Jump to content

zenblack

Members
  • Posts

    202
  • Joined

Everything posted by zenblack

  1. This is wonderful. Really opens up playing a certain type of character. PLUS SLIDE! Finally Iceman can stop rolling over in his refrigerator.
  2. Perfect that is exactly what I wanted. I already had a teleport menu all set up so if it's just a replace then that is easy to customize.
  3. Will this popmenu be editable by players? If not, is there any chance you could change Ouroboros hot key to "Quroboros Portal" since most of the hotkeys are centralized on the left side of the keyboard for ease of access playing M+K.
  4. Can you currently scale the size of popmenus? If not can that be adjusted to allow scaling of individual popmenus?
  5. I just wanted to keep this in the dev's mind. A set like Energy Aura with Energy Cloak seems like an easy fix since it's not across AT or an aoe/party fade.
  6. The VFX option added by the patch only affects the original version, not the color tintable or show floaters. My thinking on this would be to allow color on (since if you are customizing it you probably want it to show) while leaving original as the invis one since you can recreate the normal green spread if you want in color tintable.
  7. Devices Feedback (and unhelpful comments!) Gun Drone - The resistance has made this little guy stick around for quite a bit longer. The knockup component is interesting but it has a seemingly low ACC and it has a very small AOE (smaller than the drone exploding). No damage is not surprising since you can't really control when this thing is going to explode and I wouldn't want it counting against the set's overall damage potential. The gun drone still cannot be renamed though the option is present (please allow!). I'm not sure what the intention of the taunt is but it can reliably hold aggro of only 1 minion, with 2 being more than it can handle, this is even with you not doing any damage to the minions. It cannot hold aggro for more than half a second on a Lieutenant even if you are not damaging it though you can gain a little bit if you space out so the enemy has to turn back and forth as long as you are not hitting it. The damage is still pretty lackluster but it does follow pretty well and with speed. -- Not Included but regarding overall place in Blaster sustain -- Field Operative - This shares 2 of it's values (regen/end) with a number of other sets with it's regen at Lvl 50 with 84.51% ED (good slotting) ~21 hp/sec (with full accolades) or ~22 hp/sec with 95.90% ED with 2 50+5's. It's a bit of a squeeze since it takes Defense as well as Endurance slotting. These figures can be bumped a +/- 1 hp/sec depending on hp slotting, which is pretty limited on a Blaster.
  8. Feedback for Plant Manipulation (with unsolicited suggestions!) Skewer - Great change. This was a good power with great slotting choices now it's much more smooth in the attack chain. Strangler - These changes seem fine. It is noticeable that it is less reliable in using it for CC, but for attack chain purposes no real change. Spore Cloud - Moving this down to T5 was a good change. I am perplexed at why it needs a scaled effect and I even don't understand it's overall lower -regen value. Regardless of it, I had hope/expected a lower cast time, 3.10 sec cast time seems excessive for what this power provides. My suggestion would either improve the -regeneration rate and/or lowering the cast time by 1 second. This is with the consideration that most of the animation time of this power is holding it's arm out and should be relatively easy to shave the frames. Wild Fortress - My slotting Live is 118 per tick, Beta we have 35 per tick with a "absorb shield" max of 212.4 sustainable. In regards to just Plants this is a very large negative to survivability, however I have not tested it against the the spread of other secondaries and will wait until I have a better understanding of what the average is. Vines - These changes are fine. The recharge was obviously off. I personally used this less because of it's AOE than it's mag, but it seems semi-unreliable which is what the Dev's were going for. Thorn Burst - The animation change was very appreciated and made it much more attractive. Personally I hoped it's recharge and/or AOE would have been adjusted to allow it to be more friendly to procs (because it has some good ones like -res) but as is, it can't even reliably proc a 4.5ppm Armageddon. -- Not changed but probably should be -- Toxins - This is currently the worst build-up and I was surprised it wasn't adjusted when looking at Plant. It's effect (Toxins) has a number of problems: 1.) It's a base value, so it's better with low damage powers but it scales extremely poorly, so you are getting huge reduction as opposed to other Build Up's when using heavy hitting powers and having a higher damage bonus. 2.)The Toxin's are also not effected by your current Damage Bonus and don't apply per dot tick (I think the original gimmick they were going for) so the damage is in the doldrums. My suggestion would be to (temporarily?) separate the effect from the power until it can be dealt with and assign it whatever Damage Bonus it should have (I assume anything that isn't Fire is below 100% so, 80-75%?). Ripper - I was hoping this power was going to get at least a range buff (to 10ft) or # of targets (8). It's an excellent power and has a lot of potential in slotting but it's very small AOE really hampers trying to use it on a Blaster in particular. I don't think it would push the set out of balance to have some added usability given to this power.
  9. Which is why I said currently.
  10. You'd be looking at Centriole Exposure. Currently the best you can get is +2, 36.7% damage, 22.0% Range.
  11. I agree completely. It doesn't help that parts of the testing are huge system stuff like the adjusting of the use of enterbase from passcode, the entire Teleport pool, the entire Blaster secondary, 2 entire sets. I would hope that this would encourage the vast amount of players not only that they work is being put in but also give some incentive to help test. Thanks HC devs!
  12. That is the Scrapper ATO Scrapper's Strikes
  13. The main problem with the TA Electrified Net Arrow change (and to a lesser degree Ice Arrow) is that it makes playing an archer a more cumbersome experience. It ruins the flow of the gameplay that was already different from most blaster secondaries where you would occasional dip into melee intentionally and worked well with primaries who didn't have a PBAOE t9 (Archery). This wasn't a slight walkback on TA's strength, this was ripping out the soul of the set. I find it funny now that you are barely 5ft Range higher with ESA than Taser Dart to light your OSA. My other issue with ENA is that it requires 60% range enhancement to get it back to where it was, or 40% to get it decently ranged again. That is a huge amount. The change feels bad, plays bad, is counter to the set's direction. The change is bad. Because of the tradeoff of not having a melee ST procmonster in the set you had a greater area to work with to play, but at the cost of having a attack chain that used the T1. Let me be clear. I'm not saying that ENA and Ice arrow need to regain 80ft range. I am saying that ENA needs to be given an amount of range. I think 60ft would work (matching Ice Arrow) with the +range built into the blaster ATO's and would allow anyone who wants that extra long range to be able to get it with a minimal investment as opposed to 2+ enhancements.
  14. I feel the EMP arrow should be modified in the following ways: 1.) Target Location with duration the arrow and AOE effect constantly pulsing a refresh to the buff/debuffs. These numbers can be finessed but perhaps 15 sec duration on the arrow, 45 sec duration on the buff/debuff. 2.) Allow the caster to enter the field and gain it's effects. This would be much more in line with a t9 buff power.
  15. So I attempted to place it manually as you suggested and it caused the game to want to reload the graphics settings when started (choosing Ultra or Recommended) I moved the Refresh rate entry to other likely placements and it had the same result. It's odd since in game it has both 144 and 200 for refresh options but the launcher will not save it when switched.
  16. Just to clarify this as it caught my eye. Does this mean all existing Hami-O's that were 50+2 will be converted to 53 if combined successfully with another HO/TO?
  17. Testing TA I have to say that I 100% hate the range change to Electrified Net Arrow. Even with Range boosters, because its ranged was dumped so hard, it really affects how it plays. If you are not going to give me a decent ST super proccable melee attack like other blaster secondary sets, don't tether me down. Ice Arrow also is nerfed hard enough to notice.
  18. I was looking in the gfx.json and mine does not have a refresh rate entry so I can set it manually. Can anyone tell me the section it would be under and the name in their own file?
  19. I retested this a few times today and I was able to get the advanced graphic settings to stick (like Desaturation or Depth of Field), but no matter what I try it keeps resetting my Refresh rate to 60. I have used my monitor's refresh rate (200) in the past and had no issues. Any reason why it would be doing this?
  20. I posted in the beta thread, but I thought I had better put something here since there is no response. The GFX settings reset to defaults every time the launcher is reopened and any settings you had previous adjusted are reset.
  21. With the new launcher my refresh rate is constantly reset back to 60 even after resetting it multiple times to my monitor's refresh rate. Seems like something isn't saving properly. This is also happening with disabling Depth of Field and turning off Desaturation so I'm assuming it's all graphic settings that are reset every time it's opened 😞
  22. I really like the new launcher. Very clean and user friendly.
  23. Cyst! (appropriate leveled) Praetoria Patrol!
×
×
  • Create New...