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Ryko Nailo

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  1. You are quite correct, the only maybe iffy thing is the perception, though high perception seems to be a sentinel side hustle anyway, but I'm just grasping at straws as to why it might not be changed. I still think it should be although I wouldn't be sad if sentinel dark armor did get a power swap into something that does have more impact too like Soul Drain or something.
  2. It's two fold problem, but if you want the TL:DR version, it's overpowered and needs a fix. (And frankly even in the worst of times in the past, the higher health cost wasn't an issue because the set has heals and we were used to detoggling / retoggling things as needed back then too, not that it was particularly needed outside AV fights or the like) First, a power that has an end drain of 0.08 end / second, with a health cost of 4.15 hp per target every 2 seconds when you regenerate roughly 12 hp a second regardless of AT at minimum means you basically have zero "cost" for the first 6 targets. It's actually fairly easy to get 20+ hp a second which means since it hits 10 targets every 2 seconds, this power is effectively free and it cost you no slots, buffs, or anything to get you this free cost. Now there is an argument that could be made that it stops your natural regeneration which would be a fair point if Dark Armor also didn't have built in heals which is the main source of healing for the set anyway, not the Regeneration. Second, what do this free power get you? Well it's a power with standard accuracy, and it can hit up to 10 targets every 2 seconds with a 7 second stun at Mag 2. This means its basically capable of missing 2/3 times and, since it has a 75% chance of hitting each time, it's most likely going to hit by the time the duration is up and will keep an even level minion locked down permanently. This is again, without even using a single slot, buff, or anything else. Now you might say what about +4 or higher enemies, well with just the default slot, a basic Accuracy IO at level 50 would give you a 55% chance of hitting, two slots would up that to 71% every 2 seconds. So for the low cost of a power pick, and MAYBE one slot if you plan on fighting higher level enemies often, as well as losing your natural unenhanced regeneration rate, you can lock down 6-10 minions in every fight permanently which benefits not just you but your team. This is all not counting outside powers, buffs, IO sets, Incarnates, etc. It's overpowered, plain and simple. To me, the best way of fixing that is to simply increase the cost in a way that plays with the set best, and I also like unique mechanics. Thus my answer is to increase the health drain cost, but I know that will be a hard sell, thus I suggest pairing it with some form of ToHit buff / Resistance which the set needs so that people will see it more as a buff and less like they are "nerfing" it. Coincidentally, I worry that with Obscure Sustenance getting a ToHit buff ontop of everything else it offers would make people avoid Dark Regen. Thus my suggestion to move it from Obscure Sustenance and on to Oppressive Gloom while also giving it a health increase to fix it's balance. It would also open up a new build avenue of wanting to invest slots into Oppressive Gloom to put ToHit enhancements in it and more build options is always a good thing as well as ensuring every power has a reason to put slots into it. Thanks for clarifying, and I do agree that making both versions of Shadow Dweller just function the same is the best call but it does mean Sentinels will probably have to lose Cloak of Darkness and have something else replace it otherwise I worry it would lead to issues with stacking and that's probably why Shadow Dweller on Sentinels is missing those things.
  3. Release Candidate 2 Bugs Only tested controller and not thoroughly but here is what I've found in that short time. On controller, Seeds of Confusion might be using the Dominator version, it is showing DOMINATION on foes and always is using the bonus magnitude. Description for Vines doesn't mention that it lingers in the area for a minute at all.
  4. Release Candidate 2 Bugs Just a few outstanding ones (not sure two in particular are 'fixable' and are minor anyway). Unrelated note, love the new power descriptions, it'll give players a nice idea of what things do now. The buff icon from Soul Transfer being used while alive ends (at 30 seconds) before the self revive function does (at 45 seconds). Attempting to slot Heal, Disorient, End Mod, Damage in Soul Transfer show blank base value. All adjust properly in detailed info and work properly. As Tank/Brute, attempting to slot Taunt Enhancements in Death Shroud, Cloak of Fear, or Oppressive Gloom in the tooltip has a blank base value. Detailed Info does correctly show it increases duration. Shadow Dweller on Sentinel claims to increase All Defense, provide Immobilization Resistance, and increase Perception in pretty much all areas from tooltip, to buff icon, to long description. It does not in fact do most of that (it does buff SOME Defense).
  5. No need to be rude, and for the record I do run alot of toggles, hell one ran leadership, fighting, and every dark armor toggle. You are also forgetting since it stuns enemies, all your teammates have time too. But in those situations you generally dont need to retoggle EVERY last thing, whats the point of retoggling Oppressive Gloom if all the minions are already dead, etc. That can wait until the fights back under control. Edit: Oh and for the record, I've been playing Dark Armor since beta and I never stopped, I played through all the "dark" times of that set, every incarnation, even when I was basically the unicorn sighting because the set was such garbage at the worst times and other sets were near gods. I've put probably ten thousand hours into the set over the years atleast. So my opinions don't come from just talking about it and theory crafting, further I actually test things, play the set, I play other sets and ATs and try and consider the whole from solo to team, leveling to endgame.
  6. Just trying to do my part and got a little lucky spotting bugs and things this round. As for Soul Transfer, I totally get there absolutely should be a choice and risk between when you use it and when it's not. Truthfully I think Soul Transfer has always been too powerful an ability only held back by the slight inconvenience that you must die to get it. It's simply too massive of magnitude a stun that lasts a pretty long time for it's strength. So trying to make a use that competes with that ability is a tough act. I don't think more HP would have push the set too far because of Dark Regen, though you are absolutely right in it's strength but slotted up it only really needs 2 enemies to near / actually full heal. Dark Regen also costs alot of energy, and needs to hit, if it misses you are dead most likely which actually makes it more risky when its a tough boss or you are hit with a wall of debuffs. Having more HP would mean you need probably 3 targets to heal up but also give you a little more of a buffer incase things don't work well and it helps benefit the regen part of Obscure Sustenance as well. Speaking of, I don't think Dark Regen is too powerful compared to Obscure Sustenance as it can already eclipse Dark Regen in a single target situation thanks to it healing half your health and then the regeneration boost will more then heal the other half over time when its slotted up. I didn't save the exact numbers but I think it was in the ballpark of healing more then Dark Regen after 20-25ish seconds. That's not even factoring in that Obscure Sustenance does more then heal you. That said I don't think Dark Armor should be getting a buffer of HP, Absorb, or any other real increase in Resistances or Defense at all. It is a set that relies on survivability through making your enemies suffer and taking risks. Bolstering it's survivability directly would make it too strong I feel. That's why I think making Soul Transfer's active ability do some sort of mez, or debuff would fit the set better. I personally like the idea of actually sacrificing your hp to do so as it not only feels thematic but quite directly forces you into a choice, sacrifice a bunch of health and a powerful rez for a powerful debuff / mez but also potentially bring yourself closer to death which you now have used up the ace in your sleeve. Hell, have it give you heal resistance if needed. As for -ToHit resistance, I understand the caution as Dark Armor in it's current form I have felt had the potential to be too good but I don't think giving it -ToHit resistance will be the thing that tilts it too far. I think it makes thematic and practical sense the Dark Armor should have some protection against -ToHit just like Ice Armor should have -Slow Resist. I'm not talking a ton either, I think the 30% you currently have on Obscure Sustenance IS the right amount, it's a noticeable amount that isn't too overwhelming. I don't think Dark Regen is the reason that it shouldn't be added either as mentioned above it really just needs to hit 1-2 people to full heal so outside of being absolutely floored with debuffs or against a single target, you probably are healing if you have even a smidge of accuracy and well Obscure Sustenance heals better and doesn't need accuracy at all. It's the mez toggles that actually are the things in the set that want to hit, afterall if they enemy are mezed then thats less damage coming your way and thus not needing to heal in the first place. Honestly this is why I keep coming back to Oppressive Gloom, I feel that's actually the problem that's capable of pushing Dark Armor too far. It's health cost is basically zero, its end cost is the same, it doesn't need anything slotted up to be good beyond the default slot having accuracy. With Cloak of Shadows, you basically start every fight taking half the mob out of it entirely for the low cost of nothing. Stunning all those minions is actually a huge deal, not only do they have no opportunity to act until they drunkenly stumble away, but minions actually make up a huge amount of damage and debuffs, particularly the alpha strike, so all that is effectively removed from the entire fight in all but the toughest fights where minions have time to stumble away. Atleast with Cloak of Fear, the fear effect has gaps in it's mez, particularly when you attack, letting the enemy fight back but Oppressive Gloom's stun is just constant and stops everything from the minions. It's why I suggest increasing that health cost but giving it ToHit in tiny dose per foe. That might incentivize people to slot it up for that ToHit but also at the same time give you the opportunity to directly stop Dark Armor from getting out of hand by increasing the self harm so that it's literally draining your health, forcing you to be more proactive in healing or else you might die for it. Essentially, you using the power for a buff or a stun means the enemy that otherwise can't fight, does in fact still hurt you which frankly right now they don't. But if Dark Regen really does worry you so much, then might I suggest changing it's healing so that the first target hit heals the most and the rest are a lesser amount. To be frank, I think it would also help reduce the sillyness that is healing for 3x your health and make the power more manageable on your end for balancing in the future as you can fine tune the single vs horde healing potential of it. Really it might just make the power better for both balance and for use. Sorry if this is a bit rambly at this point, haven't sleep in days. But thanks for taking the time to even reply in the first place, I'm sure you are busy, and well if you take the time to read all this, then thanks again. Have a wonderful day. Edit 1: Mentioning possible heal resistance on soul transfer idea
  7. Release Candidate 1 Feedback and Bugs Bugs: Long Description on Obscure Sustenance claims it needs a target to heal off of as well as no mention of endurance recovery, or debuff protection. "You can tap the dark essence of the Netherworld to drain a small amount of life essence from a single nearby enemy, thus increasing your regeneration rate. This power is mutually exclusive from Dark Regeneration." Soul Transfer's long Description doesn't clearly state that it revives you if you die within 45 seconds of using it while alive. (For the sake of space won't include it all as it's long) Debuff Resistances (ToHit / Recovery) from Soul Transfer scale to enemy Level making it very weak against higher levels and very powerful against lower Using Soul Transfer while alive then dying while still under the buff, upon revive does not stun any nearby enemies. Nor does the revive scale based on number of enemies. Not sure if intentional. Obscure Sustenance, the middle duration recovery and regen buff (The one that lasts 20 seconds) doesn't take buffs or enhancements. Not sure if intentional. Enhancing Cloak of Fear with Fear enhancements continues to claim it increases duration on tool tip on enhancement screen and does not show the increase in magnitude in detailed info. Cloak of Fear power tooltip is missing all changes, on Sentinels it adds "Low-Accuracy" after Toggle: "Toggle: PBAoE Foe Fear, -ACC" As Tank, attempting to slot Taunt Enhancements in Death Shroud, Cloak of Fear, or Oppressive Gloom in the tooltip has a blank base value. Detailed Info does correctly show it increases duration. Shadow Dweller on Sentinel claims to increase All Defense, provide Immobilization Resistance, and increase Perception in pretty much all areas from tooltip, to buff icon, to long description. It does not in fact do most of that (it does buff SOME Defense) Sentinels cannot choose Dark Regeneration at the same level Obscure Sustenance comes available (16), and instead becomes available at 20 Feedback: Prefacing this by saying due to not being able to escape it, I have decided to read feedback on the changes here to see what points others / devs have made. I still stand by most of my opinions though I will say Monos King's point about PvP was a good point and one I didn't think of so I will adapt a bit to his ideas. Dark Armor in General On live, dark armor as a whole is in a pretty good spot with really four problems, first Dark Armor is ironically weakest to Dark powers due to Dark powers inflicting -ToHit and Dark Armor has no inbuilt -ToHit resistance which is only made worse by the fact Dark Armor REALLY needs to be able to hit for it to work well. Second, it had a small issue with two powers namely Cloak of Fear was simply trash and needed an upgrade while Oppressive Gloom didn't offer a reason to invest slots into it outside maybe Set Bonuses. Finally, it had a pretty big Knockback hole, but this wasn't the worst thing, there are plenty of ways around it, from Acrobatics / Hover, to IO sets, to just using Cloak of Shadows and Oppressive Gloom / Cloak of Fear to hopefully mez enough things that you'd hopefully just not get knocked. Lastly, due to the sheer number of toggles and Dark Regeneration's high cost, Dark Armor was pretty high on the end drain, which makes you have to juggle toggles a bit while leveling or investing in IOs. Overall Dark Armor was in decent shape and while it could use some TLC it was okay. On test, the changes do help make Cloak of Fear not just usable but good. Oppressive Gloom is still left wanting. SOME Dark Armor users will see the -ToHit weakness fixed a bit but other will be left high and dry. Knockback has been solved in a fun and unique way. And the Endurance issues have been aided a fair bit with multiple solutions too. Soul Transfer becomes an absolute mess of a power although it's original use is left thankfully unaffected, and Dark Armor still has that -ToHit weakness there just only slightly resolved for some. I think the changes make Dark Armor good but there are still some unresolved issues as well as new problems created. I think it's close to being great but not there yet however I don't think it will actually take much to fix everything up nicely. Cloak of Fear This power has struggled due to high end costs, low accuracy, and low tick rate. These changes fix all that. Further they improve the power greatly by making the -ToHit autohit, a bigger aura, and the knockback protection / debuff added is just icing on the cake. It does feel a little odd to me to put knockback protection / debuff here but really tyhis is the only power that it could go on and not tilt things too much besides this is Cloak of Shadows or Obsidian Shield (if you can find a way to make the debuff not draw agro) and both those powers do plenty as is too. Cloak of Fear is already a debuff power so adding one more fits. The fact the knockback protection scales up isn't much an issue as this power can fear up to LT mobs by itself as well as lower's their accuracy, that's a huge amount of mitigation by itself meaning you should be taking very little knock back even on an alpha strike and at worst you might get knocked once early on the fight and that's it. I don't think Dark Armor needs to or should have it's knock back vulnerability completely fixed and this is more then an acceptable solution Shadow Dweller / Tenebrous Regeneration The added regeneration is a nice touch for both Sentinel and Stalker, though it's not game changing and might not make up for the loss of Death Shroud's added damage. Consolidating these powers in name is a nice touch in theory to make talking about the set as a whole better however the two ATs are radically different powers so the idea just falls apart. Shadow Dweller for Stalkers is Cloak of Shadows with Regeneration instead of having extra stealth since they already have Hide. Sentinels however already have Cloak of Shadows and thus their version of Shadow Dweller is missing almost everything aside from the newly added Regen, and the very minor defense to some types. Simply making Shadow Dweller the same on both ATs won't work as long as Sentinels still have access to Cloak of Shadows which as stated above is almost the exact same power and thus the powers would double up. I'd almost consider giving Sentinels Death Shroud over Shadow Dweller but I know Sentinels don't get Damage Auras. Still there's a wide array of dark powers out there, surely swapping Shadow Dweller for something would be better. For Stalkers however, the change is simply a great little addition. Soul Transfer This power honestly didn't need any tweaks, it already is the best reset button for a fight with only Howling Twilight an equal contender. I understand with all the other self rez's getting function while alive that you'd want to give Soul Transfer something too. This however is just turning into a mess to be frank, it does so many different things that it becomes hard to figure out when you would want to use this power. Absorb doesn't pair well with Dark Armor compared to Max HP although it's highly useful in PvP, more so then even the rez portion of the power, although the short duration doesn't help it's case. The -ToHit resistance that Dark Armor desperately wants shouldn't be on a short duration long recharge power that is also your rez / mitigation. Further since you most likely want this resistance most when you are already debuffed and you need to HIT to get the resistance it just functions terribly. In addition to this there is also Endurance resistance but Murky Cloud already offers nearly capped Endurance and Recovery Resistance so this portion doesn't actually do anything. This is just... a mess... If you want to make Soul Transfer have a useful function while alive, it's very simple. Make it a reverse Soul Transfer, use your HP to let it cause the same magnitude / duration Stun while alive as it would have while while dead, that's it nothing else needs to happen. Now you have the choice, try to preemptively stop a potential team wipe, OR a chance to recover if it's already going down hill. Obscure Sustenance / Dark Regeneration Overall I love this being a choice added to all ATs, and I think most of the changes to this power have made it a valid option, Dark Regen is better for spikes and potentially better healing over time, but Obscure Sustenance is nice for overall sustain and helping ease the endurance burden of the set. The fact it works without target and has regeneration resistance helps to ensure this also is a more guaranteed heal unlike Dark Regen that needs to hit to heal and can be debuffed. Where I think this choice gets thrown off balance is the addition of -ToHit resistance. Dark Armor desperately needs -ToHit resistance and Obscure Sustenance can provide a permanent source of it. It's a bit odd it's even there since, as mentioned earlier, it's Dark Regeneration that actually needs to hit and Obscure doesn't and by virtue of taking it you actually lessen the demand for Dark Armor's need for ToHit Resistance since that's one less "hit check" you need. I think that -ToHit Resistance should be taken off of Obscure Sustenance and given to something else instead. Personally I think putting it on Oppressive Gloom would be the best choice, especially if it also gains a small ToHit bonus per foe in range, as that would solve that power's need for a reason to want to enhance the power as well. It could also justify making the health drain of the power be increased a bit so its actually more of a cost. Dark Embrace / Murky Cloud / Obsidian Shield An unexpected surprise to see Dark Embrace and Murky Cloud's recharge reduced but a welcome one as that greatly helps when reviving to be able to retoggle. Though I have to wonder why Obsidian Shield was excluded since Mez Protection is probably the thing you want up ASAP. Edit 1: Cleared up some text to be easier to read. (I still suck at writing) Edit 2: Added missing sentences to DA general feedback Edit 3: Changed Soul Transfer suggestion to mention sacrificing HP on the stun while alive
  8. Build 4 Change Feedback: Soul Transfer: I didn't think about testing this power while alive and not near enemies, so I do like the change to basically 'quick reset' the power in those circumstances. However I think, changing from Max HP to Absorb is actually worse. Dark Armor pairs well with +Max HP as Dark Regen can effectively heal better and Obscure Sustenance's Regen also gets increase. I understand why on many sets Max HP can be swapped with Absorb but Dark Armor has no way of getting +Max HP internally and would pair much better with the other powers in the set. So I feel like the Absorb change here is actually a big downgrade. I continue to believe that with these buffs only lasting 30 seconds on a 5 minute recharge that it's simply not even worth using. The while dead effects are far more impactful and not having that available at a crucial moment would be devastating. I know the point is to try and avoid death and thus not need to use Soul Transfer while dead but it's simply too big of a reset button to pass up should the worst case happen. If the buff duration was significantly long then maybe the risk / reward balance would feel better but right now it feels like the entire while alive portion is just a win more button, one that has almost no impact at that since Max HP or Absorb doesn't really help you win more, As is I just cannot see a situation where I would like to use it when alive not even if I am quite literally the last one standing, and no one else can revive, it'd still be better to simply die and use the massive stun to reset the encounter as much as possible, finish the helpless foes, or even to run depending. Obscure Sustenance: I was hoping for maybe a doubling of HP healed, this is a massive boost. So much so I don't think it even needs Recovery enhancement slotting to be viable. Obscure Sustenance now can compete with Dark Regen, this offers more steady healing over time while Dark Regen is better against burst. Both power's benefit from being slotted up and do a good job of their roles. I don't think you need to tweak anything else, although I'm sure some people would like the Recovery enhancements. ---- Unresolved: Cloak of Fear: I still think the KB protection and -KB strength should be moved to Cloak of Shadows but that's more just because I worry Cloak of Fear might be TOO important now, it's not a major issue. EDIT: The more I think on it, the more I realize moving the kb effects to Cloak of Shadows wouldn't work well, it'd cause various other issues, if it was just KB protection it'd be fine but its not. And putting it on other powers wouldn't help the issue either as they already do plenty too, I think leaving this power as is is fine. Oppressive Gloom: I still would like some reason to want to enhance this power, though I still have no idea what that could be. Again not a major issue. ---- Overall: 9/10 As is I think these changes could go live and be fine, having resolved most issues with Dark Armor, and leaves only a few minor issues. The set doesn't feel overpowered or under powered and does feel unique. I can't find any odd bugs or the like either. (Although I haven't tested Stalker / Sentinel much)
  9. Bug Report: Cloak of Fear, enhanced with Fear enhancements is still showing it as buffing duration. With testing I can confirm that it is CORRECTLY buffing Magnitude as per changes, although the enhancement changes don't take effect until you detoggle / rezone. Feedback so far: Just prefacing this by saying I'm not reading other's feedback or will be replying to defend my feedback. This is simply to keep my feedback as untainted as possible though I will admit I am also an ancient Dark Armor player, one who hates the current meta of only having a few power picks, spamming damage procs, capping your defense, and spamming recharge bonus. I also dislike a lot of end game because it's incarnate nuke / buff spam, so I'll admit my feedback will be biased as I believe every power should be worth using and worth investing into and do not factor in the above into my decisions on what makes a power fit those criteria. Shadow Dweller: I didn't test this too much and I don't play Dark Armor Stalker enough to say I qualify enough for feedback, so this just gets a "Neat" from me. Tenebrous Regeneration: I don't actually play Sentinels beyond my one token character and they aren't Dark Armor so again, no feedback. Soul Transfer: My most used power during the early years of CoX, that said while there is alot of changes to try and make this useable while alive, I don't think it does enough. I think at minimum the duration of the Max HP needs to be 3-4x longer, the stun is nice for stacking with Oppressive Gloom but not nice enough to risk trading away by far one of the best momentum shift powers in the game and frankly best revive IMO. Soul Transfer's massive magnitude and duration stun with it's large aoe basically means that if you go down, you can reset the fight single handedly so long as you died in a good spot. You will have bought enough time to not only get yourself up and be able to retoggle all your abilities but, since it stuns the enemy, it also buys your team time to rez, rebuff, and retoggle as well. Used well Soul Transfer can take what could be a team wipe and give your whole team a redo. Howling Twilight is the only power in the game that can contest with the momentum shift IMO. So I can understand why you want to give Soul Transfer something to use while alive, and I do absolutely love the idea you came up for with the new Regen revive where it is both buff and revive in one. I think the foundation of what you have here COULD do the trick, It's just that as is I don't think it's risk vs reward is quite there. Dark Armor is a set that wants Max HP, it pairs amazing with Dark Regen, the stun also pairs well with Oppressive Gloom. So it's thematically right, it's why I think it just needs the Max HP portion to last longer, if it could get closer to 50% uptime with enhancements, I think it'd much better fit the balance. You would mix having more hp to survive better with a short stun burst to give enough of a reprieve that it could very well be worth the risk of trading in your reset button, of course if your wrong or timing is off then it very well might mean things start to fall apart and that's the risk. Obscure Sustenance: Needs the ability to enhance Endurance Modification, would also personally like to see maybe 15 seconds shaved off the long regen buff and the recharge lowered the same OR the actual heal portion increased (maybe doubled). Personally I can understand why people might want something that isn't Dark Regen, needing someone to heal off of and the heavy investment it needs can be offputting. To me whose lived with it for years I honestly can't think of many situations where I want Obscure Sustenance over it. The amount this heals even factoring in building around the regen, just doesn't feel worth it to me. The long duration regen buff is nice bonus but it counters the actual healing portion. Dark Armor is about layering multiple levels of mitigation to survive so it's main weakness is when something spikes through those layers or otherwise ignores it. In those moments Dark Regen has the risk / reward of being a full restore of hp at the cost of endurance and recharge, meaning you need to risk letting yourself get low before using. I feel the best 'counter pick' to this would be a power that doesn't have that risk, to that end the regen buff fits, its consistent and constant, What Obscure Sustenance lacks, is the 'burst', its too long of a recharge to be treated as a minor heal, and too minor of a heal to be treated as a more moderate one. Essentially if something can overcome your layers, you are toast with it if you can't change the situation in your one minor heal attempt. So that leave's the other aspect to try and 'make up' for that short coming, namely the Endurance Recovery. The endurance recovery to me seems the real reason you'd take this power but you can't even enhance it which sorta weakens that sales point. Further, thanks to Cloak of Fear changes, the end burden on Dark Armor isn't as bad so the benefit of Obscure Sustenance feels... lost over your characters lifetime. It really should be enhanceable to compete as more of a buff power. Besides that gives you more of a reason to want to invest slots into it and that's never a bad thing. Cloak of Fear: I think the changes that have been done to this power are fantastic, it solved most of the core issues I had with it, my only nit pick would be to move the KB protection to Cloak of Shadows or another power as I don't want Cloak of Fear to be doing too much. To me this has always been the thematic star of Dark Armor and it's long been trash (still used it though), the accuracy, tick rate and endurance issues made it very bad especially with fear being IMO now worse then Sleep with it's recent changes, leaving it's main use in the past to basically be a minor tohit debuff as Oppressive Gloom just did crowd control better in every aspect. Making the -tohit auto hit as well as lowering the end costs, and increasing the accuracy of the fear solved the big issues with the power, however making it so Fear Magnitude gets buffed by enhancements was a genius move, it actually rewards heavy investment as you can now fear LT class mobs with it, or you can still go the more traditional -tohit build too now that it autohits. The fact it weakens kb attacks and lowers damage is also nice, however I do feel that as is though it's a bit too much in one power and to maintain some balance it might be worth shifting the kb debuff and protection to Cloak of Darkness, that power needs a bit more IMO and to me it makes more sense thematically that turning into a cloud would make you harder to be knocked back and would be obscuring enough to make it harder to land a solid blow in general too. Oppressive Gloom: This hasn't been changed but since I'm giving Dark Armor feedback I figured I'd mention it. Frankly this power is too good for the wrong reasons. It locks down all the minions for basically nothing more then a power pick. It needs no slots, costs nothing to maintain as the 'health loss' is so minor its negligible, and so it's basically an autopick. I do feel like the Cloak of Fear changes help tip the balance between these two. Before it wasn't a contest, Cloak of Fear simply couldn't even pull its weight with full investment. Now however, Oppressive Gloom offers cheap reliable hard mez, while Cloak of Fear offers debuffs and softmez. Even when using both, they compliment each other quite well now. However Cloak of Fear has costs, and investments required to make the most use of it, Oppressive Gloom does not, simply slap in an accuracy enhancement in the base slot and you are good. I want to see a good reason to want to invest into this power, and I want to see it being more of a choice to take. Sadly I am not sure how, even if you make it so Stun Enhancements boost Magnitude instead of duration like you did with Cloak of Fear, I worry that might be too powerful having the ability to hard lock down minions and LTs just by existing and it would also would step too hard on Cloak of Fear's toes. I almost feel like some sort of effect should be added to Gloom, one that might make it worth possibly paying a higher health loss to do so and also one that might be worth investing slots to boost. I couldn't tell you what though, a slow or immobilize or even a taunt would all help Dark Armor as a set but I feel like it might also be too much when you consider the whole of the set, well okay the taunt might help but that's hardly worth investing into. There are other effects that could be added but they aren't exactly "enhanceable" so sort of defeat the point.
  10. Looks like a new bug in the new build, stacks of Perfection no longer refresh, as such you have a very short window to use them and can't avoid burning to keep the max stack buffs, I haven't tested it on every AT, but can confirm at least Tanker and Stalker versions of Staff don't work and it happens regardless of which stance you are in / it built into stalkers.
  11. So I went and double checked it, its actually fully enhanced values. Forgive the poorly formatted DATA. I also tested resistances because why not at same time. Zombies HP Default Base: 575 Upgrade: 626 Result: +51 HP Enhanced 95%: 677 127.7%: 692 159.9%: 709 Grave HP Default Base: 769 Upgrade: 822 Result: +53 HP Enhanced 95%: 874 127.7%: 891 159.9%: 908 Lich HP Default Base: 964 Upgrade: 1012 Result: +48 HP Enhanced 95%: 1058 127.7%: 1073 159.9%: 1088 So like if you take the +51 hp a zombie gets, multiply it by 2.599 (159.9% enhancement value), you get 132, add that to their default hp of 575 and it gets you to 707 (so my laziness in not using all the decimal points is probably why hp is off by 2) So as you can see I was slightly off, Lich actually gains the least hp both % of total hp and raw amount and my non math estimates of "150" were only because I went all in on over enhancing. Still, the maximum values were simply 6 basic 50+5 IOs and Alpha slot but that results in basically 23% more hp total. A bit overkill in slotting but I was curious what a simple maximum was, and then also did a more 'normal' maximum of 3 SOs and then somewhere in between to represent set bonuses and such. Still it could be really nice especially if you can hit resist or dodge caps.... And while at it I tested the resist numbers with same basic enhancement plan Zombies Base: 20.25% 56%: 31.77% 75%: 35.46% 99%: 40.25% Grave Base: 27% 56%: 42.24% 75%: 47.28% 99%: 53.67% Lich Base: 33.75% 56%: 52.65% 75%: 59.1% 99%: 67.09%
  12. It's just in their second tier upgrade by default now. So like if you use it all your pets go up by about 150ish hp, more hp on lich, less on zombies, and it is boosted by the heal enhancements in the upgrade. Personally I like it alot more this way.
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