Jump to content

Auroxis

Members
  • Posts

    577
  • Joined

  • Last visited

Everything posted by Auroxis

  1. My issues with the pet: 1. The pet itself is supposed to help with solo, so if you plan to group there's no major incentive to pick it up. 2. It often doesn't help in stress scenarios when you need to heal yourself, as it's time consuming, clunky to use, and easily dies. 3. It doesn't feel worthy of a combo point spender as its endurance drain isn't that reliable and it adds nothing offense-wise. My main issues with the set still remain: 1. All static builders aren't impactful for the vast majority of the time (heals aren't needed often, the damage buff doesn't stack, the t1 drain often isn't helpful), unless your team's struggling defensively. This leads to the set feeling "spammy" as you're using powers that don't do much for the sake of static. 2. The static spenders aren't that impactful either. Amp Up's recharge buff bonus remains weak, and the pet doesn't do anything offensively.
  2. Really interested in what you come up with to tackle that concern. 12 indicates you may have figured out how to buff only the pets you control.
  3. I think it can go higher, but I'm not sure what else you're working on. My primary concern with 255 was that with a bunch of Elec's power boosting each other, you could give ridiculous levels of +Absorb to a whole league.
  4. No, it was Maneuvers and Weave. This isn't a generic bug either, since Power Boost works just fine. It also doesn't buff the Heal on Healing Flames, but that's to be expected since that power has enhanceable +resist.
  5. Amp Up bug: PBAoE's that summon pseudopets (Burn, Irradiated Ground) apply the Amp Up endurance drain effect on the caster. Amp Up bug #2: Its +Special component doesn't buff defense. This also reproduces for Empowering Circuit.
  6. That would be fine if the set offered respectable offensive support, but at its current state it's almost fully around protecting your team and endurance drain just does more of it. If you want to protect your team with endurance drains, there are classes that do that while not feeling like a paperweight if your team is doing well on the defensive end.
  7. The Static mechanic needs some work. IMO you should have at least a couple powers that build up static while feeling impactful at a given situation (pre-combat, combat, defensive, offensive), let's take a look at what we currently have: A defensive debuff power (does nothing if your team is surviving just fine) A Heal power (does nothing if no heal is needed) A +Absorb power (does nothing if your team isn't taking damage) A Damage buff (does nothing if you cast it more than once every 25 seconds) A +Endurance power (does nothing if your teammates sustain themselves) ALL of the static builders are likely to have zero impact outside of building static points unless you're on the defensive. This makes the Static mechanic feel like it's encouraging me to play sub-optimally. What I suggest (no need to implement all, just a couple are fine): Shock - Give it something that makes it good to spam against mobs (-res or even damage). We still want to blast mobs with our secondary, but being able to stay offensive while building static stacks is important. Rejuvenating Circuit - Gives the target endurance (consolidate with energizing circuit) Energizing Circuit - See above, replace with something that's relevant at more situations Insulating Circuit - I think this is powerful enough. Empowering Circuit - Double its recharge, make it stack, and tone it down to +30% from +40% As for spenders: Discharge - Gives you a regen buff and the enemies a regen debuff. Amp Up - Increase its recharge buff (+31.5% at max stacks is too low)
  8. While I understand your intent, "Reclaiming words" isn't something worth getting into, @GM Arcanum. You're not gonna change how people view words using a video game mod.
  9. If you compare it with Fortitude and Forge, those powers have far longer recharge times and do not apply to multiple targets at once. You can only keep all teammates buffed with those powers at near-maximum levels of recharge, so the powers are always useful within their recharge timer. Meanwhile you fire Empowering Circuit once, it's back up within four seconds, and it's near-useless until 20s have passed. The only excuse for it is building up stacks for a slightly better Discharge or Amp up, which feels weird. Unlike combo points where you're using impactful powers to build up a super impactful power, you're using useless powers to build up a pretty underwhelming power.
  10. Looks like jumps reduce power strength in a multiplicative fashion and disregard enhancement values, which is nice. The 7th and last jump seems to be 50% as effective, regardless of enhancements and power boost. Now for powers: Empowering Circuit does NOT stack with itself, which seems weird considering the power has similar recharge rates to Siphon Power from Kinetics. This is not stated in the tooltip either. While it would be kinda OP if did stack, since it can be active on up to 7 teammates at the range of 40% to 20% per buff (200% to 100% buff per teammate at max), Kinetics and Nature would still trump the set. If the cap is raised to 255 that's a different story, but i'd still like the damage buff to be stronger if it can't stack in favor of a longer recharge timer. Amp Up's recharge buff is underwhelming at 5 stacks, giving only 31.5%. Its damage proc is underwhelming as well, giving about the same damage as an interface proc while costing endurance. EDIT: this is a bug, the proc is a pure endurance drain, not damage, and should only apply to the target. Discharge is skippable unless your secondary is Electrical Blast, since Discharge has no -recovery. Shock is an awful power, it needs a -res component to be a relevant pick. The powerset has enough static builders without it. Overall the power level of the set is quite on the low-end since its offensive support is on the same level as sets like Empathy, and Empathy offers self protection and league heals the set lacks. Even if the chain cap is raised to 255 to make its league heals and buffs better, Empathy still has the advantage of being much sturdier thanks to its PBAoE heal and Regen.
  11. Keep in mind the set has almost nothing else in terms of offensive support (recharge buffs aren't amazing). And that sets like Kinetics and Nature exist. I would be fine with the changes you propose if the set got some non-stacking -res into Shock and/or scaling -regen into Discharge. Edit: Still need to see how the damage proc from Amp Up performs though.
  12. Elec melee outside of Stalkers is in absolute shambles at first glance, since DM fills its main niche without the paltry DPS. Definitely need to test that.
  13. I agree that TA needs a buff but replacing existing functionality like -regen isn't the way to go. It's not about being "extra nice", just don't rock the boat when there's no need for it. Buff what the set has or add stuff on top of it, don't remove features.
  14. As @DR_Mechano said both Stalkers and Scrappers out-DPS Brutes. As for Tankers, once you reach end-game levels with team damage buffs and/or a complete build, their AoE damage output is pretty much identical, if not superior in certain scenarios. As for ST damage output, at the end-game Tankers aren't that far-off from Brutes (some builds even have identical performance) and have more burst since you don't need to build Fury. So while there may be some issues, they're with class identity and not with balance.
  15. It can farm with RoP, you just need to either run city maps or be more active with your insps in moon maps.
  16. 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! Level 50 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: Savage Melee Power Pool: Fighting Power Pool: Speed Power Pool: Sorcery Ancillary Pool: Mu Mastery Hero Profile: Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3), LucoftheG-Def/EndRdx/Rchg(5), LucoftheG-EndRdx/Rchg(5) Level 1: Savage Strike -- SprGntFis-Acc/Dmg/EndRdx/Rchg(A), SprGntFis-Dmg/EndRdx/Rchg(7), SprGntFis-Acc/Dmg/Rchg(7), CrsImp-Dmg/EndRdx(9) Level 2: Focused Senses -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(9), Rct-Def/Rchg(11), Rct-EndRdx/Rchg(11), Rct-Def/EndRdx(13), Rct-Def(13) Level 4: Maiming Slash -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(15), SprGntFis-Dmg/Rchg(15), CrsImp-Dmg/EndRdx(17), CrsImp-Acc/Dmg/EndRdx(27) Level 6: Agile -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(17), Rct-Def(19) Level 8: Practiced Brawler -- EndRdx-I(A) Level 10: Dodge -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(21), Rct-Def(23) Level 12: Evasion -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(19), Rct-Def/EndRdx(21) Level 14: Boxing -- Empty(A) Level 16: Vicious Slash -- Hct-Dam%(A), Hct-Dmg/EndRdx(29), Hct-Acc/Rchg(31), Hct-Acc/Dmg/Rchg(31), Hct-Dmg/Rchg(31), Hct-Dmg(45) Level 18: Lucky -- ShlWal-ResDam/Re TP(A), ShlWal-Def(33), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(33) Level 20: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam(34), StdPrt-ResDam/Def+(34), GldArm-3defTpProc(36), ImpSki-Status(46) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-EndRdx/Rchg(37), LucoftheG-Def/EndRdx(37) Level 24: Blood Thirst -- GssSynFr--Build%(A) Level 26: Hasten -- RechRdx-I(A) Level 28: Rending Flurry -- Arm-Dam%(A), Arm-Dmg(36), Arm-Dmg/EndRdx(39), Arm-Acc/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dmg/Rchg(40) Level 30: Mystic Flight -- WntGif-ResSlow(A) Level 32: Spirit Ward -- Prv-Absorb%(A), Prv-Heal(40) Level 35: Rune of Protection -- Ags-ResDam/Rchg(A), Ags-EndRdx/Rchg(40), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(42) Level 38: Savage Leap -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(42), SprMghoft-Acc/Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(43), SprMghoft-Acc/Dmg/EndRdx/Rchg(43), SprMghoft-Rchg/Res%(45) Level 41: Quickness -- Run-I(A) Level 44: Electrifying Fences -- Acc-I(A) Level 47: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/Rchg(50), Rgn-Dmg(50) Level 49: Taunt -- Range-I(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Clr-RunSpd(A), Clr-EndRdx(29) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Clr-RunSpd(A), Clr-EndRdx(27) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Clr-Stlth(A), Clr-RunSpd(25) Level 1: Sprint -- Clr-RunSpd(A), Clr-EndRdx(23) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), RgnTss-Regen+(25), NmnCnv-Regen/Rcvry+(46), NmnCnv-Heal(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45), PrfShf-EndMod/Rchg(46) Level 1: Blood Frenzy Level 50: Agility Core Paragon Level 50: Rebirth Radial Epiphany Level 50: Melee Core Embodiment Level 50: Banished Pantheon Core Superior Ally Level 50: Void Radial Final Judgement Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Task Force Commander Level 50: Degenerative Radial Flawless Interface ------------
  17. Fire/Rad Tankers can farm as well as Rad/Fire Brutes according to tests made by @macskull
  18. Since you're buffing a weak powerset, you can revise a power's purpose without removing the functionality it already has. See the blaster changes for example. Darkness Manipulation had a single target fear power that almost no one used. But instead replacing it and pissing off the few people who used it for its fear function, they added new functionality to the power in the form of a self buff. That saves your developers, your community, and your CM team a whole lot of time and grief and lets you move on to other more pressing developments.
  19. A good example of how to treat under-performing powers is the Blaster secondary buffs. All of the changed powers kept their existing functionality and merely got extra features. And if a power is over-performing, you can tweak its numbers or the numbers of other powers in the same powerset. Features and interactions should remain untouched, with the following caveats: 1. A new unintentional interaction comes to light (meaning the playerbase hasn't adopted it as a feature yet). See: Fade+Damage buffs and other bugs 2. Extreme design space limitations, meaning you have a lot of changes pending but a specific feature is game-breaking. However since this is a 15 year old game, your changes IMO would have to be very worth it in order to break the cottage rule to allow them in. This is where the community can help you decide. SCORE devs have mostly kept true to the Cottage rule (Bruising being one of the few exceptions), and I'd like them to stick to it.
  20. With Defenders you can just skip attacks, especially on Sonic which can skip about 4 powers and still be a debuff machine.
  21. There are places where Clarion's protection magnitude is too low (ITF ending, BAF doorways), and in general a PBAoE power available once every two minutes isn't a reliable way to protect your whole team from CC's. Then there's Clarion Radial which I'd rather use to beef up my Fortitude/Heals/Veng/Hover speed than trying to catch all my teammates with it, especially considering its 3/4 uptime. CM is a useful power when exemping down as well.
  22. Well yes @Darkir, but Clarion for corrs is +7.5% so builds can adjust with Barrier. For Defenders it would hurt more, and like I said I don't think it's the way to go.
  23. The PB+Farsight issue is a Defender thing. Corruptors are just as inclined to go Dark Mastery instead of Soul for the better Soul Drain, and softcapping with IO's and Clarion/Barrier instead. So you have extremely durable Defenders? Sure, but they can't fully utilize their durability since their damage is low. Granted there are some proc monster outliers, but then you're not going sonic for the debuffs which makes your offensive contribution in AV fights pretty mediocre (when compared to some other support sets). I do think Time is the strongest overall on Defender, but I've yet to be convinced it needs a nerf since it has its weakness as I've stated above. Keep in mind my two favorite characters are a Fire/Time/Dark corr and an Emp/Sonic/Soul def which both use Clarion/PB for defense buffs, so while I may be biased this comes from experience of using the interaction a lot. If I were to change anything, it'd be the Fade bug and buffing underperforming sets like FF/TA/Traps/Sonic/Poison. And if you really wanna nerf Time, consider making its weakness (offense in av fights) more apparent instead of nerfing the highlight of the set many people enjoy.
  24. There are a few things often overlooked with the PB+Farsight issue: Nerfing Clarion/PB to address Time also nerfs FF and Empathy which aren't overperorming. Clarion Radial has downsides, being an inconsistent CC protection power that takes up a valuable incarnate slot. It also limits your Farsight usage to once per two minutes which can often leave some teammates unbuffed if they're out of range, and yourself unbuffed for a couple seconds due to the game's cast time+recharge interaction. Power Boost via Soul Mastery means you aren't picking up the superior Soul Drain version from Dark Mastery. Time isn't that amazing outside of Chrono Shift and Farsight. Is it the best support powerset for Defenders? Probably, but not by a large margin since it lacks significant anti-AV offensive tools. Much like with Empathy and Force Fields, Defenders need to go Sonic for the debuffs(Beam can also work to a lesser extent) in order to be consistently valuable against AV's.
×
×
  • Create New...