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Monos King

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Everything posted by Monos King

  1. -Res cap is -300%. It's definitely not a cap you usually reach.
  2. Actually, if we're talking in lore Romulus should honestly be a way bigger threat than he is in the ITF - seeing as in one of the signature stories it's expressed that both Imperious and Rommy bathed in the power of the gods...so he's actually a Nictus empowered incarnate. This guy could've eventually been fueled by two different planets wells. That ideas further supported by the fact that what killed him in the past was the same incarnate power stripping ritual that axed Statesman too. I could get behind a buff to him just based on that. Maybe in later content his sword swings actually double in damage when transformed, instead of just dividing into equal parts lethal and negative energy damage.
  3. Far from it, it's already been emphatically explained why melees are given mez protection in this very thread, and that your comparison is a very false equivalence. You're not doing yourself any favors suggesting that squishies require mez protection or that changing the way melees work now is the same as maintaining how squishies currently are. As has been said before, the difference is in the tools they have already been given and the purposes they were designed with mind to. I've been plied a bit by some of the arguments here in favor of the mez prot for squishies in certain forms, but you seriously just take away from that with this nonsense.
  4. Yeah I mean those mostly. Sig summons and amplifiers gotta cost...the rest really just make leveling a breeze, which isn't something many care too much about these days.
  5. Opportunity is not unresistable @aethereal Just double checked, apparently neither the mark nor the normal one is. Making it unresistable would be a fun change though.
  6. Think they're too powerful to be made permanent, can't agree with that. Their existence in the store already has had implications on the ease of the game, but it's been tolerable. Permanent for everyone that just saves up to get it is too much.
  7. Why is it a qol improvement?
  8. This discussion became to center on the nature of archetypes that are focused on tanking, the abilities that facilitate that process, and why if they are not devoted inherently to that task they may not deserve said abilities. Not the playstyle of "tanking". Various powers allow for crowd control through use of status effects, but you would not call a blaster with entangling aura a controller. That's similar to the misconception I believe you're having here.
  9. I have nothing to comment on what other people might have stated, but the point is if kheldian dwarfs aren't tanks, then Scrappers certainly are not.
  10. No, they're definitely tanks, and you're arguing a point the game itself rejects. Kheldians receive the second highest res caps in the game (behind tanks/brutes tied with VEATS) of 85%, and are given access to the dwarf form which allows them to make use of that potential. This includes a taunt, and comes with a heal as well. This is different from VEATs who, while sharing the 85% res, are not given in set ways to optimize that potential and are thus not tanks. Similar to scrappers. Your powers define your role. Kheldian dwarfs are tanks, just inferior tanks to brutes similar to how brutes are slightly inferior tanks to tankers.
  11. Worry not, it's a glitch that corrects itself normally. Nice work!
  12. They mean the enemies would con the same regardless of your level.
  13. I...can't see either of those ever happening. Both of those seem pretty appropriate, seeing as you died.
  14. Well you see, there's a curious relationship between Sonic sound fx files and it's encoded damage formula. The more effective its dps, the louder the powers are. You can see the dilemma.
  15. Not quite. I suggest you look into the existing complaints about titan weapons before this recent issue - despite it's superior performance, there were quite a few...all repeating the same notes. These were not issues I personally found meaningful, but evidently I was not the majority. @Galaxy Brain is familiar with the dilemma if you find difficulty investigating.
  16. Dismissing and resummoning is a bigger chore than putting equips on. Those are still one and done, and really aren't that bothersome compared to the activation time and endurance cost of resummoning your entire army to get past things. Pets right now automatically teleport to you after a certain distance, so no commands don't really address this issue. There was a proposal in galaxy and I's thread that would address this particular concern, but then there are still the others as well. A toggle would fix this issue immediately, and could cost some tiny amount of endurance if people think it should. If it costs no endurance, then it would be functionally the same as being auto. Equips in middle of fight are apart of what balances MMs though, so neither may end up occurring regardless. I can't say I'm entirely on board myself.
  17. Oh yeah. But what if I want my pets to be deliberately lacking for something too. Like, demons auras are great for instance, but if I need them to not draw aggro or stealth through something, I need them to not have that upgrade that gives it. Heals are good too, but if I want ember to just focus on attacking, I might skip that, or if I don't want enemies to scatter from damage patches like fire and caltrops even though those are good, etc etc. I just think the choice needs to be retained in some way for situations like those.
  18. That's definitely true. I try to go on general chat and discord more often than here (those are actually where I get feedback on my thread ideas before I post them). Forum people are definitely more vocal about nerfs though, as casual players are usually more indifferent to the development process. I disagree with your use of the term vanilla, as I feel it unjustly undermines the purpose behind balancing. I don't think you give the efforts enough credit. I assume you mean that unique qualities are dampened, but that really isn't the case. Take this update. For the pursuit of balance, a powerset was strengthened and proliferated, another was empowered to true greatness, and one was revised to lesser, but more intuitive, performance. Doing that isn't easy, and the pay-off for making iconic powers playable again goes a long way for retention and enjoyment. However... Would a new AT or power have captured hearts quicker? Yeah, probably. But only because I assume it would be in line with HCs philosophy. Otherwise the aforementioned maladies would transpire. The effort in revisiting old powersets, bug fixing, creating new Story Arcs, and maintaining balance is what separates HC from some other servers and differentiates it from what are essentially sandboxes. They add to the immersive factor of those who don't just want to play a game, but feel involved in it. RPers like more stories. There's also a level of professionalism in trying to improve so much what already was, simply because people requested it. I think you need to understand that you're getting both because of these philosophies: you can trust that what you like won't be forgotten, but you won't be seeing new things fuming about either. That being said, something we've agreed on from the start is that of course, new ATs and powers would be frisky, fun and surely done. If you have any ideas to make that a reality compatible with the process the devs have now, we'd be a step closer in the direction you want. I've already said just being more free with what they might throw on beta could be worthwhile trying, letting us sort of talk things into development, there might be some ways to facilitate the process further on our end.
  19. This one is a net positive unless you want to have certain pets avoid gaining certain abilities. It would be the removal of choice in those instances, which is troubling. I've played on the server where this exact proposal is already installed, and it's very convenient, but it was terribly frustrating when I wanted a demon to not draw aggro or a pet to not flamethrow, or a knight to have broadsword instead of TW (they have knights). The toggle idea is the best way to deal with it really. Whether or not it would cost endurance I dunno.
  20. That's a bit of a hot take (or at least something many don't like to acknowledge) but I actually agree completely. However, I'd be weary about acting too much with that in mind. Each server has it's own philosophy, with a resulting unique quality, that gives it it's appeal. Rebirth is purist, Cake is creatively libertine. There is even another server that's acting essentially exactly how you might want HC to adapt in Thunderspy, but you don't see many people there despite their admittedly awesome ideas. How HC relates to these servers is why @Infinitum called HC middle ground, because over here we have installed a great many qol and performance improvements that gently walks the line of power creep but still retains the traditional sense of balance. HC is an expansion of the original game through and through, and while certain things I consider too much, it is apparently still what people want. Even if it seems like adding a few new cool ATs would be a total plus, if it undermines existing options it'll just anger folks, who feel like their iconic characters have little role or, as in the case of TW, end up with a nerf which will make people playing the new powers angry as well. I believe you are saying that we should embrace that reality of high performance to some extent to avoid that, and shift philosophy, but the problem there is that if we did that it would just be an upwards spiral until we actually were at a cake-esque level of power. People would want their powers to be buffed to compete with newly buffed or newly released powers, because of the philosophy change that would be legitimate, and this would go on and on because there will always be new powers coming out and there will always have to be a weakest power. And, anyone who dislikes the surge of power we find ourselves with will not be retained, they will leave immediately. Except even now on HC people find the gathering of gods to be an extreme issue. It shows up on the forums every say, even in this very thread people are talking about nerfing incarnates. So, something to be weary of still. It seems I do agree with the basics of your ideas for retention, bases especially, but it'd need to be metered. I would love to see really experimental ideas consistently dumped on the test servers for us to shift through and perfect, even if some are pulled. I think that could work. But if they move in the direction of ignoring balance, it will not.
  21. Yeah I don't know about all that either, just something to keep in mind though.
  22. So, actually, I'm not down with removing level shifts. At least not until MMs are fixed, to which then I would be more receptive. People forget how devastating playing upper content was for MMs back when pets could be facing up to +6 enemies...MMs were relegated to depleted corruptors. Alpha was a real life saver there.
  23. Ohhhh I see. The challenge exists because 24+ people events might not be soloable. You, alone, will struggle to do what was intended to be impossible, so it's something we at HC are all good to draw inspiration from. I'm not even sure what you were trying to convey by acknowledging how insanely OP cake characters are, but if certain undertakings are even on the table, discussion of balance can be dismissed. My point is, cake philosophy is completely incompatible with any server that wants to maintain balance. If you want to say "we should crank out more unique powers and ATs" that I can get behind, but suggesting to any extent that the degree of performance over there is something that should be replicated here, which follows the format and principles of an MMO, is way over nonsense. When you are that powerful, it immediately becomes self-centric. People don't like not being able to solo, the adverse applies. They like to feel needed in groups. People already see incarnates to be contentious, what you're asking for won't float.
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