UberGuy

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  1. Quote:
    Originally Posted by EvilRyu View Post
    Liberty is a medium size server at best. Try that on a server that has a real sizable population. You will get a "lol stalkers" so fast it will make your head spin.

    Argumentum ad populum


    At least one of the two large servers is well known as a hive of ignorance. For reasons unknown, people there propagate some of the game's most pervasive biases and prejudices, based on out of date or sometimes flat out wrong information. I would advise people to never take anything they hear on that server at face value, no matter how many people they hear say the thing in question.

    Stalkers have there faults, and I'd like to see them addressed somehow some day, but taking it to "lol stalkers" smacks of backwater ignorance.
  2. Quote:
    Originally Posted by magicj View Post
    Well, no offense, but what did you think I was referring to when I said "healer" if not empaths, rads, kins, darks, etc.? There's no actual class named "Healer" in this game.
    When you say you want a "healer", the obvious interpretation is that your concern is that it provide heals. You are asking for a role, not a powerset, and you are indicating that your primary interest in that role is heals.

    Quote:
    That is the reason nearly every team has one or more healers. But once you have healers on your team, you need to look at everything they can do, not just the heals. Their ability to add buffs, debuffs, etc, is directly relevant to whether or not adding an FFers little bubbles adds anything of value to a team. As are their heals.
    No, what you are describing is how nearly every team has someone who can heal. Even if they can heal very well, that healing is not their most effective primary role. It's something they can do, and yes, it can be important that they do it at times, but their greatest contribution is usually their non-heal powers.

    Your logic breaks down when you throw Cold Domination in the discussion. Cold brings +defense shields, debuffs, and +recovery. It does not bring any form of healing. It is therefore not "a Healer". I contend that the +defense from a Cold's shields are their primary contribution to a team's progress through regular content, because they can allow the rest of the team to essentially ignore self-protection and go completely on the offensive, even against foes for which the Cold's debuffs would be largely wasted.

    You have a character you're clearly proud of in that movie in your signature. He has PFF. PFF is a "shield", combining both +defense and +resistance. If someone ran your Portal challenge 100 times using just PFF but no heals, and then ran it 100 times with just self heals but no PFF, which batch of attempts do you think would have more successes? Why do you think that? Use examples or numbers if possible.

    Quote:
    Or perhaps the need could be better served by something like Empathy. (I would put my money, and my search criteria, on Empathy). But it's certainly not typical gameplay by any means.
    What's with the search criteria? If you want to put down money, it should be based on actual in-game performance. I know what works best for speed runs. I don't turn my nose up on Empaths because they bring useful things to the table, but given a strict choice in an Empath and a +defense buffer, and given the mandate to choose which one will lead to faster success, I'll choose the shields pretty much every time. The only time I wouldn't would be based on edge cases, like everyone else on the team is already at/near the softcap.
  3. Quote:
    Originally Posted by magicj View Post
    And I'll tell you _again_ this is not about heals. Healers do much much more than heal.
    Referring to people who you want other things from as "healers" is retarded. If you want buffs and debuffs, you ask for buffers and debuffers. If you want heals, you ask for healers. Doing anything else is confusing the issue. Feel free to call them whatever you want, but you have no place to complain when other people have no idea what you actually mean when you refuse to use commonly accepted terminology.

    Edit: Oh, and it's not about heals? Then why did you say this?

    Quote:
    Originally Posted by magicj View Post
    ● If you have bubbles, you still need heals.
    ● If you have heals, you don't need bubbles.
    Heals > Bubbles
    That sure looks a lot like it's about heals to me.

    Quote:
    Yes they can. How many teams need to be immune to damage, AV or otherwise. None.
    Any team who wants to run up to the AV and beat it down without bothering to use any better tactics, when said AV is, oh, +4 to you comes to mind. Any team who wants to run up to eight +3 AVs or four +4 AVs and stand right in the middle of them to maximize AoE powers and win the fight in record time.

    No one needs to do those things, but if you want to succeed in the shortest possible time, you want to do those things, and you want +defense to be able to achieve it.
  4. Quote:
    Originally Posted by magicj View Post
    Again, the issue isn't "heals vs. bubbles". It's what, if anything, do little bubbles add to a team.

    And what's going to happen in actual gameplay is those teams are going to get healers to handle the problem, not FFers.
    There are both numbers in my post and experience behind my play. I'm not new to this. I'm not new to things like soloing AVs. I play on teams that take singular, level 50 AVs down in sub-minute times. I spend time poking game mechanics myself to see what does what, and I'm particularly well informed on the well-vetted research and exploits (as in legendary activities, not hacks) of other players on these forums.

    None of those things align with your claim. None of my experience says that "99% of teams" are doing what you claim they are.

    Quote:
    Healers are Rads and Kins and Empaths and Darks. All of them bring debuffing or shields in addition to the heals.
    I have Rads and Darks. No one I play with has me on a TF or AV-killing team for my heals. They have me on the team for -DR, -Regen, and in Rad's case, +Recharge and +damage. We don't invite Kins for their heal. We invite them for the +recharge and +damage. The fact that they can all also heal is frosting on the cake, nothing more.

    Quote:
    At every skill level of play, every level of difficulty, and every experience level. No one brings in FFers to beat AVs. Just the opposite is true. FFers are known to be poor against AVs.
    FFers are known to be poor increasing the speed with which you defeat AVs. That is distinct and separate from the fact that they can often make the team nigh immune to the AV's damage.

    I'll concede, though, that a team that wants to roll content is probably better served overall by a Cold Domination character on the team, since their +defense values can probably buff the team's core damage mitigation to a level close enough to what a FF can (especially since any other defense sources may ensure everyone is softcapped even with lower +defense values), while also bringing various other buffs and debuffs. However, this is an aside with respect to whether +defense shields are more effective than healing under high DPS stress levels. FF != Cold, but given a choice in someone who can heal the team, and anyone who can softcap the team, I would prefer the softcap every time because it provides a proactive, scaling average mitigation that will exceed what any practical "healer" can pump out in recovered HP/time.
  5. This is some epic forum trolling. It has to be. The position here is too indefensible to be serious. And just to be clear, I'm talking about the claim that bringing healing to a team, especially a heal as long-activating (and both slow and single-targeted as Aid Other) is more generally valuable than softcapping the team's defense.

    Teammates at the defense softcap avoid, on average, all but 10% of the damage thrown at them. Someone who can already comfortably withstand, say, 150 points of incoming DPS due to their resists and +regen can sustain an average of 1500 points of damage if they are at the softcap. Let's say another character survive that 150 DPS because they have 25% defense - if you move them from 25% defense to 45%+ with your shields they would go from being able to survive 150 DPS to 300 DPS. In both cases that's a whole shipload of damage you no longer have to run around healing. Moreover, if they are still taking enough damage to kill them after you apply your shields, the benefit of any healing you give them healing is magnified compared to the damage foes are spitting at your team.

    You say teams don't "need" this. Ignoring how you keep making reference to the Stone Tanker or other edge cases, I think the teams you're talking about could do better with bubbles. If they don't "need" to be softcapped, they aren't running combat at as fast a pace, or on as high a settings as they could with more defense. So, sure, they don't "need" shields to cap them if they don't care about doing those things. If they would like more reward faster, they could sure put them to good use. Better use than heals alone, unless they all come with their own softcapped builds, or Stone Tanker levels of layered mitigation. (And the people who bring high defense builds before getting bubbled would still likely benefit more from +DR shields than heals.)

    At lower incoming DPS heals will be better, and at higher DPS the shields will be. There's a breakover point somewhere in there. No one I play the game with plays in ways that keep the DPS that low, because we push it hard.

    Edit: A lot of teams ask for "healers" because, generally, the people asking for that have past experienced with other MMOs, where proactive mitigation in the form of buffs are far, far weaker than they are in CoH. In those environments, heals are often the strongest survival tools that support characters can bring to a team. Here, under high incoming DPS situations, heals are better used to shore up buffs like Defense and DR. Those folks usually aren't aware of how CoH's mechanics are different from those other MMOs. To not put a fine point on it, they're ignorant of this game's mechanics.

    (Case in point: Go try to "pigpile" the Freedom Phalanx at the end of the RSF with just a healer. Then try it with just softcapped characters. Repeat each a few times, and see which one generally goes better.)
  6. Quote:
    Originally Posted by Eva Destruction View Post
    They used to cap out at 45, period. Then the devs decided to add more Crey content with i7, and came up with that stupid all-tank garbage. They are on my list of Enemies to Avoid Because They are Tedious and/or Annoying but Not Actually Hard.
    Ah, that makes sense. I can see how I would misremember it as I have.
  7. Quote:
    Originally Posted by Techbot Alpha View Post
    By the end? Dragoons with heavy gatling-flamers, LTs by the metric crapton, and Fake Nems. Because they really needed more stacked defences.
    It's interesting, because while I can appreciate why so many people dislike them, I honestly shrug at Nemesis, and I play L50s on nothing less than +2/x5, which gets you 3-4 LTs per spawn. I think that my personal ability to accept them has to do with the fact that, other than the bubbles from Fakes, I have some say in how fast they get to stack their +defense. Most of my characters can largely ignore one Vengeance on a +2 foe, and two is mostly manageable, and I can usually time what I'm doing to keep more than two from being laid out at once.

    If they just unloaded a Veng casting completely outside my ability to influence the timing, I'm sure I would have a much greater dislike of them.

    Quote:
    The thing that bugs me about end-game mobs is the lack of creativity. Crey mid levels; suited agents, riot guards, power armour, heavy power armour and Protectors. High levels? Power armour. And Protectors. And thats IT. Its boring, dull and leaves no room for anything tactical.
    You know what's wierd? I am pretty sure they were changed to be uniform Tanks in the level 45+ game. Maybe I am misremembering, but I believe that they used to have Agents, Scientists and that whole range of mobs all the way up to 50.
  8. Quote:
    Originally Posted by EvilGeko View Post
    The standard difficulty should offer some risk of defeat. The Praetorian missions offer that. A player with little experience will face defeat and often. There's nothing wrong with that. You don't learn anything from winning all the time, you don't improve. A player tested in the fires of Praetoria is well suited to handle what the game throws at them later. IMO that's a good thing.
    There are two points under discussion here. One is the highly subjective matter of what level of difficulty is enjoyable. This matter not only varies with player, it also varies with character level, because what our characters can survive is a function of level. You and I might enjoy wildly different stresses on our characters at level 10 and comparable stresses at level 50. We can all argue all day about what we individually enjoy, but ultimately we all have to hope that the devs pick something close to what we like.

    There's another matter though, that I think is far less subjective. Arcanaville already mentioned this. Praetorea's difficulty doesn't really match either other starting "territory". If Praetorea's difficulty was internally self-consistent, and it was another fully self-contained option like CoH or CoV, that would be less meaningful. Because it's instead only offers 20 levels of content and then dumps you in one of the other two territories, I think that's a problem. For people who enjoy its difficulty, it's going to set the expectation for content that's harder and then the other territory won't deliver. For people who dislike its difficulty, they're going to prefer the other territories. To some extent, CoV has a different difficulty than CoH, especially in the 30-40 level range, but that's less important, because it doesn't have big discontinuities in its own, CoV-specific graph of difficulty vs. level. This discontinuity between L20 Praetorea and either L21 CoH or L21 CoV meshes poorly with the decision to funnel players who buy GR into Praetorea by default.
  9. Quote:
    Originally Posted by EvilGeko View Post
    If I do a speed run ITF, I'll usually get 2-3 shards, versus a 1.5 hour kill most where I get 7-9 shards. That works about to about the same earning rate, but I also can get in another TFs like a Kahn or a Lady Grey (or all three) and get significant numbers of merits or incarnate component in addition to the shards.
    It varies somewhat from TF to TF. If you spend more time ghosting to glowies or boss-defeat-only spawns, you'll defeat less foes/time than you would on a "kill all" run. What you're defeating when you defeat stuff matters too - if you spend time ghosting objectives but then beat up on foes with high shard drop probabilities, it may break even or even come out ahead.

    The ITF requires you to defeat lots of foes, so you lose a lot less time to running around doing other stuff that doesn't generate shards. The Apex and Tin Mage TFs are pretty combat centric, too.
  10. Quote:
    Originally Posted by EvilGeko View Post
    That's the standard difficulty. If any particular mission is too hard for you on that difficulty, then you have a right to complain. But then I don't find the real risk of defeat to be too hard. If you're saying you have some right to be able to play every mission at +1-4/x2-8, then I'll just say I disagree.

    That makes no sense. Some villain groups cause me to lower my difficulty. But then, that's fair and right IMO because other than TFs I play on a higher difficult level than standard.
    I think that there should be some boundaries on the swing that a given group causes a character. Let's say you have a character that's got an intentional design target of being able to solo "normal" content. If you play that character at +0/x1, and you normally do fine doing so, I think it's reasonable that no "normal" content should strenuously compel you to lower your difficulty, no matter what your powersets. That does not mean that you might not find some opponents harder than others, but I think it does mean that you should be able to absorb that difficulty with some small changes in how you tackle them - maybe a bit more kiting, or an extra inspiration here and there. You might decide to lower your difficulty to deal with them, but I think the goal should be to avoid making that the most compelling way to proceed.

    By saying "normal" content, I mean stuff that's meant to be available to a solo player and doesn't have some big label on it saying "go get help". I also consider anything that's pervasive, such as an entire mob faction that you meet consistently during a contact's story arcs or an entire level range, should qualify this way. I think it's poor form to make someone question the worth in experiencing a broad swath of content because of their powerset choices.

    Now, if you design your content this way, allowing for some variation in challenge but trying to keep it within a certain band, then I think something mostly predictable happens when people scale up their difficulty. Multiplying how hard everything is by, say, a factor of 3 should (as a first order approximation) make the allowable band between things that are easy for someone and things that are hard 3x wider. Playing that way might force someone to lower an elevated difficulty to take on foes they just found a bit harder at +0/x1.

    This simple analysis breaks down, though, when the reason mobs become harder grows too non-linearly with elevated difficulty. This was part of the old problem SR faced with over-level foes gaining +toHit. It becomes very hard to balance impacts across powersets when changing something by +X affects some powersets by a factor of (1+X) and others by a factor of, say, 1/(1-X).

    That was one of the major benefits of normalizing most stuff on 50% base-toHit scaled by accuracy. It wasn't because it made Defense "better", it made Defense's average performance at least be remotely compareable to that of the game's other major damage blocking system: Resistance. That made it easier to ensure making something harder by making it better at hitting players didn't become harder for a character with strong reliance on Defense as mitigation wildly faster than for one who relies on Resistance. It simplifies managing the difficulty band I talked about before.

    It doesn't mean there should never be exceptions, but if they become the rule, you're back to finding it difficult, if not impossible, to manage the size of the band.
  11. I'm certainly not of the opinion that speed TFs produce a maximal shard drop rate, but I do see somewhere in the usual range of 0-3 per TF, and I don't have much recollection of getting 0. Even if you ghost a lot of objectives, you still have to defeat multiple boss-laden spawns and often several EBs and/or AVs.

    More recent TFs also have some decent defeat requirements, like the defeat counts in the ITF or the spawn clearing required in Tin Mage, or put you in situations where you probably can't avoid needing to defeat lots of "extra" foes, like the end battle in the LGTF. These "required" battles provide pretty high odds of getting at least one shard, even if you blow off most everything else.
  12. Quote:
    Originally Posted by Bosstone View Post
    Sure, sure, say in a few lines what it took me a few paragraphs to say.
    You're definitely in trouble when I am the one being more concise than you.
  13. Quote:
    Originally Posted by Arcanaville View Post
    When you really stop and think about it, geko really really hated defense. In exchange for being able to avoid getting hit, he made sure you were never actually going to avoid getting hit.
    Do you think it was a conscious decision on his part that it worked out to be quite so heinous in cases like this? Honestly, a lot of stuff he did seemed like it ended up the way it was because it was the result of multiple decisions for which no one had considered how (or perhaps if) they would combine into a net result.
  14. Quote:
    Originally Posted by CactusBrawler View Post
    You are mistaking Game design with Game programming, they are not the same thing. Programming is the maths side of thing, it deals with making a game actually work.
    As mentioned, you're skipping a step.

    (1) Start with a qualitative description of how something should work conceptually.

    "Defense is an attribute that causes enemies attacks to be more likely to miss when they attack you."

    (2) Design an approach that implements that.

    "Everything has a 50% chance to hit players, and defense modifies that chance directly down (or up for defense penalties)"

    (3) Then programmers implement what was designed in step 2.

    115. critter.finalHitChance = 0.5 - player.getDefense()

    Arcanaville is talking about step 2.
  15. Quote:
    Originally Posted by Arcanaville View Post
    If you attack the target with an attack that "notifies target" you will break your own placate. But the quote I was responding to said if you *take* damage your placated target will be able to attack you, and I don't believe that has ever been true.
    Oh, apologies, I completely misread that then.

    I agree, to my knowledge it's never been affected by the Stalker taking damage.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Furthermore, damage breaks the hidden state (which they should just call the critical state, because that is what it really is) but it does not break the placate mez effect. The specific target you placated cannot target you while they are placated until the placate wears off.
    I promise you that is not true. Really, truly and very sincerely I promise you that. If you attack the target, it will attack you back immediately (assuming it has a recharged attack), whether you hit it or not. The only exception to this is AS, which does not notify the mob if it misses.
  17. Quote:
    But that's just compensation for being able to trivially soft-cap don't you think?
    No. You don't design things to radically screw over something because it's strong elsewhere. "Tit for tat" is not a sensible way to design challenge. "You're strong everywhere else, but damn well stay away from this" is just dumb.

    Edit: What I'm describing is not the same as providing something you're just weaker to. Giving DE universal +toHit as the Tip Mission versions have would be an example of making SR weaker against them. Giving them +100% toHit emanators is pretty damn close to telling an SR characters they don't get to have a secondary powerset.
  18. This gets into territory that I've seen be touchy on the forums in the past. If you crank up your encounters enough, and you are operating on the envelope of what can defeat you, CoH does have an element of skill that can determine success or failure. It's not as complex as an FPS, but it's actually surprisingly similar. I honestly believe that a nascent sense that this part of game was out there was one of the things that kept me interested in it - CoH was my first MMO - before it I only played FPSes.

    Let me give an example. I play Regen characters a fair bit, having four in total. Regen is very click-happy. In the heat of a fight that's tough enough to kill you, you might die for not having reacted quickly enough. Regen is sort of the poster child example of a handful of powersets that really brings to the forefront how a combat is a race to see who runs out of HP first. When I jump in a pile of stuff on a Regen, I'm calculating where I will target to try and AoE the most foes. As each target gets low on health, I start thinking about which other target I can see might be a better target for my next big attack. I have to pay attention to what the spawn is composed of, because certain debuffs can speed my defeat, and must be eliminated early. I am constantly moving, prioritizing targets, switching powers, watching my health, etc. I only have to play with that intensity because I play on elevated difficulties, but because I play on such settings, I do demand that I play using rapid, tactically wise "in the moment" choices. If I aim a cone in the wrong direction, use a heal too early, or leave the wrong target for last, I can end up dead. (I can also end up dead if the RNG blesses me with too many misses, which usually leaves me grumpy.)

    Not everyone enjoys playing like this. In fact, the near requirement that Regen be played this way to survive under stress is something that keeps some players away from it. Other players enjoy that aspect of the powerset, and enjoyment of that aspect is why I have four Regens.

    Just my opinion, but I do think there is value in adding content that makes it worthwhile to play the way I do, and based on something hopefully much more solid than my opinion, apparently the devs do too, or we wouldn't be getting the kind of end-game we are. I don't think that the early game is the right place to make that playstyle the default.
  19. Quote:
    Originally Posted by Atomic_Woman View Post
    I don't really think it's about the team composition, but about the individual characters/players themselves. I've done TFs on very lopsided teams and as long as the individual characters weren't built horribly (the mythical Emp Defender with all 4 travel powers, etc) they've always worked out in the end.
    You're missing the point (from the context in which I made that post). Maybe it wasn't clear. It does matter what a well-balanced team can do when you're talking about cranking up the content they're facing to 11. The higher you crank the content difficulty, the more important it is that they have all the bases covered. Getting good representation from all the strong tools in player toolboxes helps ensure that if any one tool fails, the others are there to take the slack. I focused on "well balanced" because I wanted specifically to differentiate that from teams that supercharge on one or two aspects alone. Some popular examples are capping defense, +damage (Kinetics), and/or -DR and -regen (Rad, Dark).

    If you take the content that's passable for teams with that 1-2 horribly built characters and give it to people who know how to build characters to a "T" and the ins and outs of the game, the latter group could basically succeed at the content while facerolling on their keyboard. On the flip side, if you want to challenge those folks, you're going to make it hard on the folks who build weird, probably-not-so-effective characters.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    And I have a sneaking suspicion that the WTF will stop handing out NotW once the proper Trials show up, which means it will require proper raid grind to get.
    Their having attached a badge for attending 50 WST runs that you didn't have to be on all but guarantees that this is not the case.
  21. Quote:
    Originally Posted by Rylas View Post
    Hmm, so does anyone have experience with purchasing said IO on the market? Any idea on average wait times when placing a 2 Billion bid?
    Back around the time of the BotZ nerf, I put in a 2B bid (as in 2 followed by 9 zeroes) and pulled it after I think five weeks. Someone I knew in game was willing to sell one to me off-market for the same 2B. Of course he got the full 2B instead of 1.8B after market fees.

    Edit: At the time, one sold, on estimated average, probably about every two days. I haven't looked at it since.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    Doesn't seem to have made the ITF much more difficult than it would be without them. With the amount of debuffs your average team can throw around even the EBs in the ITF tend to get neutered and destroyed pretty rapidly.
    They do take a whole lot longer than the other mobs, though. Also, note the one big spawn of "monster" EBs is loaded with under-level ones.
  23. The 3% defense unique is, indeed, 30 merits.

    I disagree that random rolls is clearly "doing the market proper". Merits of either sort aren't just for getting things without using the market. You can already do that if you're willing to put your fate in the hands of the RNG. The point of merits is to get things with a high degree of determinism. What you get is a function of what you want to achieve. If you want a huge gob of money than selling a 3% defense PvPO is vastly more deterministic than rolling 150 random rolls. (You would need to average 23.333M inf per item on the market to get 3.5B for those rolls, btw.)
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    Well, you highlight some particular problems with the way buffs stack in this game, in that enough buff/debuff can negate a lot of potential challenges. I don't presume to offer a solution to this, but it strikes me as a core problem that needs to be addressed, rather than just jacking difficulty up to where small stat changes have a huge effect.
    Stacking of buffs and debuffs is a topic that could (and has) spawned numerous hotly-debated threads, but there's actually a separate thing that I mentioned there. For example, you can layer separate buffs of +def, +DR, +regen, +damage, +recharge and combine them with -toHit, -DR, -recharge, holds and other mezzes, aggro control...

    Addressing these layered capabilities alone, without even getting into the heights to which we can stack any one capability, means that we can pretty rapidly overwhelm +0s. Addressing ether on a broad scale represents what I see our devs as likely to implement as a ED/GDN-grade bloodbath. (ED/GDN was a long time ago, but what they did in I13 PvP doesn't inspire my confidence.) Just the risk of that makes me very adverse to seeing them go down that path, not (just) because I don't look forward to potential nerfs, but wide-scale ones make me nervous because of this game's age and seeming reliance on a long-term loyal subscribers.

    If they don't reduce us down, they need to consider buffing the foes up. I agree that they could do that with things like more bosses or EBs instead of (just) foe level, but I also see setting some mission to only spawn bosses (for example) as no worse a "perversion" of the con rules than making stuff over level. At that point, it really seems to come down to personal perceptions of which violates the game's norms more.

    I will say, though, that "rank inflation" rather than "level inflation" would be easier on MMs, and would allow for more dynamic range with the difficulty slider.
  25. Following up on the Widow track, I also have one that Cardiac transformed. Thanks to IOs, mine was largely immortal, but if I went all out and fought stuff at levels and numbers that I could actually survive, I would suck my blue bar dry. I had taken to keeping a stack of +recovery temp power recipes in her market tray so I could always have one handy for long fights.

    Cardiac turned that around. Combined with the +recovery bonuses she already had, she now can't run out of end doing anything close to reasonable. I have now soloed Rikti Pylons with her, which is more of a stamina test than a speed one. (Not that she gets awful times, but at 8 minutes {~200 DPS} they aren't record breaking by any means.)

    I also have a Brute that had largely the same experience. I was fine for missions, but against any kind of hard target, my SM/FA Brute would burn through her end bar much faster than the fight was going to take. Cardiac dramatically changed that.

    I had some more subtle but still transformative changes in other characters with the Spiritual Alpha. For example, I have a DM/Regen that the +recharge enhancement allowed me to start running the high-DPS DM attack chain of MG->Smite->Siphon Life->Smite->repeat. That actually represented a noticeable change in the time it takes me to defeat something like a boss or EB, which is a pretty big deal for a Regen.