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ScarySai

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Everything posted by ScarySai

  1. I hate this one in particular because it's a veiled rage nerf. Just nerf tanker rage, this is a dumb change for the bulk of tanker sets. I always preferred brutes and would rather they got something than we try to bring tankers down.
  2. Would like to see total dom get the damage some of the other sets got this patch. None of the adaptive recharge changes seem detrimental to mind in my testing, so thumbs up for all of this.
  3. When elec blast got buffed, they overcorrected in response to it being actually good as a sapper set and made some changes that essentially made sapping a useless endeavor. Elec melee and elec armor were never really tuned to sap to begin with, so that's moot here.
  4. My assumption is it's targeting EBs and AVs. If it starts happening on minions/lts/bosses, it'll get annoying real fast. Still, this change was a wishlist change of mine, can't complain too much.
  5. I'm not starkwhite, but I'm qualified to talk about it. Old regen by today's standards would be like lower mid tier at best. Which should say a lot about the state of sets in general back then. Imagine trying to play a SR scrapper without ios and without scaling resists on a scrapper back in the "3 minions = one player" meta, it was a bad time.
  6. I have, and I'm quite fond of my mind/dark. I still have them flicker out of it weirdly enough, so it might be a bug. Regardless, I would have preferred something more unique over "existing mez, but worse." Certainly can't say sleep is useless anymore, so that's fun.
  7. The main problem really is just the fact this is a very regen/resist heavy set that doesn't give you enough of either to be sustainable against anything that actually threatens you. Low resists to common damage types certainly doesn't help. I get the theming behind giving it a lethal hole, but from a practical design standpoint, it's a pointless kneecapping of the set. Why does psi need to choose between lethal and psi when other resist sets have "holes" that still have a higher res value than this set does overall? Like if you wanted to just design purely on theme, this shouldn't be a resist set in the first place.
  8. If we go off comics, it makes way more sense for this set to be a defense set than a resist one.
  9. I have basically nothing bad to say about elec armor now, aside from lacking a taunt aura for scrappers. Can't say the sapping will be missed. Elec melee and elec armor were never good at sapping, nor were they intended to be, really.
  10. Unnecessary change. This proc is one that's never 'bombed' and is very often fully 6-setted. Why mess with it?
  11. If they insist on this implementation, I'll insist on precedent and giving it a taunt aura for consistency's sake.
  12. Willpower needs divine intervention at this point, can't stop regen from getting cool stuff in the meantime.
  13. Hell no. Every 'randomized mez' power is garbage.
  14. I would have liked something closer to D&D, where you got a dam bonus on sleeping targets, rather than turn sleep into terrify. But this is cool, I'll be testing it a lot to see if it really moves the needle on sleep powers much.
  15. 10/10 change. Only mildly concerned about accidental phases in certain environments.
  16. If we're honest, regen's still gonna fold pretty easily for most people if they don't play it properly. It's top end players that'll really be able to leverage it. With that in mind, I think it's fine that ailment does so much in a vacuum. If you want to build a really tanky regen character, that's a hell of a lot more feasible now. But like I said, I think it needs some +recharge and adjustments to reactive regen's stacking to be in a perfect spot.
  17. I know PH dislikes taunt auras, but unless they are planning to drop something to deal with runners THIS PATCH, it's really annoying to play a scrapper solo that doesn't have a taunt aura. So it should at least be given it as a temporary measure.
  18. They nerfed contagious confusion, FYI. It now respects enemy level. You can argue that's just fixing a bug and is 'correct', but it's another unnecessary hit to confusion stacking. Also, I am noticing a significant drop in creeper spawns. This nerf went way too far, sorry. I don't care how you justify it by buffing the other powers, the carnage was the appeal of plant, and nobody is going to play this over mind control now.
  19. Rad armor's one of my favorite sets, so here we go. Rad's weakness is it's sustainability in a fight, largely due to the long cds between your clicks, and a total lack of debuff protection. 1: Why is the max recharge for therapy longer on top of the other nerfs piled on to it? The adaptive recharge change doesn't really make sense to me, unless it was specifically to target procs. 2: Why is ground zero's cast time still so slow? It should be faster now that it's a normal aoe attack. You claim rad therapy did too much at once, but other armor sets, especially now, have a lot more going for them than rad does. So I question if this was a relic of an earlier build that just never got adjusted.
  20. Well, obviously. I even pointed this out. It's a really weird way to do it, though. If they insist on this implementation, I'd want it to become a taunt aura for scrappers so I actually have a reason to run DA on a non brute or tank.
  21. The max HP is the most valuable part of the soul transfer change, the rest is gravy. Nothing here is particularly bad, I just feel like it would be much better designed if the knock was in obsidian armor, and cloak of fear had an actual reason to use it otherwise. @Lazarillo For cloak of fear itself, but dark armor's end woes are due to how many toggles it runs on top of dark regen being thirsty. Even reduced, cloak is more endurance than any decent live dark armor build is running. This is one of my main sets, if it launches like this, it'll be an improvement, but the knock prot and cloak could be implemented it a better way.
  22. I find this to be an incredibly weird way to add KB protection to the set. You're trying to tackle too much at once here, Dark armor needs knock protection and cloak of fear needs to be better - this is just a weird way to handle both in one shot. The end tax is going to punish less experienced builders a lot. I'd suggest giving cloak of fear +end when you kill something affected by it.
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