
Wavicle
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Posts posted by Wavicle
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1 minute ago, Shenanigunner said:
Since I'm always cheerful about collecting more thumbs-down on the point, I will note again that a completely separate shard with insta-50 might solve a number of problems and please a wide spectrum of players.
Maybe access to the shard would be unlocked by getting an alt to 50 on any of the existing servers, just to keep it from being a newb/lazy player sink.
But then, insta-50 on demand and it's all about end-game content for those players.
However... alts can't be transferred in or out and the gameconomy is isolated from the rest of the shards.
That would seem to address all the issues, both pro and con, and would ease up the pressure from the mad power-levelers on the regular shards (and the endless requests to streamline account gain so that getting to end-game is faster).
But response to this already expected. 😄
I mean, you literally just described the test server. So I guess we already have it. Problem solved. Well done.
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3 minutes ago, Greycat said:
I don't know if I'd want HoH year round - Summer Blockbuster isn't really "summer-y," by comparison - but more, smaller events would definitely be nice.
If there were several smaller events, then it wouldn’t bother me there being some things that remain seasonal. But it seems like making the haunted house year-round would be extremely easy to do.
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Adding KB>KD is often a big DPS increase, clearly for Bots, but also for many other sets as well (Fire Control, Storm Summoning, Energy Blast, etc). As such it should come at a cost. I believe the current options are fine. It might be that certain particular sets (Energy Blast, Force Fields) could use a boost but it's unnecessary to have a free way to change them all.
The exception I would support is if a Future Incarnate power was added that let you modify certain effects, this could be one of them.
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You can already get to 50 in a day or two. Absolutely no reason for this.
Also, when was the last time you actually played 1-50? In my opinion it is super fun, ESPECIALLY in Homecoming.-
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Can we please have the House of Horrors year round just like Summer Blockbuster Double Feature?
More 4 person events please!
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Just now, FutureTails21 said:
Earth Manipulation doesn't have any holds. I'm saying replace Salt Crystals with Fossilize would be better in my opinion.
Seismic Smash is a hold. The set already has a hold and probably won’t be getting a second one.
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5 minutes ago, FutureTails21 said:
I think Salt Crystals don't need to be in this powerset. I think it would make more sense to have Fossilize instead
They aren’t going to give it two single target holds I don’t think…
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1 hour ago, VashNKnives said:
Why should it be possible to drain a +4 AV solo as a blaster? I am not sure how I feel about that even for elect doms.... controller seems legit like the only class that should be able bring that level of neutering.
I look at elect drain as mostly another layer of soft defense - like knock down
I agree with this. A solo Blaster should not expect to be able to neuter a +4 AV. -
9 hours ago, carroto said:
As a Combat Jumping junkie I can't play sets that require me to be on the ground all the time. I had to shelve my /Earth Assault Dominator for this reason. The last couple of big releases that had new sets have had nothing for me, and it looks like this will be another one. Oh well to those of you earthbound Corruptors, Defenders, and Blasters: Enjoy!
I don’t think it requires you to be on the ground all the time. Just most of the time. -
11 minutes ago, Hjarki said:
Why can you play a Claws/Stone Scrapper but not a Stone/Claws Tanker?
Because Scrappers don’t have Granite armor
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2 minutes ago, Glacier Peak said:
Also, how is there no cacophony about the biggest change to Granite armor!? YOU CAN JUMP!!! Has anyone tested whether the jump height is affected by enhancements or buffs?? When I tried it out, my first reaction was wow, but now after using it a bit I think the curb hop height is appropriate.
After all these years
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1 minute ago, Arcadio said:
I wish minerals could be used with granite. I can appreciate that stone is much stronger outside granite now, but I wish granite was a little less harsh still... The defenses are amazing, but most armor sets can be built for that level of mitigation. While it's still nowhere near as easy to make up for the granite penalties.
Seems like now you can build to not need Granite, just like you don’t need Unstoppable or Elude.
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1 minute ago, underfyre said:
I personally don't like how which powers benefit from it, probably because "benefit" means the power resets. Rotationally I'd rather use Rock Shards over Upthrust, because damage, but doing so frequently put me in the position of "wasting" my Shockwave stacks instead of using them on the Seismic Force I would have otherwise.
the question seems to be: should the mechanic reinforce basic play or should it offer a situational choice? -
1 minute ago, Player-1 said:
What are everyone's thoughts on the Seismic Pressure mechanic? Have you found it happens often enough? Does the aura give you good benefits?
I find the mechanic itself to be available frequently and useful when in close proximity, but the graphics can’t be color modded (which is understandable, but perhaps then they should be colorless?), the sound is a bit much, and the screen shake is way too much.
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So much was made of normalizing the range of Blaster immobs, I’d think doing the same to magnitude makes sense.
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1 minute ago, Kai Moon said:
Now that you mention it, yeah, the control versions have double the debuff magnitude (after adjusting for AT modifiers).
Questionable design choice, with procs being endgame meta for defense debuff powers. The blaster version does it right imo. Just feels bad knowing my earth controller will have the inferior versions.
On the other hand, it means the Controller doesn't need to waste slots on those and can spend the slots elsewhere. It also means the Blaster has greater Damage potential with similar powers, which is how it should be IMO.
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2 minutes ago, Lazarillo said:
Yeah, I've been trying to think of some sort of "elegant solution". One that had come to mind was something like changing Build Up for the set from straight +Damage to a "guaranteed Critical on the next attack", and then give Seismic Smash a chance-to-Recharge-Build Up effect. Thus allowing the Critical hold to be "stored" for when it was needed. Something like a combo system or an Energy Lode-esque idea like you described might work as well.
That's a little too complex to be your elegant solution, I think...
It may be that the current random crit is actually the best solution, because the set has so much control outside of Smash that the crit really is just a bonus to help your Controller teammate get Bosses and EBs locked down sooner...I'm not sure. -
Just now, Kai Moon said:
What are the actual values of the debuffs?
My understanding was that Controller Earth Control Def Debuffs are unenhanceable specifically so that they can be stronger out of the box. Is this wrong? -
Perhaps it should say "SSA2 (Contact: Heldenjaeger)" or something like that.
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10 minutes ago, Mezmera said:
As for Meteor it seems like they are making it a more action packed version of Archery's t9. By the description it seems to be the same except for the knockback and the extra mechanic in the power set.
Seems like a mix of elements from Rain of Arrows and Nova.
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What if the Critical Hold were made something you could control?
Like, for example...Perhaps all single target Stone Melee attacks could have a chance to give you a 5 second buff that does nothing except guarantee a critical Hold on Seismic Smash?
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I'll amend. I could see it becoming situationally useful in the new Challenge Mode encounters.
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Unless I'm missing something, I see no real value for this power whatsoever in either PvE or PvP. No one should ever waste a power slot on this.
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5 hours ago, Glacier Peak said:
Would it be possible to reduce/clarify the extraneous numbers from the PvP Detailed Info for Dimension Shift (see below). I can confirm Dimension Shift now lasts 3 seconds after the cast (though it feels like the effect activates a little bit before the animation finishes).
It may also be moot, but if the power is only going to last 3 seconds in PvP and act primarily as a ground based spike-adverting power (as opposed to the current meta for turtling), shouldn't the recharge be reduced in kind? On live, the base recharge is 60 seconds and enhanceable to nearly perma and the effect lasted 20 seconds. On beta, the base recharge is still 60 seconds and enhanceable to around 20 seconds, but the effect only lasts 3 seconds. Where is the trade off (risk versus reward) being balanced here? It's not like the user can attack while dimension shifted. It is as much a boon to their safety as a detriment to their team losing an attacker during stacking of the spike. Trade off on live made sense IMO. Now a player casts the power and it lasts nearly the same as a mez would. I am seeing less options to avoid the damage cascade with this change.
To me it seems like the power is still just as useless as it has always been. The change to how it works in PvE made it slightly less useless but overall still basically useless. This PvP change makes it almost entirely usless in PvP as well.
Focused Feedback: Seismic Blast
in [Open Beta] Focused Feedback
Posted
Yeah, I know. But there are not, so far as I know, other power sets that have this “feature” on nearly every power in the set. It’s too much. I like having screen shake on for the few powers that use it appropriately. This set has it too much.