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LQT

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Posts posted by LQT

  1. On 7/14/2022 at 2:19 AM, LQT said:

    All the above sets are still not converting by category. Additionally several of the sets have level requirements of level 7 for some IOs.

    Touch of Lady Grey IOs 1, 2, and 3.

    Undermined Defenses IOs 1, 2, and 3.

    Dampen Spirits IOs 1, 2, and 3.

    Dark Watcher's Despair IOs 1, 2, and 3.


    These IOs are still like this.

  2. On 4/5/2023 at 8:57 PM, The Curator said:

    Psychic Blast

    Will Domination (Blaster Only)

    • Renamed to Dominate Will
    • Recharge lowered from 20s to 4s
    • Cast time lowered from 1.1 seconds to 1 second
    • Damage lowered from 1.24 scale to 1.0 scale.
    • Moved to T1

    Psionic Dart (Blaster Only)

    • Renamed to Psionic Darts.
    • This power is now a 10 target cone (60', 30 degrees).
    • Recharge increased to 12s.
    • Damage lowered from 1.0 scale to 0.8321 scale.
    • Moved to T4

    Psionic Tornado (Blaster/Defender/Corruptor)

    • Cast time lowered from 2.37s to 1.83s. (Applies to Sentinels as well)
    • Radius reduced from 20 feet to 15 feet.
    • Damage increased from scale 0.89 to scale 1.1.

    Scramble Thoughts (All ATs)

    • Renamed to Scramble Minds.
    • Now a chain.
    • Cast time lowered from 3s to 2s.
    • Main target will be stunned, additional targets might get hit with a randomized status effect of either Sleep, Immobilize, Placate, Terrorize, or Hold.
    • Damage increased from 0.25 scale to 1.0 scale.


    - Will Domination

    Despite those changes Will Domination still ends up being the slower of the t1/t2 attacks because of animation for Blasters has a travelling component that is not only slower than the travelling component found in Mental Blast, but isn't present in the Ancillary/Epic powerset version of [Will] Domin[ation]e the new version of WD is more similar to after this change. Either the animation needs sped up to match one of Psy Dart's original benefits or just removed to match how Dominate functions and have the damage land instantly.

    - Psionic Darts

    For a blast set which is meant to boast a greater range than the others a 60' cone isn't exactly something to write home about, even if it is a 1s cast time. Umbral Torrent from Dark Blast is a 1.03s cast time and has a 80', 30 degree range by comparison.

    - Psynado

    Couldn't really tell much of a difference in the cast time since the test server has the same latency difference for me as the US servers, but even with the radius decrease it can still hit a large enough area for a suitable mob density.

    - Scramble Minds [Blaster]

    When testing Scramble Minds against the 5 Test Dummies in the RWZ the inflicted status effect animations occur before the power is even finishing activating.

    Pre combat

    screenshot_230407-21-19-31.thumb.jpg.7715bce7247a2fdee85770f86df0e595.jpg

    Activating power, 4th mob already appearing under status effect.

     
    screenshot_230407-21-19-34.thumb.jpg.5a80c58da2b60247e49e59d19437657b.jpg

    Power finally firing.

    screenshot_230407-21-19-35_1.thumb.jpg.812cdc8abbb6e0a8e1201633a144af45.jpg

    Same result on other activations.

    screenshot_230407-21-20-45.thumb.jpg.a5524ff9f94845d414d56ad5b4f63446.jpg

    Multiple mobs affected.

    screenshot_230407-21-24-16_1.thumb.jpg.57b8c5ff81f78a3a3c81559edfdcce90.jpg

     

    • Thanks 3
  3. This is still happening.

    557014303_P11.thumb.jpg.3e2d3b8120f879c4d4b38195cc358d9a.jpg

    Powers are missing customisation options.

    1058252600_p22.thumb.jpg.b1072d9b851da1f9a38d6088e7fa50dd.jpg

    Selecting said powers always brings up the same default red options. Prior to checking powers will use a white effect rather than intended customisation options or even the default red that shows here.

  4. 22 hours ago, ivanhedgehog said:

    people were complaining about feeling useless on tfs


    Non 50s doing a +4 anything are going to be -5 to either half or all the mobs present on a map depending on what the upper limit in question.

     

    As far as examples go not only is this completely irrelevant to what kind of AT someone plays under those conditions, [squishy or otherwise], but it's also entirely misleading because none of the issues a player encounters will have anything to do with it being a taskforce. Normal paper missions would mean sidekicks were facing +5s if not +6s due to 0/+1 mechanics that can happen on maps.

     

    One of the most frequent encounters like this is the very first group on the Mortimer Kal SF which is always the +1 group so running that on +4 means it's +5 to the team lead and anyone being sidekicked will face +6s!

    • Like 2
  5. Chicken meet egg.

    The Halloween Salvage vendors are also offering a new limited-time Fir Bolg Prestige Costume, which will be available for the entirety of the month of October each year!

    This update includes two more Seasonal Prestige Costumes, the Ancient Vampire and Arisen Mummy, and if Page 5 follows normal Tuesday updates then unless Page 5 goes live in 9 days, if not sooner, nobody will be able to buy those two EB skins until next year because the following Tuesday is the 1st of November which is the end date for the Seasonal Event.

    So either the update goes live regardless of the status of the other aspects are present in the patch or the SPCs need to go live before everything else.

  6. 10 hours ago, Astralock said:

    Is it really a coincidence that the two most popular power sets used for AE farming just so happen to be the ones with AoE damage powers that were brokenly overpowered?  Or are they the most popular power sets used for AE farming because they both happen to have brokenly overpowered AoE damage powers?

     

    Fire Armour is used for farming for 3 main reasons.

    1. The set easily caps mob attack Type RES [Fire].

    2. Fire attacks are the easiest Type to mitigate due to the secondary component being negligible compared to other Types [Stuns/Disorient/KB/-DEF/-Tohit/-Recharge/Slow].
     

    3. It has both a damage aura, Blazing Aura, and an active damage power in the form of Burn.
     

    Spoiler

    First point means a build can budget for other things sooner since hitting 90% Fire RES is almost as easy as simply putting single level 50 RES IOs in Fire Shield, Temp Protection, and Plasma Shield [84.71%].

    Second point relates to how Fire attacks only cause DoTs so even the complete lack of KB protection in the set can be ignored outside of regular content, again permitting a build to budget for other things.

    Third point increases passive damage and active damage, or alternatively increases passive damage twice if Burn is put on autofire.

     

    • Like 1
  7. On 10/7/2022 at 11:39 PM, Wavicle said:

    at level 2 they will have 3 powers to choose from: 2 immobs and the t1 secondary.

    So we STILL have to take a worthless power that can just be taken off the bar and only used as a mule


    At level 2 one of those immobs, the tier 3, is one of the best powers both Controllers and Doms can take for the ATO that spawns Energy Fonts/Fiery Orbs due to it being a spammable quick-recharge, ranged AoE. With large enough groups you can end up with 3 or more Font/Orbs on top of your existing pet lineup.

    It is by no measure a worthless power and while three of the 1' sets do not have such a power, two of them [Grav and Mind] have their ST hold for the t3 power, while the third [Dark] has a cone that requires positioning for maximum effect.

    Set wise that also means you can slot Gravitational Anchor w/ Hold proc for even more hard control or for some "cheaper" options 2 Bombardment IOs for the +5% global range increase, 5 WOs for added Immob procs, or whatever Frankenslot options someone may choose.

    Levels 1-4 are already more or less:

     

    • Level 1: ST hold and t1 from 2'.
    • Level 2: rAoE immob

     

    • Level 4: Powerpools [CJ/Hover for early Kismet or even actual Travel powers although the first 10 or so levels go fast enough these days putting off an actual travel power until 14 or so won't harm anyone since there are also the various free/p2w travel temps avaiable]


    With the changes that order is likely going to remain the same except where the t1 2' will be swapped for the t2 due to the significant increase in damage at the cost requiring melee range for the t2 while the t1 is ranged.

  8. 15 minutes ago, SableShrike said:

    Something I’ve not seen mentioned yet, but the power shakeup makes starting as a Praetorian MUCH more enjoyable.

     

    You generally wind up grinding arcs 1-20 on Gold before you can portal hop to Red or Blue.

     

    As soloing is pretty much mandatory Gold Side, lower DPS Archetypes having access to more of their secondary is a big deal.


    Nothing is changing that affects any of that except being able to take your t2 secondary power at level 1, though. New level availabilities only start at level 22 by which point you will have left the 3 Gold starter zones one way [Rift] or another [First Ward]. The only and most significant secondary changes under level 20 are for PBs and WS which can't be made Goldside.

  9. 7 hours ago, BrandX said:

    People seem to be using Yin TF as the example, an already fun but also speedy TF.


    Because with these changes the Penny Yin TF, [and Silver Mantis SF although the playerbase doesn't seem to do Redside stuff as much unfortunately], will be the lowest content every AT can bring both their t9 powers to due to the level (20-25) requirements.
    Previously the first Blueside TF you could see t9 nukes due to the Exemp+5 rule was Moonfire (23-28/[33]) and the first you would see t9 2' powers was either Katie Hannon (30-34/[39]) or Manticore (30-35/[40]). Note both those examples regarding the t9 2' powers are 10 levels higher than the requirements for Penny Yin/SM.

     

    7 hours ago, BrandX said:

    The idea that if the team has multiple high level, IOed out Blasters to make it faster, just makes me think, that's likely more thought out than what the players will actually do, other than a few friends going "Let's try for speed!"


    Blasters, Corruptors, Sentinels, and Defenders will all be able to use their t9 nukes during Penny Yin with this change because the first 3 ATs all share the same 1' set and power availability while Defenders will benefit from their formerly t9 2' nuke moving from level 38 to level 30.

    This change will not only significantly improve damage output but also support output/defence mitigation due to powers such as these being potentially at hand:

    • First off the obvious ones: T9 nukes from every AT that can take them at 26 or 30 after this change.
    • Dark Servant, Adrenaline Boost/Painbringer, Fulcrum Shift, Overgrowth, Chrono Shift from Defenders (26) and Corrs/Controllers/MMs (30).
    • Every possible summonable pet from Controllers, MMs [including things like Dark Servant from their 2' set if taking Dark Miasma] and Dominators.
    • T9 2' armours on Tanks/Brutes/Scrappers/Stalkers/Sents for what powersets that actually proves useful in PvE [some are better than others like Bio vs any of the "God Modes" that have an End crash], which specifically will include Granite Form.
    • Light Form and Eclipse from PBs and WS respectively. 

    That means various ATs will have access to what are often their most powerful abilities for level 20 content the Live Devs likely designed while keeping in mind what powers players would and, probably even more likely, would not be able to use.

    Additionally Penny Yin being such a short TF means it sees a lot of attention during the WST for those wanting to farm the "Repeat WST" badge since The Hollows was somewhat nerfed there.

    I'm not against these changes entirely but dropping both t9s so low will cause issues throughout content that was designed in ways such powers were never intended to be used. Penny Yin and Silver Mantis are simply on the extreme end of things in terms of what will be the lowest content affected as well as likely the most significantly given what powers players will be able to use during them.

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  10. Make sure to keep up to date on the changes as they go through. As of 6 hours ago there was a new beta patch which includes these changes to Burn amongst other things:
     

    Burn

    • Fixed a bug where the power was not inheriting damage buffs.
    • Recharge reverted back to 25s.
    • Cast time reverted back to 2.03s.
    • Radius reverted back to 8ft.
    • Like 1
  11. 50 minutes ago, SentaiLavender said:

     

    I think you misread my post. I'm saying Incarnates and set bonuses made the mid-40s boringly easy to me, which is why I now enjoy running level 20-30 teams. Now I'm worried this change will make the 20s-30s easier by giving players earlier access to capstones.


    I foresee Penny Yin being especially quicker since it's now the lowest TF you can use nukes on being 20+ so level 25s will have access to them regardless of whether they are Blasters/Corr/Sents or Defenders.

    • Like 1
  12. 31 minutes ago, Lazarillo said:

    Stealth alone already gives you effectively-max Stealth


    This is not correct in the slightest. Turn on Stealth [and no other +strealth/-perception power] and go stand next to a group of mobs and see what happens. They see you, and attack you.
     

    2 minutes ago, Jitsurei said:

    I think we can all agree Stealth is a great power and a good choice for many builds. My primary concern is that a travel power is being lumped in with a bunch of non travel powers for a change that it didn’t need to begin with because it was always compatible with everything on this list. 
    *maybe not infiltration? but that was already a special case


    This. I have SS on several toons with built in Stealth powers because of the synergy afforded when combining SS and Field Op or SS and Energy Cloak to name both my main's [/Devices Blaster] example and my most frequent due to the number of /EA Brutes I have.

    SS has for years helped with stealthing for whatever reason players chose and all things considered changing it like this feels close if not breeching the Cottage rule regarding not only how the power has worked for so long but also how the very concept of 'Super Speed' is depicted in other media almost universally. 

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  13. 42 minutes ago, Vanden said:

    I really, really think Consume should not need a ToHit check on the endurance recovery aspect of it. All the other tricks it does are nice, true; but what I, and probably many other players, have always looked to Consume for is endurance management

    This. Back on live I purposefully used to take Mu Mastery on my Fire/Kin Corr because when nuke crashes were still a thing an auto hit end+ pbaoe was one of the most useful things you could use to get back to fighting ASAP. While I do have Consume on several Fire toons it's pretty much always slotted for getting End back or maybe as a mule. The damage part barely comes into things even on my Fire3 Tank which will admittedly love these changes but still uses it for End recovery more than even more aoe output.

    • Like 2
  14. On 7/12/2022 at 10:57 PM, LQT said:

    Nice to see this sorted. Now the Tech Knight Staff needs reskinned to match as currently the primary colour option reskins pretty much the entire weapon and the particle effect as the previous Capacitor/Reactor did.


    Checking this again the primary/secondary layout seems inconsistent still.

    Currently the Reactor appears to be using Primary/Secondary colours with Primary coloured FX. The Capacitor appears Primary/Secondary with Secondary/Primary additions and still using Primary coloured FX.

    Using Silver/Gold as the primary/secondary options the main Reactor ends up silver while the lower vent looking parts are gold. So far so good.

    Adding in the FX option means the lightning ball is silver. While not much of an issue itself the Capacitor options create more of a conflict that makes it seem like the FX should be the secondary colour.

    Capacitor adds in 3 smaller sections that are "primarily" gold with a silver FX. This means the outer casing of the smaller 3 parts doesn't match the casing of the Reactor.

    Capacitor with FX combines the issues. The outer cases of the Capacitors should have the colours swapped and the FXs should be synced to match.

    Capacitor2.jpg.edd3af974d0e65d28ac53d82de176816.jpg

    Red line sections should match the Primary, blue line sections should match the Secondary.

    Edit: Rocket Boots w/ FX do the same thing. If you want gold flames you need to set the Primary as gold which turns the entire boot gold. If you were aiming for black boots with gold inline than you end up with "black" flames. Either swapping the FX to the Secondary or adding an option where the FX is the Secondary would likely match a lot of themes better.

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