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WindDemon21

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Everything posted by WindDemon21

  1. God this would be so epically needed
  2. Still PRAYING, that these changes get implemented in the next patch. Like, to every single god out there lol...
  3. Those may stack, but they don't multiply on each other like defense bonuses do. You're also forgetting the biggest thing, which is that that 7,5% defense to all, lets you REALLY ease up the build more where that defense can be used, allowing for you to slot more bonuses and procs to alleviate the build. Not to also mention, that that extra crit from the ato, and eagles claw, will work on every other attack you do, whereas that 5% extra crit on just storm kick alone ONLY works for storm kick. Its really NOT a contest to which is better, that 7.5% defense bonus would hands down help out any build better than 5% more crit on just storm kick would do. And for the record, as you just stated, my martial arts scrapper IS ma/nin, past soft cap, and i would still much rather have that 7.5% defense to loosen the build rather than a crappy 5% more crit on just one attack, ITS NOT EVEN CLOSE.
  4. Not 7.5% to ALL (except psy i think) in just using one power that you already use all the time though. an additional 5% crit chance is complete BS in comparison, that's (for those that can do math) only a 5% average move damage over time, and JUST on that one skill as well. If it would give say, like a 10% extra crit chance to ALL skills to stack with EC then i would agree but 5%, for ONLY that power versus a 7.5% defense to all bonus? NOT even a contest.
  5. but when you have multiple thousands of items like converters especially, and getting rare salvage from brainstorms, it's a helluva mess.
  6. any other helpful ones like for claiming character items?
  7. OMG THANK YOU! You are TRULY a HERO!
  8. Not to mention that SUPER dumb character items window that you can't even expand, and there should be a claim all option for that too. Don't even get me started on the "10" limit instead of at least 99 (same digits anyway, no ui change), and that you can't even "sell all" for salvage and especially enhancements even at a vendor, not to mention also that we REALLY need a "revoke salvage" and "revoke enhancements" option.
  9. They really should, or at least for the love of christ make a hotkey for the "open" (like pressing "o") option when you right click so you don't have to get carpal tunnel on your finger hovering over the left click button and moving the mouse up and down constantly.
  10. For the love of god someone mentioned there is a shortcut to opening the super packs but I can't find it, PLEASE HELP! for some dumb reason, there is no option to "open all" or even a hotkey to hit the "open" option when you right click, SO DUMB!
  11. But don't forget, for the DUMBEST reason, that is only on tankers, and only brutes get 7.5% defense from it. Scrappers just get a lousy 5% more crit chance on that power alone. SO f'ing dumb... (should I drag up the thread again about bringing the 7.5% defense to scrappers, cause dang I want that)
  12. I wasn't talking about the 10 target cap though, i'm ok with that given the change around the nukes. But the 6 target cap on some cones is just overkill and pointless and really needs addressed to up them to 10 targets as well.
  13. Well yes, but this cap for cones is just unconstitutional XD. In general, outside of sentinels, all ranged cones should really be 16 targets capped just like other taoe's are too.
  14. Ok, so this is a big debate topic, but one thing really shouldn't. Ok so making the aoes 10 targets instead of 16, I can figure that even If i hate it, but a few of the Sentinel ranged cones REALLY need to be bumped up to 10 targets. It's absurd that they are stuck at only 6 targets, especially things like dark's cone knockback, and energy torrent which are main parts to the aoe of the set. Fistful of arrows, buckshot in AR, and also ESPECIALLY Flamethrower in AR, need to have the standard 10 targets, 6 targets capped especially on Flamethrower REALLY hinder the power. While I could *maybe* see fistful of arrow and buckshot, umbral torrent, energy torrent, flamethrower, and electron haze all 100% non negotiable need to have their 10 target caps.
  15. They're actually taking 100dps, but they are regenerating some of that back. The big issue is they don't have much in the way of stacking mitigation. Where at a point, more healing and regen become superfluous, unlike defense and resistance, where getting more becomes exponentially better, rather than scaling down as regen often does. There is also the issue of how easy damage coming in can overcome your max hp if you don't have other mitigation in the form of defense/resistance, or at least in my top wish having reconstruction become absorb. This kinda really sounds more just like willpower's RTTC to me, just in a little different fashion. While I would prefer recon as an absorb, and do think absorb is the main area for regen to improve without taking away from theme.
  16. Don't suppose since it was missed that flamethrower could be fixed too, really slow even on the player versions, but especially Assault bot, 6.33s??....
  17. I'd say it gets annoying enough to be that low hanging, but at the very least let us radio button lock the "convert type" option so you don't have to click that dumb drop down every time. But right click option would solve all issues and help out a ton. Also including the option to catalyze that way "shortcut c" or boost "shortcut b" would be REALLY nice too, just overhaul all systems into one simple right click option.
  18. They need to just get rid of the conversion window altogether, and just let us right click on the enhancement in the tray and choose from the conversion options there, with corresponding keys for each function. IE: press S to convert within the set, R for conversion within the rarity, and T for conversion within the type. It can have a warning message warning you that it's about to be converted, which you can disable in options, or via a radio button below the message just like other options in the game like deleting an enhancement.
  19. Any chance we could see this soon pleaseeeeeee!
  20. The absorb in reconstruction, wouldn't be touching the max hp, or the regen in other powers.
  21. Yeah sorry I didn't mean to sound like I was discounting what you said, just giving the opposition to it. I understood everything you said before you even wrote that down so a bit unnecessary lol. When I mentioned about the key part, the issue isn't about Recon BEING absorb, but rather figuring out the appropriate rech/duration. I have also thought considering all of our posts, the best resource seems to be to keep its stats, but rather then half the value as heal and half as absorb. And per shadow Meld, epics should help but never be a full crutch of a set.
  22. The big key there you're missing, is the absorb duration. First, you can certainly pop absorb, and run away just the same. Secondly, for option two, lets say the absorb lasts for 30 seconds (but flagged non stackable of course), then even considering the heal on it's own being up every 30 seconds with 3 recharge SOs, then it would be exactly equal in terms of it's healing ability as opposed to the absorb, When you factor hasten and more recharge bonuses to get it down lower than that 30 seconds, then it starts to benefit more no matter what situation prior to what it was before, because it's still hp for hp, and with the -regen resistance, it would actually be able to regenerate while that absorb is on. Even if that regen is less because SOME -regen breaks through, you'll still have something (which should still be a good bit with that -reg res) to heal more than you would versus given hitting your hp to full. If the absorb only lasted like 10 seconds, sure I would 100% agree on your point being valid, but I couldn't see any way that it wouldn't be lasting 30 seconds, or possibly 20 at the least.
  23. I have stated both, that's the crux. As it is not literally straight math, how it performs, or any other set or power in this game for that matter, is entirely subjective as to what "fun" is. Every single person responding in this thread all fall in that same category. The point being that while some may think it's fine, others do not, and it's far from the first post regarding it as an issue, so my suggestions, (keeping in mind the main two, the others were things to think upon) are how I see these issues most easily being fixed without overpowering the set in order to make the set more fun. When part of the argument is "it's an ok set because you can run away," that does not really seem like a good compromise at all especially in today's standards. Again, having to run as the option because your other stuff isn't recharged yet and you have to run or die, is not fun. Also comparitively, other sets that already have better defense and resistance, also have that initial protection, and the protection also continues throughout the entire fight, where as regen, only really has that reactive, but then once those are used up, you're pretty much SOL until something else recharges. This change just extends that usefulness of reconstruction a little further through your alternate regen to take place during it's uptime. If you, me, and others don't see it as overpowering, then there really isn't much point to arguing against it (besides theme which again we seem to be in agreement including the devs that absorb is not out of the theme of regen). If you or anyone wants to go on the front that it WOULD make regen too OP, then that is where that point of discussion should start, and would be good to have the devs chime in on it too. Otherwise the regen lovers, certainly shoudln't be opposed to such a benefit unless they cry OP. (also keep in mind these are all in regards to pve, pvp is able to have it's on rules regarding powers, and could still remain a heal in pvp)
  24. Or it's something suggested by a VERY experienced player who also plays every other armor set and sees regents faults and where it can be improved to be more fun. Fun being the operative word, you can have a different view fine, but don't even begin to be condescending to things you don't understand. Your snarkiness does not prove any other point besides you simply being egregiously pompous and thinking people are stupid or inexperienced because they don't share the same view as you. Get off you moderately stubby horse it's embarrassing.
  25. I'm glad someone actually seems to understand the base nature of what my suggestion is for, but I far from feel that it would make it anywhere near overpowered. The main benefit would be that when you use it it would actually let your fast healing/integrations regen mean something rather than how it's mostly cast aside in most gameplay compared to the other main abilities in regen. In the majority of cases, it's healing would be "increased" simply by the amount that you regenerate from fh/integration while the absorb is up. With the same values as current reconstruction but as absorb, if enemies are tearing through your 50% heal, they'll still tear through the 50% absorb, and your health will still be lower, but plus small amount you would regenerate in that meantime, and would actually mean something during the time that say IH is up, outside of basically having no purpose as a heal during that time. As to thinking it's "not needed" people can say that all day, but i've talked with and seen enough people/posts who simply do not agree, so the main issue would be if the devs think it would be overpowering, as again there is clearly no thematic loss if you look at sentinels (and that absorb is basically another form of heal anyway).
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