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noogens2

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  1. Has anyone else seen this with gremlins? When there is one enemy left (maybe more), the pets stop attacking and you have to set them to aggressive for them to start attacking again. I thought it was a fluke but I noticed this in multiple missions. I'm not sure if they stay agressive throughout as they tend to die easily so I resummon often.
  2. After the last few patches, GDF definitely feels better than the first initial pass. It feels like a net positive now.
  3. Is there anyone else that noticed that proc damage is broken in this patch? This is against -1 mobs. Pyro / Storm Controller Elec / Kin Contoller
  4. Was it an oversight or was the Arsenal set specifically excluded in the containment damage buffs?
  5. Even after all the changes to it, it's still (in my opinion) the worst power in the set and I will die on that hill.
  6. From what I tried, it feels worse than before. Grav distortion was the only instant AOE CC that gravity got. With this change, you'll have to drop this behind a wall or out of sight to avoid lots of retaliation. In isolation, this change would be a net win due to the stronger control with the repeated pulses, but in the context with the other powers in gravity, the set feels slightly slower overall and more situationally dangerous against things like ambushes where an instant CC could be the difference between life or death. Also the graphics are a bit too subtle and are not as obvious compared to other similar powers like volcanic gasses.
  7. The target limit definitlely hurts seeds but I'm not sure it will make a drastic difference with the ways mobs are less bunched-up and more spread apart nowadays. A few updates ago, I respecced to get spore burst. My new tactics were to throw out spore burst get most of the mob and then do seeds which was bound to miss the mobs outside the cone. I think with the way that Homecoming is evolving, you need to layer multiple crowd control powers to be effective. With all that said, the changes so far make Plant feel more mediocre but I'll hold my judgment until after more extensive testing.
  8. I wouldn't go earth/cold since that's very low damage combo, especially if you plan to solo and have a "selfish" build. If you decided on earth, I would go something like earth/storm or earth/Trick arrow. Trick arrow has an easier ride from 1 to 50 as storm doesn't really get powerful til the 30's after you can get slotted tornado and lightning storm. With TA, you can proc out the hold and acid arrow for more single target damage and a ghetto AOE power that's decent for something as low as the Posi TFs.
  9. I went with mace mastery with my illusion/marine as well. I initially used fire app but I think mace had lots more utility for this build. I did a more general build with fold space, spectral wounds and procced shoal rush . I like to do serviceable damage solo and never like to depend on pet damage, especially on fast moving teams. One concession I had to make was to drop brine as I couldn't find the room to fit it in with fold space. Poisonous Ray in Mace Mastery and Whitecap both with -res procs would be decent -res debuffing for my needs.
  10. When you have a macro that selects a specifc target and fires a power, you have to double click the macro. The first click will select the target and the second click will fire the power. Hopefully that helps. You can actually leave out the underscores if you want as well. /macro temp "targetfriendnear$$powexecname temporal selection" /macro distortion "targetenemynear$$powexeclocation target distortion field" /macro dimension "targetenemynear$$powexecname dimension shift"
  11. I haven't seen this mentioned anywhere yet but the customized attribute monitor window is showing different things between live and beta. I've verified this with newly transferred characters and ones that already existed on beta. I'm not sure what Gravity is supposed to be but luckily I've been able to go in and recustomize the window to what I had before. This has been happening since the first public beta build. LIVE BETA
  12. For a suggestion, what about another default chat tab that only has the "Looking for Group" filter enabled? This actually helps anyone who likes to PUG a lot and lets players easily see all the teaming requests without all the extra stuff shown in the global channel. I actually do this for every character I create.
  13. I'll agree with the others saying that some of the changes are "balancing" the fun out of powers, especially regarding the long recharge times of many powers. Can I suggest that instead of just altering values at 2 to 3 times base values that we instead allow more incremental steps like 1.25, 1.5 and 2.5. For instance, epic holds could be set to 20 seconds which is 2.5 times the 8 second controller/dominator hold recharge and in my opinion a better balancing point than 24 seconds. The new dominator tar patch recharge could be set to 120 or 135 seconds which would be 1.33 or 1.5 times the base 90 second recharge. From what I remember from live, the original intent of the epic pools were to round out the ATs weaknesses and allow for some cross-AT functionality. For instance, all the squishy ATs got defense toggles, blasters got CC powers, and controllers got real attacks. I think that epic powers should still stay strong allowing for more flavor and more variety of builds. The overperorming powers should be "slighly" adjusted and the other powers should be buffed to compete.
  14. I just tested this on a fire controller and it's much weaker there as well. It looks like a global nerf contrary to the release notes.
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