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WindDemon21
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Everything posted by WindDemon21
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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.
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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.
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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.
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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.
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issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
WindDemon21 replied to Jimmy's topic in Patch Notes Discussion
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??.... -
A little QoL love for the Conversion Window?
WindDemon21 replied to Andreah's topic in Suggestions & Feedback
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. -
A little QoL love for the Conversion Window?
WindDemon21 replied to Andreah's topic in Suggestions & Feedback
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. -
Any chance we could see this soon pleaseeeeeee!
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The absorb in reconstruction, wouldn't be touching the max hp, or the regen in other powers.
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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.
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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.
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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)
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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.
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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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Full rework, no. Some tweaks yeah. I mentioned the two main things, the others are simply suggestions.
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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.
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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."
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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.
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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)
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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.
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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.
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Maybe not, but it does bring issues that I and other players have into the light. YOUR stated baseline is not where considerations end.
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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.
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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.
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Considering everyting except direct math is based on opinion of course, but largely in part to the community, it is, no need to nitpick.