Jump to content

Wavicle

Members
  • Posts

    4970
  • Joined

  • Last visited

  • Days Won

    8

Posts posted by Wavicle

  1. Good analysis. I agree with all your points.

    I am glad we agree on roughly where the balance point lies.

    Blasters=Better AoE, Better Single Target IF they go to Melee
    Sentinels=Better Ranged Single Target

    Whether they need to contribute to "support" at all is a question. I figured since Scrappers can "tank" a little bit it was acceptable for Sentinels to "support" just a little bit as well. But if that stands in the way of making them an effective damage dealer alongside Blasters, Stalkers, and Scrappers then get rid of it.

    • Thanks 1
  2. I've been playing Sentinels a lot lately and I think I was basically right.

    Increase base damage to 1.0 and significantly improve the strength and ease of use of the inherent. Whatever is done to the inherent should slightly increase the team support contribution and significantly improve the self damage contribution. Probably it should be a separate button, not part of an attack, and should include both Offensive and Defensive buffs on every casting.

    End goal should be for Sentinel and Blaster to have roughly IDENTICAL single target damage. Sentinel will still be behind in range and in AoE size but make up for that with their armor and the team support element of their inherent.

  3. Given the proliferation of teleportation and transit options in the game, the tier 5 Teleportation power Long Range Teleport really has very little use.

    I would suggest changing Long Range Teleport (and the Warshade version, Shadow Slip) into a Teleport To Ally ability.

    Ally has to be in your Team or League and has to be in the same zone as you. Range would probably be the same as Recall Friend.

    Animation could remain the same as the current Long Range Teleport animation.

    The recharge could be the same as other powerful tier 5 pool powers, that is 10 minutes base.

    I would love to see this ability added to the game.

  4. 22 hours ago, csr said:

    Changing things in a way that doesn't make them clearly better is not a good idea.  However, I think what's currently on Beta is clearly better than what is currently on Live.  Most of the "improvements" suggested beyond the current Beta set either require significant additional work or aren't really a significant improvement, IMO.  I'm curious as to what the dev discussions have been for the last month, and whether or not some of that significant work is being done or contemplated.  As of now, I'd suggest that if significant additional work hasn't already been put into the upgrades, what's on Beta should go Live as is and any additions or improvements should be shelved for a later date.

    I was not trying to suggest that they don't implement what's on test.

    Just that there should probably be a fairly narrow limit on changes of this kind. Make it work, make it clear to new players how it works, and then leave it.

  5. I think obviously the people asking for the whole game to be made more challenging are not thinking clearly about what is actually feasible.

     

    Asking for new content for level 50s to eventually be created that has more challenging mechanics, yes such as Apex or protean, is totally reasonable.

    • Like 1
  6. On 4/24/2020 at 10:56 AM, Galaxy Brain said:

    I do think that the way the meta is set up, certain playstyles and even ATs can be at a disadvantage.... but at the same time that same meta would be made even wonkier if they were to just receive straight buffs.

     

    What if there were a "Super Heroic/Viallainous" difficulty mode that made encounters tougher per lvl difference lets say (Purple Patch scaling x1.05 or such), but it also came with some bonuses to your characters as well?

     

    For example, in the Super Heroic setting, a +3 enemy gains +Regen, +Defense, +Damage, and +ToHit (not acc) along with say, 1 extra power or something. This makes them inherently more dangerous and a bit tougher to take down. But in the same setting, Controllers and Dominators now gain -Res/-Def on all their control abilities that can counter these traits to make taking the enemies down easier (boosts offense!) while shutting down their own offense (team defense!). Buff powersets would also see more use as the Soft Cap effectively changes / other boosts are more valuable.

     

    Thoughts?

    I don't think Stats are the way to go about this.

    New, encounter specific mechanics are the way.

  7. 4 minutes ago, Heraclea said:

    What I don't want to see is any more 'you can't play right now' mechanics: junk like BAF rings, Apex patches, or unresisted mezz.  That crap just tells me 'you needed to bring a controller instead' and leaves melee characters out. 

    Well I’m sorry but that’s exactly what I want to see, but only in new content. Right now controllers are left out. Those mechanics don’t leave melee out, they simply force melee to pay attention instead of just standing there beating on a meat sack.

    • Like 4
  8. There is little question that SOME of these sets, Force Field and Sonic in particular, could use a little help.

    That help probably shouldn't be making their ally buffs straight up effect self, but I wouldn't be surprised if some of that help increases survivability a little.

  9. 2 minutes ago, SaddestGhost said:

    Other sets effectively have that via stun+immobilize or confuse+immobilize.  In my experience with Mind/Rad, even having the a third hard control in the form of EMP Pulse wasn't enough to compare with the every spawn control you find in other sets.  For a set that sacrifices a great deal in terms of damage (lack of containment, slower charging AoE damage power, and no pet), more control should at least be the compensation.  Other sets have been buffed through a few changes (reducing knock back protection in the AoE immobilizes, the knockback > knockdown IO) that have allowed them to leverage their controls for more damage. 

    Not arguing that it’s necessarily sufficient, but I think Mass Confusion was supposed to provide that.

  10. 37 minutes ago, Lines said:

    It would mean that if I wanted to make sure I was always pushing myself, I'd have to always team with other fully IO'd people to get the highest average score. Teaming with SO'd people would bring the average team difficulty down.

     

    It would be very hard to feel in control of those options if there's an invisible meta score to try and keep track of.

     

    At least, that's how I'm interpreting the idea.

    I see what you're saying. There's something of a matter of perspective there, but I understand your point nonetheless.

  11. Just now, Lines said:

    I think this is a bit of a swing and a miss.

     

    Part of the solution is to not force particular difficulty levels onto anyone, but give people more options with which to control difficulty and challenge themselves, particularly in ways that test high level, endgame-build characters. I dunno if this solves anything for anyone.

    This suggestion doesn’t do precisely that? Offer expanded difficulty options?

  12. 17 minutes ago, Grouchybeast said:

    So I'm playing in a duo.  I have IOs, they have SOs.  Difficulty?

     

    I'm playing in a duo.  I have IOs, they have SOs, but they're level 40 and I'm a side-kicked level 20.  Difficulty?

     

    I'm in a team of eight.  Two of the players are on SOs, six are on IOs.  Difficulty?

    Yes, I thought about that sort of situation.

     

    Perhaps an average of all the teams scores?

     

    Perhaps Options...team average, mission holders score, or classic?

×
×
  • Create New...