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Everything posted by Vanden
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Nukes don’t adhere to the formula very well, if it all. I wouldn’t bother checking them.
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Boosting the damage on Tesla Cage is a pretty good idea. It's one of the only single-target controls in a DPS set that still does only minor damage. Most other such powers have been buffed into real attacks.
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Incarnates and IOs perform the same for all characters regardless of what power sets they're using. When you test a heavily IO'd and Incarnated character, those IOs and Incarnates contribute a sizeable portion to the character's performance, and obscure what the character's chosen sets and AT contribute to the performance. As an example, if you were to test a softcapped Energy Blaster against a softcapped Fire Blaster, the Fire Blaster would seem way ahead in performance, because the IOs would obviate the way the Energy Blaster's knockback greatly improves its survivability.
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You're a little off the mark there; Energy Drain was always part of EA. It launched with both Energy Drain and Conserve Power, and Conserve Power became Energize. Energy Drain also didn't start as a clone of Energy Absorption, it was initially just an endurance drain/recovery power, and got the defense bonus later on.
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Look dude, you need to give this idea a rest. It’s not happening.
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ALL HAIL YOUR NEW INSECT T4 INCARNATE OVERLORD
Vanden replied to DeathMcKillenstein's topic in General Discussion
I’ve done that, it took me 23 runs to get 1 Very Rare component, and another 15 to get a second. That would take so long. -
Can we get merge Bosses for the other factions?
Vanden replied to Oubliette_Red's topic in Suggestions & Feedback
Okay but why? Do you just want to fight more bosses or something? -
ALL HAIL YOUR NEW INSECT T4 INCARNATE OVERLORD
Vanden replied to DeathMcKillenstein's topic in General Discussion
How were you getting the salvage for them? Torchbearer doesn’t seem to run incarnate trials very much these days. -
Well, for what it's worth, according to the power percentages that Cipher posted, Stun is only taken by about 1/5th of Energy Melee characters. It's an obvious weak spot in the set, ripe for being the focus of a buff, and it seems like the vast majority of players wouldn't miss it if it were replaced by an AoE attack of some sort. The set could definitely use more AoE, on every AT, not just Stalkers. Food for thought.
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I was part of this badge attempt with Squints, and we did try having Squints in the second slot once we were aware of the bug with the mode, but they still weren't awarded the badge. I supposed the bolded part might be the issue? According to the issue 25 patch notes, the badge is supposed to be awarded for winning just a single round of the tournament, because of the aforementioned bugs, but we definitely didn't see that happen either.
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Well there's a handful of sets with only one AoE attack, and a handful of sets that have AoEs that had their range nerfed to put them under the cutoff for the new inherent to affect them (and so get less benefit from new inherent), but the only sets that fit into both categories are Super Strength and Stone Melee. Of those two, I only have experience with Super Strength, so it's the only one I can really argue for. And Stone Melee did get some minor tweaks (Tremor is being moved to an earlier tier for Tankers, iirc).
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The numbers Rylas quoted were with the Tanker modifiers. It doesn't matter anyway, they explained what they meant by it.
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Some Tweaks to Give Trick Arrow a Point
Vanden replied to DougGraves's topic in Suggestions & Feedback
Well, the numbers for its durations could always be tweaked. If it were changed to light itself, they could have it happen on a delay, giving players the chance to light it themselves earlier so it doesn't change the feel of the power. -
Well, I'm not the proc math guy, so I can't give you solid numbers, but I tested Theft of Essence in Frigid Protection. It can go off with no target, but the proc rate is very low from what I can see. It has additional chances to go off for every enemy in the AoE at proc time, which will make it slightly better in actual gameplay than while hanging out with Ms. Liberty, but since I don't know the proc math for AoEs offhand that's about as specific as I can be.
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What do you mean they would be higher on a Tanker? Tankers shouldn't have any easier a time saturating targets vs. Brutes, unless you mean with the AoE buffs being tested on Pineapple.
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It seems to me that at this point in the testing cycle, this has already been achieved. The changes could go live tomorrow and work great for the majority of sets, so now's the time to focus on individual sets that need specific attention, like Super Strength. And on that topic, here are the changes I'd make to keep Super Strength competitive with other secondaries: Punch moved to tier 1 (Level 1), Jab moved to tier 2 (level 2), Knockout Blow moved to tier 5 (level 16), Rage moved to tier 6 (level 20), Hand Clap moved to tier 7 (level 28). Jab gives +5% Defense and +10% Resist for 3 seconds on a successful hit. (non-stacking) (Brutes get this, too) Foot Stomp radius increased to 12.5 feet (with the Tanker inherent, becomes 20 foot radius total. This means the inherent has to affect radii up to 12.5 feet rather than the current cutoff of 10 feet, but I don't think there are any Tanker AoEs on Pineapple now that this would actually affect.) The reordered powers make for a smoother leveling experience, getting Super Strength Tankers their essential powers earlier. The Jab buffs mean it would actually be worth choosing as a power. Thematically, the short duration of the buff represents the character fighting more defensively, since the player must sacrifice a sizeable amount of DPS to keep up the buff. It also gives Super Strength the means to help reduce the effect of the Rage crash, if the player is willing to spend a power pick, though that might be too powerful, and the defense buffs might need to be reduced or disabled if Jab is used during the Rage crash; testing would be needed. Lastly, the Foot Stomp buff lets it keep the meaningful radius advantage it has over other Tanker PBAoEs that it currently gets on the live servers. Now, Foot Stomp isn't the only 15-foot PBAoE that Tankers have access to, that might need to be looked at with the new inherent in mind, but it's the only one I have any experience with, and thus the only one I feel comfortable going to bat for.
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Hm, well on my Elec/Elec/Mu Scrapper, I almost never use Charged Brawl, but I have Mu Bolts if I need a fast, low-damage attack. You could also take one slot from Lightning Rod, dropping the proc from Unrelenting Fury. That would only cost you 6% NE resist and .9 seconds of recharge in Lightning Rod. The proc itself isn't very useful unless you put it in a power you can use frequently and build stacks of it. Then take only one slot from Charged Brawl, dropping one of the triple CI IOs and replacing another triple with a +5 Acc/Dam/Recharge Hecatomb. That'll cost you 7% global accuracy and 9% damage in Charged Brawl, but it'll open up the two slots you need to make Lightning Clap worthwhile.
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Archvillains have the same mez resistances as Bosses outside of the purple triangles, and the purple triangles don't protect against sleep, so I think mag 4 should do it.
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Some Tweaks to Give Trick Arrow a Point
Vanden replied to DougGraves's topic in Suggestions & Feedback
Alright, I can see you're not interested in engaging in an actual discussion at this point. Message received. -
Some Tweaks to Give Trick Arrow a Point
Vanden replied to DougGraves's topic in Suggestions & Feedback
I can see that you've mistaken my rhetorical question for an honest one. I understand perfectly what you're trying to suggest, I just think it's a bad idea because: A) Trick Arrow is supposed to be a Buff/Debuff set, and adding more damage isn't going to make it a better Buff/Debuff set, and B) You're essentially saying that lighting the Oil Slick is something that every TA character should expect to be able to do every time it's used, in which case the power should just light itself, rather than require two power picks. -
Some Tweaks to Give Trick Arrow a Point
Vanden replied to DougGraves's topic in Suggestions & Feedback
Alright then, let me rephrase: how does adding some single-target damage to Entangling Arrow solve the problem of Entangling Arrow having no real place or purpose in the Buff/Debuff set it's part of? Yes, it gives TA a method to light Oil Slick Arrow, but TA isn't actually hurting for that since absolutely any character can pick up Taser Dart or Apprentice Charm for free and use that to light it instead.