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Zeraphia

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Everything posted by Zeraphia

  1. Personally I don't think they're "fugly" but I do agree that more alternative animations would be a positive. There are some good ideas you've pointed out that I think could be implemented rather easily.
  2. You are quite sassy, but I like that you keep it honest.
  3. I'm just going to have to say... I can't agree. I think the set is absolutely fine. The set is "great" and while great may not be "the best" I think it's in a far better place than (honestly) the majority of melee sets. It has an AoE knockup T9, the AoE is phenomenal even if it does come a bit late in the set, the rage is permanent and can be double-stacked, it has extremely high single target DPS, and smashing damage isn't nearly as badly typed as lethal in monster resistances. It's arguably the second best melee set in the game.
  4. I did this suggestion with Fire Blast Blasters. I wanted to explore more options besides Fire Manipulation and see what other sets had to offer in terms of gameplay variety. It was uniquely refreshing and gave me a sense of enjoyment seeing a set do things other than just straight numbers of damage. It opened my eyes to the fact that I actually really liked Ice Manipulation, Temporal Manipulation, Atomic Manipulation, and Plant Manipulation. I think it also opened my eyes to the idea that while I may not like a FoTM combo (I'd say this was Robots/FF MM and Fire/Kin Controller) I did maybe like aspects of those sets, and found great uses for them with other sets. I much prefer Fire/Fire Dominator over Fire/Kin Controller, much prefer Robots/Time over Robots/FF, and much prefer Fire Blast/Kinetics Corruptor over the Controller variation. While I'm sure some will disagree with the assessment that I believe Sentinels are slight underperformers, I've found them enjoyable to play. Some combinations are stellar and very appealing even if another AT does it "better." Truthfully, if you enjoy the powersets and try your best to make them work for their intended purpose, that's what it's all about.
  5. So here's the thing most people don't consider about their APP's: Soul Mastery is the hidden sleeper OP pool that you always want to take if you can take it and are willing to adapt to being a little squishier. Dark Embrace is a very good resistance power, a great grab pretty universally. But this still isn't the reason that you want to take Soul Mastery if you can. Soul Drain and Dark Obliteration. The minute you get access to these two powers, you essentially get Blaster levels of damage. If you slot in a lot of global recharge, you can get Soul Drain down to having a 50-60% uptime and it doubles as a hard hitting PBAoE. Finally, Dark Obliteration is probably the single best proc monster any Dominator has access to. It's a TAoE that can take 5 procs. 5. The cooldown is perfectly long enough that it's not up often enough to get low usage out of the procs, but it is short enough to where enough global recharge will allow you to have it up mob-to-mob. You essentially have Build Up half the time and a free judgement power.
  6. So this is a complex question actually. I've tested this with cheat engine (not to actually cheat in the game necessarily, but to validate some zone co-ordinates) and every single base in existence essentially has its own specific zone ID. So in a way, yes. They are their own forms of "pocket dimensions!"
  7. This has been mentioned a few different times. There are a lot of suggestions for "vanta black." Which describes what you're looking for I think. Just letting you know! I agree with the suggestion!
  8. I wish you could turn white salvage off at P2W.
  9. The only thing that makes this hard for me to "accept" is that mastermind is a very traditionally "evil" role. I know it's 2022 and we've had null the gull for years but still the emphasis on evil thematic powersets (mercenaries, zombies, demons, beasts (I guess this can sort of be a slight rulebreaker), thugs)... and then you arrive at angels which make no sense to how they would be considered evil. A corrupted angel is just a demon. If you're willing to throw the above aside, I think it makes for an interesting concept, but you need to define what the T2's would be. You have angels (regular) that are the lowest tier, and the T1 being the Archangel, but who would the T2's be? Imaginative Wardens? I'm actually in support of the suggestion, but I think it would require a bit of re-envisioning for what MM as a class was supposed to be.
  10. The reason is because well, Water Spout IS a high damage ability. It does a lot more against an AV than just Sleet alone does. It actually has been proven on pylons multiple times in the Scrapper thread to improve DPS (although whether it or Moonbeam are better is a mixed bag.) In solo play, Water Spout is going to be more effective than Sleet in terms of damage, it also gives fairly decent CC. It's a great ability, but it falls off in team settings where everyone has T9 nukes, judgement, etc. and Water Spout tends to not be as apparent compared to the immediate debuff of Sleet. I think iirc with proper slotting Water Spout deals somewhere in the 1000's of damage (assuming little to no resist) for a moderate cast time making it extremely effective in a rotation.
  11. I get the thematic reason for it, you shouldn't as a villain be willing to work with the other side so easily, so you both go to a neutral zone. But honestly, it's just a pain in the ass. +1 to the suggestion. I'd like this to apply to starting iTrials, co-op TF's, etc. and just get on with it.
  12. You can alter power sounds mechanically already. Look, this isn't my hill to die on by any means, but I'm sure just as you prefer the sound of Repel, some people will prefer the sound of Repulsion (I can't say I enjoy either.) If you don't like it, you can change it yourself!
  13. This is honestly selfish and asking for a lot, but quite frankly, it must be said. One of the biggest draws of Poison is the fact it is an endurance HOG, I actually think this set has the worst endurance management in the game besides maybe FF with 20 toggles all turned on. I'd love to see one of these powers have a +endurance mechanic. The T9 + the rest of the set in use is a ton of endurance, the paradox of the set lies in the fact that if you solve one problem (ageless, the endurance issues are fixed) you encounter the fact that to use the T9, you have to get into melee range with no protection against crowd control (without P2W defense buffs.) I would greatly enjoy some sort of endurance help somewhere in the set to offset some of its extreme endurance demands in comparison to most sets. It may not be the change that most are suggesting to it, but I think some sort of endurance help would greatly improve the set.
  14. Telekinetic Blast is a pretty good power as-is, Dominate is one of the best proc mules in the game. You don't enhance it with damage enhancements, you slot it with several procs. PsiNado is a bit of a meh power but it's more useful than some AoE powers. Overall, I don't think Fortunata out of all the Epic Archetypes (PB, WS, Widow, Soldiers) is doing badly, in fact, I think she's quite easily in the best spot of all them atm.
  15. Maybe I'm just the oddball that actually thinks Vigilance is fine as it is? It provides very good buffs that are needed when soloing. Defenders in generally aren't lacking too much to me, they have a lot going for them.
  16. I thought the same thing, and I had to double check Defenders still got it at level 32.
  17. But what you are describing is a quality of life change. Is it necessary to make the game function? No. Is it anywhere near the pressing degree somethings should be addressed? Probably not. But I see how it can be helpful to people with less resources. I've adopted the mindset that farming is just the way the game is. You can't really stop it unless you remove AE and allowing level 1's to group with level 50's. If it helps them farm more efficiently to get to do the content they actually want to do, then so be it. With the suggestion, he'd still have to actually kill minions, he'd just skip the zone load times and character dialogues most farmers don't even care about reading.
  18. I read this ready to downvote it but... I actually think this would be a nice change. I understand the counterargument that it's already easy enough to just walk out but there are people who have limited resources with regards to their computer setup (mainly going zone to zone could be extremely long for these players and as such just resetting the enemies may save them a substantial amount of time.) I'd be in favor of the suggestion, I think people could be a little more open-minded.
  19. So the answer is always always always going to depend on the COMIBINATIONS accounted for. Fire / Kin Corruptor will always out-damage Kin / Fire Defender. Sonic Blast / Force Field Corruptor will never out-damage a Storm Summoning / Water Blast Defender. The general rule is, all else held constant, even with the -res sets, corruptor will do slightly more damage than defender, and with non-resistance debuff sets, corruptor should do noticeably more. As to your edit, because well, Defenders being 0.65 on the Scalar, matters. Their damage at baseline is pitiful. It's worse than even Controllers because at least they get containment and pets. The devs implemented the damage increase to make up for how bad it really is. Corruptors have a slightly higher scalar, but they also get scourge crits, and they get this passive even when they're not solo, further they get an increased damage cap. So they are given this passive because they are both not good soloist ATs (generally.) I'm sure someone will point out their outlier storm summoning maxed out Defender or Corruptor with tons of incarnates, but that's not the typical level 35 Defender or Corruptor running around with Empathy or Pain Domination.
  20. There are plenty of examples to pick a defender over a corruptor. Honestly, the two aren't really contending with each other and just have their own respective niches. Radiation Emission / Sonic Blast? Always go Defender. Kinetics / Fire Blast? Always go Corruptor. There's really only a few mixed cases where you could go either one depending on preferences. Generally, you pick defender if you want to offer more team buffing directly and are not a Kinetics user and you aren't picking Fire Blast.
  21. I think maybe I didn't clarify this, but I wasn't referring to PB/WS as the archetype itself being "unviable" rather I called the attacks they have unviable. The current versions of both of these powers have been reworked on other ATs, and as a result, it feels very weak to compare Luminous' melee abilities to Energy Melee's reworked abilities as well as the WS/DM counterpart. They were given reworks for a reason. Also to edit: just because it's on the blaster scalar, DOES NOT IN ANY WAY MEAN they are anywhere close to Blaster-level damage. Blasters have snipes. Blasters also have access to lots of different blast sets that are well, better than Energy Blast (the Luminous equivalent) and as a result, many Blasters will severely out-damage a Kheld. DPA matters a lot more than just the damage you see on a power. If an attack does 500 damage, but takes almost 4 seconds to activate versus another AT's 300 damage but 1 second to activate, the latter will far out-perform the former. In short: the problem to me with Khelds are that Energy Melee and Dark Melee have both received numerous significant buffs that have made those sets a lot better than their previous versions, meanwhile Luminous and Umbral's melee attacks have received no buffs at all. Shapeshifting causes you to lose all of your toggles. Human form is both the best and worst of both worlds at the same time, and clearly counterproductive to what the AT was designed to do: switch forms. Dark Extraction needs tweaking. My mind probably can't be changed about this point. That power feels awful and it's too tied to the identity of Warshade, they rely way too much of their damage on it, and they either need to make that pet a lot more reliable and better or they need to revamp it altogether and buff the rest of their kit.
  22. I actually agree with this post. I think for women as well, creating overly ripped female characters that aren't designed to be that way can look a bit too gaunt. Further, some of the female options do not make them look "grisly" enough for the theme of a character. Apologies for their terrible microsoft paint demonstration and apologies again if this comes off in any way as "NSFW" (I'm definitely not a VFX artist by any means) but the point is, I think just slightly altering the overlay to be more blurred and homogenous in color could make them look a lot more "normal." To which a lot of my characters are of the squishy mage variety and want nothing to do with lifting a weight.
  23. I will grant you, they are exceptionally good at AoE damage. They are not the best, they're not quite Fire/Fire Blaster or something but they're good at that. The problem is that VEATs exist, and Fortunata is kind of just the better version of everyone. Survivability? Pure resistance-based sets without the ability to toggle a majority of defense toggles is still squishy in a lot of content. Fortunata? They have defense for everyone and they bring massive defense buffs to the entire team. Fortunata also far exceeds the single target DPS of both HEATs. Fortunata also doesn't even trade the AoE, she gets Psi Wail, PsiNado, Spin, etc. and gains controls. Khelds need a lot of work. They need help, atm they're in the same place to me that Sentinels are of "outclassed," in every way except fun to solo with. I think their animations on their single target rotations being cut (especially with the new Dark and Energy changes...) would help bring the set into viability but they'd still need to address their build pathing to allow people to bake more defense into their kit because as nice as resistance is, you need a baseline of defense.
  24. So Sonic, yes. But Sonic provides very substantial -res buffs to teammates via utility that is undeniable. You are contributing a lot of damage to a team by taking that set, not just looking at your own damage. I believe AR actually pulls ahead of Energy Blast in terms of DPS, but EB's nuke is better than AR's... "T9."
  25. So the reason EA scores very low for me is because (and my friend said the exact same reasoning you did for it) there are just sets and playstyles that could do that same "uber hard" content, they may not be as good as it in some cases, but will do 95% of the rest of the content a lot better. Cage is a clunky power, some people love it and have adjusted to it, but I think having to recast something repeatedly is rather annoying. The healing is okay but not better than other sets. Understand that while I don't care for the set and I think it's worse than other support sets, I think support sets as a whole are in a good spot right now and are valuable regardless. Even Sonic and FF have their places and they are both respectable for their niches. I just think in comparison to what other sets do, it isn't as good as them. I'll get comments telling me I'm wrong and that's okay. I've played the set and formed my own judgements on it and done task forces with it many times. Seismic Blast is very mediocre and the T9 "ultimate" feels probably like one of the worst T9's in the game. It's better than Energy I'll give it that, but it's not a good set to me. I think other sets do similar things but provide better damage and/or utility to teams than the knockdowns. I wouldn't call it high end. It's definitely not anywhere near Fire Blast, Water's level of AoE/utility, Dark's sustain and team utility, doesn't deal damage comparable to Elec Blast's rework, etc. Sonic Manipulation I can't say anything good about. On paper, it looked really good, my friend and I were excited for it on release, I played it and well... Oof. That set just sucked. Endurance management was horrendously bad. The -res was not substantial enough to notice, the AoE power was horrible, and I genuinely found nothing good about the set at all. I think there are just a lot better secondaries than it.
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