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Everything posted by ScarySai
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Focused Feedback: Power Changes (Release Candidates)
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
I imagine the pet acting as an anchor makes it easier than say, a patch type power. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
I think this is the major concern at play here, but I think they're smart enough not to replicate what Jack tried to do early on and rebalance everything. In many ways, I would consider trying to balance this game or alter how IO builds work outside of extreme outliers a fool's errand. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
Appreciate the time taken to respond to this, @Faultline. I believe a major part of the reaction was the vague explanation in most posts addressing Rune. While I understand that some people take what a dev says and runs with it, earlier transparency would have made this a much cleaner discussion and less of a firestorm. Your clarification on the issue brings to light future intentions and stops imaginations from running wild, people are invested in their characters and probably don't want to be nervous about their favorites being gutted out of the blue, if they look at how Rune was handled before you stepped in to put out the fires. -
Focused Feedback: Power Changes (Release Candidates)
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
It stops hurricane from knocking back, but it still pushes things outwards. Singy's repel power is more of a knock on contact, so kb>kd ios make him go from a great pet to a godlike control power. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
I can share via PMs later, but would rather not derail. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
Hey now, experimentation is cool despite the dart nerf! I got nothing for the others. My khelds take force of will but that's it. Sorc is just done after this. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
Whoever told you to 'just take RoP' as a warshade is someone you shouldn't be listening to for power advice ever. Should we nerf kinetic melee, since someone on reddit told me it's not terrible? -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
Basically, though if we need to do something important like mire, eclipse or whatever, we still need mez resist. I can tell you now though, that rune would be the last option on my list for a warshade. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
I'm not saying it's bad for him to address that point, but I don't like how he's not addressing the actual power and data arguments and just taking shots at the easy, fallacy ridden points that even I don't agree with, despite technically being on my side. I was hoping for more of a discussion, I'd like to imagine the powers that be can be reasoned with even still, even if the change is set in stone, it's nice to clarify the issues for future reference. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
Well I hope you would, because that's a terrible argument. That's not why it's underpowered in this patch, it's underpowered based on it's own merits. It's just that now that sorcery is a dead pool pick, people are going to gravitate toward pools that aren't dead. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
Why are you still cherry picking? Few people have asked for data, because data and gameplay is what's important. Popularity metrics can lead to investigations, but don't matter by themselves. Just like saying "I can fly when nobody is looking", people are a bit skeptical when you make a ridiculous claim that contradicts what they know without any evidence to show for it. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
Well of course you don't need it to test the power, you test the power then offer the feedback. I tested the change, I offered my feedback. My stance isn't one founded on reading the patch notes and whining, it's from testing the change and coming to the conclusion that it effectively kills the value of the power, for reasons stated in the previous thread. I like Powerhouse, I like Jimmy. That doesn't mean I praise everything they do and say, they're sometimes wrong. Here, they are wrong. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
They can do whatever they want at the end of the day, but if you expect people to just lie down and go "oh ok, we're nerfing something that doesn't seem that OP for no reason, neat. I'll just ignore all the flaws with the reasoning provided!" without protest, you should know better. The lack of any baseline or information that lead up to guiding this decision makes it seem to an onlooker that the reasoning is incredibly arbitrary. Even in this post meant to clarify the issue, it is incredibly vague. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
Firstly, I don't think 'unrelated concerns' is the right wording here, but besides that - honestly, it just feels like you cherry picked the weakest arguments and ignored any relevant cases for power and value that were presented in the various channels we have. Detail would be appreciated, you're being incredibly vague with your back-up of PH's opinion, which leads me to believe there's no actually relevant information besides feelings at play, here. My squishy characters without rune will continue to destroy and never die without rune, my two characters with rune will probably drop rune and continue to destroy. A resist capped squishy still isn't going to last a long time without defenses to back it. Mez protection isn't enough to bring a character to OP status. Melee ATs aren't taking rune. but if they were, so what? Resist cap a corruptor and take an alpha, tell me how tanky you feel. We should be expanding options, not limiting them. Of course more focus is going to be on the leadership/hasten/fighting/jumping pools when you kill off anything that starts to give people options. -
A note on Rune of Protection changes
ScarySai replied to Captain Powerhouse's topic in Open Beta Testing
I still don't understand why you would ever think that. What was the methodology to test it, numbers, what scenarios does it overperform, and how is it any more game breaking than all the crazy garbage we can do with other powers? To me, and I consider myself one of the better character builders out there, it sounds like a disconnect from reality. It reminds me of when toxic dart took a hit because t1/t2s could be forgoed in favor of it, or how weaken resolve was just kind of randomly reduced. Just sort of arbitrary and not rooted in any meaningful gameplay scenario. Like I'm sorry, "it was strong, believe it!" Isn't compelling enough. Every build you could show me that uses rune to great effect could be adjusted to be just as good, if not better without it.- 417 replies
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Focused Feedback: Power Changes (Release Candidates)
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
I think adding kb>kd to crushing would solve the problem entirely. More interested to see how the next build refines singy before getting into overly complex suggestions. -
Focused Feedback: Power Changes (Release Candidates)
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
Noise complaint could be solved by the devs separately from function, though if it bothers people that much, they have the ability to swap audio files. Pet commands, a reduction in pull range or a difference in ai behavior could make Singy work better with killzones. Doubt singy is getting KB>KD by default ever, so I would adjust your IO build to include it regardless just doe to the sheer QoL offered. I'd be willing to help with that. -
Focused Feedback: Power Changes (Release Candidates)
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
I play mastermind quite a bit, and I can't say I'd be overly bothered if controllers were allowed to...you know, CONTROL their own creations, especially if it's a general benefit to the team. -
Keep in mind, stalkers are missing a roughly 31% crit buff from teaming, for the purposes of pylons.
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My only complaint is moving so much of the speed from evma to fly means more of that speed surpresses after an attack. I think build 3 overcorrects and should probably go back to something closer to what the earlier builds were doing with evma, but if it stays this way for the purposes of pure travel, it's really no big deal. Rather not see such a cool power be relegated to garbage status like acrobatics.
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Focused Feedback: Power Changes (Release Candidates)
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
@Keleko Wormhole on top of singy, failing that, resummon. This change has made my grav/storm much more effective. Any team that complains about it when KD IOs are in use is nuts and should be ignored. -
Focused Feedback: Power Changes (Release Candidates)
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
I have always wanted a vortex power, but singy having it Is good enough for me. Especially if this build gets a few tweaks. Wormhole makes relocation trivial. -
Focused Feedback: Power Changes (Release Candidates)
ScarySai replied to Arcanum's topic in [Open Beta] Focused Feedback
Don't touch muh d-shift 😠