Pyro_Master_NA

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  1. Quote:
    Originally Posted by rsclark View Post
    They already figured out a way. They did it with the controller set.
    Well unless you want them to change the game mechanics so that Aim boosts your resistance, sonic defenders will not get any kind of bonus in that manner. Or increase intangibility duration...or knockback...
  2. Quote:
    Originally Posted by William_Valence View Post
    ...

    Like health.

    ...
    As much as I agree that the set is fine as is, this is wrong. A +heal set bonus does not affect regen powers. They will affect powers that heal. You can see this by slotting some +heal bonuses in Heal Other, then checking health's regen. Unfortunately, it's mostly heal other type powers that get the bonus, because many self heals come with other affects such as +toxic res, and therefore are flagged to not receive buffs outside of enhancements.
  3. Quote:
    Originally Posted by rsclark View Post
    Better to wait until after it's released to offer feedback? It's surely more likely to be changed then.
    I can't tell if this is sarcasm or not. Anyway, I totally agree with BrandX here. It's not like anyone is being forced to get this set, so if you don't like only getting use out of 4/5 of the bonuses, then don't get the set. There are much more significant things devs can be doing with their time than trying to find a way to fit in a bonus that will make everyone happy on an invention set that most people would already be happy with.
  4. Quote:
    Originally Posted by Teeto_K View Post
    Of course, that whole suite still leaves sonic-resonance out in the cold, unless the duration of set bonuses' buffs is long enough that Liquefy would inherit the buff for a signifigant period of time.

    Oh well. Better change it into an endurance discount bonus. Defenders love endurance discounts, right?
    That's just the thing, due to sonic/, there is no happy "buff every primary" bonus. Unless you justify liquify getting buffed as the sole reason it works for sonic.
  5. Quote:
    Originally Posted by StrykerX View Post
    Actually, if you like fighting Romans with a character who has no DDR I'd shoot for more than a couple percent over... if you can still be at or very near the softcap after one sword hit it greatly reduces the chance of cascading failure. On the other hand, just reaching 45% on a Blaster often involves build sacrifices so whether another 6-8% or so is worth losing out on more damage or recharge is debatable.
    But on a dp/mm, he should be wiping out anything less than +4s in a matter or seconds, then just have a boss or two left. At that point, even if he got dropped to 38 (Don't know the debuff number for one sword swing, just ballparking), he should still be able to kill it before it kills him. Especially since /mm has regen to help it survive as well.
  6. Quote:
    Originally Posted by dugfromthearth View Post
    only for 5 levels
    Right, but during those 5 levels, you don't really need to "tank" that much. Just kinda target switch and don't die. Even that isn't really needed because stuff is so easily rolled at that level; go look how smoothly sewers go nowadays.
  7. Pyro_Master_NA

    The future sets

    Quote:
    Originally Posted by _Elektro_ View Post
    We need sharks with lasers on their heads.
    /signed, end thread.
  8. Quote:
    Originally Posted by Aneko View Post
    To control minds, I would think.
    A+ reply.
  9. Quote:
    Originally Posted by Kyriani View Post
    I swear I want to hit all you people in the head with a brick till what I am saying makes sense.

    I don't know any other way to say it.

    ...

    I'll say it again. And I will keep on saying it till you people stop being obtuse and understand:

    THIS IS NOT ABOUT HOW GOOD, BAD OR OPTIMAL THE SET BONUS IS.

    THIS IS ABOUT HAVING A SET BONUS IN AN AT SPECIFIC SET THAT IS NONFUNCTIONAL FOR PRIMARY/SECONDARY POWER COMBINATIONS IN THAT AT BECAUSE THEY DO NOT POSSESS ANY POWERS THAT THE SET BONUS AFFECTS.

    ...

    A +heal bonus does not. A +heal bonus only does something if you have a power that can heal.
    I understand what you are saying, I just disagree with your point of view. It would be better for defenders as a whole to get a minorly useful bonus that most defenders can use, rather than a useless bonus that everyone gets.

    Just to give another point, let's look at this:
    I can slot a full set of Numina in health on my theoretical fire/fire blaster. He wants that 3.75% ranged defense. BUT! The set also gives a 6% heal bonus! Huzzah! I can now use it on absolutely nothing! But I still slot the full set because the only bonus I am after is the range defense. Am I going to rage and CAPS LOCK WALL TEXT people because I don't like having a set bonus that I get absolutely nothing from? No, of course not, that's silly. And you know what, it's in a healing set. HEALING. And I can't use the +heal bonus at all. In fact, no blaster can, yet all blasters have access to the set because they all get health at lvl 2 now. You could, of course argue that I could take medicine, but so can any defender who gets that heal bonus.

    Again, a healing set. For healing powers. And I can't use the healing bonus. Just like the defender set is for defenders, and not all defenders can use it. In principle, there is no difference between the two.

    I understand what you're saying, but you are being too thick headed as well to see the other side of things. Not everything in the game is going to be 100% evenly balanced, and in this case, it isn't going to affect anyone's game play. If you can honestly tell me that a 4% immob RESIST bonus would be more beneficial to the average performance of defenders as a whole, then you should show how it would help more. Because it would decrease the least dangerous mez by about 2% of it's duration, which is almost always less than a minute, and is therefore lowering the duration by barely half a second.


    Again, I'm not saying that a +heal bonus is the best idea, or that it is an idea I would put in personally. But it is not by any means a "bad" bonus for the set, and is definitely not the worst bonus given to the ATIOs.
  10. Quote:
    Originally Posted by Kyriani View Post
    Again... you still dont get it... seriously are you people being intentionally thick headed?

    THIS IS NOT ABOUT WHETHER A SET BONUS IS GOOD OR BAD OR OPTIMAL.

    THIS IS ABOUT AN IO SET DESIGNED SPECIFICALLY FOR YOUR AT HAVING A SET BONUS THAT AFFECTS POWERS YOUR POWERSET DOES NOT HAVE.

    How hard is it for you to understand?

    Imagine as a scrapper that the 4pc set bonuses is +10% stun duration... thats a nice bonus... IF you have any powers that can stun

    Now the defender set 4pc adds 8% healing... that's a great bonus... IF you have any powers that heal.

    This is an archetype specific set.

    All powersets should be able to get SOMETHING from each bonus. Even if it was something as "useless" as 4% immob resistance. An 8% healing set bonus does NOTHING if you have no healing powers. And since these sets are meant for a specific AT then ALL the powerset selections for that AT should get some benefit from each set bonus. Currently for defenders this is not the case.

    AGAIN this is not about whether a set bonus is good or bad.

    It is about a set bonus that DOES NOT FUNCTION for specific primaries of the AT intended to use the set.
    Don't tankers get a s/l defense bonus? How does that help SR?
    Or as stated, how does a s/l res bonus help Invuln tankers?
    And yet, the majority of tankers will see benefit from these. So they are acceptable bonuses. If you wanted set bonuses that applied to ALL sets in a specific AT, you would end up with basically identical bonuses for all the ATIOs. They almost all have a +rech, +def(of some kind, some not even useful if a set focuses on type/pos and the bonus focuses on the oppostie), and a +acc. That leaves 2 bonuses per set to be AT unique.

    And the heal benefits over half of the AT, so that means it benefits the majority, and let's be honest; that majority would be upset if the healing bonus became (the only proposed substitution) an immob resist.
  11. Pyro_Master_NA

    Perma Human PB

    Quote:
    Originally Posted by Starcloud View Post
    Define "viable." Or does "Viable" only mean "Exactly like mine" to you?

    And I am curious as to how you're getting softcapped on a human-only build.
    Well in this specific case, "viable" means being able to do the things you were quoted on as saying you couldn't do. I have my human only soft capped to range rather than s/l, but I'm sure s/l wouldn't be any harder to do. My lightform isn't quite perma, but I'm also still missing 3 LotG on him.
  12. Quote:
    Originally Posted by Person34 View Post
    I know EATs get them, the SoA sets are called "Dominion of Arachnos", but you listed that the lesser set can be slotted multiple times... is this true? Both the lesser and superior sets list all of the IOs as being unique.

    Personally I hope the lesser can be slotted multiple times, that will open up a lot of opportunities regarding slotting on my builds (since I could drop the LotG recharge IOs and free up 3-4 slots by replacing with the 8.75 recharge of these sets).

    Regardless, I'm excited.
    Yeah, I saw that too. If they aren't unique, I can see a lot of really high performance builds in the future, depending on how easily obtainable these enhancements are. If they end up as rare as PvP IOs, I'm going to be upset.
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The problem is this only really helps one additional powerset (Force Field). It provides a little bit of benefit to some other sets in the form of increased slows (although probably not enough to be noticeable) but the sets that would get the most benefit in terms of increased defense buffs or to hit buffs/debuffs are ones that already have heals so don't really need more benefit from the set. Sonic still gets no bonuses while Cold Domination and Traps both get no real benefit since their powers are unaffected by power boost either due to having a resistance buff or due to being pseudo-pets.
    Well as far as I know, there is no mechanic to give +res to your resistance powers due to the way they are coded into the game. And I thought that power boost would buff cold's sheilds, and traps would have increased defense from it as well, since it is always on, unlike powerboost, which only affects it for the duration.
  14. Quote:
    Originally Posted by Adeon Hawkwood View Post

    I'll also note that when I look at sets I rarely pay much attention tot he first three set bonuses. the 5-piece and 6-pieces bonuses are the interesting ones, the others are generally filler and this is no exception.
    That's what I'm saying.
  15. Quote:
    Originally Posted by Jibikao View Post

    Can Mind controller perma sleep 8 Heroes? I am just curious.
    Mass hypnosis, with just a little over +100% recharge and 100% sleep duration will be able to perma double stack. So that's perma mag 6 sleep on AoE. So yes, they can.
  16. Something crossed my mind while reading the defender forum version of this discussion. Why not make the +heal bonus into a mini power boost type effect? Boost everything. It would probably have to have a much smaller % than normal set bonuses, but it should do fine. Any thoughts on that?
  17. Quote:
    Originally Posted by Madadh View Post
    and it isn't purely self interest that motivates you, then I'm at a loss as to understand why you seem to dead set against changing it to something else, assuming that something else would be balanced and applicable to all defenders.

    If, instead of being purely contrary, you could explain what your actual objection is, maybe a change could be found that would both satisfy players of all defender powersets and you.
    Im not saying that I want it to stay the same or that I think the +heal bonus was a good idea. The 2 main things I am trying to say I guess would be more easily put as this.

    1-The devs want to add in a heal bonus.
    This isn't necessarily a good idea, but devs wil do what they want, and if they were to put on any AT, defenders make more sense than MM/troller/corr getting the heal bonus, since it is a primary/secondary power that is usually getting the bonus. Devs have a history of making bad choices, and I think in the grand scheme of things, this is a pretty small error on their part. Which leads me to..

    2- I feel like people are overreacting to how much of an issue the bonus is.
    Yes, it will only beefit a fraction of the players using the defender AT. But that doesn't mean it makes the set as a whole completely useless or anything. Let's look at the other AT bonuses. Most of them, in all honesty, are not that great. Most of the sets have either a moderately large defense component to them and/or a very large recharge bonus attached to them. The defender one IIRC has the recharge one at the end for I think 8.75% or 8.25%. Based on bonuses most people go for on their builds, it is a rather safe assumption that the majority of the playerbase who gets the AT IOs will do so either for the recharge or the defense bonuses, and consider the other bonuses as just an extra benefit. For example, I can't see any blasters pruposely standing back an extra 3 feet for the +range bonuses, or any controllers jumping for joy because their char went from a 32 second hold to a 33 second hold. The same way I don't see anyone caring about about a heal doing 212 instead of 200. The amount of distress being shown over this heal bonus just seems too disproportional to how big a deal it really is. So you only get a use out of 4 bonuses instead of 5. Who cares?
  18. Quote:
    Originally Posted by dugfromthearth View Post
    Having played very little regen, my humble suggestion:

    1. Make fast healing have a +hit point in it like High Pain Tolerance. That will benefit all of the other regen as well as giving padding.

    2. swap Reconstruction and Dull Pain (so you can get Dull Pain at level 1).

    You have more hit points. You use Dull Pain for additional padding to take the alpha. Then you steal underwear.
    I don't see how having Dull pain at lvl 1 instead of lvl 6 is going to change anything signoficant.
  19. Quote:
    Originally Posted by Madadh View Post

    I also didn't see you actually answer the direct question I asked...
    Very first word of my reply.
  20. Quote:
    Originally Posted by Taterrex View Post
    How do Ill/Rad controllers do it, their ST dmg is pitiful in comparison to most characters, The magic of debuffs
    Partially. It's more the magic of 4 and a half pets, 3 and a half of which can't die, while they hold the aggro for the one that can die.
  21. Pyro_Master_NA

    I finally got it

    I like it, but I think it would need some tweaks. I'm a huge zombie fanatic (not in game, just in general, but that obsession is a story for another day) and I keep wanting to make a zombie MM, but they always seem to die too fast when I make them. This idea could work.
  22. Quote:
    Originally Posted by Madadh View Post
    Can we gather from your steadfast advocacy that the set remain as is that you were planning to get this set, and that without the +Heal, no matter what the +Heal was replaced with, you would no longer find the set appealing?
    No. The way you are making it sound is that you think I am saying the +heal is the main reason to get the set. Which is definitely not what I'm saying. What I'm saying in the first post you quoted me on is that if the devs decide to make a +heal bonus on an AT specific set, then defenders make the most sense, regardless of whether or not a better bonus is out there for defenders.

    Defenders are the best AT for the heal bonus; the heal bonus is not the best bonus for defenders. It's a case of A implies B, but B doesn't imply A.

    I was also sayin that it really isn't a big deal that SOME sets don't benefit from it. If my lvl 50 has a set that offers debt protection, I get zero benefit. I highly doubt anyone will be slotting the 4 (IIRC) slots to get the +Heal and stop. Get one more for the huge recharge. I know that IF I got the set on any defenders, I wouldn't care that the heal wasn't useful. It's not like healing for 216 instead of 200 is going to save anyone's life anyway.
    The second post you quoted me on now. I was saying that even though healing is vastly veiwed as the worst tool for mitigation, if all other forms are at their max, (which is more and more common as you progress through levels) then healing becomes more useful, and the AoE proc would be useful. And it's safe to assume that since incarnate slots (in this case Spiritual and Rebirth) increase the effectiveness of other incarnate slot's abilities, that the ATIO will increase itself in a similar manner.



    Besides, I think brutes get it worse with one of their bonuses. They get something like a 2.5% damage buff on one of theirs. Come on, that's basically just as bad for ALL their sets once you realize it's adding in about a third of a percent of your overall damage.
  23. Quote:
    Originally Posted by BurningChick View Post
    Dark Miasma would benefit from all the bonuses (edit: brain seizure -- pet gaze never did have -def implemented in it, despite help saying it did); FF and sonic from 1.

    Still not good.
    My thoughts exactly.

    To me, complaining about a few sets not benefitting from ALL of the set bonuses seems as silly as complaining that a few sets that benefit from Cardiac Alpha's endurance don't have any res powers or ranged attacks. Take it for why you want/need it and ignore the fact that others might be getting more out of it. Slot the set for the recharge bonus or any of the other earlier bonuses, and just egnore the fact that SOME other people happen to benefit from the healing bonus as well.
  24. Quote:
    Originally Posted by rsclark View Post
    That's a big if.
    Well then IF it doesn't, just focus on the nice 8.75 or whatever recharge you get instead of the heal. If we're all being honest here, most of the time we are only after 1-2 bonuses per set, and count anything else as icing on the cake. I don't see the difference here.
  25. Quote:
    Originally Posted by rsclark View Post
    And also that it is unique in this regard. In the rest of the game, only healing sets have +heal, and only hold sets have +hold duration. All other set bonuses for all sets are things that are useful to all characters potentially - def/res/acc/damage/recovery/regen. Even immobilize resist is useful for when your toggles drop, but the +heal is something you might literally have zero use for.

    The other problem is more symbolic in that they stuck the +heal and a heal proc on the defender specific set when most defenders do not like the idea of being thought of as "healzor LOL".
    If the heal proc is affected by the +heal bonus, then there is going to be a use for everyone. And besides, with everyone running around defense capped these days, healing becomes more useful since people less often need defense buffs thrown on them or tohit debuffs on their enemies. So when they do get hit, heal them right up.