NeoExcidious wrote:Vitality increases your max IS => increasing it will increase your total IS points, etc. not quite pointless.
If it was
Max Innerstrength and NOT
Max Innerstength BONUS, which it is. Only 2 abilities are affected by that bonus: Destroy Resolve and Force Enhancer. Everywhere else are sometimes Max IS Boni, but they don't help, EVER (Consumables which affect Max IS are too rare and don't count for casual use).
The bonus in itself does nothing, which is why vitality is quite useless.
NeoExcidious wrote:I do agree on the fact that the IS reduction should affect the auras' IS cost every time they drain it from your bar.
Quote 9mmfu from a PM I sent him long ago:
"Well in fact it does, but not in a way that is obvious.
IS Cost Modifier is coded to reduce the cost when an ability is invoked. The IS drain component associated with some abilities does not keep reinvoking the ability as can be seen by IS cost associated with it. The initial invoke and reocurring components are two different things which is "why" IS cost modifier effects one but not the other. Which the code side of it all was designed to do.
So in effect its designed that way."
Too bad. GAH
NeoExcidious wrote:Yet, I think the devs would overlook that because they already found the patcher tree too powerful , thus they nerfed it. Don't think they wanna boost it again.They hate patchers. lol jk, but still think they'd consider it as a significant boost that would affect gameplay on a larger scale.
Er ... they seriously nerfed the Virologist trees (CR2), not necessarily the Patchers (only downgrade they got was the team-restriction, which makes sense). There is still a
major unbalance (I'm begging time and time again to "fix", much like the lack of TD %) in there, though, namely IS / heal power distribution between Single and AOE heals, which is reversed in contrast to Single and AOE hacks.