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Everything posted by Vanden
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You’re off by one, TC; the fat thread drops stop at vet level 11.
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I honestly don't think Absorb Pain needs the penalty. I leveled up a Nature Affinity controller, and Wild Bastion in that set fills a very similar role to Absorb Pain; a massive boost of healing you can use reactively to a teammate taking a big hit of damage. Obviously there's several differences in the powers, but in practice I used them for the same purpose. The reason I bring this up is that Wild Bastion takes 4 minutes to recharge, while Absorb Pain only recharges in 15 seconds. Absorb Pain has the penalty on the caster for being able to put out such a massive chunk of healing so frequently, but while leveling my NA character I rarely, if ever, found Wild Bastion to be on cooldown when I needed it. I don't think it would make the power too strong to get rid of the penalty and bump the recharge to 30 or even 60 seconds, nor do I think that it would keep Absorb Pain from being available when it was needed.
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Reusing Old Systems: Paragon Points (No real money)
Vanden replied to Replacement's topic in Suggestions & Feedback
Leandro said that he ripped out all the store and P2W code during the SCoRE days with extreme prejudice, so I don't think there's any old systems in Homecoming's branch for them to even use. -
Well, it gives them an extra +1. It doesn’t force the other setting to +4.
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Hey, there's a few sound effects that are actually in the game, and the music track from the Cannonade neighborhood in Boomtown. Plus, Statesman used Air Superiority on that Rikti Drone!
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New Universal Damage set: Paragon's Reach
Vanden replied to Wavicle's topic in Suggestions & Feedback
If there’s such a focus on range, why not make it a Ranged Damage/Ranged AoE set? -
It’s clearly, “The brothers and the chutlers say, ‘UK!’ in the house!”
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Its not a true arc, it’s one of those chained mission sets where completing the mission automatically gets you the next one, without returning to the contact, so it wouldn’t be in Ouro.
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Thermal Radiation - Alternate Shield Graphics
Vanden replied to Griffyn's topic in Suggestions & Feedback
Maybe it would help to know what it is about the shields that renders the game unplayable? -
Triage Beacon (AKA that traps power everyone skips)
Vanden replied to Shred Monkey's topic in Suggestions & Feedback
A power like Triage Beacon would use the proc formula for toggles, which doesn't factor in recharge. -
Halloween Event - Request some additions?
Vanden replied to ironjoe's topic in Suggestions & Feedback
*cough cough* -
Another round of VEAT suggestions - Night Widow specific
Vanden replied to KaizenSoze's topic in Suggestions & Feedback
Check it, @KaizenSoze, I did you a solid and did an end cost test with a Night Widow. Same conditions as in the other thread; 2 even-level Recharge SOs in each power, powers used in basically a random order, favoring the strongest power that was recharged. The Night Widow also had Mental Training, because of course it would. Power # of Casts End Cost per Cast Total End Cost over 60s Follow Up 7 7.8 54.6 Swipe 2 4.16 8.32 Strike 9 7.47 67.23 Lunge 7 9.48 66.36 Slash 5 14.25 71.25 Eviscerate 5 13.52 67.6 Spin 4 15.44 61.76 Mask Presence (toggle) 0.21/s 12.6 Indomitable Will (toggle) 0.21/s 12.6 TT: Maneuvers (toggle) 0.21/s 12.6 In the 60 seconds of the test, the Night Widow spent 397.12 endurance on attacks alone. That is in fact significantly more than the 271.61 endurance the Dark Melee character spent. So it looks like Night Widows may in fact have serious endurance troubles. (I've never played one.) If nothing else we can conclude they spend significantly more endurance than Dark Melee. If anyone more familiar with Night Widows (and what powers a good one would take) wants to run the test themselves, I invite you to contribute more data. -
Another round of VEAT suggestions - Night Widow specific
Vanden replied to KaizenSoze's topic in Suggestions & Feedback
I've never said everything is fine. What I actually said was: I'm trying to point out that the issue is more nuanced and complicated than "Night Widows have end issues." Nearly all sets have end issues to some degree, so you should provide some evidence that Night Widows truly are exceptional. Your Time to End Crash videos are interesting, but not particularly compelling as evidence to me, because the details of your build make it impossible to compare to other sets. -
Having the same issue here.
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Another round of VEAT suggestions - Night Widow specific
Vanden replied to KaizenSoze's topic in Suggestions & Feedback
I think the source of the confusion is that you're looking at Claws powers, which famously don't follow the standard damage formula. -
Another round of VEAT suggestions - Night Widow specific
Vanden replied to KaizenSoze's topic in Suggestions & Feedback
You're just proving my point. As Epic Archetypes, VEATs are already unique from the get-go with branching power sets no other AT gets. No thanks to further homogenizing the game. Not really sure what your point about toggles is, since they're generally one of, if not the smallest portion of any character's end costs. Usually the only things that cost you less end than toggles are situational powers you don't use off recharge. -
Triage Beacon (AKA that traps power everyone skips)
Vanden replied to Shred Monkey's topic in Suggestions & Feedback
I have to imagine that with the 40-foot radius, the proc rate is terrible. -
Another round of VEAT suggestions - Night Widow specific
Vanden replied to KaizenSoze's topic in Suggestions & Feedback
Every AT has endurance issues, to an extent, with the exception of Blasters after 20. It's an intended problem that the player is supposed to solve when building their character. Are VEATs' issues with endurance worse than any other non-Blaster AT? It's not impossible. I definitely had endurance problems leveling my Bane Spider, but I eventually solved them. if you want to prove that VEATs have it worse than other ATs, you could put together some charts like I made in this post here to try to get a picture of how much endurance VEATs spend in a minute, compared to other sets. I think that for the most part, Bane Spiders' issues are not Night Widows' issues, which are not Fortunatas' issues, etc., so changes should be targeted at the specific powers they have. Changing the inherent will affect all four branches, but I don't think all four branches are in the same spot. -
Another round of VEAT suggestions - Night Widow specific
Vanden replied to KaizenSoze's topic in Suggestions & Feedback
That an AT has to have an inherent. I was just observing that when you heard they just have higher base stats your very first thought was, “Well then they should get a real inherent, shouldn’t they?” -
Another round of VEAT suggestions - Night Widow specific
Vanden replied to KaizenSoze's topic in Suggestions & Feedback
Speak of the devil, it’s the exact attitude that led to VEATs having a smoke-and-mirrors inherent in the first place. -
Another round of VEAT suggestions - Night Widow specific
Vanden replied to KaizenSoze's topic in Suggestions & Feedback
No, those are buffs that increase off the base. Only VEATs have higher base to begin with. -
Another round of VEAT suggestions - Night Widow specific
Vanden replied to KaizenSoze's topic in Suggestions & Feedback
No other AT gets higher base Regen or Recovery, either -
Another round of VEAT suggestions - Night Widow specific
Vanden replied to KaizenSoze's topic in Suggestions & Feedback
Because an inherent is expected. The playerbase had gotten it solidly into our heads that ATs should have inherents. The devs knew this after months of people clamoring for a Defender inherent, not because the AT was weak, but just because everyone else had one. So even though VEATs worked absolutely fine without some inherent that was shared across all four branches, they had to have one. So VEATs got a little thing to call their inherent power, just have have one.