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Replacement

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Everything posted by Replacement

  1. This is good input. So let's see what that would look compared to current build: If Disruption and Acid kept their -Res, we are now back to two powers providing the same core effect (aoe -res). So we have two instances of -20% resist, and no space for the additional -20% ST resist. Whereas the current build gives us a single -40% resist arrow (DA) for the masses, and 20% more ST in a convenient T1 package. Your notion of making AA provide the ST -resist to the actual target selected (no aoe) is workable though. Entangling as an immob/-recharge means pulling it out of Glue Arrow. So, this current build actually dropped the comically small -Recharge from Entangling Arrow to make Glue Arrow a decent aoe Recharge slow. We went from 12.5% ST and 20% AOE to a 40% aoe recharge! Meanwhile, Ice Arrow (again following the paradigm of one AoE and one ST) gets an additional 25% ST recharge slow (this is doubled). I hope this explains my perspective some. We are threading a needle: on the one hand, there is the sense that TA needs to maintain a sane power budget. On the other hand is recognizing TA was hilariously underbudgeted previously. so sheer numbers talk: -18% ToHit (if the game data isn't a bug and the patch notes are just outdated) - AoE -50% damage - AoE | -20% damage - ST (Ice Arrow) -40% recharge slow - AoE | -25% additional recharge slow - ST (Ice Arrow again) -40% resist all - AoE | -20% resist all - ST and that still leaves us several things I'm not going to calculate: * Impact of debuff resistance debuff * Impact of strong -Special in Ice Arrow * Impact of -40/60 resist on all these huge -Damage buffs (see my page 1 post where I break down this mechanical interaction)
  2. Ok, it just seems like an odd detail to get hung up on. As I illustrated, what they're actually doing is retaining functionality that has been in the game since the Echo beacons were added. I should note I have skin in the game: I have a character that simply would not exist without level 1 access to Ouro/Echoes.
  3. I would like the record to show that Teleport IO sets are awful, and these changes highlight that. Obviously, this is not relevant to i27 -- but please consider improving this for a future page! Since they're all 3-piece sets, simply adding more pieces to existing sets would also work (example: adding some +acc to the sets and new set bonuses).
  4. @Keleko Cool, that's a good start. Remember that part of your damage loss is the 10% that was added to the top of TW, that it already didn't need due to how it's played (CoH, with its recharge-based attacks, will always skew heavily towards the bursty sets... especially when Global Recharge comes in as something people can amass to burst more). The other thing the Recharge reduction does is allow moderate-to-high amounts of recharge (slotted and global) to smooth out attack chains. The performance bottomline isn't much (in fact it's an attack on Time to Kill for an entire group - which TW needed), but it does a lot of alleviating. An example would be Rend Armor -- it's pretty hard to get RA to a point where it's available in every Momentum window. the recharge reduction will ease that burden.
  5. @Troo You can and will keep deciding what mechanics count and which don't to match whatever the hell you're saying this time, but that doesn't make it at all meaningful to this conversation. Let's just cut this down to some simple takes. Troo: I want everything reverted to i0 Energy Melee. Replacement: What we have is more fun and ends up better over time. It also keeps us from having an Assassin's Strike equivalent on a 1-second animation time full-time, which scared the original developers enough to nerf the set for a decade. Now, if you disagree with what I used to outline as your stance, please feel free to correct me. But your politicking ("what is a mechanic?" "Everyone agrees with me!") can stay home.
  6. I don't want to boom myself, but I also don't want to be excluded! My original point was this whole aspect of Buff Arrow is a "weird situation."
  7. Which is why I don't like it. I'm ok with Buff Arrow, but I don't want to drop it at my feet. I don't think you're striking down anything I'm saying here?
  8. 1) it's lowering your enemy's resistance to stuff. For example, if your acid can eat through the outer coating on Iron Man's armor, it may make him more vulnerable to EMP effects. 2) Part of TA's problem is having all your power spread all over the place. Why would I shoot two weak -Res arrows when I can shoot a single strong one? Isn't it more on-theme to have a purpose for every arrow, instead of fumbling around for two separate arrows in your quiver to lower resistance? Finally, there's a budget for ST and AoE debuffs at play. With Disruption Arrow already eating Acid's budget for AOE -Resist, simply adding it back to Acid for more of the same is completely missing the point. So instead, we have DA for strong, simple -res to a whole group. And you have Entangling arrow to stack some more on single, hardened targets.
  9. This is an area that's more about theme and expected playstyle.. You're shooting an EMP arrow; not dropping a gadget at your feet. It feels to me as though it goes against the theme of the set to incentivize shooting your own feet. And with a long-ish recharge, it would feel like you aren't getting the most out of it any time you fire it at-range. This would become the goto advice propogated here on the forums and on discord: "hey make sure you jump in and shoot down." It also risks overshadowing the EMP effect, with folks gathering for the buff instead of using it offensively while already engaged. So those are not the "hawkeye" gameplay styles this set is designed to fill. EDIT: this structure seems like I'm trying to explain why you're wrong but I really just was using your post to muse more on the topic. 😛 I don't want to boom myself, but I also don't want to be excluded!
  10. @Keleko 1. Are you advocating for keeping everything but the damage cut? Less end, less recharge, but keep damage? You understand why that won't fly, right? That would be even stronger than Live TW, which (checks watch) is not what we're trying to achieve today. 2. - keeping momentum as long as you keep swinging -- this also results in significantly better performance than Live. More importantly, it also undermines the entire schtick of the set. The current changes make the momentum cadence less cludgy, but they still maintain the spirit and expectations of TW's gameplay loop. Dual Pistols was released with Going Rogue, which would be far before what Shadowflare referred to as the start of premium p2w content.
  11. Same. I've been hoping to see us move away from self-excluding buff sets instead of adding more (Elec affinity being able to chain back to self for a lesser effect is the ideal, IMO). But for EMP Arrow specifically, it gets even weirder... I wouldn't want to see folks incentivized to shoot their own feet. I don't really know how to fix that, though.
  12. You could already use the Echoes from your base -> Ouroboros at level 1. I actually used this for a character that leveled exclusively in Echo zones. With us losing the Echo base beacons, the level 1 Ouro portal allows us to keep that functionality (and be less work-around-y while we're at it). I really do not understand why this would be a sticking point with anyone. This feels very much like they have given you an inch and you're trying to take a mile.
  13. Sorry, I heard "Unneeded Replacement" and I felt... summoned. a) Best use of the volunteer dev team's time is doing whatever they damn well please. b) I'll prefer customizable deployable SG portals, that fit in better with the lore and world instead of team members up and disappearing without even the decency to leave a cloud of brimstone dust.
  14. This betrays a fundamental misunderstanding of the passcode changes. Roleplayers can roleplay themselves as traveling through the city to a base portal. And when they're within 45' of a portal, they will have the exact same functionality. There are several gameplay and community gains to be had from this change, and no impact to the intrepid RPer who doesn't mind walking over to the portals that have been there for 16 years.
  15. Yeah, huge knockback and then the Repel kicks in, heh. There is one downside: I tried to go over 9000 by combining Sonic Thrust, Combat Teleport, and Air Superiority. Launch dude off roof -> instant transmission to them -> slam them down towards the ground. Sadly, every time I'd CT to them, the Repel would kick in and push them away from my new position. (if you've ever used Ki Push to push someone around a corner by leaping to a new location after hitting them, you know what I'm talking about.)
  16. Knockback effects get stronger with level difference, so trying to knock people over buildings is certainly a thing. I think it's a better metric to measure how much -res a blaster can safely be granted in their secondary. Keep in mind people will stack it on water or fire blast. So if the option is lots of embarrassingly small res numbers scattered around or a dedicated power for it, I would choose the one that makes it easier to balance the other powers.
  17. 11.1% at 0 recharge. 6.5% with 50% slotted recharge (and this appears to be the floor; slotting any more Recharge SOs isn't affecting it further)
  18. Don't know if you saw, but attacking cancels the hover now. Not exactly what you're after but it's a start.
  19. What Myrmidon meant to say was: bless you @Xanatos for keeping track of the PvP details, so we don't have to.
  20. No, it's still just a handful of people using hyperbole instead of actually playing the set and realizing it's pretty damn simple. You just declared that a damage buff is a mechanic, that parry is a mechanic, that all those other sets have mechanics to make the point that the list is shrinking. You do this while ignoring EM's stuns, the -hp on ET, and the fact that draining enemy health to zero is a "mechanic." This is why your hot take is garbage. You are crying because they aren't doing it exactly your way. You are stretching logic and obfuscating. Oh, one final callout: Total Focus to bone smasher for stun. You're claiming this is an example of not being an improvement, because it means giving up fast ET. You didn't have fast ET as an option at all. So yeah, "in every possible way."
  21. Current live TW is top-tier ST, top-tier aoe, top-tier safety. It's not going to come out of this test cycle still being the nearly-best at everything, there's no stopping that so I think it's pointless to talk about what it deserves (read: should at all be nerfed). So keep this in mind: if you only care about pylon times, if you're sitting here actively saying "it's not worth playing unless it's the absolute best," you just gotta understand that means there is only ever one correct set for you. That's just what first place means.
  22. You know what would be way more helpful feedback? Showing where Elec is relative to other sets and championing positive changes instead of shouting "rollback" the moment you see something you don't agree with. I am wanting this power to go the other way, and become the blap set by turning this into a Sustain version of Conductive Aura (elec control; scaling regen/recovery but with way better numbers).
  23. I do not think you understand what they did to this power. Still has full-time +ToHit Still has out-of-combat damage bonus In-combat damage bonus is replaced with a 20% chance to proc lethal damage You're also forgetting the rest of the set's attacks are wildly improved.
  24. 85% informed reader: even powers set to "Replace" should stack by different casters.
  25. This is the part missing from the patch notes, which is pretty huge (to my understanding, debuffs targeting these attributes will get a 40% buff):
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