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Auroxis

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Everything posted by Auroxis

  1. First i'll say that I wouldn't be upset if these were the changes, so kudos for that. I like that your changes address my least favorite parts of Empathy which are solo utility, Fortitude being a bit too active for optimal play, and the lack of high level offensive support (the idea of giving a psy damage proc to address it is quite good). What's missing for me is updating my favorite part of Empathy which actually fits the powerset's selfless name, which is the theme of "choose a player, it is now a god". It is not primarily about yourself with Empathy, but about others. For example, being able to elevate that newbie to endgame build levels is very satisying to me, and I'd like that part up to date with modern standards.
  2. First Defender entry, another Marine: Marine/Dual Pistols Defender Pylon - 132s +0x8 w/ Bosses - 332s +4x8 w/ Bosses - 564s (Edit: improved to 513s) Build attached. (Outdated, scroll below for the updated build) Defender (Marine Affinity - Dual Pistols).mbd
  3. Gonna toss my Fire/Marine Controller times because no one else posted theirs yet. Fire/Marine Controller Pylon - 87s +0x8 w/ Bosses - 276s +4x8 w/ Bosses - 501s Build attached. Controller (Fire Control - Marine Affinity) 3.mbd
  4. Created this MM on the test server (build attached): Mastermind Robots/FF Pylon Time: 56s 0x8 w/ Bosses Time: 267s 4x8 w/ Bosses Time: 606s Comment: Vengeance mobs really hurt Bots/FF (especially without insps, judgement and active hybrid) but it's doable even on +4x8. Mastermind (Robotics - Force Field).mbd Mastermind (Robotics - Force Field) v2.mbd
  5. Symphony/Nature Controller Auroxis Feywild (@Trailblazer/@Auroxis) Pylon Time: 2:51 / 171 seconds +0x8 w/ bosses Time: 4:56 / 296 seconds +4x8 w/ bosses Time: 9:48 / 588 seconds Note: Cones make it harder to pin down wide groups. Reverberant wants to be near the pack but if you go too close then the cones get too narrow to hit everything. Controller (Symphony Control - Nature Affinity).mbd
  6. I've been working on my Elec/Sonic/Mu dom who has Power Boost and Power Sink to help with sapping, and it's been a decent experience. The downside of Sapping is that it takes several seconds to get going, so fast paced teams won't get that much use out of it. Being fast yourself is key as mentioned above. Having a couple solid end drains and a strong build able to move ahead of everyone will give you a good experience with sapping. Dominator can sleep the pack and hold down/dps the bosses while draining, Elec/EnA Sentinel can be tanky enough to stand in the pack while firing off saps. Defender doesn't really have much in the way of staying safe while initiating, so that's a bit of an issue. But I'm sure with the right build and powerset combo you can pull off something similar.
  7. Came back after several years, so take what I say with a grain of salt. With a high recharge build, Soul Mastery's Power Boost used for Fortitude should have around a 50% uptime (before Captain Powerhouse nerfs it like he apparently did to Sonic Attack). And in that scenario your HO will heal for as much as AP would. And yes you also have the option to get near your target and spam HO+HA rotation at any time through-out the game. If you still feel like that's not enough, I recommend picking up Vengeance. It gives you a LotG IO slot, a way to buff yourself if things get heated, and also synergizes with Power Boost. Someone dies? Power Boost+Vengeance+Res+Fortitude.
  8. Mental as a secondary really only pops off once you get more recharge into your build. It has only two excellent powers in Drain Psyche and Psychic Shockwave, both take a while to recharge. There's Mind Probe and Psychic Scream to help with leveling, but not much after that. Radiation Blast is fine once you add -res procs into it. Its numerous AoE's also fit with Mental, which just like rad has both a Cone and PBAoE. So you can be versatile in that sense. Sonic was mentioned as a good primary, its -res coupled with Drain Psyche's -regen give you corruptor levels of debuffs you can add to teams. Fire shores up for Mental's weakness, which is the lack of good single target attacks. In addition, Fireball's versatility as an AoE works with the two AoE options (cone/pbaoe) you get from Mental.
  9. I suppose my primary concern isn't the manual testing, it's rather the Homecoming community at large being disconnected from design decisions up until after quite a few people have spent time working on the new feature. You can keep the testing of potentially bug-inducing code in closed beta (though i wouldn't unless you have professionals), but the Homecoming community should be in the loop regarding concept and design before time is spent developing and testing. Right now the only community in that loop is the same community that kept the game hidden from us for years. Take the Dark Melee changes for example. If Captain Powerhouse simply stated his intentions for Dark Melee and opened up a dialogue before putting the time into adding it into the game and testing it, a lot of time and effort could have been saved.
  10. For the same reason you don't hire family and friends to critique your work. Very narrow feedback resulting in development cycles often disconnected from the userbase. Also, if (big If) Leandro is still recieving donations to run his SCORE server, he's essentially providing early access to Homecoming code for money, incentivizing people to continue playing there and donating to SCORE instead of leaving completely to Homecoming. This could result in code staying there for a while to maintain interest rather than being deployed to HC beta. Anyway, I don't want to derail this topic into conspiracy theories. Jimmy can clear things up if he wants.
  11. As far as I'm aware, development and the internal testing server is still being led by Leandro and the SCORE team. My concern is that the same people who played on and financed the SCORE server are the ones being given exclusive access to the early development pipeline, not just the SCORE devs and the Homecoming team.
  12. How long have these tests been ongoing? On what criteria are these internal testers being selected by?
  13. What these tests will end up showing was already discussed while the changes were in beta. A buffed (or fully built) Tanker will be pretty much the same as a buffed (or fully built) Brute. This could have been avoided by focusing more on buffing the tanker's "team anchor" role as I requested, but that didn't end up happening.
  14. Holy Light is great. However, TSpy would never give their permission and it would create more drama than it's worth to copy it. If you want Holy Light just play on TSpy, you're not limited to a single dev team nowadays.
  15. In the past I've suggested making Placate use the Focus mechanic, where it consumes 3 stacks and deals PBAoE damage(with a pseudopet) at full stacks. That way you can choose between burst DPS or burst AoE, which makes primaries with high DPS but almost no AoE (common Stalker issue) more relevant.
  16. To make Clear Mind AoE exactly the same as Dispersion Field you'd have to remove it stacking from the same caster, which is actually a useful function in the ITF (and in the GW fight in STF, though power creep made that mostly irrelevant). Also let's not try to make Force Field a lot worse in comparison, the effortless league-wide CC protection is one of the few things it has over other defense buff sets (one of which is Empathy).
  17. For all those wanting RA's to turn into Passives or Toggles, please be aware that Hamidon raids heavily rely on RA stacking before spreading to succeed. If you wanna make Empathy less clicky, buff CM and Fortitude's duration to 4 minutes so you could apply them to the whole team without casting every 15 seconds. It would also let you apply PB Fort to the whole team if you invest into it, rivaling Time's Farsight.
  18. Well Homecoming isn't really making the game harder with the veteran levels system and the Tanker buffs. That being said, let's not turn this thread into a server war please. We as players (who can enjoy all these servers) deserve more than that.
  19. From my experience playing a Tanker with doubled aggro cap on TSpy (they added it for Tankers only), I can say that it's a welcome addition and definitely not game-breaking. However, with Tankers being essentially Brutes AoE damage-wise in this server i could see it being a balance issue.
  20. It's mostly for mobs, but it can handle hard targets (and there are always lore pets if you're struggling).
  21. Due to having two damage auras (which benefit from Fury but not crits) I'd say yes.
  22. I like Hasten being a long recharge power that adds a goal to strive towards when planning your character, much like reaching the defense softcap, endurance stability, and resistance hardcap. These type of "breakpoints" add depth to the end-game, as your decisions advance your character exponentially and thus feel more impactful. Thunderspy even added more such powers that you can only perma if your build has constantly capped recharge (which is possible there, with sacrifices). What I dislike about Hasten is that it takes up an auto-execute slot. I don't like that I can't auto Rage/Domination/Accelerate Metabolism/Mind Link/etc with it. I think the correct approach would be revamping the auto-execute system by adding a couple more auto-exec functions, with the restriction that you can only automate "very long" recharge powers with them and a priority system(for example green>teal>blue) in case they conflict.
  23. I have no idea why you keep spouting this misleading nonsense. You keep ignoring stackability, achilles' heel (and the two other procs) do not stack from multiple casters while the sonic attacks stack from the same caster. In reality there's a very high chance that rad blast build using achilles' heel applies zero -res since it's such a popular proc, while Sonic can easily stack up to -80% and go even higher. You keep forgetting that Sonic DOES have a Fury of the Gladiator proc (with Dreadful Wail), and CAN get an achilles' heel if it wants (with weaken resolve, which isn't even that beneficial for reasons stated above).
  24. You should try it on tspy, it targets defeated enemies instead. Absolute insanity.
  25. Obvious cottage rule breaking aside (and a nerf to Regeneration Aura for some reason?), you managed to make Empathy even more clicky. Where-as before you could use just Fortitude at the end-game with the occasional heal, with your suggestion you'd have to use heals as well as Fortitude instead of getting to blast. You effectively turned Empathy into a heal spam set, with cottage rule breaking and nerfs on top of it.
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