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Sovera

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Sovera last won the day on September 29 2021

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  1. I mean, in a sense. 0% defense (our natural state) actually means we have a 50% not to be hit. We are just so used to that 50% status that we don't actually notice it. When we are in the negatives and mobs hit every single time we notice it pretty fast. That's why we push to 45% to have 95% not to be hit. 50% base plus the 45% = 95%.
  2. To be honest I never noticed the slows or -recharge doing anything. But though I don't play Ice Armor it has its strong points. While I'm a big proponent of Stone Armor it is rough on the endurance. I'm leveling one intermittently with zero inf or IO transfers and even with one endurance reduction in each attach and all endurance uniques on Health, and two Per Shifters + end mod in Crystal Armor and Stamina my endurance simply evaporates. It's not something as noticeable when playing with twinked gear and having a stack of Recovery Serums, but when every million is precious I haven't bought Recovery Serums and it shows.
  3. It takes an average of 7 minutes for one of my Tankers to deal with a +1 AV. At max level with all (passive) incarnates it's an average of 5 minutes. For Pylons the average time is 4 minutes, 3 minutes if cheating with double -res procs (I say cheating because the -res procs do not work nearly as well in the real world but, again, if looking solely at a pylon test, then whoa). In the meanwhile Scrappers average a minute to a minute and a half on a pylon and the poor Brutes average two minutes to two minutes and a half. So, yeah, I'm happy the devs did not touch the ST damage much, and yes, mea culpa for being a dumdum and not six proccing my attacks as seems to be the expectation for all Tankers. Same with the Trapdoor test where a not-built-for-Trapdoor build averages 6 minutes where the six-proc players will flaunt their 4 minutes and a half. Dumdum is a me. As long as the overcap changes don't make whittling one spawn slower and only activate if daring to pull two then that's fine, for me, since that's what I do anyway, just one group at a time before moving on. What I'd like to do is a thought exercise: if there were no six proccing attacks and Tankers averaged 6 minutes on a Trapdoor and four minutes on a pylon would they still 'need' to be nerfed?
  4. Your vote is good here. And for me none. Everything should have a bracket. Low level thugs should not be a threat in the higher levels simply because we evolved past them. What was a danger for a lowbie untrained hero is nothing after they get trained by the Avengers.
  5. *wave*
  6. I'm fairly sure it wasn't a purposeful change because surely they ran the math and tested before putting it in the game. It must be a misplaced decimal.
  7. This is such a good move for the soloer/small team player. I may disagree on some things with the dev team but I need to applaud the ones that come off strong like this one. Kudos.
  8. This is what pisses me off about this. Not GREATLY pisses me because I haven't played in a while. But all my Tankers averaged 6 minutes. The 'average' Trapdoor time for Tanker is 4:30. Ergo Tankers 'need' to be tuned down because this is now the perception that has enveloped Tankers. But anyone slotting 'normally' is not achieving 4:30 minutes. It takes 5-6 slotting damage procs and picking extra AoEs from the epic pools which not everyone will do. Who is the culprit? The AT being overtuned? Or the damage procs? Empirically I'm going to say it is the procs. But those are untouched, the AT gets nerfed (granted that the major nerf has been the overcap mechanic which is bound to be tuned after this recent feedback backed by numbers), the people slotting normally get nerfed without even understanding why, and the 4:30 players just move back to Brutes leaving the regular players to pick up the pieces. This is dumb.
  9. The hexagon look is very very sweet. Good job, Cobalt.
  10. It's just hitting the symptoms rather than the source. My Trapdoor times were usually on the 6-7 minute mark. But the list that went around (but absolutely had no bearing on the perception Tankers are super OP, nope, no relation at all) had them on the 4-5 minutes. Builds built specific for the task and then cranked with 6 damage procs per attack made good use of the wide AoE Tankers have to deliver quick burst damage. Funny thing is that nothing much will change for *those* builds as they will still be using 6 damage procs who in turn ignore self-buffs. But this is a conversation that was already had.
  11. Stone Armor with the lava skin and fire melee as.. fire 😄
  12. Stone Armor (no Granite) gets the best of both worlds with both defense and resistances. If you want to eschew killing faster (do not poopoo on this because in my experience when we kill slower we give more time for enemies to hit us back) then take Dark Melee or Radiation Melee for an extra heal, With a twinked out Stone/Fire I started at 0x6 by level 6 and by level 13 I'm going at 0x8. At max level it's a permanent 55% defense and 81% resistances, on top of hardcapped HP.
  13. Well, more options isn't a bad thing per se, but this seems like such a non problem. Level in your base between missions, and right click cancel before you start to fight will take care of the rest. Simply standing by Miss Liberty and being buffed should have zero effects on the DPS tool since you're not fighting at that moment. Edit: Ops, two month old necro. Ah well.
  14. As Tyger said. I don't use the teleport but the framework is there to replace Flight for it. You'll just lose a bit of defense you can work back in by keeping Weave on all the time and some recharge.
  15. 'How well' is a matter of toggling off Hasten and seeing if the attacks can still loop seamlessly. At worst it'll just introduce small gaps, which you seem willing to live with, and can be a bit dampened down by changing the slotting to introduce more recharge. Hasten is never needed so you can safely take it out of any build you find. The build does not crumble from its lack, its removal just adds more recharge time to powers. In this case there aren't even strong defensive clickies so it just smooths out the attack chain and makes Build-up come back sooner.
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