
KaizenSoze
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Replace Ms. Liberty as the Atlas Park trainer.
KaizenSoze replied to Star Light's topic in Suggestions & Feedback
Since, the dev team was quite happy to change out the trainer in PI once someone suggested it. I am sure they can find someone to replace Ms. Lib in AP. -
It's time to talk about time at least on defenders
KaizenSoze replied to KaizenSoze's topic in Defender
That makes sense as Time solves most of the a corruptor's defense issues. It's rare to see a Time defender. -
Making the "Weave" power more accessible
KaizenSoze replied to Shiro-Nethermore's topic in Suggestions & Feedback
I find building toons that soft cap several defense types fun. On my VEATs I have several builds that do not need to take the Quad as you call it. So, I am very aware that it is not required for all builds. The game for the most part is easy, once you get money to IO out your builds. But that is a different issue from this specific request. The most serious power creep issues in the game are Incarnates, IOs, and page five level availability. But would not want to play the game w/o IOs and page five level changes now that I have gotten use to them. Incarnates, that is another entire thread. So, let's not go there. This request is small, the power creep be small, and is mostly a quality of life improvement. I ask again if you were chasing the Quad and you could skip boxing and kick. What power would you take with the extra selection? Would you have any slots for it? -
It's time to talk about time at least on defenders
KaizenSoze replied to KaizenSoze's topic in Defender
The struggle is real with alts. 🙂 I just have this feeling that Incarnates over shadow Time's value at 50. Not trying to kill anyone's enjoyment of their time defender. Just wondering if any folks have been thinking along the same lines. -
Making the "Weave" power more accessible
KaizenSoze replied to Shiro-Nethermore's topic in Suggestions & Feedback
You had a very reasonable reply, right up to invoking the tankmage strawman. Most of my builds already have to take leadership, speed, concealment, and fighting to achieve the defense values I prefer. Removing the weave requirement gets me another power selection which I could use to improvement my builds a little with some one slot powers like Grant Invis, Assault, and Vengeance. Now, if I could take two epic pools that would be a tankmage. Something I would be against. Allowing one extra power would not break the game, but would provide some benefit w/o sticking non-melee builds with a useless melee power. The only arguments I hear are it's always been that way, never a good argument against change. Power creep which this change would only add one extra power without out any extra slots to build out said extra power. The power creep would be minimal. If you think I am wrong on the power creep argument, please tell me the power you would take that be so beneficial that to justify not removing weave's restrictions. -
Making the "Weave" power more accessible
KaizenSoze replied to Shiro-Nethermore's topic in Suggestions & Feedback
Sigh. Stealth and infiltration are mutual exclusive and lose a ton of the defense value when you get hit. You only have four pools and epic available. Using defender values I would have to take both hover and combat jump to equal weave, 2.5% + 2.5% = weave's 5% That's two pools vs one. And how many people take both hover and CJ? As for maneuvers it's only 3.5%, to achieve soft cap in a few types of defense. I usually need to take maneuvers + weave + scorpion shield. That's two pools and the epic down and then there is the whole hasten discussion which is out of scope. -
Making the "Weave" power more accessible
KaizenSoze replied to Shiro-Nethermore's topic in Suggestions & Feedback
Silly exaggerated straw men reply tells me there is nothing backing up your logic. I have provided specific examples why lowering weave would help build diversity. You have not provided any specific examples of how it would hurt build diversity. -
Making the "Weave" power more accessible
KaizenSoze replied to Shiro-Nethermore's topic in Suggestions & Feedback
Boxing and kick are perfectly fine powers for builds that melee. Should my defender or controller be required to take them just so I can get at more defense? -
Making the "Weave" power more accessible
KaizenSoze replied to Shiro-Nethermore's topic in Suggestions & Feedback
I understand opportunity costs. Still not following how this leads to less build choice. Let's take Luck of the Gambler: Global recharge. It is my understanding, though I cannot find this limitation on the wiki, that slotting more than 5 has no effect. Say someone really needs to maximize recharge. So, they stick LofG pieces everywhere. Limiting which sets they can use to maximize set bonuses. Now, if I get an extra power choice, because weave is easier to access. Now, I can take Grant Invisibility, because I take Infiltration on a lot of builds. And throw a LotG into that power, which allows me to use a different defense set where as before I had to LotG. This is more build diversity, not less. Please, give me specific example of builds with specific powers where making weave's requirement lower leads to less build diversity. Talking in generalities does make you argument any clearer. -
Making the "Weave" power more accessible
KaizenSoze replied to Shiro-Nethermore's topic in Suggestions & Feedback
I am not following this logic. If you allow weave to be available w/o boxing or kick, then players can take more powers which means more variation in builds. For instance, I would probably take grant invisibility, assault, vengeance more often because I would have the extra pick and those powers are good with just one slot. -
Making the "Weave" power more accessible
KaizenSoze replied to Shiro-Nethermore's topic in Suggestions & Feedback
The game pre-level 30ish is much harder than 50. Yin TF are very different now, my default difficultly level +2. Because everyone has access to their T8/9s. I am enjoying this change, because running at a higher difficultly generally requires more from the players. Before page five, folks would never run +2 Yin because it was tedious. That IMO is power creep. Also, have easier access to power does not mean you can effectively use it. For instance, you might not have enough endurance to run the power or slots to make it worth running. Adding easier access to weave and another power doesn't mean that can be used effectively. -
Making the "Weave" power more accessible
KaizenSoze replied to Shiro-Nethermore's topic in Suggestions & Feedback
Though the devs might surprise us, the mother of all power creep, Incarnates, has not changed a bit since live. -
Making the "Weave" power more accessible
KaizenSoze replied to Shiro-Nethermore's topic in Suggestions & Feedback
The devs get very concerned about powers not falling within formula ranges. Like your example, that's not power creep in my book, that's exploiting or suffering from a poorly tuned power. Being able get your nuke by 26, meaning it's available at 21 when exempted down, is serious power creep. I am all for that kind of power creep. -
Making the "Weave" power more accessible
KaizenSoze replied to Shiro-Nethermore's topic in Suggestions & Feedback
I am fine with Boxing and Kick being removed as requirements to get to weave. As for the power creep concerns. That horse done got out of the barn, run around the pasture for hours, then run around some more, and only returned to the barn for a nap, before the devs even considered fixing the barn door. Do you think the devs care that much about power creep with the power availability changes in page five? -
I dusted off one of my old defenders this week, time/ice. I remember enjoying it for awhile and then shelved it for reason I couldn't remember till now. These are just my opinions and I am only talking about Time on defenders. Time seems to suffer from the useful until 50 issue that plagues some support sets. It's amazing especially at low levels. I remember time tanking PUGs and TFs. It fixes so many weakness on lower level teams. Due to the current meta at 50, the -toHit, defense, and toHit is generally overkill due IOs and Barrier. Chrono Shift is nice, but often overkill due to Ageless. The heal is fine but is PBAOE and when players go down, it happens so quickly that only direct heals have a chance to land in time. The single target buff is nice, but not game changing. I would have preferred it to buff recovery instead of regen. The character was originally designed as a slow monster, so I have slotted most of the slow powers heavily. But what I remember previously before I mothballed it, was that the slow really didn't matter in most 50 play. Things just die too fast. What has your experience been at 50?
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Here is my draft version of hard mode for the Penelope Yin Task Force. Yin is pretty much my favorite task force, at least the one I run much more than any other. I don't think hard mode should be restricted to Incarnate level context. Especially, consider how overpowered Incarnates are currently. Having said that, please let's not turn this into a discussion of Incarnate balance. Interesting points: Controls are very useful, not required, but they will speed things up considerably Teams really need to understand mobs priority Teams could just blast their way through, but it will be slow at best https://docs.google.com/document/d/1ROHrYPW-2EEuD3aIz4tzi7SkgOz4k_pUNb1X8HYuJKs/edit?usp=sharing
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Experimental Night Tank Variant - pre incarnate PUG tank
KaizenSoze replied to KaizenSoze's topic in Arachnos Soldier & Widow
1. I am well aware of the aggro changes. Not having any form of taunt as a Night Widow means you have zero chance to peel some of aggro off your teammates. For instance, like an incoming ambush while engaged with another spawn. Also, having smoke grenade gives the ability to keep another close by spawn from taking shots at my team mates. Due to the new aggro changes. 4. Night Widows have a resist issue for energy/neg also. Fire/cold is at least a little easier to deal with due to Winter sets, but it's still an issue. Incarnates help a lot, but that is not available here. 5. I picked Night Widows over Forts for this experiment, because perma Mind Link is possible at low levels for NWs. DDR is always an issue for Widows, but this is a team build, so there should be some support. NWs are a bit better holding aggro than you would expect due to the debuffs and dots on top of the damage. Throw in taunt and you have a decent amount of aggro control. I think your build is just ok also. You have no taunt, no way to limit other spawn aggro, too much defense give that this is a team build. And your taking 10-13% more damage due to lower resists. -
Extend Night Ward contact level range to 50
KaizenSoze replied to KaizenSoze's topic in Suggestions & Feedback
Usually, the problem with extending the mobs level is they don't have enough attacks. Think Hellions at 50, they would be standing around a lot. Night ward mobs don't have this issue. One of reasons they are so nasty. I don't there would be an big issue extending their levels. -
As it stands, only Trilogy and Fireball missions are available above level 39. There is a great series of arcs unavailable, because they all cap out at level 39. Including one of my favorite arc finales where you defend the mansion. Night ward is criminally under used, raising the contact level range would help.
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I have been leveling a beam/psy blaster which is going well. But I am confused on the optimal slotting for Drain Psychic. It seems to add enough recovery with just one mob. The regeneration seems a bit weak on one mob. I have been using SOs so far 3 recharge reducers, 2 acc, 1 end mod or 1 health. Set bonuses matter to me, so I want to use a full Preemptive optimization or Numina set in the power. But I can be talked into something else. Is it worth it to slot for regen? Or just go for max recovery?
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Experimental Night Tank Variant - pre incarnate PUG tank
KaizenSoze replied to KaizenSoze's topic in Arachnos Soldier & Widow
I really don't play crabs, but here is a Bane build that might give you ideas. It is very difficult to make a melee crab/bane as tanky as a Night Tank. Due to zero DDR and no scaling resists. Base resists are better though and more hp. -
I try out a lot of odd combos for various reasons. Most of them fail to keep my attention. Once in a while though, one actually works. Currently, that one is my Martial Arts/Ice stalker. Literally, no aoe. But solos pretty much anything in PI and DA at 4x8. What is your. This actually works build right now?
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Staff Fighting Stalker: Secondary Suggestion?
KaizenSoze replied to BuiltDifferent5's topic in Stalker
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What amusing thing in game elicits a real life cacke?
KaizenSoze replied to FFFF's topic in General Discussion
Using an knock up attack and in a room with a low roof. Watch them fly up, bonk the ceiling, and hit the floor never gets old. -
Experimental Night Tank Variant - pre incarnate PUG tank
KaizenSoze replied to KaizenSoze's topic in Arachnos Soldier & Widow
I added it, but it was only 80 extra hp at 50. So, I tried using that slot in another place to get more resists.