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Everything posted by Troo
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While I did test the various ATs, this is the only one I really have any AT specific comments on. The powers switching places is minor but did have an impact on existing characters copied over. One character lost Energy Transfer out of their build just due to level 32. The beta Energy Melee feels to me like a very busy set now when compared to live and the old version. The old version being more straight forward and simpler allowed more focus on situational tactics and secondary powers. This may just take more time to climate. Insta Assassins Strike, a new combo mechanic with three options, possible crit double EF, hidden vs not hidden, build up recharging, etc. There is a lot going on. It is a blinding flurry of pom poms and powertrays lighting up. Paired with a busy secondary it is a very very busy character. Regeneration is a specific example. This busy-ness was one reason I'm not super excited for this vs a reverted EM. Having tested, I still feel this way. The combo mechanic is now the feature of the set. Does Insta Assassin Strike and the Energy Focus powers have to light up the same?
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It is, call it what you want. It’s a game mechanic that requires another power in combination. I have no problem with many targets and no aoe. This is part of EM appeal.
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The power that replaced Stun (Stun being an often skipped utility power) Pro: New AoE power for the set. Pro: Has a small chance to stun, this does stack nicely with some disorient capable toggles. Pro: Combined with WH, it is a good bit of AoE. Con: 5 targets for some ATs. Con: Positioning to get targets in the cone. Con: It uses the old Stun animation. Foot Stomp alternate ground punch could be a better fit. -----this is all before using the combo mechanic----- Pro: Using the combo it effectively doubles(ish) the number of targets. Comment: I don't like having to sacrifice single target effectiveness for additional AoE. I would have been fine with WH improvements alone.
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Pro: Reduced animation time (this was likely long overdue) Thank you! Pro: **Stalker Hide should allow this to crit every time when hidden Pro: A good replacement for the removed power Stun (same disorient capability) (would not have used it this way with the long cast time) -----that's all without the combo mechanic------ Pro: Energy Focus is 100% miss or not. (did not test if a miss while hidden did a double EF) Using Total Focus starts a treed combo mechanic with three options. A fast Energy Transfer OR a 100% mag 3 stun OR a double(ish) targets AoE Power Crash. Pro: These are for the most part optional (especially when using Barrage instead of BS) Con: Crits are what they are. Comment: If doing a combo mechanic, triggering it off a slow, later tier, heavy hitter seems counter intuitive. Comment: This power could have been equally improved without adding the combo mechanic. Without the new feature the crits may have been able to be better.
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Brute.. unless you really like Scrappers This answer is in response to not having cash to burn and wanting a multipurpose character. (scrappers fully kitted can absolutely do great stuff = $$$$)
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Everyone loves a redside tanker! It's more than a niche if you find it beneficial. Providing Tankers some love on Barrage is a pretty cool result of all this.
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Total Focus does have a 100% mag 3 over 10 sec stun. I didn't use it for that previously because it was too slow. Now, that is my Stun power replacement. The question I asked myself: Would I trade the power Stun for the old faster Energy Transfer? Absolutely! I do hear what you are saying. PC could totally do what you are suggesting and it is not an awful idea. PC could also do it without the combo mechanic. Or off of build up (which fits both the larger AoE and the added Stun). There are lots of ways it could be done differently. Ideas are getting batted around. You have been heard. Nothing is guaranteed, it's a beta.
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This is only accurate with a ground punch animation for PC. 😛 Typically I take both, but maybe not for full time toggles.. just fyi side note: Testing scrappers; mid levels with /dark I spent too much time unable to jump up for the PC cone and Oppressive Gloom detoggled often. I thought we needed Energy Focus for the -regen, is that not right? If we don't have Total Focus yet, then EF is unavailable... self correction Tankers get TF at 20 now. So on a tanker, not for Posi's but yes for Synapse (right?)
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was just trying to be quick. Could have been "If accolade temps are being done,"
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Question: Why not just remove all accolades if they make that big of a difference? Comment: These changes seem to favor those who are skipping much of the game. Comment: Having items available in PvP which characters might not have in PvE could continue to further separate the two. Comment: Why not charge 100 instead of 10,000? This could be better for lower levels or those with less means.
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@Faultline Is the new zone available on Beta? I didn't see it at the SC entry. (DOH, totally in the notes that it is an arena zone. Thanks @Lines) @Glacier Peak I took that as being about Incarnates.
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@Xanatos I think we could pose similar questions of both the kickballers, zone pvpers and the pvers. How often do folks visit: Bloody Bay Siren's Call Warburg Recluses Victory Arena I like to make decisions that include data, not just gut instinct or personal preference. My gut instinct says: Some roll 50s, skipping 1-49, playing mainly in arena and RV and don't want to be bothered collecting accolades. Some play 1-50 and only go to the zones for temps and badges. Less likely fall in-between these groups. Where is the data to confirm or deny these to be true? My personal preference would be a harshness for some folks, I'm also not forcing it on anyone. I don't think we should have anything that wasn't earned by the level of the pvp zone. Globals, IO bonuses, accolades, etc.. Some would argue venomously against that, even though they never or rarely set foot in the zones it would effect.
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32 (not all of them are available at 32) Note: you told me not to tell you.
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Maybe I should have said "There could be some give and take." I get that some folks can't help but trigger when anyone mentions something contrary. Do you have a problem with Siren's Call? So for @barrier you don't need these change there then or in Warburg, or in.., or in.. If these changes were happening to only one zone, there would be hardly any push back. Sweeping wholesale changes on the other hand are gonna receive some additional scrutiny. The additional questions and concerns should be heard and addressed, not dismissed.
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Oh I get it. I might not want to use such a item but I also understand that some might and that there has been requests for similar in the past. It doesn't seem like a crazy request. There needs to be some give and take. Right now it does look like the arena crowd are pushing changes and a bit of 'the heck with everyone else'. I do not appreciate the accolade changes. I didn't get many of my accolades for level 50. I got them for level 32.
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Hold on here. I spend significant time in PvP zones. I have characters parked in PvP zones who really only leave for black market or a TF. There are little to NO pvpers in zones. In my experience, RV is the only zone that regularly gets more than one or two PvPers at a time. I hang in Siren's Call for hours at a time doing the mini game. While happy to PvP, when in a PvP zone I am doing PvE the vast majority of the time. Currently 95-99%
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I was thinking the alternate foot stomp. (similar to Atom Smasher but no jump)
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Pro: Finally! Comment: This was a nice change that was likely over due.
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Pro: Adds a surprising amount of AoE to the set. Pro: With EF 20% mag 3 for 10 or 16 targets Con: Without EF 20% mag 3 for 5 targets.. meh.. Con: Adding this AoE required balancing (removing something from somewhere else) Comment: Maybe increasing the chance for is a reasonable request for the randomness. Comment: I think the language across sets will get cleaned up once this power stays as is. Comment: This or a version of could have been added without the combo mechanic. Forgot: A ground punch AoE sounded cooler than what's there currently (is it the Stun animation still?). Could still be a cone but different anime that says AoE rather than a single target anime hitting multiple targets.
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Pro: The reduction in cast time was a nice surprise. Pro: Removing the Energy Focus allows it to be used on demand and without restriction. This is especially true for those who will be ignoring the Energy Focus stun. Comment: This is an excellent power to stack stun/disorients on top of the other strong stun/disorients in the set. (60% mag 3, 9+ sec)
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Switching the order for Tankers and all sets seems appropriate. There will never be a better time.
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Pro: Nice bonus utility for Tankers on a power they are stuck with. Con: Tankers don't get any benefit until they have Total Focus.. are they really using it at higher levels? are folks even slotting it for use? Con: It is likely the second most skipped power. This could add a power that needs to fit into existing builds. Comment: I'll likely just skip this power if it went live as is. Stuns can be had else where. Not much survives long enough to try and fit it in a build just for the -special -regen. I'll grab a temp if needed.
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Not selecting Build Up or Build Up like powers is definitely an option. I will never be going in that direction. Spike damage is still a thing. BU>AS>Placate>run is not an optimal playstyle and an over simplification. Some stalkers were able to go toe to toe and scrap for a bit long ago. They are definitely not Tankers, Brutes, or Scrappers. At high levels with incarnates on max builds, sure the lines get blurry between ATs. Getting BU removed from Stalkers and replaced with something else would break lower level stalkers. just my nickel's worth..
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sooo pvpers ruin everything? is that what i was supposed to read between the lines? (I am totally joking) what's to keep folks from doing all those things now? being defeated?
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This is a focused feedback thread not an argument thread or a pvp match.