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Zaughlin

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Everything posted by Zaughlin

  1. Feedback TLDR; It feels like needed QoL and buffs to non granite and nerfing Granite; making players choose more heavily between playing it with or without investment into granite. This may seem like minor numbers things, but the proposed changes are effectively loosing a defense toggle (~3%) and a resist all toggle (~6%) OR pay a slotting tax that i feel it could avoid; as you will have to slot more to get the same effect you are basically making stone armor take an extra power/spend slots for the same survivability as before if going/using granite. The difference between running granite and not running granite becomes even more extreme as you not only drop huge self nerf (-30% dmg, -65% recharge, self slow;though you can slot for speed and "avoid" the slow) you would now also gain extra offensive capability in the fire dmg rider effect to your attacks, 20% recovery, +15% recharge (net difference then being -80% effectively for granite!?), bonus perception, psi coverage etc. The extra functionality does feel needed, however, and gives a greater capability to be granitless - for stalkers and scrappers a given as they lack the power and maybe dps brutes but tankers will loose out on this as it is when they need to go into actual tanking when making their builds for power/enhancement slots. The slotting required to counter the move of def/resist to a passive takes the slotting of basically another whole power, and also requires you to take the power in the first place (as it could often otherwise be skipped or was simply muled for psi resist/minor things). Taking and slotting an extra power (at minimum 2 slots for defense and 2 for resists) beyond its prior mule status at best is a hefty tax for access to stats you would have already gotten prior, for the tanker above level 26 you would often only get some reduced endurance cost from this rework AND have to toss another power's worth of slotting to fill out stone skin properly. IF that's to be the tax for granite, perhaps some of the other downsides could be considered. Some may view this as not mattering all that much, as a near self capping tank has less use for buffs and high level play is rife with them, but with coming challenge modes and other things, or just for when you run teams that aren't buff heavy, it can matter and i'd like to think of the set design towards those also scenarios. If one proliferates buffs to stone skin into the other armors instead it would be a better service to the set than merely moving them from granite to stone skin; include other features to stone skin instead if making the power more useful/dynamic - such as putting the brimstone fire effect into the passive armor or making granite a toggle that adds in addition to the other toggles instead of replaces. If you put the brimstone rider effect on stone armor it would give granite some minor buff as well as the general play useage while keeping stone skin as a valuable power everybody would want to take. Point being just moving some def/resist from granite to stoneskin is a net nerf to total investment required for survivability for tankers (with huge -recharge they already felt like they had less buttons than other tanks, making them effectively loose slots takes away more) please be careful you don't tax an already taxing set/ability (granite), its already feeling rough to play and now its getting even worse comparatively, give it some love too! Just a nerf of -3% defense/-6% resists (net effective with similar investment) feels minor but harsh in conjunction to the other buffs its now also missing out on (and if you're now running granite-less you need to more heavily slot the other powers), potentially such as decreasing the detriment to using it if the difference is already going to be increased otherwise.
  2. Of the hybrid supports at t4, one gives a bonus that is doubled for pets, and one gives a bonus that is equal for all pets/players. It sounds like there's an assumption being made that their base power values would be the same, which is not the case (nor would that make sense). Radial gives an even buff gives everyone +8% to stats (additional the small bonus to +special, though somewhat minimal) Core gives a "doubled for pets" value, which is giving a base to players of 6% values and pets 12% values. There would be no sense for the aura to be the strait up better than the other than the other t4 for everyone, instead giving up some value for players (-2% comparatively) to get increased value for pets (+4% comparatively) Descriptions could def use an improvement / clarification
  3. Difference of damage on the volley at 8:13 was use of build up and upshot (secondary of tactical arrow)
  4. Posting this here now at behest of GM reply to issue report ticket in game. Rain of Arrows appears to have been producing inconsistent total number of hits. Sometimes it appears to only hit targets twice, sometimes three times. The power reads as an auto hit on the self, and then in pet combat one can read the actual damage of the pseudopet created that does the actual damage. This can yield odd results for agro, as you can throw the Rain of Arrows, and then use other effects before the arrows actually go off ("land") such as after using the Rain of Arrows the Archer can start a slow snipe like they aren't in combat. This is likely "working as intended" due to current mechanics(making a pet which has agro, which only then goes to you when it dies after it delivers the damage), but is erroneous with actual gameplay logic. Testing on packs of mobs the order in which the combat log registered the hits seems odd, in that streak breaker will proc for some hits in the chain but based on the hits that get rolled after it. (or there is a seperate roll done up front and then the individual attacks get a roll? There's at least one example of a single target getting multiple attack rolls registered in the log. Range may play a component, as attempting to shotgun the volley down is giving more consistent total of 3 hits(shooting adjacent targets), but doing them at range seems to more often result in dual hits. Potentially pathing issues with placement of the pseudopet? Attached screenshot of a section of the combat log, tried to space the shots out so timestamps can show different Rains. Testing conditions are of a lvl 50+1 blaster against level 51 elite bosses in a custom AE mission (though i had first started noticing it in radio missions prior). I had this occur prior to getting an alpha slot (musculature t3 total radial revamp at time of testing. picking up interface didn't seem to make bug worse or go away.) 8:13 was against an adjacent mob pile of 4 (stationary staring at me) that i had built up from prior shots, which shows the 3 hit outcome. and an odd statement of streak breaker forcing a hit after two hits but before a miss. the attacks on the earlier volley at 8:11 had no misses. 8:17 shows against a ranged pair (2) av's where one gets hit 3 times and the other gets Missed (with somehow a different accuracy value than the other attack of 81% vs 95% that every other attack had? they're the same mob in a custom map i made with just EBs that have no attacks) 8:19 was against a ranged single target showing the dual hit scenario. 8:20 showing again the dual hit scenario against a ranged single target. Possibly more of a balance feedback thing, but the proc rate for dmg procs also seems pretty low. the power has 4 damage procs in it with only 23% local recharge slotted (from the blasters ATO proc, also having glad jav, posi blast, and bombardment) but i don't know if its going off of proper ranged attack aoe rates, toggle aura from pseudopet rates, or the fast cool down of a briefly existent pseudopet rates. Willing to do more testing, if anybody wants just let me know what all i should do? Combat logs against piles of mobs getting chain rained?
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