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Huskernutz

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  1. I have a lot of thoughts here, so I'll try to keep this short for the sake of readability. Overall, I think the gearing system used in the R-4 Anomaly was huge breath of fresh air for me and my raid team and we all are overwhelming positive about it. Having significant power progression occur while progressing and subsequently farming the raid was noticeable and fun, I can't think of another time where we deliberately were going to speed kills on bosses after we got best-in-slot so that was really nice. It didn't feel like it took a long time and all of the upgrade integration into the Hazardous gear was well done. On the point of improvements to the system I have a few minor things to note. I think the weakest aspect of the system was the SM gearing tokens. Having them drop at unoptimized 328 and only being upgradable to 330 in combination with the stark difficulty increase from other SMs resulted in little to no engagement with that part of the system. I saw virtually none, if any, groups that chose to do R-4 SM for gearing. If I were to offer a suggestion, I think it should have been that SM dropped at 330 and was upgradable to 334, this would give SM players a stronger gear progression through the raid that would be worth the effort and would help to offer a gear buffer for them when they decide to go in HM without impacting those that go straight into HM. As for the HM gear itself, the only sticking point here is that the stat/proc difference between the Virulent and Hazardous relics were so small that it made the Virulent relics worthless to get until everyone was done with every other gear token. Which means that 1/3 of the potential loot from IP-CPT and Watchdog was basically wasted for a long time while we were getting BiS, so for next time if a similar system is used the relics in particular need have a much more significant power difference. On the question of the cosmetic sets, this is probably a little outside my wheelhouse since I know basically no one who went out of their way to go collect these armor sets after we were done with the hazardous gear and most of them just ended up banking tokens or using them to transfer gear to another server. Not sure if this was just an aesthetic thing in relation to the design or if there simply wasn't enough flashy variations on the existing gear models to warrant us wanting to get them. Either way we didn't really end up using this aspect of the system at all. For suggestions I think we would really like having some unique effect added to the armor to make it visually distinct, a lot of us are driven to get cosmetics in the game that both hard to obtain and visually flashy, so something that hits both those categories would be a lot more likely to get used by the people around me. The mount. Oh, there's been so many discussions with the people I raid with about this. First off, visually pretty much all of us like the design of it even if getting yet another wings mount made us roll our eyes for a moment on the stream. The only weird thing with it is that the jetpack animation itself looks a little funky with the stiff butterfly design, a lot of us initially reacted that the wings should've moved back and forth a little. We did really like the integration of the Nihrot animation into the wings design though, it's a small touch but it's really cool. The acquisition of the it on the other hand, that's a whole can of worms in and of itself. Most of us are fine with it being a rng drop from HM, we're not really opposed to that, but with it being a low drop rate on top the effort that needs to be put in to farm the boss efficiently most of us elected to just wait for the guaranteed drop in Nightmare rather than try to farm it out now. The biggest problem here isn't that Kanoth himself is annoying to farm or anything, it's that physically getting to his room on HM is a chore that most of us don't like doing, having to deal with 3 attractors in the hallways means more often than not 2-3 runs through the hallway just to open the door to a 7 minute boss fight so we end up spending as much if not more time getting to the boss as we do pulling it. So, this in combination with the extremely low drop chance just makes most of us say "eh, we'll wait for Nightmare" which I think isn't really great. Although this isn't a suggestion thread, I do feel obligated to say that if we get a nightmare difficulty for the raid that utilizing this system with improvements and changes would be for the best. I've also been notified from someone that there's a very lonely train in the instance that's feeling neglected at the moment, so hopefully that gets looked at in nightmare 🙂
  2. going to piggyback on a lot of the complaints here about SM and also say that the current state of IP-CPT on VM is absurd and completely unacceptable, all of our groups are either running 5 dps 3 heal or 6 dps 2 heal just to do the fight comfortably and on top of that, the next 3 fights are a cakewalk compared to it. Hell, even the last boss has a more forgiving dps check than this thing. I don't get how this fight is supposed to offer any amount of accessibility to the raid on VM when every fight after it is considerably more forgiving.
  3. ran into this problem when doing lockout clears in VM R-4 Anomaly. whenever we tried to use a lockout to VM Watchdog when we took the tram to IP-CPT's room the exit door that should take us to the trash before it was closed. Not sure if this is a VM only thing or if it also happens in SM, if anyone else has encountered this it would be nice to know. We're pretty sure it's caused by using the tram that goes to IP-CPT's room since in any other lockout beyond Watchdog that door is open but once you utilize the tram to go to there in those lockouts the door then closes permanently.
  4. Man where to start with this, there are so many ways in which this iteration of "grind for augments" is terrible I'll start off with the one thing that I think is positive about this; augments are probably the best way in which you could have given a power increase to players without arbitrarily recreating the 306 grind so that's good. Besides that though as the requirement exists right now this will be a colossal failure in regards to all the reasons that you gave. Firstly, you mentioned that this kind of system fuels a robust trading economy which would absolutely be the case if I had any reason to give the mats that I get from NiM ops and ranked to anyone else until literally every character I have is fully auged (which based on the math people smarter than me have done will probably be in like 5 years). This kind of trading worked with Masterwork 258s because the materials gained from NiM Gods happened in parallel with the top-end guilds progression in the raid and from ossus gear, we we're able to fuel a good trading economy from the system because we were able to fully gear in 258s before mat farming really started. With this system that will never happen, we will simply horde the mats for ourselves due to how scarce they are. Secondly, the requirement for players to engage with ranked pvp in order to get the mats is going to directly encourage the kind of gameplay that you have wanted to crack down on recently, that being wintrading. If the most efficient way to get the ranked pvp mat is from the weekly group ranked mission, then whats to stop my NiM guild or a large Conquest guild from just playing group ranked matches against each other until our eyes are bleeding and we have enough mats to make a few augments. We won't be playing to try to get rating or climb the ranked ladder, we'll simply just farm matches in the most efficient way possible to get the mats in the fastest way possible. This will be exactly like what people were doing in 5.0 to farm ranked mats for the 236 and 240 augments and it's simply not going to be fun at all. Finally, the player friendlyness of this system. The motto you went into this expansion with was "play your way", you made it very clear you wanted players to be able to gear through whatever gameplay means they wished and while I didn't necessarily agree with it as a high-end raider I saw the massive benefits that kind of philosophy has for the greater player base, where is that here? If I'm someone who exclusive likes to player high-end operation content (which I am) and I barely touch ranked pvp because I don't want to engage with that content system why am I then being required to interact with that system to further my player power even though I don't play it? Just make it so there's one universal material that drops from both NiM Operations and Ranked PvP that's required for the augments, because if you keep it this way we're just going to resort to degenerate gameplay in order to get the augments as fast as possible.
  5. Great change overall, this is looking like it'll solve a decent number of issues I've seen ranked players bringing up and I'm looking forward to seeing this when PTS comes up. This does have some PvE implications as some others have pointed out, however, most of them are fairly minor such as sin dps who want to use the guard shroud tactical or dps that want to use that guard set bonus as well as the nice threat reduction and 5% dr. I think the simplest thing to do to avoid any negative PvE adjustments (since this is very clearly suppose to be a pure PvP change) is change the 50% damage reduction to only affect damage against other players as this would keep the impact of the change without unintentionally affecting PvE. That being said anyone saying that is anything more than a minor inconvenience on PvE is blowing the change way out of the proportion and probably isn't even doing the nim content where guard has a non-zero impact on the fight (hateful, izax, apex, etc.).
  6. Ordinance Feedback from the latest PTS build Red the fight felt a lot better with the less non-random flower spawns it's nice to not have to potentially reset this guy for timed run. The addition of the dripping venom buff at the beginning of the encounter was also a good change to add some damage to the raid at the beginning. While we didn't have too many issues with the new Reek spawn there were still instances where sometimes the reek would dissapear under the ground and then reappear after dying so there might potentially still be some edge cases where it's bugging out. Overall though the fight feels very good at this point, the one thing I would add though is to have the adds from the fight despawn after killing Red . Trandoshans After getting a substantial amount of pulls into this fight there are some glaring problems that we believe this fight has. The first being the targeting priority of Crush the Weak, this ability has multiple times over our testing targeted the tanks on Hyssiphus and Kronissus and while it targeting the first had generally not been an issue due to the buff range of Titax even if you immediately leaves the Kronissus tank the buff will linger long enough to cause the tank to get rooted by the buffed melee and potentially not be able to sidestep or immune the bosses conal. We suggest that Crush the Weak should either momentarily not buff the bosses after the leap or preferably not be able to target people who've recently been hit by Kronissus or Hyssiphus' melees. Additionally the threat drop from Greus after divebomb was creating a lot of threat issues for our kiter who was running a ranged dps as if they got the divebomb they would not be able to regrab aggro of the boss for quite a while which was frustrating. If the intention is that we instead run a taunting melee dps for Greus then I would highly suggest reducing the damage of the AoEs that Greus does, including pyroclasm, as we've avoided doing this to reduce raid damage since it's already very high. As for the overall cadence of the fight, the initial dps check on Titax feels fine with having a ranged dps kite Greus, although if we were to have a melee kite him I would suggest a slight health reduction on Titax due to the dimished uptime. As for the period after Titax dies, the only real feedback for this section would be to potentially increase the buff application time from 80s to 90s. Almost everytime we got to the point where we could push the final bosses they had already had their second stack of Path of Transcendence for 10-15s and this is with a dps comp that beat the previous three fights enrages by 1-2min so this mini-enrage at two stacks feels just a little too tight in the current iteration. As for the Ultimate Hunter if the intention with this boi is cause utter chaos at the end of the fight then it's doing a great job, the only bit of feedback I would give is to reduce the damage of fire & ice a smidge and give an extra second or two for people to dodge the line attacked that does the knockback since we currently have to pre-move the boss to dodge it.
  7. Here's some further feedback from <Ordinance>'s raid that we didn't get to Camera Two Red The damage intake on Tanks in particular felt very counter-intuitive, at least for me and my co-tank. For the vast majority of our pulls that reached the fourth flower position (around 3.5-4 min) between that time and when we exited the cave around 1-2min later our highest damage taken had shifted from Eviscerate and Festering Wound to almost all Envenomed Bite from the stalkers. While this was not always the case pull-to-pull it seems that the bosses damage is almost entirely in Acidic Jet and Red Venom, both of which are mechanics that are avoidable while the unavoidable melee damage is considerably less than the small ~350k HP stalkers that melee for 70k on dps and healers. For us at least it would be a lot better if some of the melee damage in the fight shifted from being on the Stalkers to the Boss, not only to prevent solo tanking which groups are inevitably going to do, but also to increase the healing requirement as a whole throughout the course of the fight as we've also seem some groups soloing healing due to the low boss damage on tanks. I also personally think there is some merit to dropping the overall difficulty of this fight a tad in order to provide more access to aspiring/prog Nightmare teams since this isn't something like Tyth that is intended to be highly intricate, however, that being said I'm perfectly content with the current difficulty of the fight. As far as the mechanics of the encounter are concerned we were all fairly satisfied with how they are generally, however, as we haven't pull the boss that much I won't be giving any concrete feedback about the mechanics yet since most of our players aren't really paying that much attention to the nuances of them currently. The First Holding Pens Encounter As a whole after our first night of testing this fight we were actually quite happy with the Nightmare changes currently, the inclusion of an actual Boss in the fight definitely made some of our members enjoy it a lot more, so big ups to whoever designed the Predator Droid. As far as that droid is concerned there was one major bug that we noticed while testing, that is if the dps targeted by the stealthed boss uses their stun break immediately when he pops out he would go right back into stealth and target the next dps, effectively extending the time between when he pops out. This was very easily reproducible and definitely should get fixed asap if it's not known about currently. We also noticed that sometimes if the droid got pushed to 90% as he was doing the second AoE cast he would do zero damage to the group and other times he would do damage, it would be good to know which is intended. As far as the rest of the fight is concerned there are still issues with the exploding shrieks de-syncing and dropping their yellow circles where they are not which is still fairly annoying, additionally the mini-nefras (I forget their name) could target the dps who was being tracked by the Predator droid and pull-stun them into the group as the buff was expiring which, under the right circumstances, could lead to a raid wipe. As a side note from reading the rest of the thread I 100% agree that you should not be able to drop tanks and healers on a Nightmare fight in order to trivialize encounters like Red, and if it's being encourage for groups to do that instead of properly doing the fight with a standard comp as intended then the fight needs to change(and yes that includes a certain stealthy boi that we did just that to a couple weeks ago).
  8. Ordinance claiming World Last on Tier Timed Run Edit: now available Extra Edit: Second Timed Run
  9. Alright Powertech feedback, better late than never I guess. warning: large wall of text Power Yield As a PT main I can definitely say that this is a welcome addition to the class toolkit and fits very well into the risk-reward style of the other CDs, additionally the strength of the DR gain (for the dps specs at least) helps a lot in giving the class more options for tackling damage in fights. As a baseline I don't have many gripes with the ability other than that due to the nature of how the CD works that it is weaker for the tank specs than the dps specs -- ~15% DR versus ~27% -- so I will be mostly reserving feedback for it's interactions with the sets and tacticals. All-in-all a great ability otherwise. Set Bonuses I'll start with the general BH sets then move to the PT specific sets. Game Plan Set: as far as possible interactions with Kolto Overload this is definitely on the less interesting side of things, the idea works well in theory but unless the damage from the health monitor trigger is extremely hard hitting it will effectively be a nominal damage gain from the set due to the long CD of Kolto Overload. As far as suggested improvements go, if the intention with this set is to interact with the health monitor trigger I would prefer if while health monitor is active you build up stacks which increase the health threshold that kolto heals you to up to some percentage, say 50-60%. This would give some amount of possible planning around potential spike damage in a fight like induction cascade or rage overload. Hunter Killer Set: no much to give here as far as interesting feedback goes. that being said in the current PTS build there is no visual way to check if the stealth protection is active as there is no buff nor visual around your character to tell if it's active. Squad Leader Set: as it currently stands the shield is 10% DR for 3s per refresh which while a nice little group buff due to the base CD of energy shield being 2min I could see potentially increasing the DR by 5-10% to make it compete with the sniper shield. Woads Instinct Set: as far as functionality in raid encounters I have yet to fully test the benefit on fights with significant downtime/lax offensive CD usage, that being said as the only set bonus that directly interacts with heat management I could see buffing this set to include an extra charge of Vent Heat or increase the heat vented by Vent Heat to make it competitive with other sets as far as functionality goes. Double Time Set: While I personally will not be using this set ever due to the nature of Jet Charge being an inconsistent gap closer I can see the benefit for people who need the extra movement and gap closing ability. Right Price Set: this is the big one right here so this may be longer. first all in the current build the 4 piece set bonus simply doesn't work, the duration of Power Yield remains 10s regardless of if this set is equipped or not. In regards to the 6 piece it would be nice to understand the combat devs intention with this set, is this set suppose to have an internal CD or not? since as of the current build the CD of Explosive Fuel is reduce by 3s for every single damage intake that is taken regardless of how frequent it occurs while withing Power Yield. This means that on fights like Brontes for example If I am hit by Fire and Forget twice during the burn phase I can effectively reset the CD of Explosive Fuel due to Fire and Forget hitting me 8 times in one activation. This also means that any flurry attack such as Nahut's melee attacks or if another Bounty Hunter hits me with rapid shot the CD will be reduced more than 3s even though only one attack hit me. I have no qualms with the functionality as it stands but it would be nice to know if this is intented functionality or if we should only be able to reduce by 3s once every second. Strategist Set: overall I like the both the 4 and 6 piece set here, not much to say functionality or power wise as I feel it fits it's purpose very well and I look forward to finding interesting ways to use it. Veteran Ranger's Set: As this is the obvious dps set bonus I'll be judging it accordingly. starting with the 4 piece the functionality here simply just doesn't work, the buff doesn't last long enough to fit all Shoulder Cannons in regardless of spec and the tool tip is completely unclear as to what "vulnerable" even denotes. I personally know that it increases the damage taken from Shoulder Cannon by 10% but your average player will have zero idea as to what "vulnerable" means. It's obvious that the intention with this set is to increase the damage from Shoulder Cannons be activation, however, coupling that with an ability that is only rotationaly used in 1 of the 3 specs is completely worthless. I would strongly recommend coupling this buff with Explosive Fuel or making the bonus something else like each use of shoulder cannon increases the damage of the next shoulder cannon or shoulder cannon applies a stacking dot to the target to make this set useful. Moving on to the 6 piece, this bonus is even more worthless than the last. ON AVERAGE this 6 piece set bonus is ~50-100 dps for specs that are doing over 17k DPS and it's tied to an RNG factor completely out of the players hands. Obviously in theory the idea of launching additional rockets for your shoulder is cool but functionally this kind of bonus frankly cannot work. I'm not gonna go out and list a dozen of ideas (I already put 2 in the 4 piece section) but off the top of my head you could make Shoulder Cannon deal 100% more damage to enemies under 30% HP or have some kind of interaction with Explosive Fuel that reduces the CD of the ability, simply stated this 6 piece NEEDS to be something tangible that the player can interact with that gives a noticeable damage increase, not an RNG dps increase. Tacticals I'll be limiting this section to the tacticals that I feel currently need feedback for as well as only the general and DPS tacticals since I haven't finished testing the Tank tacticals Flying Fists: currently increases the range of Rocket Punch/Flaming Fist by 10m instead of setting them to 10m so we have 14m punches. Sonic Heal: the heal is completely pathetic, with full 306 gear it barely heals over 1k and for an ability with a 35-45s CD I cannot see a realistic situation where I would ever equip this tactical. Energized Blades: I like the tactical as a way to increase the sutstained dps of AP, however, the tooltip should be made more clear that it is a 5% damage increase stacking up to 20% per energy lode. additionally due to how quickly we consume the 4 stacks of energy lode after we gain them I would recommend adding some kind of additional minor damage increase for a short duration after consuming 4 stacks since we do not stay at 4 stacks very long typically. Powerlode: the burst increase is definitely a plus here for AP, however, much like the Prototype Armor passive this tactical's second effect is completely useless in any PvE scenario as we never take critical damage. I would highly recommend change that to just damage but have an ICD of 1-3s. Flame Dissipation: As it currently stands a couple things need to change with this tactical to make it compete with the other pyro tacticals. Firstly the periodic fire damage buff after consuming should either be increased by more than 10% or changed to all fire damage in order to give a noticeable dps increase. Secondly the stacks which reduce the heat cost of searing wave currently cannot be gained while under the effect of the periodic damage increase making it nearly impossible to gain any stacks for one full rotation cycle. Finally as a personal recommendation due to the number of flame bursts that we can feasibly due between every searing wave being around 2-4 every cycle we need to do 3 full rotations to fully benefit from this tactical, one to build the buff, one to consume the buff, and one more during the periodic effect. This means that we rotate between a searing wave that costs 5 heat, then 20 heat, then 8-14 which seems inconsistent with what I assume the intentions is with the tactical -- that we always use searing wave at 5 heat -- as an adjustment I'd recommend change the buff to 5 heat stacking 3 times as this would hit the sweet spot for average flame bursts every cycle and making it so we can gain those stacks while the periodic damage increase is active.
  10. Gonna throw in my two cents to this topic since I'm currently progging NiM Izax and arguably part of the demographic that is most realistically effected by this idea. First of all I 100% agree with the underlying reasons behind why those who've cleared the fight want to have the title removed, it's a cool reward that requires a lot of hard work and progression to get and understandably people who cleared the fight when it was at it's hardest want some kind of exclusivity -- outside of their achievement date -- for putting in the work and for that reason I support the argument for removing the Slayer Title. That being said I personally feel that without the title the Izax fight in NiM simply doesn't offer enough meaningful rewards outside of the title currently to justify its removal. The wings aren't a high enough desired mount since a lot of people currently pulling NiM Gods most likely got it from the HM achievement already and it can randomly drop from HM (and SM from what I've heard), the mats will be nebulous rewards come 6.0 (if they are even still in the game), and the CM drop are not rare whatsoever and are also CM drops. This realistically only leaves the deco drop from Izax and the Timed Run title as the only meaningful rewards for completing the Raid outside of achievements which I personally don't think are a meaningful reward. This combined with the high mechanical challenge of the instance, and assuming the output checks are reduced in some way come 6.0, I don't see a realistic reason for people to want to do NiM Gods for anything other than Achievements and the Timed Run after the release of Onslaught. For these reasons I think that if the Slayer title were to be removed come 6.0 then something would be needed to be added to loot table of Izax (outside of gear) that offers a meaningful reason for players to want to put in the effort to reclear the instance. Obviously the big meme here would be to have the devs finish the Nahut Eclipse mount and implement it with 6.0 but it could be as simple as a new flair, or weapon tuning, just something cosmetic that makes it worth putting in the effort to get to and kill Izax. Finally as a slight philosophic aside if the devs are okay with removing the Slayer title based off of community opinion I would offer the argument that they are ethically obligated to remove the Revanchist title for the same reasons that Slayer would get removed and that all NiMs that release past this point should have something exclusive like the Slayer title or Nightmare Power titles intrinsically tied to the release of the instance.
  11. One thing that came up when discussing the stream with some people is the effect Amplifiers will have on the weapons slot. You guys mentioned that Amplifiers will be tied to shells of gear, which we assumed also includes weapons, so how is this suppose to effect pre-onslaught weapons (such as ranked pvp or gree legacy weapons) or cartel weapons that we currently are using? are we gonna see weapons added to the outfit designer? or are we expected to use weapons with desired Amplifiers and forgo the weapons we used to use if we are targeting the hardest content in the game and/or are seeking to min/max our gear? Along with that how much of a power gain are expected to get from this "bonus" stat. Are they meant to be extremely small, 1 or 2%, or are they more significant than that, you gave the example of armor penetration so would we potentially see 30% armor pen on a piece of gear? And does it scale with the item rating of the gear, i.e. a nightmare quality chest piece will have higher amplifiers stats than a story mode quality chest piece, or are all pieces of gear going to potentially receive the bonus from amplifiers regardless of item quality?
  12. Gonna second Ryann's comment about our heat management here, the shear number of uses of rapid shot that are required in the pyro rotation (around 20) just to keep heat manageable is not fun at all and needs to be resolved somehow, either through spec passives or the set bonuses. to keep with focus on "kinds of tools" that pyro uses here's a couple set ideas: Dot Based Set Our three main dots in pyro typically only account for ~30% of our damage so this set would be focused around increasing the damage our dots do and giving interactions with heat management through dots. Following the current idea of a 6-set bonus the 2 piece here would give a minor increases to periodic effect damage (maybe 5-10% damage and some crit bonus) and make rail shot be guaranteed to proc Combustible Gas Cylinder. the 4 piece would centered around heat management making it so periodic damage that crits vents 1-2 heat (similar idea to lightning burns) and not have an icd so that when you're using EF this bonus occurs far more often, this would allow us to have far less heat generation during downtime between TSO and Vent Heat since we could have up to 8-9 passive heat dissipation on a given GCD but not always since it's reliant on crits. The 6 set would in this case then center around our high damage CDs (Explosive Fuel and Shoulder Cannon) giving extra crit damage multiplier to dot effects while under EF and causing uses of Shoulder Cannon while under EF to apply a high damage dot to the target, this would not only inform inexperienced players that they need to sync up EF and SC for damage but also give a defined interaction between our two damage CDs that keeps with the theme of the set. Elemental Damage Set this set would be focused on increasing the overall damage of all our elemental damage type abilities not just the dots and would give active interaction with heat management rather than the passive interaction in the other set. here the 2 piece would increase critical damage multiplier on all elemental damage by around 5-10% to follow the idea of pyro having a lot of crit bonses in the discipline tree. The 4 piece would, similarly to the other set, give some active heat management to us, like having our elemental damage grant stacks which reduce the heat cost of a high heat generating ability like searing wave or rail shot and cause the ability to do more damage, this would again work to increase heat dissipation between uses of TSO and Vent Heat. The 6 piece would similarly give an interaction with EF causing all of our elemental damage to deal damage as if in execute and also increase the bonus of our execute passive burnout from 10% to 20-30% while under the effect of EF which would give us more impact on the use of one of our damage CDs. Tactical Item Ideas AoE Burst Item: causes elemental damage that crits to increase the damage and reduce the heat cost of deadly onslaught Grapple-Themed Item: removes the minimum range of grapple, causing it to root the target if within 10m and grant a small movement speed increase if grapple pulled or root and enemy Fusion Missile-esk effect for Searing Wave: searing wave no longer deals damage in a cone, but rather requires a target dealing damage to the main target and radial AoE damage 10m around the target where the majority of the damage is to the main target Shatter Slug Item: reduces the heat cost of shatter slug by 5 and causes shatter slug to increase the target cap of your next flame sweep by 8, it's damage by 100% and cause flame sweep to grant two stacks of superheated flamethrower
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