
Riverdusk
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Make Ice Control Cooler: A Control Powerset Buff
Riverdusk replied to Blackfeather's topic in Suggestions & Feedback
Yep, would love to see the improved version of chilling embrace ported to Jack Frost.- 202 replies
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Make Hasten Increase Max Run Speed
Riverdusk replied to Monos King's topic in Suggestions & Feedback
Regardless, I'm not totally against your idea though, I kind of like this version of it -
Make Hasten Increase Max Run Speed
Riverdusk replied to Monos King's topic in Suggestions & Feedback
As I already mentioned, you can't use two stealth IO's on a character. I just double checked again on test server to make absolutely sure and no, it would not let me slot both a celerity stealth and an unbounded leap stealth on the same character. Super speed's stealth is very useful and not undermined by IO's. Exactly. -
Make Hasten Increase Max Run Speed
Riverdusk replied to Monos King's topic in Suggestions & Feedback
Not sure what you mean by that. The stealth IO's like celerity synergize with super speed, they aren't undermined by them. They stack. Super speed or a stealth IO alone means you still get seen by most mobs when you get close. If you have both you pretty much have full invisibility to everything except the usual suspects that see through it (like rikti drones). Unless you mean using both IO's, last I checked (and the wiki agrees) you can only slot one stealth IO, unless something has changed. The only time I don't find super speed's stealth of use is if I'm playing a character that already has a stealth power in their primary/secondary. I was going to say not unless they fix dominator's at the same time, but then I thought I'd actually like this even on them. Would have to build for a slightly higher total +recharge from other sources, but at least I wouldn't have to deal with domination dropping every time I went afk anymore. I'm all for it. My illusion controller probably be the only other one that would hurt more seriously, but I'd manage. -
Energy in particular you can also plug with a nice temp power from P2W called "Kinetic Dampener" It gives 20-30% energy resistance for up to an hour at a time as a toggle. Since it is a toggle you can save it for particular situations and make it last quite a long time if you need. It also happens to give 12-14% s/l defense. Kind of the ideal temp for a dark armor. Not super cheap at 1 million an hour, but cheaper than the amps which at level 50 cost 2.5 million an hour and aren't on/off controllable. ( although you can get that as well for another 7.5% res to all if you want).
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Nostalgia is powerful, but it was just as sweet as I remembered so there's a good chance you'll still find it so. And yes, it is still the best MMO.
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Make Ice Control Cooler: A Control Powerset Buff
Riverdusk replied to Blackfeather's topic in Suggestions & Feedback
Except slows only augment teams that themselves are slow moving. Something that is much more rare now a days than they used to be. Slows are amazing, but take time to become amazing, more so than other debuffs. A tohit debuff for example can be applied and instantly can be powerful, not so with a slow. Slows actually aren't extremely powerful in conjunction with a team with a lot of damage dealers on them because the slows never have a chance to take effect before everything is dead. On a team like that slows are completely worthless. As to buffing it to solo vs. team, I think the most important improvement the set needs is to flash freeze...to make it more useful in a team. Old style one and done click sleeps are notoriously rarely useful in teams. On another note, something I haven't seen mentioned, another big difference between earthquake and ice slick isn't just the slotting, it is that EQ has a -10% tohit debuff. That helps it be much more safely used on an alpha strike to help avoid some of the pot shots mobs fire off before they might fall down. So, just another way earth control has another safer way to help control alpha strikes compared to ice (along with stalagmites of course).- 202 replies
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Make Ice Control Cooler: A Control Powerset Buff
Riverdusk replied to Blackfeather's topic in Suggestions & Feedback
Just now reading over this thread as I recently started a new ice/psi dom (and having fun). Always loved the feel and look of ice control, even with its problems. Had an ice/storm controller on live long long ago. Just wanted to correct your numbers here as you seem to be listing the -movement speed values, not the -recharge values that are sometimes, but not always, the same. I also added in Jack Frost's. All numbers are from in-game under power info. Also these are controller numbers, I added dom numbers in parentheses. Jack is the same since he is a direct copy for both sets. You are right -500 recharge would be needed to floor a level 50 +0 AV (who has an 85% resistance) to the -recharge cap of 75%. Of course that increases even more due to the purple patch if you are fighting AVs +1 to +4 in level to you. So, more like closer to around -1000% if you want to get close to flooring a lvl 54 AV. Chillblain = -25% (-20% dom) Block of Ice = -37.5% (-30%) Frostbite = -25% (-20%) Arctic Air = -62.5% (-50%) Shiver = -81.25% (-65%) Glacier = -62.5% (-50%) Jack Frost (Chilling Embrace) = -50% Definitely like a lot of the ideas here. I would have been happy just making flash freeze a pulsing sleep patch like electric's, but your idea for it is very creative and cool. Some unresistable -recharge would be a great addition. Some minor added AoE damage to Jack I think is the only thing he's missing, I'd just give his chilling embrace some damage just like dom's version in ice assault got. Yes, arctic air should get a boost somehow for doms. I like your shiver idea as well. Right now it is an automatic skip for me and it definitely needs something to make it tempting.- 202 replies
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EAgle's Claw changes: what happened?
Riverdusk replied to Razor Cure's topic in Suggestions & Feedback
Looked like a great change to me as well, a shame. -
Exactly. OP in single target (if it even is) doesn't really mean much for the vast majority of this game's play for the majority of the playerbase. I personally like it because I spend a lot of time just going solo through the content and find it fun to solo TF's (NOT on x8), and literally never farm, so I think it'll work well for me (just like my DM/SR stalker did). EM as a teaming powerset should be...okay. And I think if anyone suggested it for farming they'd probably be laughed at. There are so many ways to handle endurance issues in this game now I personally don't consider DPE that big of a plus. If someone wants to play more old school though and ignore all the new tools, then I could see that being more important for them. But for me, even leveling up I almost always have all the usual special IO's slotted, the P2W buff going, P2W recovery serums handy, and the SG base buff going (the SG base buff and recovery serums are the two most underrated, cheap and amazing). If all that isn't enough (I found it almost always is), you still have epic pool and incarnate options.
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@Croax made a nice one for Stalkers that I found helpful.
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I disagree that it is "all well and good" myself actually. Planned obsolescence is not a great design philosophy imho.
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/shield is also a good one for increasing damage, and adding more AoE. But yes, can't go wrong with energy aura on a stalker and in this case energy/energy is the thematic matching combo, so extra points there if that is something that appeals to you.
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Lot of awesome screenshots, looks amazing.
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So, now that trick arrow has some nice changes, can we please add the ability to customize the colors? Seems like you can make color changes by changing the powers to "no redraw", but then the color changes don't actually do anything. My main beef is with disruption arrow. Its pulse is so bright and it pulses so fast I find it really annoying. If I was subject to seizures, I'd be afraid it'd be a trigger event (thankfully I'm not). I had hope to at least try to recolor it with darker colors to tone it down, but no go.
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instant KB recovery (power or enhancement)
Riverdusk replied to Umagon 23's topic in Suggestions & Feedback
Always felt the same. I don't even mind the full effect if it'd just only happen rarely. Once in a while it is fun to be knocked back, but in this game it tends to either never happen or is constantly happening and being chained knocked down/back is not fun. Only thing I can think of is to give some enemies a rare chance for their knockback to have a big mag increase (kind of like a knockback crit). But a lot of people will probably hate that idea. 😄 -
Squishies Epic Armors grant 3 Mag Protection?
Riverdusk replied to arthurh35353's topic in Suggestions & Feedback
I wonder if people would be as resistant to adding some significant amount of mez resistance rather than protection to some of the epics. I know a lot of people look down on resistance but once you get a significant amount of it, I do find it can be useful. This is from my experience with radiation's accelerate metabolism which gives about 200% mez resistance (which cuts mez time down to about 1/3rd). Still dangerous to get mezzed, but I found myself dying a lot less from mezzes when for example a 12 second hold only lasts about 4 seconds when I had AM running. And it still isn't going to let you tank, if a whole mob is beating on you, 4 seconds is still going to = death unless you use one of the other "ways" to break out or avoid it. But it would be enough to help against the occasional mez thrown your way. I've thought before actually I think the game would have been better if mez protection didn't exist and it was all just resistance. Then things wouldn't be so binary. Tanks would be given enough res that they'd shake mezzes off almost instantly and it'd go down from there based on AT. That was probably partly thrown out because in the old days it also dropped all your defensive toggles and it was a pita to retoggle everything, which thankfully that doesn't happen anymore. But that'd be a whole different game at this point. -
Squishies Epic Armors grant 3 Mag Protection?
Riverdusk replied to arthurh35353's topic in Suggestions & Feedback
Yep, they really are kind of OP. I could definitely see the argument for nerfing/removing the P2W amp honestly. They are the first thing I buy on every new character I make (at level 1 you can buy 8 hours worth for 8k each). -
Squishies Epic Armors grant 3 Mag Protection?
Riverdusk replied to arthurh35353's topic in Suggestions & Feedback
Necessary no. As just another option (among the many already), would be nice. If you want to just depend on break frees (or P2W, or incarnate) and save a power pick, you'd still be free to do so. -
Squishies Epic Armors grant 3 Mag Protection?
Riverdusk replied to arthurh35353's topic in Suggestions & Feedback
Okay, not sure what that has to do with what you quoted I said. The personal degradations are also just wonderful. 🙄 -
Squishies Epic Armors grant 3 Mag Protection?
Riverdusk replied to arthurh35353's topic in Suggestions & Feedback
Pretty much, or in expensive or limiting ways. The P2W vendor power is kind of an example of the worst most non-eglaritarian way of dealing with the whole issue. For some they'll consider the price a huge expensive burden, for others it is a drop in the bucket. Pay some influence and you have full comprehensive mez protection that actually even beats out some armor sets (as it also gives confuse, fear, and knockback protection that some armor sets are missing). As I stated before the whole mez issue has basically been dealt with already, we've crossed that rubicon. It is already readily available to all (also as an incarnate choice, and somewhat available in more limited form through some pool power choices). It is also already an option for controllers in one of their epic pools. So, we're just debating having that option added in an epic pool choice for those AT's currently missing it. Not seeing the big deal myself, although I probably would model it on indomitable will so that it takes a separate power choice. For those that feel "mez isn't a big deal" can simply choose to not waste a power pick on it. I wouldn't necessarily always take it myself, but it'd be nice to have another option. -
Remove Maneuvers floating shields graphic
Riverdusk replied to AxerJ's topic in Suggestions & Feedback
Agreed as an option. I'd honestly like to see it available to the +def and +res IO pet procs as well. The +res shields are way worse as they are neon orange glaring pulsing ugly things, whereas at least the +def indicator is a bit more subtle of a pale purple. They look really ugly pulsing away on all my MM pets. -
Squishies Epic Armors grant 3 Mag Protection?
Riverdusk replied to arthurh35353's topic in Suggestions & Feedback
Okay, not to pick on just you as others have made this point, but this argument I find kind of silly. Does this mean that since break frees exist that melee AT's don't need mez protection either? Defense inspirations also exist, so maybe we should get rid of all defensive powers too? Healing inspirations exist so I guess we don't need any healing or regen powers in the game? Etc. etc. As to the original idea I'd be for it or something similar, as that rubicon has already been breached. At this point it is just a matter of if you have the influence to spend to get comprehensive mez protection (through P2W vendor) or being forced to pick clarion as your incarnate. Something even more on point, Controllers already have something close to this very suggestion (Indomitable Will in psi epic pool). So why not give at least one similar option to at least one of the epic pools to defenders, corrupters, and blasters? Why do only controllers get it? -
I think perhaps you just need to keep trying different sets. I think more than most AT's, control sets are more varied in playstyle. Personally I'm not a big fan of mind, electric, or gravity either. On the other hand I very much like illusion and plant control. Fire and earth are also not bad at all. Plant is probably the earliest blooming (sorry pun) as you can pretty reliably shut down an entire mob with seeds of confusion by level 8 and it is easily up every single spawn with its recharge even with minimal slotting. Yes, often even bosses (between domination or control crit or (much later) contagious confusion proc). Plant also does good damage between its double damage roots (compared to other controllers aoe immobilizes) and carrion creepers. Add a plant controller to a low level team that is struggling and watch things instantly become 10 times easier. Fire and earth can pretty much shut things down by level 26 or 18 with flashfire/bonfire or earthquake/stalagmite. Most bosses tend to not have any extra knockdown protection. Fire of course also has very good damage. Illusion is a whole different beast and plays more like a mastermind but with unkillable pets and also good damage.
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What's the story with Contagious Confusion?
Riverdusk replied to Vanden's topic in General Discussion
Also seen this as people talk up caltrops as a "proc bomb". My own experiences of trying that I found very disappointing. For the results I've seen, I can usually find a much more useful place to use those slots. I gave up and ended up only 2 slotting it on my illusion/traps with two damage/slows.