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Marbing

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Everything posted by Marbing

  1. See these are the kinds of things that need to be done. Look at ways to make the current procs better and just as viable as damage procs. If you have more options than you have slots, and all of those options are fairly equal in their own way, then you have reached true build diversity. When you have only 1 or 2 options that make any sense, that isn't really build diversity, that is the illusion of build diversity. I also like the idea of diminishing returns on damage procs. The first couple give you full effect but after that they drop off in effectiveness, you know, like a damage enhancement would. Same would go for any proc that does the same thing. All of these ideas also have merit, especially the changes to taunt mechanics with regards to ranged mobs. I never thought of that but in reality it simply doesn't make sense for them to just decide to run on in when they are taunted. When a player blaster/defender/corruptor etc gets taunted they dont automatically run on in, they just stay where they are, and blast away. Because they know closing to melee would be a stupid idea in many cases. Somehow implementing this in game would be a great way to highlight the need for other sources of control outside of Taunt. Now, I don't know if that is possible, we would need a dev to tell us how that works. Maybe you could make the -range debuff stacking? So they are forced to get closer and closer the more applications? But not just automatically close the distance.
  2. Glad to have you! And I really liked your ideas!
  3. @RogueWolf I understand what you are trying to say, that you want the bonus protections without the extra speed. I get it, though I actually found it super helpful to my playstyle to have that extra bit of speed while hovering because now I can keep up with the team without having to turn fly off and on. There are powers I find irritating in this regard, Siphon Speed is a good example. I would rather just boost my own recharge without the added Super Speed effect, but I am choosing to use that power so I accept what it does and work around it. That being said, @arcane's example above about Granite Armor is also an excellent one. There are powers in the game that have multiple effects, if YOU choose to use the power then you are choosing all of the associated effects. What you are suggesting would open the door for everyone to pick and choose which effects they want based on their playstyle for every single power in the game. Examples: I would like like Super Speed to not have a stealth component to it. I would like Faraday Cage to move with me. I would like Inertial Reduction to apply to my team and not me. (aka I want to give OTHERS SJ without also giving myself SJ) I would like Energy Transfer to not damage me when I use it. and so on and so on and so on... You see? You get the power you pick and all that is associated with it and adjust your playstyle around it.
  4. So would an approvable change be to simply undo all the PvP changes from i13? I played PvP on live pre-i13 and it was fun, no matter what AT I played I felt like I could do something. I played a Grav/FF a lot troller back then in PvP and felt very useful! Now (especially in open world) it’s just blasters blasters blasters blasters and stalkers… you occasionally see an AT of a different type. In Arena it’s a little different, but still Blasters dominate that too, unless you change it to fight club rules but now we are artificially adding our own rules to make things relevant… and fun.
  5. I have touched on this before, I think it’s a lack of other reasonable options that make damage procs stand out. What else are you going to do with the slots once you have achieved your build goals? All there really is is damage procs and -res procs. If they buffed the other procs and added new ones like -reg or -hp then we would be able to achieve TRUE build diversity, where the different procs help achieve different goals. Maybe that way you don’t need to always load your defender up on damage procs because there are other proc options out there that help them lean into their strengths that are just as viable (for example). I would like to see that!
  6. I can say that my Acid Arrow for my TA troller hits hard (for a controller). Never tested Glue Arrow on a blaster…
  7. Dude, he only 4 slotted the acid arrow, if you finished that out you would add acc and end redux obviously. He was just showing the damage output in comparison. Also, notice the unenhanced end usage is STILL LESS than the enhanced fireball… The radius is the same, the Acc is about the same, the damage is higher, recharge is close enough, and it has a bunch of debuffs… procs ftw!! 😂 Again, though (even as @oedipus_tex said) this IS just one power in a vacuum compared to another power in a vacuum. I still hold that testing would need to be done to verify. Also, TA is an example of a set that is often able to keep up DPS wise with other ATs because of procs but also because of Oil Slick (which can also be procced out well) doing insane damage in its own right. EDIT: Also, I wouldn’t build Ice Arrow as shown above, but understand it was just an example.
  8. So, you see that 34 next to each damage type in his screenshot? Under Acid Arrow: Where it says Lethal(34), Fire(34), Energy(34), Negative(34), etc? Each of those procs are 3.5 PPM to do 71.75 damage. Mids calculates chance for proc into the damage equation for you, 47% of 71.75 is 34 damage on average. If ALL FOUR went off it would be 71.75x4 + 0.31x21 (toxic), which would be 293 damage for that ONE hit, not the 142.4 that you are seeing in the screenshot. Just an FYI. So, you are right, they wont all go off at once, but it looks like Mids already accounts for that in the damage calculations. I agree that LIVE testing needs to be performed, but I am willing to bet those numbers are a bit closer than you think they are.
  9. On this topic Captain Powerhouse said the following: He also said this: Hope this helps.
  10. I found the following: Basically the concern is more around giving Doms an invincible taunt pet to couple with their superior damage (compared to Controllers). Where he says this:
  11. I would say if you make any changes at all to porting over to Dom it should look something like this: Level 1: Hypnotize (ST Sleep) Level 1: Blind (remove AoE sleep effect) Level 2: Deceive Level 6: Flash Level 8: Superior Invisibility Level 12: Smoke and Mirrors (a small radius PBAoE -perception, -tohit, confuse) *may be a bit too much control, can be worked to be less potent Level 18: Spectral Terror Level 26: Phantom Army (increase heal back effect relative to increased damage index on dominator) Level 32: Phantasm This moves PA down to T8 so you get it a little later, since we are under the assumption it would be more potent on a Dom, and increases the heal back effect relative to the increased damage. It also removes Spectral Wounds entirely, reducing the overall damage of the set. It replaces it with a simple ST sleep for extra mez punch. It then replaces Group Invis with a PBAoE confuse (this is because A) Group Invis will be less effective on a Dom because of the inferior +def they have and B) Doms are generally more focused on control/damage than they are team buffs). This confuse would be slightly less useful given its -tohit component than say Seeds of Confusion or Mass Confusion but would still give the set something to use Dominate off of and help with CC. It doesn't need to be a long duration confuse if that is too powerful and could be replaced with a PBAoE sleep for a softer control if we think that is a better route. Spectral Terror would NOT get domination bonus (much like Volcanic Gasses) because it is a pet and I think that is fair given the other changes above. Overall I think those changes would help make the best use of the Dominator's abilities without necessarily being overtly OP, AND it still fits the theme of Illusion. I will admit it would need some serious testing to be sure its not over performing, but I don't see a reason why this can't be balanced. Also, AGAIN, this is IF any changes needed to be made to port it over. I am not entirely convinced yet that changes would necessarily NEED to be made, outside of adjusting the heal back on PA and SW.
  12. I still don't see a problem with that though. Gravity Control has some pretty heavy ST DPS built into it and that is on Doms. 🤷‍♀️ If the damage is higher make the heal back higher too.
  13. Bottom line: there are A LOT of players that use KB incorrectly. HOWEVER, I have seen players use it correctly and actually strategically. I wouldn't want to make a change that would punish players that know how to use it and like to use it. Making it an option isn't a bad idea, hence why we already have that with Sudden Acceleration (SA). But I don't know if I like the global option because that is all or nothing, thus possibly giving for too much build flexibility. What SA already gives you is the ability to pick and choose which powers have it and which don't. I do get the argument that this puts KB heavy powersets at a disadvantage proc/IO-set wise, but there are some powers out there that go from situational to OP with one single KB > KD enhancement (*cough* BONFIRE *cough*) so we do need to keep that in mind. Allowing sets like that the build freedom to have all of their powers suddenly do KD instead of KB would just make them more powerful. There are quite a few powers that get a massive benefit from a single SA. So, respectfully, I would have to say keep it how it is. As annoying as KB is, and trust me when used wrong it is infuriating!! I can't tell you how many times I have jumped into a group, hit Soul Drain, got a massive +dmg buff, and before my Psychic Wail could go off.... some turd jumps in and blows everything out of range... UUGGGHHHH! What a waste... I would like a solution for this, but I don't know if global KB > KD is that solution. Maybe the best solution is stopping in those moments to point out when KB is being used incorrectly and why it is? Maybe then offering using SA as advice for that player in the future? IDK... That can be tedious as well, I know that I usually stop and tell a player how their KB messed up our teams overall DPS and often times gave the enemy a huge benefit. I sometimes get appreciation, and sometimes I am met with hostility... *sigh*. Maybe instead of a global KB > KD you could have a global KB reduction? Reducing the distance a KB power would actually knock a target? This would probably turn SOME powers into KD but not all. But it would help a little with the giant scattering some of the bigger KB powers have and instead make them only a minor scatter. Again, IDK, just a thought as I was typing... and may not even be possible...
  14. Yeah not ALL NPC but just those simple rescue missions where they can’t be killed at very least. Or just what the OP said, give us the ability to suppress all stealth without having to detoggle all stealth.
  15. I second this, I play stalker A LOT and this is annoying as hell. Not to mention some people may have more than one stealth power they have to turn off. A button that lets you simply suppress stealth and retain your bonuses would be ideal. I have a devices Blaster that this is also a PAIN on, there goes my sustain!! AT VERY LEAST let the escort have crazy high perception.
  16. 🔺This! Great idea! I am th0ghtGun and I approve this message.
  17. 😞 I run a Claws/SR scrapper. His name is Sword Fist, and you hurt his feelings. 😭 😛
  18. That table lamp was manufactured by Portal Corp so...
  19. I call that the "dump" stance. Cuz it looks like they either already did, or need to...
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