm now going to get the strong portion of Obscure Sustenance for 10s, the middle portion (nerfed) for the next 20s, and then a laughably weak buff (the Endmod for example is less than 1/2 of Stamina's value) for the next 24s minimum on an endgame build. If you're using this button to refill Endurance and you have an extremely optimized build, it can be slightly buffed comparing Version 2 to Version 3, but it is still very nerfed compared to Version 1 (Live). However, if you are taking your Heal for Healing and looking at HP/sec, its been nerfed again. I might even respec right now to ditch the power ahead of the patch release.
  12. They just made it worse. Open Beta newest patch has the Regen and Recovery values on Obscure Sustenance nerfed again. Obscure Sustenance cooldown increased from 1 minute to 3 minutes. Obscure Sustenance can now be used 1/3rd as often, meaning that the initial buff values are a super rare treat and basically worthless. It went from 250% Flat Regen, down to with 408% Regen for only 10s, then 236% Regen for the next 20s, then only 100% Regen for the entire remaining duration of the power. 100% Regen is 0.4x the strength of the 250% Regen, which itself was already a nerf that was going to make me Respec out of the power. I have no fucking idea what they are doing: this is incomprehensible. Dark Regeneration is now about 11x better than Obscure Sustenance. VERSION 1: Playable on Live. This power had a 60s CD so you could refresh the strong buffs. VERSION 2: The nerfs that were being discussed. VERSION 3: Nerfed again for no defensible reason, with a cooldown increase to 3 minutes or 180s. You can now barely even use the power and are stuck for most of the time in the crippled version of its strength.
  13. Testing right now, you should double-check your text please. There's a lot of text errors in the game still and even in the patch notes, but this one should've been easy to spot even with just one second review or a second pair of eyes. The same issue is present for both Thunder Strike and Lightning Clap:
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