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aethereal

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Everything posted by aethereal

  1. Hardly unique in that regard. Super Reflexes, Energy Aura, and Electric Armor all have substantially similar crashing "god-mode" T9s to Invul's. T9s in armor sets are generally speaking unimpressive. Shield and Willpower have god-modes with lower crashes that remain not-that-useful, though perhaps better than the classic ones. Regen, Fire, and Dark have self-rezzes, also generally skippable (though, again, perhaps better than the crashing god-modes). Bio's T9 is fine, though not particularly more impresssive than several other powers in the set. I think of the armor sets only Regen, Stone and Rad offer T9s that you feel like really change the game for the set.
  2. It'd result in a different playstyle, to be sure. But getting a 50% uptime half-build-up in your armor set seems like it might be worth intentionally dying once a minute.
  3. Revive only works while dead, but it gives a +10% to hit/+40% damage bonus for 30 seconds and takes away all debt, recharge enhanceable to about 1 min reasonably (so let's say 3 minutes base recharge). Discuss.
  4. Savage leap.
  5. I think that the general problem with making the armor T9s actually, you know, good, is that armor sets don't need to be any better. Invulnerability is a solid set for every AT that gets it. If it got a T9 that was a useful power that further increased survivability, that's just power creep. It could get a good T9 alongside a nerf to its regular powers, but I don't think literally anyone wants that. There's also the PvP concerns.
  6. I wanted to see what I could do with my minmaxed ice/bio stalker, and did a long list of AVs. I'd try them at +4, no insps. If that didn't go well, I'd use insps. If it continued not to go well, I'd use envenomed daggers. I don't have the full list anymore, but my recollection is: Most of 'em I could do +4, no insps, no temps. (like, the low-tier ones: Mako, Black Scorpion, Marauder, Malaise, etc.) A pretty substantial number of them required insps. (definitely needed them for people with substantial defense debuffs, so Chimera, Battle Maiden, Scirocco. Needed them for Ghost Widow) A few I had specific problems with dealing with their health/healing, so the envenomed daggers came out (Dominatrix, omg, she does no damage but what the hell is up with her resists? Not AVs, but I used envenomed daggers on Jack and Eochai. I can't remember what I used on the Seed of Hamidon, but probably daggers) And a few I couldn't beat at all solo. Recluse, Nightstar, Siege. Couldn't beat the three Seeds of Hamidon at the end of the Number 6 arc -- never could quite figure out why. Do the remaining ones get buffed after each one's death?
  7. Hide gives in-combat defense that is enhanceable, for whatever that's worth. Not a ton, but some.
  8. Def debuff -- available on every single one of Rad Blast's attacks and a not insignificant number of melee attacks. To-hit-debuff -- all dark sets. There are a few exotic mezz types that aren't very available to DPS -- confuse, perhaps most prominently, but there are also very few fears. But those mezzes also aren't available to the overwhelming majority of support. If we did want to try to patch AT balance with sets (which is probably not a good idea in general), the right thing to do would be to make the sets be of new types that were simply not available to the DPS ATs, and just grant access to those sets to appropriate powers in the appropriate ATs. But at that point, why not just, like, give those ATs stronger Epic Armors or something?
  9. Anything that makes defense easier to get with fewer slot investments will benefit DPS more than support, and further skew the game to be DPS-heavy.
  10. So we've had a few suggestions that are about trying to deal with noisy chat spam, at least partially in local: ban-for-a-time-period. Lower the radius of your local listening and/or speaking. I was talking with someone the other night who said that they just global ignore people who are nearby but they aren't talking to, and try to remember to unignore them later. Certainly, following conversations in local in a crowded area (probably mostly Pocket D) can be hard. But I would be chicken to use any banning-based solutions because I might want to hear the person, and it seems confusing if I literally can't hear someone but you can and we're both trying to react to it. So what if, instead, I could select characters and say "Hilight their speech in local." Maybe it could be cyan or something. Then I can scan and easily distinguish my conversational partners text from overheard conversation, but I haven't muted anyone, and I can pay attention if I need to. Further, there's no real problem if I don't have perfect hygiene here. If I'm talking to Bob one night and highlight him, and then tomorrow night Bob is talking near me, I just say, "What? Why's he hilighted?" and unhighlight him. No harm, no foul. The way this would work is you would right-click a person, or left-click their name in the chat box, and there'd be another option in the pop-up menu, "Highlight local," at which point their text would be some distinctive color in local. If you clicked on someone that was already highlighted, the menu option would be "Unhilight local."
  11. It's already possible to generate extremely high-magnitude KB in PVP, and if you don't have KB resistance in an armor set, you're stuck trying to build to like mag 40 KB protection. It'd just be impossible to build to mag 80 KB protection, so anyone who could Power Boost/Power Push could horrendously knock anyone who didn't have a KB-resisting armor set. My understanding is that in team PvP, if you get knocked, the other team can very reliably kill you before you can next act. Disclaimer: Am not a PvPer of any seriousness, just consolidating info that I've seen in the forums, am possibly out of date.
  12. Probably should not affect KB mag in PvP.
  13. Let me know how your project of changing the meta by convincing people goes. How long have people been building softcap (and global recharge) through set bonuses? Since about 2008? How much traction have you got since then?
  14. We definitely, absolutely, positively should not add any power pools that give defense levels higher than Combat Jumping. This is the "pray that people change their minds" strategy. How long does it have to fail before people recognize that it's always going to fail? The reason that people get the defensive powers is that it's actually better. A character built to the meta can do more and higher-end content than one not built to the meta, ceteris paribus. And people want that. We can spend all year complaining that people shouldn't want that, but they do. Yes, the game is already easy, no, you don't need to build to the meta if you want to do lower-difficulty content or only team, but so what. People turn out to want to make their superheroes powerful! On some level the right thing to do is to do a drastic rebalancing of defense, global recharge, and PPM. But that then throws thousands of developed characters under the bus. I think it's eminently possible to do those things in a way that leaves a resulting game that's much more diverse and interesting, but the player base doesn't feel their time honored, and that's a valid concern. Nobody wants to have their character who they've invested time and attention into making the Ultimate Superhero suddenly become a weakling. If we don't do a drastic rebalancing of defense, global recharge, and PPM, then we have to try to encourage diversity within the context of "people are going to build to softcap and perma-hasten." That's a pretty awful constraint, but it does seem possible to do. We just have to sacrifice one power in those pools to be a CJ-equivalent defensive power and then we have the other four to build diverse interesting powers with.
  15. I don't think there's a super strong reason to avoid combat-jumping-level defense powers in the following pools: Teleport, Force of Will, Presence, Healing, and *maybe* Sorcery. It won't let people get any really higher defense levels overall (they'll sub out Leaping or Flying for one of those pools), and it could create some diversity in the meta. Pursuant to Sunsette's point, is it the most elegant solution to the monomanic focus of the meta on Fighting/Speed/Leadership and then one of Leaping, Flight, or Stealth? No. But inelegant solutions are better than no solutions, and the current approach of, like, "Maybe pray that for some reason people stop wanting defense powers" isn't a solution.
  16. For fun, count the number of female characters who have Serrated Sugar hair. (Though male characters have it even worse. The male hairstyles are dire.)
  17. And the animation time of the power! The +50% chance to crit proc is 2 PPM if it's non-superior, 3 PPM if it's superior. It's a LOT better if it's superior, I feel like somebody didn't understand that there's a bigger difference between 2 and 3 PPM than between like 6 and 7 PPM as in for example the Brutes' proc? Oh well. Total Focus has a recharge time of 20 seconds, is single-target, obviously, and has an animation time of 2.53 seconds. For the non-superior version, the proc rate if you assume a 20 second recharge time (ie, no recharge slotting, which is impossible, because the proc itself comes with recharge) it has a 75% proc rate in Total Focus. The superior version has an above-90% proc rate at 20 seconds. The ideal recharge time for the power after local slotting, to maximize proc rate while not giving up any recharge advantages, is about 15.5 seconds, so you can get about 33% local recharge in without impacting your proc rate. It's worth noting again how much of a big deal the superior version of the scrapper proc is. It's got 50% better uptime than the non-superior version! And given how important this particular proc is to the performance of the class, at least at optimized ST attack chains, you have a big wall at 50.
  18. I mean, if you want, dump your combat log. It's more likely that you're missing the notification than that the RNG has a special hate-on just for you. Now, not critting against a single spawn, on a scrapper, especially if the spawn has a low number of enemies in it, is not going to be particularly unusual. Stalkers only proc fear on slow AS's. I wouldn't regard stalker and scrapper crits as entirely fungible. Stalkers depend on them more than Scraps, of course, with lower base damage. But also with their ATOs you'll get a trickle of crits reliably for a stalker, whereas a scrapper with the ATO set will get a sort of feast or famine situation where you'll get few-few-few-several-in-a-row-few-few-few. The lockout on stalkers' ATO means that scrappers can abuse PPM mechanics to get a much higher uptime on high-crit-rate stuff than stalkers can.
  19. That will certainly increase the proc rate of your ATO. It seems very unlikely to me that you are "not critting at all in a whole mission," though, regardless of your ATOs. The odds of a scrapper crit against a minion are 5%. Even if you fight only minions, if you attack twice per minion, a spawn of three minions is 6 attacks. If you fight five spawns in a mission, that's 30 attacks. That's a 79% chance of critting sometime in that mission, and honestly it seems like a mega-worst case. With ATOs (even imperfectly slotted) and non-minion opponents and more than x1 difficulty and so forth it feels like crits should not be that rare. Scrappers are quite powerful, and the best scrappers probably do slightly better single-target damage than the best stalkers. I do think that in general low random chances can be pretty frustrating.
  20. Well, I mean, if it were a blast that did 450 base damage (or more? Not sure how many times it actually fires), it'd be pretty overtuned. It's gotta have some downside. I don't mean to disagree that either electric blast is in rough shape or that voltaic sentinel is a pretty obnoxious power. But let's also note that it puts out a lot of damage during its lifespan.
  21. Doesn't the voltaic sentinel fire it's attack more than ten times during it's existence? That's like 450 damage. At 3 seconds of cast time, 150 DPA, like 20 DPE. That's certainly the best deal in electric blast. Is it annoying? It sure is. Does it's damage play out over a minute? Of course. Is the inability to select targets frustrating? Naturally. But it's a really good deal on is cast time and end cost.
  22. Super Jump doesn't injure you. If you jump from the ground to the ground (or anywhere where your landing point is at the same level or higher than your origin point), you won't be injured. If you jump such that you come up to your maximum jump height, then land below your origin point, the difference between them is a fall, and you'll take falling damage.
  23. Sorry, I didn't mean that the Hawaiian NPC shirt is terrible. I meant that the existing male dress shirt is terrible. Though it's more the weirdly shapeless, wrinkled sleeves than the shirt per se.
  24. Freeze Ray has a 60' range, shorter than most blaster blasts, so you are correct, BFR has longer range -- but not longer than is typical for most single-target Blaster powers. It's not that BFR is long-range, it's that FR is short range (the only short-ranged single-target power in Ice Blast). Ice Blast has these ranges: 80 feet: Ice Bolt, Ice Blast, Bitter Ice Blast, Bitter Freeze Ray 60 feet: Freeze Ray, Ice Storm, Blizzard 40 feet: Frost Breath 0 feet: Aim EDIT: That said, it might be reasonable to say, as Tahliah did originally, that BFR has "great" range -- for a blaster hold. There aren't a lot of holds in Blaster primaries -- just FR, BFR, Electric Blast's Tesla Cage (60' range) and Dark Blast's Abyssal gaze (which has a 70' range). But there are several disorients in blaster primaries, Stunning Shot in Archery, Suppressive Fire in Dual Pistols, Beanbag Round in Assault Rifle, Lancer Shot in Beam Rifle, and Screech in Sonic Blast. Of those, Lancer Shot has an 80' range and the rest have 60' ranges. Psi Blast has a ranged sleep, which is 100' range (but Psi generally has long range). So it looks to me like there's a weak norm of 60' range in blaster primary ST mezzes, with FR conforming and BFR having a longer range. I was unaware of this before now, and apologize if I confused people who understood that norm and understood Tahliah to be saying that BFR had an above-60' range. EDIT2: Rad Blast also has Cosmic Burst, an 80' range attack with a 100% chance of ST stun. Still, the majority of ST ranged mezzes in blaster primaries are 60' range, though there are quite a few exceptions.
  25. One, honestly, really terrible option.
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