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Wavicle

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Posts posted by Wavicle

  1. but regardless of any of that...

    Generally, people feel the game is very easy (I think that's correct) and that, as a result, Control and Tank roles are somewhat devalued.

    To me it seems clear that content with dangerous mobs and high damage environments makes those roles more valuable.  Controllers have a support set to fall back on, sure, and Doms do excellent damage.

    Is there disagreement that the Tank role itself (as opposed to the Tanker AT) is of value even in the hardest content?

  2. 1 minute ago, skoryy said:

    Well, yes.  If we can arrange MSR teams on the regular, then why not BAF or TPN?  Why smacking around Council on PI and not DA repeatables?

    On Excelsior I fairly frequently see DA teams and itrials frequently.  Lambda, BAF, and Keyes are most popular, but I see the others as well, including many badge runs.

    But honestly, I think a big part of why is sidekicking.  People would prefer to run content they can bring lower level people along with.  They CAN come to DA but Incarnate missions can be pretty tough for lower levels.

    • Like 2
  3. 1 minute ago, Haijinx said:

    Whoa.  That sounds like Revisionist history. 

     

    There was a LONG time between ED and IOs.  Like years.  

     

    Can anyone confirm that IO's were in alpha or something when ED hit? 

    Please don't put words in my mouth.

    When ED was instituted we were specifically told it was done in order to allow for Later buffs they were going to make available.  Eventually IOs and later Incarnates filled that promise.  There is no revisionist history involved.

  4. Again, I don't see the problem.  First off, IO builds are available to everyone, so the idea that they let you outshine your team is silly.

    Second, the game WAS designed with this in mind.  Before ED people were six slotting stuff and the game worked Mostly fine.  IO builds let you get back to that level and power and then some.  ED was instituted specifically to make room for IOs.

     

    The game was shut down before they got to take the Incarnate system where they wanted.  There was going to be considerably harder content, with more emphasis on movement and avoiding otherwise undefendable and unresistable damage.  Leagues full of IOd Incarnates would still be challenged by that.

  5. 4 hours ago, Haijinx said:

    Yeah.  But the reason they are on different schedules probably should have carried over to IOs.

    There are.  You can't have more than 5 of any one bonus.  I don't see the problem, honestly.  We are MEANT to be able to become super powerful at high level.  That's the design of the game and it's fine.  There is certainly room for more difficult content to be made, that's true, and I support that idea.  Content that makes Tankers, Controllers, and Dominators shine.

  6. On 1/14/2020 at 11:49 AM, The Curator said:

     

    • Lowered Weaken Resolve's -res debuff from scale -1.5 to scale -1.0.

    Bug Fixes

    • Fix the team window showing "On mission map" when a teammate is in their Supergroup Base and vice versa.

     

    Powers Fixes

     

    • Blaster Ranged > 


    I like the Tank, Brute, and MM changes.


    Weaken Resolve was too good???  What?  I don't even use it on the characters that take it.

    Nice bug fix, thanks.

     

    Still no fix for Energy Blast Fast Snipe Sound FX bug that didn't exist before the change to fast snipe...
     

  7. Here is an example.  Still without sets, and not perfect, just closer.  To give you an idea of what to shoot for.

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Innocent Girl: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Storm Kick -- EndRdx(A), Dmg(9), Dmg(11), RechRdx(27), Dmg(31), Acc(34)
    Level 1: High Pain Tolerance -- Heal(A), Heal(3), Heal(3), ResDam(15), ResDam(17), ResDam(40)
    Level 2: Mind Over Body -- ResDam(A), ResDam(7), ResDam(9)
    Level 4: Fast Healing -- Heal(A), Heal(5), Heal(5)
    Level 6: Fly -- EndRdx(A)
    Level 8: Cobra Strike -- EndRdx(A), Acc(13), Dmg(13), Dmg(25), RechRdx(31), Dmg(34)
    Level 10: Hover -- Flight(A)
    Level 12: Indomitable Will -- DefBuff(A), DefBuff(15), DefBuff(42)
    Level 14: Afterburner -- Flight(A)
    Level 16: Rise to the Challenge -- Heal(A), Heal(17), Heal(19)
    Level 18: Crippling Axe Kick -- EndRdx(A), Acc(19), Dmg(23), Dmg(27), RechRdx(31), Dmg(34)
    Level 20: Quick Recovery -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Focus Chi -- RechRdx(A), RechRdx(23)
    Level 24: Maneuvers -- EndRdx(A), DefBuff(25), DefBuff(29), DefBuff(33)
    Level 26: Dragon's Tail -- EndRdx(A), Dmg(33), RechRdx(36), Dmg(36), Acc(37), Dmg(42)
    Level 28: Heightened Senses -- DefBuff(A), DefBuff(29), DefBuff(37)
    Level 30: Boxing -- Empty(A)
    Level 32: Tough -- ResDam(A), ResDam(33), EndRdx(40), ResDam(45)
    Level 35: Weave -- EndRdx(A), DefBuff(36), DefBuff(37), DefBuff(46)
    Level 38: Eagles Claw -- EndRdx(A), Dmg(39), RechRdx(39), Dmg(39), Acc(40), Dmg(45)
    Level 41: Assault -- EndRdx(A)
    Level 44: Dark Blast -- Acc(A), Dmg(45), Dmg(46), Dmg(46)
    Level 47: Shadow Meld -- DefBuff(A), DefBuff(48), DefBuff(48), RechRdx(48), RechRdx(50)
    Level 49: Soul Storm -- Hold(A), Acc(50), Hold(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Flight(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(7), EndMod(11)
    ------------

    | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1428;588;1176;HEX;|
    |78DA7554DB6ED340105DC74EDCD8B997A649439BB4E995B62611BC2344A1426A50A|
    |548949B1459E9D25AAC12CB76053CF2138004FC02BF8578E0F2C85B187B4FA2600B|
    |4BD1F19C39337B66B3EBDE9BA3DCD7E377779852B8276CDF1FF4879EEDBADCD31FD|
    |9C195670B464FFEE168341EF251D03A763CA113D398CA063D2E38B77AB61738B618|
    |DCF5027F65963BE22FF9C8E7D69923843B7ECD3D669E8EC7C27A209C8BCBA018BD9|
    |F70FB9C7BFEA5E3E6652E4C39A30B238AFA2EE7E7F5FBAE33B4FA812D5E51D3FEF8|
    |4A0C7AB61F70EF6D8DAC6CD1EF7DE8297A266916BE6B2A5B50251AC095B2C435C4E|
    |B4CE2E350AFA0D6905C2A86858AC41270077846B58AAC4D29E032C005E013D2A8D0|
    |A8E8A7C5D0244D5AFA6769F8FF40A863261D5C0E9E7398A1065CC36CEB88B3A4CFA|
    |25F362BB9A7C499F0616A980BB8076455FAB3519747DD33AA2B46434E5245F82D01|
    |2BC04FA429C36B195E2BF05A9DEEFF7FBC3E27FD227C2D6624772D861F49B324FB2|
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    |F0BF87F805E91BF0D988F5DF042AA459C5FEAD4EE8612A314D59A53671225AD3530|
    |4070788358A37A0DD40AE1D5BE110F84597273F9C640BDA6D38DD2EFF1BEF609203|
    |C415D2EFC2E52E6ABF516E1FBBB81FD31FC6F00F1D434B6A350B7E6EC6111EBAC0E|
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    |733BC19C2498530DCB12A3444CB644B75832931FC6ECD63305B7E4D73C875BF1739|
    |E2B48EEB731F7C5C0E9CE000DE05F0174AE0C|
    |-------------------------------------------------------------------|
  8. Ok, a lot of little details here.

    As you know, at 50 you should switch to sets.
     

    However, here's some specifics about basic slotting:

     

    First, never slot more than 3 of any one thing in a power (there may be a couple of very rare exceptions to this rule). So Fast Healing, Indomitable Will, and Heightened Senses are overslotted.

    Second, on a scrapper you shouldn't need more than one endurance reducer in each attack or toggle, so I recommend going with 1 Acc, 1 End, 1 Rcg, and 3 Dmg in attacks (generally speaking).  The third damage will itself make the attack more endurance efficient.

    Third, endurance reducers in toggles that only cost around .25 or .3 aren't all that important.  Debuff toggles tend to cost a lot more.  Armor toggles are fairly cheap.

     

    Fourth, very specific, Fly is at the speed cap out of the box.  So there is no need to slot Fly enhancements in Fly (they should really eliminate the ability to slot them).  Just put an Endurance Reducer in the base slot and you're fine.

    Fifth, you can't attack while using Afterburner, so an Endurance Reducer is probably unnecessary in that power.

    Sixth, the ToHit debuff in Rise to the Challenge is very small and probably doesn't need a slot.

     

    Seventh, Focus Chi you want up more.  I would slot two Recharge and ignore the Tohit buff.

     

    Eighth, minor point, Boxing is terrible.  Don't bother slotting it, don't use it, don't even have it on your bar.  You need it for Tough and Weave, sure, but just ignore it.

     

    Ninth, if you're going to have Dark Blast, Shadow Meld, and Soul Storm they need some slots to be worth it.  I would look at shifting things around a bit to achieve that.

     

     

    So, to sum up, attacks need 3 damage. Armor toggles don't need endurance reducers (Leadership toggles benefit from it more than armor toggles). Don't overslot.

  9. Make crits OTHER than Energy Transfer give you a few seconds (or a chance for a few seconds) in which you can use ET with the old animation.  On Stalkers (and Scrappers if we can port this over) this faster ET can still crit for no Health cost.  Give the proc a cooldown.

    For Brutes, give every attack other than ET a small chance to grant the proc. Very small, maybe 1-3%.

    Then in addition, fix EM for Stalkers by giving it some AoE of some kind.  Preferably just by switching out something for Whirling Hands, but there are other possible solutions.

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