[*]Critters: Henchman rank Zombie critters will no longer resurrect.
I found zombies to be completely annoying. Especially on toons that I could not deal enough damage to surpass their regeneration rate if I didn't finish them off. They were sometimes difficult to deal with and I always had to be sure they were dead, or they'd get up, walk up behind me, and bite me in the freakin neck! The solution?
Zombieland Rule #2 Double Tap
That said. If there are any toons that you would expect to ressurect after being killed, it would be zombies. I simply had to keep that in mind when fighting them. It made them unique. I wouldn't even mind if you gave them a 50% chance to rez (similar to Freakshow in CoX). I prefer fighting critters that are unique from the others in the game. In fact, I'm surprised they don't rez in Zombie Apocalypse. I know I do!
That said. If there are any toons that you would expect to ressurect after being killed, it would be zombies. I simply had to keep that in mind when fighting them. It made them unique. I wouldn't even mind if you gave them a 50% chance to rez (similar to Freakshow in CoX). I prefer fighting critters that are unique from the others in the game. In fact, I'm surprised they don't rez in Zombie Apocalypse. I know I do!
Oh no! Thermal Reverb change. Now it will be so hard to generate ener... haha! Just kidding, it's not hard at all to generate energy. Even without an energy unlock. It never has been. And if you're using a support character... how is energy ever an issue anyway?
Dex/Con/Pre critical healer/support using Seraphim. How would you go about generating enough energy to keep your whole team bubbled as needed and be able to fire off maintained heals as need?
Perhaps I'm the only one that sees some measure of balance in the energy locks scaling on non-energy stats. There would be a choice there if done properly. Either take the energy unlock power pick so you can use a non-energy stat or pick an energy stat and save that power pick for something else....or take both and have more energy than you'll ever need therefore wasting character efficiency. But, that's not how things work here in this particular game...
That said. If there are any toons that you would expect to ressurect after being killed, it would be zombies. I simply had to keep that in mind when fighting them. It made them unique. I wouldn't even mind if you gave them a 50% chance to rez (similar to Freakshow in CoX). I prefer fighting critters that are unique from the others in the game.
Please fix the sentinel aura bug. It is healing people in duels, so they can have 20 stacks on them at once -_- Hard to test pvp builds with super regen on everybody
Dex/Con/Pre critical healer/support using Seraphim. How would you go about generating enough energy to keep your whole team bubbled as needed and be able to fire off maintained heals as need?
Give that toon also some decent INT, maybe 200, and run in sentinel role .. gives you nearly endless energy
without any unlock. You just recently learnt me that lection that it is no problem to have a non SS in that area
Give that toon also some decent INT, maybe 200, and run in sentinel role .. gives you nearly endless energy
without any unlock. You just recently learnt me that lection that it is no problem to have a non SS in that area
I have a celestial/fire healer character that uses defiance to keep herself alive so my teammates don't have to worry about her. She was statted PRE/CON and would throw down a flash fire to supplement w/e defiance gave her. Now this is no longer viable. Just because a character is a "healer" doesn't mean they automatically run in support role, (unless role and passive will no longer be restricted in this new build). Thermal reverb was a way for me to get additional energy w/o investing in int/end/rec - now that is no longer the case. How is taking away options a good thing?
Why not just divorce energy unlocks from stats all together and simply have them return a flat amount? Then at least everyone will have equal access to them based upon w/e theme they were going for...
Give that toon also some decent INT, maybe 200, and run in sentinel role .. gives you nearly endless energy
without any unlock. You just recently learnt me that lection that it is no problem to have a non SS in that area
Like the last person that said what you just did thinking they were being clever while missing the point completely that included things like thermal reverb as it functioned prior. Do you try to not get it or is it natural?
Also, when you can gear 4 stats to 200 with Seraphim let me know...I've seen your screenshots and you seem to be having a hard time doing that with 3 stats yet you're telling me to do it with 4...
Thank you for your bug reports, everyone!
I've collected them all, and the team has already begun addressing them.
Look for the next update to include fixes for the bugs you've recently submitted.
Again, we're nearing the home stretch and want this update to be nice as polished as possible, so keep'em coming!
The CTP's and Swings are bought with questionite, however the other travels can be bought at a fair price with
Recongnition.
MCPD: Scarab Tunneling and Ooze Tunneling 20 Recong
Primus: Scarab Flight and Inky Ooze Tunneling: 30 Recong
Until: Bat Flight: 40 Recong
Champions: Metallic Ooze Tunneling: 50 Recong
Also the Q CTP's are now 200k, While the Three swings, Chain/Energy/Vine are at 250k.
Also a little FYI, if you haven't gotten all the costume pieces from serpent lantern or demon flame, might wanna hurry up and do that because all those items will only be bought with questionite at the questionite store.
Edit: The old until token store is still around, but after this patch, we won't be able to earn until token's.
I just want to pay my $5 for a RAD sphere in the C-store.
Also, I fail to see a point in having any refining limit. If I want to live in my parents basement and grind up some questionite all day, I should be able to refine it all so that I can get my sweet gear, costume unlocks, and awesome travel powers in a single week.
> "healer" doesn't mean they automatically run in support role
Wait, there's a support role for healers? Oh, you mean that mode that gimps your attack and health for a pitiful boost to your healing and energy gain allowing you to be one-shotted by kigatilic? Because having a real healer doesn't make you squishy and weak enough that you need the role created for you to punish you more.
Good thing energy has become a non-concern for crit builds now, or I'd be ****ed that you re-nerfed Killer instinct down to 46 energy from 64 energy and lowered the internal cd by an insignificant amount again.
Sorry, it still is 8k. When you refine questionite, the number that states how much you can refine per day decreases as you refine, Kinda silly.
Agreed, on both the imposed limit and the way it lists how much you can refine in the resources window.
How about, if you -really- don't wanna lift it completely, at least raising it to 10K a day, then boosting the amount you get per adventure pack run to 2k up from 1.5K?
I just want to pay my $5 for a RAD sphere in the C-store.
Also, I fail to see a point in having any refining limit. If I want to live in my parents basement and grind up some questionite all day, I should be able to refine it all so that I can get my sweet gear, costume unlocks, and awesome travel powers in a single week.
> "healer" doesn't mean they automatically run in support role
Wait, there's a support role for healers? Oh, you mean that mode that gimps your attack and health for a pitiful boost to your healing and energy gain allowing you to be one-shotted by kigatilic? Because having a real healer doesn't make you squishy and weak enough that you need the role created for you to punish you more.
That said. If there are any toons that you would expect to ressurect after being killed, it would be zombies. I simply had to keep that in mind when fighting them. It made them unique. I wouldn't even mind if you gave them a 50% chance to rez (similar to Freakshow in CoX). I prefer fighting critters that are unique from the others in the game.
I asked myself the same thing when I read that. Guess the dev's are determined to either:
A) arbitrarily impose thematic changes that either mechanically make no sense and/or the player base had already become accostumed to them working another way until the dev's suddenly decided to change them (i.e. Thermal Reverberation changes), or...
arbitrarily impose changes to "streamline" the game in areas where streamlining isn't needed (such as reduced costume piece selection for new players introduced a couple months ago, or now gutting zombie resurrection).
Why not just divorce energy unlocks from stats all together and simply have them return a flat amount? Then at least everyone will have equal access to them based upon w/e theme they were going for...
I've been wondering about this for a while. It seems to me that all that linking energy unlocks to specific stats does is pigeonhole everyone into picking either the energy unlock that matches their stat, or the stat that matches the energy unlock most beneficial to their choosen power selection. Energy unlocks should go the way of passives and scale off SS.
I'm enjoying my offensive defensive passive atm, pretty cool. At least If i can't dish out 6,000+ dps like infernal, i can stay alive without too much thought with only 4,955hp in ranged DPS.
I'm enjoying my offensive defensive passive atm, pretty cool. At least If i can't dish out 6,000+ dps like infernal, i can stay alive without too much thought with only 4,955hp in ranged DPS.
Hmmm... So some of my theory crafting was right. I'm gonna have to try this out with Serephim when this goes live, seeing as I'm sure as hell not grinding for gear to test stuff on the... Well, test server. Does anyone else not see a problem with them cutting off the supply of tokens?
I don't even get where you are coming from with the complaint about supply of tokens since the two posts you quote don't seem to even conform to that logically.
I'm flamed for anything I ever suggest, c'est la forum.
The only real argument I've heard so far is "You want to make Rec Neccesary?! But I don't want to use Rec"
Game balance is about sacrificing the ability to do one thing to do another. Freeform champions online players seem to think their toon should be able to do all things (soak, dps, heal, hold, etc) in one build. This is the fundamental difference between my viewpoint and that of the community represented on these boards.
I support passives scaling with superstats, but I repeat myself in saying that EVERY possible scalable thing should NOT work with superstats. Should Crits be granted by superstats? Should Heal amount scale with superstats? REC is the stat for recharging your energy. If you have 10 rec you SHOULD have a hard time getting your energy up - that is the sacrifice made in any Role Playing Game.
I'm flamed for anything I ever suggest, c'est la forum.
The only real argument I've heard so far is "You want to make Rec Neccesary?! But I don't want to use Rec"
Ahem. There's a difference between useful and necessary. People might want Rec to be useful but no one I've seen wants any one stat to be a necessity in this freeform game. What you suggested would effectively accomplish the latter. Also, several of your "balancing" suggestions don't balance anything when put to theory, they merely remove choice while leaving the same underlying issues completely present...and so you get flak for them.
On the bright side, buck up!! There are more forum battles ahead for you!
Edit: I didn't flame you yet...
if you have 10 rec you SHOULD have a hard time keeping your energy up
Of course...even if you use INT and END which are also energy management stats you SHOULD have trouble keeping your energy up if you don't have REC according to the above quote. Doesn't add up to me. Pidgeonholing everyone into the same choice isn't balancing anything..and if it's required to that degree it's not much of a choice either...
Well, energy wise:
If I want my powers to cost less, I invest in INT
If I want to have a bigger energy pool, i invest in END
if I want to gain energy faster, I invest in REC
I don't see anything wrong here, that's 3 different ways to manage your energy differently and that can be combined.
Ahem. There's a difference between useful and necessary. People might want Rec to be useful but no one I've seen wants any one stat to be a necessity in this freeform game.
It's not. You can have a perfectly playable character with 10 Rec and no secondary energy unlock at all, so making Rec apply to secondary energy unlocks seems unremarkable.
Personally, I think that all secondary energy unlocks should be unified into a single mechanic: on proc, gain or refresh an 'energy return' buff. Energy return gives an energy gain of 5% per second (modified by energy strength) for 6 seconds; you can have multiple energy unlocks if you want, though they all trigger the same buff so there's little point. This puts energy return at exactly 25% of an energy builder.
It's not. You can have a perfectly playable character with 10 Rec and no secondary energy unlock at all, so making Rec apply to secondary energy unlocks seems unremarkable.
Personally, I think that all secondary energy unlocks should be unified into a single mechanic: on proc, gain or refresh an 'energy return' buff. Energy return gives an energy gain of 5% per second (modified by energy strength) for 6 seconds; you can have multiple energy unlocks if you want, though they all trigger the same buff so there's little point. This puts energy return at exactly 25% of an energy builder.
Pants has signed off.
Cryptic Nerf all energy unlocks into the ground!
Make energy builders more important!
Ahem. There's a difference between useful and necessary. People might want Rec to be useful but no one I've seen wants any one stat to be a necessity in this freeform game.
What exactly are you disagreeing with? The only thing in the bit you quoted that makes sense is the statement that there's a difference between necessary and useful. You disagree with that?
What exactly are you disagreeing with? The only thing in the bit you quoted that makes sense is the statement that there's a difference between necessary and useful. You disagree with that?
End builders scale with REC and END.
But the percentage is directly realted to END ... 100 Energy = 20 per hit (on 20%) .. 200 energy = 40 per hit.
Let's just make energy unlocks scale w/ SS's and brainstorm something good to have REC do. Perhaps REC could in addition to it's part with energy, could reduce the time it takes to recover from being knocked or something - what if REC directly reduced fall damage or something? What if REC also boosted heals used on just yourself?
Let's just make energy unlocks scale w/ SS's and brainstorm something good to have REC do. Perhaps REC could in addition to it's part with energy, could reduce the time it takes to recover from being knocked or something - what if REC directly reduced fall damage or something? What if REC also boosted heals used on just yourself?
Major Superstat Rec gives Support Role (Sentinel) level energy-regen, regardless of Role.
Again, having specific mechanics scale with SS i dislike. If energy return does not scale with Rec then it should stay in the purpose of the stat (in fire's case PRE).
What exactly are you disagreeing with? The only thing in the bit you quoted that makes sense is the statement that there's a difference between necessary and useful. You disagree with that?
Of course not. I just disagree with your categorization. That would make Rec and End useful, not necessary. There are two energy stats. Energy stats should be useful. The way to make energy stats be useful is to make them control gaining energy.
Again, having specific mechanics scale with SS i dislike. If energy return does not scale with Rec then it should stay in the purpose of the stat (in fire's case PRE).
what if knock strength scaled with superstats..
What if hold resist scaled with superstats.
What if HP scaled with superstats.
it sets a bad precedent.
You know, normally I'm not one to call someone out on a slippery slope fallacy, because sometimes it's accurate. But this right here, is a slippery slope fallacy if I've ever seen one. Not only are none of those things tied to a specific power type (knocks come on all sorts of attacks), most of them you can now actually get from superstats via the spec trees so it's a moot point to begin with.
I really hope the devs know better than to take any of this nerfing energy unlocks nonsense seriously. This game is going to be grindy enough with this new item system, we really don't need to make it more grindy by forcing everyone into REC if they don't want to be playing Lethargic Champions Online. I'd like to think the devs have more sense than that, at least, seeing as even their predecessor realized that sort of thing was a huge mistake.
REC needs to be good on its own, that's a fact plain and simple. There's been plenty of suggestions on how to do that, some even keeping in with the idea of it being an energy management stat, without butchering the game as a whole.
I'm flamed for anything I ever suggest, c'est la forum.
The only real argument I've heard so far is "You want to make Rec Neccesary?! But I don't want to use Rec"
Game balance is about sacrificing the ability to do one thing to do another. Freeform champions online players seem to think their toon should be able to do all things (soak, dps, heal, hold, etc) in one build. This is the fundamental difference between my viewpoint and that of the community represented on these boards.
I support passives scaling with superstats, but I repeat myself in saying that EVERY possible scalable thing should NOT work with superstats. Should Crits be granted by superstats? Should Heal amount scale with superstats? REC is the stat for recharging your energy. If you have 10 rec you SHOULD have a hard time getting your energy up - that is the sacrifice made in any Role Playing Game.
I think the better alternative would be to get rid of Rec entirely.
I don't say this to flame or contradict you. I say it because I've honestly believed that about Rec (and Ego as well) for a long time. Useless stats should be eliminated, not shoehorned into the game at any cost.
I agree, though, that there are times when game balance has to be taken into consideration, and that sometimes stat selection has to be a give and take, or "you win some lose some" kind of a deal where you have to make sacrifices. But I don't believe that Rec (or even Ego before it got changed to the new "ranged" stat) trully fall into that category.
I think that they fall into the category of useless stats that keep being dragged around because they're part of the Champs PnP and the dev's decided that they're going to keep them no matter what, or simply because people like the "idea" of a Rec or Ego stat. Not because they actually serve a necessary purpose in the game.
You know, normally I'm not one to call someone out on a slippery slope fallacy, because sometimes it's accurate. But this right here, is a slippery slope fallacy if I've ever seen one
I think passives SHOULD scale with superstats as this gave more concepts the ability to be competitive.
They already moved Pets to scale with superstats fundamentally changing the pet-mastering mechanics and making pet-mastering the most OP PvE play mechanic.
Then they made threat scale with superstats.. I dislike this too (although PRE is pretty strong in its current state).
Next they'll make stealth scale with superstats, then heals, then cooldowns..
Why? because people on these forums continue to think they should not be encouraged to use ANY stat that isn't STR for enrage, Con for Defiance, or INT for actives. (used in hyperbole)
You know why Rec isn't good on its own? Energy unlocks. If energy unlocks were completely removed from the game, Rec would be a quite valuable stat.
My sub would also be removed from the game, to put it bluntly.
Also, Jaybezz, that's still a slippery slope fallacy. If they did all those things, they'd need a reason to, without providing why they'd do so you're just saying "OH MAH GAD THE SKY IS FALLING!"
Again, having specific mechanics scale with SS i dislike. If energy return does not scale with Rec then it should stay in the purpose of the stat (in fire's case PRE).
what if knock strength scaled with superstats..
What if hold resist scaled with superstats.
What if HP scaled with superstats.
it sets a bad precedent.
But we're not talking about specific mechanics in terms of how stats behave - if that were the case then energy return from a reverberation power would be the same across the board and tied to 1 stat - like how melee knocks are all tied to STR. We're talking about allowing people to build characters and choose stats based upon what works for them, not based upon which stats they'd have to take in order to make a power set's energy unlock work.
Why does spirit reverb scale w/ CON? I can think of many reasons why it could just as easily scale w/ INT or PRE, etc... if you made them scale w/ your SS's or a fixed amount, then you could pick w/e fit your concept...
Comments
I found zombies to be completely annoying. Especially on toons that I could not deal enough damage to surpass their regeneration rate if I didn't finish them off. They were sometimes difficult to deal with and I always had to be sure they were dead, or they'd get up, walk up behind me, and bite me in the freakin neck! The solution?
Zombieland Rule #2 Double Tap
That said. If there are any toons that you would expect to ressurect after being killed, it would be zombies. I simply had to keep that in mind when fighting them. It made them unique. I wouldn't even mind if you gave them a 50% chance to rez (similar to Freakshow in CoX). I prefer fighting critters that are unique from the others in the game. In fact, I'm surprised they don't rez in Zombie Apocalypse. I know I do!
REBIRTH- FTW!!!
Completely agreed.
Dex/Con/Pre critical healer/support using Seraphim. How would you go about generating enough energy to keep your whole team bubbled as needed and be able to fire off maintained heals as need?
Perhaps I'm the only one that sees some measure of balance in the energy locks scaling on non-energy stats. There would be a choice there if done properly. Either take the energy unlock power pick so you can use a non-energy stat or pick an energy stat and save that power pick for something else....or take both and have more energy than you'll ever need therefore wasting character efficiency. But, that's not how things work here in this particular game...
This is the kind of thing players are asking for in the "Game balance and difficulty discussion thread". Why are you guys removing something interesting and player requested like this?
Give that toon also some decent INT, maybe 200, and run in sentinel role .. gives you nearly endless energy
without any unlock. You just recently learnt me that lection that it is no problem to have a non SS in that area
I have a celestial/fire healer character that uses defiance to keep herself alive so my teammates don't have to worry about her. She was statted PRE/CON and would throw down a flash fire to supplement w/e defiance gave her. Now this is no longer viable. Just because a character is a "healer" doesn't mean they automatically run in support role, (unless role and passive will no longer be restricted in this new build). Thermal reverb was a way for me to get additional energy w/o investing in int/end/rec - now that is no longer the case. How is taking away options a good thing?
Why not just divorce energy unlocks from stats all together and simply have them return a flat amount? Then at least everyone will have equal access to them based upon w/e theme they were going for...
*Edit*
Derp Moment, Still 8k.
Like the last person that said what you just did thinking they were being clever while missing the point completely that included things like thermal reverb as it functioned prior. Do you try to not get it or is it natural?
Also, when you can gear 4 stats to 200 with Seraphim let me know...I've seen your screenshots and you seem to be having a hard time doing that with 3 stats yet you're telling me to do it with 4...
Show me, then talk.
I've collected them all, and the team has already begun addressing them.
Look for the next update to include fixes for the bugs you've recently submitted.
Again, we're nearing the home stretch and want this update to be nice as polished as possible, so keep'em coming!
And travel powers are still 250k. Each.
Kinds becoming clear where they are going with this, isn't it?
Recongnition.
MCPD: Scarab Tunneling and Ooze Tunneling 20 Recong
Primus: Scarab Flight and Inky Ooze Tunneling: 30 Recong
Until: Bat Flight: 40 Recong
Champions: Metallic Ooze Tunneling: 50 Recong
Also the Q CTP's are now 200k, While the Three swings, Chain/Energy/Vine are at 250k.
Also a little FYI, if you haven't gotten all the costume pieces from serpent lantern or demon flame, might wanna hurry up and do that because all those items will only be bought with questionite at the questionite store.
Edit: The old until token store is still around, but after this patch, we won't be able to earn until token's.
Hmmm, perhaps there will be a C-Store token that allows us to increase our daily Questionite refinement limit?
Also, I fail to see a point in having any refining limit. If I want to live in my parents basement and grind up some questionite all day, I should be able to refine it all so that I can get my sweet gear, costume unlocks, and awesome travel powers in a single week.
> "healer" doesn't mean they automatically run in support role
Wait, there's a support role for healers? Oh, you mean that mode that gimps your attack and health for a pitiful boost to your healing and energy gain allowing you to be one-shotted by kigatilic? Because having a real healer doesn't make you squishy and weak enough that you need the role created for you to punish you more.
Agreed, on both the imposed limit and the way it lists how much you can refine in the resources window.
How about, if you -really- don't wanna lift it completely, at least raising it to 10K a day, then boosting the amount you get per adventure pack run to 2k up from 1.5K?
Because they don't want the economy flooded.
I asked myself the same thing when I read that. Guess the dev's are determined to either:
A) arbitrarily impose thematic changes that either mechanically make no sense and/or the player base had already become accostumed to them working another way until the dev's suddenly decided to change them (i.e. Thermal Reverberation changes), or...
arbitrarily impose changes to "streamline" the game in areas where streamlining isn't needed (such as reduced costume piece selection for new players introduced a couple months ago, or now gutting zombie resurrection).
I've been wondering about this for a while. It seems to me that all that linking energy unlocks to specific stats does is pigeonhole everyone into picking either the energy unlock that matches their stat, or the stat that matches the energy unlock most beneficial to their choosen power selection. Energy unlocks should go the way of passives and scale off SS.
http://cloud.steampowered.com/ugc/541797441704623012/E908B70A934C7258FB90B8ACE8CD73D5D4ACB6ED/
http://cloud.steampowered.com/ugc/541797441704649299/EBAC835C97964DD14263337E41023AEC4DADF26E/
I think they should ALL scale only with REC
REC needs a reason to exist..
So REC goes from being an OK secondary or minor stat to being a must have secondary stat for nearly all characters.
Congratulations, you have made a worse problem then you set out to solve.
Hmmm... So some of my theory crafting was right. I'm gonna have to try this out with Serephim when this goes live, seeing as I'm sure as hell not grinding for gear to test stuff on the... Well, test server. Does anyone else not see a problem with them cutting off the supply of tokens?
Precisely.
I'd support that.
I got flammed to hell and back when I suggested this.
Rec is a garbage stat, and that change would reduce the effectiveness of builds across the board.
Thumbs up. Signed.
The only real argument I've heard so far is "You want to make Rec Neccesary?! But I don't want to use Rec"
Game balance is about sacrificing the ability to do one thing to do another. Freeform champions online players seem to think their toon should be able to do all things (soak, dps, heal, hold, etc) in one build. This is the fundamental difference between my viewpoint and that of the community represented on these boards.
I support passives scaling with superstats, but I repeat myself in saying that EVERY possible scalable thing should NOT work with superstats. Should Crits be granted by superstats? Should Heal amount scale with superstats? REC is the stat for recharging your energy. If you have 10 rec you SHOULD have a hard time getting your energy up - that is the sacrifice made in any Role Playing Game.
Actually, "C'est LE forum", male gender, thanks.
Ahem. There's a difference between useful and necessary. People might want Rec to be useful but no one I've seen wants any one stat to be a necessity in this freeform game. What you suggested would effectively accomplish the latter. Also, several of your "balancing" suggestions don't balance anything when put to theory, they merely remove choice while leaving the same underlying issues completely present...and so you get flak for them.
On the bright side, buck up!! There are more forum battles ahead for you!
Edit: I didn't flame you yet...
Of course...even if you use INT and END which are also energy management stats you SHOULD have trouble keeping your energy up if you don't have REC according to the above quote. Doesn't add up to me. Pidgeonholing everyone into the same choice isn't balancing anything..and if it's required to that degree it's not much of a choice either...
If I want my powers to cost less, I invest in INT
If I want to have a bigger energy pool, i invest in END
if I want to gain energy faster, I invest in REC
I don't see anything wrong here, that's 3 different ways to manage your energy differently and that can be combined.
Personally, I think that all secondary energy unlocks should be unified into a single mechanic: on proc, gain or refresh an 'energy return' buff. Energy return gives an energy gain of 5% per second (modified by energy strength) for 6 seconds; you can have multiple energy unlocks if you want, though they all trigger the same buff so there's little point. This puts energy return at exactly 25% of an energy builder.
Pants has signed off.
Cryptic Nerf all energy unlocks into the ground!
Make energy builders more important!
What exactly are you disagreeing with? The only thing in the bit you quoted that makes sense is the statement that there's a difference between necessary and useful. You disagree with that?
End builders scale with REC and END.
But the percentage is directly realted to END ... 100 Energy = 20 per hit (on 20%) .. 200 energy = 40 per hit.
True, and REC determines what that percentage is. Low Rec, low percentage. High Rec, high percentage.
Major Superstat Rec gives Support Role (Sentinel) level energy-regen, regardless of Role.
Again, having specific mechanics scale with SS i dislike. If energy return does not scale with Rec then it should stay in the purpose of the stat (in fire's case PRE).
what if knock strength scaled with superstats..
What if hold resist scaled with superstats.
What if HP scaled with superstats.
it sets a bad precedent.
You know, normally I'm not one to call someone out on a slippery slope fallacy, because sometimes it's accurate. But this right here, is a slippery slope fallacy if I've ever seen one. Not only are none of those things tied to a specific power type (knocks come on all sorts of attacks), most of them you can now actually get from superstats via the spec trees so it's a moot point to begin with.
I really hope the devs know better than to take any of this nerfing energy unlocks nonsense seriously. This game is going to be grindy enough with this new item system, we really don't need to make it more grindy by forcing everyone into REC if they don't want to be playing Lethargic Champions Online. I'd like to think the devs have more sense than that, at least, seeing as even their predecessor realized that sort of thing was a huge mistake.
REC needs to be good on its own, that's a fact plain and simple. There's been plenty of suggestions on how to do that, some even keeping in with the idea of it being an energy management stat, without butchering the game as a whole.
This sounds like a good alternative as well.
I think the better alternative would be to get rid of Rec entirely.
I don't say this to flame or contradict you. I say it because I've honestly believed that about Rec (and Ego as well) for a long time. Useless stats should be eliminated, not shoehorned into the game at any cost.
I agree, though, that there are times when game balance has to be taken into consideration, and that sometimes stat selection has to be a give and take, or "you win some lose some" kind of a deal where you have to make sacrifices. But I don't believe that Rec (or even Ego before it got changed to the new "ranged" stat) trully fall into that category.
I think that they fall into the category of useless stats that keep being dragged around because they're part of the Champs PnP and the dev's decided that they're going to keep them no matter what, or simply because people like the "idea" of a Rec or Ego stat. Not because they actually serve a necessary purpose in the game.
I think passives SHOULD scale with superstats as this gave more concepts the ability to be competitive.
They already moved Pets to scale with superstats fundamentally changing the pet-mastering mechanics and making pet-mastering the most OP PvE play mechanic.
Then they made threat scale with superstats.. I dislike this too (although PRE is pretty strong in its current state).
Next they'll make stealth scale with superstats, then heals, then cooldowns..
Why? because people on these forums continue to think they should not be encouraged to use ANY stat that isn't STR for enrage, Con for Defiance, or INT for actives. (used in hyperbole)
@VisionStorm
I can agree with your post wholeheartedly. Either make it work or remove it has always been my GM strategy for any combat role-play.
Now the same about REC/EGO could be said for Build Swapping and holds (my favorite mechanics).
My sub would also be removed from the game, to put it bluntly.
Also, Jaybezz, that's still a slippery slope fallacy. If they did all those things, they'd need a reason to, without providing why they'd do so you're just saying "OH MAH GAD THE SKY IS FALLING!"
But we're not talking about specific mechanics in terms of how stats behave - if that were the case then energy return from a reverberation power would be the same across the board and tied to 1 stat - like how melee knocks are all tied to STR. We're talking about allowing people to build characters and choose stats based upon what works for them, not based upon which stats they'd have to take in order to make a power set's energy unlock work.
Why does spirit reverb scale w/ CON? I can think of many reasons why it could just as easily scale w/ INT or PRE, etc... if you made them scale w/ your SS's or a fixed amount, then you could pick w/e fit your concept...
Because CON was a stat suggested for and tied to darkness.. just as pre was for fire.
If they are going to cut that tie for one set they should sever it for all sets imho