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ScarySai

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Everything posted by ScarySai

  1. It's also just the fact that Defense works at max potential no matter what at you choose. Resist depending on your at choice is already SUBSTANTIALLY weaker if its not able to go 80 or higher. There's a reason most scrappers/stalkers are discouraged from taking a resist set, unless fiery aura ends up good again.
  2. They kinda are in every single situation where you are taking damage. Every single point of resist is giving you more value than the last, much like how staggering the difference between 40 and 45 defense is. The exact math escapes me, but it's not "only" taking 20% more or less damage. It's usually significantly more.
  3. K. Same. @Steampunkette The difference between 75% res and 85% res is massive. 65 is barely able to survive anything threatening, and you likely aren't starting at cap. It's not just a flat 20% damage difference.
  4. Meltdown was the most perfect t9 of them all, please revert. Like, seriously. Rad armor has been basically butchered, and it was never better than the other options we have now, lol. This is the final nail.
  5. Unleashed might is nice on brute, if nothing else. I'll let someone else do tank because I don't really like tanks.
  6. Yep. Aside from rage, hurl needs a cast time buff. Over two seconds is ridiculous.
  7. -def doesn't only negatively impact defense sets, and -res doesn't only negatively impact resist sets. -20% resist + -10 def is far worse of a penalty than the previous one, in fact.
  8. Not really if all they did is remove base functionality and bake it into the forms lazily. On live I can swap to efficiency mode, pop carapace, pop parasitic and pop dna siphon on a bunch of dead bodies and get substantially more regen than someone who isn't doing that, then pop back to offensive mode when I'm not in danger and keep killing stuff. So the swap was already incentivized, and they devalued it.
  9. The new crash hurts non-resist sets harder than resist sets. Because that's how resist scaling works in this game. New rage is a net buff for brute from what I can see, but that doesn't change the fact the change to the original is unjustified and unneccesary.
  10. Outside of bio's offensive damage proc, it's not really doing much for a stalker compared to a scrapper. It's the worst version of the set by far, and you're overall better served by something like EA or stone. As for the form changes, all they've essentially done is remove functionality from the forms and gave you less incentive to swap. No longer is swapping to efficient form to snapshot regen buffs worth doing, kinda cringe.
  11. Would have liked to see an ato buff. Brute atos are trash.
  12. It's just easy to say rage is too strong on paper. In the same way fury is on paper, too strong. Reality disagrees with that assessment, but we're not dealing with facts at this point. The rage change basically just kills it while promoting the new one in it's place.
  13. Stalker bio is pretty bad, too. nerfing that of all things is nonsense.
  14. It feels like all involved parties just forgot how resistance scaling works. Just 10% is the difference between no-selling an alpha and losing 3/4s of your health in the opening volley at higher levels of it. A character with low resists already is going to get obliterated in one shot. The difference between a resist capped brute and a resist capped scrapper is only about 10%. Look at how vast that difference is, then add another 10 to that. It's the whole reason why scrappers and stalkers are generally not recommended to take resist based sets.
  15. @FupDup Barely. It's like soul drain, ss isn't anything special with its base values. And things like hurl still being an over 2s cast time certainly don't help the case. Like -defense hurts resist sets too. It just doesn't cripple them. The phrasing implies this is a compromise for Defense sets, but is actually worse for everyone. -20% res loss is a lot.
  16. It's more nuanced than that in practice, which is why that approach to design is generally frowned upon. Should be scrapped. Stronger sets don't have downsides even half as bad, "parity" is just a poor justification for a nerf.
  17. Compared to what powersink, consume and dp are capable of, I'm really not seeing the necessity of this change. Other stuff looks fine.
  18. Restore elude's duration and just have it max out your scaling res when you press it. Like, let's be real. Elude isn't taken on any set with elude because every character that can take elude is easily Defense capped. Old Overload and elude in pve essentially only existed as a precaution when doing goofy solo challenges. The changes here don't actually make elude more enticing for SR. Meanwhile, having it get it's big boost of res at full health and higher regen would maybe do something. It's not getting anything worth the duration loss for a set that can already barely justify it.
  19. 20%? That basically destroys any set that isn't a hybrid or defense set. a resist set can't survive much with -20%.
  20. Kind of dumb. Enjoyed using bodies for recovery and living targets for snap heals. Removing functionality just to try to make other forms appealing is lame. And respectfully, the parasitic aura changes are just trash. Get rid of them.
  21. Once again, I feel like we're not addressing the issues with the set and are just tiptoeing around it. The lightning doesn't proc enough to feel impactful in the way rain of fire or whirlpool does, and cell should be a stronger power than either given it's importance. Video tomorrowish for performance stuff. EDIT: The visual bug gave me some hope that I was wrong, but only confirmed the very common trend: for the fourth time in a row, the 'bugged' version of storm cell is how it should work. If storm cell procced lightning like the visual bug implies, it would solve all the problems with cell instantly. This was recorded before I found out the lightning was purely visual. I'm disappointed. It's essentially a net nerf due to the C5 changes and lack of actual, meaningful changes to cell. What are you afraid of with storm cell? It is a keystone rain power and it is by far the worst rain power. Make it work like the bug, make it zap the shit out of everything every two seconds. By design, it should be the mother of all rain powers, and it is essentially worthless.
  22. This is a good idea, not sure they even can, though. Aside from that, think the even con "nerf" still needs to be dialed down. It's unnecessary. Not every buff requires counterbalance.
  23. 1: I can post the clears here between tonight and the weekend if that's a greenlight. 2: The emoji, mobile wasn't letting me fix it, ignore.
  24. The interface change is confusing to me, because interface already has a max stack limit that a non-mm with fast enough attacks can hit. Why nerf mms specifically on this one? You've provided reasoning in the past, but it never held up when scrutinized by the actual testers.
  25. Then they'll just say axe is OP. But i had a similar worry as I was loading it up. As a point of reference, it is much slower than my katana/elec brute, which is slower than my claw/psi. I cant delete this stupid thing on mobile, help
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