Riverdusk
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page 3 [OPEN BETA] Patch Notes for December 19th, 2025
Riverdusk replied to The Curator's topic in [Open Beta] Patch Notes
If they wanted to get really crazy, if an enemy is mezzed for long enough = automatic defeat. No damage needed. -
page 3 [OPEN BETA] Patch Notes for December 19th, 2025
Riverdusk replied to The Curator's topic in [Open Beta] Patch Notes
Definitely liking the spines changes. Still wish they'd shave off just a bit more of the cast time of impale, but it'll work. Broadsword also looks good. Always wanted a broadsword/shield scrapper anyway. Two sets I'm planning on for sure if the changes make it through. -
page 3 [OPEN BETA] Patch Notes for December 19th, 2025
Riverdusk replied to The Curator's topic in [Open Beta] Patch Notes
Think we've strayed off topic by this point as this doesn't have much to do with these patch notes anymore. However, I'll go back to one of my old suggestions when it comes to controllers. Take the single target immobilize attack most sets get as a starting choice and make it into a legitimate damage power. Instead of the pitiful low damage super slow 9 second dot that most sets have. A power most people skip as even power pool attacks are better, by a lot (looking at you arcane bolt). Right there, easy improvement and would hardly be game breaking. Some simple changes like that and yeah, I'd be fine with nerfing procs some. As to the idea that controllers should have terrible damage. Maybe if they were some kind of "super teaming AT" sure, but I don't particularly see teams crying out for controllers. Most teams will take anything of course, but usually they are at best tolerated. Sometimes they aren't even that because they are either considered dead weight, or because some "mess up the tank/brute" by using their aoe immobilize wrong/too early. Almost as reviled as aoe knockback. Controllers having bad damage is honestly not justified in the current game. -
page 3 [OPEN BETA] Patch Notes for December 19th, 2025
Riverdusk replied to The Curator's topic in [Open Beta] Patch Notes
I was upset when they pulled the tier 9 changes and posted as such. On rage, I don't have a single super strength character because I never wanted to fiddle with it. I'm all for that change as well. Also all for it as many have suggested the super strength changes are a harbinger of it being ported to scrappers, and I'd be excited to see that. -
page 3 [OPEN BETA] Patch Notes for December 19th, 2025
Riverdusk replied to The Curator's topic in [Open Beta] Patch Notes
Funny, I tend to want everyone to have fun more than I care to enjoy seeing people meltdown and be upset. To each their own I guess. -
page 3 [OPEN BETA] Patch Notes for December 19th, 2025
Riverdusk replied to The Curator's topic in [Open Beta] Patch Notes
Just noticed @skoryy beat me to it. Procs help low damage AT's a lot more than already high damage AT's. Just like @Coyote said, I sometimes proc bomb my controllers or defenders. My scrappers, doms, and blasters I don't. Any significant nerf to procs just tilts the game even more toward high damage AT's. Not sure why procs always seem to be in such discussion compared to other issues. -
page 3 [OPEN BETA] Patch Notes for December 19th, 2025
Riverdusk replied to The Curator's topic in [Open Beta] Patch Notes
If we're looking at potential massive nerfs to things that are "broken", how about those nukes? I consider them a bigger and more game trivializing issue than procs. Powers with which you can regularly just one shot entire mobs with no drawbacks on a regular basis (unlike how they used to be). Yes, that includes incarnate Judgement nukes. I mean, only fair right? -
I'm neutral on it as well as 95% of the time on a controller I just set it to aggressive follow. Something I have to do EVERY time I zone, which is yes, mildly annoying even if I do have it as a quick macro. Aggressive follow I believe is pretty much equal to the stance non-controllable pets are by default. So yea, I don't see it as a significant 'buff' to controllers anyway. It can be nice in specific rare niche situations, but that is about it to me. It is much more vital to MM's. Also, I think MM's will be special again in that they'll be able to 'recall' and tp their pets to them after the latest patch, which I think is potentially big. I don't think controllers are getting that. Also, incarnate Lore pets are controllable for everyone, so eventually everyone gets part time controllable pets anyway.
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Proc Slotting Achilles in Mercenaries - stacks?
Riverdusk replied to Willdabeast's topic in Mastermind
Doesn't stack, but it should refresh the duration. -
Thematically wise as well, I do think /cold fits. Your big dog does have some frost breath attacks and looks frosty. Honestly the only time I remember hurting for a heal on them was running Yin TF's. All those auto hit super stunner rez attacks can be vicious on the poor beasts as all their defenses are worthless against them. Your only resistance help for them is to stay close enough with arctic fog which has energy resists, but then you risk getting hit by it too. Rebirth would probably be a good choice eventually regardless.
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Marine should still be good. I have a beast/cold that works very well. Being an all melee set I find an aoe immobilize very useful so they don't have to chase things all over the place. So, I'd take an epic that has one personally. /time is also always a good choice I find, with mace mastery, for power boost.
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Same. And the teamwide (and self) defense boost it gives is significant. It can put a temporary stop to other people dying. Not sure what OP meant by 'killing enemies more swiftly'. It's damage boost isn't all that great, it's about the defense. And I always swear I won't have much chance to use it, but then I join a team and find I usually have lots of chances to use it. Hardest part about using it is managing to get it off before the person self rezzes (people love to pop rez inspirations exactly .1 seconds after dying in this game.) Gotten to the point where sometimes I'll say to the team that I have it and hold on a second if you die. But yeah, in the end I don't bother taking it unless I really want that LoTG spot. Edit: I guess the damage boost is pretty heavily AT dependent, so on say a blaster it looks pretty nice. I'm usually taking it on a support character more often where it isn't that great, but the +defense is better.
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page 3 [OPEN BETA] Patch Notes for December 19th, 2025
Riverdusk replied to The Curator's topic in [Open Beta] Patch Notes
Because damage procs are a massive system that affects every AT in the game and rage is a single power in a single powerset. An easy example, without procs I'd abandon pretty much every controller I have in the entire game unless there were other adjustments to the AT. -
Toned down color suggestions for Energy Aura?
Riverdusk replied to fxds's topic in General Discussion
100%. To me even more though when you are buffing others with them. Was so glad they added MinFX for cold's ice shields. My personal pet peeve is still Dark Affinity's Fade. I really don't like turning everyone on my team into a ghost. Have actually had people complain about it (although rare I wonder how many just don't speak up).