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Monos King

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Everything posted by Monos King

  1. Definitely for the AoE specified commando changes, seems very appropriate and probably what it should've always been.
  2. I think you're misunderstanding what I'm saying quite a bit, as I'm probably one of the biggest "don't base changes off of IOs base on SOs" people around. I'm a bit confused as to what you're getting at as well, but my main point is that Triage beacon isn't very strong, so maintaining its ability to stack through some of these suggestions is something to be wary of.
  3. I'm curious what you mean by that. You're saying you have an alternative where Triage can see 600% regen and also have Faraday mechanisms?
  4. If a support power didn't do more than a non-armor sets minor self buff, it wouldn't even qualify as a support power. The fact that it's even being compared to a blasters sustain is a pretty bad sign for Triage Beacon. People view healing to be the most ineffective form of mitigation, which while is somewhat debatable, puts regeneration in very poor consideration. It takes high level regen to even be viable on its own, and high level regen is nothing more than moderate-high heal over time dependent on your HP. Luckily, traps focus is not healing at all, and beacon is really just a flavorful addition to a set that was intended to specialize on other things, so it's overlookable regen values aren't much concern. What we need is a way to make it at the very least do said moderate regen in team content, and the mobile drone idea does this well. Giving it Faraday mechanisms would also work (and make sense thematically), but this would come at the cost of a period of +600% regen - which would actually be of benefit. Essentially it's keeping the capacity for meaningful regeneration and being able to stick with the group (drone) or Sticking with the group but losing out on the 600% regen capability (Faraday or Spore mechanism). If it's the triage model you wish to preserve, maybe applying something similar to Jaunt could work; allowing quick recharge for the Triage up to two times, and then giving it the normal recharge once two Beacons are out. Summoning a 3rd beacon would then reset the other two and start you off from one again.
  5. You'll want to recheck your values; base Triage beacon gives 150% regen and can only reach 300% optimally enhanced. Integration + fast healing is base 225% on all ATs and 400% optimally enhanced due to the unenhanceable portions. The other buffs of the party will simply overshine what triage beacon offers; it's hardly enough to truly work in junction. Creating a triage drone with the same stats as triage beacon should address everyones concerns, as Zepp and others suggested. And it will make the proposed field medic more unique! I assume it will be stackable though not certain if attackable.
  6. I'm totally down for the idea to give seeker drones spammable recharge. Things to note: Giving Faraday Cage treatment to triage beacon is a silent nerf since it removes stacking from an already low benefit power Detonate is in even worst condition than Time Bomb (though the ability to on-demand off an pet has present and future uses) Traps is an offense oriented set that shines with high recharge Pretty much I agree with most of the suggestions. Right now I'd like to see the offense attribute maintained in a manner that expands it's specialty to team play. Throwing trip mines is a cool idea. Keeping their activation time bit making them not interruptible might help as well. Don't remember if detonator does more damage based on rank of the henchmen but it needs to. I discussed with someone a suggestion to make detonator a moderate recharge click where throughout the abilities duration, should the pet ever die the power activates (much like the Warhulks death explosion) and using the move on the same henchman twice explodes all Detonated henchmen. Ideally dismissing an Detonate-equipped henchman would also cause it to go off, leaving the pets body behind. It would also be possible to make it so that detonating a henchman twice is the sole criteria to control when the henchman explodes. In regards to Triage beacon, I wonder what just flat halfing it's recharge but giving it aid self level interrupt would do for the power.
  7. It happens with ember demon too, it's a weird result of how damage and resistance interact. Both ember and dire have an ability that increases resistance (Will of the Wild in your case) so this occurs. As you said, doesn't actually enhance the resistance though.
  8. I think we should make a 4th expansion called City of Caves where you're hooked on Superadine and you hallucinate every map to be one of four caves.
  9. I think you mistake my intentions; I did acknowledge that subjectivity was involved. But it is kind of a well known issue that has been discussed in numerous threads. It is a meta thread after all, mentality is bound to be brought up. I just thought I'd address it since it was mentioned.
  10. Well, the challenge as well as the rewards is one of the big reasons people do big team content, so if adding the EBs and boss modifications creates a sense of challenge, that would be one reason to make them longer. That depends on the already demonstrated subjectivity of challenge though. But really, that impatience is born from the environment of damage domination and immense tactical ease that results. People are too used to blowing away enemies without any difficulty, that norm makes people quit when TFs were always meant to be at the very least moderately arduous, and thus lengthy, endeavors. People erroneously believe that the altercation should resolve in "speed run time" always.
  11. Without a doubt. The summoned entities would need to be at least lieutentants in harder content though, or else initial waves of AoE would just level them with everything else. Fighting mobs of level 50 DE can be a lengthy process because of the Boulder's summoned Cairn +30% res pets. DE aren't much of a threat, so it doesn't become deadly, but it's a concept more should certainly get.
  12. It most certainly does if your player patterns are the result of being indomitably overpowered. With con increases, rush and murder tactics really would be something possible only for a team of 6 dps types and 2 control types or some other damage focused combination, and not the work of one scrapper or blaster as it is now. Like I was saying, it definitely affected my strategy with the dark astoria experiment, and it was the most fun I've had in a while. I'm curious if you mean boring to play or simply not very dramatic a mechanical adjustment. One of those is inevitably overlookable for all intents and purposes considering the environment and resources we have in employ. All of these are great suggestions as well, however. I think that some variation of selection between yours and previous proposals would probably mend the issue greatly. I'm particularly fond of the mob buffs.
  13. I don't think using the assets that are already available is at all lazy, especially if by it's very design it would solve a lot of the existing issues. Just simple, should it end up effective. Con increases effectively encompass all of the stat and damage suggestions, and is considerably easy to implement. If that were to be considered, whether or not making it default in certain content, or an accessible option for all of it, is what would be worth discussing.
  14. Actually, +6 enemies are the perfect challenge; when I was testing that out I went to dark astoria as a 48 exemplared maxed out scrapper and the results were pretty fantastic. I could still pick off minions and even lieutenants, but if 5 of them gathered the layered -res and -rech instantly became too much. I had to strategize, it was not at all dps day but the damage was efficient at my high level of power. Judgement took about 10% of a minions health. If it's of interest, I'll run tests again and cone back with specifics. In team play, this would mean that the ranged dmg dealers would have to be working with CC users so that the scrappers can continue to do damage and the tanks did not die. As things should be. The enemy types that Dark Astoria had were ideal for end content, with their debuffs, AoE and minor team buffs, and a simple con increase makes them exceptionally formidable.
  15. I noticed the AE testing tools (Invisibility, Kill Target, etc) are currently available to all team members, and not just the leader. This wasn't the case on live, and there are various instances where these are not abilities I want my fellow testers to have. They often defeat the purpose if I find them using them. Having the option to give them the ability would be nice, but as of now I think it's a bug.
  16. I liked caves because of shadow cysts. Just DO IT
  17. When Galaxy and I were discussing merc changes, swap ammo came up. I had a really ridiculous idea for it involving temporarily unlocking new abilities in a way akin to equip and upgrades, which probably couldn't happen, but I'd love to see mercs get different ammunition types in any form. A direct DP port would definitely be cool, but it'd have to get some tweaks so it actually improves performance and isn't just pure fun factor.
  18. That isn't possible luckily.
  19. No, just like you can't summon Lord Recluse or DE Giant Monsters and receive the Usurper badge or rewards. You can, fun fact, get Vanguard Merits from Rikti in AE though. It's way inferior to mothership raids however.
  20. The Strikeforce is supposed to grant the participants one of 3 Coral Temporary Powers: Coral Hammer, Coral Shards, and Coral Amulet. However, for both me and some of my Supergroup mates, the taskforce has been failing to award the temporary powers. Ordinarily, if you have a temp power, you would receive one of the temps that you lack until you have ran the SF 3 times and gained all 3. Currently, there are runs where none are granted. This is an issue for my SG and I, particularly when I am trying to introduce them to the wonderful world of Temporary Powers. I do not currently posess Coral Shards, but at the end of the SF, as you can see, I received no Coral Shards.
  21. It used to have a model, idk why it disappeared.
  22. But Swap Ammo doesn't have any buffs to slot
  23. It's more likely a glitch that the enhancement screen suggests you could slot it. Total Domination doesn't do any damage, so it wouldn't accept the SoA ATOs.
  24. Nah man, you missed a whole thing. Power Transfer originally DID work like Theft of the Essence. And what we discovered was not that PT would be made to work like Theft, but that you might want to appreciate the way Theft works now because that's next on the list.
  25. For conventional purposes, yeah. Which are most of the purposes, so double yeah. Everything is futile next to god of damage mega-men. Granted that's primarily regarding level 50 with IOs and Incarnates, but as there isn't much station in the not level 50 region now (because reaching 50 is currently hysterically easy), it's kind of a whole game issue. Anyway, that's not the point. Here's the only uses that come to my mind for teleport foe atm: 1) Snipe the attention of a boss-AV away from a mob (overshadowed by actual snipes, scarcely used because a mob with an AV is no longer frequently a threat) 2) PvP instances (limited to PvP instances) 3) Bringing an enemy to an objective (not certain this is even a mechanic anywhere) 4) Creating a faux-pet by confusing an enemy and teleporting it around with you everywhere 5) Teleporting an enemy into trip mines, damage patches, or another location debuff (doesn't work on bosses or above as they are immune) That's all I have on that one. They're all pretty situational, and definitely irrelevant now.
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