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Bopper

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Everything posted by Bopper

  1. The way I see it. I'm fine with bug fixes that result in nerfs. I loved everything about Darkess Affinity, but couldnt bring myself to play it because I knew Fade was bugged. So seeing the fix come in, it's expected. I'm also fine with correcting things that are not working as intended (again, bugged), like powers that are using the wrong AT modifiers. We know that's broke, so I'm fine with fixing it. I'm also fine with correcting things that were never properly vetted, like how the current PPM system is based on changes that were only tested on Beta and never went through the rigor of proper tweaks and refinement. So when the devs eventually tweak that, I'll begrudgingly be fine with that. However, I dont like the process of nerfing sets because they are overturned. Time Manipulation went through Beta. It lived on live for numerous issues. Sure, perhaps it was overpowered, but it was P2W and people spent real money to have the luxury of the set. But just because it was P2W didnt make it Pay to Break the Game. It is powerful while providing buffs that are in line with powers from other sets. Anyways, that's my time on the soap box. But I'll continue to argue against nerfs if they are not due to bugs/not WAI/or still in Beta.
  2. Why are we assuming they wouldn't? Throughout the game AT modifiers are used, and those scales are consistent. But there are bugs, there are mistakes, and things get overlooked...even ones that are small and possibly benign. However, if let's say a Controller had the same support power as a Defender, and they did the exact same effect (same buff/debuff amount), then that is not working as intended.
  3. I'm guessing Paragon didnt have a good solution for fixing it. They just created a single pet and gave it to everybody as opposed to making a scaled version of each pet based on AT. Seems like a simple solution, but there is no way for me knowing what their limitations were on live.
  4. I am pretty sure HC hates using pseudopets as ways to hack things. For example, most chain powers to date use pseudopets because that's how they had to do it on live. But now, they can do it right, which gives us sets like Electric Affinity. I don't think they ever want to incorporate pseudopet workarounds if they don't have to. When I first played around with PB, I tried casting my pet Widow right after, thinking I could enhance its mezzes for the duration of them being out. It didnt work. So I'm not surprised pseudopets aren't getting buffed as well. I never looked further into it, so I'm not sure why it doesnt work that way, but I'm certain it is working as intended.
  5. I could be wrong, but I believe a lot of the pseudopet powers do not use different scales based on AT (I guess they used defender values). So you would see unintended stronger buffs/debuffs coming from these powers for non-defense ATs. I believe HC has better ways of handling these discrepancies with their i25 engine, which allows for correctly identifying AT scalar (amongst many many other things). So that being said, I expect all pseudopets that are using the wrong AT modifier to eventually use the correct one.
  6. Those feelings dont necessarily bother me. It's fine to have those feelings. However I disagree that all the powers have to work similarly for balance. We have toggles that are powerful. We have single target buffs that are powerful. Why can't we have an AoE buff that is powerful? It's different, that's good (not boring). And yes, it creates synergy with a single (type) of power in the game that makes it super strong. But are we nerfing Farsight because of how it works with an epic power, or is it being nerfed because it is a slightly better version of Cold Shields (I could use other examples) in a team setting? Or is it because it also buffs the caster that it needs the nerf? Do we need to nerf Fade too? It is only available to controllers, but it is just as strong of defense as Farsight while also capable of being Perma, while providing resistance to very useful types (S/L/NE/Psi). Plus the set comes with additional defense and resistance that Time does not.
  7. Ahhh I see, as a defender I probably won't notice the extra DPS I gain from not having to recast Farsight every 2 minutes. But to that same argument, not interrupting team DPS to ask for a gather is definitely significant. So I guess I can argue that's another tax Farsight technically has. Small, but little things add up.
  8. The one benefit of a toggle would be to no longer as everyone to gather for Farsight. I stopped asking. They can stay close or go it alone. There is no compelling argument for any power to be a click versus a toggle. It's all flavor. It's not like they are equivalents, however. If you die, then rez, you can't just toggle Farsight back on, it's still on cooldown. And like I said, if teammates aren't around when you buff, they're stuck waiting 2 minutes for a reapply. So there are certainly taxes, even if it's relatively minor. You didnt, but you proposed a mechanic that is impossible to do in the game. Farsight can't lose effectiveness after cast. Once its cast, it checks the numbers and applies the buff and duration. There's no going back. It's not like there aren't other long duration buffs in this game. Cold Domination can provide 15% base defense to each ally for 240s, plus an extra 25% resistance to cold and 10% resistance to fire along with it. They aren't affected by power boost and you can't apply it to yourself, but it is twice the duration, and after enhancement the PB Farsight is only 8.4% more defense. Not insignificant, but it's not game breaking. As for the to hit, do we really care? It's so easy to reach 95% to hit against +3s, even without tactics. Even my proc builds that lack accuracy in relation to traditional builds can still hit the 95% cap. Wait until Faraday Cage arrives How so with the DPS?
  9. The staggering is interesting, but do you mean 125% for 5 sec, 50% for the next 25 sec, and 25% for the final 30 sec? So 1 minute of buff? Or is it stacked like that?
  10. Well...if Farsight only lasted 15 seconds, it would not be a very useful power. The window of bonus for PB effects is 15 seconds, its effects don't last 15 seconds. Remember, it provides a boost to STRENGTH to powers, meaning it's a temporary enhancement. So if you cast a power, you get the effects of all its enhancements for the entirety of that power. There is no way around that. If you cast a power that has Hold, should the effects for Hold last only 15 seconds? No, the strength to Hold boosts whatever duration your hold by 75-100% (depending on AT), just as well as how the enhancements in the power do so. For as many of those powers you can use in that window, you get the benefits. As for Aim, it lasts 10 seconds, so you are out of luck for getting 15 seconds of boost out of a 10 second power. Enjoy the +75-100% enhancement to To Hit, though. As for Farsight and Grant Invisibility, they are 2 minute buff durations that are enhanced by Power Boost. So if they are cast within that 15 second window, the entire duration of their buff is boosted. That's great synergy. If you want to use that combo, make a Time character. If you don't, then don't complain if others do. Let's not pretend there isn't a tax. It is a VERY late combo to do (level 41 minimum), and you are stuck taking Soul Mastery (which is ok if you want resistance to Negative Energy or a small radius Soul Drain, I suppose).
  11. If all they do to Time is tone down Farsight to 10% defense and tohit (defender scale, which currently is 12.5%), then I'd be fine with that. Probably everyone who plays Time would accept that (as a compromise, at least). Or if its duration is reduced to 90s duration instead of 120s, that way it can't always sync up with Clarion, that would be fine I suppose. But if plans are to neuter the synergy of PB and long duration click buffs (i.e. Farsight), that would be greatly disappointing. Afterall, PB + Farsight isn't the real problem, it's Clarion + PB + Farsight that is. And there are ways to tone that down even, like putting the Ignore Buffs flag on PB so that its effects only add to +special instead of multiply (which is why doing Clarion then PB is more powerful than doing PB then Clarion, Clarion ignores buffs).
  12. Yeah, Sleep is basically a solo build power at this point. With all the damage AoE in the game, I can't find a use for sleep anywhere. The proc might have been the only reason why people would take a sleep power in a team build, but who knows. I honestly never noticed the potential of exploiting a 5% heal until the devs mentioned it. I was clamoring for it to not be unique, even.
  13. I think you quoted me before my edit. I specified modified AF, which applies a 0.75x weight to the actual AF. As for Sleep Powers, I dont know enough by name to even look it up. I was thinking the concern applies more for Electric powers, Like Ball Lightning in Epics, which I believe is 15 ft sphere and 32s recharge. I think that has a 24.6% chance on each target if no recharge enhancements are slotted.
  14. It would. It will require a higher base recharge and assume no recharge in the Sleep power to achieve 90% probability. Assuming a 15 ft radius spherical AoE (modified area factor of 2.6875) and 1s activation time, it would require a base recharge of 72s or greater (assuming no enhanced recharge)
  15. ~Let's make it simple. Let's just get rid of all the P2W powersets that came out at the end of Live. We can achieve balance that way.~ ~And/or, we can remove all +Special powers in the game. Convert them all to a fixed buff amount.~ With enough effort, we can make sure we achieve a game completely unrecognizable from what it was at sunset. Nostalgia be damned.
  16. Keep in mind, this is still an EndMod set that can go into any power (attack, buff, or debuff) that accepts EndMod enhancements. Your proposal would result in some weird interactions if you slot a damage proc in your Stamina, resulting in you randomly taking damage. Instead, you are welcome to only use 5 of the 6 enhancements in the set and use the 6th slot on a damage proc available to one of the damage sets.
  17. Thank you. I'm surprised that's been the only update/change.
  18. So an auto follow character that can provide you with one buff on auto (or targets through you with an auto power of your choosing), while also having any toggles turned on as well? My mind went straight to a Kin defender, but if limited to a single power on auto, might need to dig deeper. edit: I totally misread your intentions. Sorry. If you're looking to play a buffer, I dont think you'll find anything better than a Kin Defender. So much +damage and +recharge. I might recommend pair it with a blast set that does -Resistance (sonic, with Howl) or a set that does-defense that you can load up with -Res procs.
  19. Has there been any adjustments to Experimentation since build 1? I've seen discussion of Jaunt having new recharge values, but I dont recall seeing notes on those changes.
  20. The main interesting thing here is the ratio of items per pack. The 1.2 ATO per pack is what I typically see too, but it's nice to see the other results as well. I'd recommend using that unused column to show these ratios.
  21. @Jimmy can we sticky this thread, as well as make the above quoted post priority (since it has the latest version)? I don't know if we can swap out priority posts in the future when new updates are posted, but I sure hope so.
  22. Can we go all generic? Cold Support Dark Support Electric Support Empathetic Support Bubble Support Kinetic Support Nature Support Poison Support Radiation Support Sonic Support Storm Support Thermal Support Time Support Gadget Support Arrow Support Fire Melee Dark Melee Ice Melee Psionic Melee Kinetic Melee Savage Melee Axe Melee Blades Melee Super Stong Melee Katana Melee Big Ass Railroad Crossing Melee Stone Melee 🙂
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