Account validation emails are not going out, delaying registrations. We apologize for the inconvenience.

WindDemon21
Members-
Posts
2025 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by WindDemon21
-
The absorb in reconstruction, wouldn't be touching the max hp, or the regen in other powers.
-
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.
-
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.
-
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)
-
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.
-
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).
-
Full rework, no. Some tweaks yeah. I mentioned the two main things, the others are simply suggestions.
-
Lol I never said I was having *trouble* with it, just that I said comparatively it's been sub-par for a while given how it also impacts your dps and has no actual resistances to really any bad debuffs as well. Being mostly reactive, fine yeah, but the two MAIN issues this post was written about is, well really it should easily have that 95% -regen resist cap, I mean, it IS regen... but also to have reconstruction swapped to absorb. You can still use it EXACTLY the same way as you do now as a heal if you want, but you could use it preemptively as well, and when you DO use it reactively, it will actually let your other powers work WITH it rather than one or the other. The other things I mentioned would definitely help it but I wouldn't hold my breath on those, but I will stand my ground on how much more enjoyable regen would be with recon as an absorb and having capped -regen resistance.
-
No cause that already assumes you're at full health most of the time where it wouldn't be needed. The point of having reconstruction being absorb is so you can block damage letting the rest of your regen powers actually do their job rather than "instantly full health, other regen is doing literally nothing now."
-
Effectively, what it would do as absorb would help with alpha strikes, and when it's up, would actually allow your other regen you have to heal you, instead of being wasted once you reach healed, and as you take more hits would continue to do the same, otherwise, outside of IH, if you're relying on constantly reconstructing as a heal, fast healing and integrations regen gets largely unnoticed as well, and really only shows in that 15s MOG window. Having it be absorb would help alleviate this issue, still stay in theme, and help level progression by a very large amount.
-
Even with absorb, it would be better but nowhere near overpowered. Offereing zero base defense outside of the very short MOG, and likewise very little resistance, that would never be possible. (without toggle IH again of course)
-
That might be, but outside of theme, which given sent regen the devs clearly see as appropriate anyway, there would be no negative downsides to recon being absorb, only a benefit, so not sure why people are getting their panties in a bunch. And I don't believe i said 'everyone agrees' but many upon many that I've talked with do. You may think it's fine, great, but lots don't, and this would only help it out.
-
It would actually if you realize how regen plays with the other powers. And it's not a whole rework, i've listed a bunch of ideas, but the main one changing recon to absorb WOULD greatly benefit the set.
-
Maybe not, but it does bring issues that I and other players have into the light. YOUR stated baseline is not where considerations end.
-
I said it would be nice, never said if i would expect or think it would be that important to have dismiss pain instead, just that it would help level progression, and who cares if recon is a heal for other ATs, we're not talking about them, were talking about melee types that have regen, and that would insanely benefit from recon being absorb instead of a heal. If it makes you feel better, call it something else, but it's amount/rech the same only as absorb, would be way better than a heal that gets much less value when weighed against the rest of regen as a whole.
-
Not from anyone i've ever talked about it with, but i'm not saying there are none. At either rate though that's where my main point about it with this is to change recon to absorb so it's actually useful and help regen out a ton. Besides theme, which it obviously works with sent regen anyway and is kinda a heal, there is no way that absorb isn't 100% better than a heal for reconstruction.
-
Considering everyting except direct math is based on opinion of course, but largely in part to the community, it is, no need to nitpick.
-
They haven't, it hasn't really be "fine" even on live since it was nerfed. It's not *unplayable* just like any sets in the game aren't, but it is DEFINITELY not up to par, and has a lot of redundancies, especially with reconstruction.
-
Regen is not fine as is, everyone including the devs know it, but just haven't figured how to tackle it yet. Changing reconstruction to absorb though would easily fix like 80% of it's issues mechanically.
-
If absorb pain was to stay, it would definitely need that -heal to go away which is a big part of what hurts it. You can also get off 2 heal others in about the time absorb pain takes too it feels like so it's relatively pointless in the set for the most part. After healing aura, heal other, fortitude, regen aura, and AB, you have more than enough stuff to keep a single target alive, so absorb pain becomes relatively useless. If someone likes it, I personally judge that they don't know how to slot and use the rest of empathy properly. If it is to stay relatively the same as it is, remove the -heal, and I would say to increase the recharge to 30 seconds, and add a max HP buff to it like a dull pain (which frostwork in cold really needs to do too outside of also changing it to a perma-able pbaoe buff IMO, being both heal, and max hp) or an absorb over time effect similar to a single target wild bastion. It should also have the heal go into effect at the very start of the activation, rather than towards the end.
-
I would be happy with this for the people that would want to keep dull pain, I obviously would prefer the latter, and would figure at least to replace DP with the auto hp power as I have stated for reasons above. I wouldn't want the absorb in it though, it should still be auto. The absorb should still be reconstruction instead of a heal. The devs have agreed that it is bad planning when a set performs where a power pick becomes practically useless, this is such the case with reconstruction as a heal for most of the game. Considering how especially these devs PUT absorb into the sentinel version, I would assume they would agree with me on absorb being fine in regen thematically, and there is no better place to put it than changing reconstruction to absorb. Personally, I LOVE how it would work so nicely with the set, working WITH all your other heal powers, rather than just being lost in the wayside. Layered mitigation, is always more effective than topping in just one area, and at least as an absorb, it's still kind of a heal to stay in line with regen's theme.
-
Personally, I don't see why this is an issue outside of maybe being a coding nightmare perhaps. I would love more mutually exclusive power picks if it meant more options for sets that need help.
-
Oh yes, I LOVE masterminds, that's WHY I'm giving my point of view to hopefully fix issues that they have, which me and many others agree are the fact that the upgrades should be auto. That is my STANCE, but i'm not delusional to ignore that the devs, for now at least, have planted their foot in not making that happen. I love having your own team and supporting it with your secondary, The changes from the last patch most CERTAINLY help, but you still have to manually upgrade them in battle if you have to recast them, which all pets without upgrades are practically useless, but at least now we can kinda zerg rush the minnions at least. I'm still hoping for at least pbaoe upgrades and instant buffable pet summons so you can just boom cast the upgrade powers as soon as you cast the new pets without having to target them and then be on your way.
-
That was the reason I said for it not being a toggle, but it's main use after the alpha would be to block damage consistently SO your regen can actually do its job. So it's like a heal in that it makes your other regen powers do their stuff. A heal on top of regen, is just pointless, unnecessary, and useless. That is WHY they did the absorb toggle on sentinels. Changing reconstruction to Absorb is the defacto number one change that regen needs.
-
I would be happy with that too, at least for the recovery aura. Regen aura I wouldn't want to have it's amount nerfed.