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Mezmera

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Everything posted by Mezmera

  1. Time? They let powerboosted Time self buffs be a thing... Couldn't have added a smidge of resistance into that defense self buff power so it didn't get abused by powerboosting? Do we play the same game? There's all kinds of self buffing + team buffing support sets.
  2. You can always adjust the values in the mechanic so it totals out to be strong for the both of you but not OP. Make it still the leash mechanic where it's now enticing for you to stay next to your doggo. Kind of like a couple jailbirds escaping captivity but chained to the hip.
  3. Exactly. If this whole topic came off as more objective I'd hope the dev team would be open to giving this a listen. But being a dom player back before all of the changes to the somewhat current pvp I lost the ability to perma lockdown players which if I'm being fair was absolutely garbage. All you had to do as a dom was survive to domination and then easily run someone out of bfs for the easy win. So appreciate the complete overhaul to the whole mez mechanic in pvp although I don't like non control AT's having mez mechanics they can just all out proc for stupid damage. What I find discouraging in pvp is that in its last moments of life it was manageable but somehow while the game was away blasters were made into living gods suited greatly for pvp because they were given even more hp for some reason and all of the survivability afforded them with things like absorb shields. Blasters were kind of the meta back on live and now they are THE pvp, if you're not playing an ice/plants proc'd out blaster then you're on some "honorable" melee toon with a godmode and burnout. There's quite a lot wrong with pvp at the moment and vice versa. It'll take some objectivity if you @America's Angel ever want to see actual changes to encourage people to venture into arenas to get you more bodies to play with.
  4. Oh you mean like how almost no one uses their defense t9s nowadays? If we're going to hold powers accountable to certain ones it's only fair we look at how out of whack nukes have made the game, we don't need them to go back to what they were but using this same logic to One With The Shield I'd think would be fair. If we're going to be calling out minor OP things and then ignoring the bigger issues then I'd think that's pretty hypocritical wouldn't you say? I don't care either way if nukes or RoP get nerfed but there's one REAL big outlier here and it ain't RoP. I've been on the side of not nerfing things because I can see this is one of the very things that needs addressed and I'd rather just get more incarnate content to enjoy. A bunch of us were sticking up for you, you just didn't realize it. Sucks when the shoe is on the other foot eh?
  5. Awesome! Can we apply this rationale to t9 nukes as well in the short future please. Since we're fixing OP things and all.
  6. I appreciate the effort to overcorrect Rune yet again based on the feedback. Really wish it was just brought down to the 60s and that would be that. Those that know to slot and build it up could feasibly get it up to 40-45% uptime, those less familiar with building would likely still have it at 25-30% uptime. I don't like this arbitrary lock in to a set value recharge, what's the point of even having teammates that have speedboost if we're just going to remove recharge from powers. Before we bring up the One with the Shield power, yes it's strong, yes I slot it with a full set of Unbreakable Guards and yes I only use it once out of every ten days I play that one. I think the toggle leash is a novel idea but at that end cost I don't see it, along with the other high end cost toggle t3 power I would skip for RoP. Someone mentioned about with the leash it'd be neat if not only did it toggle up a small tick for your teammate but also for you thus making you care to stay by each other better. It'd be a move to promote teamming or at least buddying up and the values could be adjusted to whatever so that it's a strong selection but not an "OP" selection. Arcane Bolt seems quaint, hardly useable for most characters as they'd likely have better attacks but do appreciate the option for others that could make use. To me just an overcorrection where the two t1 powers could have been tinkered with along with the RoP nerf and call it a day. Simple.
  7. Have at it, although it was greater in its prior form, so you're missing the boat. I was just defending the logic of this change to Sorcery which most on one side can't grasp the other implications of.
  8. Makes as much sense as nerfing a pool set selected at a 5% rate and expecting it to get selected more.
  9. My favorite characters to play are doms, I have little room to worry about chasing proc builds while building using full sets for things like defense, hp and recharge. Trust me I have no want to defend anyone using powers with 4-5 procs in it, I think there's too many damage procs to begin with anyways, but I also do see there should be a viability of being able to slot 2 damage procs into a long recharging aoe power. The damage procs have already been painted into this corner and some builds make use of these quirks to great effect. What these proc players do doesn't make my doms any less fun to play. With that prefaced what this change to Sorcery has done has illustrated how where it required a scalpel to RoP and a unique buff to one of the t1 powers it turned into a hammer to the whole thing. Now large scale that to procs and yeah lots less people playing even though I feel there's too many damage procs I can still see the health of the population we have to play with on Excelsior is at high risk if such a hammer is used in this manner with future changes.
  10. I understand how those Origin t5 powers work, I typically will have Unleash Potential, the Force of Will pool overall feels just right and the other powers I needed to select in it were fine powers in their own right. So my issue was never really with RoP going down to 60s to match the others, it was that the other powers were not attractive to take which you had to do to get RoP. On my dom with 100% global built in recharge, Hasten and then internally on Unleash I have I'd say 120% recharge thanks to Agility alpha. That's quite a lot to build for and still Unleash Recharges at 150s, which would net me 40% uptime without neutering my build in other things. To achieve 45-50% uptime would be quite the feat which would likely be detrimental to the overall survivability of the character chasing recharge bonuses while not targeting defense or hp as well. And yet still I'd like to have that option than a value set lower for me than what I could already get by accident. It's not a buff, it's making it a lesser power for the sake of making it more user friendly for the general population that already didn't take Sorcery.
  11. Yes I can comprehend the notes. Rune is going from an up time of 90s to 40s, less than half. The total up time you're able to achieve went from a max of 75% to 33%. I'd be totally fine with it being a max of 50% but likely only feasibly achievable in the 40-45% range realistically. This change is skewing towards the same reason I don't take Shadow Meld on my stalkers, the constant reapplication of SM is intrusive to my attack chain, which this'll likely be. The ally buff is going to be a small tick up in absorb shield starting at a lower value than what I already didn't have slotted to use in my tray. Best thing was the Arcane Bolt with a mechanic I'm familiar with. I'd venture to say most players will still already have a better attack in their arsenal for their chains. Overall nerf.
  12. Then why even devote time to doing this is the whole point of contention. The whole point of the Travel revamp was to allow for a diversification of selection of pools. But then the nerf to Sorcery seems to counter the very logic they used to revamp travels. With Sorcery already only being selected at a 5% rate, which is abysmally low mind you considering every character made has the option of also selecting this pool, what'll be next? Love it or hate it proc's ARE on deck. Which will really affect the health of the population pool we all will have to play with much more so than any Sorcery nerf. Have at it what you will with Sorcery, I won't miss it. I'll be withdrawing my battle lines to power boost and whatever logic they drum up for Force of Will.
  13. Could I ask in anticipation of any crossover logic being applied to the other Origin Pools that this doesn't apply to Force of Will or Experimentation's t5's please. This being available set at a constant of 1/3 of the time will definitely have me respec out of Sorcery on toons I hardly even play. The changes to Arcane Bolt seemed pretty cool though. If only the duration was only brought down on RoP to 60s but I guess I'll be picking up the old usual pools.
  14. From what I understand the new base flight speed is equal to what we have currently in Flight AND Afterburner (which you're not allowed to fight in). Then you can intermittently buff your flight speed further using Afterburner. Then the old t5 power is now a defense power you can fight with while using plus some control resist. And this is bad in any way how? Plus I never said Afterburner was being "buffed" I said Flight was getting a free buff to its speed along with getting Afterburner to use for even further speed.
  15. Egads! How ever will we be able to have new issues? With continuity?! Pfft!
  16. BUT if with these new speed buffs @Jimmy if I can't actually reverse time in game with Super Speed well my disappointment will be immeasurable.
  17. Yeah I'm gonna have to chime in here from an objective standpoint. Every travel is getting a speed buff at less of a slotting, you can still slot sets if you choose to want to do that. We are getting free buffs to the travels like Afterburner and the like. We're getting revamps of some pools like stealth and flight. Wins all around.... Other than testing for wonkyness and maybe some critiques of what it looks like for SR and Ninjitsu's movement interacting with other travels I don't see where there can be much of a fuss for this. This is a straight change to everything for the better. It would be neat to maybe see a purple travel set added some time later to celebrate the travel revamp.
  18. I have a Dark Assault/Soul Mastery dom I can give some pointers on the powers I take. You take your t1 blast then I go with Gather Shadows, the pbaoe power at 20, the Life Siphon and Moonbeam. I don't target that t9 attack since it's dot and well I just don't feel the want for it. Soul Mastery though is fantastic. I go with the resist shield, Soul Drain, Dark Consumption (helps refill my endo in emergencies) and either the Seer pet or Dark Obliteration depending if I want more aoe damage or ST damage from the pet. You're going to be starved for slots though, it's the Dominator's life. For slotting I go: 1 50+5 recharge on Gather Shadows, the pbaoe 6 slots with winter set, Life Siphon I go 3 of touch of nictus and 3 of apocalypse (as much heal, acc and dmg u can pull) and Moonbeam 5 slots of Manticore w/proc + javelin proc. If you have the slots I'd 5-6 slot that first attack then with winter stuff. I 4 slot the shield w/unbreakable guard, 5 slot SD w/purple set, 5 slot Dark Oblit (or 3 for pet) and 2 slots on Dark Consumption.
  19. Apocalypse I'ma villain gotta have goals. 😛.. 😈
  20. At level 18 I take the aoe hold and don't look back. If you're not putting that into your bag of tricks right away you're doing yourself and your team a big disservice. With domination running you can instantly lock down a group so if you get ambushed you're the one doing the ambushing. Also, based on the longer recharge of these powers damage procs fire off real well on this too so you can always turn it into your own mini nuke, I have mine slotted with 5 of the purple set w/proc + the pvp proc. Most of the standard power availabilities for the control AT's I'd say are in the right spots, give or take a few tweaks here and there. Some pets are pretty good, singularity, while others may need some work so there's where I'd be for adjusting the pet powers to make the pets universally good.
  21. I have an EM/Invuln stalker so maybe I can give a few pointers that may cross over. With ET I slot 5 of the Heca's with the proc plus also the pvp proc. For my pbaoe powers I like the winter set, oblit's and or maybe your scrapper ATO's. Then on my resists I like to slot them all to 4 with Unbreakable Guards for that melee defense bonus. I do take Unstoppable too and slot it with the Steadfast unique plus the Gladiator Armor unique I'd work in on one of the resists too. As for pools I take Hasten, it's too good to pass up and allows you to get out those nasty ET's more frequently. I also have Fighting, Leadership and I like Force of Will for the defense shield when I really need it which'll softcap all of my elementals except psi and positional except ranged which will still be pretty good. I look at Unleash Potential as a longer lasting less intrusive version of Shadow Meld.
  22. Yeah I like to take hasten and put that on auto and then put domination in the area where I'm most prone to click so usually next to the build up type power. On top of hasten I shoot for another 85%-95% more recharge as a buffer in case I get preoccupied or hit with a -recharge debuff that those arach's have. It's a good amount of recharge but not overkill so you have room to build in other things like defense, hp or w/e you like. But you're more slotted for recharge than my dom with the most which has 170%. So likely repetition on the reclick and getting some defense to avoid those -recharge attacks.
  23. Mind/Psi is the highest populated dominator but it's weird I never really saw the synergy of the two. Psi is all about aoe so you want to make sure to rush into melee to take advantage. Mind is more about hard control than it is to adding to aoe damage, which a lot of AT's can do better but when paired with some of the other controls that add to aoe damage like plant or fire it's pretty good together. For Mind control I go with Mesmerize, Dominate, Confuse, Total Domination, Mass Confusion and Terrify. I like to slot a full set of malaise into mass confuse, purple set into ST confuse, Ascendancy full set into the ST hold, 5 of the purple set w/proc + pvp proc into the AoE hold, then 3 slots of the other ATO set into terrify. I don't bother slotting Mesmerize but it is a useful power still if you'd like to sleep something so I put in a 50+5 apoc dmg IO. Just go with hasten, it's too good and fits in your build easy. Maybe the new fly will be good but as it is currently it's not conducive to your melee pbaoe powers, but you'll want hover for the defense power and then target 2 more pools with defense powers like fighting and either leadership or w/e u like with defense powers to slot the lotg's.
  24. The thing I found neat about this game was how much it was allowing you to use your intelligence and creativity to build characters especially with the introduction of IO sets. You can tell we have some very intelligent creatures playing this game and that's a total asset to the community. Some are more helpful than others and some may come off more haughty (raises hand) than they mean but to me there's no need to baby anyone in the crowd, being blunt and forthright does not insult my intelligence and that's how I try to communicate although it'd probably be in a funny tone that doesn't translate to text. You can tell there's people of various trains of thought here, some are the more focused tinkerers working on the engines and then there's the broader scoped people driving the car who have a good feel for the car but may not know exactly how to build the engine. A good synergy to win the race requires open communication on all fronts even if it may be hard to hear or even explain in either direction. I don't mind nerfs so much but I do enjoy diverse creative options which some nerfs it feels like go out of their way to squash especially on things quite outside the norm like the Sorcery pool. Most times the engine builder is best suited to building the car, but sometimes the driver's input should be heeded more.
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