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Riverdusk
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Everything posted by Riverdusk
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Devs: Too much powercreep, not enough challenge
Riverdusk replied to shaggy's topic in General Discussion
Yep, just thought, probably the easiest most obvious one would be to simply give them a merit bonus that would vary depending which challenges you activated. -
Devs: Too much powercreep, not enough challenge
Riverdusk replied to shaggy's topic in General Discussion
I do like this idea regardless. Would be nice if the extra challenges you can do on TF's/Ouro flashbacks gave better rewards than just badges. More people might try them. -
Same issue I have with some. Worst to me is controller /darkness affinity, which you should add to your list. In its case, the power "Fade" not only covers/transforms your character into some kind of almost invisible shadow wraith looking thing that entirely replaces your character (and ironically the power doesn't even grant stealth), it does it to your whole team as well, so you can annoy everyone on your team that doesn't want to run around looking like that. Add to that it also has some sort of weird migraine inducing flickering to its graphics. Worst/most annoying graphical power in the game right now imho. It also happens to be very powerful, so hard to justify skipping.
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Electric blast got a nice buff for sentinels with tesla cage actually doing good damage. The main reason it was considered really underpowered on Live was the lack of a third hard hitting ST attack. You got voltaic sentinel instead, which is nice for some almost "free" extra damage, but nothing earth shaking. The insta-snipe has improved it a lot in that regard for the other AT's. One newer downside in the new "meta" is endurance mod IO's sets don't really have any good proc opportunities for offensive attacks (would love to see that changed). Still a nice enough set now though either way.
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Focused Feedback: Pineapple vs. Pizza
Riverdusk replied to Obsidian Light's topic in Open Beta Testing
Ah, the old "you just haven't had a good one" Classic. 😜 -
I've always thought it should be scrappers: 80, Brutes: 85, tanks: 90. Scrapper resistance cap makes it REALLY hard to justify playing a resistance armor scrapper (like electric armor) when brutes do about same damage and are ridiculously more survivable with it. Stalkers maybe should be 80 as well. But I can only imagine the brute screaming if their cap was nerfed at this point. Generally I like all the changes a lot. Now it is just a matter of fine tuning the actual numbers. If the buffs to damage/radius/range/caps need to be tweaked a bit, that's what the testing is for. I could totally see one or more of those being lowered a bit, but the general ideas are great imho. I had no desire to play a tank before and these changes would definitely make me rethink it.
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Well, that has already sort of happened with the PPM changes. People regularly plan builds now trying to avoid slotting recharge reduction in their powers. I agree it is weird, but that ship has probably sailed as well. As to the other, Titan Weapons has been shown to be somewhat out of whack compared to every other melee set in single target (and it also happens to have some great AoE on top of it). So, I don't think comparing it to TW is particularly fair, as every set "kinda sucks" compared to TW. Good showing on that can be seen here: Tables are scrapper based, but same ratios are going to generally apply. Unfortunately SS isn't shown. Would love to see actual numbers on how it ranks instead of everyone just saying "SS is horrible without double stacked rage" or even single stacked, without any numbers to back it up. Main problem I see in SS is the first two powers (jab and punch) are such low recharge and low damage, they have a very low ceiling. Personally I would like to see jab and punch have their recharge increased to 3 seconds and 6 seconds with the appropriate damage increase. It'd help their DPA and the set's damage overall without a major change in its feel. As to rage, not being able to stack rage, but also no penalty seems fair to me.
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Issues now fixed per the patch notes, yay.
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Would be nice to see some improvements to EM, always liked the feel of the set, but never got far in it.
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Electric Blast - Voltaic Sentinel still isn't fixed either. There are two versions: Defenders have one with lower damage and slightly more end drain (at max level 35.59 damage, -6% end), Corrupter/blaster/dom all have the exact same higher damage version with slightly less end drain (at max level 44.49 dmg , -5% end). Sentinels got the defender version, which logically makes little sense. I originally posted it here and a mod actually moved my post to the bug forum without me asking, so I took that as acknowledgement it is a bug anyway.
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People are focusing on the blaster comparison, but the comparison given vs. corrupters is the one I more can't wrap my head around. Taking away the secondary (and are you counting scourge or not?), you are pretty much left with just the damage scaler of the AT as the difference. Sent range damage scale is at .95, corrupter is at .75? correct? That also means ANY damage boosts are going to put the Sent that much further ahead due to having a higher base. There are some minor differences in the powers damage/recharge between the two, but enough for that kind of overwhelming tilt?
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The advantage of blizzard (and ice storm) I'd think is it not being limited to a 10 target cap. Seems in exchange they nerfed sentinel's ice blast single target damage pretty hard though in comparison to how it is on other AT's, not to mention getting rid of its ability to stack holds. One other notable of Ice though is that it is one of the few that is completely 100% a ranged set. Some don't care, but I know others find it nice that you never have to jump into a mob, you can just sit back and fire away.
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I'd probably go with thugs/storm, but any of the top damaging pets with storm should do the trick. Liking my thugs/time and it does great damage while being very safe, but thugs/storm would generally outdamage it no doubt.
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Sounds like you want an illusion controller to me (once their bugs are fixed, hopefully in the next week or so). Between the indestructible phantom army, and having a confuse power, they are probably the ones that can do more crazy end game tricks than pretty much anyone. As @Without_Pause mentioned Illusion/rad is a classic for this and works great., Illusion/dark, illusion/cold, illusion/traps would also work well. Illusion/time is also amazing, and cheaper to build with its recharge buff, but its -regen debuff is a little weak, so it may struggle a bit if you want to try soloing giant monsters. The right temp/incarnate powers could probably make it work though.
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Controller Holds (at least Illusion Control/) not self-stacking
Riverdusk replied to TalKaline's topic in Bug Reports
If it was only that. Sounds like NO enhancements are working in phantasm, phantom army, or spectral terror per this post: Enhancements not working at all in those pets pretty much makes the whole set of illusion unplayable to me. Really waiting for this to be fixed. -
Controller Holds (at least Illusion Control/) not self-stacking
Riverdusk replied to TalKaline's topic in Bug Reports
Some arachnos mobs have hold resistance/protection. -
I did test it and correct, Soul Drain has no effect on bio's damage aura. Soul Drain does not boost toxic damage. Still a great pairing, but that part was disappointing.
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The stealth ability also gives a huge boost to your crit chance on your alpha strike (when it is most important and least likely to be wasted on overkill). I found it a surprising boost to my damage.
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Nature has a resist buff as well.
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Time is on my side! A MM /Time guide for all primaries. Now with updates!
Riverdusk replied to Warlawk's topic in Mastermind
Always liked time's sounds okay as well, but I can understand. For me it is beam rifle, ice melee, and some others. I know there is the work around, but would be nice to have an option for minimal sound fx right on the power, like we have minimal fx for graphics for a lot of them. -
Thermal would be on the obvious list I'd think, but you didn't mention it. Good match anyway. Most non obvious, (but still good), maybe nature?
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KB->KD enhancement not working slotted in pet after Aug. 27 patch
Riverdusk replied to Niss's topic in Bug Reports
Illusion sure seems to have gotten more than its share of bugs for this patch. Put mine on the shelf for now. -
Controller Holds (at least Illusion Control/) not self-stacking
Riverdusk replied to TalKaline's topic in Bug Reports
Good to hear it'll soon be fixed. Almost got me killed when I suddenly couldn't confuse or hold a boss I was fighting on my new low level illusion controller. Figured a bug crept in. -
I'd probably stick with scrapper for BS over brute. Biggest advantage it has over katana is its big hits. The one time it is faster than katana is when you can one shot something that katana takes two hits to take out. More likely to do that as a scrapper than a brute.
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issue 26 Patch Notes for August 27th, 2019
Riverdusk replied to Leandro's topic in Patch Notes Discussion
Just to respond to this point, have you tried using the bind/macro to do this? Try /macro Caltrops powexeclocation self "caltrops" and that should do exactly what you describe. Just click the macro button instead of the caltrops button. Should work for all of those. There are even tricks to change the macro button to an image of your choice to make it look better, but that I haven't gotten into. You can also replace 'self' with 'target' to cast at your current target (I use that for phantom army myself). That would then solve that issue for you and still leave the option for those that like to be able to target it.