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Everything posted by Vanden
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I'm happy to debate the merits of my suggestion or the value of existing +Recovery set bonuses, but I'm gonna take a pass on arguing semantics.
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Cute, but I wasn't the one who brought up toggles to begin with.
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Focused Feedback: New IO Sets (Build 3)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
OF is unique and doesn't give any global recharge at all, and not everyone hits high levels of global recharge. Most of my characters end up with around 30-50%. Right now Bombardment's in a good place, where you sacrifice some minor global set bonuses in exchange for better enhancement of the power you put it in, compared to Positron's Blast. -
Focused Feedback: New IO Sets (Build 3)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Bombardment offers 60% more recharge in the power than Positron's Blast. The way I see it, why would you ever slot Positron's Blast? -
Focused Feedback: New IO Sets (Build 3)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Not a fan of this option; Recharge is much more desirable to a wider variety of builds than a resistance bonus, so the set loses a lot of flexibility by putting the recharge in the sixth slot. In particular, it's hard on anyone using Energy Torrent or Explosive Blast, or any AoE Arachnos Mace blasts, since those powers basically have a Sudden Acceleration tax you have to pay, so the only way to still get a recharge bonus out of them would be to use the crappy Positron's Blast, or splurge on Ragnarok. -
Focused Feedback: New IO Sets (Build 3)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
I missed @The Curator floating that option, otherwise I would've expressed my support for it. -
Yeah, it varies from power to power and often changes based on the target's rank. I don't think it could be presented as a monitor-able attribute in a way that would give meaningful data.
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One thing I've noticed, from making the charts in the link in my sig, and from the ongoing thread about +Recovery set bonuses, is that when it comes to thinking about +Recovery and the endurance costs from toggles, Endurance per Minute is way better than Endurance per Second. Our base Recovery rate is 100 end/min, for example. The same number in end/sec is 1.66 repeating. I think most of us would have an easier time wrapping our heads around the first number. Once you realize that 100 end/min is the base, basically all +Recovery effects become much easier to understand. For example, you probably know that Stamina is a 25% Recovery buff, but how much endurance is that actually? You can arrive at 25 end/min without even having to think, but to get .4166 end/sec you either need to just memorize the number or look it up every time you need it. For toggles, switching to end/min would be a great help as well. The in-game numbers only go to two decimal places, which I guarantee you results in problems from rounding the numbers, especially since in issue 6 all endurance costs were reduced by 13% (a prime number! 😨), to make up for the loss of six-slotted stamina. In fact, I can't say with confidence that I actually know the true end/min costs of toggles, because of the possibility of those rounding errors. So tl;dr, Endurance per Minute is superior to Endurance per Second because it's easier to wrap your head around, easier to do math with, and more accurate. End/Min are the units I'd like to see my Real Number endurance figures presented in.
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Banes really do need defense debuff resistance.
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Combat Jumping is not a good example of a cheap toggle; it's a known major outlier. A typical toggle is more like .21 End/sec, and an expensive toggle could be as high as .52 End/sec, like Dispersion Bubble. To say End management options from IOs are sufficient is just myopic. They are not. If the IO sets you want to slot don't have good endurance values, and you didn't choose power sets with endurance management powers, you have no real options. Global Endurance cost reduction bonuses are present in all of four enhancement sets, and sets with +Max End are relegated to unpopular sets in niche categories or that don't go to 50, and the majority require four-slot investments. +Recovery bonuses are the only End management set bonus options with presence in a variety of popular sets. Let's do another comparison, this time to Accuracy set bonuses. To hit a +3 enemy 95% of the time, a typical attack needs ~100% accuracy enhancement. An average accuracy slotting in a power is around 40-60%, which means set bonuses would need to be around 60-40% to make up the difference. This is quite achievable. As it happens, 40% +Recovery would also be a good, noticeable amount of +Recovery; it's around what you get from slightly underslotted Stamina, or both +Recovery uniques together with a Performance Shifter. These two types of set bonuses, with roughly equal value to a build at similar numbers, have vastly different numbers in set bonuses. The smallest Accuracy set bonus is 3%, and the second smallest Accuracy set bonus is 5%, already bigger than the largest Recovery set bonus. With my proposed 2.5 multiplier to the current Recovery set bonuses, they would still be smaller than the equivalent Accuracy bonuses at all levels, which should illustrate both that my proposal is not as major as it may seem, and that the current values are laughably weak.
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Focused Feedback: New IO Sets (Build 3)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
I'd really like to keep the +Range bonus in Bombardment. I don't see why More Dakka (née Shrapnel) couldn't have a +Range set bonus in addition to Bombardment, rather than instead of. -
I'm comparing the single largest possible +Recovery bonus to only one power with average end reduction slotting and a laughably low rate of usage and the set bonuses are already coming out looking bad. When you start to factor in that you're going to be using that example power way more than twice a minute, and using numerous other powers as well, probably with their own endurance reduction enhancements, it's obvious that the +Recovery set bonuses can't even hope to compare. Take your Grav/Time Controller: their set bonuses give that Controller an extra ~12.5 endurance every minute. How much End do you think your Controller spends in a minute? How much End do you think has been saved from slotting endurance reduction? Do you think either is anywhere close to 12.5 end? Because I don't.
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Let me try to put into perspective how weak the bonuses are right now. The Ultimate +Recovery bonus, the largest one, is a 4% increase to Recovery rates. That works out to an extra 4 endurance generated every minute. A typical t2 blast attack like Power Blast costs 8.53 endurance to use. If you slot a single endurance cost SO into that power, bringing it down to 6.4 endurance cost, and use that power only twice per minute, you've already improved your endurance economy more than the best single +Recovery set bonus.
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Too smol
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Focused Feedback: New IO Sets (Build 3)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Okay but to be fair it would be hard to make a targeted AoE set that is good while not being better than anything already available -
So they're worth having.
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+Recovery set bonuses suck. There, I said it. Why are they so weak? I do not know. The "Ultimate" level +Recovery set bonus is a 4% increase in Recovery, which is less than half of what you get putting a single SO into Stamina. That's the best one there is, and it makes me pinch my nose and go "pee-yew!" So how about we just buff them? Current (%) Proposed (%) Tiny 1 2.5 Small 1.5 3.75 Moderate 2 5 Large 2.5 6.25 Huge 3 7.5 Gargantuan 3.5 8.75 Ultimate 4 10 My proposal is to increase them to 2.5x their current strength. I arrived at this number by doing a quick look at all my fully-IOed characters and seeing that all their +Recovery bonuses usually added up to less than the Numina unique is worth. Maybe this will help give IO options for end management that isn't "hope the sets you need to six-slot come with good end reduction numbers."
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The “cheat” was outlined in more detail in the 2015 AMA: Dr. Aeon: The players would've faced the leadership of Battalion, who were out of anyone's league, essentially fighting the end boss of a game, but you're only on hour 2. The goal of the fight would've been to release Rularuu. Dream Doctor would have sacrificed his life to bring Rularuu back into the world to destroy Battalion, but not blink all of the universe out of existence.
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As your character gains veteran levels, the following emotes unlock: VL 1: eatshard VL 5: eatthread VL 10: eatcommon VL 15: eatuncommon VL 20: eatrare VL 25: eatveryrare VL 35: eatthread20 VL 50: eatshard20 VL 75: eatthread50 VL 100: eatthread100 Using each of these emotes deletes one or more pieces of incarnate salvage from your character’s inventory, and they can’t be performed without sufficient salvage. Your character puts their hand to their mouth and moves their head as to suggest chewing something and then swallowing it, and floating text appears above your character’s head showing the icon of the deleted salvage along with text reading “-1,” or however many were deleted by the emote you performed, so all nearby players know what piece of salvage you just ate and how much of it. The color of the text would match the rarity of the used salvage. This suggestion should solve the problem of what to do with unneeded incarnate salvage once and for all
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I’m pretty sure the “cheat” mentioned in the AMAs was using Rularuu to destroy the majority of the Battalion forces, not some kind of temporary powerup for the player characters.
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Focused Feedback: New IO Sets (Build 3)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
I can see how having recharge and ranged defense in a set that is easy to slot 5 times could be too strong, but how easy is it to 6-slot 5 targeted AoE sets in practice? I think the most common number of targeted AoEs in sets is 2 in Blast sets, though there are outliers like Assault Rifle and Water Blast. I have to guess that a fairly large portion of the builds that can get 5 powers that can slot targeted AoE sets will be using powers like AoE immobs to mule the slots, and if they put Bombardments in them they’ll be getting little value out of those slots outside of the set bonuses. -
Focused Feedback: Electrical Affinity - Powers (Build 3)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
I know, right? Eh? Eh? 😀 -
Focused Feedback: New IO Sets (Build 3)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
I don't like either of these Bombardment proposals. For the first, in order to hit a +3 enemy 95% of the time, you need about 100% accuracy enhancement, and with only ~40% in the power plus the set bonus Bombardment gives, you need about 50% more global acc, which is a lot. With the 61% you get in the current iteration, that means your global acc bonus only needs to be around 30% more from other sources, much more reasonable. And +4 enemies are gonna need even more. As for the second, the vast majority of characters need a good amount of end reduction in their attacks to avoid running out, and 18.6% is not a lot. That's about what you get from a +2 DO. And unlike with Accuracy, end discount set bonuses are virtually nonexistent, so you have to get it in your enhancement values. -
Focused Feedback: Electrical Affinity - Powers (Build 3)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
Shock ought to at least do damage to robot enemies like EM Pulse does, just for flavor. -
Focused Feedback: New IO Sets (Build 3)
Vanden replied to Jimmy's topic in [Open Beta] Focused Feedback
If this post is accurate, it's actually a pretty short list: