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Vanden

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Everything posted by Vanden

  1. Maybe it would help to know what it is about the shields that renders the game unplayable?
  2. A power like Triage Beacon would use the proc formula for toggles, which doesn't factor in recharge.
  3. 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.
  4. 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.
  5. Having the same issue here.
  6. I think the source of the confusion is that you're looking at Claws powers, which famously don't follow the standard damage formula.
  7. Neat
  8. 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.
  9. I have to imagine that with the 40-foot radius, the proc rate is terrible.
  10. Low-HP risk sets don’t work in a setting where you have so little control over your health. Teammates can heal you, and enemy attacks land by random chance rather than any actions you take as a player.
  11. 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.
  12. 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?”
  13. Speak of the devil, it’s the exact attitude that led to VEATs having a smoke-and-mirrors inherent in the first place.
  14. No, those are buffs that increase off the base. Only VEATs have higher base to begin with.
  15. No other AT gets higher base Regen or Recovery, either
  16. 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.
  17. By design. VEATs were designed not to rely on an inherent, which is why they get a token boost.
  18. No hero of mine is fighting crime dressed like that in a city with boys
  19. Time travel is what started the whole mess
  20. If it's Max from Dark Astoria, nothing you can do, he's your friend forever
  21. I’d rather they just restore the LRSF and STF to their i22 states. I don’t think there’s any redeeming features of the new arcs that are worth preserving. They’ve lost the “biggest bad versus the biggest good” theme the originals had, and the last two missions of the LRSF literally have gaps in their hero lineups because of dead characters. Just put in a note that the TFs take place before Who Will Die to explain the presence of Statesman, and there’s no need to alter them any further.
  22. How exactly is that an oversight? The nuke changes were to remove the end crash, which Omega Maneuver never had, and Widows and Banes don’t have Assassin’s Strike or equivalent, so why would they be changed along with AS?
  23. Isn’t this the sort of thing the Sad reaction is for? It’s not supposed to be a downvote like some posters use it.
  24. It’s actually 1.75% End/sec.
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