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Snowdaze

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Everything posted by Snowdaze

  1. well Resilience isn't really that shabby, but's moving it's base from 12.5 up to 15 wouldn't be the worse idea
  2. You seemed to skip over the the post by the GM, this is not a thread to heckle my choice of statement of opinion on a set (the leave it alone part) or the that I used server statistics to prove a powersets popularity as a contrary to the OP's opening statement. And I would like to inform you I find it especially rude of you to do so a whole day after the fact and when you haven't been involved in this thread up until this point. The rest of your post is fine, you are free to have an opinion on the actual topic being discussed!
  3. as it always has.... Regen feels nerfs and buffs two fold in PvP.
  4. hmmmm this is a strong point, but as neither of us have not been in the code, purely anecdotal. But a very strong argument.
  5. well we know things can have a totally different effect in pvp, so in pvp could we not make it just have a different recharge, end cost, and make it auto off after whatever it's current length is, in essence make the toggle act like a click in pvp? thus no one really has a reason to complain about it working differently then it does now as a click?
  6. #1 reason I started skipping Shadow Maul on DM/Regen, the most vulnerable time for the build was during the Shadow Maul!
  7. Overwhelming spike damage, yes; But also able to recover from it much better then any other set (assuming you arn't afflicted with the dead), but yes they do take a much greater hit then any other "armored" character. DoTs...Depends on the dot, some can effectively negate/offset the regen, others are a joke, IE 'trops, being in the TV reactor room.... Recharge debuffs, yep just like everyone else, but I can see that you bring this up because Regen can be viewed as a very much reactive set, and less of a proactive set.
  8. You have a fair point, but IO's and set bonus's did help bring it back up from it's post IH change and ED hits. Making IH a toggle again would add a measurable increase in strength, at the cost of more End/sec, though the set normally doesn't suffer from end problems do to it's extra endurance gain. But at this point is more end/sec a viable cost for that measurable increase in strength? But yeah no one is gunna be able to perma MoG these days.
  9. I like this! Lets Explore the Nihilistic approach... T9's are worthless and always will be! So are all the powers that come before them! Why is it all so pointless! We clear a mission only to see the same guy's name on the police scanner again and he is in the same building? Why are we even trying to save the city? Crime will never learn! /humor
  10. I'm sorry I feel you are miss interpreting my intent. During the leveling process Dull Pain works as a good heavy hitting heal if taken early in the leveling process, in essence it can even partly act as an early game T9 kind of save the day concept, but in the late game it's functionality shift to be much more, since you are now more capable of higher regen percentages and need to use DP as an emergency button it if you so choose to invest in the recharge, can evolve into a perma HP booster furthering your regen to that much higher. It by no means is "essential" to perma but because of the properties of the power it can server multiple functions in the build, heavy heal and temp Hp buff which leads to temp regen buff, or focus more on it choose to trigger it if you dont need to heal and keep the HP buff and the more HP/sec all the time.
  11. So you don't perma Dull Pain? If you don't you should it practically doubles the effectiveness of your regen. That leaves 1 click heal, and 1 click regen overdrive...
  12. so here is my take on that: any given power if you make a build for recharge, you can normally get most powers down to somewhere between 1/5th or 1/4th of there normal recharge with the powers that you care less about recharge falling in around 1/3rd to a half. And this is on an average build, you can probably squeeze more out, but I'm gunna air on lazy just for my argument. Now say you REALLY want that MoG on a fast recharge (and theses are rough numbers) that brings MoG somewhere in the 50~60 second range. MoG has an uptime of 15 seconds, that if you are fastidious about it's use and activation thats around a quarter of the time it's up. Seems to me that more then a moment. Now I just find the new MoG to be to brief to us for my purposes so I skip it on my regen scrappers, I can see how it would be more useful on a regen stalker, but I dont have any of those. For being a T9 that you can Pop once every minute and be effectively an Armored Achillies for the next 15 seconds, it seams like it really doesnt need to push that envelope any further. Mind you you get out of it what you put in, but it certainly doesnt need any help in the Def or Res department, most people are gunna slot it for recharge and call it good. I'm still gunna skip it and save my slots, until they bring back Old MoG which is probably never ever going to happen. Now IH, fantastic power, paired with Dull Pain you regen more then an AV! Weighs in at a nearly 11 minute recharge (650 seconds) thats pretty significant! But lets lay this one down, at worst you are going to cut this in half, but more then likely you will fall somewhere between the 1/3rd (3m36s ) and 1/4th mark (2m 42s, it actaully take a LOT of pushing to hit this mark due to ED) now it has an up time of 90s a minute and a half. So it is in general falling in around 50% uptime more or less given what you want. I think ~50% is super fair for this powerful power. Now mind you I treat IH as my real T9, and I effectively try never to use it. Some times I need it and it's there for me, because it's only got ~minute and a half left to recharge when it's effect wears off. I suggest the reconstruction with a slightly lower recharge because as someone else said this is Heal armor it really is, and where you might be able to just ignore the little guy and outclass the medium guy, the big guy might take a giant bite out of you and what is the first thing you do when you get hit hard on regen? You pop that reconstruction every time! Since there is very little built in resist, you are never going to have super fantastic resist numbers, unless you make large consessions (that on you), But what you can to to Overwhelmingly improve Regen is let us use Reconstruction more often, it certainly wont help you if you bite off more then you can chew... 4-5 Freakshow tanks all focused on you are very likely to squish you if they time their attacks correctly. And I say add some -regen resist to it, just to make the rest happy, and if you loose your regen you are likely going to need to hit that reconstruction a few times, and putting the resist in there will help you get your regen back a little quicker, while not making you all the time impervious to -regen, thus you will actively have to fight -regen.
  13. you got a savage/ice brute on a random roll? thats kinda lucky, I've very much enjoyed both of those sets, they are a bit more of medium experience sets but I'm sure you'll get the hang of it they dont really have that much of a learning curve.
  14. Like I said I think something USED to use a sliding scale if anyone can remember. I dont really see a point in it getting More powerful because odds are that might end up being a little more game breaking then intended.
  15. I would also be ok if it just started from the onset, at .01 end/sec and started a slow exponential curve culminating at some point where it's beyond incapable of sustainment.
  16. including psi! I'm impressed and curious!
  17. Yeah I also had no clue about the gamereturn function, I also think this is the most simple fix, and thus doesnt require any modification of the game code. That being said, I am also not opposed to expanding the default of max 3 anchored bars up to 5, but only if it's a "simple" thing to do.
  18. No one said anything about filling the psi hole... I think any inherent weaknesses in a set still should be for the most part observed.
  19. This suggestion for a variable end cost toggle is an elegant choice, which I could definitely get behind mind that the new def/res values reflect that this is now effectively a "temporary armor." It stirs a memory in me that something else used to be a toggle that had a climbing end cost, I want to say it was Phase Shift before they just gave it a 30 second gut off, but it might have been something else that had it. I don't quiet agree that there needs to be an upper cap that could be overcome with enough speed boosts or accelerate metabolisms. As I think at that point you will see this more often then one would like. I think the cost should just keep rising until nothing in the world is going to stop you from loosing everything. That way the end out come is inevitable, no matter how many buffs or blue insps you pop. But all in all I love the concept, plenty of heroic precedent of this kind of digging deeper and giving even more at the cost of knowing the longer they go the riskier it becomes and the knowledge of a longer burnout. Almight is a great example of this. There are soooo many examples of this last ditch every ounce of willpower given that, it's practically a trope in Dragon Ball! Love the Idea definitely worth looking into from a developmental side.
  20. I hear you, I used to use the randomizer from time to time to get a starting base, but since they added animal parts it seems to heavily favor them, which I do not.
  21. in the spirit of randomness... Are costumes randomized too?
  22. These are really great, I'm curious though, do you normally start from scratch for each or do you have a "base outline" that you use?
  23. The respec process is probably one bit of code I wouldn't even want to try and mess with. As much as I don't disagree with your end goals, it seems unlikely this will get implemented.
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