Jump to content

Bonzenaattori

Members
  • Posts

    562
  • Joined

Reputation

10 Good
  1. Idea to make current powertech better Issues - Power Yield's overall powerlevel as an ability is fairly poor. Namely: - Requirement for taking damage in order to stack is ridiculous given powertech's current performance and power level - Fails to serve as an effective deterrent as most effective cooldowns tend to serve as - Too much "one-size fits all"-esc around it's main concept Possible solution Make Power Yield a passive, that is directly tied to Explosive fuel, Hydralic Override, Kolto Overload, Energy Shield, Vent Heat and Thermal Override with 40% armor rating 3% damage reduction and 2% damage increase, each activation of the corresponding ability instead adds a stack of Power Yield, which actually reflects well off the name of the ability, the more cooldowns you use, the more power you yield The passive remains activated so long as ONE of the cooldowns are in effective duration, when they run out, power yield and the stacks built as a result, runs out In correspondence to this, what in turn happens, is with the (6) bonus, while the mentioned abilities are either activated or on their respective cooldown, everytime you take damage, reduces the effective cooldown of the abilities by 3 seconds For what little justification I can offer to this choice (which you of course DO NOT NEED TO AGREE WITH), what this does is actually blend well with Powertech's actual playstyle, as the class tends to have to use their cooldowns in very close proximity within each other, creating an 'all-in' tendency the class so demands of you There are many scenarios where you will end up using them all in close proximity of each other, and very rarely will you only need one or two stand-alone, in which case you are most likely in complete control. Regardless, Power Yield would then accurately reflect how much you would be committing to a certain situation, as the higher you commit, the more cooldowns you would use This would also make Power Yield more usable in situations than it currently is, as the situation would simply reflect the cooldowns you use. In situations where you would be going all-in, you'd use all your abilities, which then allow the Powertech to ramp up in power while having a slight backbone in damage soaking and the control of it's stacking mechanism without soul draining requirements like... ...dying. Whilst taking damage the mentioned abilities would come up more often, due to the 6 set bonus constantly triggering based on how much damage you take, which would make power yield available, so long as you're activating the corresponding skills as often as they come back off cooldown. There are probably easier ways to explain this, and even easier ways to come up with a solution of this ability, but this was one... lets say unique one I thought of. But as it stands, Power Yield by itself is worthless and demands you use it in tandem with other abilities, this change not only encourages that, but creates conflict of counterplay, where players are either forced to deal with you at your strongest, or leave you be, hoping the effect will expire, while you wreak havoc, with a 10% damage tied to a burst class that shouldn't be left alone. The synergy of this ability with the rest of your kit is self-explanatory, and will add value to increasing duration of Hydraulic Override, gives value to Energy shield duration increase, as well as Thermal's cooldown reduction and the rest of 'em! Good players will search for ways to keep the stacks up as long as possible, making it a beast when used correctly or with perfected play. To reflect Power Yield - Activating Explosive Fuel, Energy Shield, Kolto Overload, Hydraulic Override, Vent Heat & Thermal Override adds a stack of Power Yield granting 40% Armor Rating 3% Damage Reduction and 2% Damage Increase. Once the most recent ability's duration has expired, Power Yield will end Set Bonus (2) Increases Mastery (4) Power Yield has a duration of 5 seconds if not stacked or refreshed before duration ends (6) While Power Yield is active, abilities that add Power Yield stacks cooldowns are reduced by 3 seconds whenever user takes damage. No Undying Rage needed...
  2. What do you expect? Real testing will take you.. roughly 30 mins if you try everything out (it took me that long at least) What more do you want? people to quit and go on retail? Sure, then test servers would probably be empty. Some people will want to do other stuff, cant really blame them for that, especially if theres nothing to do on official servers xD Anyway, I think the set bonus selection is great! In terms of frequency at least, the effects on the otherhand... well, 90% of them feel like filler to me. I'd rather if they did something more fun... like sets without a 6piece, should have 6/6 effect - Gives you 1 utility point or something. Just so people who don't have 6 set bonus or dont like the bonuses can at least get something. If it appeals to them at the very least.. Besides that, amplification is unfinished, and none of them work (at least the ones i tried. I didn't try the crafting ones, and some of them i just couldn't be bothered to confirm) The tacticals have gross balancing issues. Powertech only has 1 maybe 2 good tacticals, juggernauts are going to tear this patch apart! That's all im going to say xd
  3. Just make a new mod slot for amps and remove augment modification slot expansions and make them have a mod slot by default that is empty and needs to be filled Augment = Conventional Stat based mod Amplifier = Unique stat based mod Armor piece = 5 modifications Armoring Mod Enhancer Augment Amplifier Best armoring from operations Best mod from something else (maybe conquest or flashpoints) Best Enhancer pvp Best Augment from crafting Best Amplifier from something else (maybe conquest, flashpoints or Tactical whatever they're called) All listed types Operations - Operation based Set bonuses were always the best, that can remain the same! Pvp - Bring back the oldschool Enhancements from the good old days and make them purchasable from pvp vendors Conquest Crafting Have routes and avenues to provide high end-game mods of all kinds, however, each one has an outstanding unique type that stands above the rest, those who take part in all forms can enjoy the reward of having the best item selection (BiS) Those who dont like it can refer to the forums where they can complain to their heart's content It's a simple enough design for even the smallest minds can digest and understand It works well with the "Play your way" design It's easy enough to understand that there's no possible way you can screw it up developers... ... yeah you! >:3
  4. can't comment at this without laughing im going to wait for combat balance changes and see where the chips fall. Because statements like these on an unfinished content release, make you look really daft. and im at my wits end trying my best not to insult people, because i sometimes wonder whether you think before you say some of the things you say.... i really do On another note.... i can't be bothered to check, so can someone check for me: Does applying stacks to Power Yield refresh its duration?
  5. Or they could make it a unique skill that triggers whenever your within 10m of the target, and just make battering ram a double leap instead of... whatever the hell it is now. And Jet Charge's damage still doesn't... ..ugh nevermind Also, for those who haven't played the PTS yet, the Powertech cooldown is 2 mins... so, lul Any hope of using Explo. Fuel in tandem with new cooldown will throw it out of whack the moment you use the new passive, and get cd red. on Explo. Fuel I think 2 mins is extremely long for a very narrow defensive/offensive, that is so situational, I don't think you can be sad if you fail to max stack it for whatever scenario. But then again, with all the armor pen floating in the game atm and ranged classes abusing dot specs for easy play, I highly doubt ppl will ever see the 200% armor rating as an immediate threat if they stack it carelessly. Whatever, I have a ton of marauders I can play, so no skin off my nose The delusional can enjoy the "80%" damage reduction that will never happen... every 2 minutes lol
  6. I miss the good ol' days, when we were simple people, and we were just happy to have a protagonist and a plot, and some twists and betrayals... Now we're deliberating over what gender they need to be, or don't need to be. Have we gone too far?
  7. So after claiming you can give many examples of situations where this applies, you've now fallen down to one. Impressive for sure! It doesn't take much to realize there are far more situations where you can reflect than you are suggesting, which still puts corresponding classes with reflect ahead in dps spikes where the opportunity is at its most optimal. Not to mention, they have smaller cooldowns, which means they will be up more often. More damage return, used more frequently. Explain this "miles ahead" please! If you're going to force bias in this discussion, by only considering the scenarios where reflect will yield no effect, then you prove this is more pointless than ever before. But even then, one fight doesn't justify "miles ahead", and never will In the one scenario you depict as being an off-tank, 2 of the 3 classes with taunt have reflects, where targeted abilities can and will be reflected, thus, always making reflect a viable option so long as you taunt the boss and use cooldowns that will be come off cooldown much faster than Energy shield. Which, makes reflect a far better option. Despite that, these 2 of 3 classes still have better option select than a Powertech, which is one of their biggest issues right now, that you seem to keep evading on one hand, then suggesting this is somehow a 'unique playstyle' on another. In the other scenario you depict as being a dps with no taunt, 2 of the 3 classes without taunt, have an equal or greater option, being mercenary's Pyro shield, which performs on par with Powertech, or Marauder's Cloak of Pain, which outperfoms Pyro shield AND close and personal, two classes which have far greater synergy with the corresponding abilities, Energy Shield, and Cloak of pain, both as passives, and with utilities in mind. And that IS even if you consider the usage of Close and Personal, which has a 3 sec cooldown and only triggers on aoes, not targeted dots that happen to hit everybody in the raid... like the majority of spells you listed such as Affliction and co. In fact, Nahut is the only tangible one you used out of the list you brought up in the first palce, and its the one you're now trying to use for this example in your last post. Pretty dishonest, but sure, I'll pretend otherwise. Pyro and C&P still fall behind, sorry to say. And once again, all these classes, have better option select, meaning if they don't have optimal choice available, they can still cleanse, and use other cooldowns to give interactions that enhance their playstyle You then mention the idea of using this new cooldown will make you sponge damage better than any tank. This is wrong, as the ability is Adv. Class based, so a Shield Spec can still sponge better than you. And skills like Immortal from Jugg will easily beat this both in stat and in principle. So I don't know what you're talking about Even then, you have not addressed any of my points, about other classes currently having better option select than PT, you are just suggesting that in situations where reflect isn't viable due to a very, VERY narrow select interaction (apparently at your convenience), that Pyro shield is better. Which it isn't, because Cloak of Pain is still better. Furthermore, other classes having similar effects, so once again in your example used, with Nahut, where you are constantly taking damage, a Mercenary with Pyro shield will be on par with your own Pyro Shield, and a Marauder with Cloak of Pain, will be dealing more damage, and his effect is twice as long as yours, and is half the cooldown of yours, meaning the class will have their ability up more often, and will be reciprocating more damage over its duration. Despite that, you still ignore my original question, which is to say "How does this validate that this is a unique playstyle, when there are so many different classes who can perform the same interaction?" Unique, being, one of a kind. Having good dps opportunity doesn't make you unique, it just means you have a good utility for the scenario listed. many classes can trigger reciprocation, so how is this a 'unique playstyle'? Feel free to answer that anytime, unless you don't want to 'waste' your time, evading the questions made in the first place. lol Here it gets even better! Because Marauder are getting a 25% damage buff with their next ability, which will trigger every 30 seconds. Which is give or take, around the same time their berserking will come up and I can only begin to imagine the possibilities with Berserking, Furious, and Ferocity combos. I can't wait to see what happens then. There is no mention of the new 200% armor cooldown, so if it is greater than 30 seconds... well, it will be a very short lived long expected outcome. Enjoy that You're wrong Have a nice day
  8. Sigh My post was deleted, despite the fact it wasn't insulting in anyway, nor contain anything that could qualify as a personal attack, so I'm just going to assume somebody (most likely you) reported me I'm going to put this in really quick sentences. As I mentioned previously: Many classes can do this better! To quote myself Powertech has two utilities: Pyro Shield - deals elemental damage when you receive damage GAJ - vents 20 heat when stunned, knocked around, immobilized etc. next tech ability deals 10% increased damage Let's go over this real quick Pyro shield. only lasts 15 seconds with a cooldown of 2 minutes (dps spec) Marauder Cloak of pain lasts longer, does more damage, has cooldown reduction, and gets damage increase from utilities. lower cooldown Juggernaut has reflect, deals more damage upon reflect, not only to the very narrow list of abilities you mentioned. but also negates the damage also lower cooldown Assassin has reflect, self cleanse, combat stealth shenanigans, lower cooldown Operative has cleanse, reflect, lower cooldown Mercenary has the same utility and then some! To quote you: You're wrong, every other class mentioned not only has better performances in those situations. they also have more options. So this is not an insane amount of dps when taking damage, and this is not a unique playstyle. You are wrong. Have a nice day
  9. when is pts due to come online again for PT/Merc medley
  10. powertechs gain the least damage related benefit when taking damage as offtank what are you talking about? a sin, juggernaut and even a marauder get and do way more. so saying that the niche of taking damage to increase our dps belongs to a powertech is a baseless statement, that you've added... absolutely nothing to validate or demonstrate this. How does off-tanking gain more damage for us? two utility points that are out-dated and are easily beaten due to reflect mechanics from sin and juggernaut, and that even rebuke out damages? One utility that only triggers once every 3 seconds, and one only applies when energy shield is up? You have to be joking Don't know what kind of pve you do but care to explain what you mean when pt gains damage by offtanking... which is wrong Not only are there a healthy number of classes that do it better, you fail to even prove we have it to begin with rofl. pls stop sabotaging the discussion with awful information that is flat out wrong. it makes a bad class look worse
  11. This idea is really bad, for many reasons Firstly, looking at the example you gave regarding Calphayus and his "giant red circle", which I'm guessing you're referring to distortion. Given this situation you've used, the possibility of a tank getting red circle is unheard of... and considering that tanks have to play around tank swap so knockback tank doesn't get backhanded into oblivion by Calphayus, any time you feel like swapping debuff to take it off a dps sounds like you will just kill your tank, you would probably be called out for trolling or something else. You'll either have a damage debuff yourself on tank swap and then take red circle, which makes no sense and would end up killing your entire melee dps, as the red circle does more damage to your surrounding group members inside the circle and slows them. I'm not sure how swapping debuffs would help in anyway other than killing your team I just don't see how an effect like this would ever benefit your ops group, as a constructed team would prepare certain mechanics specifically and rely on tried and true strats like tank swapping if a tank has a significant debuff, which is why you run with two tanks. Swapping debuffs will never change that dynamic, so its a wasted effect. IF you're in a premade, maybe this can work out, as you can prepare and plan around things, but I feel that there are already effective methods that exist, that supersede this. However, if you're in a PUG, you're at the complete mercy of randoms who will most likely assume you're trolling or griefing, as they have no idea what you're doing or why, and if you make a mistake when executing this, it will only fuel the fire. I'd highly suggest simplifying the interaction, for example: Cleanses the target you transpose. Which... again, would feel pointless, as I highly doubt EAware would permit a cleanse to work on operation debuffs that cannot be cleansed to begin with. But swapping debuffs feels like a needless sacrifice for one or the other of the transpose members, due to the simple fact that griefers exist (just think of Sorcerer/Sage pull as an easy example of the potential of stupidity that interactions can create), and even if they aren't griefing, all it takes is plain outright selfishness and self preservation to create all sorts of drama. As for the PVP situations, swapping debuffs on a target you swap with such as stuns, electro net... again, sounds pointless You're giving your target a benign presense (I call it bubble), which makes them immune to damage, so long as they don't break the effect prematurely. If you swap the stuns and all the wonderful joy they just received, you're giving a target a bubble, while you get stuns and electronet for your troubles. Again, I fail to see how this could possibly be the right decision, you compromise yourself to protect a target who's probably getting globaballed, now you're in the same position as he was, and you have all his stuns and electro net to boot... while he gets the shield. How does that solve anything. In a situation where you save a player from a stun and potential global... I fail to see how you swapping yourself and taking his debuffs when he's immune to damage for 6 seconds solves anything.
  12. DISCLAIMER: I am about to complain, nothing I say is made with intention to hurt, offend, belittle or harass anybody! My opinion: To be frank, these Powertech changes look and feel rushed. 1) New Ability - Power Yield This is exactly the same issue as Stabilized Armor... why is this effect, dependent on the user taking damage? This immediately relegate's it's usefulness in raiding, as when dps'ing your fundamental mind set is to avoid taking damage wherever avoidable! Either make it two-pronged LIKE THE EFFECT! or it will remain useless and highly situational. Effects that involve my ability to be more useful should be based around MY performance, not the performance of others 2) Set Bonuses Explosive Yield - Same as point 1), it shouldn't be specifically based on TAKING DAMAGE, if the effect as BOTH damage reduction AND damage increase Doublecharge - Jet Charge gets 2 charges? What of Battering Ram utility? And how will this interaction now take place? Carbon Conversion - This just feels like you ran out of ideas, despite the fact there are some fantastic ideas in the Powertech forum, on the post YOU created! 3) Tactical Items Sonic Heal - Are you trolling? Thermal Screen - Heat screen stacks 6 times? What about Heat Blast?? Does it consume all 6 stacks and get a heightened effect to reward you for stacking the deep 6? or just boring 3 stack? Flame Detonation - Why doesn't this interaction consider the use of Flak Shell?! Seems like only the force users get all the fun toys... ...can't say I'm surprised, oh well, looking like another dead season for powertechs. At least I have a 200% armor rating to make me look like im trying not to die in a situation where I'm going to die anyway You have marauder and juggernaut (INCLUDING TANK) on route to getting a raw 25% damage amp for FOUR abilities... with no hidden stipulations that are outside of their control, not to mention synergy and methods that allow them to prematurely stack the effect, and stack it in combat at a hastened rate Assassins flipping sh*t in the background resetting abilities at will like they're preparing for the second coming of Christ Operative getting longer stunlock than a world boss and I have to sit here, facetank and pray to god my opponent isn't stupid enough to kite me for 10 seconds? So I can ramp up? Assuming 200% armor rating is going to do anything for me... Please reconsider this, these changes are saturated with ignorance, and lack of knowledge on the class and it's core design, performance, opportunities and capacity
  13. Advanced Class Tactical Items These are ideas based on Advanced Class skills, where previously I targeted the Discipline spells specifically, this one targets a broader spectrum of skills on the Advanced class Trooper/Vanguard, the purpose of these ideas are to bring them in line with the Discipline Shield Specialist's priorities and combat proficiency. Each skill design & passive is a separate idea however, that doesn't necessarily mean they class or cannot co-exist These ideas currently made in line with the current content patch however, are subject to change on future changes depending on the 6.0 balance changes Going to start with the much deliberated Defensive abilities Note: I am NOT going to propose, nor are these ideas in any way proposed "balance" changes for the class, they are insulated ideas designed to add new, enhance functions of current existing abilities! Reactive Shield Heat Dome When activated, your Reactive Shield is charged with intense heat, burning attackers for elemental damage when they are within 8 metres of you. The longer the afflicted targets are inside the effective radius, the stronger the burn gets Idea notes: So one of the things I'd love added is an effective radius that deals continuous damage when targets are in close proximity. This lets tanks punish players who commit, and can serve as a deterrence for melees to hard push on VG tanks whilst punishing immobile ranged players or those who simply don't respect the tank's presence Now this may remind you of a certain utility (Electro Shield) however, this is designed to be a continuous damaging field so long as the target is inside the field and gets stronger the longer they stay inside. This goes really well with Vanguard's pull, allowing them to keep the enemy inside the field, as well as Hold the line, preventing enemies from knocking you away, making you a huge threat when used properly We could propose that the ability leaves a stack on the target, which climbs every tick of the ability leading to the attack getting stronger, similar to Electro net's stacking effect Adrenaline Rush Stamina Restoration Increases the maximum health of Vanguard by 35% when Adrenaline Rush's healing is activated Battle Focus Promise of Victory When activated, the Vanguard lets out a battle cry, greatly increasing the morale of all allies within 30 metres, increasing their combat ability for 15 seconds Idea Notes: I haven't decided what the stat would be exactly, I was thinking something along the lines of damage reduction or defense chance, but realistically it could be anything. At first I felt it should be defensive as its from a tank standpoint, but the base effect of battle focus is an offensive one. Anyway, the whole point of this idea, is that Vanguards (or troopers) are soldiers, veterans of war, and from a roleplay standpoint, you're a freaking high ranking officer, which means you're used to controlling the battles on the front lines, well the way I see it, Vanguard should have like a Warcry mechanic that boosts the morale of his fellow soldiers. (terrible idea i know) :> Shoulder Cannon Advanced Static Shield Static Shield's effect (50% chance when shielding/defending attack resets Stockstrike) now additionally instantly reloads 1 shoulder cannon charge at the same rate Idea Notes: Ok so this has been an idea i've wanted for a VERY LONG TIME! I always found Static shield to be one of the best talents ever designed, it has fantastic synergy, however my quarry with this ability was that it never grew as the game progressed, always sticking with Stockstrike, it's itinerary never increased as time went by. Well I think that should change! and shoulder cannon is probably the best candidate for this. It gives good utility synergy with Guard Cannon despite it's nerfed state, which I felt was VERY unfair, given the nature of the nerf only considered Tactic's Discipline and it's 7 cannon charges which nearly doubled it's healing capacity. With this idea, the design thought scales as your ability as a tank is performed! Giving you good damage punish whenever you trigger your main defensive function (shielding attacks), as well as a little healing for your troubles. It doesn't solve any problems concerning Vanguards, but it doesn't necessarily have to, nor should it! But it adds sustain and damage opportunity when you're doing your job! and that should feel and be rewarding, synergy is the best way to approach that vector! Neural Jolt & Sonic Round Anticipation Taunting an enemy with Neural Jolt and/or Sonic Round causes the Vanguard to block/resist the next received attack at 100% chance Idea Notes: So, whenever you taunt something, the most expected outcome is that whatever you taunt is going to want to slap you in the face for such provocations. Well, Vanguards being the tactical specialists they are, can see it coming! Guard Super Guard For the first 5 seconds whenever guarding an ally, the target is immune to all movement-imparing effects, knockdowns and physics, and has 100% of it's damage intercepted, 50% of all incoming damage from enemy players is transferred back to you. This can only occur once per unique target, every minute Idea Notes: Ok here me out on this one. Wouldn't it be really interesting if one of the tanks had like a super guard? Now see here's the thing, Guardians have Guardian Leap, so I was thinking it should be Shadow or Vanguard, however, Shadow sucks and I feel this effect for them would be super abusive with stealth, so that leaves Vanguard... ...fight me! More ideas coming soon...
×
×
  • Create New...