Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Wavicle

Members
  • Posts

    4975
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Wavicle

  1. BUG: Repulsion Field is incorrectly detoggling instead of suppressing when I get Slept. Speaking of which, the general Feel of the set would be VASTLY improved if Sleep protection was added to Dispersion Field. But the above is an actual bug that should be fixed.
  2. buff sets don’t generally get attacks. when they do they are special effects like lightning storm or oil slick. Not direct damage attacks. By making the power a debuff in addition to its other effects it helps your team do more damage, making it a better buff power.
  3. There seems to be some kind of bug with Repulsion Bolt, it occasionally spawns from below and to the left instead of at my position...difficult to duplicate, it is sporadic. This was on a FF/Beam Defender.
  4. Think of it this way, it is now going to let your pets do more damage than you are losing.
  5. Well the cast time has been cut from over 3 seconds to only 1.67, so the Damage Per Activation Time may not have changed all that much...I haven't checked the numbers themselves...
  6. Should still be good for that!
  7. Personal Force Field still says it is "Res(All except Toxic)" but in fact is is Res(All). The tooltip and notes should be changed.
  8. A lot of player +HP powers are only partially enhancable, so I wonder if that’s what’s happening here…
  9. As you say, the damage isn't that good anyway, so nerfing it in exchange for more significant features being added is totally worth it.
  10. It doesn’t show it in the info, but it Does give it to them when you use it.
  11. I would totally take that.
  12. Yes, exactly. Some control sets getting some juggling is exactly what I'm looking for. I guess Doms do lack for AoE damage...if those immobs actually did decent damage I wouldn't be complaining, but the damage is generally not noticeable.
  13. You may have missed my point. Power pools aren't open until 4. So a Dom at level 1, in most cases, can take their Hold and their good attack like Bone Smasher, and then at level 2 they will have 3 powers to choose from: 2 immobs and the t1 secondary. So we STILL have to take a worthless power that can just be taken off the bar and only used as a mule. We just have a choice of which one.
  14. Specific to Dominators: Immobilizes are still mostly worthless, so being able to skip the first secondary actually just makes me take a DIFFERENT mostly worthless power.
  15. Wait wait wait...DOES IT or DOES IT NOT only affect damage against the MMs TARGET??
  16. It should stack with Weaken Resolve and other debuffs.
  17. It should be used like all the time, but yes, enemies that buff each other OR that debuff your team will be protected against using this power.
  18. If it works like Power Boost then this is the expected behavior. It does not work on Passive abilities (Power Boost does not affect Health). It does work on Active abilities (like Integration, Instant Healing, or Regeneration Aura).
  19. I wasn't aware that a CoT Behemoth has any movement enhancement powers. It SHOULD reduce the "Slow" effect on YOU when someone hits you with, say, an Ice Blast of some kind.
  20. Yes, that’s true. It’s meant to be just a little extra boost beyond what the bubble already does.
  21. dampening bubble does not debuff the enemies directly. It debuffs the effectiveness of powers used within it, such as Build Up for example. To test it you have to use it on mobs with Active powers using the attributes in question.
  22. Yes. If Nukes had their variable damage restored and Fulcrum Shift wasn’t so obviously broken this wouldn’t be a problem at all. That said, Kinetics and sets with Nukes are all pretty weak Before those powers, so to some extent this just levels the playing field. I think it’s going to be okay. If things turn out to be drastically unbalanced on Live then the devs can alter exemplar levels. That’s not something that can be easily tested in beta.
  23. It’s bad.
  24. Maybe I have the history wrong, but I definitely think adding the variable damage back is a good idea.
×
×
  • Create New...