Developer The Curator Posted Friday at 10:36 PM Developer Posted Friday at 10:36 PM Invulnerability Unstoppable Cast time lowered from 3.1s to 1.67s (PvE Only) Recharge lowered to 400s. (PvE Only) Duration reduced from 120s to 40s. (PvE Only) Now provides 25% -endurance, -recovery, -Def, -Recharge and -Speed resistance (PvE Only) Endurance cost increased from 2.6 to 10.4 (PvE Only) Crash Eliminated 2
bAss_ackwards Posted Saturday at 10:20 AM Posted Saturday at 10:20 AM The crash removal has me considering taking it for all my Inv Scrappers. The rest of the changes are a bonus on top. Previously to this, the power had always been regulated to don't take or take it for set mule but never use. Former Paragon Studios QA - Redname Fireman Current and always Scrapper enthusiast
Night Posted Saturday at 05:56 PM Posted Saturday at 05:56 PM [Apologies for cross-posting, I was told that's the best way to give feedback specifically to the relevant T9s while there's no Focused Feedback thread specifically for those changes] TLDR: The way those T9s are presented are a massive nerf to what an armor T9 offers and the lowered recharge is not worth the massively reduced scaling and duration, cutting down a power's duration to 1/4th and sometimes 1/6th of its current duration, and the quadrupled activation cost. Those are not worthwhile tradeoffs for what we have now and a huge departure from what those T9 armor powers offer currently. Reduced scaling means you'll be hit more often and harder when going up against anything at a higher difficulty or against any enemy group with ToHit buffs, meanwhile right now Elude/Overload/Kuji-In Retsu softcaps you all on its own and it's very useful if you wanna survive an encounter, activate it when getting up with a wakie or a rez and get right into the fights, or if you run out of endurance and don't wanna die from all your toggles dropping. 30 seconds is also not long in a fight and when you activate a godmode you wanna feel powerful and survive whatever bad situation forced you to pop it in the first place. I think that defense/resistance-oriented T9s should still keep their current scaling, putting you at defense softcap out of the box is what they do now and lowering that would only be an unwanted nerf. It's also useful in situations when you're just getting up with a wakie, or running out of endurance and needing to get your defenses back instantly so you don't get defeated, or getting attacked by an ambush or a giant monster (particularly during a zone event) and activating that so that you can get right into the action and ignore your actual defensive toggles for the moment. That's also an argument for keeping the endurance cost low as quadrupling it only removes its use as a panic button. Level difference between you and the enemy and their rank will still affect their accuracy to a significant degree even if it's an accuracy modifier instead of ToHit one, there's usually many consecutive attacks swinging at you every few seconds and that builds up. Also big number is nicer than small number. Using Moment of Glory as a blueprint for godmodes is also misguided. Moment of Glory started out as a clicky that maxed out your defense and resistance (to all but psi, and probably toxic) for a few minutes but it set your health to 25% and prevented you from healing in any way (aside from increasing your max health number via Dull Pain). The way the power worked was changed because preventing yourself from regenerating health went against the idea of Regeneration as a whole. It was also a death sentence when fighting Psychic Clockwork or Carnies. That way the new (current) Moment of Glory was also changed was so that you would be able to survive a mob's alpha strike, the initial mass of attacks a big group hits you with when you first charge in, before the rest of the team could join you to help you or so that enemy attacks stagger out instead of hitting all at once, allowing for the bulk of the set, its passive regeneration and clicky heals, to keep you alive. Since Moment of Glory seems to be the main inspiration for these changes, we must look at what Regeneration as a set was, from the wiki: "This set has been in the game for Scrappers since Issue 0." "This set was included with the original release of Stalkers in Issue 6." "This set was proliferated to Brutes in Issue 21." For the massive bulk of the game's lifespan, Regeneration was not a set designed to be the sole tank of a team and with its many, many nerfs, only recently was Regeneration given a long-deserved glow-up. This kinda design does not apply to every other armor set. That and low-duration buff powers provide a massive benefit, so instead of nerfing their scaling, they should be heavily buffed to make you actually unkillable for this heavily reduced duration. Even now Moment of Glory offers ~70% defense and resistance values. There are three main suggestions I propose for those suggested T9s: 1. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations without any changes. 2. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations while also adding minor buffs to the current existing T9s, such as simply removing the crash and reducing their recharge times while still being fully enhanceable, and changing nothing else, no nerfs. 3. Try out the idea of applying a form of adaptable recharge into the T9s and turn them into Incarnate Hybrid-style toggles that have a maximum duration (2 minutes and 3 minutes depending on T9, as they have now) but can be detoggled early for reduced recharge time. So that each second of use adds one second of recharge time. Meaning that if you toggle a T9 for 30 seconds, it goes on a 30 second cooldown, but you can also toggle it for its full duration of 2 minutes or 3 minutes depending on the T9, with their full current scaling and all current benefits, and afterwards let it go on a 2 and 3 minute recharge respectively. It could be adjusted so that the power has a base recharge of ~30s onto which use-time is added, so that if you use the T9 for 10 seconds, the recharge time is 40 seconds, and so on, but that's for later. Personally I like option 2 since it's a simple buff to the powers' functions and covers the goals of the changes without turning them into completely different powers. At the very least those suggested T9s should be added as a mutually exclusive option to choose between that and the current T9s and not be forced into these suggested versions as they deviate so much from their current originals that they do not cover the same bases anymore.
Faraday Gauss Posted yesterday at 03:17 AM Posted yesterday at 03:17 AM Love this. Any chance we could get the Flex from Tough or Blood Thirst from Savage Melee activation animations for Unstoppable as alternate FX options?
bAss_ackwards Posted yesterday at 08:25 AM Posted yesterday at 08:25 AM After playing around with the crashless Unstoppable on my DM/Inv Scrapper - I can say I am pretty pleased with it! Between Shadow Meld and Unstoppable, I've got some great options for extra survivability, which in turn lets me crank it up in difficulty level! My end game build has it around: 155s for Recharge, 40s uptime Shadow Meld is at: 32s Recharge, 15s uptime Possible changes not withstanding, I'm looking forward to having this new build I made ready to go on Live. 💪🥳 Former Paragon Studios QA - Redname Fireman Current and always Scrapper enthusiast
Biff Pow Posted 6 hours ago Posted 6 hours ago This is just a patch note clarification but Unstoppable is currently 180 seconds, not 120. But that also might be an argument for a reduction to 60 seconds instead of 40?
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