
Ryko Nailo
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Focused Feedback: Powerset - Dark Armor
Ryko Nailo replied to The Curator's topic in [Open Beta] Focused Feedback
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) -
Focused Feedback: Powerset - Dark Armor
Ryko Nailo replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Powerset - Staff Fighting
Ryko Nailo replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Necromancy Revamp
Ryko Nailo replied to The Curator's topic in [Open Beta] Focused Feedback
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% -
Focused Feedback: Necromancy Revamp
Ryko Nailo replied to The Curator's topic in [Open Beta] Focused Feedback
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.