Wavicle
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Posts posted by Wavicle
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Just now, ScarySai said:
This one's kinda whatever
I know, but it's the general idea that Fort's don't need their attacks to be quite as high dps as widows because they have ways of holding off the enemies response.
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1 minute ago, LastHumanSoldier said:
Can someone explain to me the balancing logic between the Fortunata and the Nightwidow Psychic Screams?
Fort, Narrow cone, 20ish DPA, 12 Second Recharge, 13 end cost.
Night Wider cone, 40ish DPA, 20 Second Recharge, 20 end cost.Is it crazy that I would much rather have the Night Widow one?
Am I supposed to weight in the fact that the Fort also has (the terrible) Psionic tornado?
I think you’re supposed to weigh in the fact that the Fortunata has psychic wail, total domination, and aura of confusion.not saying I think it shouldn’t be changed, but it seems likely that was the reasoning in the first place.
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1 minute ago, SaxyGuitar said:
With Widow getting powers to boost up some playstyles. I thought it would be cool if crab got something to boost tank playstyle. Something like Fate Seal where it's an auto that gave crabs attacks a taunt would be cool.
Sure, when Kheldians get team buffs.
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If there was a way for the game to see if you were Fort or NW, or Bane or Crab...but I sort of assume based on this design that there is not.
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On 1/21/2024 at 3:11 PM, ScarySai said:
The more I play with night widow, the more I really want some manner of dealing with runners.
Because ya know, for fort I can basically just obliterate runners with dominate, gloom and the two nukes (aura + wail), widow, I have gloom, then it's up to hoping they line up for a psyscream.
Enhancable slows seem like an easy win for the widow attacks, but I'm not entirely sure it would actually solve the runner problem. Still, something should be done to alleviate the issue.
Confront. 😛 -
I have to agree.
Switch Widow to Support.
If there was nothing wrong with 4 Control and 3 Support there should also be nothing wrong with the opposite, right?
It's also a little odd that there is no Pets category, when Pet Damage is a role listed at character creation, but I guess that's ok. -
9 hours ago, Captain Fabulous said:
Please, it's a 20% chance of a 4.77 sec stun, so at best it's momentary, even against even con critters. Making it a MAG 3 isn't going to even cause a blip on you know who's powercreep meter. Boxing has the same issue, it should be raised as well. The problem is both are incredibly inferior to Air Superiority, which has a 100% chance of KU and will effect any critter without KB protection on top of having a -100% flight debuff. Hell even Kick's 15% chance of KD is better than Boxing and Flurry's paltry stun, for the same reason.Any Mag 3 Stun/Hold/Sleep is capable of detoggling a Sorcerer's Hurricane, regardless of duration. That ability should NOT be available at level 4 with no prereqs.
Improve t1 pool attacks, yes agreed, but not by giving them Mag 3 controls.
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2 hours ago, BazookaTwo said:
Calling Corruptors "like controllers with more damage" is a huge mistake.
maybe it was supposed to say like defenders with more damage? -
1 hour ago, Infeareal said:
That is legit the one non OP thing holding MM's back. Having come back recently and started on HC again with a my partner that has always been on of the such a simple issue that holds them back from being equal with other AT's. Just make the summons stay at the same level. They do not have enough going on their own to be OP, but under leveled they are very questionable and have to be played around. The higher the level content the worse and more noticeable it becomes.
New powers not needed, changes to damage, nope, just hit the pets with equal leveling the the player character. It is a very trivial change that increases the viability just enough to keep up with the other AT's.
I agree it should be done, but I caution against seeing it as a "trivial" change. The pets would have to be rebalanced to account for the change. -
3 minutes ago, Riverdusk said:
MM pets were are all made 'pushable', so that be a rare situation now a days.
Something I wish they'd do for all pets in game. Controller/dom pets still aren't movable last I checked and even more likely to get in the way since you can't command them.
And traps and any other set with things like that, yea. You should NEVER be able to trap another player in a room in PvE intentionally or by accident
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Every Mastermind primary is decent now, in my opinion.
Most of the secondaries are good too, but I'm not a big fan of Poison or Empathy for Masterminds.- 2
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On 1/13/2024 at 8:46 PM, TheMultiVitamin said:
Sentinel: Sentinel is a bit of an odd class, it's a new one made by the Homecoming team to fill a Ranged Tank kind of role. It's focus is on Ranged DPS and defensive powers in equal measure. To my knowledge, despite how unique it can be and that it can fill many niches' for whatever characters you want to play, not many actually play Sentinels due to it's slightly odd combo.
The Sentinels Unique Passive Ability is called Vulnerability, fairly simplistically, it periodically makes an enemy vulnerable to increased damage from their entire time and reduces the enemy's resistance to CC and debuffs.
This is wrong in several ways.
First, Sentinels are not Ranged Tanks, they are Ranged Scrappers. They do less single target damage than Scrappers, but tend to do slightly more AoE.
Second, telling new players in a new player guide "nobody plays this" is not good guidance. If you don't play them, that's fine, ask someone who does what is fun about them.
Third, Vulnerability is NOT passive. Sentinels passive ability is called Opportunity, and gives them slightly increased Perception, an increased Perception Base and Cap, a little Perception and Tohit Resistance, and fills their power meter passively over the course of a minute.
They can spend half of the meter to ACTIVELY cast Vulnerability, which is an autohit, no endurance cost, almost no animation time ability that debuffs Stealth, Defense, and Resistance to almost everything, and that is not reduced in strength by enemy level.- 1
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11 minutes ago, UltraAlt said:
It doesn't seem enough to really quality as stealth. People that use it that way tend to slot something else in it to increase the stealth.
it absolutely is stealth. It’s just not as strong as the power Stealth which gives you full invisibility. It is similar in strength to other stealth powers that don’t give you full invisibility. -
Pretty sure it’s only In Set stealth powers that suppress auras.
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I suggest checking each version of the power on each tier. While it wouldn’t rule out a bug completely, if they all have the same “feature/bug“ it reduces the likelihood that it is a bug.
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Speed pool is already incredibly valuable.
The only justifiable buff to Flurry is to reduce animation time.
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Mag 3 on a t1 pool power? No. Absolutely not.
Just because you don’t understand why Power creep is a legit concern doesn’t mean it’s not.
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I don’t think the current devs have any idea. You’d have to ask the dev who designed it.
But are there any examples of “per enemy” buffs that Don’t notify?
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15 minutes ago, Treacheres The Dastard said:
Draw from is not the right phrase. If I draw water from a glass, there's less water in that glass now. It's been changed, something has happened to it. The power's function is much more akin to getting psyched up at the challenge. The mobs lose as much, are affected as much by this power as they would be by flipping temp invulnerability on and off right next to them.
Trust me, I'm purple! We're all about "drawing from"!
Edit: To keep this very simple thread from becoming infinite I'll also leave it at this. I can't reply any further without essentially repeating myself so anyone who disagrees will still disagree. It's said, it's out there, we'll see if our spaghetti chefs feel like stirring this noodle.
yeah I agree we’re going in circles. But basically this is your interpretation, but it isn’t inarguable. There’s no way to know whether it’s a bug or not. -
1 minute ago, Treacheres The Dastard said:
The fact that the alert has no justifiable rationale is good cause to suspect a bug. Frankly, posting this in the bug reports forum first is OP being charitable, instead of assuming it's just knowingly wrongly made by putting it in suggestions, since either way this aspect of it is nonsense.
Yeah maybe that's enough internet for now.
but it does have a justifiable rationale, the power draws strength from the enemies, and they notice you doing it.Totally justifiable. Assumptions are being made in this thread that it is not justifiable because it doesn’t have some sort of debuff attached, but it’s still a justifiable rationale.
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I do agree that there's enough evidence to hypothesize that there may be a bug. That's all.
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6 minutes ago, TesTiculon said:
Is it an extraordinary claim? Frankly, considering how basic coding works, the counting of entities and the alerting of enemies wouldn't be the same line of code.
In the grand scheme of things, no it’s not all that extraordinary. I’m just saying there is not enough evidence to be certain that it is a bug. It could be, but it may not be. -
You stating that counting an enemy does not affect it is a claim without evidence. It doesn't apply a debuff, but it's still using them. Sort of like how you aren't affected by Facebook selling your data but also you kind of are.
Now it MAY be a bug, but it may not. The fact it doesn't damage, taunt, or debuff doesn't necessarily mean that it's a bug. -
Flurry should be made to be similar to other t1 pool powers. No better.
Focused Feedback: VEAT Updates
in [Open Beta] Focused Feedback
Posted
An increase in your resistance of 34% reduces duration by that much.