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Posted
22 minutes ago, bentlax33 said:

I would really prefer impose presence rather than mask presence on my scrappers.  I get why sentinels would want mask but really not on my scrappers.  

Scrappers could maybe get an either/or.    I often have my scrappers stealthing around, but not always.

Posted
1 hour ago, bentlax33 said:

I would really prefer impose presence rather than mask presence on my scrappers.  I get why sentinels would want mask but really not on my scrappers.  

 

I like Mask Presence on Scrappers.  I wouldn't care if it were a choice between them, but I like the power being there.

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Posted
1 hour ago, Wavicle said:

No taunt auras for Scrappers. Not anymore.

I'm not saying to add a taunt for scrappers, I don't want the stealth on my scrapper.  I do want the defense and would love the +to-hit.  

Posted
Just now, bentlax33 said:

I'm not saying to add a taunt for scrappers, I don't want the stealth on my scrapper.  I do want the defense and would love the +to-hit.  

The ability in question gives its bonuses in exchange for drawing extra attention to yourself. No taunt, no buffs. And the devs have already said they’re not giving Scrappers taunt aura anymore.

Posted
4 hours ago, Wavicle said:

No taunt auras for Scrappers. Not anymore.

Wish you could get one in the epics for them, I would easily put one in some of my toons.

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

Posted

   Maybe we could address enemies running away and being frustrating to fight in general, instead of having to keep band-aiding it with Taunt Auras to the point where we have to fight the dev team to get them on Scrappers?  Nah, let's just keep a core aspect of combat inherently unfun unless you or a teammate has Taunt or hard CC.

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Posted
2 hours ago, Shin Magmus said:

   Maybe we could address enemies running away and being frustrating to fight in general, instead of having to keep band-aiding it with Taunt Auras to the point where we have to fight the dev team to get them on Scrappers?  Nah, let's just keep a core aspect of combat inherently unfun unless you or a teammate has Taunt or hard CC.

Another thing that could help is not having the Interface ability that adds immob to critters be so weak and infrequent compared to other Interface abilities (except the confuse one, which is also made weak.)

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

Posted (edited)
3 hours ago, Shin Magmus said:

   Maybe we could address enemies running away and being frustrating to fight in general, instead of having to keep band-aiding it with Taunt Auras to the point where we have to fight the dev team to get them on Scrappers?  Nah, let's just keep a core aspect of combat inherently unfun unless you or a teammate has Taunt or hard CC.

 

Yeah one reason why I stopped playing my Stalkers. You waste so much time solo to chase after all the runners. I could understand why a Lt. is afraid and wants to get out when some stealth guy appears and lay waste to your group but why even the Bosses want to chicken out so early, when the are the ones that are the biggest threat to you, thats I point I don"t like.

 

WHY is that a problem with Scrappers, the AT that has even in the Primary a taunt power with confront and taunt auras in the armor line from the beginning.

 

 

 

 

Edited by tricon
Posted

So far, I like Psi Armor (tested on a couple different tanks). I like all the "layers" it offers. I do wish that AoI did damage to everyone, whether they're mezzed or not. It'd be nice if it damaged everyone, and did a little extra damage to those that resisted the mez effects.  I feel like it's going to be a tight build, like Bio, because you'll want to take every single power. 

 

 Now to hope the Mids team gets Mids Reborn updated to include all these new powersets and changes! And for it to go Live!

Posted
6 hours ago, Xandyr said:

So far, I like Psi Armor (tested on a couple different tanks). I like all the "layers" it offers. I do wish that AoI did damage to everyone, whether they're mezzed or not. It'd be nice if it damaged everyone, and did a little extra damage to those that resisted the mez effects.  I feel like it's going to be a tight build, like Bio, because you'll want to take every single power. 

 

 Now to hope the Mids team gets Mids Reborn updated to include all these new powersets and changes! And for it to go Live!

Have you tried it on brutes?

 

In regards to your tank, where can you softcap the RES and DEF? It seems like it's a set where you can softcap positional DEF and softcap most RES (other than tox?)? 

Posted
2 hours ago, BurtHutt said:

Have you tried it on brutes?

 

In regards to your tank, where can you softcap the RES and DEF? It seems like it's a set where you can softcap positional DEF and softcap most RES (other than tox?)? 

I've only done it on 2 tanks.

  With 1 stack of the SMotT, I know my Smashing and Psi resists were capped. Others were roughly:

Lethal 81

F/C 71

E/NE 76

Toxic 20

 

Defenses were :

Ranged 29

Melee 43

AoE 30

S/L 32

F/C 25

E/NE 23

Psi 28

Toxic 20

 

Base regen was 30.5 hp/sec. During battle, I saw this jump up between 100-170 HP/sec. Base recovery rate was 3.08/sec, and end consumption was 1.38/sec.  Endurance was never an issue. I don't even think my blue bar got to Iess that half, even while fighting nonstop for 10+ minutes. I would use Psychokinetic Barrier, Consume Psyche, and MM when they were available.

 

 I'm sure that better Resist/Defense numbers can be achieved if more thought were put into a build. That's why I love Mids SOOOO much. I can build and rebuild and build some more until I get the numbers where I really want them.

 

 The set feels like a good balance between Defense and Resists, with a bit more focus on Regen and "controlling" the battlefield thru using AoI. In a way, I almost felt like a controller with a shit ton of HP, Defense ,Resists, and Regen, while being able to pump out decent damage. The playstyle may not suit some people (as a lot of players want capped everything on tanks with lots of damage). However, for me, I kinda like this playstyle. Originally Tanks were designed to soak up all the damage, and sort of "control" the battle field through the use of Taunt and positioning enemy groups. With Psi armor, at least how I was playing it, I didn't really have to worry about my health or my endurance, all while letting AoI slam about every type of mez (confuse ,disorient, sleep,hold, fear) on surrounding enemies. I just really wish that it did damage to all, with a bonus damage to those enemies that resist the affects.

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Posted (edited)

Did some playing around on a Stalker.  Didn't turn things all the way up, just my normal of +2/x4 against a quickly setted-out character.  Paired the set with Ice Melee, skipped Devour Psyche (more on that in a sec) and Aura of Insanity and hit a few paper missions.  Notes: 

  • Survivability at this level of play is...fine.  Even against Malta and their Lethal smacks, I didn't have any problems staying on my feet.  That said, if the joke is gonna be that there's supposed to be a hole to Lethal, then commit to the bit and bump up the elemental resist just a point or two, so that they aren't also a "hole"...and the Psi resist!  This is Psi armor, I should be able to easily cap that on an AT that has a max of 75%!
  • As noted, I skipped Devour Psyche.  This was a terrible mistake, because I've never felt so challenged when it came to maintaining my blue bar.  There's some hunger, here!  That said, I feel like (admittedly having not used it), DP needs something to add to the appeal, still, because there's already a Psychokinetic Barrier needing a the proactive clicking.  Not to mention I feel like I should want to take the power for a benefit rather than just to feel like I'm built wrong without it.  Maybe shorten/narrow the cone for it for the melee types (it's weird given how it's Sentinel sized...) and give some decent damage, on par with primary melee cones; the debuffs don't really seem meaningful in normal combat.
  • Speaking of needing something, Memento Mori is cool (odd name choice, sounds neat, sure, but not very reflective of what the power seems to be doing? Maybe something more like "Death Resonance" would be more appropriate?), and I'm not trying to knock that it can be used even when not defeated, but...why use it when not defeated?  The heal is so piddly, the control barely lasts, and the damage is something I feel like I shouldn't even be mentioning because why does it even do damage if it's gonna be that nonexistent?  I don't know if this is possible, but my thought would be to significantly reduce the effects of the Adaptive Recharge, significantly, if used when standing. 

 

EDIT: Doing a little more playing with this, I just realized after numerous missions that I was fighting with Athletic Run active, which might explain the Endurance hunger.  I still wouldn't mind Devour Psyche being more appealing, though.

Edited by Lazarillo
Posted (edited)
On 5/26/2025 at 5:50 AM, The Curator said:

New Powerset: Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers

     

 Levels and ATs Tested: 

  • Tanker: Psi/Elec @ lvl 20 (SOs), 40 (Basic IOs), and 50 (Full Sets)
  • Scrapper: Dark Melee/Psi @ lvl 20 (SOs)
  • Stalker: Elec/Psi @ lvl 20 (SOs), 40 (Basic IOs), and 50 (Full Sets)

 

Overall Testing Experience: 

Although I remain curious around the design goals, I can sum up my take on the theme as "layered protections with an emphasis on Resistance (despite a Toxic Resist hole), Regen, some interesting enemy mez mechanics, and minimal debuff resistance." While there are some interesting power quirks, the absent Toxic Resists and low/missing debuff resists (especially DDR) put a lot of pressure on the other defensive layers and clever IO sets in ways that often fold under the variety of attacks and debuffs in endgame encounters. Tankers are okay though once you incorporate ATO +Res and layer +HP and Recharge.

  1. On a Tanker, the early access to layered defenses (level 20 play testing) worked fine and the higher Tanker AT Resistance and HP values (and +Res ATO) helps the set against most basic enemies - yet the absence of Toxic Resists is worth noting, especially during this release where even Electric Armor now has Toxic resists.
  2. On Stalkers and Scrappers, the delay of The-Power-Currently-Known-As-Psychokinetic-Barrier felt noticeable at level 20 while the auto power of Precognition offered little substantive support at the earlier slot. 
  3. Consume/Devour Psyche are significant recovery tools that present possibly useful -regen utility and helps sapper builds shine as well. 
  4. Aura of Insanity feels like a complex power that could significantly impact survival and occasionally provide enemy debuffs - with a little more clarity about the implementation and design of the power.

 

Specific Power Feedback:

 

image.png.8de167dcad350af89336944ecb9a671f.png Psychic Wall (AKA Psychokinetic Wall)

  • Feedback: Functions fine. The lethal weakness is noticeable on non-Brutes/Tankers. 
  • Recommendation: Swap the word "Psychic" here with "Psychokinetic" from The-Power-Currently-Known-As-Psychokinetic-Barrier. Bludgeoning, Piercing, and Slashing are common damage types from the impact of physical weapons and concussive force. CityOf reduces all of that into simply Smashing and Lethal damage types (even going as far as representing the concussive force of an Energy Blast as something that would include a smashing component). Keep the "Wall" part 'cause in a world where many of these Psy-themed names are interchangeable, at least "wall" and "physical damage type" fits slightly better. "Psychic Barrier" is generic enough to encompass an Absorb for all damage - which is what Absorb does here.

 

image.png.5dae468e27f22ed30c13c917029fddee.png Psionic Shield

  • Feedback: Fine as-is. It does what it do. Although it is curious why you wouldn't equalize the amount of resists (outside of the bonus psy resists here). 
  • Recommendation: If the addition of Psionic damage resists here means there had to be a reduction somewhere, I recommend equalizing the NRG/Neg.NRG/Fire/Cold Resists - even if that means reducing the max -/+ NRG values. You could also include some of the otherwise absent Toxic Resists here.

 

image.png.b543026458e3132fe5063c56da6b9085.png Impenetrable Mind

  • Feedback: Indomitable Will is always a welcome sight for a player character. If you want to name it something else though, you should update the power text description too.

 

image.png.2efeb6750b7ead2ec7922b7389a4fb93.png Consume Psyche / image.png.171fcf984288422f09561295c86f325c.png Devour Psyche

  • Feedback: While I can understand making it easier for Tankers/Brutes to obtain full saturation via PbAOE (and thus more easily maintain the sustain benefits and enemy debuffs of this power), it is challenging that Stalkers, Scrappers, and Sentinels 1) encounter a reduced effective area for targeting that is narrower than their field of vision and 2) require positioning for any chance at deploying the -Regen debuff and maxing self-buffs effectively.
  • Recommendation: Expand the Devour Psyche cone to 120 degrees. 

 

image.png.694f235d47ecaf396e67f02d0836f725.png Precognition

  • Feedback: It's fine, but would not be prioritized over other sustain powers. It could use a benefit boost from elsewhere in the set. Not something "in addition" but rather as an opportunity to spread an offense buff. The lack of DDR in the set makes defense a less desirable investment for limited slots.
  • Recommendation: Move the +ToHit from Impose Presence to here and add some DDR as it both expands the availability of the buff to non-Tankers/Brutes -and- boosts the theme of reading an enemies mind. The +perception baked into the current version reflects the an insight that could also thematically support being more likely to hit your intended target. AT modifiers will address the balance of power provided.

 

image.png.431b295b54fcf4a03f65940938fa5179.png Psychokinetic Barrier (AKA Psychic Barrier)

  • Feedback: This power is helpful for survival and should be earlier in the power order. "Psychokinetic" fits more aptly for the smashing, lethal, and psionic resists power although "barrier" is fittingly and appropriately vague about damage type. The minimal debuff resists here feel perfunctory.
  • Recommendation: 1) Please move access to this power before Precognition and 2) rename this power to "Psychic Barrier". Precognition, as a passive, is lower on the priority list for survival tools while the Absorb and the regeneration of The-Power-Currently-Known-As-Psychokinetic-Barrier should be available at level 20. 

 

image.png.36309898cf54fa696bbb08de6a7baa24.png Impose Presence

  • Feedback: Taunt is helpful for Memento Mori and slowing enemy recharge can be a helpful tool. The lack of DDR in this set makes the paltry defense provided here feel like an afterthought.
  • Recommendation: If the +Defense is intended to support survival, I would recommend changing the Melee Defense to AOE Defense and adding hefty Defense Debuff Resistance. AOEs and Ranged attacks would be the most prominent threat to a Tanker/Brute when oversaturated by nearby enemies. While the nearby Melee attacks could hit harder, mob density would reduce the number of eligible melee attacks compared to eligible AOE/Ranged attacks. With no DDR in the set, the minuscule defense provided by this set is easily erased. Even Invulnerable Armor has considerable DDR to protect the minor Defense it offers.

 

image.png.18ea1dc0c226222aada47a81f220dcbb.png Mask Presence 

  • Feedback: I feel that this power provides the elegant solution of granting Scrappers and Sentinels a power without depriving Stalkers of a power.
  • Recommendation: Reduce the endurance cost. Yes, even though the set has a source of +Recovery

 

image.png.f718d5b8b678a6b6821d9a70bd2ce21f.png Aura of Insanity

  • Feedback: This is one of the most complicated powers that i've attempted to slot, and I find its effectiveness varies wildly depending on one's approach. The complexity of conditional debuffs prompts further questions such as: 
    • Does the conditional debuff only go into effect for enemies impacted by the mez from Aura of Insanity or would an outside mez also provide a chance to apply the associated debuff if an enemy is in range of Aura of Insanity?
    • Is there a lockout from the conditional debuff if the mez is reapplied?
    • Does the enemy have to be controlled by the mez in order for the debuff to take effect? If so, can stacking outside mez help overcome the mez needed to engage the Aura of Insanity Debuff?
  • Recommendation: More context from Devs is needed (along with power description updates to help clarify). Also, the current notes in the power description should be edited to reflect the possessive "its" and not the contraction "it's."

 

image.png.9d6506f2961082adfb7a4b4bffc48dc8.png Memento Mori

  • Feedback: Unlike Stun (as seen in Soul Transfer), Fear affords targets a chance for retaliation and another immediate defeat if their retaliation strikes before the delayed Untouchable status takes effect. Memento Mori needs some love to be of more help.
  • Recommendation: Add a matching high mag confuse to the fear. This would further the implied terror by having retaliating enemies target wildly during the limited duration. This would 1) offset the soft-mez nature of Terrify, 2) lean into the multi-status effect implementation of powers in Psionic Armor, and 3) enhance the flavor of this T9 above being a less-effective clone of Soul Transfer.
Edited by MindOverMatter
*Additional Sleepy typos; added AT Combos Tested
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Posted

1. After further play testing I have to take back what I said earlier. This set is actually fairly survivable and I'm liking it now. 

 

2. I endorse everything that MindOverMatter just said.

 

3. Further feedback on Memento Mori: Using this power to rez around mobs will just get you re-killed. I intentionally used this power whenever I died and the power was off cool down. Most of the time I just died again and ended up having to go to the hospital anyway. Popping your tier 9 and then immediately going to the hospital is not satisfying at all.  Sometimes I would activate the power right before I die but then still die and now the power is on cool-down so I can't attempt a rez either.

 

I found myself wishing I had about 10 seconds of soft capped defense after this power activates so that I could have some breathing room And an opportunity to re-toggle my defenses.  I was testing solo but it's easy to imagine me standing near a tank and dying then popping Memento Mori and getting re-killed by the Aoe Mez and damage. In this scenario, I'm not sure even confuse would save me. I don't want a tier 9 defense ability that makes me look like a crash dummy on a team. If there's ever a critical moment when this set needs defense it's around the use of Memento Mori. 

 

MindOverMatter's Suggestion to use confuse to solve this problem is another excellent solution that is thematically consistent.  Whatever solution you decide on, Memento Mori Needs to be safer to use while dead and surrounded by danger.

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Posted
1 minute ago, Sigma7 said:

1. After further play testing I have to take back what I said earlier. This set is actually fairly survivable and I'm liking it now. 

 

2. I endorse everything that MindOverMatter just said.

 

3. Further feedback on Memento Mori: Using this power to rez around mobs will just get you re-killed. I intentionally used this power whenever I died and the power was off cool down. Most of the time I just died again and ended up having to go to the hospital anyway. Popping your tier 9 and then immediately going to the hospital is not satisfying at all.  Sometimes I would activate the power right before I die but then still die and now the power is on cool-down so I can't attempt a rez either.

 

I found myself wishing I had about 10 seconds of soft capped defense after this power activates so that I could have some breathing room And an opportunity to re-toggle my defenses.  I was testing solo but it's easy to imagine me standing near a tank and dying then popping Memento Mori and getting re-killed by the Aoe Mez and damage. In this scenario, I'm not sure even confuse would save me. I don't want a tier 9 defense ability that makes me look like a crash dummy on a team. If there's ever a critical moment when this set needs defense it's around the use of Memento Mori. 

 

MindOverMatter's Suggestion to use confuse to solve this problem is another excellent solution that is thematically consistent.  Whatever solution you decide on, Memento Mori Needs to be safer to use while dead and surrounded by danger.

Is MM not giving you a period of Untouchable after you Rez with it? It should. Also, are the mobs not Feared after you use it?

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