SwitchFade
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Posts posted by SwitchFade
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50 minutes ago, Arcadio said:
Sorry but Bonfire is changed to behave like every other source of AoE continuous KB does with a KB -> KD. It either shouldn't be so strong with that, or all the other KB's should be stronger.
Your opinion and not the point of this thread, we give feedback and not debate each other on the finer points of opinions.
On topic, if this change is global, it's ill advised, from my perspective. Leave primaries with. Bonfire as they were.
I'll wait for official reply.
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2 hours ago, noogens2 said:
I just tested this on a fire controller and it's much weaker there as well. It looks like a global nerf contrary to the release notes.
If this is a global nerf to bonfire, I have a huge issue with that. If this is as intended, I don't know if I want to log back in any longer; I just don't feel good about this one and I've been one of the crowd that has been pretty understanding of previous adjustments.
Yeah, it may seem like a tiny thing, but the feeling on this one is not good and primaries like fire control were not overpowered with this power as it was. This reduction in power, if global and not a mistake, will make fire control primaries significantly less... everything.
I'll wait to hear more before making decisions and hope it was not intended to be global, but if it is.... Too far.
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Psionic tornado - at 40s I just won't take this one now.
Hurl boulder - at this end cost I will remove this from tray and it's a mule/or I won't take it.
Bonfire - if the proc rate is noticably lower, the one blaster I have this on will likely drop the power and get shelved. If this change is on all versions ... Well, that's a large enough issue that I would shelved more toons.
Salt crystals - I skip this on all versions for one reason, this one power is nearly useless as is. A higher cost of use with less benefit doesn't change that, I'll still skip it. I would recommend fixing sleep as a theme. The only version worth taking in group settings is the one that pulses.
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On 1/21/2024 at 7:30 PM, tealzaire said:
"Epic > Fire Mastery > Bonfire (Blaster/Mastermind) - Knockdown rate has been reduced while using KB2KD enhancements"
Nooooo!
Agreed.
Changed from what to what, exactly, by the way?
And, is bonfire changed just for epic? Not changed for primary/secondaries that have this power natively, RIGHT?
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Let's get back to nerfing Regen.
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29 minutes ago, Rudra said:
Great. My comment was that at launch we couldn't do that so the bosses were harder. The comment you are quoting came about because the individual I was commenting to said that was back in Issue 0 (Beta) that we could not have multiple armor toggles from the same set active at once and that after launch we could always use all our armor toggles (except for Dark per this person), and I was pointing out that it wasn't until quite some time after launch that we still could not do so. (Edit again: I don't really care when the ability to run all our toggles was granted to us. In this instance, I only care that after launch until whichever issue was posted, we could not do so. That is my point.)
All good, not disagreeing with you 😊 just mentioning is was issue 3 they had allowed multi toggle and changed the rooting while running protection.
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On 12/22/2023 at 6:39 AM, Rudra said:
Am pretty sure all of them? I mained a Dark/Dark Scrapper, and could only use 1 active armor at a time. I could use Dark Embrace for Smash/Lethal/Negative. Or I could use Obsidian Shield for mez protection. Or I could use Murku Cloud for Fire/Cold/Energy. Made fighting Tsoo spawns of Yellow Inkmen, Dragon Inkmen, and Green Inkmen rather frustrating.
I played with friends that played Invulnerability, and they also only had 1 active armor at a time. (Though Invulnerability also had the benefit of auto-powers.)
By issue 3 they had updated to where multiple toggles could be active, for example invulnerability and fire tanks could have all armor toggles running. For example @Kruunch had the definitive invuln build then, which hit 90% to everything on SOs.
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No vote, sorry.
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FREEM.
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Is one of you using a confuse power?
Is one of you logged out for longer, causing more bars of 'experienced'?
Might be interesting to conduct test cases, where one MOB is arrested in different ways to test exp gain, such as one person arrests while the other is passive, switch arrestor, both contribute, etc.
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On this one, I agree, yes vote
SO prices, for people who haven't learned how to generate wealth quickly, can be expensive to a new player.
So, while I agree this can impact selling price and mean less earning, it warrants a look at how we can lower price and tweak some settings to adjust.
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Kin/elec defender.
Not only can it hit defense caps, perma hasten with ease, hit damage caps, never run out of end, not need travel powers... it turns your team into a wrecking ball.
On top of that it saps incredibly.
Fake nems, crey PPs, Malta, carnies, freak tanks, tsoo sorcs, anything that has a toggle... They all just stand there staring at you.
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On 12/11/2023 at 12:39 AM, Rudra said:
Why not just get the animations and have them be alternates for each of the ranged power sets?
This.
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No vote, sorry.
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Superior conditioning, stalkers need end. May want to put a perf shifter proc in
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FREEM.
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4 hours ago, JJDrakken said:
I heard you like to troll. But melee Regen no, it's been nerfed, nut kick, punched in the face, hot grease spilled on it, lit on fire, nerfed one more time, then gave one tiny small pat on the head.
Sentinel Regen, which was made by players back on hidden servers with new player made Sentinel class. That's pretty decent. (So is Sentinel Willpower)
Nerf Regen.
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I herd Regen needs a Nerf.
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Because his silly front half helmet deserved to be "retired."
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On an SO only build?
Because that's the baseline.
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All bow before HAL.
Your benevolent caretaker.
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Yes vote on new animations. Always fun to have more fun.
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I'm afraid of necromancers.
See what I did there?
Focused Feedback: Various Power Updates
in [Open Beta] Focused Feedback
Posted
Agreed. The way this looks is, a stalker in combat that has this slotted in assassin's strike and goes into hide, will now come right back out of hide without being able to get the critical
Currently, when I am fighting on my stalkers the assy strike will hit, crit and chance to rehide. If it procs I hide and the second attack is another crit from hide.
With this change, in combat, I will be taking damage and hide will be cancelled, so I will not get the follow up crit.
If this is accurate it is a substantial nerf to stalker damage output.
Look, HC team, I have been largely understanding and supportive of changes previously, but this proposed patch is too far in many areas.
Really, I'm hoping this gets rethought.