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Dispari

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Posts posted by Dispari

  1. I think I might've expected Psi Armor to more resemble the version of powers NWs/Fortunatas get. Several powers could've been copied over wholesale and form a basis for a new set. But if you look very closely at that it's extremely similar to Super Reflexes, so it probably would not have been very interesting or bring many new ideas to the table. Doing a RES-based set with some other bonuses like absorb and a confuse aura gives it some unique design space. And as someone who mains a Widow, I wouldn't see much reason to play a set that's too similar to what I'm already playing.

    I doubt it will be the new big meta because it has no offensive bonuses, but it should be a solid armor set I feel.

    • Like 1
  2. Memento Mori power order seems to unlock wrong for Scrapper at least

    Precognition's summary shows it giving +DEF, but it also talks about giving RES and +maxHP, and is slottable for those things. But the power actually does give DEF according to the stats. You can't slot it for that though. I assume the power changed at some point and this is a relic of the older version.

     

    Scrapper numbers:
    S/L/E/N RES: 35.65%
    P RES: 31.27%
    F/C RES: 23.77%

    T RES: 0% (as expected)
    DEF (R/M/A): 6.72% (Mask Presence suppressed)
    If Precognition was slottable it should be more like 8.72%

    I will also say, Precognition only seems to give melee, range, and AoE DEF. Not typed. It should give (all) like Tough Hide does. It would be better for slotting opportunities, and we're talking about such small values here it doesn't need to "trend" in one direction or another like SR or Energy. Also on the subject of Tough Hide, it gives the same base values but also offers resistance to -DEF. The Widow version (Foresight) also does -DEF protection and also some mez resistance (not protection). So, Precognition should do more than it does now. Maybe it should do +maxHP after all. But -DEF protection would also make sense.

    Anyway, these numbers seem pretty reasonable. They're similar-ish to Invuln, with less S/L RES, but more E/N, and a bit more DEF (assuming no targets for Invincibility). But also the set has three click powers to make up for other numbers. It gets a fair amount of regeneration and the value of +absorb is pretty high actually.

    As far as Devour Psyche goes, it lasts a pretty long time and if you're only hitting one target the recharge time is mad short, so you can stack it extremely high. Just fiddling with it with a pretty basic build I was able to get 17 stacks going and get my regen through the roof. Maybe people won't be doing that but it's something to think about I guess. Maybe it should have a cap if that's possible.

     

    Power FX:
    30wqfOW.gif
    Psychic Wall

    cfWM6yu.gif
    Psionic Shield

    XP06aOE.gif
    Impenetrable Mind

    53pcgMC.gif
    Consume Psyche

    JGGmyUD.gif
    Psychokinetic Barrier

    WYhUK9J.gif
    Impose Presence

    pZNBgXJ.gif
    Aura of Insanity

    41tTx5X.gif
    Memento Mori

    D7UT06R.gif
    Devour Psyche

    Armor toggles running:
    p9lwEDI.gif
    This set seems to have fairly minimal FX. (Just an observation, not a complaint)

    With Aura of Insanity:
    kRg0Poi.gif

    • Like 1
  3. As general feedback, the mutually exclusive powers are one of the best changes to the game in years. It offers a way to address glaring issues in various sets, like give Dark Armor a way to offset its endurance cost, without making the set lose anything as a result. It's a clever solution to the problem with invalidating power slotting, or just making powers do something else entirely (I wanna cay Castle talked about that with a metaphor about replacing an attack with something that summons a turret? My memory is foggy). At any rate, these are good changes and I look forward to seeing it used more.

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  4. General feedback for this patch:

    I really like the addition of mutually exclusive powers. We've had that with VEATs and I wanna say one set with Sentinels, and I've always wanted to see more of it. It's a clever way to address set balance and to introduce new ideas without damaging old builds or powers people like. There are a lot MORE places I'd like to see them added, and one place would be in Stalker sets to give back the option of having something aside from Build Up (one of the many things holding back Stalkers I feel, along with dropped AoEs and end management powers). But this is a cool start so kudos.

    I also really like the changes to the recharge for all the AoE hold powers. It means the powers gain more flexibility in smaller groups and solo. That's a very good way to go about it and I'd like to see that on more powers too. I did like the patch version of the hold in Mind but maybe it didn't do enough to justify it.

    Other feedback will probably go in targeted threads.

  5. I would definitely agree that the Sentinel version is a better take on things in general. Absorb is a good mechanic to help reduce incoming damage. Being busted by spike damage is one of Regen's big problems, and it mostly uses MoG as a crutch to circumvent that (which, is RES/DEF and not regeneration, so we're already stepping out of the realm of what Regeneration "should be").

     

    What makes a pure regeneration set hard to balance is it doesn't scale in the same way as other sets. RES and DEF reduce a percentage of damage. Whether the damage is 10 or 1000, you shave off exactly some percent of that damage and work from there. Pure regeneration doesn't work that way; it heals a certain amount of damage regardless of how much is coming in. That means making it work for large groups necessarily makes the character invincible for small groups. The binary nature of regeneration means if you can survive 100 DPS, any damage below 100 makes you invincible and any above that will kill you.

    There are ways to make it work, like Willpower scaling regeneration based on number of targets, and the current version in Regen that gives you more stacks based on how much damage is coming in. So that's a good step in the right direction. But the set already has some resistance, and it could certainly stand to have some absorb. Absorb isn't even thematically inappropriate. It just represents a certain amount of healing that's taken care of immediately, or a buffer against fatal damage.

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  6. (Side note: the AE test UI is still messed up and the buttons don't properly indicate whether an option has been toggled on or off; it's been this way a while)

     

    Spore Burst: Doing some testing against enemies in missions, it seems like enemies can sleep through a single use of Roots which is okay. A second will wake them up. Something like Water Spout can wake them up but it takes around 8 tics of damage. Testing with other powers it takes about 6 Brawls to wake something up. Playing around with incarnate powers I didn't seem to notice enemies waking up any sooner. If all the sleep powers work this way it might be at least okay. It will at the very least not wear off immediately.

    Seeds of Confusion: The duration/recharge changes are fine. The power is pretty obscene right now admittedly. The biggest change will be that it hits 10 targets instead of 16, so it can't as easily be used as a bread and butter mez power to open every fight with (like Flashfire or Stalagmites). I mean, it can but it's only going to hit half the group. At any rate, even with modest slotting the power still has full uptime as long as you're using it.

     

    Spirit Tree: Well he definitely draws aggro, and he might actually be TOO durable? He can hit max 90% resist to all damage with no special IOs slotted and just a few enemies around him. Not even mentioning the DEF it gets. It takes a group a lot of work to kill. Adding on a support set like Nature can make this guy totally invincible. I'm fighting enemies that do -regen/-DEF and they still can't kill it. I'm not sure what to suggest here. Maybe he shouldn't draw aggro and just the fact that it can take some hits or absorb an alpha should be enough. Maybe it should be immune to heals and regen. Or maybe it shouldn't get anywhere near as much RES/DEF. If the idea is for it to be a momentary distraction it should be quickly killable.

     

    Vines: As a quick aside I like that plant is becoming more patch focused. It suits the set I think. The power also seems to do -DMG which isn't mentioned in the patch notes or tooltip. From testing the hold seems to be set to replace instead of stack, so it won't build up the way Earth does. Not a complaint, just an observation. This functionality is perfectly reasonable. I would like to see more AoE holds that do more than just... well, an AoE hold. That version of the power rarely gets used, while something like this would be good to drop on dense or overlapping groups, and could still be useful to drop for the damage and/or -DMG.

     

    Fly Trap: His behavior doesn't seem any different. He does maybe one ranged attack and then charges in. Still an idiot. Maybe he needs more ranged attacks or fewer melee attacks? He does only have three ranged powers and they have pretty long recharge times, and Bite is only 4 seconds.

    General:
    Containment spam gets really spammy with a set like this that tics its effects
    Dominators should be able to control their pets too

    • Like 1
  7.   

    On 3/9/2025 at 8:45 PM, Captain Powerhouse said:

    Mind Control

    Total Domination

    • This power is now a location based pseudopet
    • This power does psionic damage and can proc Overpower

    Terrify

    • Accuracy increased from 0.9 to 1.0

    Mass Confusion

    • Accuracy increased from 0.8 to 1.0
    • Endurance cost reduced from 26 to 8.528
    • Recharge reduced from 240s to 8s, each foe affected will increase recharge by 14.5s up to a maximum of 240s if you hit 16 foes.
    • Now grants stacks of Mental Superiority for each target hit.
    • You gain 16 stacks of Mental Superiority, a Psychic Anomaly pet will manifest and will fight alongside the player until defeated
       
    Quote

    Design Notes:

    Total Domination is getting a revamp into an area patch effect that can hold enemies inside its area, as well as inflict damage to held foes.

     

    Mass Confuse recharge is being adjusted to have a lower endurance cost and base recharge. Each foe affected will increase its recharge by 14.5s resulting in a maximum recharge of 240s at maximum saturation. This allows the power usage to scale with the encounter, increasing its value in smaller fights without making Confuse redundant, at the same time it lowers the penalty of missing with the power.


    Telekinesis: I know this power wasn't changed for this patch but the description is extremely vague and confusing about what it actually does. It says it lifts a foe and anyone near them and repels them, and they will continue to "hover away." That's not very accurate. It gathers enemies together in a clump a certain distance away from you. Which by the way is really bad and hard to use for a Dominator who needs to use melee powers. All Dom sets have at least a couple and they tend to have PBAoE powers. So it's a nice idea but I feel like this power could use a revamp of some sort. Maybe just gather enemies using the main target as an anchor. The power also confusingly says it's autohit but requires a hit check. I know what it's trying to say but it should be phrased better. And the power shuts off after a certain amount of time which isn't mentioned anywhere.

    Total Domination: I like the visual FX and the concept of this power. I'd like to see more of the AoE holds do more and this is a good example. My only real complaint is that it repeats the audio every time it mezzes, approximately once every 5 seconds, which gets grating. I also noticed the mez is set to stack like the power in Earth Control, which means it can easily stack to over mag 30. I doubt that's intended, especially since it seems to be a guarantee and not a proc. The description also needs an update to describe its field effect.

    Mass Confusion: While an interesting set of changes, I have some issues with it. The recharge thing is cool and I have no complaints there; I would like to see some more powers work this way. The main problems come from the pet mechanic. You can't currently slot the pet at all, so its stats are unclear. Is it inheriting accuracy from Mass Confusion? You can't slot the power for damage so can you not boost the pet's damage? Will we be able to slot the power for damage? Will it take pet sets? If not what will the pet's stats be like? What will its accuracy be?

    Description-wise, the power doesn't mention anything about the pet at all, either in the text or on the detailed info. You can figure it out by looking at your buff icons and can thankfully view the pet's powers there, but it shows two pets for some reason, and the description says something about giving you Defense. The pet itself also seems a bit odd being relegated to the tier 9 but not really doing much. Maybe all Mind Control powers should build stacks of this and summon the pet eventually as a core mechanic of the set? That does complicate the issue of not being able to slot the pet though. If it needs to be tied to one power, that power should probably have a more unique icon to help explain what it does.

    The pet also doesn't zone with you, so you're going to spend the first several minutes of every mission without it as you ramp back up. Which lends to it all feeling very tacked on and not contributing much at all. It needs some more attention. And lastly I'd like to again state that Dominators should be able to control their pets too.

  8. (Side note: the AE test UI is still messed up and the buttons don't properly indicate whether an option has been toggled on or off; it's been this way a while)

     

    Plant (Controller) testing notes:
    * Spore Burst: Doing some testing against enemies in missions, it seems like enemies can sleep through a single use of Roots which is okay. A second will wake them up. Something like Water Spout can wake them up but it takes around 8 tics of damage. Testing with other powers it takes about 6 Brawls to wake something up. Playing around with incarnate powers I didn't seem to notice enemies waking up any sooner. If all the sleep powers work this way it might be at least okay. It will at the very least not wear off immediately.
    * Seeds of Confusion: The duration/recharge changes are fine. The power is pretty obscene right now admittedly. The biggest change will be that it hits 10 targets instead of 16, so it can't as easily be used as a bread and butter mez power to open every fight with (like Flashfire or Stalagmites). I mean, it can but it's only going to hit half the group. At any rate, even with modest slotting the power still has full uptime as long as you're using it.
    * Spirit Tree: Well he definitely draws aggro, and he might actually be TOO durable? He can hit max 90% resist to all damage with no special IOs slotted and just a few enemies around him. Not even mentioning the DEF it gets. It takes a group a lot of work to kill. Adding on a support set like Nature can make this guy totally invincible. I'm fighting enemies that do -regen/-DEF and they still can't kill it. I'm not sure what to suggest here. Maybe he shouldn't draw aggro and just the fact that it can take some hits or absorb an alpha should be enough. Maybe it should be immune to heals and regen. Or maybe it shouldn't get anywhere near as much RES/DEF. If the idea is for it to be a momentary distraction it should be quickly killable.
    * Vines: As a quick aside I like that plant is becoming more patch focused. It suits the set I think. The power also seems to do -DMG which isn't mentioned in the patch notes or tooltip. From testing the hold seems to be set to replace instead of stack, so it won't build up the way Earth does. Not a complaint, just an observation. This functionality is perfectly reasonable. I would like to see more AoE holds that do more than just... well, an AoE hold. That version of the power rarely gets used, while something like this would be good to drop on dense or overlapping groups, and could still be useful to drop for the damage and/or -DMG.
    * Fly Trap: His behavior doesn't seem any different. He does maybe one ranged attack and then charges in. Still an idiot. Maybe he needs more ranged attacks or fewer melee attacks? He does only have three ranged powers and they have pretty long recharge times, and Bite is only 4 seconds.

    Controller in general:
    * The containment spam gets a bit... well, spammy. It's common to have it going all the time for all targets so it's going to be popping up non-stop. On some sets that do DoTs like Plant it's like 3-4 times per target per power. It feels a bit unnecessary.
    * Being able to control pets is neat. I will insist this is something Dominators should be able to do too, of course. I tried testing it on Defense/Follow to see if it had the same MM mechanic of sharing damage, but the Fly Trap seems to draw an unusual amount of aggro. Is that the intended behavior for Defensive mode? Even if I aggro enemies first they turn and attack my Fly Trap.

    • Microphone 1
  9. In the case of Bio Armor, I feel I can't state loudly enough that reducing a set's DEF (and slightly less so RES) values should absolutely never be done because it potentially breaks the build of every single player of that set on the entire server and require mass respecs or abandoning of a set entirely, which could easily ruin the game experience for many people. Nobody likes nerfs, even when they're necessary, but there are ways to go about it and ways not to. The entirely of Bio changes aren't completely unwarranted; things like the +maxHP buff going off base HP instead of current max is perfectly reasonable. But -13% RES, -7% DEF, and -20% maxHP is MASSIVE and is going to be extremely unpopular and upset a lot of people. Even at best this is a whole 5% DEF that's just missing from any build that uses it now that cannot easily (or at all) be fixed by moving things around. It WILL cause some people to quit playing their characters, if not the whole game.

     

    Please keep in mind, this game has been dead for a decade. People are here because they're passionate about the game and care about it. The game has never been balanced and never will be. Even if you nerf Bio into the ground something else will take its place. There will always be top performing sets and ATs that dominate the meta. I don't really see the value in destroying the builds of hundreds of players when time could be better spent boosting up sets that are bad that nobody plays instead. And again that's not to say you can't nerf Bio (or any other set) at all; some of the changes like tweaks to regen rate, the -RES aura, or damage DoT are fine and most importantly won't invalidate the builds of hundreds of players.

    Another design motif to keep in mind is that players always respond more positively to bonuses than penalties, even when the net result is the same. WoW learned that with rested experience and it's why we have it in City. Rather than severely penalizing offensive stance, you should be rewarding defensive stance. And moving in the direction of offensive mode having extra speed is a good idea. Things like extra accuracy, recharge, or offensive-oriented bonuses like resistance to -ToHit would keep the theme of the mode while not just adding more raw damage that's hard to balance.

    Anyway, that's enough about Bio Armor. Your notes say you know these changes are unpopular but plan to do them anyway. So I want to stress again, do not make changes that will invalidate everyone's builds in ways that can't be fixed and cause them to dump the character.

    On to other stuff, so as not to be entirely negative, the Controller pet changes are good, though I do agree with a previous poster that Doms should be able to control theirs too. Electric tweaking the level of the pets should also be done across the board. The purple patch is far too punishing to lower-leveled pets, especially ones like Imps and MM pets. I know there were changes in the pipeline a while back trying to adjust MM pets that got pushed to the wayside, but they're almost unplayable in any content over +2 right now as a result, and some control set pets struggle to contribute too.

    Changes to Elec and Energy look good, and extra proliferation to Tanker is nice. Regen... it seems better but I will leave the specifics to people with more experience in that set.

    I need to go do some testing with Plant and Mind to see how they feel (and get actual numbers to know what some of these mean) but the changes sound interesting. I'd also need to test to know what enemies can't be repelled by Black Hole to know if it's usable or not now.

    • Like 3
    • Microphone 1
  10. image.png.ce24a650b0648b01e71f864894e05fd2.png

    The icons look good. I like the pastel pink color. I can see what you were going for with Dazzle but I would argue it should have a hold icon because that's the primary purpose, and what all other t2 holds use. The other icons look correct for what they do, although I can't help but feel like Multipurpose Missiles needs some sort of unique icon to help explain what it actually does.

    Hypnotizing Lights still feels like the worst sleep in a category that's already extremely skippable, so making it worse is odd...? But I was planning to skip it anyway so I can't complain too much.

     

    Explosive Bouquet conversely is an awesome power. It was already among the best AoE holds in the game, and this makes it even cooler and more useful. I like this feature.

    • Like 1
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  11. Slotted up my Controller and Dom with sets. Some observations:

    * Hypnotizing Lights does entirely too much combat log spam! I guess it has a lot of DoT going on. My earlier feedback on this power still applies but I won't repeat myself here.

    * Glittering Column's text and tooltip look good to me. Having played with the power more though I feel like I'd rather be able to ground target it wherever I want. It would be a little more usable as a distraction that way, instead of needing to pick a target to summon it on. But it also operates okay as-is. Anyway, it still reports some odd text in the combat log about blinding yourself. Damage could also be reported on the enhancement screen when slotting. From testing with a Power Analyzer, Glittering Column Aura seems to apply -ToHit enhancement modifications, but the Explosion does not (even though it claims to in the summary text). There's also a time in which they overlap so there's a rather large debuff in effect (these are Dom values).
    image.png.e9ff3ece9e20499615221b38c76460c2.png

    * For Multipurpose Missiles, Domination isn't reported for the Stun part of the power (in summary or slotting) but it does seem to work in combat regardless? Domination popups and combat log reporting show it. Same for Controller showing Overpower for the Stun but not the Fear, though it does actually work.

    * Incendiary Aura has a better tooltip now, though it does say "-ToHiT" like Spongebob mocking someone. I'm also unsure if it's intended that the ToHit debuff applies twice.
    image.png.6f0215e7e8ce6953c05957ac59ee48c4.png

    * The pet only having 72 (EDIT: Oops, I forgot I had Intuition for +20% range, so its base is probably 60, then with 20% added back up to 72) foot range doesn't really change its behavior or positioning much. If you want to get it closer to the action I think it'd be fine to reduce it down to 60 or even as low as 40. It's tanky so having it near the action is good. It would help it be in range for buffs more too.

    Everything's looking good and it's shaping up to be a pretty good set. Just needs icons and a couple small fixes.

    • Like 2
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