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Everything posted by PoptartsNinja
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The recipe one I know you can earn indirectly via AE. One of the tricks for that one is to gather a bunch of AE tickets and then purchase random low-level recipe drops from the AE vendor with recipe auto-rejection turned on.
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It wouldn't be great. The problem with anything that boosts influence without boosting the IO Droprate is: it increases demand (inf) without increasing supply (drops). So prices would increase and then likely fluctuate wildly for a long time before finding a new (higher) equilibrium depending on how many people are running the inf booster and how quickly the AH's current supply of IOs got depleted. That might also encourage people to hoard their crafted IOs to see how or if the demand explodes. If you went the other way (0xp = boosted IO drop rate) I'd be all for it.
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Influence being hoarded isn't being circulated, so it's not really a problem that it exists. I like your ideas for "fun" inf sinks, giving the billionares a fun way to throw money into the void is a good idea and using inf to trigger zone invasions is fun. I could also see that being used to grief costume contests so they'd probably have to leave Atlas Park out off the list. That said? There isn't a need to tax people for using the AE. That will either create exploitative situations, deter casual players from using AE to make personal or SG stories, and drive away the farmers. All of which would be a long-term detriment to the game. Enhancement conversion already costs money, about 60-75k per converter. That cost just primarily gets paid to other people instead of vanishing into the void. Making inventions already costs inf based on the level of the invention. It's about 500k per IO at level 50.
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The only badges that can be earned in AE are the AE badges.
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Eco-Friendly Powerset Recycling!
PoptartsNinja replied to Alchemystic's topic in Suggestions & Feedback
Alright, I'm in a weird mood so let's see if we can't Eco-Friendly Powerset Recycle a VEAT. Arachnos Soldiers have always been a weird mix of weapons, battle armor, psychic powers, surprise leadership buffs, and weirdness. Y'know what other villain group all of that applies to? The Rikti. The Path of War leans more heavily towards tanking than any of the current Arachnos powersets, with a dash of mastermind and some minor controls/debuffs for flavor. Since "whirling weapon" powers look terrible with the Rikti models, the Path of War doesn't get one but instead steals the on-death PBAOE from the Heavy Assault Suit as a normal click power and a bunch of standing cone attacks from Hro'Dtohz. The Path of the Mind leans heavily towards controller, with some blasting, melee, and surprise team buffing. Since no Rikti have confuse, the Path of the Mind eschews confuse powers in favor of holds and a buff that turns them into a mini-Dominator for 10 seconds. Unfortunately the Rikti don't have a lot of powers to choose from on their base troopers, so I had to steal a few from the Heavy Assault Suit. All of the damage descriptions are taken from the Wiki and would of course need to be adjusted for balance. Rikti Infiltrator VEAT Inherent: Conditioning No need to rock the boat, no need for anything special. Conditioning is good enough. Rikti Infiltrator - Unlocks the Rikti Pistol and Rikti Sword right-hand weapons 1 - Pistol Blast Ranged, Moderate DMG(Energy), Foe Disorient 1 - Rikti Sword Melee, Moderate DMG(Energy/Lethal), Foe Knockdown 2 - Heavy Pistol Blast Ranged, High DMG(Energy), Foe Knockdown 6 - Radiant Aura PBAoE, Team Heal 8 - Fusion Pulse Ranged (Narrow Cone), Moderate DMG(Energy), Minor DoT(Energy), Foe -Resist(All), -Regeneration 12 - Greater Rikti Sword Melee, High DMG(Energy/Lethal), Foe Knockdown 12 - Mass Hypnosis Low-Accuracy, Ranged (Targeted AoE), Foe Sleep 18 - Fusion Explosion Ranged (Targeted AoE), Light DMG(Energy), Minor DoT(Energy), Foe -Resist(All), -Regeneration Path of War - Unlocks the Rikti sword-blaster combo weapon which modern Rikti use to avoid constant redraw: that's the sword that's also a gun, it's currently not available to players 1 - Blade Eviscerate Melee, Moderate DMG(Energy/Lethal), Foe Disorient 1 - Rifle Blast Ranged, Moderate DMG(Energy), Foe Knockback 2 - Touch of Fear Melee, Foe Fear, -ToHit 6 - Build Up Self +DMG, +To-Hit 8 - Sweeping Laser Ranged (Cone), Moderate DMG(Energy), Foe -Defense 12 - Heavy Blast Ranged, High DMG(Energy), Foe Knockback 12 - Blade Slice Melee (Cone), Moderate DMG(Energy/Lethal), Foe Disorient 18 - Blade Swing Melee, High DMG(Energy/Lethal), Foe Disorient 22 - Taunt Ranged (Targeted AoE), Foe Taunt 26 - Blade Carve Melee (Cone), Heavy DMG(Energy/Lethal), Foe Disorient Path of the Mind 1 - Repulsion Strike Melee, Moderate DMG(Smash), Foe Repel, KB (functionally the same as Martial Combat's Ki Push) 1 - Mental Blast Ranged, Moderate DMG(Psionic), Foe -Recharge 2 - Dominate Ranged, Moderate DMG(Psionic), Foe Hold 6 - Mental Domination Self +Magnitude(Hold, Sleep), +Duration (Hold, Sleep) (Like Power Buildup, except it actually boosts magnitude by +1 or +2 a bit like a mini-Domination) 8 - Psychic Scream Ranged (Cone), Moderate DMG(Psionic), Foe -Rech 12 - Levitate Ranged, Moderate DMG(Smash), Foe Knock Up 12 - Mind Probe Melee, High DMG(Psionic), Foe -Rech 18 - Psionic Lance Sniper, Extreme DMG(Psionic), Foe -Rech 22 - Terrify Ranged (Cone), Minor DMG(Psionic), Foe Fear(Special) 26 - Total Domination Low-Accuracy, Ranged (Targeted AoE), Foe Hold 28 - Mass Levitate PBAOE, High DMG(Smash), Foe Knock Up Infiltrator Training 1 - Rikti Infiltrator Armor Auto: Self +Res(Smash, Lethal, Energy, status effects (Same as Wolf Spider Armor but without the total Sleep immunity)) 2 - Combat Training: Defensive Auto: Self +DEF(Melee) 4 - Combat Training: Offensive Auto: Self +ACC 10 - Tactical Training: Maneuvers Toggle: PBAoE, Team +DEF 16 - Tactical Training: Assault Toggle: PBAoE, Team +DMG, +Res(Taunt, Placate) 20 - Tactical Training: Leadership Toggle: PBAoE, Team +ToHit, +Perception, +Res(Confuse, Fear) 22 - Mental Resistance Auto: Self +Res(Psi, Energy), +Def(Psi, Energy) 30 - Call Reinforcements (Summons 2 Allied Rikti Drones) Path of War Training 1 - Command Armor Auto: Self +Res(All DMG but Negative, status effects), +HP 24 - Reinforced Shielding Toggle: Self +Res(Disorient, Hold, Immobilize, Sleep, All DMG but Negative) 24 - Fusion Overload PBAoE, High DMG(Energy), Minor DoT(Energy), Foe -Resist(All), -Regeneration 28 - Monkey Portal (Summons an LT-Ranked Rikti Portal with a 20 second duration. The portal summons 2 Rikti Monkeys every second for the duration, to a maximum of 6 Rikti Monkeys at a time) Path of the Mind Training 1 - Dispersion Bubble Toggle: PBAoE, Team +Res(Hold, Immob, Disorient), +DEF(All) 24 - Accelerate Metabolism PBAoE, Team +Speed, +Recharge, +Damage, +Recovery, Resist(Hold, Immobilize, Disorient, Sleep) 24 - Indomitable Will Toggle: Self +DEF(Psionic), +Res(Disorient, Hold, Immob, Sleep, Fear, Confuse, Repel, Knockback) 28 - Drain Psyche PBAoE, Foe -Regen, -Rec, Self +Regen, +Rec- 792 replies
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It's actually even harder for tanks, brutes, and etc. to earn the damage taken badges in normal play due to their resistance/defense toggles. It's a weird perverse scenario where the thing they're best at (mitigating incoming damage) is the thing they get the least credit for doing, because those badges don't track incoming damage they track how much that incoming damage made your healthbar move.
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These and the healing badges are the worst in the game. They were explicitly put in by Jack Emmert as a middle finger to badge hunters. He wanted them to be basically impossible to earn via normal gameplay. Sitting in a fire for a week straight because Statesman was grumpy one week back in 2004 is pretty abberant game design. All those badges could use a review and a change from an exponential progression to a linear one that, say, topped out at 1,000,000 damage taken. A player might actually take a decent percentage of that 1,000,000 damage in normal gameplay.
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If you're looking for an AE to run missions or RP teams from, I'd suggest using the ones in little-trafficked zones like Faultine, the Rikti Warzone, Brickstown, or Skyway City. They get so little traffic that you probably won't see another person at all, so they're great meeting places for an AE mission team or RP team to run an arc or two without anyone, farmer or otherwise, bothering you. If you're looking to make an AE mission without being annoyed by power sound effects, you can go into the the Quiet Room, which disables all powers (auto or otherwise). It's accessable via the 'Studio B' door next to the mission portal:
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Tanker Martial Arts Warrior's Provocation doesn't have the same on-hit effect as other taunts. It still taunts, but there's no visual indication whether or not the taunt was successful. Regular Taunts get the headsparks Warrior's Provocation gets nothing
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2023 Homecoming Base Contest (Rules & Entries thread)
PoptartsNinja replied to Easter Bunny's topic in Events & Contests
Character name: Alex St. Croix Global: @Thunderchild Base or SG Name: Crash Castle Shard: Everlasting Passcode: CRASHCASTLE-26019 Item Count: 3823 at time of application, may be a little higher or lower because I tend to fiddle with things as the mood strikes and/or my frustration with base drift mounts Category for Contest: RP Base Under 7K Items Other associated contributors: None Additional Info / Must-See Areas of Note: A Freakshow-themed castle in Crey's Folly. Check out the scenic water purifier, fight club, car-tapult, outdoor stage, or even the dancefloor! -
They're not asking for auras, they're asking for existing costume options like the Cyclops Visor to have an alternate option with a paint swatch that works the same way Spectrum and the Cyborg eyes do. I'm all for that. That's a fun idea to proliferate that adds options but doesn't require making actually new models. There're a lot of parts that could use the Spectrum treatment. I'm sure there's a technical limitation taht prevents it or something, but the 'circuitry' texture pattern could use a "glowing" version too.
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New salvage for holding large amounts of Influence/Infamy
PoptartsNinja replied to Andreah's topic in Suggestions & Feedback
Just like with traffic, adding capacity doesn't decrease congestion. Adding storage capacity won't decrease your need to store inf, and if you're storing billions of inf the problem is a lack of anything worthwhile for you to spend that inf on. Part of that has to do with how bad the game's IO drop rates are, that a "complete" character often needs to spend half a billion inf or more just to feel capable of attempting the new hard mode content. The amount of effort it takes to farm 3-4 purple IOs on a single character is roughly equivalent to the amount of effort it takes to level from Level 1 to Level 50; but the amount of inf you'll make for that effort is often enough to buy more than just 3-4 purple IOs. I also understand people just like to hoard because bigger numbers make people happy. Now, we can't really have a "throw inf into a hole, get a badge" solution because the moment the last badge is achieved people will stop throwing excess money into a hole. We could add special IOs that are functionally identical to the normal ones but have a special rim and cost 10x as much, but once you've got a character fully kitted out with prestige IOs you're right back to needing storage capacity. Prismatic Aethers were supposed to be a time/inf sink but the number of things you can buy with them are still limited; and because they rely on the AH most of the money spent on them (90%? I forget what percentage the AH takes) stays in the economy. Would anything make you want to spend some of your billions of stored inf? Would you spend a variable amount of inf to have one of the generic hero statues in the city replaced with a statue (or statue-sized hologram if that's easier for the devs to program) of your character? Something where you could bid inf on but if someone came along and outbid you they could replace you? I could see that being fun but I could also see that causing bitter rivalries to form. I could also see that eating up a lot of dev time since the server would have to accept costume files and you'd essentially be spending billions of inf to upload your costume. Or, what if your new storage option was itself a form of influence sink? Would you still buy 'storage salvage' if it cost more to buy than you could resell it for? Like, let's say one salvage piece cost the maximum amount of inf a character can carry (999,999,999?) but you could only sell it back for 500m? It would give you a safe way to store the inf that didn't wholly rely on the mailbox or the AH, but you'd effectively be paying a luxury tax to do so. -
Regen's biggest issue is that only Moment of Glory gives the actual regen powers time to work. Everything else requires dipping into pool powers since regeneration on its own is really slow. It could use a +absorb-over-time toggle, like a stronger version of Blaster Martial Combat's Reaction Time. Give it some fairly small stacking absorb tics but a high cap (say 50-60% max HP?) so it can spend a little time out of combat between fights bolstering itself up. Absorb is a slightly weaker version of +max HP but coupled with +absorb over time it also becomes a weaker version of a heal-over-time power where even in an extended fight mobs have to chunk through some absorb HP before they hit actual health with each attack. That would give the set's regeneration a chance to actually do its job. Coupled with moment of glory to give you a chance to regen and reacquire absorb stacks and I think that winds up being fairly elegant. Stick 15-25% +absorb on reconstruction to make it even more of a buffer power and I think you wind up with a set that's still killable while also feeling much more durable. At that point the hard-ish choice between defense and resistance also becomes a little clearer since defense gives absorb-over-time longer to build up.
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That would be a real challenge, since NemSys Archtecture has a stranglehold on building design in Paragon City. The city loves them because they file all their TPS reports with clockwork precision but their designs are more like the same 30 or so general designs configured in slightly different ways that resemble works of brutalist art more than functional architecture. I really think there must be some sort of NemSys plot going on behind the
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Def/res slotted scrapper vs DPS slotted tanker
PoptartsNinja replied to Dark Juggernaut's topic in Archetypes
This is too definition-dependent to be answerable, so: it depends. I'm assuming you're looking for a mix of survivability and damage, and the ability to solo at +4/x8? In that case, the answer becomes powerset dependent but scrappers, tankers, and brutes are all pretty equally capable of running solo +4/x8 if they feel like it. Defense sets tend to be stronger on scrappers since they have the same soft cap as tanks, while resist sets tend to be stronger on tankers because 90% is more than 75%. There are a small number of attacks in the game that are auto-hit that negate defense-based sets; and there are a small number of attacks that deal untyped damage that bypass all resistances; but both are only really common in endgame team- or league-based content and aren't things you'll usually encounter solo. The key to remember is that building a tank for damage doesn't preclude the tank from having strong defenses; and building a scrapper for defense doesn't mean it's not also built for damage. Ideally you want to be doing both. What's more important than looking at attack and defense values are looking at and comparing the utility tools in the sets you're considering soloing with. Powersets with built-in health and/or end-management tools tend to be more solo friendly than powersets without. For example: Due to its higher innate defense debuff resistance, Super Reflexes is probably the stronger powerset in teams that can help SR manage endurance; while Ninjutsu's built-in end management and heal means Nin has an easier time recovering from an unlucky streak when soloing. Likewise, Electric Armor's ability to casually cap all resistance types except Negative and Toxic is very powerful, but the long cooldown on Energize means it has a harder time recovering from chip damage than Radiation Armor which has much stronger and faster-recharging health management tools. -
What factions are your favorite to play against? Freakshow, Council/5th, Nemesis, Rikti, and Praetorian Resistance because they shoot more blue lasers than Cobra. What factions do you hate playing against? Scrapyarders / Dockworkers because they're just guys upset about how hard it is to do an honest day's work in the Rogue Isles; Praetorian Clockwork because they're visually uninteresting on their own; and the Luddites because they're just so interminably boring. Legacy Chain may not have any staying power but at least they've got goofy hats, Luddites don't even have that. Oh, and Prisonsers. The Zig is a concrete eyesore and leaks like a sieve. The whole thing should be reskinned as a gargantuan Blade Runner-esque corporate headquarters for Crey (with identical geometry). You can even keep calling in the Zig, just make it the Crey Ziggurat. Which factions have the best lore? I want to say Freakshow but I think their lore could use a little tweaking (the Freakshow as they currently exist are perfect for the Rogue Isles, but I think Paragon City's Freakshow are the OG and could use a little more development). Devouring Earth and Nemesis are good, the Rikti are well-developed, Malta are appropriately creepy. What about factions where the lore is lacking? Longbow. They're trying really hard to be GI Joe but instead they're usually just in places they have no business being. Longbow should be restricted to Nerva (since half of it is U.S. Soil) and replaced with the Hero Corps nearly everywhere else. What if any tweaks would you have for a faction group? Paragon City Freakshow and Rogue Island Freakshow should be differentiated, lore-wise. Rather than being weird drugged-out anarchists, the Paragon City Freakshow should be Rikti War vets the war never really ended for. Excelsior started as a military anti-rejection drug for cybernetics and so it would stand to reason that a whole bunch of poor guys might've gotten hooked on it during the worst of the fighting or to cyber up after an injury. It would explain their love of building fortifications and NOISE; and would explain why they're holed up in Crey's just outside the RWZ. They should really have war spawns with Rikti in Crey's Folly and probably shouldn't really care about the Warriors as rivals when they're more like convenient punching bags which, hey, given the way the spawns in Talos Island work that already seems to be the case. Rogue Isles Freaks should be more like the current Freaks: young anarchists who maybe aren't thinking everything through but they're copying a "badass" aesthetic, smashing things with hammers, and bringin' the fight to the Spiders. They cyber-Anarchists should really hate Arachnos more, is what I'm getting at. It's a pity Mercy Island's such a low-level zone because it'd be a perfect recruiting ground for the Rogue Island Freakshow. Reskin the low-level Hellions and Skulls as Freakshow recruiters trying to convert the Contaminated and you've got a pretty strong low-level storyline. What about interactions of faction groups with each other, ie. faction v. faction alignment? As above, I really think the Rikti and Freakshow should be in-game rivals. Freak Tanks make so much more sense if they're trying to compete with Rikti plasma weapons. You don't need to turn yourself into a walking sledgehammer to fight a guy in a leather jacket with a battle axe. I'd also see the Freakshow being easy prey for Malta, because they're a bunch of battle junkies who have pre-soaked their brains in chemicals that make it easy to cram their gray matter into big blue battle robots. What do you think about various versions of the factions whether they are blue side, red, gold? Do you see a difference? I enjoy when there are lore differences between the same/similar factions in different places. Paragon City's family vs. Rouge Islands Mooks should really be the ideal, which is why the lack of any discernable difference between PC and RI Freakshow stands out so much. The only arc that implies there's any difference is Ms. Francine's.
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Having functional, reliable T9s with less bonkers values and greatly reduced/outright removed crashes would benefit Brutes quite a lot, I think. Since many T9s grant a recovery buff for the duration--and since Brute effectiveness goes up the longer they can stay in combat--being able to pop the T9 every 5 minutes or so without worry of dying instantly the moment the crash hits would be a pretty significant QoL change.
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Why is Assault Rifle bad, and how could it be better?
PoptartsNinja replied to Weylin's topic in Suggestions & Feedback
It's funny, but not very good. It can immob multiple things if they're in the initial burst; but can't immob bosses on its own. -
Why is Assault Rifle bad, and how could it be better?
PoptartsNinja replied to Weylin's topic in Suggestions & Feedback
What currently existing attacks could we cannibalize into a Battle Rifle set? Let's assume, just for the sake of it, that the underslung grenade launcher is still OK. T1) Single Shot T2) Burst T3) Heavy Burst T4) M30-Grenade T5) Aim T6) Snipe T7) Bullet Barrage (Source: Commando w/ Tactical Upgrade) as like a single-target full auto for a heavy single target damage attack? T8) I want to put Surveillance here but I think it's in one of the PPPs. Stealing the Mercenary Commando's flashbang grenade seems wrong for a blast set. Venom Grenade is definitely out. I feel like the set needs something to help with lethal resistance, so we'll say Acid Grenade a small (4m?) aoe minor damage with -Resistance(lethal) T9) Full Auto? Full Auto Sweep (Full Auto with a much shorter but much wider (120 to 180)-degree cone so it's not just a 100% carbon copy) Some problems I see with this theoretical set: - All lethal damage, unless you sneak some smashing into M30 grenade. The set really needs a way to do some -Resistance(Lethal) for the endgame but absolutely shouldn't get Venom Grenade, which should stay unique to SoA. - Most of the damaging powers (burst, heavy burst, bullet barrage, and full auto) are DOTs which means recharge time is less important than animation time. - Comparatively poor AoE And, since we're at it Resistance Rifle for people like me who would love a chance to shoot those pretty blue pew pew lasers at people (and since the odds of us getting a resistance PEAT are basically nill) T1) Single Shot (Lethal/Energy), Foe -Regen T2) Burst (Lethal/Energy), Foe -Regen T3) Covering Fire (Lethal/Energy) Cone, Foe -Spd, -Rech T4) Overcharged Shot (Energy) Targeted AoE, small fire DoT T5) Resistance Targeting Drone (toggle: self +perception, very minor +ToHit) or Aim if this is OP T6) Aimed Shot (Lethal/Energy) Snipe, Knockdown T7) Fusilade (Lethal/Energy) Cone, Foe -Regen T8) Photon Grenade because I ran out of Resistance attacks and didn't think we needed Covering Fire, Fusilade, and Heavy Burst, but Heavy Burst could also work as a no-frills high damage cone. T9) Orbital Lance (Energy) Targeted AoE Knockdown And since we're adding more rifle sets, let's look at a minimal-redraw Blaster secondary for rifle sets. This is designed to put the gun away as few times as possible but unfortunately not really usable for sets that don't have a gun. I wanted to avoid stepping on Devices/Traps so no mines. This only really works if we wind up with enough rifle sets to make giving them a dedicated "Manipulation" set worthwhile Having trouble thinking up a name for this one. CQC Training? Commando? Survival Specialist? T1) Toxic Web Grenade single target immob+DoT, fired from the rifle T2) Pummel secretly the most fun power in the game T3) Cryo Grenade single target hold, fired from the rifle T4) Build Up (builds a small house at the user's location) T5) Muzzle Strike Bayonet's animation but smashing/knockdown because very few of the non-Arachnos assault rifle models have visible bayonets. T6) Survivor (Auto: +MaxHP, +recovery) stolen from the Praetorian Resistance and tweaked T7) Flashbang Grenade Targed AoE -Perception, -Acc, chance for Mag2 stun (definitely generates aggro Flash Arrow), fired from the rifle T8) Combat Reload Immediately recharge all primary powers (fixed 300+ second recharge?) T9) Buttstroke Pummel but with the damage cranked up to 8 (not 11, because pummel is fast compared to things like Golden Dragonfly and Total Focus) and no secondary effect I think Build Up is the only thing that puts the gun away. Unfortunately we can't really do Bayonet for one of the melee attacks because only the Vanguard Rifles have those and pummel is the only other "hit them with the gun" power we have. Fortunately, Pummel is great. Depending on how wonky the animations are it might be possible to steal one of Staff Fighting's animations for a PBAoE with the gun, but I expect that would look incredibly silly so I kept all the melee single target. -
Why is Assault Rifle bad, and how could it be better?
PoptartsNinja replied to Weylin's topic in Suggestions & Feedback
AR isn't a bad set, it's just a weird set. I'd personally trade beanbag for Aim but I haven't really missed Aim or Build Up on my AR/Nin Blaster. It's actually kinda liberating not needing to worry about them, honestly. I'd say the only power in AR that's in need of actual help is Flamethrower; which has the same problems as all the fire/ice breath attacks: namely a long rooting animation and anemic damage (as well as weird start-up time on the damage tics, which sometimes don't even start triggering for 2-3 seconds based on the enemy's range). At the same time, buffing Flamethrower means buffing every enemy that also has Flamethrower because it's such a bad power it makes for a good filler attack for low- and mid-tier mobs so a lot of enemy groups have it. Imagine Longbow or Council with buffed, actually dangerous Flamethrowers. -
Armor T9s: thoughts, reviews, and suggestions
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
Elec Armor's crash is the worst in the game -90% hp, -100% end, -10000% recovery, all of the others are some lesser combination of those effects Invuln is -90% hp, -100% end Elude, Kuji-in Retsu, and Overload are -100% end, -10000% recovery Even keeping what they're currently doing 100% the same with no changes, but toning down the resist/defense values in favor of toning down the crashes would be a huge improvement to the worst offenders. -
Armor T9s: thoughts, reviews, and suggestions
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
Ah, my mistake. I could've sworn I heard it was checking both at some point, but just using the strongest makes sense. In that case, my suggestion for Elude would be to cut the power down to 15%-20% positional defense and remove the crash; and my suggestion for Overload would be similar (10% to most typed defense, but to add +30% to Psi/Toxic which Energy Aura supplies very little of) I know that you don't intend it this way, but this is a false equivalence. The Devs spending a few hours or even days reviewing the numbers in the old-fashioned armor T9s doesn't preclude them from working on incarnates if that's what they want to be doing. Making the T9s more attractive by toning down some of their utterly bonkers armor/defense numbers in exchange for softening their crashes won't somehow lock us out of ever getting Genesis, Mind, or Omega. -
Armor T9s: thoughts, reviews, and suggestions
PoptartsNinja replied to PoptartsNinja's topic in Suggestions & Feedback
That's why I'd like to turn them all into emergency heals that just happen to be usable as a Self-Rez if you wait too long to click on them. Imagine popping Soul Transfer at 30-40% HP for a chunk of health and nice, long-duration mag 3 stun that stacks with oppressive gloom? Just bam knock a whole spawn senseless when it seems like things might be going south and use the next 12 seconds to clean them up. They're a utility tool, which means their implementation can be quite varied. They either perform something the set already does in a different way (Parasitic Aura), shore up defenses while offering timed benefits (Meltdown), or offer a way for a set to do what it's best at with a little reassurance that if something does go wrong you have something to fall back on (Phoenix Rising). I wanted to avoid making them all set replacements because I feel that often doesn't really mesh with the feel of the set or even the power in question. If Elude offered a big chunk of damage resistance or was a long-duration heal-over-time it would definitely be more immediately useful to SO-only builds than the current incarnation but at the same time it wouldn't really feel like Elude. By changing Elude's defense from positional to typed we can take advantage of the fact that the ToHit formula rolls against positional defense then rolls again against typed defense and if either of them are a miss the attack misses. By offering Super Reflexes a way to temporarily take advantage of both of these defenses Elude would still be very useful even if the full strength of the typed defenses it provides is somewhat less than that provided by SR's normal positional defenses.