Re-think on Aegis unique


DrMike2000

 

Posted

While playing around with IO sets I don't usually use on a concept character, I slotted the Aegis unique. And, well, it didn't work quite the way I thought it would. That's all well and good, I'm no expert on our fair game, and sometimes the finer points elude me.

But I think the design of this IO needs a little work. If they don't want the Mez resistance portion on all the time like the psi resist, I'm ok with that, but I'd like one or two changes made.

1. State the differing mechanics on the IO. If you want both the psi and the mez resist to be active all the time, fine. If you want both only to function when the power is on (toggle or auto), fine. But them being different is unintuitive and is not indicated at all on the IO.

2. Please increase the duration of the mez resist. As it stands right now, with the IO slotted in Force of Nature, the mez resist kicks in only when the power is activated, and sticks around for about 10 seconds (which would work wonderfully in a toggle or auto which would refresh it ever 10 seconds). What I'm suggesting is increasing this to 120 seconds, on par with Numina, Miracle, etc. so that it is useful in a resistance click power.

Personally, I would very much enjoy option 3, make the mez resist function like the psi resist, and be on all the time. But I assume there's a reason for the current implementation, and seek to improve it's existing nature, rather than potentially risk increased resistance to the change.

*dismounts soapbox* Thank you for your time.


"My inner mind has become a reality-cracking overgod. He torments me! Help!"

 

Posted

there really is nothing wrong with the io at all so i see no need for any change to be made. if you have froce of nature then it is safe to assume that you took temp invuln so why not remove it from FoN and put it in temp invuln so that you have it active all the time?


 

Posted

Well, not the safest assumption, apparently, but my build is beyond the point.

No, there is nothing inherently wrong with the IO. I just feel that if it is meant to be this useless in click powers, it should at least try to explain the differing methods of applying the two bonuses. suggestion 2 is a stretch goal at best.

My goal is only to help clear the fog of confusion that lead me to believe that this IO would work well in FoN in the first place.


"My inner mind has become a reality-cracking overgod. He torments me! Help!"

 

Posted

Having stuck one in Sonic Haven (an ally shield) instead of Sonic Dispersion (a toggle), I completely agree with the Heaper.

There should be some kind of warning in the description, even if it is "Only works correctly in toggle powers"


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
Having stuck one in Sonic Haven (an ally shield) instead of Sonic Dispersion (a toggle), I completely agree with the Heaper.

There should be some kind of warning in the description, even if it is "Only works correctly in toggle powers"
By that argument every single proc should come with a warning what it works best in.

The Miracle, Numina, and Performance shifter procs should have a label: Works Best in Passives

The Confusion procs should with warnings that they were best in Toggles

The Endurance Mod Sun Proc should come with a warning: works best on enemy targeted powers.

I'm sorry, but pretty much every single proc ever made is "hazy" with what it should be used best in.


 

Posted

And why shouldn't they all come with recomendations for use?
In this particular case (Aegis in Sonic Haven) it really doesn't do what I expected it to do. And I'm a games programmer who frequents these boards and Red Tomax etc., so what chance does the average player have?

These uniques vary between expensive and astronomical in price, and you need a respec to unslot them, so its not really fair to expect players to test out the effects for themselves.

You see plenty of threads on these boards asking these questions repeatedly. Today or yesterday I think there was a question about the Numina proc in health, was there not?

So do you see "hazy" as just the way it is now, or as a good design decision?


 

Posted

Quote:
Originally Posted by je_saist View Post
The Miracle, Numina, and Performance shifter procs should have a label: Works Best in Passives
The Performance Shifter proc should at least warn you that putting it in an End draining power will actually give endurance to the target(s). And it should be larger than the fine print warning you not to use it on roadrunners.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Quote:
Originally Posted by Tenzhi View Post
The Performance Shifter proc should at least warn you that putting it in an End draining power will actually give endurance to the target(s). And it should be larger than the fine print warning you not to use it on roadrunners.
i believe that in the io description it says just that. something along the lines of a chance to give 10 end to the TARGET.


 

Posted

Quote:
Originally Posted by je_saist View Post
By that argument every single proc should come with a warning what it works best in.

The Miracle, Numina, and Performance shifter procs should have a label: Works Best in Passives

The Confusion procs should with warnings that they were best in Toggles

The Endurance Mod Sun Proc should come with a warning: works best on enemy targeted powers.

I'm sorry, but pretty much every single proc ever made is "hazy" with what it should be used best in.
The point of OP's suggestion is that part of the IO is a global bonus, while part of it is not. I believe few people are aware of this detail. The IOs that you listed don't really have this issue. For the OP's suggestion, I think it's better just to make the mez resistance a global bonus. It's just mez resistance, not mez protection, so I don't think it's a big deal.


 

Posted

Quote:
Originally Posted by je_saist View Post
By that argument every single proc should come with a warning what it works best in.

The Miracle, Numina, and Performance shifter procs should have a label: Works Best in Passives

The Confusion procs should with warnings that they were best in Toggles

The Endurance Mod Sun Proc should come with a warning: works best on enemy targeted powers.

I'm sorry, but pretty much every single proc ever made is "hazy" with what it should be used best in.
"We have many poorly documented rules with significant effects, and that's why we shouldn't provide more information about any of them."

Sorry, but I'm not into leaving documentation deliberately poor so that I can feel special about knowing things that other people don't.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
"We have many poorly documented rules with significant effects, and that's why we shouldn't provide more information about any of them."

Sorry, but I'm not into leaving documentation deliberately poor so that I can feel special about knowing things that other people don't.
<--- This inventions' nut didn't know about this until a couple minutes ago. I would have never expected it to be the way it is.


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

Posted

Quote:
Originally Posted by Sharker_Quint View Post
i believe that in the io description it says just that. something along the lines of a chance to give 10 end to the TARGET.
Sometimes both the player(s) and the enemy are targets of different Endurance Mod-type aspects of the same power; I believe the proc only works on the targetted enemy in at least some of those instances, however. I've only slotted it in passives, myself, having been forewarned long before ever laying hands on one.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound