Jump to content

Kaballah

Members
  • Posts

    80
  • Joined

  • Last visited

Reputation

44 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. this is going to be an overwhelmingly popular change, sorry you're not on board but I predict there's going to be a huge number of new mind control users
  2. My concern isn't about Bonfire specifically, something is drastically different for other powers as well (Earthquake). It's not because they were buffing each other with shouts either, this behavior manifests immediately when you start combat. I strongly encourage anybody with a KB power at all like EQ, Ice Slick etc to go compare how these powers are behaving on this beta/RC patch vs what is on the live servers right now. e: I don't thiiiiink those Cim mobs were buffing each other (I didn't see or hear them doing their shout buff or see the FX of the buff on characters) but I will test this some more with my various controllers with AE mobs too to remove that concern e: not behaving this way as of this morning (even vs. cimerorans) so I guess I could have been stupendously unlucky while testing earlier or something was changed/changing server side without a client update
  3. The proposed change to Bonfire currently on Brainstorm are terrible. Generally I'm very supportive of balance changes the HC team have made but this particular one really feels like some bad math is going on. It knocks very infrequently, feels like about 1/5th as much as it does on live version. Please reconsider. e: some more observations: I 6 slotted Bonfire with a full set of Sudden Acceleration on it, and spent some time testing it on Cimerorans. It was only able to KD Surgeons as far as I saw, it literally never knocked anything else at all, not even once. Only Surgeons. e: something is VERY WRONG with knockback/knockdown across the board, Earth Control/Earthquake is also behaving wildly different from how it performs on live. no longer repeatable as of 8:40 US CST 2/13
  4. Any of these types of powers that can be slotted for Endurance Modification, put a Performance Shifter +Endurance and/or Power Transfer +Health proc piece in them (possibly both but usually I am happy with just the Power Transfer piece) Every version of this category of power is a huge no-brainer for any blaster build, they are all very good and some are straight up bananas (drain psyche e.g.)
  5. Post 50 you can just use Destiny/Clarion, which remains available when exemped down to 45. gearing for ranged def is also a massive help (some people prefer s/l def as mentioned earlier) although be aware a couple of the dumbest CCs with the longest durations are AOE, e.g. there's a Malta stun grenade with a duration of around 45 seconds. Clarion really fixes everything though if you mostly do 45+ content, it can be fired while CC'd and the T4 version gives essentially permanent status protection vs all types. adding to this, Blessing of the Zephyr 2-piece bonus is 1.25% ranged def which can be stacked up to 5 times if you have, say, hover/fly/evasive maneuvers and/or like combat teleport/teleport/fold space, if you can spare slots for this and value the extra speed/range or KB protection
  6. This was with two characters, one that was already 50 and one that I got to 50 via the instant "level to 50)" command - I can just make a character now and level it 1 at a time though and get back to you. kind of looking like it's on unlocking an incarnate slot actually e: yeah leveling 1 at a time at the trainer to 50 didn't provoke it, it appeared once I did "Level 50 Plus" and it gives you all the incarnate slot unlocks, in between the new contact notification popups for Nolan and Ortis.
  7. Getting a message on levelup / logging in a leveled character that looks like a broken/incorrectly configured contact:
  8. Defender/Corruptor Psychic Mastery Epic pool versions of Telekinesis on the test server still have the original power behavior (5 targets etc) - seems like this is an oversight, fyi.
  9. That's a reasonable workaround for intermediate+ players but the default behavior just sucks, especially for brand new people, of which we have many lately.
  10. While you're tinkering with this set, consider making the location you can summon Storm Cell more permissive, it's really annoying to be constantly hunting for an eligible target location because there's an ineligible object or wall in front of the mouse or "target in air". E.g. the behavior of Teleport's location placement would be fine. For example, this is really annoying to be told "target is in air"
  11. No reservations from me about this set, it looks good. Smoke canister is very interesting, good to see a new form of AOE confuse.
  12. I mean, yes, that is the tradeoff. Would you rather it was harder to use and the same numerically? I'd be okay with that personally, w/e
  13. Tanker: Kinetic Melee: Quick Strike Description seems to be cut/pasted from Ice Melee ("Frozen Fists encrusts your hands in Ice") none of the other versions of Kinetic Melee seem to have this text error.
  14. Yeah Sonic Dispersion is hands down much easier to use, it's a toggle you turn on and never touch again, no comparison to Faraday Cage. e: I do agree that the concept of single-target status cleanses like Clarity has never been very fun or easy to work with, consider just making them have a moderate AOE radius
  15. Agree with pretty much all of this except honestly I don't care wither the main target gets a hold or immob, I really like the current behavior of TK on the test server and I hope it stays very close to or the same as what it is now. I know that the ~design philosophy~ puts huge weight on hold vs immob but in practice, in a full team, this is an imperceptible difference so whichever, whatever, just keep the general behavior of TK the way it is, it's super interesting and fun and unique, Mind has needed something neat and fresh like this since Live. ps: still a good time to get some parity between Mass Confusion and Seeds though
×
×
  • Create New...