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Wavicle

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Everything posted by Wavicle

  1. Wait until they redo the AT as a whole, then we'll see what the sets need individually.
  2. This is a revised version of my earlier idea. First, increase the Damage cap for both Kheldian ATs to 500%. Next, make the human form toggles (the Res toggles, Shadow Cloak, Orbiting Death, Inky Aspect, Combat Flight, and Energy Flight, but NOT Phase Shift, Group Flight, or Quantum Acceleration; also most pool power toggles including Combat Jumping, Fighting pool, Leadership pool, but not Phase Shift, etc.) Suppress instead of detoggling when you switch forms. Finally, give both ATs an inherent toggle (not slottable) at level 1 that costs no end, has no recharge or very short recharge, and can be up in any form, that you turn on if you want to tank, regardless of form. We can call it Astral Aggression/Ebon Aggression. It will have slightly different effects depending on your form. In Human form the toggle will add a taunt aura to your Smashing/Lethal Resistance shield and add a taunt to most of your attacks, it will also give you a small amount of protection from Hold, Sleep, and Stun. Cannot be activated while currently mezzed. In Nova form the toggle will give you a moderate damage penalty and you will not get a taunt aura but you will still get taunt in your attacks and the same small mez protection buff. In Dwarf form the toggle will give you the taunt aura and a small bonus to defense (again, not slottable). When active the Warshade would also get taunt added to its Dwarf Mire and both ATs Dwarf Antagonize would get extended range. That should do it. (Standard code rant, of course none of this is easy, and the numbers would have to be balanced correctly.)
  3. It's fine for you to feel that way and to express it, although I think it's nuts. I also think adding higher, and why not lower too, difficulty options is a great idea. But I think but to suggest that our tiny volunteer dev team try to rebalance existing content, that really is fine for people with SOs, rather than trying to create new more challenging content (eventually, we hope) is a bad use of resources.
  4. Rose colored glasses. The game is better now than it ever has been.
  5. The Brute DAMAGE BONUS is capped at 600%, which, when you add it to the base, makes 700% total.
  6. This content, and perhaps a second incarnate zone with the same idea, is what we need. It’s going to take a while though.
  7. Absolutely. It would be nice if eventually we get more content tailored to that level of power, such as iTrials and Dark Astoria, but yes. We are supposed to be able to become super powerful relative to normal content.
  8. I got it up to about 87% fighting two spawns at once. Let me ask this, if we COULD reliably get that last 10%, what would be the point of the IO? Is this A) not working as intended and B) really a problem? Are we not doing enough damage? Again, I don't have that much experience with brutes. Did Brutes USED to be able to get Fury higher than this normally?
  9. just out of curiosity, what is the problem with those ATs for you?
  10. Do the people who complain the game is too easy really fight Carnies, Malta, Rularu? Do they attempt iTrials with the minimum league size? I just wonder if maybe the more difficult options are actually already there (not that there couldn't be more).
  11. Thought Hibernate, Phase Shift, some other things, had that. NoPhase, right? You can't immediately use it again. Am I misremembering?
  12. Not having all that much experience with Brutes I can't compare this to prior to the change. However, anecdotally and speaking for myself, although it does seem to be capping out around 80 in normal situations, getting up there and keeping it there are much easier than before. Is a constant attack chain supposed to get you to 100? Or is it supposed to get you high enough that having a ton of aggro, and yes maybe the ATO, give you the last little bit?
  13. They should work about the same as before I think, but you’re right that it’s not clear.
  14. Expect some tweaks to individual sets coming up.
  15. Give both ATs an inherent toggle (not slottable) that costs no end and can be up in any form, that gives a small amount of extra mez protection and defense and is a taunt aura and adds taunt to all attacks. We can call it Astral Aggression/Ebon Aggression. Give the Dwarf forms an additional small defense bonus (and make it slottable with Defense sets). Increase the Damage cap for both ATs to 500%. Done (for now, if more is needed later, fine). This is a revised version of my earlier idea. First, increase the Damage cap for both Kheldian ATs to 500%. Next, make the human form toggles (the Res toggles, Shadow Cloak, Orbiting Death, Inky Aspect, Combat Flight, and Energy Flight, but NOT Phase Shift, Group Flight, or Quantum Acceleration; also most pool power toggles including Combat Jumping, Fighting pool, Leadership pool, but not Phase Shift, etc.) Suppress instead of detoggling when you switch forms. Finally, give both ATs an inherent toggle (not slottable) at level 1 that costs no end, has no recharge or very short recharge, and can be up in any form, that you turn on if you want to tank, regardless of form. We can call it Astral Aggression/Ebon Aggression. It will have slightly different effects depending on your form. In Human form the toggle will add a taunt aura to your Smashing/Lethal Resistance shield and add a taunt to most of your attacks, it will also give you a small amount of protection from Hold, Sleep, and Stun. Cannot be activated while currently mezzed. In Nova form the toggle will give you a moderate damage penalty and you will not get a taunt aura but you will still get taunt in your attacks and the same small mez protection buff. In Dwarf form the toggle will give you the taunt aura and a small bonus to defense (again, not slottable). When active the Warshade would also get taunt added to its Dwarf Mire and both ATs Dwarf Antagonize would get extended range. That should do it. (Standard code rant, of course none of this is easy, and the numbers would have to be balanced correctly.) EDIT: In retrospect, although I still think this is a cool idea, it isn't necessary. Taunt aura/more punchvoke is not necessary. Damage cap increase would be nice but not essential. Toggle suppression is essential.
  16. Corruptors and even moreso Sentinels.
  17. According to the character creation screen they are.
  18. They are at least color customizable.
  19. Well, Kheldians are a Tank role AT, and we're looking at balancing ATs in the tank role, so I think it's actually reasonably on topic. Still, I'm not 100% certain about it. Maybe it's ok as is.
  20. Aha! ok, thank you for the correction.
  21. Looking a little at damage caps, someone correct me if I am wrong: Brutes 700% Blasters, Corruptors, Scrappers, Stalkers, Tankers [EDIT: and Sentinels] 500% Arachnos Soldiers, Arachnos Widows, Controllers, Defenders, Dominators, Masterminds, Sentinels, Peacebringers, and Warshades 400% ATs with Pets, Epic ATs, Defenders and Sentinels, get the 400% cap. Seems to me Sentinels should definitely get the 500% cap. I wonder about Kheldians. I care about power creep, but those seem like outliers. EDIT: Fixed, thanks for the correction.
  22. I see, you believe that a thing called game balance exists, you just don't see the importance. That's a pretty minor distinction you're making, but you do you.
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