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Everything posted by Monos King
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That's kind of just feeding into the Super Damage Centric Meta, which I'm really not fond of. Sets that don't have -res have another special effect that's their pride and specialty. When you want to hit harder, you enhance damage. Psi has it's own special abilities and strengths, and depending on the enemy psionic damage is its own one up. It's not being disadvantaged if it's just not their advantage. Super not for -res or any other kind of enemy effecting inspirations, tbh.
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Wasn't aware we could still do that.
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new support line "Crystal affinity"
Monos King replied to DREAMERS's topic in Suggestions & Feedback
This is like a support mastermind type thing. I kind of love it. -
There's a bunch of powers like hurricane and hurricane that are only as uber as they are because they have the repel affect that puts a potency check on their awesomeness. A repel to KB IO would undoubtedly be really good, which is kind of the issue. I'd like it if people kept being tactical and creative with how to make hurricane and force bubble work. Maybe Ki Push should just be changed to a chance for repel or knockback.
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Make Triage Beacon like Faraday Cage
Monos King replied to Menelruin's topic in Suggestions & Feedback
You're right but then I wouldn't be able to stack it, so this would technically be a nerf to Triage Beacon. Which as you know is already heaps of weak. -
Make Mayhem Missions More Rewarding
Monos King replied to Darkneblade's topic in Suggestions & Feedback
If completing bank mission temps are only one time obtainable, they could just be made not that. Not that I think the bank missions really need much else though. -
I'm not sure I understand your logic either. The game is not balanced from an IO perspective so anything you're able to do therein like soft cap a blaster is extra. Not to mention that's just the meta objective since most people avoid enemies that have high to hit or frequent -def. I'm not sure what your saying with the blaster soft capped def thing, if you could elaborate a bit please. If every -end enemy you fight is ruining you, you might need to just work on your endurance in some way. -end res genuinely just wouldn't be necessary unless it's the big end hitters to begin with, there are other and generally better ways of dealing with them when they do arrive, and it just sets a bad precedent as was earlier discussed. If you could explain how adding this wouldn't actually cause problems in the form of what I and others previously noted, and give a new solution, then you'd probably be set. I already kind of gave one that could work and make it immediately accessible: adding it as a minor Unique proc for a new enhancement IO. And even that doesn't truly address the harmful precedent matter. I can't see allowing it to be a stackable set bonus ever sliding though.
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Cold Domination: Frostwork as a TAoE
Monos King replied to Monos King's topic in Suggestions & Feedback
Probably appropriately OP, layering different buff sets buffs is definitely gonna render you pretty well off. I'm pretty fond of all the ideas here. -
What are thoughts on leaving Frostwork unchanged but making it into something like a 4-6 max target TAoE? Apparently the power is seen to be lacking by many, which it kind of is, and some desire it to become a +absorb ability. I am quite opposed, as I think ally HP buffs are unique and can be quite useful. Is this a change that seems desirable?
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Seems to have been reported on before, but will re-affirm this is still the case. Windfall's influence increase does not currently have any affect. I cannot be sure if it is increasing drop rates, but I am skeptical with the current situation surrounding it.
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Good to have ya back!
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Update: Appears to happen most frequently the second time Lost Cure is obtained (normal way --> ouroboros). The first time obtaining the Lost Cure is more often than not a proper 50 uses, but once regained through ouroboros the buggy behavior ensues.
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When I first started playing, I was always a blaster and I had no idea about endurance resistance. In fact, I actually only learned about it in homecoming (I was only a meta player for temporary powers and accolades and few else). Malta sappers were always really exciting to go up against because I aimed to murder them before they could do a thing, or I'd just knock them away when I couldn't get to them. If not, I was pretty boned, and I reveled in the challenge. I understand that might just be me though. What I'm really saying is, If the OPs argument is "it would be nice to get end res to avoid getting end drained", that just feels like an attempt at making the game personally easier because debuffs are supposed to make the game more challenging. Which isn't something I'm in favor of for the reasons I expressed earlier. Slow is an exception, you can become immune to it (I have no idea why and actually I've been meaning to see how people feel about upping the recharge debuff cap from -75% to like -300% but thats someting else) and perhaps because it's so prevalent, devastating, and there aren't things like inspirations to easily remedy it it receives IOs. End isn't in the same boat there, and I just don't feel it would be anything other than eventually troublesome if added.
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That logic is exactly the slippery slope I'm talking about though. I kinda explained why I was against the end res with that whole paragraph too. Theme and undermining powers and stuff. I think you misunderstood me a bit. I wasn't saying that the type of mitigation itself was boring, I was saying that being able to just directly defend against all weaknesses would be boring, which this sort of thing puts us on the path of. Your statement above proves that...the next person that complains about tsoo hurricane and skulls making them miss a lot would ask for to hit resistance IO using the theoretically added -end res and slow res as a basis. And then the cycle continues.
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Actually...the slow res is actually...recharge debuff res. It includes every form of -speed. And the recharge res cap is 100% so you can build for immunity there. I'm indifferent to that in PvE but I absolutely despise it in PvP. I think the OG devs actually wanted players to become more resilient to recharge and it did inevitably become the meta so maybe that's why it has that exception.
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Because there are plenty of options in the form of the powers you choose to play and the abilities you choose to get. I really feel set bonuses should remain that; bonuses, supplementary, an expansion on what you already have or could've had and just didn't get. End drain res starts crossing into powerset specific perks and I gotta say...not really down for that. If that happened, there wouldn't be any reason to not add every other debuff res via extraneous source as well. I'm totally ok with unique procs offering those more exclusive options, but set bonuses themselves? Seems needless. I even considered the opportunity cost thing, but the issue is that things like end drain res are so exclusive, and the existing stats are so prevalent, that there actually isn't any real trade off. You can get +def, +hp, +dmg in spades from sources like incarnates, base buff, many existing IO sets, etc, so you'd lose really nothing speccing into this endurance resistance thing. There's even a soft cap for def, so anything past that's only situationally necessary. This would result in just a straight buff. I'll admit, it's possible greater issues stemming from similar mind have caused me to be less willing of ideas like this, but I think this type of idea steps on an actual slippery slope (not the fallacy), opening the door to more homogenizing notions (lets get global +secondary effect or +defense res procs!) and just undermines the more iconic aspects of powersets and mitigates the need for actually understanding the strengths of your powerset in overcoming certain adversities. If you think I'm actually succumbing to a slippery slope (the fallacy) I should remind you there is already a precedent set for this kind of thing. Set bonus increases to mez resistance were clamored for, which quickly lead to general buffs in ordinary resistance set bonuses once it was compared to defense and now maxed out players are variable tanks regardless of AT. People wanted inherent fitness (a good idea) and now they want inherent hasten (arguable idea) and automatic domination (ridiculous idea). Allowing one thing very often leads to crys for another, which occasionally actually happens, so I would really just prefer we left endurance resistance and other unique debuff res to the powersets that get it, or perhaps even unique procs. As someone else had said, you can just spec defense. Or keep the end draining enemies mezzed, kill them instantly or focus your efforts on the one that drains. Powers already have the means to combat debuffs, and sometimes it's better to not engage despite that. You know, strategize time. Straight giving resilience to those negative affects is best case boring and worst case undermining.
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Of course some ATs and powers don't have access to them. I believe a lot of people forget that the debuffs in this game are exactly that, and meant to be hurdles that you build around or overcome with your existing specialties and strengths. If one of those strengths happens to be endurance and energy resistance, then you're in a good spot against -end enemies. But we're not really supposed to just get protection/resistance against everything once we start pimping out characters, that really defeats the purpose of debuffs. Sapp Stick from Malta's Sapper has a chance for -10000 recovery, and Malta's Titans have a chance for equal helpings of -regen. They are meant to be obstacles of growing intensity. With Incarnate destiny as an exception that exists because of the different period of time with different directions and expectations of the game, but ageless still being very much accessible if you just have to get -end res (you don't) I can't really see why this should be added. Feels like unnecessarily making combat easier.
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Have you guys seen DCUO? They had to delete trillions, tr-tr-tr-tr-trillions of in game currency because of their terrible market control and exploiters becoming the elite and monopolizing prices, and they see 1m the way we see 100m. The money ceiling was way higher than here even after our little debacle. They even instated a tax to remove more money if they thought you had too much.
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Almost always when obtained through Ouroboros, and occasionally when obtained ordinarily from Montague the normal way, The Lost Cure temporary power disappears after a single use. Usage on a non-Lost accidentally seems to increase the chances that the Temporary Power removes itself, however this is a major issue for those attempting to do the arc as without the temporary power it is impossible to complete the cure lost mission and thus the arc. The ability is not (and should not be) an echo, and initially comes with its proper amount of 50 uses when gained through the Flashback System. However, upon usage, the power simply disappears as though it had only one use remaining. Further more, the power will also sometimes disappear when you are invited to a team -- much to my dismay. There may exist even more stipulations and triggers to the powers sudden disappearance, and it's extremely troubling. Weapon Collectors such as myself are negatively affected by this, along with the primary causality of players that actually require the missions completion.
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Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
Seems like ghost was added because they wanted to fit in a thematic addition while maintaining the general MM format, but those clashed and you end up with a practically inefficient power that doesn't feel like the life-blood of being a necromancer nor a significant pet. But speaking of traps, turning ghosts into a situationally powerful ability much like trip mines (scaling on how much death have you caused) makes it far more entertaining and useful. Becomes a hard endurance pit if not careful though. -
This punk won't lose his Open Book Icon once you render him an inactive contact, and is automatically added as a contact when you are a level 30 Vigilante. I hadn't even actually spoken to him at all, but the book stays. Open books contribute to the max amount of arcs you can have open, so this is small issue.
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If that's feasible it'd definitely be perfect. Regen has been a difficult fix for a while due to being arguably squishy in PvE and immensely overpowered in PvP due to the way PvP DR works. In regens case just outright differentiating the powerset distinctly between instances would probably end up being the only way to balance both, since it sits on this teter where a nerf for PvP sake ruins regen for PvE and a buff for PvE makes it stupid in PvP. @Naraka I would think IH toggle would just be a flat buff to regen and help mitigate the sort of immediate death from high -rech though, without real need for regen res. I think it not having regen res in the event of IH toggle returning would be fair too, as they'd have that and their click heals to rely on. It wouldn't have to be insane Telekinesis endurance cost or anything, just more than the average toggle as it would essentially be regens armor in one.
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I don't know, the only things I've ever known to change in PvP are powers effects and damage...mechanic changes might not bode so well since the PvP changes are specific to affecting other players (the changes in PvP instances don't apply to NPCs in said instances.)
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I honestly think IH should just be remade into a toggle with no changes to its buff values, given a pretty hefty endurance per sec rate, and made into an absorb tic ability in PvP. I don't see how regen with IH will ever be OP in PvE when it can be one shot or recharge doomed, just strong situationally like the other set armors should be. Passive regen would be the Regeneration armors main protection, just like resistance or defense is for other sets. If they wanted to offset that temporarily they could get rune of protection like how other sets get unrelenting.
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Yeah it actually does make them a bit too powerful, that's why on ours we only wanted the t1s to get a +1 increase. @neltharian I advise you take a look at some of the numbers we found in our Global Changes thread. I actually tested by giving the pets ultimate inspire at lower levels (15-30) on beta, and the results are nothing that could be considered overpowered in the slightest; they just didn't get dominated quickly or pop. At hyper low levels the pet efficiency is already very high, and so it makes no difference, and at mid levels the above applies.