Edana

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  1. Quote:
    Originally Posted by Oedipus_Tex View Post
    I can't speak for everyone, but there is an 'ick' factor in directing my character to fight and presumably kill the police...
    My first introduction to Freedom Corps was seeing Longbow charging in assault rifles blazing to prevent a Hellion from loitering against a wall. The only other organisation I had the option of 'Heroing' for was Hero Corp and that's no better than being a highly powered mercenary.

    So I'm a villain. I live in the Rogue Isles, kill corrupt cops, kill arachnos minions, fight the same gangs and Mafiosi that a hero spends their time 'arresting' into little pieces, but I also get to spend time fighting against the organisations that have the unmitigated gall to name themselves after 'freedom' and 'liberty' while shooting people for standing in a public park wearing the wrong t-shirt.
  2. Quote:
    Originally Posted by BrandX View Post
    If it is violating the cottage rule, it's not the first time

    Also, I'm not sure if it's the key mechanic to the set. As it was added in much later to the set. Or is it the key mechanic now?

    Also, are you taking into account Energize's regen, or are you basing this solely off the heal number?
    True, it wouldn't be the first time; but removing a capability from a power is supposed to be the last resort. That the set is retaining a healing power shows that having it it not considered a critical balance problem, and the power gaining the scaling defence buff in return would indicate that the power is not considered overpowered. That the changes come at the same time as the powers team is busy and are effectively replacing a unique power and a useless one with two powers already available to be copied from other sets suggests a level of expediency is involved rather than a lack of alternatives.

    Not 'The' but certainly 'A' key mechanic, before the heal was added there was little reason for an Energy Aura character to surround themselves with more than 3 foes at a time as the set lacked any scaling defences (like RttC, Invincibility, Energy Absorption, Dark Regen, etc.) The ability to dive into a full spawn on less than half health and low endurance and (if you survive the animation) being ready to continue fighting is the epitome of Brutish Fury. It turned the set from the very antithesis of brute sets into one that could viably be played both in the original fashion, stealthily and picking targets like a steroidal stalker, and like an aggro seeking maniac.

    I was including the regen in Energize's 37.5%, 25% heal, 12.5% from regen over 30s. Though thinking about it as a resist set Electric Armour has a good chance of the heal portion restoring enough health to keep you alive long enough to benefit from the regen portion. Energy Aura, being a defence set, is much more reliant on healing the damage from one spike before the next hits so the regen-healing will not be so reliable.
  3. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    For starters, Energy Drain didn't originally have a heal component... it was added in Issue 13, over three years after the set debuted, as a way to balance the underperforming set. Now, a little less than three years after that, they feel the need to balance it further as they proliferate it to new ATs, and they've chosen to move that heal to a different power.

    As you mentioned, Energy Drain currently heals 30% (unenhanced) in an "optimal" setting. That means while you're getting punched to paste by 10 enemies all at once before you can even activate it. But it's also completely contextual; if there's no one around you, then it won't heal you in the least.

    Now, with Energize, you can heal yourself a guaranteed 25% minimum every 2 minutes, whether you've got 20 dudes surrounding you or zero, AND the new recharge bonus in the taunt aura will shorten that in situations where it's needed more often. Couple that with the fact that the passive +Resistance powers are getting buffed, and you'll find yourself needing that heal less often to boot.

    Now, as for your observation that the taunt aura is being placed in the wrong power... well, I can't really say I argue with you there. (Don't toggles with Taunt Auras get dropped automatically when you're mezzed? So... if you get mezzed, won't you need to restart the toggle whose primary purpose is to keep you from getting mezzed in the first place? ) But it's still just a few days after the announcement; the developers very likely have a way to make it work in mind. If it still seems broken once we actually get a chance to play with it, then by all means, scream "Nerf!" all you like.
    I am aware that the heal was only added to Energy Drain 3 years before they want to remove it. I am also aware of how easy it is to fit 10 foes inside its radius, especially in the incarnate trials. The point still stands that the power is currently a heal and in some cases this scaling heal was the primary reason for rolling a character with this set.

    It is unlikely in the extreme that the passive resistances are going to be buffed to the point that you will be taking a third less damage than before, and there is no resistance to psi damage, which to this point is mitigated almost purely through the available healing. Energize provides lower burst healing ability and less healing over any longer period of time in the situations a brute is designed to be in. I am not 'screaming' anything yet, I am however calling a nerf a nerf.

    I have no doubt that this is not intended as a nerf, but it is first violating the core of the "cottage rule" in completely removing a core ability from a power and then only returning a fraction of that ability in another power that is not available until 7 levels later and that currently there is no reason to take at all. By all means turn conserve power into something worth taking; but to do so by removing a key mechanic from the set is neither following the guidelines that have been emphasised as the reasoning many more borderline powers cannot be redeveloped, nor an improvement to the set as a whole.
  4. Quote:
    Originally Posted by Avatea View Post
    Energy Aura Revamp
    ...
    1. Resistance on the set’s auto powers were slightly increased and now include endurance drain protection and slow resistance.
    2. Entropy Shield is now Entropic Aura for Scrappers and Brutes. This power is a taunt aura that grants the user a scaling recharge buff based on the number of foes surrounding the user. The Stalker version of the set doesn’t have a taunt aura, but it offers a small Recharge bonus.
    3. Repulse for Stalkers has been replaced by Disrupt, a stun aura.
    4. Energy Drain no longer has a healing component, instead it offers a small defense boost per target hit.
    5. Conserve Energy was replaced by Energize, a self Heal that offers a moderate regeneration and endurance cost reduction boost for a short while. This power works identically to the Electric Armor version.
    Adding a taunt aura to the mez protection toggle is counter productive to how an EA brute works; the scaling +recharge is a nice idea but this isn't the right power for it.

    At the moment Energy Drain used optimally is a 30% heal every 60s, this functionality is being removed completely. Energize gives a 25% heal and 100% regen for 30s (equating to another 12.5% HP) on a recharge of 120s. We are being forced to take a second power to regain a fraction of the capability of a single one.

    Why was it decided that EA needed a nerf?
  5. That what you are being given for free is more than what you currently get if you don't pay anything isn't a valid reason to demand more. If one day Starbucks starts handing out free coffees you aren't going to complain that they aren't letting you have free cookies too... Are you?
  6. Quote:
    Originally Posted by Omega View Post
    And it needs a unique costume part in the form of a sonic screwdriver - I'm just saying ......
    And the cossie colours revised to include more shades of brown, the only bit we can do right now is the red bow tie.

    (Which is cool.)
  7. No luck so far copying from Union to Beta, has claimed to add to the queue 4-5 times amidst the numerous invalid name errors but as yet nothing is actually appearing on the character list.
  8. Quote:
    Originally Posted by Scientist View Post
    I had someone answer the basic question elsewhere, that the container stays; that could be particularly handy in the courtyard, Wormhole the spawn over the wall, where it will take them awhile to get back (if they do).

    I'm now wondering if throwing an Immob on a container would establish containment so a controller would get the double damage?
    Wormhole the mob away from the container and tag them with dimension shift?
  9. Yes. Yes. You should be able to as long as the team isn't locked.
  10. Edana

    Patch Notes

    Quote:
    Originally Posted by Shadowe View Post
    "Servers: Added Champion, Freedom, Guardian, Infinity, Justice, Liberty, Pinnacle, Protector, Triumph, Victory and Virtue to the new Global Server List. All characters will remain intact on their original server. Due to immigration laws some users from those 11 servers may have inadvertently stolen the global names and account names of prior residents."
    Alternative fix.
  11. Quote:
    Originally Posted by Rodion View Post
    Technically speaking, a softcapped EA is weaker against defense debuffs than SR...If you're cognizant of what has defense debuffs and monitor your current defense, you can avoid defense cascade failures by taking purples at the appropriate time.

    The question is whether the plusses of EA (Energy Drain, with its sapping and minor healing, and Energy Cloak, with its very nice stealth) are sufficient to warrant taking it.
    I got my Stone/EA up to having Ageless Radial Epiphany last week, spending half the time at the DDR cap and the other half around 75% has made quite a difference.
  12. Looks like one hell of a mess to me. The attacks are underslotted, the shields are mostly overslotted (1.25% e/n defence isn't good enough to warrant 6 slotting red fortune), the PvP Gladiator's Armour unique costs more than the entire rest of the build, Combat Jumping slotted for end-red, Tough slotted for status resistance...

    This is a slightly more sane build.
  13. Radial reactive in thorntrops is rather impressive on its own
  14. No.

    Paralytic offers defence debuff, not seen anywhere in /dark, and -damage; which can stack quite nicely with darkest night, twilight grasp and dark servant's copies of each to keep damage debuff at a fairly consistant -95%. How well the defence debuff is intended to work I don't know, but at the moment rain of fire does a nice job of making sure it gets applied to something.

    Gravitic adds more slow, usefull for keeping things in RoF is tar patch isn't doing so... ok, scratch that. But it does have a -secondary effect which can be useful, or can go completely unnoticed for months.

    Or there's Reactive, the go-to for everything nerf candidate.
  15. Quote:
    Originally Posted by MrLiberty View Post
    Rebirth on the regen side brings you near the regen cap (I think its like 1600% out of 2000% for everyone other than scraps)
    I think that's probably the reasoning, when stacking the radial side very quickly caps out at which point taking the core side is more beneficial.

    Quote:
    Originally Posted by Vanden View Post
    OR! Brainwave! You know how Hamidon and the green mitos can cause you to actually resist healing powers? What about the opposite of that? Make Core Rebirth give -Res to healing! That way further healing from teammates or whatever is increased in effectiveness on targets hit by Core Rebirth. It's thematic, it's a buff to the power, and it doesn't step on Barrier's toes!
    An unresistable healing resistance debuff as a buff? It's a nice idea for certain but I'd hate to have to explain that one to a new guy.
  16. Due to the way slotting for positional defence mainly requires full sets that are low on end-red, even tier 1 cardiac will reduce endurance use more than PP+SC will increase recovery. Adding another AoE to your repertoire, even one with a 64s recharge like Stalagmites, is likely to be more beneficial than the extra recharge offered by spiritual.

    There is now the option of going with Ageless destiny for a recharge boost and endurance refill on a 2 minute recharge and either a significant recovery boost (core) or capping your defence debuff resistance (radial).
  17. Quote:
    Originally Posted by Mav View Post
    ... in general, unless you are sure it is perfect, or the bugs that are left don't impact the actual usability of the product you never promise any delivery date.
    This is a piece of software; if you don't give any predicted delivery dates or announcements about content until the product is perfect and out of testing then you aren't going to say anything ever.
  18. The power deals damage unrelated to the level difference of the clockwork and the damage is attributed to the wrong person. Regardless of how weirdly the power is coded those are bugs.
  19. Quote:
    Originally Posted by Kyria_Shirako View Post
    Sure, all the other trees have maybe one booby prize tree (Alpha's Nerve; Destiny's Ageless) that is mechanically lackluster and will rarely be taken
    Ageless is at worst an AoE speed boost and at best the ability to largely ignore debuffs and endurance crashes. That it is considered the weaker of the Destiny trees shows just how game changing Destiny is proving to be.
  20. Edana

    LFG does it work

    The queue timer takes into account all members of a preformed league that joins the queue and immediately starts, since the time spent outside the queue while the league formed is not counted the average times displayed have no relation to reality.

    You are only added to a preformed league if they're under the minimum when they join the queue or if you are tagged to join existing events and they drop below that minimum during the trial. This is working as intended, it allows for 'private' trials.
  21. Considering that the way interface works with rain powers was pointed out all the way back in i19 beta it would be rather annoying for it to get "fixed" now after people have based their interface choice on its current mechanics and spent hours grinding trials to get them slotted.
  22. It's simply a bad idea.

    Keeping track of how much prestige each person in an SG has is a simple case of that person's SG entry having a field for it. Keeping track of the prestige total of every character that has ever been part of an SG in case they return would be an open ended list. If stored in the SG database it would have to be updated whenever a character was deleted or changed name or you could join an SG and get the balance of a previous character that had since been deleted or moved server. Store it on the character and you have to keep track of which server the SG was on or blank it during server transfers, at which point people will come back complaining about losing their numbers again.

    Besides, the game doesn't automatically kick you from an SG for any reason. You left for long enough that your 'real prestige' dropped below the point that you were considered worth taking up a space on the SG list. That you have to build up your 'numeric prestige' again after that doesn't seem like a flaw in the game.
  23. Edana

    Failing Lambda?

    You fail if everyone in the league is dead at the same time. With just two of you that's not going to take much.
  24. Quote:
    Originally Posted by Xzero45 View Post
    I know people that plan on taking the dark one, coloring it gray, and playing it out as a smoke grenade being thrown at their feet...
    If smoke grenade did that much damage we'd be back to City of /Devices Blasters.
  25. It would be nice if it worked like a clicky version of repel from kinetics, initial cost and an end cost per target hit.