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csr

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Posts posted by csr

  1. On 1/27/2024 at 1:04 PM, Jimmy said:

    Hello! I have a request.

     

    Currently, Peacebringers and Warshades (hello @Laucianna 👀) show ? for all stats during character creation, like so:

     

    image.png

     

    While this does have some mild thematic significance, it's rather unhelpful for new players. In the next build we'll be adding numbers here for Kheldians, and also potentially updating some other ATs if we think the numbers aren't quite right (for example, Arachnos Soldiers have a pets rating of 2, which is clearly inaccurate).

     

    These are the proposed numbers for Peacebringers and Warshades:

     

    image.png

     

    image.png

     

    Please do let me know what you think. We're definitely open for input on the Kheldian numbers, and for any other ATs that could do with having their numbers tweaked.

     

    Keep in mind that the goal here is to better communicate the strengths and weaknesses of each AT to inexperienced players, rather than be a raw reflection of the actual balance of each AT.

     

    PB's Ranged Damage isn't that good.  Their crowd control can be decent with a PBAoE Stun and the KB/KD options they have.  I'd drop the Range Damage to a '6' and raise the Crowd Control to '3'.

     

    Warshades '3' on Melee could be deceptive, since most of their best attacks (all the Black Dwarf attacks, Quasar, Gravity Well) are melee.  Heck... they even have a damage aura.  Like PBs, the Ranged Damage isn't that great.  Sentinels are listed as a '7'.   I don't think Warshades can match Sentinels damage without mixing in melee attacks and pets (Sunless Mire, Quasar, Dark Extraction).  I think I'd change Melee to '4' and Ranged to '6'.  Also, WS can do a whole lot of -Spd and -Rech, and debuffs should count as support.  So I'd bump that to '3'.

  2. On 1/29/2024 at 7:47 PM, Heatstroke said:

    Maybe im just being picky but it feels weird to me for Heavy Burst to have the alternate animation as LongFang..  Because I already have Longfang.... it just doesnt flow well.  

     

    It's odd that the alt animation for the power is from Longfang, which has a cast time barely over 1/2 as long as Heavy Burst (1.33s vs 2.50s).  It seems to me that the alt animation for Heavy Burst ought to be Suppression.

    • Thumbs Up 1
  3. 🙄 This is why we can't have nice things.

     

    This thread reminds me of being told not to buy a good hose to keep in the front yard because someone might steal it.  15 years and 2 hoses later, none have been stolen.

     

    The bottom line for me is that almost all of the complaints against this seem to have one simple solution:  Start your own team.

    • Like 3
    • Thanks 5
  4. Cold Domination > Frostwork

     

    I can take this change or leave it.  It seems to be a change to avoid the trap of using the power on a target that doesn't benefit from +MaxHP.  So a net gain for casual use at the loss of high end performance for those who know how to use it well.

     

    The power does seem to be about as good, as you can just recast it on the same target if the Absorb is destroyed.  It just loses some of its uniqueness in the process.  Maybe just leaving some unenhanceable +MaxHP or perhaps adding a DDR buff to couple with the shields would make it seem like a straight buff to the power and quell some misgivings.

  5. 10 hours ago, twozerofoxtrot said:

    Fun Facts for the audience!

    • "Fetters" when referring to multiple restraints in metaphor is proper use of grammar.
    • "Velho" is Portuguese for "old" and is often used to mean "Old Man." Depending on the context, this can be derogatory or endearing.

     

    Metaphor or not has nothing to do with it.  If you're referring to destroying multiple fetters it should be "them" not "it".  If you are referring to destroying a single collection of fetters, then "it" is fine.  To me I think "them" sounds better than "it" unless you refer to something like "cask of fetters" or the like.  But maybe I just have the idea that "fetters" is plural because there used to be 3 of them you had to destroy.  It got changed because the mechanics didn't work and Velho ended up with such insane Regeneration in that version that the only way to beat him was to one-shot him.

    • Haha 1
  6. It looks as if the Velho issue has been resolved.  I've played up to Mage-Killer Tatiana and so far my only new feedback is a minor grammar issue.

     

    Orpheus - The Most Dangerous Prey - Part 3

     

    Orpheus says, "Look for the fetters binding Velho's spirit to this world and destroy it."

     

    In this "fetters" (plural) and "it" (singular) don't match grammatically.  There used to be 3 fetters, of course, so I think the term is used elsewhere, so I'd just suggest changing "it" to "them".

  7. On 1/20/2024 at 2:18 PM, macskull said:

    The rewards from this system aren't significant enough that I'd be expecting people to intentionally swap characters to get the bonus, which is kind of how it was intended. One PA every 18 hours isn't nearly enough to get me to swap.

     

    I think this change is fine the way it is, but I'm not sure if people will see the bonus as insignificant.  Aethers have been selling for about 3M for a while now.  Reward Merits through Special Salvage have been worth roughly 200k.  So this adds approximately 15 Merits worth of reward to a TF.  For some TFs that's a large percentage increase.

     

    Personally, I don't like standing around doing nothing, but almost everyone else doesn't seem to mind waiting for a team to fill.  So I won't be the least bit surprised if speed diversity Posi 1s and Yins become a thing.

     

    • Like 1
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  8. On 4/5/2023 at 3:59 PM, KaizenSoze said:

    Of all the VEATs, Banes/Huntbanes benefits the most.

     

    In brief testing my awful melee Crab build (currently at level 26) is considerably improved.  Up to "sucks" from "sucks hard".  I think buffs to powers such as Channelgun, Slice and Longfang are necessary to make non-pet Crab builds even decent.  I really shouldn't be using Burst and Bayonet as my main Crab attacks., but I am, so the redraw change helps.

  9. Dark Blast / Abyssal Gaze's Hold component seems pretty pathetic at Scale 4.4.  At level 25 it barely lasts long enough on evens/+1s to cast Life Drain.  With 2 SOs of Recharge and Hold slotted I can't consistently maintain the Hold even on -2s.  The Devastation proc lasts longer than my 2 SO enhanced Hold.  I guess the Hold component is just there for procs.

    • Like 1
    • Thanks 1
  10. 57 minutes ago, WindDemon21 said:

    NO dear God no.

     

    Which is specifically THE reason I'll never play a fire blast sentinel lol

     

    I wish some of the various Repel powers would get the Repulsion Field mechanic where a -KB IO also cancels the Repel.  I haven't tested it but the CoD2 entry for Jet Stream on Beta appears to include that tag.  Blazing Blast and the suggested version of Telekinetic Blast - and perhaps Ki Push - would be good candidates to get that treatment as well.

     

    As for Psy Blast, I had two short play sessions with a level 25 Psy / Tac Arrow Blaster.  The set seemed perhaps a touch overpowered to me.  Yes, Dominate Will's projectile is slow as molasses, TK Blast still has the "KB Tax" on slotting, and you have to take one of Dominate Will or Mental Blast - both of which are mediocre.  But I was easily able to wipe out Minions with just Psionic Tornado, Scramble Minds and Psionic Darts.  The DPA on the latter two is even high enough to use in a single target attack chain to get some collateral damage without gimping your single-target DPS too much.  I felt the set played about as well as Water Blast, which I consider a top end Blast set.  I would have said it played even better, but looking forward past L25, Water Blast adding the ranged nuke versus the PBAoE nuke in Psy Blast will probably balance that out.

  11. On 12/17/2022 at 5:01 AM, Meknomancer said:

    Turn off group fly at null the gull. If you have it yourself or are flying you'll have to go to ground level to apply the upgrades. I posted something about this a while back.

     

    Either I did something wrong or turning off Group Fly doesn't stop it from affecting your pets, just you.  And the upgrade requires the target be near the ground, not the caster, so it isn't easy to get around it.

  12. 7 hours ago, Bopper said:

    I agree, the LOS check on the execute confuse power should be removed. Based on all other info in the power (1000' range, auto-hit) it seems the intent is for the effect to always fire and having a LOS requirement would limit that. Odds are, it was a copy/paste of the main power and that field was overlooked during cleanup.

     

    As for the reason for having an execute power, that is to ensure a mob notify. Without it, you could hit the target successfully and it would not notify the enemies around the target (a miss would notify regardless). So the damage is done upfront to ensure the notify happens, then the confuse is applied if the target was hit.

     

    Hmmm...  I don't understand that explanation.  I thought the "Always" entry in the Notify field in the main power handled that.  Perhaps the main power Notify entry should be "Never" and the Execute would then Notify only on a hit?

     

    Anyway... it does raise one general question regarding Executes in my mind:  Does having an Accuracy entry (1.2 in this case) on an Execute mean that it makes a 2nd ToHit check for the Execute itself?

  13. 4 hours ago, WindDemon21 said:

    It doesn't list that in game. If this is how it works it  should definitely be listed on the power, but  that's fine if it's meant to work like that of course, it should just say that though.

     

    Edit, wrong picture, updated pictures. Notice it says "when target is awake, for CC, but not for IS. It should state that in the description as well for newer players who dont know/know how to understand that in the detailed info.

     

    image.thumb.png.43a007503ba2179539e0841577742be4.pngimage.thumb.png.8b4a957ba3f93850e341ee12588e7d7b.png

     

    Unfortunately the Detailed Info isn't always accurate or complete.  On City of Data 2.0 (which is much more reliable) Impassioned Serenade is listed as Suppressing when the target is slept.

     

    I'll test it here momentarily...

    ... yep, applying Enfeebling Lullaby stops the DoT from Impassioned Serenade, just as CoD2 would suggest.

     

    Confounding Chant's DoT breaks the Sleep from EF even when EF is applied after CC.  That's despite CC having the Suppress tag as well.  However, in the case of Confounding Chant the Suppress window is 0.1s instead of the 1s on Impassioned Serenade.

  14. 16 minutes ago, WindDemon21 said:

    Also, unlike the cone stun that stops the dot if they're slept, the confuse doesn't list that flag. It should still go on even if you use the sleep.

     

    It is listed for both Controllers and Dominators.  Oddly, it's a 1s "Requires" and "Suppressed" window instead of the 0.1s on the Stun.

  15. 58 minutes ago, Wavicle said:

    not completely sure, as coding and the details of CoD are a mystery to me, but I think it may have to do with whatever tech allows the DoT to be of variable length depending on the Confuse duration.


    The DoT doesn't actually change in length.  It's just that the damage doesn't apply unless the target has been Confused for at least 1s prior to the DoT tick and hasn't been Slept for that period.  Those two components are Requires and Suppresses tags on the DoT.  They shouldn't affect the Confuse component in any way.

     

    The Confuse is done by a redirect ("Execute Power" in CoD2).  That's different than other powers.  Even the Symph Sleep doesn't do that.  If there's something odd going on (I haven't been able to reproduce the bug), then that's where I'd start looking.

  16. Due to the Purple Patch +4 level foes will have their KU increased to greater than 1 against you.  So the only odd thing you reported is your BA/FA Brute not being KUed.  Did you verify the 1 KB Prot in Combat Attributes to make sure that's all he has?

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