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Replacement

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Everything posted by Replacement

  1. Brain Storms now, I believe (what you used to get from logging out at base portal). EDIT - CONFIRMED just now on a toon logged out in WW.
  2. They added 2 and removed 7. Does everyone have to phrase things like it was such a drag? Confirmed: Pocket D is dead, removed from power list, checked on a toon that has badge and can LRTP to Pocket D. - EDIT: Also cannot find it in the P2W anywhere. What you can now buy there in its place is LRTP, if you didn't feel like taking the 2 minutes to wander around Atlas Park to get it for free. The Wentworth day job teleport still exists, but there is no way to gain additional charges. I currently have 27 remaining uses. There were also 4 purchase-able Auction House teleports. I don't know that I had any of these before but I believe they were simply unlisted from the AH. You could only ever have 1 charge of these at a time, iirc.
  3. I would not expect a direct port of Regen as-is to Tanker. It would arrive after - or simultaneous to - a Regen rework.
  4. Not the same, but this has me thinking about a similarly "bold" departure: What happens if Power Siphon stacks set you to refresh duration of all current stacks? Probably with a nerf down to 3 stacks or so, probably some tuning to the +damage amounts. So essentially, you start a fight with PS (even paying the full 2 second animation cost) and then you start landing attacks to keep your kinesis going until you're out of stuff to hit. It's at least fun enough to imagine to post; not sure I like the "Brute incentive" though.
  5. I kind of put one together, though it still has a good deal of melee potential. I envision a mix-range combatant that uses placates to stay alive, as opposed to dealing critical damage, while sabotaging the enemy (the light control aspects of a Manipulation set):
  6. There is a band in the tiki of lounge. It's a nice touch. You would be excused if you didn't know about it, however, because any time a player spawned in that location, it would break them and prevent them from spawning. This is the main reason they moved pocket D's exit location. For other zones: Cimerora is time travel, so not part of teleportation. Midnighter's I could see, since you would need access to obtain whatever badge they would place.. Their current mindset is that Founders Falls takes you to the university. Bloody Bay is currently a technical "no." A pvp zone would need to check your alignment before calculating your exit point - which is not something currently programmed into LRTP.
  7. It's weird seeing you call all of my input "nonsense" and "rubbish." I don't normally think of your posts as... aggressively flippant. Or maybe flippantly aggressive. In the same way a Corruptor deals damage but is still allowed to do other things, a Sentinel could too. Now if the damage was lowered to fuel some other role, you could rightly call foul for turning it into something it's not. But anything additive can be in whatever direction they want -- and for an AT with a weak identity, I would call that a win. The class doesn't need any more damage if it has other things to offer.
  8. Your post appeared to be saying "They are a damage dealer" as a reason to deny them things that are not simply +damage. That strikes me as needlessly circular. Considering the AT in question can and will obsolete other ATs if it becomes competitive as a damage dealer, I do not see the wisdom in limiting potential fixes to "it needs moar damage." I'm not exactly throwing my support behind "party mez protection" here, but certainly party benefits are a good place to look.
  9. That's kind of a weird sweeping generalization though, isn't it? I mean, you could make the same argument of Corruptor or Tanker. It doesn't at all preclude fleshing out the AT with some more identity, so I wouldn't shut it down out of hand. Though that reminds me - I don't think the OP is aggressive enough in the +secondary department. I'd gun for Corruptor numbers. As I mentioned in my own thread on the topic, it would make Sentinel the only Blast AT that actually relies on those secondary effects for the party support offered (since while Corruptor and Defender both have great debuffs on their blasts, they're basically always overshadowed by their actual support sets).
  10. The big thing is getting it a little more consistent for me - which is why I like this proposal. Like, primarily a defense set, but no defense to ice (which is... In the name) or fire (an important damage type)? I think you get those squared away before trying to increase defense. For the record, I still oppose allowing wet ice to take defense enhancements without some other changes to the power.
  11. They did add sixteen new portals and beacons. It's entirely possible the echoes will return after they've had some time to work on UI stuff (they mentioned a few times wanting to change the location listings to tabbed, to not be an overwhelming number of zones). I don't really fault them for removing the ones that didn't make a lot of sense. I have a character trapped in echo shards; has leveled exclusively using echo zones and, aside for having to break character to visit the P2W, I've only used a sparse base with nothing but strange portals leading to said echoes for travel. It sucks to have lost them for that character, but luckily she's at a point in her story where Ouroboros has made themselves known.
  12. First off, that hard cap doesn't work the way you are implying, here (you are probably talking about effective DR here, but I still want to clarify). You can actually combine 90% resist + -14% damage for a total reduction of incoming damage of 91.4%. 100 damage * .86 = 86 damage (14% damage penalty) 86 damage *.1 = 8.6 damage (90% resist) Ok, so that out of the way, this isn't nearly as large as you are making it out to be. Let's say you're fighting a mob that is +4 to you. You are now only debuffing their damage by 6.72% (purple patch). Let's say they also have 30% damage resist. Damage resist resists damage debuffs if this isn't flagged irresistable, so now you're down to -4.7% damage. Your recharge numbers will be similarly reduced and come with the caveat that -Recharge slows do nothing to lower incoming damage until all of their attacks are on cooldown (by which point, the only things that are alive are likely resisting large portions of CE's debuffs). EDIT: similar effects with Energy Absorption's Endurance sapping. You're draining, at most, 75-80 end/cast (more likely 70 unless you're way over ED), and I think that will be affected by purple patch as well. I think a great deal of your success here is the farming environment. You likely have incarnate level shifts pushing the enemy level down (and thus the purple patch), and keeping you target-saturated enough that you can reasonably expect a full strength EA every 12-20 seconds. This goes hand-in-hand with the expectation that many of the crowding bodies around you will be alive for two Energy Absorptions. In standard missions, I expect a build like you're talking about will perform great, but the question becomes how does it compare to other sets in standard content? Basic stuff like not being frustrated in a radio mission, leveling, fighting AVs, etc. The sense I have has been "Ice Armor is a bit... patchy." -- I like the changes but don't think Icicles needs a slow aura. I think it would be better to keep that as CE's thing and, if needed, buff the Slow numbers in Energy Absorption instead (though tbh, if this went to testing, the entire debuff on EA would be the first thing axed as well).
  13. T1/T2: I see a lot of responses here seem to dislike having benefits still tied here. I'm not sure I understand. You will have a T1 or a T2, and (to my reading) there is no T1/T2 decision under this proposal. So no need to get both, no need to feel like you're missing half your inherent if you don't. Perhaps people just really don't like slotting their starter attack? Because I would say that's a strength: not only is it keeping early powers relevant, it also helps the "not a sniper" mindset of a Sentinel by having them always tend to lead with the light attack to soften their opponent. @Galaxy Brain you might want to clarify this point. It reads to me like you're saying Offensive and Defensive are combined into the "max gauge" effect but on 2nd reading, I'm less sure. Overwatch: While I like the overall proposal, I would rather see Sentinel lose the bar. Simply giving your damage and sustain procs on any marked target would feel less complicated to me. That streamlines the entire passive down to: "You can mark up to one enemy at a time with either of your starting attack powers. Marked targets have their resistance lowered, allies' attacks against them deal an amount of additional damage based on your primary set*, and trigger a small area [Sustain Benefits**] when defeated." While I get the idea of the aura buffs, it feels like just one more thing to track, and they're just stats. My suggested implementation above doubles-down on the marked target, which may or may not offset the loss of those stats. * Yeah, we hadn't thought about this but you would basically need a Sentinel inherent for every primary (or an entry for each primary, at least). Because we need to figure out what kind of damage is being dealt. The most obvious solution is to proc a damage type strongly tied to your primary. **Sustain - I like the idea of the sustain, but something about "aoe heal and end grant" doesn't sit well. Specifically: giving a custom AT an aoe heal starts to feel a lot like you're intentionally making a "god mode" class. I would instead suggest a strong, but short Regeneration bonus as well as direct Endurance infusion.
  14. If you're going to be so hyperbolic as to pretend minor protection is the same as not "having mezz at all," WHY POST AT ALL ?
  15. Damnit. This is in the wrong bug forum.. Is there a GM on deck who can move this to Live bugs?
  16. Yep. I have a static group that is 3x shield scrappers + 1x shield stalker. We are all in various states of enhancement, so we had a lot of sample configurations to try out. * Grant Cover is not granting allies any increased defense. A scrapper with no enhancements gives me the same amount of defense as I give him with my own having something like +34% enhanced. * Phalanx Fighting is definitely not working as intended because it takes defense enhancements. It providing no benefit doesn't make sense.
  17. ATs checked: Scrapper and Stalker. Both Phalanx Fighting and Grant Cover accept Defense enhancements but provide no benefit to doing so. I'm reasonably sure these worked pre-i27.
  18. I like this set, but it doesn't have enough close-range. I get that not all sets are designed to blap, but there is supposed to be a trade-off between safety and performance. I think you would see something like Caustic Slick set up to cast at your own feet (like the ice melee patch), and/or swapping out one of the later powers for a melee. I would also not expect Envenom to make it, since -resist on a blaster is scary (and since it's also -defense, it can take an Achilles to boot). Most likely version would be something like moving Breath into Envenom's place; adding a melee attack or pbaoe mez in a later spot. Perhaps a rename of /atomic's Radiactive Cloud. Also, about the Kinetic Manipulation: I don't think the Power Siphon would work without a lot of effort. I'm pretty sure the +damage portion is actually hard-wired into KM's attacks, flagged not to grant to user unless Power Siphon=true. Since you wouldn't want to have to add this line to every single Blast, and it wouldn't play well if only the /manip powers granted it, I think it'd need a new implementation (such as a global proc). Not a show-stopper, but makes it much less of a low-hanging fruit to implement.
  19. The underscore is ignored; both versions work. Can you paste here your exact bind? If you're still in game and haven't had much conversation, you can press enter and press up several times to find the line, then drag-select copy/paste here.
  20. It's pbaoe. You don't target things. In fact, you don't need anything targeted at all for it to grab folks in range/in view.
  21. I like the idea of leaning into volcanic rock. My following suggestion is far from necessary, since this is essentially a proliferation from Controller, but one could really imagine embracing this and calling it "Brimstone Mastery" instead. I feel real dumb for having not noticed MMs were missing this. Would love to see this become a thing coinciding with improving the Blaster version.
  22. Half of the name of this subforum is also "Feedback" so you shouldn't be concerned on that front. Agreed.
  23. Right now, after activating Takeoff, your Jump Speed continues to retain the buff, but not Jump Height. (sidenote, it apparently also buffs MAX jump speed, as even my blue-numbered jump speed is going up when I activate Takeoff). I would like to see Takeoff's bonuses retained even while Mighty Leap is not active, essentially a "Combat Jumping maneuverability" bonus, and given better up-time. I would even see a hit to Mighty Leap's overall numbers to pay for it. Example: -10% to Mighty Leap's numbers, but improve Takeoff duration (30s -> 60s) or reduce cooldown (2m > 90s), let Takeoff's +jump height (or a portion of it) be retained while Mighty Leap isn't slurping stamina.
  24. I keep saying "Crane kick as a narrow cone" would be way cooler, thematically. But performance-wise, the EC change was far better and would be far less frustrating for a melee.
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