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Keen

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Everything posted by Keen

  1. Controller, Arsenal Control, Cloaking Device, customization option "No Fade" still fades the character out. Happens inside and outside the costume creator. Tested with Male model.
  2. Haven't read the whole thread for suggestions on how to die quickly, but how about the walls on Praetoria maps?
  3. Likely not going to change as it's part of the "ranged scrapper" design.
  4. Welcome to Sentinel design. A bullet list: The theme around Sentinels is "ranged scrappers", hence shorter range and smaller area radius The target caps on their AoEs match Scrapper values (10 for sphere AoEs, 6 for cones) Sentinel nukes are normalized around Scrapper values for attacks like Lightning Rod and Shield Charge As such, Sentinel nukes have an inner radius which cause them to deal even less total damage in the area With this update, Sentinel damage is now close to Scrapper level, before crits And no, Sentinels are not doing crits anytime soon if ever I strongly dislike this design, and any suggestions to deviate from it are rejected right away, but it is what it is. At least knowing the reasoning behind it makes it a bit less infuriating.
  5. There was an additional -5% from the previous auto proc (now removed), which stacked with the old Vulnerability for -25% total. Both would be affected by the purple patch. But while the new debuff is overall smaller in potency, it now affects more things. I do think the -Special and -mezresist will have a great effect on some team compositions.
  6. What's your time with that build on Live? It shouldn't have changed much (assuming you used Offensive Opportunity).
  7. Can we change the Lethal part to Smashing? Lethal is cuts/slashes/perforations, while Smashing I think applies better to the kinetic element of explosions.
  8. How can I "help" you today? (Arena Headset + Hostile Face 6)
  9. If I could add to this idea, I'd love something like a Null option to have incoming ally buffs not change your animations as well. Many buffs cause "hit reaction" animations on allies (such as Speed Boost) which also break emotes.
  10. The SR (sans Elusivity) and Emp Arrow changes would be great in PvE too... just saying :)
  11. It looks like it affects everything TP, including Incan and Base TP. Below is a video with the latter.
  12. OAS is a convenience thing. I.e., you want to stealth a mission without disabling your damage auras or effects that might alert enemies, or you don't want to un-auto your autoattack so when you target an enemy by mistake it doesn't fire. Some stuff are also unwise to untoggle while you stealth, for instance, mez protection powers that have enemy effects. So instead of untoggling several things, you just toggle this new thing on/off. Disable All Powers is there to support a future change to Walk only disabling travel powers while leaving everything else up (so you can walk with your auras on, etc). By disabling set bonuses you can remove their visual effects (i.e., Panacea floaters) which is appealing to RPers.
  13. Regen debuff resistance does nothing in Hami raids. Hami and green beam regen debuffs are unresistable. On top of that, it diminishes the regen buffs you get from Rebirth Destiny as they're resistable (this is likely a bug). [Edit] Found out recently that Hami -regen is actually resistable. So having -regen debuffs can help if you're being hit by Hami. Green debuffs are still unresistable but they have a short duration.
  14. Some set combinations unfortunately can't afford very well being a good Hami tank + being good at other content, and Regen is one of them. Sets like Rad or Bio can be built to be great at tanking Hami without letting go of anything that makes them great in PvE. For min-maxed Hami tanks that can't be such hybrids, a different build for PvE is recommended.
  15. Issue #1: KB resistance buff switches on and off How to Reproduce: - have Fly and Evasive Manoeuvres toggled on - change zones Expected Result: - KB resistance buff should remain steady Observed Result: - KB resistance buff switches on and off randomly Workaround: - Retoggle Evasive Manoeuvres after zoning Issue #2: KB resistance buff is granting 99% KB resists How to Reproduce: - have minor KB protection (like 3KB from IOs) - turn Fly and Evasive Maneuvers on - fight against a Rikti Pylon Expected Result: - character should flip midair when hit by Pylon attacks Observed Result: - character does not flip midair when hit Workaround: - none
  16. The new effect for Disruption Arrow is customizable. If you paint it black, the effect disappears completely. Not sure this is good or bad, but I want to say good.
  17. Thanks for adjusting the animation instead of trimming it. I noticed I can cancel the animation near the end by moving, but that's okay. The animation will play in full if I don't move or attack next so that's a nice compromise. This is the only instance I dislike the change in cast times. I'd have preferred it stayed long (6s even!) and DPA adjusted instead. Rambo'ing for that long can be appealing to some people. Probably an unpopular opinion tho.
  18. Thanks for this! MMs will become a lot more enjoyable to play in Hamidon raids now. This is already Live, so should probably be removed from the patch notes. wat
  19. Rad Armor is right there with Bio in the list of top tier sets for Hami tanking. Both have Absorb, unresistable heals, end drain resists on auto powers, and high toxic resists. Rad, Bio, Regen, Dark, and Fire Armor can stand on their own against Hami regardless of the secondary, while other sets like Stone Armor will likely need Dark Melee as a secondary to have a reliable self-heal in Siphon Life. But good Hami tanks don't necessarily make good tanks for other content. Good Hami tanks can be built with little to no resists to anything but toxic, and also have zero defense. Such tanks wouldn't hold up very well against non-Hami things.
  20. It may look like Crushing Blow animates faster, but activation times are not that much different from other powers: Crushing Blow: 2s Defensive Sweep: 2.2s Rend Armor: 2.3s Titan Sweep: 2.43s Arc of Destruction: 2.7s While every other power lands the hit at the end of the activation time, Crushing Blow is the only exception where it lands the hit (and activates Momentum) in the middle of activation time. The result is a rather long recovery animation after the hit lands, which cannot be cancelled into other attacks, wasting Momentum time. It also breaks chain fluidity. When the activation time matches the "time to hit", it creates the visual impression of hits being "cancelled" into each other, which adds fluidity to the attacks (a prominent feature from fighting games). The way Crushing Blow behaves now is inconsistent with the rest of the powers.
  21. Every opener (with the exception of Crushing Blow) applies Momentum right when the activation ends, allowing the next attack to be activated roughly at the same time Momentum begins. With Crushing Blow, there's a noticeable delay between the time the Momentum buff is applied, and the next attack is activated. This makes the Momentum window shorter when using Crushing Blow as an opener. This affects all ATs.
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