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WindDemon21

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Everything posted by WindDemon21

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. Any mob that makes you have to recast your pets in battle...
  12. 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.
  13. 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.
  14. Currently waiting for the Ascension server to completely shut down and implode since apparently this is too game breaking...
  15. 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.
  16. 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.
  17. 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?
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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:
  23. Still not seeing the buff powers being pbaoe with wider radius XD
  24. 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...
  25. 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.
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