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Indystruck

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Everything posted by Indystruck

  1. Brute Dark Armor Oppressive Gloom is listed in editor as taking Taunt sets, when it only takes Stun.
  2. This'd be bad for sets that currently have crashless or minor hasten-like detriment T9s, like Rad or Bio.
  3. For interactable defense sets it's basically just "Bio Armor" and even then that's just because it has a stance you can dance in.
  4. It's suspicious to file a ticket and instantly get a GM. It's especially suspicious when one person is not moving or talking or doing anything the instant the GM appears, and resumes normal control once they leave. Weird concidences. Hmmmmm...
  5. What really bugs me is even in Ranged Damage sets, most of the IOs don't have a range boost component in them. Like... one or two would be nice. I know that's been mitigated in part in targeted AoEs with the new sets, but with Ranged Damage, I think there's TWO sets that have /Range on an IO, and they're both like, the 10-25 IOs. Which means targeted AoE sets have more /Range in endgame sets than Ranged Damage.
  6. This took me a while to respond to because I accidentally omitted "or a set of changes being considered" and was hemming and hawwing over what specifically an ATO set could do for MA (because AR I had immediately decided if it was possible, it should just be a cone-width booster ATO). There's luckily a formula in place that I am 100% not familiar with when it comes to IO bonuses, I know the devs were getting into that in some patch notes threads when they added the new IOs about what bonuses have what weight at what position in the set. In theory I'd imagine people would push to have similar-but-not-quite bonuses as existing ATOs, which, yes, tend to be Acc, Health, Res, Recharge Time, Def, Dam, Acc, Recovery, End, Regen. I think Corrs, Sents, Defs, and Blasts get +Range. And Doms really should have a damage ATO set, that's still annoying to me. I'd like to see more interesting set bonuses for sure, like how some sets give you KB protection. Because I think the things I listed above... are pretty much what every set gives you in some capacity. There's outliers like "Fear sets give a bonus to Fear" or "Heal sets give a bonus to heals" but the Fear one is kinda... weak. Because you're not likely to have enough Fear powers in a set to manage to get it to go beyond the 2%~ boost you'll get from slotting it. And Chance for +1 Mag would be more fitting as a proc in the set than a set IO bonus, unless maybe it's the six slot benefit... hrm, but, I think muling these over is something for a whole other topic, really.
  7. Aw, man, we managed to get two and a half pages before anyone made an absurd, hyperbolic comment about people wanting changes. That miiight be a suggestions/feedback record, but, I'm not sure, hopefully we can get someone to confirm.
  8. Odd conclusion to reach consider I had said that the +range on sentinels ATO set was a good pick.
  9. You can control when you get a bonus critical period, though, based on what power you have that ATO slotted in.
  10. That's, what, Concentrated Strike (which refreshes buildup on "crit" but doesn't do extra damage), Lightning Rod (psuedopet), Hemoglobin, (doesn't behave properly on crit, but does crit), and Combo Finishers (don't do full damage crits, scale off base). Which is like, 6 abilities? And I suppose Energy Transfer on stalkers, too.
  11. There's also just sets that benefit less from Domination, like Elec Control is psuedopet heavy, and Earth Control's mostly just immobilizes and patch psuedopets, leaving you with Staglamites, Fossilize, and Salt Crystals.
  12. The point is more that these aren't performing at the level of the Scrapper/Stalker sets. I didn't take into consideration the PPM, though, you're right. In that case bumping the Corr up would be nice as well.
  13. Energy Font has a low acc disorient PBAoE toggle, a self heal, and a self destruct that only uses if the duration of it naturally expires. The damage from the aura is significantly less than Brawl damage. It ain't good.
  14. Oh, right... Sentinels... knew I forgot something. The +Absorb is superfluous (the other classes that have +Absorb procs: The Tank, and the Defender) for the AT's role, and... well, I guess +Opportunity is... fitting the "ATOs need to do a better job of leaning into their class" thing. The +Range bonuses from 2/3 slotting them, however, I think is a smart choice that works well. As "meh" as I am on damage procs, Sentinel having one instead of +Absorb would probably be a good play in the damage department to shore them up.
  15. The +DMG is less than a red insp (+14% dmg vs +25% dmg), and for less duration. Hell, looking at it, I think I have a problem with the whole Dominator ATO set from a enhancement level too. Doms are the Control/Damage class, but none of their ATOs actually have any damage values on them. With Domination, you keep everything locked down, essentially until it is dead. Which renders all the +Control in the enhancement set and the enhancement set bonuses pretty redundant. It's pretty clear that this was essentially developed thinking "Oh, they're the parallel to controllers, so, give them the controller-y set enhancements" and not "This is a assault class, so give it the appropriate values." Maybe split the difference if someone wants a controller set and someone wants an assault set, leave these as is and any new ATO sets for Doms can have a damage focus. Well, not entirely as is, that Firey Orb has goooot to goooo.
  16. Yeah, hense my suggestion being directed at the Absorb proc.
  17. Agreed on Khelds, I wasn't sure what to suggest because the AT itself is in an odd spot.
  18. For those two classes, their ATOs (Crit Hit bonus/Crit Chance Up proc for Scrappers, Build Up Refresh/Hide chance for Stalkers) are heads and shoulders above every single other class's ATOs, they're just complete game changers that catapult those classes well beyond performance without them. Dom/Controller's Firey Orb/Energy Font are basically useless, they die in content about as easily as those veteran shield pets. Dom's chance for +DMG is also pretty anemic, eating a small red is arguably twice as good. If Stalkers are over here getting free crits and build up refreshes, the +DMG on Dom should be on par with hitting build up. Controllers get a damage proc, which, y'know, alright, I guess. I feel like ATOs should do more than that given how tailor-made for the AT the Scrapper/Stalker ones are, maybe the ATO giving a bigger bonus to Containment hits would be better. Doms are a little harder, since it's a case of have vs have nots (Regular Dom vs. Permadom). The +DMG should definitely be higher, maybe a global damage proc more like the SoAs get would be better for the Firey Orb ATO. I would say a chance to proc to fill up a chunk of Domination, but, again, that'd be mostly useless for Permadoms. Corruptors get +Health/+End on one of their procs, but Defenders just get +Health on their equivalent version, for unclear reasons. I'd like for Defenders to get the same Health/End at the least. Corruptors get a fire damage proc which is nice (not as nice as Stalker/Scrapper procs, but, still nice) where as Defenders get a PBAoE absorb shield. At the very least, I'd like for there to be another minor trait on that absorb shield to boost up the team, maybe a Absorb/minor End discount in a PBAoE. For Corruptors... maybe their damage ATO could globally increase the HP% range that Scourge will kick in at? That sounds like it'd be obnoxious as hell to code, though. MM's I can't really speak on because I've only (ever) gotten one to 50, but, I understand that their ATOs are pretty viable to pet durability, so, probably should leave those be (or give them higher values, even). Tankers get a +Res(All) proc, and then +Res(Most) on their 6 slotted sets. Maybe a small +Def(All) proc would be nice as a counterpart to the +Res to benefit sets that are already heavy resist sets versus an absorb shield? This one I could see people complaining about, so maybe a +Def down the line for a new ATO set would be a better idea in this instance, I dunno. SoAs, the -Dmg/Terrorize is an odd bit of extraordinarily minor soft control in a AT that doesn't really warrant it. Although, from a thematic standpoint, I'm sure it's neat. An ATO that functions as a mini-Leadership that applies smaller buffs in a smaller radius might be more on brand with how they work, but, again, that sounds obnoxious to code. Kheldians, well, if you're monoform, form empowerment isn't exactly great. Global heal proc is... okay, I guess. It's not really needed at all on a well built Kheld given all the survival tools they already have. Maybe another form empowerment where it shores up the form's weaknesses, opposite of the first one. So humanform +DMG, squid +DEF, dwarf +DMG? That does again have the issue where it's a thumb to the eyes of monoform khelds, but, on the other hand, you don't use 2/3rds of the powerset, then, y'know, you don't get 2/3rds of the effect, I guess. Blaster's status protection chance is another proc that is just completely outclassed by eating an inspiration. A proc that gives them a low chance to globally crit on blast attacks replacing it would likely be better. Brute's procs are alright, I think. Not as big a game changer as the Stalker/Scrapper ones, but the +Fury is nice, and +Regen/+End is also pretty decent while leveling. Maybe just up the potency a little. I'm not 100% sold on them, but I feel like they're good for what you think about when it comes to playing the AT: Being a ball that just rolls over mobs. This is mostly just shooting from the hip, I'd welcome any other suggestions.
  19. Like, the very first place, or in the first place at launch? Because there's a lot of possible answers to this. CoX's character customization levels at launch were already, y'know, pretty up there. Painting on muscled arms for the women via textures just isn't gonna look right cause they have these spindle arms, so, that's more dev time to develop a muscled mesh that would work seamlessly with the existing base model, or more dev time to develop an entirely new "muscle" variant mesh of the base woman model. Now on top of that, is the dev time that'd have to be allocated to ensuring that the existing costume parts work on this new model (they wouldn't, so, that's then additional dev time to either rework the parts to ensure that they work with the new model, or further dev time to create new parts specifically for the other model by scratch). Now, even the dual color options would have to be reworked to fit this, because you can't just slap the skinny arm path onto the muscular arm path and have it look right, no, all of this would take a lot of meticulous work and time that probably was not on the table.
  20. You'd probably need a whole new arms/legs mesh to do this.
  21. What? No. Giant rock crushes rule, that's like the best part about immobing a GM and it gets surrounded by massive tentacles and rocks and gravity lifts and etc etc etc.
  22. Pointing at Thunderspy as anything but an example of real shoot from the hip adjusting for better or worse is pretty funny, honestly. Remember when they were beta testing changes to like, every melee set and they decided what War Mace needed was a 25% flat damage increase and Dual Blades should've actually been doing half of it's damage as really long duration DoTs? Just because you're willing to rapid fire from the hip doesn't mean all the shots are gonna land.
  23. Surely dedicating one's self to complaining about complaining about power creep is the superior use of time, the fools.
  24. A real problem is also that current Domination substantially favors primary/secondaries that can take more sets to get to the recharge goal. Things like, say, an Earth/Earth dom might run into trouble because alot of the powers in Earth don't like taking sets. You can still finagle it, but it's going to sacrifice power effectiveness to be perma-dommed and that's not fun, but neither is not being in super-mode, so.
  25. This is definitely an interesting idea. Doms need something to change really, but I'm not sure about what the fix is.
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