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Posts
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I do not like that /regen stalkers do not have QR. It was an error to remove it for stalkers.
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It is most certainly not auto-hit, I see it miss plenty fine (not often since I normally hit Aim or BU beforehand, but the 5% will get ya). It likely also does not need a buff, although if you can convince someone to give it some kind of Accuracy bonus, I am all for it.
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Quote:This is one of those things where we compare SO slotted Regen to IO slotted "other" set isn't it? Because few if any scrappers are going to do well on +2x5 without layering them with some other kind of mitigation. This is not unique to regen and without other kinds of mitigation being layered, base regen is going to be near the tops in performance.The issue with Regeneration is that it has to be layered with some other kind of mitigation otherwise it isn't up to par with other secondaries. Pair it with Fire Melee and at +2x5 my Scrapper is usually dead or close to dying and has no more clicks left and I've been playing him for a few hundred hours now so it isn't like I'm inexperienced with Regeneration.
The argument for regen buffs can only be made once we start IOing the sets and even then I am not convinced except in the highest levels of solo challenge play. That seems like an odd outlier to make a buff argument around.
I was just answering a question, perhaps you should pay attention to context. I did not bring it up, but it seemed an honest question, so I answered it. -
Quote:Without considering all the new stuff I'd like to see added long before they look at evaluating Regeneration:I'm honestly curious here. What sets do you feel need some attention MORE than Regen does? I can't think of any sets that are having any major issues in need of attention. In fact several of them have been buffed recently, while Regen hasn't gotten a buff since......Oh, wait, I don't think it ever HAS been buffed.
/Poison
APP Melt Armor
Lore Pets.
Blasters.
Peacebringers.
Presence Pool.
Corruptors.
Defenders.
Team Teleport.
/Pain
Mercs/
Ninjas/
I know you were talking just about scrapper sets, but /Regeneration is just not nearly as bad as people want to make it out to be. Whenever you think, type, or utter the words, "...would not make it overpowered," that is when you know it is time to step back and reassess your argument (and make sure you do not say those words since they have no point at all).
Is Regeneration underpowered? It surely is not the best set for high-end solo farming. But for running standard missions solo, even with the difficulty turned up moderately (+1 or +2, set for 2-5 people) it is very strong. On teams, even against very tough content, it is very strong. Its base abilities are hugely magnified by even slight buffing/debuffing/aggro control/killing fast.
Does Regeneration need recharge and/or regen debuff resistance? Debuffs are supposed to hurt. Is Regeneration hurt in an outsize or special way by either of those debuffs? The fact that it has 4 clicks (5 if you include Revive) and goodly regular regen greatly diffuses problems with recharge debuffs. The fact that it has 4 clicks (5 if you include Revive) on top of goodly regular regen greatly diffuses problems with regen debuffs. In situations where you are hit with both debuffs, two of the clicks make it likely that you will shed the debuffs (Revive pretty much guarantees the debuffs are gone) while the other three can allow you to recover from any ill effects. The good thing is you rarely need to use all of the clicks in any one situation, which is how having so many clicks diffuses the problem with recharge debuffs.
Dull Pain's +HPs became enhanceable. Many consider the MoG change a buff (I know I do).
I'd be all for some recharge debuff resistance. I don't really care about regen resistance. I truly want Revive made better, it fails thematically in its current form, IMO. But I have no real argument for debuff resistance beyond, "Wouldn't it be nice?" -
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Yay. Thank you for all your hard work, it is very appreciated.
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Here is my commentary on the mission as a testing environment. Overall my impression of this mission is positive, so keep that in mind because I am only going to discuss the potential drawbacks (so even though my post is going to be very negative, that is only because I like these enemies and this mission enough to report where I think it could be improved).
My suggested changes are going to be approaching this mission not from a story perspective, but instead from a build test/challenge perspective. The biggest issue I have is that I need to dedicate a LOT of time if I want to try to run this. The RWZ challenge and pylon tests are much, much faster and therefore more user friendly.
1) 4 Altars is too many. I'd lower it to 2 altars. 2 of each boss (well 2 of the 3 you have chosen to place manually, Raging, Sparking, and Smoking) and 2 destroy objects gives a guarantee of good variety. More is too much, IMO.
2) The map is too big. The map requires doubling back twice, requires lots of moving, and will contain about 20 spawns plus the ambushers. Solution: Use Medium map Caves Smooth Set - 7. This map will allow for 2 of each boss (6 total placed boss spawns), 2 destroy objectives, and 3 ambushes. It still has several areas where over-aggro can be a concern, so the map does not lose that good feature. From several tests, it will spawn the 8 placed objectives plus 3 generic spawns, for 11 normal spawns + the 3 ambush spawns.
Large map Caves Smooth Set 2 allows for 1 more placed objective (a 4th ambush was my thought). It has one small double back, and a fair amount of extra empty space to run through. It also spawns the 8 placed objectives I suggest plus 3 or 4 generic spawns (it varies, sometimes you have 11 total spawns, sometimes 12). I prefer Medium size Caves Smooth Set - 7, but this one is OK as well.
3) Some of the spawns can have end troubles. All of the minions run out pretty quick, although the Blaze Vixens seem to last the longest (ironically, they die first because we all target them first). It is not really a big issue that the minions run out of end, since they die very fast, although a Smoke Vixen or two tends to last a bit, since they like to get to and stay at range. Of the Lts., the Blaze and Smoke versions seem to have the most end troubles, with the Smoke being the worst. Of the bosses, only the Smoking Fury has really bad end issues, the tend to run out very fast. The other bosses will run out in protracted fights. After about 30 seconds, incoming damage drops considerably as half the spawn left alive has to start constantly waiting for end to attack. Sets that have end drain powers can really take advantage of this and drop the enemy attack potential very quickly. I am not sure how you could address this concern, I will think on it. -
Quote:With the changes to defiance, I had given up on this, but I'd still love to see it added.I still like your idea of having build up and aim act as click mez protection.
The extra room for the cap is not just for self buffing, although even without Hoarfrost, many builds could get some extra HPs from the change. However it also allows for any outside HP buffs to be helpful (granted we only have one of those so far, but one never knows what the future holds). -
The arc is not broken, but its mechanics are odd. You cannot actually talk to Maria in PI, you MUST use the phone to get your missions.
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Was it a speed run since you were short on time?
Did you skip killing the turrets? You said you cleared the courtyard, did you skip the streets? When you got the nades, did you kill very little inside other than the crates? Did you kill 30 IDF reinforcements or did Marauder go down before that?
I wonder if there is some minimum threshold of enemy defeats. -
While this works great for tankers and brutes (although I miss the better damage old Burn could do if you could prevent them from running), it is less spectacular for scrappers. While there is no Avoid effect in Burn anymore, NPC AI still will attempt to get away from damage patches. A taunt aura will overcome that AI, which /Fiery scrappers lack. The upfront damage is nice and I love my Kat/Fiery scrapper, but you can cause scatter with Burn on a scrapper (I have caltrops on mine, since from before the Burn change, and you can also pick up other methods of keeping enemies close).
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I still think the stalker and blaster HP Cap should be increased to be 1900-2000 HPs (somewhere between 1.5 and 1.67 times base HP).
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I am pretty sure you used to be able to get that badge while the shield was up when it was first released. They changed it so you could not get it unless the shield was down. My memory may be off though.
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You just drop Fire Blast from the build. If you like the set bonuses in Fire Blast, you simply slot Ring of Fire as you had slotted Fire Blast.
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I ran this with my Fire/Fire/Flame blaster first on my normal setting of +2/x6 with bosses. I finished in just under 50 minutes, I used lots of inspires. 3 hospital trips, 2 awakens, plenty of Rise of the Phoenix. I have Pyronic Radial, Clarion Core, Diamagnetic Radial, and Seers Radial. The Seers are a big help when they are up (I was able to use them twice)
Started a 2nd run at +1/x8, cleared 2 of the 3 tunnels in just over 30 minutes with only 1 hospital trip (and a few uses of RotP), but I got a team invite so I'll have to try again later.
Things that make it hard for my blaster: Nothing is mezzable (or at least mostly nothing); Thermal shields are rough on a fire damage dealer (only a major problem if I aggro badly); tier 9s and rezzes hurt efficient inspiration use (since their duration runs out while I have to kill a boss or two, it means I do not have as many to use when charging the next spawn, I have been getting better at being at range when I kill the /DA bosses, but I have enough procs that sometimes "Oops, I killed it" damage happens).
Edit: Just ran it complete at +1 / x8. 57 minutes. 5 Hospital trips and 1 awaken. This run was rough for me. I made 4 bad mistakes and got unlucky twice. Next I'll run it on my SS/EA/Soul Brute. -
With Incendiary Ammo on, Pistols loses out. DW is only slightly better than Pistols, so on one character I use Pistols more, just because I prefer the shorter animation.
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While I agree to a point, /Devices crosses that point by a good margin for me. I love my Nrg/Devices character. I seriously gimp myself when playing him because I LOVE Trip Mines and I LOVE Gun Drone. Yes, the fun is good and I do exactly the kinds of things you say. But, IMO, I should be able to have that same fun and actually not gimp myself.
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Dark blast colored is exceptionally flexible. I'd consider a Dark/Dark or Dark/Rad corruptor. Ice, Fire, Radiation, Sonic, and Archery are also all great blast set choices for fairy based concepts.
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The good news is that with Judgement powers, who cares if Time Bomb sucks...
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Quote:Indeed. Resurgence as well.I believe halfflat's point is that if you use Revive, you are killed while it is still animating. No time to animate MoG or anything else for that matter. Revive should have 15s of true invulnerability (Untouchable) like the real T9 rezzes do - you know, on top of having a nice secondary effect.
I am pretty happy with my Kat/Regen/Blaze scrapper. I am not even built "well" for survivability, but every time I play her, I do better than I think I would. I was very surprised at how well I cope in the trials and look forward to Keyes, where healing and regen will be more valuable than in most other content. -
I am concerned about your end usage. You are well below where even I like to play and I run builds that run out of endurance regularly. On top of your poor end use, Consume is under-slotted for recharge, so even that is not helping as much as it could be. I think your build is likely unplayable, even with the Cardiac. Maybe with Ageless it could be workable though.
I'd strongly consider dropping Stealth and Maneuvers and being content with mid-30s defense SL and maybe try to get Ranged back over 32.5 (although I'd be content with just under 30 ranged). Hot Feet should really have some slow enhancing (at least 40%) unless you plan on fighting mostly +1s or lower. Without slow slotting, enemies get away from Hot Feet too fast, IMO. -
Quote:Linked!