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kenlon

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Everything posted by kenlon

  1. That feels like an attempt to stick a bandaid on something with fundamental design problems to begin with, though. Needing an ATO to 'fix' an inherent makes baby Jesus sad. Think of the baby Jesuses. If we want to keep Domination as something that can be kept up all the time without needing ongoing damage, then I'd say just remove the need to fill the bar at all. At level 1, you'd have 90 seconds of uptime with a 200s recharge, scaling smoothly with +recharge buffs until you get to perma status. Would that cover your problems with the idea, ScarySai?
  2. And if you don't have enough recharge to use the absolutely most optimal attack chain, how much of a loss in damage is it? Is it linear based on how short you are of the needed recharge or does it drop off a cliff? (Assuming a situation where you keep trying to use the optimal, as opposed to subbing in some other power, simply to make the point.) The fact that the devs are fixing bugs is a good thing, even if it inconveniences a set. I distinctly disagree with you on it destroying the set, though SS is fundamentally badly designed and needs fixing. (Leaning on an overpowered stacking Build Up to make up for the powers being undertuned garbage is bad.) The gun drone thing I dunno anything about, so I'll refrain from comment. And the Dark Consumption change was removed because people didn't like it in the feedback threads, which I will admit was baffling. I'm not sure why you'd hold them not making a change to something against them, given that you've said you'd prefer to leave it in the state Paragon left things. . . (The Shadow Maul changes have been great, though, and it's not like Dark was a bad melee set to begin with.)
  3. Enh, I can't view having to be, you know, playing the game as something worth considering a nerf. Especially since it opens up build possibilities and makes the AT better for players who don't have the build knowledge and free inf* lying around to get permadom. (Huh. I wonder how low level you can squeeze into permadom? TO MID'S!)
  4. I'm not aware of any other AT in the game that has the same behavior - adding enhancements, up to the ED limits of course, results in an increase in capability in a roughly linear way. IO set bonuses are the same way: 5% resist is always 5% resist, whether you're at 0 or 70. Are there any other ATs with this sort of situation? I'm genuinely curious now. EDIT: And how is it a nerf, anyway? No one is suggesting taking away permadom, though would have to either a) actively play the game or b) turn off autocasting Domination when you plan to be afk for a while. I strongly disagree - the HC devs have made significant changes since they went live, and they have all been for the better, as far as I can tell. This is no longer a static shrine to a long-past glory day, but a live game again. And it's great. (Also, they're looking at Energy Melee soon, according to the good Captain.)
  5. The difference between having 122% recharge and 123% recharge is thirty seconds of downtime on Domination. The difference between 121% and 122% is miniscule, and anything 124% and beyond is irrelevant. How is it fair that that one percent makes such a large difference? People who build for permadom will still have it, under these proposed changes, and those who don't will have a better, less inconsistent time, especially during leveling. How would it harm you if other people could come closer to what permadom gives you?
  6. It was mentioned in the April 4th patch notes thread that TOs were being removed, but I'm still getting them as drops on test. Did I misunderstand what was happening?
  7. Fair enough - I mostly want to get the damage numbers, since in-game all the fighting powers just show "Special smashing damage on target" with no actual useful information.
  8. Honestly? I think the largest thing is how Replacement phrased things in the opening post. If he'd avoided saying anything about permadom having (or being) a problem, and instead focused on the issue of the cliff in Domination uptime outside of permadom, it would have been better recieved. Personally, I've been duoing a Grav/Psi dom with one of my wife's characters, and the idea of being able to build bar while the buff is active instead of having to wait until it's worn off would be great. I'm nowhere near permadom (he's only 27), but anything to smooth out Domination availability would be very welcome.
  9. It would be nice to have an EM rework that really leans into the single-target focus. Though I do like the idea of giving the stun a small AoE, so you can apply some crowd control to clustered minions while pounding on a boss.
  10. The biggest thing was no longer losing effectiveness when you level. With the ability to pay inf to upgrade in the field, I may start using SOs all the way to 27 or 32. Madness!
  11. Could you get around the issues by adding a slider/new power that lets you select how many of the fighting pool powers you have, and adds a bonus to the powers appropriately?
  12. Does the MRBU database take into account the bonuses you get from Fighting pool synergy, or do I need to mentally adjust the numbers it gives?
  13. Your proposal for bringing TW back into line is probably the best starting point I've seen for rebalancing it against other sets. The devs should definitely use it as a starting point for whatever changes they make.
  14. It's really good to see that the devs are focusing on addressing the mountain of technical debt that Paragon had accrued before shutdown. Making all the powersets conform to the intended AT modifiers is an unmitigated good, since it means all sets are operating on an equal level, rather than some arbitrarily behaving differently because someone did a copy and paste without correcting the values way back in the Before Times. If this does significantly nerf an AT/powerset, and needs to deviate from the AT modifiers for a specific reason, then that change can be made when testing proves that there's a problem. Going "NUMBER GET SMALLER FORUM USER SMASH" blindly the moment that a power is changed is not good for the long-term health of CoH Homecoming, and we need to resist the urge to do so. EDIT: . . . and now I'm tempted to make a SS/Willpower brute named FORUM USER. Dammit, I don't need more alts!
  15. To address your points in order: 1. Good point on the 4-slot of Unbreakable - though my numbers are with suppression toggled on in mid's, so they are accurate for in combat defense from Stealth. 2. ED means that I actually end up with exactly the same effect with a slot moved from Combat Jumping to Weave. At least it does if I slot a third piece of LotG - and I end up with lower health regen because of the loss of the 2 piece set bonus in Combat Jumping. If I add a 50 Def IO instead of the set IO, I get 0.1% more defense, but I lose about 1 Hp/s regen. Hence why I kept the two slot setup. 3. Moving the slot from Health to Fast Healing actually lowers my regen rate - a third 50 IO pushes me well over the ED cap, and I lose the additional 12% regen bonus from the Numina's 2-piece bonus. 4. The tradeoff is .26 HP/s vs .14 End/s - not sure it matters much, there. I may just see if I which option I can get cheaper and go with that. And now I get to start digging into which Incarnate powers I want!
  16. I am now very glad I came to you guys for advice - I was skipping Moment of Glory out of habit, since I never take T9 armor powers on my tankers or brutes because I hate the crash they all come with. So, here's my revised setup. Just enough recharge to get me to perma-haste, I have 20%+ defense to all positionals (22.8 Melee, 20.3 Ranged, 21.6 AoE). Shadow Meld has a 25 second recharge time, so it'll be up more often than not, putting me to cap in almost everything, with MoG as a panic button on a 66 second cooldown. I have 5 LotG globals in, and on the three toggles I put in the pure Def from the set instead of a plain IO since I might as well pick up the extra regen there. I put Preventative Medicine in IH, so I get the absorb proc when I hit that (which will also be up about 50% of the time, 183s cooldown), Panacea in Integration, The Numina's unique in Health (plus the pure heal from the set, to snag the basically free 2-piece bonus), Reconstruction and Dull Pain both get Doctored Wounds 5 slots mostly for the recharge bonuses. My resists aren't too great, but I think this is a tradeoff I'm good with, and am looking forward to all the farming I'm going to need to do to afford to build him out! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Mr. Spectacles: Level 50 Magic Scrapper Primary Power Set: Martial Arts Secondary Power Set: Regeneration Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Concealment Ancillary Pool: Soul Mastery Hero Profile: Level 1: Storm Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7) Level 1: Fast Healing -- Heal-I(A), Heal-I(23) Level 2: Reconstruction -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(25), DctWnd-Heal/EndRdx/Rchg(31), DctWnd-Heal(31), DctWnd-Rchg(34) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7) Level 6: Focus Chi -- RechRdx-I(A), RechRdx-I(9), GssSynFr--Build%(50) Level 8: Crane Kick -- Hct-Dmg(A), Hct-Dmg/Rchg(9), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(11), Hct-Dmg/EndRdx(13), SuddAcc--KB/+KD(13) Level 10: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(40), EndMod-I(46) Level 12: Dull Pain -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(15), DctWnd-Heal(15), DctWnd-Heal/EndRdx/Rchg(17), DctWnd-Rchg(17) Level 14: Super Jump -- Jump-I(A) Level 16: Integration -- Pnc-Heal/+End(A), Pnc-Heal(43), Pnc-Heal/EndRedux(45), Pnc-Heal/Rchg(45), Pnc-Heal/EndRedux/Rchg(45) Level 18: Crippling Axe Kick -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(21), SprScrStr-Rchg/+Crit(23) Level 20: Boxing -- Acc-I(A) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48), GldArm-ResDam(50) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25) Level 26: Dragon's Tail -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(29), Obl-%Dam(31) Level 28: Instant Healing -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(40) Level 30: Resilience -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(43) Level 32: Eagles Claw -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(33), SprCrtStr-Acc/Dmg/Rchg(33), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34), SprCrtStr-Rchg/+50% Crit(34) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36) Level 38: Spring Attack -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(40) Level 41: Moment of Glory -- LucoftheG-Def/Rchg+(A), RechRdx-I(42), RechRdx-I(42) Level 44: Moonbeam -- Acc-I(A) Level 47: Shadow Meld -- LucoftheG-Def/Rchg+(A), RechRdx-I(48), RechRdx-I(48) Level 49: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 1: Brawl -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 1: Critical Hit Level 4: Ninja Run Level 0: Health Increase Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43), EndMod-I(46) Level 44: Quick Form ------------
  17. As my MA/Regen is approaching 50, I've started to look at a final build for him. And while I don't have much in the way of problems with building tankers/brutes, my scrapper-fu seems terrible. I'm worried by the holes in my defense (ranged, energy/negative) and the fact that I can't get hasten to perma even if I sacrifice something to take MoG for slotting another LotG global bonus. Is there anything obvious I'm missing? Anything mis-slotted or a set I should swap out? I don't particularly want to drop Spring Attack or Body Mastery, for theme reasons, if I can avoid it. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Mr. Spectacles: Level 50 Magic Scrapper Primary Power Set: Martial Arts Secondary Power Set: Regeneration Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Concealment Ancillary Pool: Body Mastery Hero Profile: Level 1: Storm Kick -- Hct-Dmg(A), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(5), Hct-Dmg/EndRdx(5), Hct-Dam%(7) Level 1: Fast Healing -- Heal-I(A), Heal-I(7) Level 2: Reconstruction -- DctWnd-EndRdx/Rchg(A), DctWnd-Heal/Rchg(43), DctWnd-Heal/EndRdx/Rchg(43), DctWnd-Heal(45), DctWnd-Rchg(46) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(13), LucoftheG-Def(15), LucoftheG-Def/EndRdx/Rchg(15) Level 6: Focus Chi -- RechRdx-I(A), RechRdx-I(17), GssSynFr--Build%(50) Level 8: Crane Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/Rchg(19), SprBlsCol-Rchg/HoldProc(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21) Level 10: Quick Recovery -- EndMod-I(A), EndMod-I(23) Level 12: Dull Pain -- DctWnd-EndRdx/Rchg(A), DctWnd-Heal/Rchg(45), DctWnd-Heal/EndRdx/Rchg(46), DctWnd-Heal(46), DctWnd-Rchg(50) Level 14: Super Jump -- Jump-I(A) Level 16: Integration -- Heal-I(A), Heal-I(23) Level 18: Crippling Axe Kick -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(25), SprScrStr-Acc/Dmg/Rchg(25), SprScrStr-Dmg/EndRdx/Rchg(27), SprScrStr-Acc/Dmg/EndRdx/Rchg(27), SprScrStr-Rchg/+Crit(29) Level 20: Boxing -- Acc-I(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(31), LucoftheG-Def/EndRdx/Rchg(31) Level 26: Dragon's Tail -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(34) Level 28: Instant Healing -- DctWnd-Heal/Rchg(A), DctWnd-Heal/EndRdx/Rchg(34), DctWnd-Heal(34), DctWnd-Rchg(36), DctWnd-EndRdx/Rchg(50) Level 30: Resilience -- ResDam-I(A) Level 32: Eagles Claw -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(36), SprCrtStr-Acc/Dmg/Rchg(36), SprCrtStr-Dmg/EndRdx/Rchg(37), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(37) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 38: Spring Attack -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(40), Arm-Dam%(40) Level 41: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42), LucoftheG-Def/Rchg(42) Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45) Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(48), Heal-I(48), Heal-I(48) Level 49: Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 1: Critical Hit Level 4: Ninja Run Level 0: Health Increase Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(9), Pnc-Heal/+End(9), Pnc-Heal(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(11), PrfShf-End%(13) ------------
  18. Yes, except for when that doesn't work. Adding more people adds more communication overhead, requires more coordination, requires time to bring new people up to speed on what's already happening, etc. So, like I said: Adding more people won't suddenly make things faster. It adds the possibility of making things faster - but it can also make things slower/more buggy. Software development is a pain that way.
  19. Simply adding more people won't suddenly make things faster. The Mythical Man-Month is as true today as it was in 1975. And just as little understood by most.
  20. I copied my Claws/Fire over to test and I can confirm that NPCs are back to the old behavior around Burn patches.
  21. kenlon

    ??? /claws

    I'd say either SR or Inv for pairing up with claws.
  22. The devs kept a lot of sub-par things around, so yeah, I'd say you do. Bruising provided a very small marginal benefit to damage against one target, provided you were using your very terrible T1 attack every 10 seconds to keep it up, without there being any sort of useful indication when the effect fell off of a target. It did nothing in AoE situations, which are and always have been the predominant style of combat, and even with bruising, Tank damage was utterly laughable. If they had wanted to go in on "tanks serve as damage buffs to their teammates", then having it be, say, an effect that was applied alongside taunt could be useful, or simply have it apply to all tanker attacks. Bruising was a bad band-aid fix that didn't actually solve the problem, and removing it and giving tankers decent damage and better AoE is pretty damn near perfect.
  23. Those people need their heads examined. Bruising is an objectively bad mechanic.
  24. Nope. There are many reasons why bruising is and has always been a garbage mechanic, but this is a major contributor. "These modifers apply to almost everything in combat: Debuff strength, Mez duration, Knockback magnitude, and Damage are all affected." https://paragonwiki.com/wiki/Purple_Patch
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