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Thezanman

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Everything posted by Thezanman

  1. I don’t think it’s that hard to stay alive in melee when you don’t have taunt/damage auras like most of the melee ATs, but it is inherently more dangerous. That’s why I thought of the panic button Barrier, like how Stalker has Placate. I think this is a more straightforward solution than trying to merge two sets, and like I said, my main goal is to create a melee AT without having armor secondary. As for the buffing sets, I believe making a lot of the powers into PBAoEs with reduced values so they can affect self would go a long way to making Regulator feel right, like I did with Antidote and Alkaloid in the example Poison set.
  2. I know there have been plenty of ideas for melee/support ATs, but none of them really seemed right to me. The main thing which I feel like I'm missing when playing CoH is a melee AT which doesn't have armor as a secondary, but most of the concepts I see try to combine armor with support, and/or add crazy new mechanics. What I would really like is to just make this new melee/support AT in the same way Sentinels were made: simply take a Corruptor and replace its ranged powerset with melee, making small tweaks to fit the theme where absolutely needed, and changing the inherent power of course. So, I tried to envision the Regulator with that ideal in mind. It would be mostly damage focused with support being secondary, like a Corruptor. As a melee AT without armor, it doesn't make sense to have Confront. At the same time, simply being in melee range inherently poses more danger than attacking from a distance. So, Confront would be replaced with Barrier, a sort of counterpart to Build Up with the same 90 second cooldown and 10 second duration, but instead granting a moderate resistance and defense buff for that time. The idea is to have an active defense mechanic to mitigate alpha strikes and other bursts of damage, without being able to consistently tank like the current melee ATs. The inherent power, Regulation, would function similarly to Domination but instead have two "modes" to pick from, allowing you to regulate (get it?) the situation as required. Defensive Regulation provides an aura for a moderate duration which both grants a small resistance buff to you and nearby allies and applies a small damage debuff to nearby enemies. Offensive Regulation is also an aura, but with a damage buff and resistance debuff instead. In order to use either Regulation you need to build up Power either by attacking or by using your support powers, just like Domination. Your Power builds up quickly, and even builds while you have a Regulation aura in effect, but using either Regulation while the other is in effect will cancel the current aura, preventing you from gaining both benefits at once. This means that while you may be able to make the effects of Regulation permanent, you will always have to decide which one is more important at the time. Beyond those two large changes, the Regulator's support powers should be changed to mostly PBAoEs or short cones to fit the theme better, lowering values when needed to make up for the power becoming AoE. Ideally, personal status protection should be added to one power in each support set, as the Regulator will be right next to the enemies and relies on toggle powers staying active to survive. Here is a rough idea of what the Regulator's support sets should look like: Poison: T1: Alkaloid: Less healing, higher recharge, becomes PBAoE T2: Envenom: Shortened range to melee (7), increased radius (the radius should be higher on other ATs anyway) T3: Weaken: Same as Envenom T4: Neurotoxic Breath: Lower range, wider cone T5: Elixir of Life: Unchanged (it's pretty much melee already, and I don't think it would be a good idea to make it an AoE revive) T6: Antidote: Changed to PBAoE (I think status protection powers are currently limited to only affect one target at a time, but I honestly don't see why that's needed) T7: Paralytic Poison: Shortened range to melee (7) T8: Poison Trap: Unchanged T9: Venomous Gas: Unchanged So, with all this in mind, the Regulator would skirt the edges of a fight, debuffing and then defeating priority targets while staying out of the direct line of fire, making use of Barrier to endure unexpected attention from enemies (sort of like a more support-based Stalker). When the situation calls for it, the Regulator will run to the teammates that need help, applying buffs and auras to anyone nearby. Please feel free to give constructive criticism. I don't really care too much about the details of a theoretical melee/support AT, so long as it is a relatively simple addition like how Sentinel was made. This is only a first draft, so I am definitely open to suggestions about the Inherent power, Confront replacement, and the specific tweaks that would be made to the support powersets.
  3. If epic pool powers can already beat the DPA of Impale, then there is no reason not to buff it. It wouldn't increase the overall power level, but would prevent people from being forced into those specific pools.
  4. That would certainly explain the much lower damage I was seeing. Good to know.
  5. You can ignore the melee attacks if you want, I'll just be here doing more damage in a wider area with the powers that are still incredible even after being nerfed.
  6. It's definitely referring to the defense granted by Invisibility, not global defense.
  7. Weird, Trip Mine seemed to work just fine for me dropping it in a group of stationary enemies. And the tooltips are correct, I was referring to live damage values.
  8. It's a 9 radius 90 degree cone, which is incredible compared to the 7 radius 50 degree cones that are standard for most melee powersets. And guess what? Those melee cones are still used. They aren't meant to hit entire crowds, hence the 5 target cap. If you seriously think that you need multiple seconds to hit even two targets with Spinning Kick, you're either bad or lying. Not to even mention the fact that you called Dragon's Tail a "small range" AoE. It has a 15 radius, which is standard for Assault PBAoEs, and almost twice as large as melee PBAoEs, which usually have 8 radius.
  9. I have a very hard time believing you've ever played a /martial dominator, at least seriously. I have never managed to hit zero enemies with Spinning Kick, and frequently hit 3-5 very easily. What makes you think that Martial Assault doesn't have a reason to stay in melee range, exactly? It has three very good low cooldown melee powers, compared to other sets which generally have 3-4 melee powers, some of which aren't worth using.
  10. Thunder Kick is ridiculously good right now and the nerf is entirely warranted. Even after the change, it has about 75 DPA which makes it on par with if not better than the other T2 melees. And yes, Spinning Kick takes some getting used to the range, but that is no reason it should be stronger than anything else. It doesn't matter if the enemies are moving since targets are determined at the start of the cast, not the end (this is how all AoEs work), and I have personally played a /martial Dominator and never once ran into a situation where the enemies were too far above or below me to hit. Maybe if they're literally flying on top of you, but at that point no melee cone would be able to hit them and other enemies at the same time.
  11. Also, both Time Bomb and Trip Mine seem to do significantly less damage than before, which is probably fair, but it is not mentioned anywhere in the patch notes. I do think that the damage was nerfed by too much, as now Trip Mine seems to do about half as much damage as Frost Breath, whereas before it did twice as much.
  12. I'm not sure if it is related to the beta changes, but Time Bomb and Trip Mine slotted with Sudden Acceleration: Knockback to Knockdown still knock targets back, rather than down.
  13. Again, martial assault is by far the best assault set in terms of melee. Thunder Kick, Spinning Kick, and Dragon's Tail all have the best DPA out of their respective categories.
  14. Weak in melee? It has by far the best PBAoE, T2 melee, and melee cone out of all the assault sets. There's no reason to treat Spinning Kick any differently from other cones; in fact it's generally easier to actually hit multiple targets with it due to the fact that you can precisely aim it to cover all of the mobs rather than being restricted by having to target it on an enemy. Either way, the target cap change is mostly for consistency as the small cone would rarely hit more than 5 targets anyway, and the damage change is completely fair. You shouldn't be able to hit 5 targets with single target damage (barring special powerset mechanics), regardless of how the cone works.
  15. If you have perma-hasten levels of recharge, which is fairly standard, these changes are pretty much straight buffs, especially for the lower cooldown powers. Because the cooldowns are so low, with large amounts of +recharge speed you would be overlapping cooldowns a lot in your attack chain, which means that these changes will increase your damage without messing up your attack chains.
  16. It deserved the nerf. It's currently the highest DPA power out of all the Assault powers except for fast snipes, seismic smash, and blaze, and like you said it's a T2 attack. 90 DPA is pretty ridiculous for a T2, even a melee.
  17. I agree with this completely. Once I suggested that having accuracy over 100% should grant a scaling chance to Crit... not so much that slotting for excessive Accuracy does more damage than slotting for Damage, but there should be a bonus for getting more Accuracy. However, I don't agree that the method used to make ToHit be very useful should be linked to a specific power and specific values... on Live, the Devs once stated that the number of active accounts that also used the forums were less than 10% of the player base. That is over 90% of the people playing, who didn't get to read forums to find out how to get 22%. The percentage is probably lower on these servers for various reasons, but still, we shouldn't be creating a knowledge gateway, and on one side of it ToHit bonuses are very useful, and on the other, they're not. And the way to pass through the gateway is to visit the forums and look for the topic. I'm sure that some people found out from the in-game help chat as well.
  18. I don't have tactics. You never needed it to get instant snipe. This is not just 'big deal you no longer need tactics to get instant snipe', this is 'EVERY possible way that ANY archetype could previously have built to get instant snipe is now irrelevant'. That's the flavour this change removes. And by "every possible way that any archetype could previously have built to get instant snipe", you of course mean "tactics + kismet, perma envenomed blades + kismet, perma farsight + kismet, or targeting drone". That's literally it. There are three sets that can get insta snipe without needing tactics + kismet, and two of them still need kismet. It's funny that you're talking about people being fine with the change because it personally benefits them, when it seems like the only reason you're angry about it is because you have a /devices blaster.
  19. Also, last time I checked Targeting Drone should also give you added recharge on top of the added damage you will receive for having such high +To Hit for rolling /Devices. That is how it worked in the last beta patch, but they said they were going to change it to a damage buff at the start of combat as well as a small, persistent damage buff.
  20. It’s not like it was difficult to get 22% tohit before; tactics + kismet was easily enough for blasters. Either way, targeting drone still has use because not only is it a massive tohit bonus that helps you deal with high defense mobs or tohit debuffs, they are actually going to change it to have a small, persistent damage buff.
  21. Hello Captain Powerhouse, Is there any way (for the love of God....) to change the 'HUR!' taunt to the 'Arrh' taunt? Every tank I roll seems to 'Hur' (pass the sick bucket hurl) vs the more civilised, 'Ahh.....' You know, like changing your flight pose 1-4? Can we have a hard code taunt 1-2? It drives me crazy when each tank I roll has the 'Hur!' instead of the 'Arh.' Regards, Azrael. This is not the place to ask. Use the suggestions subforum.
  22. It's not like snipers are some god attack that one-shot everything. Most snipers have between 70 and 95 DPA on blasters, while Freeze Ray and Bitter Ice Blast have 125 and 133 DPA respectively. Ice will still be significantly better in single target than other sets, only being matched by Fire due to the ridiculous DPA of Blaze.
  23. None of the powers are shared with other ATs. Each archetype has it's own version of each power, usually with different damage, but the dominator versions also tend to have much different recharge rates and radii as well.
  24. The last news was on June 25th; one of the developers said that they were waiting to finish work on dominators and devices before bringing the changes to live.
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