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modest

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Everything posted by modest

  1. I don't want it to be revamped. I want to be able to enjoy the power set while playing low level content. The other sets can do that by level 4. Why shouldn't Super Reflexes be able to by level 12?
  2. I'm not sure what your point is regarding Shield Defense receiving Defense Debuff Resistance from Grant Cover. The Defense Debuff Resistance that is granted by Grant Cover is an incentive to take a power that would otherwise only benefit the player's teammates. Super Reflexes does not have a power that benefits its teammates. There's no comparable power in the set. Ninjitsu gets Bo Ryaku at level 28. It comes that late in the set because it grants far more than knockback protection. It grants Auto: Self +Res(All DMG 7.5%), Auto: Self +Res (Knockback, Knockup), and Auto: Self +Protection (Knockback, Knockup). That is a lot of benefits from a single power. Again, Super Reflexes does not have a comparable power, and I am not suggesting that it should get one. I am not trying to dismiss your opinions, I am trying to understand where you are coming from. If it is your opinion that 1. Super Reflexes should be a set that receives its primary mitigation tools at levels that are relatively late compared to other sets, and that 2. Super Reflexes should have its secondary +Def granting power split into three passives rather than combined into a single power (Shield, Ninjitsu, Energy Aura, Dark, Invincibility, and Willpower have this in a single power), then we can agree to disagree.
  3. I am glad that you're in partial agreement. I disagree with your second point, because other power sets receive a single power that grants +def to all positional defense types (or all types). I suggested that Super Reflexes get a single passive power called "Agility" that provides "Auto: Self +DEF(Melee, Ranged, AoE)" at levels 8 for Tankers, and 16 for archetypes that have Super Reflexes as a secondary. However, that combined power could alternatively come at level 12 (for Tankers) and 20 (for Scrappers/Brutes/Sentinels/Stalkers). One close comparison to "Agility" is Phalanx Fighting in Shield Defense. Phalanx Fighting provides "Auto: Self +DEF(Melee, Ranged, AoE)" at level 12 for tankers, and 20 for archetypes that have Super Reflexes as a secondary. Phalanx Fighting also provides additional defense to all positional defenses based on the number of allies in close proximity. I am not suggesting that Super Reflexes get this functionality. Instead, Super Reflexes would keep the same scaling damage resists that it currently has. A second close comparison to "Agility" is Shinobi-Iri in the Ninjitsu power set. This power gives Self +DEF(Melee, Ranged, AoE) at level 6 for Scrappers and Sentinels. A third close comparison to "Agility" is "Energy Cloak" in Energy Aura. This power provides Self +DEF(All) at level 20 for Scrappers. A fourth close comparison to "Agility" is Cloak of Darkness in Dark Armor. This power provides Self: +DEF(All) at level 12 for Tankers and level 20 for Scrappers. In summary, placing "Agility" at levels 8 (Tankers) and 16 (Scrappers/Brutes/Sentinels/Stalkers), or at 12 (Tankers) and 20 (Scrappers/Brutes/Sentinels/Stalkers) would bring it in line with the other defense sets. It would also provide Super Reflexes' secondary tools, defense debuff resistance and scaling resistances, at those levels. Super Reflexes would still have less mitigation than other defense sets, but I am not suggesting that we change that in any way. It's the nature of the set.
  4. It is very nice. It's also very needed, because the set doesn't get any of the mitigation tools that other sets get: heals, absorb shields, regen toggles/clicks, consistent resistances, damage/debuff auras, recovery toggles/clicks, endurance toggles/clicks, max health increases, team +def toggles, self +damage toggles, AoE attacks. And it's okay that Super Reflexes doesn't get any of those things. That's why I do not want to alter any of the defense values, defense debuff resistance values, scaling resist values, or any other fundamental mechanics of the set. I am just suggesting that the set gain its core powers at lower levels. Tankers are obviously affected by this less than the other archetypes, but there is still a disparity compared to every other defense set. The other defense sets provide their key powers by level 4, and Super Reflexes gains its final toggle at 35 (Stalker/Scrapper/Sentinel), 20 (Brute), and 12 (Tanker). Scrappers gain their final passive at 28, which is also very late compared to every other defense set in the game. And Defense is Super Reflexes' core form of mitigation.
  5. I think that the forum software compresses images. Don't worry, your screenshot is readable. I don't think that you can do it by level 20 either without IOs, which is why I asked.
  6. Are you factoring in IO set bonuses? Because if you are, then is that an impressive metric given that the set requires the contribution of IOs to meet that goal? If you are including IO set bonuses, then Shield + tough + weave can cap positional defenses by level 16. By that level, Shield will also have higher max health and resistances to multiple types.
  7. You're both right. I updated my post to reflect your corrections, thanks!
  8. I respect your different point of view, and I am glad that you've voiced your opposition in a respectful manner. Opposing points of view offer valuable perspective, thank you. I am happy that you can at least partially agree with my suggested changes. I will point out that the Sentinel set that you enjoy has two out of three of my suggested changes. The Sentinel version of Super Reflexes combines Lucky and Evasion, adds Enduring, and adds the option of taking Master Brawler. Do you feel that those changes should not be proliferated to other archetypes? I like this about SR as well. That is why I haven't suggested changing the way that the set functions. I am not suggesting any changes to defense values, defense debuff resistances, or any of the other functions that super reflexes currently has. My suggestions are aimed at making the set perform better while exemplared. As the chart that I posted earlier in the thread showed, the latest that every other defense set receives its primary toggles is level 4. Super Reflexes receives its third toggle at level 35 (Scrapper/Stalker/Sentinel), level 20 (Brute), or level 12 (Tanker). That's a large disparity, especially since Super Reflexes does not receive additional damage mitigation tools to compensate. Edit: @Major_Decoy corrected me regarding Lucky. I've quoted his post here because I find it helpful. Major
  9. Here's a quick chart that shows the disparity in levels at which the three primary defense-based sets receive their toggles that cover all positions or types.
  10. We have a difference in perspective. I believe that you're being unreasonable, and you believe that I am. Let's agree to disagree. I appreciate the chart that you made.
  11. This is a great chart, and it is very helpful for illustrating the proposed changes. Thank you. I see how combining those three powers could be interpreted as removing three existing powers, but it's not really an honest way of describing my suggestion. I suggest that Agile, Dodge, and Lucky would combine to be a single passive power. There is precedence for this: Stalker and Sentinel versions of defensive power sets do this. The easiest example is Invulnerability. In other words, this has been done to other power sets that currently exist on Homecoming. Doing so would not increase or decrease the defense or defense debuff resistance values of the power set. In what way is it not Super Reflexes? Please elaborate on your point of view, as I feel that this is helpful to reach a common understanding. Are you aware that Enduring and Master Brawler already exist in the Sentinel version of Super Reflexes? Is that set not Super Reflexes?
  12. My primary suggestion is to move one power. One. Evasion. I am not removing three powers. Did you misunderstand something? The two new powers are from the Sentinel version of Super Reflexes. I don't feel strongly about those. I would be fine if they did not proliferate to Scrappers, Brutes, and Tanks. I included them because this is work that the Homecoming team already completed, and it is easier to reuse what they've already done rather than come up with something new. As I pointed out in an earlier post, Shield and Ninjitsu are the two power sets most similar to Super Reflexes. Ninjitsu AND Shield get all three positional defenses covered by level 2. Why should Super Reflexes, a power set that relies entirely upon defenses as its form of damage mitigation, wait until level 35? Please explain why that is reasonable to you. I believe that your intent is to provide constructive criticism. Thank you for any constructive criticism that you provide.
  13. In combat, Hide gives a 3% defense to all. The 35 AOE defense only applies while hidden.
  14. We are clearly doing this to make you unhappy. It can't possibly be because we enjoy the game and want to see it continue to flourish. 🙃 Here's a list of defense sets that get their major defense/resistance toggles by level 20: Fiery Aura, Energy Aura, Dark Armor, Shield Defense, Ninjitsu, Invulnerability, Bio Armor, Radiation Armor, Electric Armor, and Ice Armor. Ninjitsu and Shield are the two sets closest to Super Reflexes in that they both focus on positional defenses. Ninjitsu gets Melee defense at level 1, Ranged and AOE at level 2, and additional Melee/Ranged/AoE at level level 6. Shield gets Melee at level 1, Ranged and AOE at level 2, and additional Melee/Ranged/AOE at level 20. Do you see how that's a strong departure from Super Reflexes which has to wait until 35? No one in this thread has stated that "every set gets endurance management". Perhaps you're misinterpreting something. The power "Enduring" was created by the Homecoming developers for the Sentinel version of Super Reflexes. It provides 30% enhanceable recovery. This was not at my suggestion. It existed long before this thread was created. We are commenting on an existing power that is already in the game. Please provide your suggestions. +Absorb may not be the best choice. The reason why we are discussing +absorb is because of the power Master Brawler, another power that is in the Sentinel version of Super Reflexes that was created by the Homecoming team. This power also existed before this thread was created.
  15. This is a fair point, and I'm open to suggestions. I like the functionality of the set as is at level 50. However, the set currently does not perform well at low levels. Super Reflexes' main function is to cover all three of the positional defenses. However, Scrappers do not get one of the three positional defenses until level 35. A Super Reflexes Scrapper that exemplars to play a Synapse, Yin, Citadel, Sutter, either Positron, Twilight, Manticore, or Moonfire task force will lose 1/3rd of their positional defenses. A significant amount of the game's content is situated below 35. At sub-35 levels, Super Reflexes does not have any other survival tools (resistances, absorb, heals, etc) to fall back on. Super Reflexes' secondary function is to provide scaling damage resistances. Other sets get their DDR in the first 4 powers (tiers 1 through 4). Scrappers have to wait until level 28 (tier 7). Being that the scaling damage resistances are a major component in the set, it does not make sense to me that Super Reflexes gets them far after other defense sets. That is the reason why I suggest reordering the powers. Again, and I am only reiterating this because some replies (not either of the posters that I have quoted) have missed this: I am not suggesting changing the defense values, scaling damage resist values, etc. of the set. I'll add this too since it seems to have been overlooked or misinterpreted: I am not suggesting any changes in functionality/values to Elude, Focused Fighting, Focused Senses, Practiced Brawler, Evasion, or Quickness. These powers are great as they are.
  16. I want to clarify that I did not design this power. It is an existing power in the Martial Combat power set.
  17. Thanks Bopper. I'm not totally sold on the absorb either. I included it because the HC team already created the power for the Sentinel version of the set. I like your proposed changes.
  18. I agree. It's a powerhouse in its current state that mainly needs a better power progression. I would also vote no on an overhaul. My suggestion is for a reordering of existing powers, and proliferating the powers from the Sentinel version of Super Reflexes to Scrappers, Brutes, and Tankers. Energy Aura, Dark Armor, Shield Defense, Invulnerability, Bio Armor, Radiation Armor, Electric Armor, and Ice Armor get their core defense powers by level 20. I think that it'd be best to follow the same progression as other armor sets. I would prefer if the current Practiced Brawler skill (click mez protection) stayed in the set and was not changed. I do not want this to change.
  19. I suspect that this is an attempt at humor, but in case it isn't: What sweeping changes do you see? The powers are the same. The only thing that is changing is the order of the powers to bring them in line with the power progression of every other defense set in the game. The defense values are exactly the same. The defense debuff resistance is exactly the same. The scaling resists are exactly the same. The powers are the same. I am not asking to move from click mez to toggle mez. I am suggesting that the AOE defense moves earlier in the set. What new powers do you see? There are suggestions by posters in this thread, but not in my original suggestion.
  20. I'm sorry, but I would rather preserve the existing set mechanics and performance rather than revamp the way that the set works. I am also happy with the way that SR works, and I do not feel that it is underpowered. However, I would like it to perform better while exemplared. The other defensive sets get their primary defensive powers in the first five tiers. I would like Super Reflexes to do so as well so that we're not waiting until 35 to gain the final third of our defense set.
  21. I will make clear that I am not proposing any changes to scaling resistances.
  22. The suggestions that I feel most strongly about are moving Evasion to level 2/4 so that Super Reflexes has all three of its positions covered early on, and combining the three passives into a single power. I'm open to suggestions for alternatives to Master Brawler and Enduring. Keep in mind that these are powers that the Sentinel version of Super Reflexes gets. Shin Rekkoha on Discord provided another suggestion: use Reaction Time as the level 26/level 35 power. A PBAoE slow toggle. The idea would be that characters with Super Reflexes move so quickly that everyone else appears to be moving in slow motion. This is already a power that exists on the servers.
  23. Recently, I've started playing older melee defense sets to relive some of the nostalgia from when CoX was live. My latest character is a Super Reflexes Scrapper. I have a few suggestions for quality of life improvements based on some problems that I have identified with the set. The problems with the set that I see with the set: Super Reflexes is meant to be the premier positional defense set, but it gets its AOE defense toggle at level 35. Super Reflexes has three passive positional powers that provide a single positional defense. All other defense power sets offer +DEF to all (but Psi) in a single power. Super Reflexes does not have any recovery or regeneration tools like other defense sets. My suggested solution is to rearrange the powers as follows: Level as Primary/Level as Secondary Level 1/Level 1: Focused Fighting. This power is perfect the way it is. Level 1/Level 2: Focused Senses. This power is perfect the way it is. Level 2/Level 4: Evasion. This power would be perfect the way that it is, but it currently comes too late in the set. Level 6/Level 10: Practiced Brawler. I like this power the way that it is. Click mez is controversial, but I feel that it gives the set its own flavor. Level 8/Level 16: Agility. A new power that is a combination of Agile, Dodge, and Lucky. Auto: Self +DEF(Melee) +DEF(Ranged) +DEF(AoE). 7.5% Defense on Tankers, 5.63% Defense on Scrappers and Brutes. These are the SAME Defense values as the current powers. I am not suggesting an increase. 25.95% Defense Debuff Resistance on Tanks. 20.76% Defense Debuff Resistance on Scrappers and Brutes. These are the SAME DDR values as on the current powers. I am not suggesting an increase. Scaling Resistances at the same level as the current Super Reflexes. I am not suggesting an increase or a decrease to scaling resistances. Level 12/Level 20: Quickness. Perfect the way that it is. Level 18/Level 28: Enduring. This is a power that the Homecoming team created for the Sentinel version of Super Reflexes. I would like to see it proliferated to Scrappers and Brutes. Recovery: 30% enhanceable on Scrappers and Brutes, 40% enhanceable on Tankers. This is the same power at the same value that the Sentinel version of Super Reflexes gets. I am not suggesting that a new power be created. Level 26/Level 35: Master Brawler. This is a click power that already exists in the Sentinel version of Super Reflexes. My suggestion is to proliferate it to the other archetypes. This version would only provide the Self +Absorb. Click: Self+Absorb. Same value and mechanic as Sentinels have. Alternative Level 26/Level 35 power: Reaction Time. Recommended by Shin Rekkoha. PBAoE Slow Toggle. You attune yourself to the world around you, moving with preternatural speed. All enemies nearby move slowly and have reduced recharge, and you can absorb small amounts of damage every 2 seconds. When Reaction Time is deactivated, you gain a burst of speed for a short duration, increasing your own recharge and move speed. Level 32/38: Elude. Perfect the way that it is. These changes would bring Super Reflexes up to the level of the other Defense sets. The defense values and defense debuff values would remain exactly the same. I am not suggesting that these be buffed in any way. I am not proposing any changes to scaling resistances. I suggest that scaling resistances stay at the same level as the current Super Reflexes. I am not suggesting an increase or a decrease to scaling resistances. What would these changes accomplish? Super Reflexes would have all of its positional defenses covered by level 8/ level16. This fits with the theme of the set because its primary form of mitigation is in the form of positional defenses. This would allow the set to function properly when exemplaring. Currently, the set does not scale well at low levels. The defense and defense debuff resistance values would remain exactly the same. It would not be a buff to the set's defense or defense debuff resistances. Super Reflexes would have a passive recovery option in Enduring. The Sentinel version of the set already has this. Every other Defense set has a better option for recovery. Super Reflexes would gain a +Asorb option with the addition of Master Brawler. This is the only true buff that I propose to the set. I don't feel strongly about this, and I am open to alternative suggestions for the level 26/level 35 power. These changes would require minimal time and effort from the Homecoming developers because they use powers that already exist in Super Reflexes sets. They would be quick and simple to implement.
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