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Wavicle

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Posts posted by Wavicle

  1. 9 minutes ago, Rudra said:

    Uhm... how would that even work since our bases are not in or part of any zone? To do this, the devs would have to make windows with a locked view of a specific view of each zone from a specific elevation in each zone. That would require a LOT of different windows, I'd wager at least a million different windows, per zone.


    it would only require one window for each zone that was made available.

  2. 6 hours ago, TimesSeven said:

    Glue Arrow doesn't do anything that Oil Slick doesn't do better. Oil Slick slows, debuffs defense, causes damage, has KD, and also has a -50000 jump height.  It's better in almost every way. 

     

    The -40% recharge doesn't stack so, while it's nice, doesn't make up for the pointlessness of GA.  And just like EVERYONE else has said on the board, using Oil Slick's -50000% jump height debuff in conjunction with Glue Arrow, WON'T stop the enemies from jump anyway. So it makes this ability a wash. And if the ability doesn't work on corners or as a stop-gap then unless you plan to stand in front of them and let yourself be a target, I don't see a real use for it. 

     

    However, it does have ONE small redeeming characteristic -- if you proc Ice Mistral's: Chance for Cold Damage, then it becomes a weak AOE attack -- IF it ticks. And since the slow doesn't stack, well...

     

    But Oil Slick is on a very long recharge and Glue is easily up all the time. So you can't use Oil Slick on every group to keep enemies contained. But hey, if it doesn't work for your playstyle, then drop it.

  3. Glue Arrow is pretty important on a TA Defender or Corruptor to keep enemies in the patches. It's not going to keep them around a corner, but it will keep them from spreading out too much. In addition, the -Recharge is very important.

     

    It may not be good at doing what you've been trying to do with it, but it is quite useful for what it actually is good at. I wouldn't drop Glue from any of my TAs, with the possible exception of a Controller with powers in the primary that accomplish the same thing.

  4. On 10/23/2023 at 9:30 AM, arcane said:

    Confront is in better shape than it’s ever been now that taunting Scrappers are the meta for 4* content. No changes needed.


    I have yet to do any of the +* content, but I’m thrilled it was added to the game. So if what you say is true, that’s something, I guess. I’m certainly fine with the basic idea that Scrappers are a dps that can off tank.

  5. One further note, Influence and Reward Merits are the "bad luck protection" mechanics. If you don't get the drop you want you can buy it on the AH using Influence. If it's not available on the AH or costs more than 18 or 20 million, you can buy it from the Merit Vendor using Reward Merits.

    • Thumbs Up 2
  6. 2 minutes ago, Rudra said:

    You're correct that I am not factoring the Blaster inherent. (I was unaware it also boosted damage.) However, I am disinclined to factor secondaries. Sure, Blasters get manipulation sets for their secondaries which includes melee attacks, crowd control, and even debuffs/buffs; but Sentinels get armors which include buffs/debuffs and makes them far harder to kill.

    The point is that almost every Blaster secondary has a strong Damage buff, and these numbers are also higher for Blasters. And yes, Defiance gives a significant stacking damage buff almost all the time. We aren’t debating the merits of Sentinel vs Blaster, simply evaluating why a power might be implemented differently for the two.

     

    However, I’m also not completely sure those 218 and 219 numbers are accurate, but I don’t have toons to test with.

  7. The ingame numbers for Overcharge are confusing. If they are correct, then maybe there's something off. Maybe.

     

    Again, you have to consider the whole set, and the AT. Beam Rifle Sentinel single target damage isn't so good (ignoring procs), Fire is pretty decent.

     

    But maybe something is off with Overcharge. Brighter minds than mine will have to figure it out.

  8. 1 minute ago, Rudra said:

    However, if Sentinels have a T9 that is outperforming Blasters, then the Sentinel T9 is in need of being nerfed.

     

    Don't forget that Blasters, between their inherent and their secondaries, have FAR greater access to Damage Buffs than Sentinels do. Your comparison ignores this, and I think it's likely at least part of why the two powers compare the way they do.

  9. What is being missed in this discussion is that OTHER than the 90 second cooldown, Sentinel Nukes (and Nukes in general) are not balanced against each other in the way being presupposed here. They are balanced, like all powers, within the context of the sets they come in.

    That doesn't necessarily mean there shouldn't be a tweak here or there, but comparing them directly in absence of other information about the set they come in doesn't give a good picture of why they are the way they are.

    • Thanks 1
  10. 13 minutes ago, Darkneblade said:

    What if Confront amp up damage of your enemies but deal less damage to everyone else?

    Like it deals %50 more damage to your scrapper but deal half damage to everyone else.

    Probably not with these stats but you got my point.

    It could be kind of good in team environment, or hell on solo. Kind of situational.

    I don’t really think there’s any way to justify giving Scrappers additional tools for either damage or tanking. That’s why I was looking at movement, of either yourself or your foe.

  11. Just now, A Cat said:

    Might be dumb, but short of making it aoe, which would step on the toes of brutes and tanks excessively, how about other effects depending on the power set? Like, debuff recovery on elec melee, debuff defense on katana/broadsword, recharge on psi, etc. You would only use this on big bosses (dunno for sure, but I think is the main use case currently). The idea is whatever debuff your set does, it does a slightly better version of that. Then adjust the recharge and end costs to reflect the functionally, but have the base taunt duration long enough so you can perma that aspect on one target with engagement easily. You'd have to make something up for certain sets like EM, where your debuff is a control. But this would also make things less generic, which I always like when it comes to sets. 

     

    I'm not sure exactly how powerful such a thing could be and remain balanced, but I like the concept.

  12. Just now, Rudra said:

    *grumble* *grumble* *bites tongue about people thinking Placate is or was ever worthless before says something that gets self booted from forums*

     

    I am happy to admit that "worthless" is hyperbole. But I think that "insufficient even for its intended purpose" is spot on.

    • Thumbs Right 1
  13. The recent changes to Placate helped that power a lot. It's NOT now a "Required" pick, but it's also not completely worthless as it once was.

    I'm open to all sorts of different approaches, but ultimately that's what I'd like to see for Confront. Something to make it fun and worthwhile, but not so good that everyone must take it.

    But NOT making it AoE.

  14. 21 minutes ago, Rudra said:

    What if it instead gave the target a minor movement buff to close with the Scrapper/Tanker/Brute?

     

    I would personally prefer such a thing be added ONLY to Scrapper and Widow Confront powers and NOT to Tank/Brute Taunts, simply to distinguish them. The AoE Taunts are already very powerful. I WOULD like an improvement to Kheldian Dwarf AoE Taunts, but that's another thread.

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