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Vanden

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Everything posted by Vanden

  1. 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.
  2. 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.
  3. I really think Super Strength needs a looking-at with regards to the new inherent at the very least. But does this other project of yours mean we'll finally be taking away Shock Treatment's Power Surge and Paragon Protectors' MoG? Pretty please?😁
  4. 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).
  5. No, this should be done before the patch goes live, because the AoE changes don't affect every set equally. It's like how they needed to tweak some Dominator secondaries before the sniper changes went live.
  6. The numbers Rylas quoted were with the Tanker modifiers. It doesn't matter anyway, they explained what they meant by it.
  7. 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.
  8. 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.
  9. 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.
  10. Like I said, I feel like we're already there with the general Tanker changes.
  11. 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.
  12. 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.
  13. 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.
  14. Alright, I can see you're not interested in engaging in an actual discussion at this point. Message received.
  15. 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.
  16. 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.
  17. Some quick napkin math (assuming 56% enhancement to values): 34.3% S/L Defense 42.9% Energy Defense 29.64% Negative Energy Defense 39% Fire/Cold Defense 2.34% Defense to all but Tox/Psi for the first enemy hit by Energy Drain, .78% Defense to all but Tox/Psi for every additional enemy hit. (Easily perma with one recharge SO) 64.89% Defense debuff resist 19.5% S/L/Neg/Tox Resist 35.1% Energy Resist All that on top of recharge buffs, +Regen, a self heal, and excellent endurance management. Yeah it'd be pretty beastly.
  18. How does giving some single-target damage to Trick Arrow solve the problem of it being a weak Buff/Debuff set?
  19. Mesmerize is gonna be useless if you take an Interface that adds damage, which your build has. The DoT will wake up your targets. Controllers might not care, since they use Mesmerize for damage, but Dominators get actual attacks, so there's no real reason to take it if your Interface is going to make the sleep useless. Why not grab Ball Lightning instead? It looks like you're not a fan of cones, and it'll help make up for the AoE damage potential you're losing out on by skipping Psychic Scream and Terrify.
  20. Why not take Lightning Clap? Put an Acc, KB-to-KD, and Force Feedback proc in it, and the proc will go off nearly every time you hit more than 2 or 3 enemies with it. You can take the slots from Charged Brawl, you'll probably never actually need to use it to attack with.
  21. So, all those images of your costumes are generated on-the-fly when you open the costume window. What probably happened was that when you edited the first costume, it had to generate a new preview image, and when it did that, something hiccuped in the process and it ended up using a super low-res version of your cape texture when it came time to snap the picture. Is this a bug you can reproduce reliably? If not, it was probably a one-in-a-million glitch.
  22. If it was possible, I think a great thing for Entangling Arrow is to make it AoE, and make the target do an AoE "reverse repel" on nearby enemies. This would cause enemies to clump together more, for better AoEing.
  23. Zapp from the Mu Mastery pool has a delay on the damage being applied to the target that gets longer the farther you are from the target. It seems to be behaving like the FX for a power fires a projectile that the damage needs to sync up with, but there is no projectile; the power is an arc of electricity that, visually, makes contact with the target as soon as it goes off.
  24. I did change it, and I hate both animations. Punch's cast time is all of .13s longer than Jab, and for that you get 50% more damage. Jab has a 10% chance to stun minions. Punch has a 30% chance of knockdown, which affects all ranks of enemies. There's no contest, Punch is a much better attack than Jab.
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