Jump to content
The Character Copy service for Beta is currently unavailable ×

Zeraphia

Members
  • Posts

    855
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Zeraphia

  1. So I'm a bit confused... does he want to specifically remove the taunt, or is he saying that as of right now if the technology were implemented, the powers don't have taunts in them? Also, what is Bind? Does he mean Blind? I have to ask and just be blunt here, one of the core functions of the phantoms that makes PA decent at group control is the fact they can taunt enemies off of you as a soft control. Taunting the enemies to hit the invincible phantoms is essentially why they exist, if they don't taunt, then they're just terrible low damage vehicles that don't have a lot of purpose and could be actually hindering if say you took Energy Assault and now have to deal with the minions powerbolting enemies. Essentially what this power would become is 3 voltaic sentinels with lesser damage per phantom. Bottom line: taunting is CRITICAL to this power's function, change the damage components to whatever you want, change the rest of its functions, but the unkillable pets that taunt is a core staple to how this set functions. I don't think anyone wants the equivalent of T1 unkillable Battle Drone mastermind pets to replace PA.
  2. Honestly... I WANT the Taunt and regular PA at any cost honestly, I want a straight up port. I get how some may see it as "broken" honestly, is it really anymore? Look at what we have running around? Fire/Cold Corruptors dishing out over -100% resistance, -500% regen debuff, a version of "weaken", ally defense shields, along with fire and dominate's high DPAs, TW/Bio Scrappers, Katana/Bio Scrappers, Nature/Sonic Defenders... I mean really, what is the harm in having a Dominator set being different from others? Maybe I want the feeling of having 3 uncontrollable versions of myself beating down enemies hilariously and jovially while being able to actually go mob-to-mob with real damage (you can build for procs on controllers, but it's not the same) and have fun with an entirely new theme!
  3. You're like the 3rd person now, who has still somehow not gotten that *it was clearly a joke* and Snowdaze was pointing out popular =/= good. It was satire, for "check your facts" he didn't say that it didn't need tweaking or that it was fine as is. The rest of this, sure I agree, but please look at the context. NOW... ANECDOTALLY based on my recent teaming experiences, what I CAN agree with the OP as far as this statement goes, is that I am seeing Regeneration becoming rarer at level 50 in recent days compared to what I see what Bio Armor/Rad Armor/Fiery Aura (I don't mean farming, I mean literal PvE ones.) I'd actually say I can't think of someone I've seen recently really use Regeneration other than one friend of mine who has a Claws/Regen sort of Mynx-psuedo theme. This is purely anecdotal once again, but I will say I do agree I am seeing it far less than I am seeing other things. I think Regeneration, much like the old Fire/Kin was a big fad at CoX relaunch/Homecoming, and this nostalgia caused a surge in popularity until more elite/those who stuck around saw greater potential in other sets and now it is lesser played among the recent high-level community (minus specialties like Hamidon).
  4. This is a really nice post and I think it brings back a lot of perspective to what the OP was speaking of but didn't have the correct wording/phrasing to get their point across! And your point, I do actually agree, Invulnerability is a little bit "flat" and I've said this before when I was giving my "tier lists" for Tankers, Invulnerability is a C-tier set overall IMO not because it isn't good at making you tanky (it is excellent for that!) but it brings very little to the table other than that. Other sets can do that same "trick" of making you very survivable with bringing much more to the table in terms of offense/CC (dark, rad, shield being the "big ones"), other sets offensive capabilities are so high and with incarnate use/inspirations/party buffs for when you really need it, other sets perform at a higher standard in a more "true" gameplay experience (bio, fiery aura). Also, just because I didn't rank other sets that you play higher, does not mean they are bad at tanking, I'd even say Invul is better at tanking than all but Stone in Granite/Shield (when really built for it)/Rad, but there are things that must be considered when picking a powerset beyond its primary purpose, there are significant variables people must look at that make a much more rounded set (read: Rad). Bottom line is, we are clearly not experiencing the same gameplay environment where these types of hardcore Tanking styles are rewarded or needed in most scenarios or are so critically required that they can't be "subbed" (I've used many a Scrapper to tank LR over a weaker Tanker - I've seen many scenarios now where it just isn't "needed.")
  5. I really like this because I think it brings about the perspective I've had with my Regeneration characters as well. While most of my other characters strive for defense inspirations to make them "unkillable" to most things for their designated purpose (not being killed on a Corruptor due to aoe hits, things like that) they in particular really benefit from the dual inspiration for purple/orange from Luna in Ouroboros. It is clearly not a perfect solution, and obviously carrying several incarnate-thread costing inspirations is not ideal by any means to any character, I have "made it work" with them, although they have taken several dirt naps in comparison to other sets... even my poor fire/fire blaster. Regen starts off without IO's and purely on SO's so far behind most of the other sets unfortunately, IO's bring it back to low-mediocre territory for survival, but it takes these special inspirations/group party buffs/incarnates to really make it competitive with other sets to the point that you have to really wonder... the primary of a Stalker/Brute/Scrapper (not really bringing in Sentinels, they're their own "thing") is melee damage, they are DPS classes. Their primary isn't to be a Tanker, you have to devote so much time and energy into Regeneration that it becomes "not worth it," in order to make it competitive. Another thought becomes: what does this set even have really anymore in comparison specifically to Bio/Willpower? Bio practically steals what gives this set its unique features, does them better with an actual absorb, decent cap-able S/L res, high E/N/F/C defense, and heals/regen itself, and a T9 that practically steals what IH does when you encounter a decent enough mob to use it in. Willpower has very similar regeneration values outside of IH for regen, yet has better defense, better resistance, and much better overall utility all around.
  6. I really love your overall post! 100% agree actually 🙂 Although, one sort of off-topic thought occurs to me: if this were to theoretically happen, I'd honestly want Bio's T9 to change (it's not terrible and it is one of the better ones right now). Regen/Recovery for Bio doesnt really turn it into the "god mode" for tanking in hard situations that other sets do. There are ways to get around it, but IMO, it could really benefit from an "oh ****" button like the one you're describing more than the currently aoe heal one. Bio sounds "overpowered" and it is for something like Scrappers, but for Tankers, it just isn't cutting it with the heals/absorbs against really hard energy damage/difficult foe fights like other sets do (not without lots of inspiration popping, defensive adaptation, and/or party buffs you can't rely on always getting) - think LR/end fight against Freedom Phalanx/Incarnate trials.
  7. I don't know, I'm not shutting the idea down, but I would say that unless they were coded to accept Domination (I doubt this would happen because they're pets) I wouldn't find it really necessary. Having 3 aggroing undefeatable Tankers is a lot of damage mitigation and control for groups as-is, I don't necessary think adding controls to them is going to do a ton more, so I'd sort of rather they just did damage at that point. But, I'm not against it.
  8. This is so hyperbolic... "you want prices to all be at seeded values." This is ridiculous.
  9. I really love this idea! 🙂 Yes, but IMO it critically needs the higher mag, though I would be okay with gutting it for Engulfing Darkness or a really good power.
  10. I'm of the opinion that regen is single-handedly the most extreme case of either "very good!" or "very poor" in performance... It really relies on team/party buffs in group settings to really push itself to be "tanky" in the sense that other sets are. It's not that IO's and incarnates can't push it, it's more so it just lacks the tools to directly mitigate damage that others give (mitigating the damage before it happens or as it happens is just way more powerful than trying to "recover quickly" from it.) Given Regen's tools, it makes for a very poor set in solo play comparatively to others against hard-hitting enemy groups. But with MoG it becomes a "toss up" to make itself invulnerable. I will say this, Regen on STALKERS is amazing given how MoG can force yourself back into hide and you can just choose not to break hide without MoG on. However on Scrapper/Brute it does underperform noticeably in comparison to other secondaries (sorry but it is the truth.) For this reason, and given regen's unique damage recovering mechanism, it becomes both the tankiest set when buffed up, and yet the squishiest when not. For this reason, I believe IH should be left as a toggle to enable Regen to at least have a chance to have some "normalcy."
  11. To be fair, I agree with you and disagree with you. 3/4 of those primaries are S-tier worthy Armor sets for Tankers, Rad being S++ tier (an effective uber-tier), I don't think anything really should compare itself to Rad... that's a whole other can of worms. Comparing Invul to the rest of them... Bio vs. Invul, Invul will usually win the tanking debate every single time. Invul does not give the highest E/N res, but it IS there, Bio gives you a flat out *nothing* other than defense, which Invul will give you... That is monumental given how abundant the hardest/most difficult content utilizes Energy damage. Bio gives Offensive Adaptation, but it gives it at the cost of your survivability, and quite frankly Defensive Adaptation isn't that great... certainly not "OP" or something I'm running out saying every Tanker set needs. Dark vs. Invul, Dark has the big two drawbacks: no way to directly or indirectly (via absorb) boost max hp, and no knockback built in. The second of these two problems is mitigated by IO's, the primary one is not easily addressed. If dark takes a beating, it does not have that much of a base to continue to live on unlike other primaries, Invul on the other hand, gets capped HP readily with a big heal when needed, has softcapped defense to all easily, and decently high resists (not AS high as Dark's, mind you, but it will definitely get you by.) Dark does fair best against Psi damage if Rad is not built for it. Dark has a very good heal, so there is some tradeoff there. In most cases, Invul will beat Dark at tanking. Shield is one of the best primaries, it gives a LOT of DDR if you can get AD double'd up, and you can practically become "unhittable" it does have one very big "hole" though and that is auto-hit, when that hits this set hard, may hit it very hard (think that giant robot in Market Crash), even with the layers of mitigation it provides. I would consider Shield a better primary than Invul, but I would still say Invul tanks harder things easier than Shield does if the Shield isn't going to go for things like T4 Melee Core + RoP + One w/ Shield spamming (Shield is probably a second only to Rad). I really don't think comparing anything to Rad is a fair debate, and Shield is very good if you build it to be that way, but Invul is definitely not bad at what it does and it is one of the sturdiest Tanker sets available.
  12. I love both of your ideas! It's so sad that we only have a small dev team 😞 what a wonderful job they've done so far though!
  13. As I said, not married to really the idea itself, but yea! I'd take this too, it just seems to lack some sort of AoE control for Doms to really utilize, and this was done on Thunderspy, but yea I totally get it if people think it's overpowered. Just saw that as a common thought about it.
  14. My thoughts on the others... I'm of a different mindset to this actually. I actually *greatly* enjoy the utility of a single target ranged immobolize with decent DPA. The problem lies, that this does NOT have decent DPA due to its cast. I think the approach to this could be to reduce the cast to 1.07s-1.33s and improving its damage. I am pretty supportive actually over these powers, the utility they bring to being "pure ranged" is a huge DPS buff, you no longer have to chase down AV's solo with them, they're one of few controls that work via purple triangles, and they bring a lot of survivability due to how enemies have to use ranged attacks to hit you, where so much of the ATOs and IO's make ranged defense for Blaster plenty. So IMO, change the cast rate of the power and tweak the damage up a little and it's great, also stacking immobs is not a bad thing IMO, but I do think Midnight Grasp is a little "eh" because it wants you to be in melee thus don't really gain a huge benefit out of the immob. So I am sort of at a toss-up about this one. Your suggestion to changing it to a Fear power, eh, not feeling it. I get it, I even agree with your logic that it is thematic, but I think fears are neigh-useless and would make this power imo just a straight set mule unfortunately rather than a real utility (how I see Fear is that it acts like a lesser "sleep" where if you hit the target, it will fire back, you want that target to die right? So you're kind of going to waste the effect unless you really need that "deep breath" moment which... I find there are more reliable ways to achieve that.) I like the new DM version of SM, I felt like it should've been ported over, but I think your suggestion is decent and well-thought out, but I'd rather this just be a pure AoE damage dealer with the large radius... I like the Stun idea though! An idea could be to replace it with Engulfing Darkness from the Dominator assault, but I can understand people being "married" to this and wanting it for thematic reasons, which I fully understand. But I definitely think the radius needs to be drastically increased, I'd even give it room for far higher than even your suggestion to 70 degrees, I'd say 90-120 degrees to be "competitive" as the only aoe power in the set. But then again, my ideas can be a little ambitious so I will say this is a great start/suggestion 🙂! See, I would normally try to defend this, in that the Holds from some of the other sets are really great and keep my Blasters alive during the really "oh ***!" moments. However, given this is a Mag 2 Stun that even just decently-resisting Lei can totally ignore it... I think it needs to be either totally replaced or tweaked for better effectiveness. I like the Boost Range idea! Another idea is to take the Stun from Mag 2 -> Mag 3 so then it DOES stun Lei's and becomes a truly potent power! Just to add a bit here, there are other Stuns that ARE mag 3, this one being Mag 2 is a bit of an odd-ball to me and it probably took a hit for some reason due to a mechanic that honestly just doesn't merit the "hit." I really like your suggestions with these powers 🙂 I just have slightly different takes! EDIT: To be fair as well, the reason I spoke on the regen/recovery power before the others is because this is the specific reason I haven't made any with /Dark yet. The others have their own problems that make this set "meh" but, changing that power is an indefinite priority in my eyes to make it viable. That's why I find it so critical to agree on that and discuss it early on.
  15. This is such an over-exaggeration in so many ways and it leaves out important details... 1. The people who aren't selling salvage now, are most likely the same people who would use the P2W reject option anyways, so you're not likely to even lose people there. 2. The people who are selling the salvage now, aren't likely going to stop because the option to will exist, again, as evidenced by even the thread, there are people who will still sell the salvage if this theoretically went live. 3. The devs can easily seed the market if this were the case and it really did get "out of control" which is laughable, and most likely won't ever happen. See what it does to the salvage market, then decide if it has gotten out of control, last time I checked, inspirations and white recipes did not skyrocket out of control. For the prices to go out of control or so high that it is truly worth noticing the difference it would require so much of the playerbase to use this option, or so much of them to already be selling, which is just flat not the case or is it going to be the case. If anything, it's a psuedo-positive even if your theory that the prices go up happens, because that means the people selling it get more profit by doing so. It is not the lose-lose you make this out to be.
  16. This is a bit of a necro but I realized the same issues especially with this power: In no other circumstance for a Blaster to gain their regen/recovery does it so strictly require that you hit an enemy with it. I know that there is additional accuracy baked in to this power, but if you miss, that is all she wrote for your regen/recovery. Basically, you are (from what I can see) at the mercy of a 95% chance, which as we all have seen, doesn't always guarantee anything. No other secondary has to deal with a to-hit check. 100% this should be changed. The reason I'm afraid they did this was because the Devs wanted to preserve "Touch of Fear" which was originally there before they decided to replace it with the "Touch of the Beyond" power. I fully believe if the Devs actually got around to looking at this set, this should be one of the first powers to get a complete overhaul, because it so desperately needs it.
  17. It's been mentioned several times, but I think it is worth repeating and asking for again. Does Illusion Control fit the Dominator mold? Not necessarily, it offers a unique and vastly different playstyle that isn't totally dependent upon Domination. That's not a bad thing, not every set is supposed to feel like a very similar copy to one another, and that's great that it will offer more variety! Would it be underpowered? No, while only 3 (maybe 4 not sure how Spectral Terror would work) of the 9 powers gain a benefit from Domination, the argument is still there to say that those 3/9 powers would be excellent under domination. Further, PA works exceptionally well as an aggro tool for AV's outside of Domination, making it not so critical to need Domination in the first place. Why would you want it? It's the flavor and thought of having PA and being able to attack, and for others it may introduce some really interesting character concepts. Really, to me, the thought of Illusion Control really does sound quite Dominator-y more than it really does Controller-y. Currently, if you want the "true concept" of a Carnie, you cannot achieve this because there is no way to really take Psionic damage (or theme) with Controllers besides an Epic pool or a not-so-thematic secondary pool (Dark Miasma). Would it be overpowered? In this state of the game, no. We have TW/Bio and Kat/Bio Scrappers already ruining GM/AV lives, introducing a competitive Dominator primary that's quite fun and interesting would be a welcomed sight, I think. Many other ATs and combinations are doing this same exact thing already, I don't see how being a specialist for GM/AV makes it "broken" especially on teams where the damage and debuffs are all there. Illusion Control's damage is really going to do more for a Controller than it really will for a Dominator who has an entire secondary devoted to damage, further the set will trade some AoE control for the excellent hard-target control. I don't necessarily want "additional" powers to "make it better on Dominators so they can use Domination" but I definitely would not mind a replacement for Spectral Wounds, given that Dominators appropriately already have damage from their secondary, this would feel superfluous, replacing this with a great type of control that would benefit from Domination would be ideal.
  18. Your comment is under a few assumptions: 1. That players providing the salvage is critical, thus the salvage should be dropped/mandatory. Normally yes, but it leaves out significant details like the fact the salvage is infinitely seeded, there is a size-able population that won't use it, there is ALREADY a significant population that is just DELETING the salvage as we speak (self-included) and a lot that are just vendoring it, therefore a lot of it already isn't even going into the AH to make this argument very concrete. 2. It assumes again as addressed above, the fact that players are even selling the salvage on the AH, when the reality is that a size-able portion are not, I'd actually venture to say *most* are not. 3. It also assumes that there isn't distinctions already between the rarities of reject-able items (recipes/inspirations). We already have options to reject inspirations by the category of what it enhances/does and how large of an inspiration it is, as well as enabling/disabling dual inspirations. The same is done for recipes. That begs the question, if this is already a precedent, why shouldn't you be able to reject salvage by rarity? Why is the tax on salvage rejection there for seemingly no reason? 4. It assumes that I even get the "salvage" from "little people" the salvage is seeded if they want to sell their salvage for that, then they are welcomed to. This doesn't stop the sales of the salvage itself nor does it force people who would've already sold the salvage not to sell it anymore. This is a weird argument that doesn't make logical sense, the same people who are already selling this salvage on the AH are the same people who will likely sell it afterwards. You also have no idea who is selling the salvage, you don't know if they're little or big, in fact a lot of the "losers" on the market are the ones selling high-end purples for cheap. A tax as used in this context is a "price to pay" (drawback) for the freedom to do something. The example you used is not a relevant example, is sort of wacky, and doesn't make a lot of sense...
  19. Hell no. Leave Momentum to Titan Weapons, do not DARE try to implement that crap to EM. +0. Also no. Do not want splash AoE damage, I want my hardcore heavy hitter ST attacks to be what they're supposed to be. In this state of the game, they should shave off ET's animation time to what it was and allow it all to be crit, as it should.
  20. Even still, that would be disruptive, and I'd prefer to have more control over that, I wouldn't want to use my travel power and deal with that.
  21. I like this actually and your idea is really good here 🙂 I however would like a differentiating power sort of between Group TP and self-TP... There are many instances if I were to take this as a travel power, I would like to only TP myself and NOT anyone else to my location. Some people may be ahead of me going toward a mission, I may be lagging behind, etc.
  22. This I agree with, I think the Whirling Hands could replace the "Stun" power, but I'm not sure how everyone else feels about this.
  23. "Meta" I know. I know. I know. *Fire/Fire/Fire Blaster - Duh? Theme and main. Hits hard, is my favorite of all toons ever made. *Fire/Cold Corruptor - She's the perfect speed-enhancing force multplier for teams. She brings a LOT of -res because of Cold, and hits HARD with Fire Blast (she's brings -104% res to a team along with having Fire Blasts with Scourge!) *TW/Bio Scrapper - I want to hate it for being so "meta" but... it's grown on me. I love her, she just makes the game go quick and amazing, she's a tank with Confront for taunts, I literally can't complain about her in any aspect. *Dark/Energy Dominator - Excels where I need her to. She brings very long-lasting hold's and hits very hard due to the lovely Energy Assault secondary. ❤️Whether ST for the confuse, or locking down swarms of enemies, she's able to provide it all with the damage to back it up. *Nature/Sonic Defender - Easily one of the most fun characters I've ever made. I bring her to iTrials constantly. She is the main healer in almost every group I enter, she brings so much team utility (-125% res, +101.25% damage buff to all allies in OG + assault, 22.73% res to all damage, massive absorbs, and a LOT of healing... she's a team powerhouse!) doesn't do any real damage directly but that's fine when everyone else is buffed and the enemies and crippled! 🙂 I get soooooooo many compliments on teams with her!
  24. I've investigated the use of these seemingly "useless" T1 immobolizes in the Blaster secondaries, and I've come to find they're actually exceptionally useful in a number of situations and actually contribute to DPS pretty usefully in a number of scenarios. This is totally off-topic from the thread but I think you may want to re-investigate your initial thought of them. For Controllers/Dominators even there are reasons to actually take them: 1. They can be a significant DPS source... How significant? By their damage per activation, they can often be higher than both your T1 and T2 blast sets, they also typically accept procs better than them because of the slightly longer recharge, although they still are up fast enough to work very well in a rotation with other fast casts. Ring of Fire from Fire manipulation actually proved to be a net gain on my high end Fire/Fire Blaster for pylon times. 2. They freeze your enemy in a location, if you get your ranged defense high (like 35%) you never have to enter melee again, you also don't have to deal with chasing down anything anymore, which is a HUGE positive defensively and offensively. Con: 1. They are DoTs, but they end up dealing more damage against a hard target. 2. On a basic SO build, they aren't going to make the chains work with their recharges sometimes (depends a lot) but this is a very murky area to tackle. Any ST immob can always take a bare minimum of 3 damage procs (Apoc, Glad, and Trap of the Hunter) that will add up. It also works well with contamination. So for a set like Dark on Dark Controllers, it may VERY well be worth the power pick, on a set like Fire Control? Maybe not. It IS situational, but on the Blaster secondaries, it very often IS worth it ESPECIALLY when soloing hard content.
×
×
  • Create New...