
KittyEater88
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Back from vacation and played my main and oldest character, a Firex3 Tanker. This feels so bad. What is the point of playing an offensive armor set on this Archetype now? Why is an Archetype that was buffed 5 YEARS AGO now suddenly a problem, with zero measures taken in that time to reduce homogenization and enhance Archetype relevance and flavor?
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Focused Feedback: Powerset - Electric Control
KittyEater88 replied to The Curator's topic in [Open Beta] Focused Feedback
On build 1, I didn’t notice Domination affecting Static Field as mentioned. I do wish the cap on Synaptic was still 16. While the chain effect is much better and consistent, I’m finding mobs that have wandered away from the main cluster to be just out of range of the jump, so I’d at least like to have the rest mezed. I’ve tried slotting Tesla for both control and damage and not seeing a huge difference as a Dom. This may be more apparent for Controllers. Not seeing a huge difference on Jolting or Conductive but the Gremlins are absolutely cranking. Still a tad squishy but not a total skip anymore. -
Tested on a BA/Psi/Psi Scrapper to get a better idea of how the set performs. To echo what many others have said, my first thought is that this should be a defense-based set. That’s not just based on my own subjective opinion of what a psionic armor would conceptually look like, but also on precedent already in-game: Psionic-themed epics, Fortunatas, Arachnos units, and other NPCs that lean heavily on defense as their first layer of protection. The damage aura does a laughable amount of damage, coupled with random mez effects. While clearing Cimerorans on the wall, I initially thought it was contributing—until I realized they weren’t mezzed at all; they had just run out of endurance. The set needs to commit—either go all in on mez or go all in on damage. Right now, it’s not leaning toward the controller-esque side like Dark Armor, or the offense-heavy side like Radiation Armor. As a result, the set lacks a clear identity. At present, Psionic Armor feels like it’s trying to do too much and failing to do any of it well. Other hybrid-layered sets succeed because they still have a clear emphasis. For instance, Willpower combines resistance, defense, and +HP, with a generous dose of situational regen to make those middling layers work together. It’s passive, and when you’re going down, you usually know it’s coming to react accordlingly. Psionic Armor, in contrast, feels like the active version of Willpower—except you’re supposed to have more control over your survival. But here’s the issue: if you use your active clicks to boost/refresh regen, your absorb is down and Mori is on cooldown, you’re out of luck. And those clicks were wasted. Because the set lacks DDR, what little defense it does provide is quickly stripped away, leaving you reliant on middling resistance and absorb. Once those are gone, the regen won't save you. I also tested the new Regen set alongside Psi Armor and found it just as viable in most situations, despite all of Psi’s supposed "layers." Regen is known to be vulnerable to burst damage and alpha strikes, but the rework has improved it significantly. If I’m going to rely on active clicks and get no added offensive benefit, I’ll stick to the classic.
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My $.02: Seismic Blast has so much potential but just falls too short due to the limiting nature of the sets mechanics, and a few powers heavily weighing the set back. While I understand not every set is Fire/Ice, these two are so far ahead that it is hard to not be a bit resentful of the ways many of us work to find creative ways to make underutilized sets like Seismic a fun experience. Even the mechanical and balance issues aside, Seismic has such a wonderful theme that I would expect to see it played more commonly in-game...but it's just not. On the contrary, when I do see someone in a group with this set I honestly pray they will not use the problem power. This is not a post to tear down devs, it is a post from a player who cares enough about the work that has been done to keep us coming back. Seismic really doesn't need much to make slingin' rocks more fun. Rebalance Seismic Shockwaves As the video above shows, this secondary effect is really weird sometimes and as such, I completely ignore the knockback effect. Next, you have the build/spend nature of the set. If you are not on the ground, you do not earn SS stacks. If you accidentally leave the ground, you do not gain stacks, or expend them. Example being some streets where there a little curb, or a dip on the floor of a cave map, or maybe you have Super Speed/Speed Boost and slingshot unintentionally. This is super frustrating to play around because the grounded requirement takes away many movement choices. I'd be okay with that if the restrictions weren't so heavy handed. You already need about 5 attacks, all of which must be from within the set, to build up to Enhanced Stalagmite. Skipping over terrain by accident or chasing a runner that lept over an object out of line of sight is immersion breaking and makes me want to kil skulz. Entomb: This in every way is a worse version of Power Burst. It is slower and has a longer cooldown but does the same damage. Our good ol' boy Bitter Ice Blast does more damage with just one more second CD and does it almost a second faster. Will Domination is also comparable and recently buffed, so serves as an example that folks are listening and open to some changes. Entomb in it's current state is a skip, leaving Tombstone as your bread & butter, while you stay grounded and play the build SS game to use Stalagmite. Rebalance Seismic Force: An Aim power that you have to either cheese by jumping to not waste your SS stacks, or just not use. This one is odd to me because Seismic is not the only Build/Spend powerset out there but is the only one that has negative consequences of your power choices. Water Blast's Tidal Forces is a better example of this, as well as Titan Weapons Build Momentum. Both of these sets encourage you to continue 'building and spending'. I should not be punished for using this power, nor should I have to leave the ground to avoid a penalty, which defeats the purpose of the theme and design of the set. I don't need a cooldown reduction, just either grant me stacks of SS or prevent Seismic Force from consuming stacks. Rebalance Meteor: This is the one that makes me leave teams. As it stands, the knockback effect is such a detriment that I have had to bail on Task Forces because mobs were plastered through the wall on a kill all and that ended our run. Yes, Nova and other powers can also do this but Meteor practically guarantees my session with that group is going to be frustrating. Additionally, Metor is so hard to pull off. If you have the abilities and coordination to keep mobs in the landing area long enough to hit them, it is equally likely they are already defeated. Ever had one of those CoT Bosses cast this and you've already moved on and almost forgotten you were almost in danger? This power in it's current state will always be skipped because it is a liability and not practical to use.
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Focused Feedback: Blast Power Set Updates
KittyEater88 replied to The Curator's topic in [Open Beta] Focused Feedback
Done. -
Focused Feedback: Blast Power Set Updates
KittyEater88 replied to The Curator's topic in [Open Beta] Focused Feedback
Will Domination (Defender/Corruptor) Recharge lowered from 14s to 10s (Damage unchanged). Moved from T6 to T5. The Defender version of this power has a 12s recharge time. The Corruptor version has 10s but it appears to have a lower damage value as well. -
OBLIVION GUARD! Arsinn and Kitty Eater