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Everything posted by JayboH
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I assume the idea is breaking boss mag level even without domination or perhaps higher with less reapplications
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What does adding accuracy do to Sonic Repulsion? Does it knock back more often, and does that still apply if you have a knockback to knockdown enh?
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Basically curious in general if the Control makes more sense than other options. I assume Core makes more sense than Radial. I have permadom and currently permahasten (I believe.) I went with Vigor Radial alpha, Barrier, Pyronic, and Drones so far.
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Probably for the best
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Yeah I didn't take that power on mine but I said that first: Perhaps this is intentional or a side effect of it taking buffs from the user
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[OPEN BETA] Patch Notes for March 15th, 2024
JayboH replied to The Curator's topic in [Open Beta] Patch Notes
Interesting. If it's slotted with the knockdown proc, does this increase the frequency? -
Actually does this on Tear Gas and the pet as well.
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I notice that sometimes I will see 'Domination' on a baddie after launching it yet they won't have the confuse fx and will still be charging at me. It sometimes takes awhile for them to get confused. Possible latency issue? not sure
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Perhaps this is intentional or a side effect of it taking buffs from the user, but I notice that the center of the Sleep Grenade area will often have a mini Domination multicolored light animation.
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I'd like different sound fx for Savage much more than different for KM. Savage's sound fx do not match the theme at all with a couple exceptions. I mentioned DPS/DPA earlier and I am glad you agree.
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Ice Storm does less damage as a result of having that control though
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That's basically what I meant by 'baked in' earlier.
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What we've been discussing:
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Cryo can also take Ice Mistrals just in case
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The variance quoted.
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Encourages teaming with control characters
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Do they have to be 'baked' in, or can it do this variance on the fly within the client?
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I'm curious though - does this game require completely different animations to be made for each variance? Naturally I think of Titan Weapons. I thought I heard animation software was a big problem for the dev crew but this was a few years ago.
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So 'underperforming' can never, ever mean the set is "slow" in your opinion. When it takes longer to complete objectives, take down a target, whatever - it is not allowed to be labeled slow at those objectives or slow to take down a target according to Rudra. I'll probably decide to ignore this hyper-specific outlier argument and go with the rest of the playerbase instead when it comes to describing the set since the feeling matches the results.
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Oh ok. This means that if the timing of all the applications of damage, all of the animations were swapped to something else, you are saying the set would still be the bottom of the barrel when it comes to melee sets. This also means that the damage numbers need to be bumped, because... otherwise it would complete objectives slower than the other sets even when everything else is identical.... making it a slower set.
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I am just responding to Rudra. When the set completes objectives slower than any of the other sets in tests and states it isn't a slower set, it raises an eyebrow. If it applies the same damage at the same time yet locks you to the animation longer than other sets before you can apply another attack, it lowers dps/dpa.
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I didn't say that. You already stated that the lockout would continue if applied earlier. Speeding up KM would however.
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By doing that, you are saying the application of damage would be balanced? Is the damage itself balanced? It isn't mechanically balanced first of all, we just confirmed that earlier. DPA/DPS is affected by the differences you've been talking about, proving it isn't mechanically balanced. Having it appear at the bottom of the melee list in tests confirms what we've been talking about too.
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So how would you balance it
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I forgot that AV's and GM's don't exist.
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