
Wavicle
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Posts posted by Wavicle
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2 minutes ago, Tacheyon said:
As some people have said before the lack of an actual projectile in some cases is almost subliminally disorientating. Not tracking something (even instinctively) throws you out a bit.
I have to agree with this. The animations on Encase, Shatter, and Entomb (that's all I've tried so far) are very strange and seem kind of unfinished.
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It’s true though. There ought to be like as many Epics as there are Primaries and Secondaries.
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Just now, Generator said:
And this is where I'll once again say, "Proliferate elemental APPs!"
although I would love to have more Epic sets, like lots more, they can’t just be proliferated, they have to be designed. -
Just now, Enots said:
Going to beg for a small taunt in mudpots. I find most melee sets unplayable without.
Scrappers only get taunt auras on powers that have a “per foe” buff.-
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9 minutes ago, Nemu said:
Defiance buff. When toggled on it appears to ramp up damage over 5 seconds, up to a max of 26.80% Not sure if that's working as intended.
The other earth mastery powers lack the defiance number in their power info. But they definitely do generate defiance +dmg buffs
But that is not how Defiance works. Buffs last only a few seconds.
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I’m fine with even just 1.
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Just now, theDarkeOne said:
No I get it. . . I dont test often but have been here since issue 4 so I am well aware of cones versus targeted.
I simply mean that using Fault resulted in a multiple "Misses" from the cone regardless of my position. . . I know it is a 5 target max on Scrappers and the crew all came tumbling down but reliably I was seeing only 1 "hit" on the damage portion.
Even went back in this morning and reviewed combat logs during a mission and cone damage rarely hit more than 2 times. . .
Again, could be my wonderful luck - because if it werent for bad luck I would have no luck at all - but just an observation on scrapper. Havent had a chance to test on my SD/SM Tank yet.
What were you fighting?
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1 minute ago, WindDemon21 said:
It's really not hard at all though. Just make it non-stackable (like group invis does) and then remove the -defense from the crash. Problem solved. That and swap jab and punch for tankers so they can skip jab. And swap knockout blow for foot stomp to get aoe earlier.
Give 👏 Hand 👏 Clap 👏 Damage 👏
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I love that Merit Rewards mean that Giant Monsters get repeat attention from everyone.
I wish the same was true of the various zone events, Paladin, Steel Canyon Fires, Skyway Rave, Brickstown Prisoners, and more.Just seems like those events don't get the attention they deserve.
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A question from my small amount of testing thus far:
Is Stone Prison for Blasters really supposed to be Mag 4 Immobilize? Seems better than it should be.
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2 minutes ago, JayboH said:
oops, quite so
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The info text for Meteor is missing a space.
"You call down a meteor strike from the sky at a specified location. All targets within 30' are caught in the blast radius, taking extreme damage and being knockedback."
Knockedback (emphasis mine) should be two words.
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On 11/4/2021 at 4:13 PM, GraspingVileTerror said:
I've personally found it impossible to convince any of them to care about something they don't already care about.
Seems this comment did not age well. XD
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21 hours ago, Booper said:
Broker / Detective Contacts
- These contacts can now be Dismissed by talking. This will remove all current progress towards a Mayhem / Safeguard mission. On re-entering the zone, a new Broker / Detective contact will be randomly issued, which allows you to switch your assigned Detective if you really want to.
This is a very nice change, but it would be great if one could Dismiss the contact from the Contacts window instead of having to go to the contact in person.
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5 minutes ago, JayboH said:
I think it's been mentioned that Mercenaries might be the worst powerset in the entire game.
I keep going back to that quote stating that if Mercs had their damage doubled they would still only be in the middle of the pack. That's crazy.
I wonder if there's a simple fix possible: Add a substantial Damage buff to Serum, make Serum affect all your Henchmen at once, and lower Serum's recharge?
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24 minutes ago, JayboH said:
It trades at best - one cc for another. You may have a point about synergy but it's not a bug at any rate - if it is Mud Pots then yes it is a bug and a problem.
Except you have no control over Shockwaves. If you choose Seismic Blast a PBAoE Sleep is simply impossible for you to make use of in most situations.
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3 minutes ago, JayboH said:
Force Fields - yes, this set could use a 2nd revamp, but it is still stupidly strong for what it does - a single defender can softcap an entire team on just SOs if I recall. I would welcome revisions.
Empathy is fine as is IMO - intentionally ignoring the arguments about debuffs over heals, the set is really not bad or in need of a rebalance.
Regeneration - oh hell yeah, this has become a meme at this point. Anyone arguing against Regen needing retooling has got to be trolling - not that you can't make it work, but they are very aware and I've seen the devs and GMs make jokes about it as well.
Masterminds are slowly getting fixes which I am thankful for. It's a lot of work.
Outside of that, I would vote Poison getting a revamp above Force Fields and even Sonic Resonance above Force Fields. Super Strength's Rage issue is probably a hard problem to solve and might be the reason it hasn't been proliferated yet.
I forgot Mercenaries specifically. They aren't the only MM that needs help, but they need it the most.
and I still think Sentinels need a bit of a boost, but I'm not sure how much.
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Just now, JayboH said:
Well, it isn't a problem at all - because then the set isn't fighting against itself. It's a side effect of the player pairing it with Seismic Blast.
I’d still call that a problem for thematically paired sets to go against each other.
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Just now, JayboH said:
So if Mud Pots is the culprit and it is not Shockwaves, we really need to know.
it’s still a problem if it’s shockwaves, I guess just not as much of a problem… -
1 minute ago, JayboH said:
Number 2 - is it Mud Bath or Shockwaves that is waking them up? I saw your other post.
Seems to me the basic choice of giving a Blaster a Sustain Toggle with a PBAoE effect that wakes enemies AND a PBAoE Sleep is kind of questionable. Does Mud Bath really wake enemies? If so how is one supposed to make use of Bath Salts--I mean Salt Crystals?
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4 minutes ago, Gatling said:
There will always be exceptions to this rule depending on team composition but largely Teams are buttery smooth for everyone involved. Unless they begin making +4 enemies and lieutenant and up instead of minions, a lot of these bonuses won't play out that great.
Did you see the expanded difficulty options they’ve begun adding with this patch? -
1 hour ago, Gatling said:
I understand the THEORY. But Why would I use it when everything is dead? Really. Testing the shock changes in the new Cimerora as a 50 vs 54's. If I was to drop Weave/Tough I'd have died before I got the AOE's off. So in theory its more DPS but it isn't if I'm dead, or if the enemy is already dead.
Also, how strong is the AOE Drain effect vs 54's with the arc? I still can't 1 drain 54's with Short circuit with the changes to AIM Plus I'm /energy which should be end drain at its strongest. But instead They still have enough End to get 1-2 attacks off. I don't think the Arc lightning of tesla cage would save me or make a difference.Consider the behavior in team situations. You don't need Tough and Weave if you have team buffs and End drain stacking from multiple sources is very effective.
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Any plans to bring this one to Stalkers eventually?
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Focused Feedback: Stone Armor - Revamp and Proliferation
in [Open Beta] Focused Feedback
Posted
Is Minerals really supposed to have 30 points Confuse protection? Seems very, very high.