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Isulkian

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Posts posted by Isulkian

  1. On 2/26/2024 at 12:28 PM, BrandX said:

     

    And with it's stealth ability, it allows one to get in close for the controls before they react, which for other sets have to rely on the secondary for that.  Which is also nice, is I combine it with a stealth IO in Combat Jumping for complete invis.

    And the pet...SOOOO survivable!

     

     

    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. 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. 

    screenshot_240220-07-40-40.jpg

  3. 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

  4. 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.

  5. 1 hour ago, Puma said:

    Removing the lockouts would help, but it doesn't alter the "tax" this set imposes on the use of your secondary powers, which no other set in the game has.  The fact that the set is relatively weak without Storm Cell and Cat 5 at full strength only makes that tax heavier.  

     

    Lemme show you a comparison between this set and Ice Blast:

     

    Side by Side comparison
    Power (Ice) Cast time DMG Power (Storm) Cast Time DMG
    Ice Bolt 1 sec 62.56 Gust 1.17 75.07 (DoT)
    Ice Blast 1.67 102.6 Hail Stones 1.67 102.60 (DoT)
    Frost Breath 2.67 87.59 (DoT) Jet Stream 1.67 50.05
    Aim --- --- Storm Cell 2.03 Dependent on cont. attacks from primary
    Freeze Ray 1.0 137.64 Intensify ---- -----
    Ice Storm 2.03 116.78 (DoT) Direct Strike (snipe) 3.33 281.53
    Bitter Ice Blast 1.07 142.64 Chain Lightning 1.17 76.45 (DoT)
    Bitter Freeze Ray

    172.67

    2.5 Cloud Burst 1.67 142.33
    Blizzard 2.03 417.8 (DoT) Category 5 2.5 316.98 (Dependent on cont. attacks from primary)

     

     

    As you can see above, Storm Cell has a lot less direct damage potential, especially in regard to hard hitting attacks, outside of Storm Cell and Cat 5.  It does include the snipe, but otherwise, it only has -ONE- other attack that does over 110 points of damage, and only has two other "AoE" powers (Chain Lightning and Jet Stream), both of which aren't big damage numbers themselves outside of the storm cell.  That really means you need to up the damage of Storm Cell and keep it up and get Cat 5 amped up as quick as possible. Which makes using your secondary powers a detriment.   

     

    So lets look at that in real world action against an AV or Pylon, etc.  We'll go with Dark Manip Secondary.  

     

    With Ice Blast, I can toss Ice Storm And Blizzard which immediately start dealing their full damage potential and debuffs, and then cycle through Freeze Ray (137), Bitter Ice Blast (142), Bitter Freeze Ray (172.67) and then throw in Midnight Grasp (180) .  When necessary for end or damage boost, I could use Soul Drain and Dark Consumption. In cycles where I'm not using Soul Drain or Dark Consumption, I'd do a total of  631.67 dmg per cycle OUTSIDE of my AoEs with no penalty to their total damage/debuff output.  And honestly, the SMART attack chain would be to START with Soul Drain because then ALL of those attacks are doing a TON more damage in the fight.  

    With Storm Blast, I can toss Storm Cell and Cat 5, which don't start doing thier real damage until I start attacking with primaries.  So I start...But I really only have three attacks over 100 dmg points to cycle through:  Direct Strike (180 since it would be fast cast), Cloud Burst (142.33), and Hail Stones (102).  I cycle through those but then if I add in Midnight Grasp (180) that weakens my Storm Cell since it doesn't trigger the additional attacks.  And I assume three primary attacks are enough to full ramp up Cat 5?  I dont quite know how to tell.   Oh, and lets not forget that if I'm fighting an AV, there's a lock out between attacks from the cell anyway, so while Ice Storm continues to pelt away at him, Storm Cell and Cat 5 may not.  Now, If I start with Soul Drain after I drop the Storm Cell to boost the damage of the rest of my attacks up front, my storm cell isn't doing anything, and Cat 5 isn't amping up either.   So I probably won't do that, because I'd be aggroing the whole mob then stand there for 5 seconds dropping Storm Cell and Cat 5 with no real damage going on.  So I take Soul Drain out of the equation till later in the fight, at which point it is, again, seconds where I'm not getting the full benefit of Storm Cell as I use it.   So in this method I have somewhere around 30-40 less pts of dmg per cycle, but also less AoE damage going because unlike Ice storm and Hurricane, my AoEs require me boosting them with my other attacks, and I'm taking time out of that to use the heaviest hitter I have from my secondary since my primary really only has 2.  I suppose, theoretically, you could use the secondary powers during the "lock outs" where those powers cant hit the AV, but it's impossible to tell when that is or plan for that since the powers are, by design, "chance of" anyway.  

     

    The point is, the set is already mild WITHOUT Storm Cell and Cat 5 being full strength, so if you go into your secondary for anything it feels like it  just makes you weaker.  And based on my experience, while this is OK against normal mobs and the visuals and chaos are fun, against harder targets like AVS it really suffers.   This is why I REALLY think the primary attacks boosts to Storm Cell need to "linger" even after the attack, giving you a chance to do other things without feeling like it's wasting potential there.  I really think an "Intensified" effect like "bloom" would help, and get rid of the lockout.  

     

    Now...there are some archetypes (Sentinels) and some secondary sets (Storm) that can make up for this but doing their thing on their own and freeing you up to totally focus on boosting Storm Cell and Cat 5, but I don't think we want a powerset that really locks you into a very limited set of options to perform as well as most other sets can generally, do we? 

     

     

    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.

     

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  6. 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.

    • Like 1
  7. 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

  8. 13 minutes ago, Dispari said:

    It sounds like sticking to a rigid "concept" for the set has been holding it back this whole time. Things like slowly ramping up or the direction things are moved being "out of theme" keep the set from being able to perform as well as it could. This is a video game first and foremost; the set should be good and fun to play ahead of it being "realistic." As people pointed out it's also not realistic for axes to vacuum people toward the wielder, for fire to form a physical sword that can stab people, or for an archer to be able to shoot 40 arrows into the air in one go, but those things are fun. Nobody's here for a scientifically accurate depiction of a storm cloud.

    One of the major limiting factors of the set since day one has been that it's highly reliant on enemies staying in the patches you create, which is why people want them up more often and for it to be more reliable to keep enemies in them. But all suggestions to address that are shot down so as to make feedback feel pointless, usually with the response of "we have a vision and that's not it."

    At least we finally got a reduction to the recharge time of Storm Cell.

    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

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  9. 9 hours ago, Booper said:

    Pulling in isn't on theme. I looked into it long ago when I was curious on an inverse-repel effect, but hurricanes don't suck things into its vortex. There is upward lifting winds, but objects would be blown up and out, sorta like what the vectored knock is currently doing. 

     

    I did stretch the realism a bit by having the knock go somewhat inward while also knocking to the side,  which was done to be somewhat more player friendly. Instead of being thrown out of the hurricane, it will typically knock foes around the hurricane. Unless, of course, you enhance the KB and foes will cross over and out of its radius of effect 

    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
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  10. 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. 

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  11. 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.

     

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  12. 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?

  13. 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

  14. 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....

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