
Ratch_
-
Posts
241 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Posts posted by Ratch_
-
-
Clear video comparison on the same AE mish. First clip is live, second is beta server. Plant control now has increased versatility, the damage has taken a hit though.
Creepers is slotted with procs in both vids. Last slot is purple +5 acc/rech
-
On 6/3/2025 at 6:20 PM, Vinceq98 said:
Theres no way you just GIGA BUFFED Seeds of Confusion by lowering its recharge AND increasing its targets affected? AND THE COST?? a measly duration nerf that means nothing when its perma confusion because of purple sets and high recharge.
but SYNAPTIC OVERLOAD is still 10 targets?? ALSO has WORSE recharge??? WHATTT?????
Theres no way this is real?? Like now PLANT has EVERTHING??? it has the best opener with Spirit tree and Spore burst and now the best CC with 16 target cap CONFUSION AND HOLD???
AND IT HAS DAMAGE?? I CANNOT BELIEVE THIS. Theres just no way.
I logged on immediately and am clearing WAY WAY FASTER
I watched it and your seeds is hardly even doing anything. You basically confused nothing at 3:00 and cleared at similar speeds when you confuse mobs. You have too much knockdown to get much use out of the confuse, it's a very small portion of contribution compared to the tree/spore/storm powers.
-
Creepers obviously isn't what it used to be but I think it's still worth taking and mobs groups quite well.
-
55 minutes ago, Shin Magmus said:
Someone will need to test if Fly Trap and Spirit Tree survive better now, but you also need to like play poorly on purpose in order to leave un-CC'd enemies free to attack your pets in order to test this. Maybe some set spawns like small groups of Cimerorians on the wall would be good to throw the pets at?
Tree is pretty tanky, fly trap is definitely a larger risk.
I'll say though that I never had fly trap die in my runs when I'm using my buffs and control powers. More just demonstrating the tree here-
1
-
-
I've been vocal about wanting 16 target cap back and have went and spent some time doing a few runs of mobbing on my plant controller. The consistency of confusing entire mobs and bosses is definitely not what it used to be, mainly because the proc helped stack mag high enough that you can consistently CC the bosses (dominators I imagine won't experience this woe often). Now the power feels way more inline with Flashfire in that it will CC large packs, but bosses will not always be controlled.
I included all plant powers in my build and felt they all had good use, which is also another glaring difference from what I had on live. Spore burst can be nifty as it can help a bit more with some quick notice shut down - and help detoggle enemies. Spirit Tree feels insanely more useful now that you can have it up more often. The taunt is neat. Creepers with containment on vines is competitive enough where I don't feel plant loses it's niche in being fairly great at AoE dmg, but ST is lacking.
With this iteration of changes I have no complaints and am certainly happy with the direction the feedback has gone this round of beta testing. For diehard fans of seeds+creepers being hard carries of the set you definitely lose some of that power fantasy, but enough of it is maintained for me to still enjoy my controller and internally can still get that this feels like plant control.
I'm unsure if more iterations will take place, but with these most recent changes I'm content and would be completely happy having these changes be the ones that make it to live. -
1 hour ago, Auroxis said:
Beta Tanker at damage cap:
Dragon's Tail 312.1705 27.6094 27.6094 27.6094 Targets Base Proc #1 Proc #2 Proc #3 Total 10 3121.705 276.094 276.094 276.094 11 3355.832875 296.80105 296.80105 296.80105 12 3531.428781 312.3313375 312.3313375 312.3313375 13 3663.125711 323.9790531 323.9790531 323.9790531 14 3761.898408 332.7148398 332.7148398 332.7148398 15 3835.977931 339.2666799 339.2666799 339.2666799 16 3891.537573 344.1805599 344.1805599 344.1805599 4924.079253 Also, proc dmg doesn't go down in effectiveness with overcap mechanic?
3531.428781 vs 3450.314
Since most mobs are 10-12 without herding I'll compare the 12 max it's like a 2.5% increase if the tanker hits 12 and the brute hits 10. In practicality I don't think this is that concerning at all now that I weigh it out more in my head.
Biggest advantage is less overcap and more that they get bigger AoE QoL. Being stuck at 8ft on some powers just sucks so much. -
59 minutes ago, Auroxis said:
In order to help make things clearer, I did some basic math the best I could. Let me know if I messed anything up:
Live Tanker at damage cap:
Dragon's Tail 312.1705 34.145825 34.145825 34.145825 Targets Base Proc #1 Proc #2 Proc #3 Total 16 4994.728 546.3332 546.3332 546.3332 6633.7276 Beta Tanker at damage cap:
Dragon's Tail 312.1705 27.6094 27.6094 27.6094 Targets Base Proc #1 Proc #2 Proc #3 Total 10 3121.705 276.094 276.094 276.094 11 3355.832875 296.80105 296.80105 296.80105 12 3531.428781 312.3313375 312.3313375 312.3313375 13 3663.125711 323.9790531 323.9790531 323.9790531 14 3761.898408 332.7148398 332.7148398 332.7148398 15 3835.977931 339.2666799 339.2666799 339.2666799 16 3891.537573 344.1805599 344.1805599 344.1805599 4924.079253 Brute at damage cap:
Dragon's Tail 345.0314 34.145825 34.145825 34.145825 Targets Base Proc #1 Proc #2 Proc #3 Total 10 3450.314 341.45825 341.45825 341.45825 4133.2305 Live Tanker unbuffed:
Dragon's Tail 124.8682 34.145825 34.145825 34.145825 Targets Base Proc #1 Proc #2 Proc #3 Total 16 1997.8912 546.3332 546.3332 546.3332 3636.8908 Beta Tanker unbuffed:
Dragon's Tail 124.8682 27.6094 27.6094 27.6094 Targets Base Proc #1 Proc #2 Proc #3 Total 10 1248.682 276.094 276.094 276.094 11 1342.33315 296.80105 296.80105 296.80105 12 1412.571513 312.3313375 312.3313375 312.3313375 13 1465.250284 323.9790531 323.9790531 323.9790531 14 1504.759363 332.7148398 332.7148398 332.7148398 15 1534.391172 339.2666799 339.2666799 339.2666799 16 1556.615029 344.1805599 344.1805599 344.1805599 2589.156709 Brute unbuffed+75% Fury:
Dragon's Tail 172.5157 34.145825 34.145825 34.145825 Targets Base Proc #1 Proc #2 Proc #3 Total 10 1725.157 341.45825 341.45825 341.45825 2408.0735 Seeing the brute at dmg cap being ~18% lower vs tanker is pretty sad to see ngl
-
1 hour ago, Kai Moon said:
Noticed this as well on Throw Spines, I presume these are just special cases for these powers as I haven't found any other exceptions.
(They both still get the radius/range increase) -
Creepers with 5pc rag has been fine, and seeds with 6pc contagious confusion is doing it's job for the most part. I still think spore + spirit tree followed by seeds is the safest opening you can do which is interesting.
Containment on vines now does definitely soften the blow from proc cascade reduction. I can understand being weary of seeds competing with Mind's T9, though I still think a 90s control power should retain it's 16 target cap in some form. Could be 10 target confuse and 6 target sleep or some other minor effect.-
1
-
-
Adaptive Recharge + Containment on terrorize has helped mind control a lot which is very nice change for controllers.
Not quite clearing solo as fast as plant (which has been slowed down quite a bit with the recent changes) but I could see mind control being much leaner to run in teams since you don't need to wait for pet AI to play along. Mind is excessively strong in the ST confuse department since Mass Confuse acts as another duplicate of Confuse in the set now with adaptive rech in ST so you can essentially stack them back to back for crazy high mag/duration (especially if you pick up power boost).
It definitely retains that niche-
1
-
-
On 5/28/2025 at 3:32 AM, Kai Moon said:
To illustrate this, I used Claws Eviscerate on a tanker. The standard target cap is 5, the tanker target cap is 10. Tanker now deals:
- 100% (normal) damage to 5 targets
- 56% damage to a 6th target
- (56%)² ≈ 31% damage to a 7th target
- (56%)³ ≈ 18% damage to an 8th target
Presumably continue exponential decay for each additional "over cap" target.
/late
But my only concern is that Shockwave standard target cap is *10*. It's 10 on all melee ATs, on tanker it should have overcap on 11-16.
If you are seeing reduction past 5 that sounds like a bug to me? -
3 hours ago, ApolloInferno said:
This proposed change does assume that every dominator will use Contageous Confusion since the power cant function without it now.
The only thing I really want from the current build is increased target cap, ideally back to 16 as the reduction to 10 was a ridiculous choice to begin with.
With the adaptive recharge set at 8s, if you 6pc slot coercive persuasion then you now have a ~15.8% chance to proc contageous confusion. It's a nice bonus but far from a reliable measure/fallback-
1
-
-
4 minutes ago, ExeErdna said:
As somebody that min/max'd a Plant/Nature they're making it seems like Plant is crazy OP. It isn't never was, it's simply visually impressive seeing 20 vines pop up yet how did the mob die? The Fire Blaster nuked the mob... All I play seriously now is Trollers and Plant is lower tier that's because outside of Creepers it's basic. Other sets are either bring more debuffing in the kit itself or as you said safer.
I definitely noticed it's power in comparison to other control sets doing solo content but it never really mattered when it came to teaming. Honestly my secondary and creepers always provided more to the team than seeds.
(granted if the creeper patch could catch up 😅)-
2
-
-
9 minutes ago, Championess said:
You'll be fine Seeds will still be the best control in the game with this setup just not absurdly so.
I don't disagree, but even on live seeds of confusion doesn't necessarily move the needle on the overarching game state of speed and mow downs mobs that is too fast for many control sets that rely on pet damage to feel valuable as often compared to bringing a damage or -res support archetypes. (+ plus tank)
I'm aware some of this is looking to be addressed content wise through critter updates which is a good sign, just might be awhile.-
1
-
1
-
-
9 hours ago, aethereal said:
With build 2, does Seeds now proc like an 8s recharge power?
Yes, with adaptive recharge it will.
Not getting a decent chance at contagious confusion is a big nerf to controllers specifically. You roll overpower chance and now a small roll on purple proc - who knows, maybe you'll get that boss mezzed... -
29 minutes ago, Championess said:
Well the whinging does eventually get some say about things. I think there's a lot more Plant players on the active version than there is in closed beta.
All you need do is look at what @Player-1 just said about Creepers getting some more attention now to get the idea that sure the procs are going to be less abusive but there may be a revision to get those summonable tauntbot pets back in order. Though Seeds looks to be final which seems sufficient, that is unless you think its okay a t5 cone should be outperforming a t9 power in a set with no taunt pets to lean on.
I do not think a t5 cone should outperform a t9.
I also do not think a bog standard 90s repeatable control power should be sent to the shadow realm either.
Keep it at 16 cap. The recharge and scale nerf is fine
-
1
-
1
-
-
52 minutes ago, BrandX said:
It's defense debuff resistance is all of 20%, it's not going to be really noticeable, especially on a set that doesn't quite rely on defense except on it's t9 that lasts 15 seconds.
It will stack tho with some sets that give others defense debuff resistance (just force field if I'm recall).I think in the long run it's a very strong asset to have and even at 20% it will still have quite a noticeable impact. DDR is one of the hardest things to come by, while +def is one of the easiest.
-
-
2 hours ago, Ratch_ said:
Throw Spines and Shockwave are still getting the restrictions.
I stand corrected on this, it is not being ignored - i just goofed 😅
-
-
4 minutes ago, ScarySai said:
If we're honest, regen's still gonna fold pretty easily for most people if they don't play it properly. It's top end players that'll really be able to leverage it. With that in mind, I think it's fine that ailment does so much in a vacuum. If you want to build a really tanky regen character, that's a hell of a lot more feasible now.
But like I said, I think it needs some +recharge and adjustments to reactive regen's stacking to be in a perfect spot.
Yeah, it can definitely still fold without using it's tools which in general is a good play pattern as long as it's reasonable in it's activity. The ddr inclusing matching Willpower's is just striking to me as now I really have no idea why to choose willpower 😂
-
I like the cone a lot in practice, just my perspective.
(Branching would be best here though)-
2
-
-
2 hours ago, Lazarillo said:
Due to the aura-based self-buffing aspect added to the power (similar to Invincibility or Rise to the Challenge), any chance we could see the taunt effect proliferated to Scrappers, therefore, too?
This 100%. Provides a debuff and provides a buff in an aura - matches precendent to receive a taunt component.
-
4
-
-
Quote
- Converted this power to Ailment Resistance.
- This power is now an auto power.
- Grants a 24% MaxHP buff, half enhanceable.
- Grants -15% resistance to heals (making all heals on you 15% stronger).
- Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
Regen being on tankers is awesome and I've wanted this for awhile. My only player reaction to the above is less that I like what I'm seeing, and more that...
Regen gets Defense Debuff Resistance...why? Because reasons???
It's strong and awesome but seems overloaded with all the other resistances being granted.
I could see maybe adding it to moment of glory that gives DDR for the duration of that power but not a constant thing..
Focused Feedback: Plant Control
in [Open Beta] Focused Feedback
Posted · Edited by Ratch_
With 3 procs and two +5 dmg IOs it's a bit faster. However it's also within the margin of error - getting about 20-30 seconds faster with this so I do think it's better. Nothing game changing though