ParaBruce Posted October 6, 2019 Share Posted October 6, 2019 I know that there have been changes recently. But I have fairly severe dyscalculia, one of many side effects of an auto-immune disorder messing with my brain chemistry, and it's very hard for me sometimes to translate numbers in isolation into a sense of game significance. So: what does it all mean? That is, what changes would I, as someone who's a pretty good player who'll never be great, notice while tanking, leveling and at cap? Would soloing be easier/faster/visibly different? Do some power sets gain or lose in overall standing? That kind of thing - the qualitative consequences of quantitative changes. 2 Link to comment Share on other sites More sharing options...
Bopper Posted October 6, 2019 Share Posted October 6, 2019 27 minutes ago, ParaBruce said: Would soloing be easier/faster/visibly different? Do some power sets gain or lose in overall standing? Yes and yes. Basically, you will do more damage (higher damage modifier and also a higher damage cap) and it will be easier to hit more enemies (AoE increases and increased target caps). PPM Information Guide Survivability Tool Interface DoT Procs Guide Time Manipulation Guide Bopper Builds +HP/+Regen Proc Cheat Sheet Super Pack Drop Percentages Recharge Guide Base Empowerment: Temp Powers Bopper's Tools & Formulas Mids' Reborn Link to comment Share on other sites More sharing options...
ParaBruce Posted October 6, 2019 Author Share Posted October 6, 2019 Thank you. @Bopper! Link to comment Share on other sites More sharing options...
tidge Posted October 7, 2019 Share Posted October 7, 2019 I'm pretty sure this is still in the mix: Tanks are supposed to get an 'inflated' amount of Endurance as well. This (along with higher damage) ought to make soloing at lower levels a lot more tolerable. I subscribe to the classic 3-slot Stamina (Perf Shift proc+End, IO End) on my characters so I'm somewhat curious if any players have experimented with cutting down to just 2 slots in Stamina. Link to comment Share on other sites More sharing options...
Bopper Posted October 7, 2019 Share Posted October 7, 2019 2 hours ago, tidge said: I'm pretty sure this is still in the mix: Tanks are supposed to get an 'inflated' amount of Endurance as well. This (along with higher damage) ought to make soloing at lower levels a lot more tolerable. I subscribe to the classic 3-slot Stamina (Perf Shift proc+End, IO End) on my characters so I'm somewhat curious if any players have experimented with cutting down to just 2 slots in Stamina. They took that out in the most recent patch. It's possible they could bring it back, but I think it won't. PPM Information Guide Survivability Tool Interface DoT Procs Guide Time Manipulation Guide Bopper Builds +HP/+Regen Proc Cheat Sheet Super Pack Drop Percentages Recharge Guide Base Empowerment: Temp Powers Bopper's Tools & Formulas Mids' Reborn Link to comment Share on other sites More sharing options...
tidge Posted October 7, 2019 Share Posted October 7, 2019 Sigh, thanks. Link to comment Share on other sites More sharing options...
Sir Myshkin Posted October 7, 2019 Share Posted October 7, 2019 10 minutes ago, tidge said: Sigh, thanks. I wouldn't stress it. I've thrown a lot of Tank builds at Pineapple since these changes went up, and I've honestly not really seen much of a difference not having it versus having it. Realistically the +20 End ended up making things more unbalanced in an IO world as I was barely seeing my blue-bar move at all. 2 Pylon Test Run Submission Proc Monsters (Controller Edition) Proc Monsters (Defender Edition) Pylon Test Run Results Proc Monsters (Tanker Edition) "Mad King Special" "Ceterum autem censeo Iram esse delendam" Mad King Special - Force Edition (NEW!) Link to comment Share on other sites More sharing options...
Haijinx Posted October 7, 2019 Share Posted October 7, 2019 I wouldn't say any sets "lose" anything. But some gain more than others. Any set with more than normal +dmg will benefit the tanker a lot more now comparatively. So anything more than just Build-up. Or primary sets like BIO and Shield. Any set that had AOEs smaller ARC/radius than the cuttoff will gain a lot of area. Also target caps go up. Link to comment Share on other sites More sharing options...
Leogunner Posted October 8, 2019 Share Posted October 8, 2019 Have you ever used the vet power Sands of Mu? Well, Dark Melee has an attack just like it called Shadow Maul that you can enhance. Remember how much you needed to shuffle to hit more than 2 targets with Sands of Mu? Well Tanker Shadow Maul can hit 5 targets rather easily on test. Run that through other powersets like Spine's Ripper, Electric Melee's Jacob's Ladder, Ice Melee's Frost, etc as well as some of the PBAoE attacks having a higher cap and area. There will be exceptions though. Know how Super Strength's Footstomp and Titan Weapon's everything had some pretty knarly AoE effect? Those set's won't have as drastic of a change in feel. Link to comment Share on other sites More sharing options...
Charistoph Posted October 9, 2019 Share Posted October 9, 2019 Is there a link to the list of these changes? Are you a Wolf, a Sheep, or a Hound? Quote They called me crazy? They called me insane? THEY CALLED ME LOONEY!! and boy, were they right. Link to comment Share on other sites More sharing options...
Seigmoraig Posted October 9, 2019 Share Posted October 9, 2019 5 hours ago, Charistoph said: Is there a link to the list of these changes? They are pinned in the Beta forumshttps://forums.homecomingservers.com/forum/57-homecoming-beta/ 1 Link to comment Share on other sites More sharing options...
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