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. Can argue the same for recipes and inspirations. Not a valid reason for it not to exist, if people want that system, great I'd be down for it! But at the same point, I'd be great with them just going with rejections that we already have.
  2. Lazy? Or I just don't want to deal with it? There are lots of things that are rejectable that are not as horrific as salvage overall in time/spent to get rid of them. We have an abundance via seeding, so there isn't a need for more salvage, so why shouldn't we be able to drop them? As I demonstrated, the time spent selling salvage is significant over time.
  3. 30 seconds, let's say you do 3-4 tf's a day and it fills up (farmers have it even worse) let's say you do this 5 days a week, a fourth of the year. 30 seconds x 3 tfs x 5 days x 4 weeks (rounding down here) x 3 months = 5400 seconds / 60 = 90 minutes worth of selling salvage at a very modest amount of time spent on this game.
  4. this doesn't end up being 30 seconds. at all. this ends up being hours, and no exaggeration, if you played frequently and tried to "milk" them through the AH (like you're suggesting), days. for very low gain.
  5. let's say 1 second to recognize it's there another 2 to open the ah another 3 to wait for the prompt and put in 1 that adds up to hours of time after how frequent they drop dedicated toward selling them or ignoring them and not getting any good drops. this is all for chicken feed in terms of inf gain. there is an abundant supply, that doesn't mean it's a good thing. this is a seeded economy with billions of them already, we dont need players to put in more or contribute to the supply because it's endless. the prices are hardly dependent on what players sell due to the seeding and the massive volume of them. they clog up my inventory, they're awful, they're a waste of time, there are often hundreds of them after selling is done. no thank you. reject!
  6. I'd rather just not have to clear my inventory every task force because of the absurd amount of abundant white salvage in my inventory, and actually receive the oranges and things I genuinely want, rather than be blocked from it.
  7. Do I even need to explain this one?
  8. Who can forget the ever-iconic "Investigate Electrical Anomaly" first mission from Synapse, that has nothing in its directions to "kill all the clockwork." This mission confused me because I thought that there may have been a glowie or special boss group, but no, the mission is almost purposefully misleading.
  9. This really just speaks to me as needing more difficult non-trial (read 8-24 people required) content that's more tailored to people having incarnate abilities.
  10. So, Necromancy was confirmed as a new power pool?
  11. This is very well said, I completely agree with you. For a lot of my ATs, Hasten ends up being "worth it" fire/cold corruptor, fire/fire blaster, tw/bio scrapper, etc. due to longer recharge powers (namely inferno/follow through) and trying to make Blazing Bolt come up in the chains as often as possible to gain on DPS and speed. However, with something such as a DB/WP Scrapper, I can see where Hasten is completely redundant and outclassed by the several ways to improve survivability and fit procs to occur more often than trying to pigeonhole into the extremely hard to achieve attack chain. For most "regular" Defender/Corruptor/Blaster/Controller/Dominator/Mastermind (sometimes)/PB/WS/Fortunata/Crab/Sentinel, Hasten is a pretty worthwhile pick, for Scrappers/Stalkers/Tankers/Brutes, it may very well not be worth it. Interesting!
  12. I actually really liked your opinion and the guide overall. Excellent work! It was very accurate and enjoyable, however I do want to make a *note* (in general about Lethal damage) here: Lethal damage makes up for it because (often) it is typed with -defense debuff which -> Achilles procs for -res, so what does resist it, Lethal will get the -res on its attacks to "even the playing field." Psi does not get this luxury unfortunately. Now I made a Psi Blaster, I agree with the overall thought that Psi is still viable, but I wouldn't recommend it. The Praetorian robot resistance to it that so often encountered with no ability to really -res hurts Psi. Once again though! Excellent work. 🙂 Something interesting people taking Psi may or may not find interesting (I actually learned this in PvP): Psi has by far the greatest capacity to overwhelm enemies with a surge of damage at once. How do you accomplish it? The chain is usually Will Dom (it travels so slow that you can actually abuse its slow travel rate to turn the damage into a massive spike) -> Char (travels moderately fast, but not the fastest) -> Telekinetic (casts almost instantly). This will (even on Sentinels) deal about 1,000+ damage to an enemy all at once.
  13. Hehe funny enough! I have a Thugs/Empathy FotM PvP zoner MM that actually doubles in PvE too. Love her to death! She's taken many a victim from the double gang war + teleport foe heh
  14. You completely assumed that's the reason I made this post, and it wasn't until someone else BROUGHT UP pvp that I even mentioned it. You're attacking me ridiculously for no reason. I'm not replying to the rest of this thread. I've had a hard week as it is emotionally. I'm not going to be attacked and name called for assumptions that aren't true.
  15. I may have missed the point with you. I didn't mean to say they directly oneshot you by themselves, they get a friend, get on a team, and they both whack some poor unsuspecting victim with GPB at the same time in a coordinated strike (or... the ever-lovingly infamous Dankz dualboxer-type). There is no counterplay to it, Blaster max HP + max resistances with plant absorb in secondary got oneshot. Higher perception works on some ATs who can see through Stalker stealth (VEATs), but not most ATs (probably less than 5% of viable combos). I would not doubt by any means doing this wouldn't kill most Sentinels or even other Stalkers either, probably a lot of well-built Scrappers as well. They are sincerely a threat for the mentions above^
  16. I just used it right now. It DOES decay.
  17. This is kind of what I'm referencing, but Barrier itself makes even incarnate content too easy. No matter how you slice it, repeatedly using barrier with teammates is broken, it gives way too much defense and resistance for what it does. If there were enemy groups that did damage unaffected by barrier, that would be one thing, but when it literally resists and buffs to the sky *everyone* on the team's defenses and resistances and can be repeatedly stacked over and over multiple times giving several "god modes," it makes literally nothing even incarnate content able to produce any sort of challenge. That's why I want it fixed, because I want there to be some sort of content that presents at least some challenge or interest in doing. Older 50 TFs were a lot harder before the incarnate system, that is just a flat fact. Yes, defense and resistance buffs exist outside of it, but you had to have specific people doing that, not just anyone can give everyone on the team god modes on rotations. This is exactly my issue with it.
  18. Here is an example of a Poison/Fire Defender I made recently: I really love her costume and concept, I was going to kind of "ignore" the fire part of her and just make her blasts look like she's throwing out poison by recoloring them (something I don't mind at all!) But then... to make the build work I had to take the Psychic Mastery (Mind Over Body) pool, it reminded me of much I despise the effects of how overpowered certain auras are in this game. This is the least obtrusive coloring of MoB I could end up with... It doesn't mesh well at all with my Venomous Gas power and it looks weird. It creates a weird yellow-y environmental in the background of my character that I can't get rid of. Another example, my Psi/Mind/Cold Dominator, I picked the Cold pool mastery for the -res from the rains, and the defense shield for its protection, also hoarfrost for the HP... Set on minimal effects too BTW. I would rather she just had no effects on her visually, but it is so overpowering of a glow, that even recolored, it looks absolutely obnoxious. There there is Fiery Aura on my main character for her "evil" costume... So much of her costume is totally engulfed by Fire Shield (which I need to be on her in order to have her function in combat) for reference without it (which I much prefer): You can see a lot more of her outfit, yes the effects are a little much visually, but you can see much more of it and her details as opposed to when I have Fire Shield turned on. These auras can be exceptionally disruptive to the themes and visuals of characters. I highly recommend making a setting that just turns it **OFF.**
  19. I think this should have been an option from the get-go from Null the Gull... "What can you do?" -> "Could I retain team buffs, but not see them on myself?" -> Boom No harm, no foul. I would never cancel someone's buffs, especially to reiterate what @Replacement said about feeling like they're "dead weight" essentially because of people cancelling the mechanics of their buff. Thermal and Ice's buffs are very helpful. That aside, I really hate how the glacial shields look on fire-based characters or biological (nature/bio armor) ones. That's no fault to the person that cast them on me, that is purely how *I* feel, and for game play purposes, I keep them on. To accommodate a large majority of the player-base, I think there should be a transparent effects option like the OP suggested. Even a step further, I think there should be options for aura powers to just *not* be a thing visually at all. I love Fiery Aura and Bio Armor mechanically, but visually, they can completely overpower my characters (yes even on Bio's minimal effects, those horribly dark "pom poms" are extremely annoying to fit costumes around for concepts I have or visuals I actually enjoy). I really don't even see a reason as to why someone would really oppose such an idea, this is so widely accepted universally and so highly requested in volume, it would be a shame to not be implemented, I really would hope ideas like this that are just QoL visual effects take some priority over "nerf this!"
  20. I wouldn't personally kick anyone out of a group for KBing unless they were told before to stop KBing, and if they do it so often where every group has been totally scattered and just being a total *** about it... I'm sorry but I don't really feel bad for them. I give people the benefit of the doubt, same thing goes when people annoyingly teleport people in random areas with incand or don't use incand properly or spam phase shifting AV's. There are many group leaders who have the same mindset I do. Very very few will truly kick you off of a team just for not using the toggle at all or if you aren't seeming to be a troll. If they want to do it, they still have the option with the suppression toggle idea I had, they can go nuts with it all day long if they wanted to, and they can turn it on and off at any point! But if someone on the team asks them to use the toggle and they repeatedly and defiantly spam KB on groups of mobs over and over to prove how big their kahunas are, well, good riddance! That is not a new concept or limited to KB, that is just defiantly being a troll or an ***.
  21. Yes... See there is balance there, not every AT can just give a ridiculous amount of resistance/defense to totally ignore the damage literally anything can do to you for about 30 seconds. That is broken. I agree with your point about stacking buffs from supports... but those are specific ATs with specific powerset combinations not just random ATs being able to contribute what barrier does. People are totally ignoring the fact that you have a power that gives more defense and resistance than Elude AND Unstoppable for an entire league of 48. Is it the full duration? No. I'm not pretending it is. But that IS brokenly good, it makes incarnate content not even difficult, especially when you can stack it multiple times. It is, but you're not comparing the same effects. Endurance and recharge (when things like Hasten and set bonuses are around and available to everyone - with resistance and defense types definitely not available to others) are not as powerful to an entire group or league of people (the difference between making an entire league of 48 people completely unkillable for the entire duration it takes now to kill high-level AV in trials is vastly different than the effect of those people not running out of endurance and having their powers recharge faster - still powerful but not in the same "league.") Many people will have their endurance issues already fixed, not as many will have softcaps and resistance to every single damage type in game (minus very special damage/unresistables). I'm happy for you that you have *literally every single resistance type and defense type in the entire game* but for the other 99% of players and AT combinations, by default, we won't get the same luxury, and its affects to a group are overpowered. People have said this already, but it lasts the entire time but decays in effectiveness. Oh yes, a Psi/Bio Stalker in PvP deciding to tag-team people with Concentration + GPB + all the procs it can take (instantly oneshotting literally anything) then popping up barrier to force themselves back into hide to do it all again, and reshuffling the barriers with a friend isn't broken at all... On a well-balanced team with colds/thermals/etc. in support, yes. But to say that an effect is "underpowered" because there are support sets (you're forced to play MM/Defender/Controller/Corruptor to use them) that can stack, is a poor argument, because like I said, you're forced to have to play one of those and deal with their shortcomings. You do not have to deal with any shortcomings at all for ATs to use barrier. It's the least beneficial Destiny when your team is highly optimized, it's by far the most beneficial one with any sort of lesser-optimized one that doesn't include lots of support buffs.
  22. Honestly for sets like Energy Blast that are literally *known* for their KB, I think it may be best for those who do not desire the knockback to be given an optional inherent toggle power that just flat out shuts off kb and turns all kb powers to mag 0, essentially making it just deal damage "Knockback Suppression" as a name. However, powers that are specifically slotted to KD would overpower the toggle and work independently of it. Also, FF procs should still have a chance to fire even if the power doesn't KB the critters. This toggle is 0 end/sec and can be toggled on/off at any time. It may not fix all the problems (may also be annoying to detoggle/retoggle), but it does solve the issue of having to slot kb->kd in so many powers to play the set, it will allow you to run procs, overall addresses most of the issues while still allowing those who desire the kb to retain the kb. It also doesn't just automatically turn it all into gaining a direct benefit to the user of all of them having KD (overpowered IMO).
  23. Honestly, Barrier is just too powerful for what it does for teams. Completely max'd out resistances and defenses for a substantial amount of time is just too much. Ageless and Clarion are great, they're powerful, but they're not outright "broken" in comparison to what Barrier is/does. It just gives too much of an advantage to stack multiple Barriers on teams, have continuous "god modes," and make even +4 AV's a complete joke. I don't know what I'd nerf it to, but I'd definitely make it start off with a smaller resistance/defense bonus and more gradually slow down to +5%.
  24. Then why have the T9 at all if it forces you to take alpha strikes like this that no other set really does? There really isn't a comparable power that so strictly tries to *force* you into this range. I'm not for gutting the power, I'm for giving the set an ability to survive stay in that type of range and mitigate the incoming damage to some extent. The way I framed it isn't purely anecdotal. Look at the powers itself. You are blatantly ignoring the fact that you *have* to be in melee range to use the T9. There is *no other support set* that so strictly enforces this. I highly doubt that anyone who is playing this will tell you that without incarnates/"god mode" powers/lots of team buffs will say "yea, my poison does just fine at what it does!" you lack any sort of buff to absorb the alpha with your T9, you lack mez protection for yourself, and you can't even heal that damage, and the radius for your aoe debuffs is too small most of the time to contain a group. That does seem like a broken set. You're going to list all the arguments against that, but that doesn't change the reality that it doesn't have a way to mitigate damage internally to keep itself alive to actually use its debuffs. You keep pretending like mobs aren't spread out/large enough and that it'll just always debuff the enemies and be fine, that is not reality. "Well, that's an issue for most Defenders!" except, very few defenders have such issues staying alive, they either have range to not have to take melee strikes, are given buffs to keep themselves alive, holds to keep enemies at bay, etc. at the moment, Poison is playing like a much more dangerous and more debuffing (kind of, Poison has special effects to its debuffs that are great, I grant it that, but Rad also has the much more consistently hitting ranged target larger AoEs) version of Rad. Poison Trap, as lovely as it is, is not a substitute for Nature Affinity's AoE hold or Rad's AoE hold. There is indeed a night and day difference, as to how drastic, I'm unsure. Poison Trap does not cost as much endurance as the other two, that's true, but you pay the price by your holds not being as consistent -> dying more. Again, this sounds great, and if you're doing -1/x1 by yourself, Poison will feel OP, even up to +2 with low group setting. It's when you get into higher difficulties and AVs that their resistances to your debuffs climb up exponentially and start really hurting you. A +3 AV with purple patch will have your debuffs reduced to only about -20% damage debuff. A regular mob at +3 will be -40% damage debuff. Mez res on AV's is unaffected entirely by Weaken.
  25. They're still... AoE mez protection buffs. They're toggles/location, but that doesn't change the fact that they affect more than *one* person. Something that contributes a buff to teammates would add something to the set. But really, this isn't most of the core about the set, I really couldn't care less about the mez protection that much, but I would like to see that some portion of its buff being AoE. Poison needs something to stabilize itself. Yes, in *theory*: Reality: if you're fighting mobs at higher difficulties, those debuffs are going to be lessened. The debuffs are also not guaranteed to hit that many enemies given the fact they're not location-based nor do they have substantial enough range. You can say you'll herd them up, but you have no actual protection from the alpha of a larger or scattered group. Poison dies. Very easily. I've played a variety of support sets, and I can say that Poison itself has faceplanted more than the others due to the sheer fact its T9 forces you into melee, and the debuff likely won't hit all or sometimes even most enemies to mitigate an alpha strike.
×
×
  • Create New...