JayboH

Renowned
  • Posts

    3324
  • Joined

  1. My apologies to the non-VIPs - I was trying to get input from each section of the forums that this set would affect and completely forgot I am not allowed to cross-post. I realize this was my fault and you can contact me through my Youtube channels instead with ideas and changes.
  2. Yeah sorry about that, I was trying to get responses from each section of the forum this set would affect, and honestly forgot that I am not allowed to cross-post.
  3. Quote:
    Originally Posted by Shadey_NA View Post
    We're definitely on the same page here. Short Circuit could use more damage.
    Yep - the problem really isn't Voltaic - it's that it needs harder-hitting aoes.
  4. Quote:
    Originally Posted by Rubberlad View Post
    Do we even need Kings Row anymore?
    You have a point, but some like to still grab the jetpack in the earlier levels instead of constantly running the sewer trial.

    ...but at least you didn't disagree with me regarding King's Row having some of the ugliest textures.
  5. Quote:
    Originally Posted by Mokalus View Post
    Ranged sets (Blaster/Corruptor primary, Defender secondary):
    The one I see brought up most often is Electrical Blast, since it sacrifices some damage for a secondary effect that is difficult to leverage and arguably not all that effective even when you can.
    I might be wrong, but honestly I think this set would be better received if the AOE output went up a little instead. I know people want Voltaic gone and a short range high burst attack, but I like a little flavor. Bump Ball Lightning and Short Circuit up a little IMO, and it's done.

    Quote:
    Originally Posted by Mokalus View Post
    Melee sets (Scrapper/Brute/Stalker primary, Tanker secondary):
    Energy Melee seems pretty high on a lot of lists, although I'm not experienced enough with the set personally to say why.
    Dual Blades is fine, really. It struggles a little bit in high end content like several sets due when they are purely lethal damage. Energy Melee needs some love, but honestly, Ice Melee is really deserving of attention also - matter of fact, didn't someone say that Ice Melee was the weakest melee damage set in the game? The controls are not a good reason to make it crazy weak IMO.

    Quote:
    Originally Posted by Mokalus View Post
    Control sets (Controller/Dominator primary):
    Ice Control is begging for a niche pretty badly. It's got a fairly random grab-bag of tools that don't quite fit together, and although you can manage decently with what you're given, it never really seems like there's any reason beyond concept to recommend it over the other choices available.
    Totally agree, there is no question in my mind that Ice Control is the worst of the worst. Zero synergy - it even self destructs it's own tactics. I deleted a 44 ice/ice dom a couple of months ago (before Jack got fixed) because of this. I don't miss it at all.

    Quote:
    Originally Posted by Mokalus View Post
    Buff/debuff sets (Defender primary, Controller/Corruptor/Mastermind secondary):
    In end game content I can't see much to recommend Force Field. Its primary goal seems to be leveraging defense and KB to mitigate incoming damage, but in incarnate trials there are so many things which simply ignore all of that and autohit anyway.
    Force Fields are fine, but boring. The set is super crazy powerful, at least on a defender, but snoooooze. The set can softcap entire teams with very little effort in the main game. Trick Arrow is the one set that could use some love. There are things that stillllll make me a little irked with Poison but it sure is a hell of a lot better than it was for the first 6 years of its life. Let's go with Trick Arrow here. You can find Trickshooter's threads regarding this set and I agree it could use a little help.

    Quote:
    Originally Posted by Mokalus View Post
    Defensive sets (Tanker primary, Scrapper/Brute/Stalker secondary):
    Probably Stone Armor? I honestly don't think there are any true underdogs in this category, but Stone Armor (especially Granite form) is a bit of a relic of a byegone era. It gets results, but it makes sacrifices that none of the other sets are subjected to.
    This is a tough one for me. Everyone knows Granite is the king of all secondaries when it comes to survival, and I don't think anyone wants to sacrifice it to level out it's weaknesses. Most of the secondary armors are pretty good, although Regen is still a little rough on brutes if you ask me - on SOs you will have a very hard time tanking for teams. You get hit with everything, including all debuffs, which include -recharge and -regen, crippling the set, but others still praise it. I still think Dark Armor's end cost on Dark Regen really hurts things - you have to build your entire character around end cost and end recovery to make up for it, unless you go the defense route. I think we can leave the armors alone, my only issue are tanking abilities with Regen - which makes me wonder if Tankers will even ever get it, and if so, will it be awful?

    Quote:
    Originally Posted by Mokalus View Post
    Summon sets (Mastermind primary):
    Opinion seems fairly divided between Mercenaries and Ninjas. Personally I think Mercenaries are awful even in ideal circumstances, whereas Ninjas are actually (for the most part) ok if they get a chance to do their thing. Primarily I think it's because Spec Ops don't hold up their end of the deal, they do insignificant damage but don't really control/debuff well enough to make up for it.
    Totally agree with this. Mercenaries are easily the worst MM primary. Ninjas have survivability issues but the design of Mercs needs a look at. Serum is a freaking joke too.

    Quote:
    Originally Posted by Mokalus View Post
    Manipulation sets (Blaster secondary):
    No idea, I have less experience with blasters than any other AT, and zero experience with them in endgame activities.
    Devices. Done.

    Quote:
    Originally Posted by Mokalus View Post
    Assault sets (Dominator secondary):
    Not really sure about these either, to be honest. The only AT I have less experience with is Blasters.
    Hmm... these aren't half bad. I could point at individual powers but not whole sets - they are all decent to me, but I have no opinion on Elec Assault - someone will have to chime in here - seems Voltaic is out of place as the final awesome lev 38 power. Thorn Burst is a little weak to me.
  6. Kings Row, for having some of the ugliest textures seen by early level F2Pers. I mean no disrespect, but compared to much of the game, that zone is hard on the eyes.
  7. Actually, Kinetics and a change I wanted to Triage Beacon and Spirit Tree inspired the Recovery Orb for the same reason.
  8. Hmm, that's unfortunate, but again, makes zero diff since Agility gives recharge and defense, which I would think is the main goals a bot/traps or a thugs/traps should shoot for over everything else.

    EDIT: actually, without the respec into Scorp shield, you can see me run around a little with my character here, although this is also before I hit 53 as I was discussing initial thoughts on the two versions of Hybrid and waiting for an iTrial queue.
  9. JayboH

    Which Kin?

    Quote:
    Originally Posted by DreadShinobi View Post
    In practice, Cold Domination trumps TA in -res, and for non-defenders, Cold Domination trumps sonic resonance as well.
    You must be talking only when Heat Loss is actually up.
  10. Do you guys/gals like the end drain combo idea?
  11. JayboH

    Which Kin?

    Quote:
    Originally Posted by Draeth Darkstar View Post
    Bonus! Fire Blast got a super-nerfed version of Rain of Fire on Defenders, and Rain of Fire also does triple-damage on Scourge instead of double.
    I forgot to ask - what was the nerfs?
  12. Quote:
    Originally Posted by Shadey_NA View Post
    Even with it, the set feels sub par due to the fact that VS is doing the damage and it's not you doing the button smashing. I don't really think it's that off, but when I play mine, it feels that way.
    Agreed - I think AOE damage could be buffed a little, and the set would feel better.
  13. JayboH

    Which Kin?

    Quote:
    Originally Posted by Carnifax_NA View Post
    Time says hi (at least with regards to Slow and Recharge). Trick Arrow does more -Slow in a huge area as well, and adds in some -damage and -resist.

    End debuffage isn't all that impressive, and Kins isn't that great as it's single target. In fact that's Kins biggest problem, a lot of its debuffs (other than Fulcrum Shift) are single target.

    Kinetics is one of the best buffing sets but with regards to total debuffage it's behind quite a few sets.
    Yes - and Sonic is the best at -resist, followed by Trick Arrow actually. Traps is a jack-of-all-trades-master-of-none (EDIT oops, master of -regen probably.)
  14. Quote:
    Originally Posted by LineNoise View Post
    Not really. It wasn't "bugged". It was working exactly as designed. They just designed it horribly and realized after they had already released that it was working way better than they wanted it to. So they nerfed it.
    I don't think the design intent was to make it more powerful than the dropped versions.
  15. Quote:
    Originally Posted by Mad Grim View Post
    More I look at this set, more it doesn't seem OP. At first glance it is, the powers are powerful. But much of it has to do with positioning and thinking, much likes traps. Really, that is what this strikes me as- magic traps. And I like that.
    Yes, exactly - it is designed to fit every origin, if you think of Natural as focusing chi. It is also intentionally supposed to be similar to Traps and Trick Arrow in implementation as stated in the 1st post, with a different flavor.
  16. Quote:
    Originally Posted by blueruckus View Post
    Also, they can change the PPM values on these at any time. So even if they're great now, they may be not so great later, and you're not entitled to any form of compensation regardless of the fact that you purchased these with real money.

    Source: Performance Shifter
    That was a bug fix.
  17. Leo I think you missed my comments about texture/effects being different. I also never said anything about colors - naturally they could be selectable.

    I like that idea you mentioned about the self-buff, but still think Shield should be PBAOE. We are talking about 20ish% resistance on a low hp character when enhanced, with epic shield options and PBU, etc. I don't think that's out of line.

    That power idea you came up with - how would it be implemented? I don't think it should be a power choice, because it only affects yourself which is really against what all other buff/debuff sets do.
  18. Quote:
    Originally Posted by newchemicals View Post
    I could get behind this if Shield Orb and Power Orb do not effect the caster.

    This somewhat steps on the toes of Thermal even then.
    Since Healing Orb cannot be cast on oneself without a pet or teammate, I am concerned a little about mitigation for soloists. This is a location-based concept, you are expected to run in for Stun Orb, position yourself for a Recovery Orb drop, and be in range for Power Orb, and this is all intentional, partially for theme and for adding risk on purpose.

    I suppose Rage and Stun can provide enough solo mitigation but Rage obviously is not going to be up every spawn without massive recharge or some downtime.

    I just made several changes, part of which was lowering the buff of Shield Orb. Looking for more feedback. I also reorganized the power listing a little and think this might have better order.
  19. Quote:
    Originally Posted by Mad Grim View Post
    Purely aesthetic suggestion- perhaps Rage Orb should start small and grow rapidly as it taunts, then when it explodes all the enemies hit with it have a smaller version appear somewhere on their body. Just to make it more obviously DoT
    Yes - same with Drain - an expanding orb effect like Time's.
  20. To address a few things:

    I like the idea of actually replacing Stun Orb with Poison's Poison Trap whereas it drains end over time rather than do damage - again this is POISON'S Poison Trap. I need ideas for other effects for it though. I still sorta like the idea of making it activate via an enemy, and kinda like the short term stun/puke but I think this needs some work. Combine this with Drain Orb and within a short amount of time the endurance should be gone for many enemies - kinda like the speed of an electric control character - this would work very well with the Energy Orb theme, I think, combined with Recovery Orb.

    I definitely want Recovery Orb as a level 12 rival power to the recovery portion only part of speed boost, and want it location-based. Again, only one can be active at a time per caster, but it can be up every spawn with slotting.

    I am not releasing names but I have gotten feedback from multiple developers - this is all just for fun, of course, but would love it if this would stick in the back of their minds or at least take some of the key power ideas for something a year and a half down the road perhaps. I realize this is extremely likely to never happen, and there is all the silly legal mumbo jumbo probably to deal with. :P

    I also want to reorganize the powers, and maybe even replace Freeze Orb with something else. Move Power Orb to an earlier spot, move Rage Orb to tier 9. I want the leveling to go smoothly for this set, unlike Trick Arrow.

    Focus:

    Location-based

    Endurance management

    Rage Orb
  21. Quote:
    Originally Posted by Thirty-Seven View Post
    As for actual feedback? If the image you posted is any indication of the graphics you intend to have paired with this set, I am most definitely on board with this idea. The powers need much better names, and a more unified theme to be successful, but the idea certainly has merit.

    It is also clear that this set SCREAMS to have a pet in it. I really like the idea Arcana had of a pet that tosses around +End but is stationary a la Spectral Terror.
    Yes, these are placeholder names - legal has to get involved with power names anyway. Graphic effects would naturally be up to Tunnel Rat's team, as the orbs are already 3D objects in the game they can use.
  22. JayboH

    Which Kin?

    Quote:
    Originally Posted by Miladys_Knight View Post
    Yes I did. No where in the OP did he say he wasn't willing to try Fire/Kin again nor did he have anything negative to say about it other than he deleted at level 20. Since this was his final comment....



    I gave him my thoughts.

    Have you played a Fire/Kin? You can't give up at level 20 you don't even have SOs yet, of course it's going to suck if you don't build and play to the strengths that the combination has at that level.

    I'll be willing to bet that it was pre-inherent fitness too. Another early level negative issue about that combo gone.

    Of course I thought that was pretty obvious to everyone... apparently not.

    I'd still recommend that he give it another go and stick with it till he has fulcrum shift 4 slotted at level 39.
    Yes I have one in the 40s. You also weren't clear at all, stating it like it was an idea for a toon, seemingly disregarding that he has already done this and hated it enough to delete it.
  23. Well, we could mess with it a bit perhaps towards the end drain/-recovery idea, perhaps something tacked onto the sonic orb?