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WindDemon21

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Everything posted by WindDemon21

  1. Unlike SR, which I fullheartedly think should have the straight up port from sentinel SR powers, Regen has been known to need an update more than any other melee armor. Suggestions: First and foremost, if literally nothing else, Reconstruction needs to be absorb, instead of a heal, keeping the same value, and same rech, or possibly a 40 or 45s recharge. Unlike the sentinel toggle absorb, this would benefit it better on melee to give it a big absorb shield first to take the alpha better which has always been one of regens sore spots. It would also work better with the rest of regens powers, instead of being almost skippable on a final build as a heal that it is now. Considering how much regen is based on, well, regen, it should also between fast healing and integration be at the 95% -regen resistance cap. Integration should also allow you to fully enhance all of it's regen, not just a portion of it. IMO these two things should be non-negotiable to fixing regen. It could still use some other changes as such that would help it a lot and make it super fun and better at lower levels as well: Dull Pain: swap to the sentinel auto hp power, could have some of the -regen resistance in this power as well. This would result in making regen better in the earlier levels, but would give it a lower max hp value in the endgame versus perma dull pain. With the other changes proposed here as well though, would help to make up for that and result in a much better net performance across all levels of play. Resilience: bump up it's resistance from 9.38% to 15% (20% if tanks ever get it) and add some slow resistance too. Quick Recovery: add end drain/-recovery resistance scaling with level like other armor sets have in their auto powers that do so. Maybe add a damage boost for alpha strikes too similar to the ninjitsu crit boost after 8s of not attacking. Would also suggest to move integration to level 10, and QR to level 16
  2. Empathy doesn't need much of a buff, but some: CM: Add psy resistance. Lets you slot resist sets, and honestly i always thought it was weird that it DIDN'T already have this since it makes perfect thematic sense. Change it to an aoe like increase density is. Absorb Pain: Needs replaced entirely. This is the biggest area where it needs help. My suggestion would be to replace it with a pet similar to galvanic sentinel, that instead does healing aura or maybe something like the pain heal toggle, maybe has a psy dot aura or something like that to help empathy solo by taking aggro for the emp and to buff keep alive. Perhaps a small -damage/-regen debuff too on it or as an aura as well. Ball of Empathy or something like that.
  3. Any mob that makes you have to recast your pets in battle...
  4. Yup, so instead of increasing the mag on those powers (and tp target dear lord) decrease the mag of the bosses or make tp mag not affected by the purple patch.
  5. Explained, but NOT impossible. All they'd have to do is reduce the mag on lots and bosses, or make it so teleport mag isn't affected by the purple patch. Either way would do the job, but this HAS to be done.
  6. Currently waiting for the Ascension server to completely shut down and implode since apparently this is too game breaking...
  7. 100% agreed, though it should include bosses all the time as well. Wormhole and fold space need to to the whole mob or they don't do what they're supposed to do, especially fold space since that's ALL it does, but wouldn't make sense for wormhole not to do it too since it's its specialty. I tried to mention this on the last patch notes but it was hidden even though it was related to both travel power updates, and somewhat related to the gravity change. Not sure I they are actively ignoring this issue or not. This definitely needs to happen though. I have several characters I will never play endgame because of this because it ruins their whole tactic.
  8. Yeah tested it on a brute, i figured it wasn't actually enhancing just pointing out the alpha was stating that it was though. Would be nice if they would fix alphas so heal/absorb are the same thing like for enhancements. But yeah though, it feels absurdly weak.
  9. Sorry forgot he had spiritual too, so that 19hp absorb is actually only about 14hp. I know absorb is not spiritual but it's listing in the enhanced value as added to the enhanced amount. Did they actually fix that dumb split between heal and absorb in the alphas?
  10. I'm aware of that, but it shouldn't be so useless on anything but a defender either. Some middle ground ought to be more applicable, especially since as a defender you usually have a heal/debuff something to not really need that initial absorb burst anyway too.
  11. Ok, so testing this online, I get it's burst initially, but unless you're going to constantly toggle it off and back on for that which I highly doubt is worth anyone's time to do so, on a brute it's only giving 19hp base at 50 every two seconds. This is pretty absurdly underwhelming. I'm a big fan of it being a toggle now, but for right now it's value is so basically useless I would rather have it the way it was before, but rather, would have it's value simply increased to be actually useful even at the cost of some of that initial bump.
  12. And rech down to at least 120s or 90s, and increase damage, and remove the interrupt, or at least let it accept snipe sets too and work like snipes/fast snipes.
  13. Agreed, and there is really no reason not to. Please don't tell me now you think rest is overpowered. Would be nice, similarly, if the dumb phase block in at least PVE was removed. Since i've never, and will NEVER take phase from the concealment pool, or on a HEAT, this only applies to hibernate. Which given the rech value etc, really only applies to tanker and brute ice armor, and considering that it's already kinda dumb as is and should really be changed to icy bastion anyway, it should at least in current have the no-phase removed.
  14. And ground zero ugh, it literally casts in 1s, then you just stand there like an idiot for 2 more seconds for no reason. Also the -regen resistance is bugged as well as seen here:
  15. Still not seeing the buff powers being pbaoe with wider radius XD
  16. Yeah I never cared much to stack it anyway, pain and extra crashes. Should just be flagged not to stack and remove the defense debuff from the crash and it'd be good. I know SS needs more fixes than just that, i'm just saying/hoping it is a quick fix for tankers to roll out with this next patch so i can finally redo my SS tank, but i just can't get past being forced into jab...
  17. That's my worry, the toggle part i like, but would be fine with it's current absorb just re-tic'ing. Definitely agree on the larger radius.
  18. Does this mean that the absorb will stack with it's previous values up to 20s? Or does this mean a nerf to the amount of initial absorb per tic with it's current max only achieved after 20 seconds?
  19. While they're at it too they really ought to make the to hit buff (if not also replacing/adding defense instead) in combat tp last more than the 5 seconds, 60s or something would make more sense even if it doesn't stack would be fine.
  20. Oh yeah the travel changes are great, i'm just saying that the tier 4/5 in travel pools should only require one pre-req, other pools like origin pools and leadership etc could still take 2 pre-req for their tier 4/5
  21. TBQH, i can't think of a single toon i actually have the tier 5 of a travel pool on, specifically because of the opportunity cost of being forced into the travel or usually lame tier 1/4, so for all travel pools IMO tier 4/5 should really only need one prerequisite.
  22. Oh, thought only the tier 5 did, well then fix it so only the tier 5 needs 2 prior, or for flight pool alone even, only 1 prior.
  23. I love the idea of EM, but it needs to be at least one tier sooner so you can skip cj without being forced to take fly/group fly/melee
  24. It makes a lot more sense though, and those who take those, would probably want evasive maneuvers anyway
  25. no, resist and protection are different things, unless they have protection, mag .01 (versus .67) would be the same, and would still knock down.
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