Jump to content

Isulkian

Members
  • Posts

    27
  • Joined

  • Last visited

Everything posted by Isulkian

  1. For what i ve Seen IG, the stealth io isn't necessary. The stealth power IS enough to reach invis cap. I've got only cloaking device and no mob notice me.
  2. Thx a lot for your help, issue is fixed!!!!! it now works. i ve emptied the shader cache and everything is back to normal! Thx again!!!!!
  3. here is a screenshot. no torch visible inside the blue circle (or on the wall), no blazing aura, no burn (original colors, no customisation). Same thing on all my toon and with mobs using fire attacks. All the rest works fine. Only fire stuff remain invisible. Thx guys for trying to help. It s really weird.
  4. I dont think so. What's the command to undo that, i ll give it a try. is there any side program that COH needs to run i may have uninstall?
  5. max particle is at 5000, drivers are up to date . but i still can t see flammes at all
  6. Hi guys, For quite some time, i can t see the flames effect anymore. Torches in base, all fire power from my brute, etc are juste completelly transparent. Any idea where to look to retrieve that? I ve already tried to reset graphics and change scale. Thx in advances
  7. After trying every secondary powerset on test server, it seems only savage mellee is concerned. Here is the list of all powers that claim to accept dominator ATO: Midnight grasp Fissure seismic smash thunder strike Bone smasher Whirling hands total focus thunder kick subdue psychic shockwave Atom smasher devastating blow vicious slash strident echo deafening wave earsplitter impale They all really accept ATO exept vicisou slash. a correction of the description or the acceptance of the ATO would be nice.
  8. Many powers on secondary sets on dominator claim that they can take ATO . It seems none of them can. The probleme had been brought up in 2019 but is still present
  9. oh it s live.......with all those flaws still present.... i hope we were wrong about all the things we reported
  10. Could nt agree more. This set is definitly not ready for realease imo. After the WOW effect, the flows would appear quickly and generate frsutration. the concept of the set is really nice but the consequencies haven t been studied enough. many things should be rethink. I like your idea "intensified" idea; and the removal of lockouts would have the benefit to erase the issue of multiple blast storm user in the same team.
  11. last stuff that still need changes imo: - End cost of SC, it s really heavy at low lvl -C5 need something more because fights of more than 30 seconds are quite rare. mooving the biggest damage at the beginning, increasing total damage , givinge it something unique (pull effect) would be really appreciated . Even solo, mobs are often all dead before it starts doing proper damage. -the consequences of multiple storm blast players on proc of SC are a really significant matter. That coul really bring down the powerset if it doesn t work properlly. Really interested for some infos on that. -Waiting to test the sets changes for SC and C5 love the reduce recharge on SC, really much handy for fast pace fight.
  12. I ve been testing storm cell just a little bit with new settings. Recharge now seems fine imo, but end cost too high. I ll have to retest it later (have to go downtown), but storm cell stay agroed on dead mobs. I killed some mob on the street, moving rom group to group, and storm cell refused to leave the dead mob corpse while i was engaging the next group. (thx to reduce recharge i was able to recast but i don t think it s suppose to work like that). if someone else can look into that (my internet connection is crappy lately so maybe it s just a bad lagg) Thx for having a look on the repel/push/cyclone
  13. can t agree more. Many thing could be done to make thisset better. Many people suggest really good stuff to make it really fun to play. All is missing is the willingness to do it...... Sorry to be honest and blunt
  14. Regarding the number of pages in storm blast feedback, i think there s a lot of work ahead...
  15. a system of winds rotating inwards to an area of low barometric pressure, with an anticlockwise (northern hemisphere) or clockwise (southern hemisphere) circulation; a depression. another term for tropical storm. Here is the definition of a cyclone.....don t understand why it s thematic for battle axe and not for storm blast .... Everybody seems to agree the set is a bit underperforming dpswise, give us something in return please
  16. a few more feedback. Being playing without Jet streams. THAT is the solution (for me at least). Really more effective and no bad surprises seing mobs flying far because they were not in storm cell. Category5 does not enough damage regarding the time it takes to deals it. Fight that last more than 30 seconds are really rare, we should get a compensation for that. So it at least become a bit useful against AV for example...in 90% of game content, everything will be dead before he reach is full damage. (blizzard does more damage for example!!! with a shorter duration!) Not sure intensify is a good idea. It feels like storm cell is the really power up mechanic of the set. As you clearly won t change anything in jet stream, i feel it would be nice to just delete intensify and replace it with a proper AOE this set lack. Storm cell is definitly too end heavy. it feels like you have a lot of complexity to do as much damage as other sets wich are simpler and more straighforward. It should be more rewarding. The more i play this set the more i wonder if i m going to play it live. This a beautiful powerset but i m more and more getting the feeling it s perfect on paper but has too many flow for no gain in game.
  17. so it s even worse, it ll be a simple skip for me....
  18. change i d like to see before release: INTENSIFY: longer duration as the damage buff is lower than others sets. Would work better with the lonnnnng effect of CAT5. STORM CELL: reduce recharge time and endurance cost. Due to the fast pace of this game, i m afraid this key power will be use only against AV/EB......Let s be honest, imagine using it in high lvl TFs with current statistics....... JET STREAM: if i understand it well, devs build it as a core mechanic of the powerset. It does damage and allows to push mobs into storm cell. On paper it s perfect. In real life i think it s really a bad idea. Even if storm cell is a bit easier to see, in real fight, you often push mobs away from it. There are plenty of fights where mobs cover a bigger surface than storm cell (ITF, TINPEX and others), fights in wich you can t use jet stream without risking throwing mobs away (and don t talk me about skills, with all the visual effect in this game, it becomes a nightmare to see the boundary of storm cell). This will result in people not taking the power (compare to other cone attacks, damage is really low in addition) or putting into it a KB to KD to avoid mayhem. In both case it s really sad, imo, because it s a key design from the devs. The only 2 solutions i see are: -remove the KB and increase damage, KD if inside the storm cell. -As i suggest previously, change the repel/KB to a cyclone effect (like in axe). This will fit completely with the theme of the powerset and will be team (and solo) friendly. The issue with jet stream is that it is a damage AND a control power. Not using it or breaking its mechanics (with io KB to KD) is the sign of a bad design.
  19. Just my 2 cents to the Jet Stream issue. the power feels really aukward to use. I d really love to see it transform into a "Cyclone effect". It d be more usefull to have it push mobs towards the storm cell (or yourself if storm cell is not cast), something like a tornado with a big gust of wind inward. And the cyclone effect would be transform in knock up if inside the storm cell). Does anyone like the idea or is it irrelevant?
  20. ok thx for the intel. Behind playing since issue 3 and i ve never oticed that, my bad.
  21. I wasn t soloing and yes, some member were above lvl35. But we were still lvl 32 with mobs lvl 36 on a +1 diff lvl. That s definitly not working as intended....
  22. Hi, i ve been experiencing some trouble in TFs for a few months. When you start a TF and your lvl is below the top lvl of the TF (for example if i start a Manticore being lvl 32), the mobs lvl is calculated not compare to your lvl, but to the max lvl of the TF. Using the Manticore exemple, if i start the tf being lvl 32 with a difficulty settings at +1, the mobs lvl will be lvl 36, and not 33 as it should be. It is really anoying. it has no impact if the leader is lvl50 but it can makes the TF really tricky if all of the team are in the range lvl of the tf and close to the minimum. It wasn t working like this before. Am i the only one to experience that? Would be nice to correct this bug. Sorry if it has been reported previously Thx
  23. Isulkian

    Power Up

    i m really sad to hear that as link minds is the only power available to dominators that could get advantage of power up. It s even in the description of the power (boost defense!!) when, in fact, no power in the dominators arsenal can benefit from that. Maybe an update on the description or mechanics is necessary....
×
×
  • Create New...