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KaizenSoze

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Everything posted by KaizenSoze

  1. There is more to this game then focusing on faster clear times. How about an actually challenge, maybe get hit occasionally before the spawns are nuked out of existence. Maybe I would like to use more of my powers in melee. I have been crunching more numbers. A lot of folks think I am picking on Blasters in particular. Actually, I am picking on nukes for all ATs. Ion Judgement is doing 5107 damage per activation. Let's round that down to 5100K. Level 54 Minions have 436 hp, Lts 867. One Ion per activation hitting 11 targets on average. Dishes out ~12 minions worth of damage or ~6 Lts, once every 2 mins. My Fort build can fire it's nuke every ~30 seconds before Ageless for 4600 DPA. That's 11 minions worth of damage every ~30 seconds. Or 5 Lts. The risk vs reward for nukes is completely out of wack.
  2. Yes, a web based MIDS would be really nice. One day. I'll might tackle it, but it wouldn't be for at least a year.
  3. Sappers have a lot of endurance drain resistance. Pretty much nothing can drain them w/o spending way more time than it would take to kill them. Fortunately, they are the exception, not the rule.
  4. I have updated the first three sections of the FAQ to take the page 7 changes into account. I'll be working on the rest over the next couple of weeks.
  5. Agreeing with Yomo. Two specific examples are mob nukes and some T9. Fort Mistresses cannot nuke at low endurance. Mino and Cyclops if zero'ed out and -recovery cannot T9. Having said that, there is a massive problem with secondary/control powers in the end game.
  6. There is the famous 801s. What other missions where you went OMG this is very hard!
  7. Pretty sure that's working as designed. There are few contacts in the game that just repeated hand out a random mission out of a small list of mission. If you want arcs there are plenty of RWZ contact with arcs.
  8. It's fun to watch, but alas highly annoying to melee. The trick cast it on the toughest target and drop TK as soon as the anchor dies. Most of the time, once things have clumped, fire levitate to drop TK.
  9. What you and @skoryy are saying is that I can only enjoy the game is a semi-solo it. I don't play this game just solo, there are other games for that. I want to enjoy the team aspects too.
  10. The problem that the tank/brute is question is has no risk. They are basically soloing the TF with us along to clean up the strays.
  11. Players would not optimize so much for damage, if there were downsides to it. Due to Incarnates there are very little downsides. I don't have have a problem with players off soloing, unless it's hurting the team. Examples would be Market Crashes where players run off to the next spawn leaving the lowbies to clean up the rez'ed bosses. PI radios where there are only 2-3 50+ and only is off soloing, leaving the others to protect the lowbies.
  12. Since, the topic has branched out into a general end game discussion. Once, I got past a certain level of influence. I quit caring about it. I have not thought about optimizing inf per hour or damage per second in a while. Except when I help out with testing. What I love and will always love is the mobile kinetic combat system. What I do not love is not being able to use a lot of powers, because in the end game the mobs die so quickly. This is not a problem restricted to just low damage ATs. I distinctly remember a RWZ contact team fighting Vanguard. My poor stalker could barely get 2/3 attacks before the spawn was destroyed. The poor thing spent all it's time trying to find the one mob that was not dead. This is not fun. It doesn't feel powerful. It's boring.
  13. I think an easy change to make Poison unique and powerful is to take some the changes that made Trick Arrow so powerful. Unresistable debuffs. Imagine if a small portion of the -resist was unresistable. Or any of the other debuffs. Obviously, making the whole debuff unresistable or stacking would be massively OP. But maybe 10-15%? That would be very helpful taking down mobs that pop T9s.
  14. Repeat. This is a concept build. What power sets do you think work well together if you weren't going to take your primary nuke? You can still take your secondary T9.
  15. Umbral Torrent is a lot of fun. It's not hard to get the range over 100. I have several times hit the spawn in front of me and the part of next spawn down the hall. I feel like the key to cones is maximizing the number of targets hit over the damage. It's a sliding scale, not binary calculation.
  16. Tentacles do *not* prevent knockback. https://cod.uberguy.net/html/power.html?power=blaster_ranged.dark_blast.tenebrous_tentacles&at=blaster
  17. You are correct. I was trying to avoid getting into proc as Scarlet said keep it simple. 🙂
  18. Fire Aura of Confusion and pretty much every mob will start attack each other. Taking the pressure off the team.
  19. You can go all ranged on a Fort, great durability, but you lose a lot of damage. IMO for best results. Go mostly melee with a dash of controls. Melee attack hit much harder than Fort ranged attack and you will want to be in melee for Psychic Wail. Take both Follow Up and Build Up.
  20. Sounds like something I could add to this: I don't have time right now, but I'll keep it in mind.
  21. My guess is that proc behavior in AOE will get "adjusted". Getting constant proc'ing Force Feedback: Recharge recharge is a bit busted. I made a Trick Arrow/Dual Pistol Defender. The amount of damage the AOEs can do is crazy. I don't have a problem with damage ATs doing high damage. I do think that the lack of risk is a problem. As you said, part of the issue is the ease of soft capping. Which is why we are starting to see more -defense and/or toHit buffs every time the dev re-vamp mobs. There are many aspects to why the end game isn't very hard. Some part of the problem is how procs work.
  22. It doesn't help. Though I don't think it is as much of the problem as it appears. Players have to remember they have them. Incarnates on the other hand completely remove entire classes of problems like endurance and durability.
  23. The problem at the moment is that the end game in particular is too easy. Procs are a symptom and part of the problem. They are symptom, because controls and a lot of support is not necessary in most high end content. Damage is the king, queen, and dictator for life. Proc'ing out powers became rampart, because they allow several low damage ATs to get around the damage cap. But also allow high damage AT to do even more damage for very little risk. Proc'ing has very little downside in the end game. Who cares about end reduction pieces when you have Ageless. Who cares about trying to grab set bonuses for durability when you can pop Barrier. The penalty for proc'ing out is negated by Incarnates. In general the problem at the high end is that optimizing for damage, with or without procs, has very little risk. Fixing the issue with the end game is going to take nerfs, buffs, and mob changes.
  24. Gloom/Dark Obileration is very good you want some non lethal/psi damage. Mu is good if you need AOE damage. Some folks really like Mace: Shatter armor, but I don't. Levi is better than before, but still needs work.
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