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siolfir

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Everything posted by siolfir

  1. Coming up with names isn't, but arguing about them is.
  2. Caleb is really nice, he just wants to see some different scenery every now and then. Lusca is a peach! Oh, wait, not those GMs? Yeah, I guess those are okay too.
  3. Sounds like it's inheriting the buff from TT:Assault (including the remaining duration), like most other pseudopets. The duration is 2.25 seconds and tick rate is 2 seconds, so it replenishes itself before it wears off for players, but pseudopets aren't affected and usually have this problem.
  4. It shouldn't, I'm pretty sure that it could do it via global proc (which is how I'm assuming Hybrid Assault does it).
  5. Doing so would increase the animation time to 1.5 seconds. You may already know and don't care, but I just wanted it to be clear that doing this would be a nerf on the power. It was in response to combining Recall Friend and Teleport Foe into a single power that changed what it did based on the target selected (friend or enemy).
  6. It might be worth noting that originally Poison was a Mastermind-only set, where your pets are going to be busy attacking while you're focusing on the (really clicky) secondary. Even then it was considered busy, but it wasn't revisited during proliferation (like most of the sets should've been). Completely agree with the first sentence, and the changes to the shields and Speed Boost to make them AoEs (for league content, mainly) had indicated a trend towards less clickiness. Faraday Cage is a great power and even in the secondary you'll get it at level 16 - before every enemy group has some method of mezzing you - but if the rest of the set is a lot of "meh" people will just pick one of the other sets out there that do a better job of buffing or debuffing, or if concept is key they can make a Sentinel, melee character, or Blaster with electrical powers. Suggestion for the variable target cap - instead of just adding one, double it for each stack of Static, allowing up to 64 at 5 stacks on all of the chaining powers. This will help in league play or in large teams with pets - a team of 7 Fire Controllers is already 32 targets, not even getting into Masterminds - and at most it's under a quarter of the AoE buffs offered by other powersets, including the formerly-single-target shields and damage buffs by Radiation Emission. It will also, in normal team play without pets and only 8 players, reduce the stacks required to hit the full team to 2, so that the set becomes far less clicky just so you can build Static to hit most of the team.
  7. So tell me what teams want, what they really, really want? Okay, enough of that silliness, you should be ashamed of yourself making me have a Spice Girls moment. Time offers 2 heal-over-time powers, -resistance (as you mention) with -defense thrown in so you can proc it, +global recharge attached to the second heal-over-time (which also gives +end and +recovery for 30 seconds), a debuff toggle that's -dam and -tohit, a patch hold, single target hold, a click to-hit and defense buff, AoE slow/recharge/regen resistance attached to the first heal-over-time, and has a single-target +damage buff that you can keep on several people easily that also boosts their regen, recharge, and the effectiveness of your heals to single-target heal level. It also has some slows, and -regeneration comes in two powers for a max total of -150%. So I guess that it doesn't offer mez protection, but beyond that what exactly doesn't it do? Is mez protection that doesn't come from Clarion really that important in your teams? Or is it just that Kinetics is the only set you want because it puts the team at the damage cap?
  8. It was part of the page 5 set of changes.
  9. While the Dark Consumption idea just needed a little tweaking (I felt the critical damage was too much, and either the no critical/reduced critical approach was the right way to go there), it also only aids the ATs that get it. The disappointment is somewhat funny since the Shadow Maul change is all that Stalkers were going to get, and now that it's all that everybody is getting now we need more changes. The change to Midnight Grasp sounds good and would affect everyone, but I would hope that it would still keep the 100% critical rate from hide on the single target portion: playing a DM Stalker I wouldn't want to have my hardest hitting attack turned into a 50% chance for critical when it's always been guaranteed, just look at the complaints about Head Splitter. Stalker Energy Melee says hi. Then goes back to quietly crying in the corner.
  10. So that's a no on Click Bait, then? 😝
  11. Admittedly I skimmed a lot of the thread since I hadn't caught up from page 1, but I thought I'd throw out a different tweak: Add in the bonus scale 0.9275 damage, meaning that within the small 3' radius you're back to scale 3.18 damage. The close range damage would not scale with endurance. The regular damage (scale 2.2525) would scale with endurance to a minimum of scale 0.9 (current damage scale), meaning that at worst you will do the current 0.9 scale damage outside of the "close range damage" area, and do scale 1.8275 damage to mobs within 3' - that's a little more than Gloom does, in a faster animation (and a bit less than the Brute and Tanker versions of Spin, which have a higher recharge and damage scalar than the Scrapper version). All of the damage would be enhanceable/buffable. The close range damage would be dealt immediately, while the remainder would be dealt as DoT over 5 seconds (15 seems like it will rarely ever actually do the full damage, if it's going to last that long then bump the AoE size to 15' and turn it into a PBAoE Rain of Fire without the pet). If you decide to allow the critical, the close range damage would be the only portion to critical (basically turning it into just over scale 4 in a 3' radius, which is crashless nuke scale). My problem with the critical before wasn't that it was present, it was that it wasn't partial while many other powers have reduced criticals or some other effect in place of a full damage critical to prevent the very high scale that it was reaching before. Obviously you have your own plan already, I just wanted to throw this out as a suggestion for a middle road that doesn't go overboard but doesn't feel completely anemic, and uses the DoT you mentioned to prevent insta-killing, but on a much lower time frame (hopefully not ticking quickly enough to cause mob scatter for Scrappers).
  12. They answered these questions in the other thread, here's Bombardment: Preemptive Optimization:
  13. Yeah, if you check the old feedback thread it should have been doing a bit over scale 1.8 damage at that level of recharge. With the animation time reduction, that would have had the damage per second of animation increasing from 0.653 to 0.723 (both numbers factoring for Arcanatime), which is probably more than they wanted to buff it. So the recharge came down, endurance cost and recharge are directly related in their design formulas, and the new damage matches the formula exactly for that AoE size. I'm assuming that 11 seconds was picked for the recharge because at 12 seconds it would still be an increase in damage per activation time (to 0.694), which is still likely more than they wanted to buff the power. @Jimmy: at the new damage scale it's actually 0.645, the 0.633 value was at scale 1.588 - the change actually makes it closer to the old value. If you're looking for comparisons, Hurl Boulder's 2.5 second animation and scale 1.64 damage gives it a scale 0.621, and Crowd Control in War Mace is 0.717.
  14. Nothing really to say except for thank you for taking the feedback into account about the name. As I said in the other thread, I didn't find the name offensive as much as I thought it was more fitting as a name for a power or character rather than a power set.
  15. It's not a bad idea in a vacuum, but with how few other powers in the set work without an ally... hard pass on that for now.
  16. Easily understood. Just didn't want it to lead to confusion by the person you were replying to, since they were wanting a large base value to build on.
  17. Nitpick just because I'm looking at it on beta while posting: Scrappers get 50% + 10% per.
  18. This has already been pointed out, and not only is the damage going up but the recharge and endurance costs are coming down. Please see this post: That solves my main problem with it - I would consider setting a lower limit on the damage, but the scale 6+ damage AoE seemed a bit much to me considering the likelihood of gaming a 60% critical rate using ATOs (plus the powers that it was compared to don't critical due to using pseudopets), and you have to get below 35% endurance to even get below the scale 0.8 that it is currently for targets outside of 3' away, 25% for mobs within 3'.
  19. Nice of you to ignore the rest of it that mentions, and I quote, "the variety of powersets that let you refill or mostly ignore endurance" and paraphrase it as "lol handouts." Those options are available much earlier. There are also team buffs that provide sufficient recovery that you'll never worry about endurance while they're active, too, but I was thinking more along the lines of solo performance. The whole point was that it's extremely easy to mitigate endurance consumption through any of a variety of ways through a variety of build choices, and the most common and effective one for people who are attempting to maximize their damage is to run Ageless because even at its lowest value - the one that's permanent at tier 4 - it's still quadruple the base recovery of Stamina. But hey, sure, knock yourself out ignoring the point.
  20. The focused feedback thread has a couple of suggestions for Stalker-specific changes (notably keeping the original damage scale with the higher arc for Shadow Maul, and replacing Touch of Fear), because I feel the same way. But let's face it - when a Scrapper is going to get nearly 2300 damage on a Dark Consumption critical (screenshots in the thread), who needs to use Assassin's Eclipse to do 1946.51* at the damage cap? * - based on scale 7 damage from hidden status, so 55.61 * 7 * 5
  21. Fixed that for you - that's just going with the common "high dps" route, not even taking into account the variety of powersets that let you refill or mostly ignore endurance. I'm not arguing whether I think the values should be reversed or not, but it's hardly a reward when it's just handed out to everyone.
  22. Thanks, forgot about just flagging that line to not stack. I still think a minor damage component would be thematic for a "shock", but I could see how that adds a lot of procs to the power. I mean, sleep has what, a low ppm minor heal, a chance for -recharge, and chance for placate?
  23. True, but I was trying to keep the "fear power" in the set. I'd rather have the new Dark Consumption, too. :P
  24. If we're talking about changing it to something else, just ditch Touch of Fear for Stalkers and either make a new PBAoE psi damage power that has a fear secondary effect (preferred, since it keeps them in the thick of things) or just give them Mind Control's Terrify.
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