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.

Kaballah
Members-
Posts
100 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Kaballah
-
Stuff That Should Do Trawl/Pull Effects
Kaballah replied to Kaballah's topic in Suggestions & Feedback
this is what I said, yes. e: and the cowering effect already stops them from moving, immobilize does not affect that (although if the immob does damage, as most of them do, it will allow them to counter attack) again this isn't synergy, you may like the outcome, but it's directly negating the obvious intended effect of both CC statuses in question (i.e. stopping them from running away, or allowing them to counter attack). -
Stuff That Should Do Trawl/Pull Effects
Kaballah replied to Kaballah's topic in Suggestions & Feedback
crab pot mentality, sorry I don't agree with this at all. the time to have fought against the change to axe cyclone was prior to it being rolled out and welcomed by pretty much everybody. -
Stuff That Should Do Trawl/Pull Effects
Kaballah replied to Kaballah's topic in Suggestions & Feedback
you are thinking of Terrify, this isn't the same as Fear. e: the wiki refers to these separate effects as "Afraid" (i.e. running away from things, the annoying and not super-useful effect) and "Fear" (cowering and not attacking). Whatever name you want to apply to these effects, they aren't the same, and rains/snow storm etc. don't inflict the cowering variety. -
Stuff That Should Do Trawl/Pull Effects
Kaballah replied to Kaballah's topic in Suggestions & Feedback
It's good and everyone likes it, baffling reaction imo I have thousands of hours in this game and I have never seen anyone use it in this way (and almost never at all), I don't know what to tell you. This isn't synergy, it's working around the annoying downside of Fear and is mechanically no different from just Immobilize. -
There's a few powers AOE that should logically do a trawl effect to pull things towards their center, and now that Homecoming has come up with a way to have multiple exclusive powers available at a particular tier, it doesn't even mean the existing powers have to be changed or removed, a new power with different mechanics could be placed alongside the existing ones! Here's a few very obvious ones: Storm Summoning/Hurricane - should pull things inward Storm Summing/Tornado - should pull things inward Psychic Blast/Psionic Tornado - should pull things inward Water Blast/Whirlpool - should pull things inward Leviathan Mastery/Water Spout - should pull things inward And here's some moderately appealing ones, where I think you can make a case for it/it would make sense: Kinetics/Repel and Force Field/Repulsion Field - These powers are very unpopular because they have a huge area and scatter mobs. While some people might like them, I literally never run into anyone using them because they're just really annoying. An alternative version that pulls mobs to its center would be wildly popular. Perhaps make it a targeted toggle that can be placed on an enemy the way Mind Control/Telekinesis works. I think this would be insanely popular even if it had no Hold crowd control effect (perhaps justifying a lower cooldown). Gravity Control/Gravity Distortion Field - while the current version makes sense (manipulating Earth's gravity to pull things down) it would make just as much sense and be really nice to have an alternative version that pulled things to its center, the way Dark Miasma/Black Hole does Dark Armor/Dark Regeneration and/or Dark Armor/Obscure Sustenance - Tankers and Brutes would be overjoyed at this, and it would make sense. Energy Aura/Energy Drain - The whole gimmick of this set is manipulating kinetic energy, again this would make sense, and Tankers/Brutes would be delighted to have it. "Area Denial" powers that make mobs scatter - A lot of players dislike this whole category of power because they make mobs scatter and often annoy other teammates. How about some exclusive choices at their given tier, that creates an area effect like Water Blast/Whirlpool, or a burst of a more powerful effect like Battle Axe/Axe Cyclone, and have them do a pull effect as alternatives? Fire Blast/Rain of Fire Ice Blast/Ice Storm and/or Ice Blast/Blizzard Cold Domination/Snow Storm and/or Storm Summoning/Snow Storm Traps/Caltrops and/or Devices/Caltrops Related: Gravity Control/Dimension Shift - I have never seen anyone use this power, very unpopular. Similar to how "Area Denial" powers work, this just never developed a popular use case among players and the content. How about an alternative ranged AOE power that "warps space" and pulls mobs in its radius to a specific point.
-
Focused Feedback: Tanker - Archetype Inherent Changes
Kaballah replied to The Curator's topic in [Open Beta] Focused Feedback
Really not a fan of this diminishing returns scheme on targets over 5 / 10. Too complicated, no real justification for it. Just lower the AOE damage if you're going to lower AOE damage, applying diminishing returns to targets I can't control the selection of just sucks. -
Focused Feedback: Powerset - Gravity Control
Kaballah replied to The Curator's topic in [Open Beta] Focused Feedback
Please consider adding a trawl effect to GDF similar to Black Hole, it makes sense and would be fun. Thanks. -
Focused Feedback: Powerset - Electric Control
Kaballah replied to The Curator's topic in [Open Beta] Focused Feedback
Big approval to the change to Synaptic Overload, the current version on live servers is very frustrating if you misjudge the radius between targets and it only lands on one (or it misses), this is much more friendly. Feels a lot more comfortable overall and more in line with the other control sets. -
yeah I can not imagine skipping Aura of Insanity, it's the signature power of the set. everything else is just un-flashy "make me less likely to die" - not that any of that is bad, it's just all really basic numerical stuff without a big blatant effect on enemy behavior. e: it interacts in very nifty ways with Cognitive Interface and Control Hybrid, it's going to be a really interesting armor set late game 🤷♀️
-
It sure doesn't feel like a good opener, it just feels bad to try to leverage. I feel like it should be more like 10-15 seconds or more, especially in a team you would have to have super tight coordination for it to be at all helpful. Oh hey guys wait, let me open with this power and then all of you immediately blast away in the 3 or so second window it creates imagine trying to use this in a team of 8 people, like on a task force. imagine everybody knows what to do and is playing hard ball, not just following the controller passively. where is the "oh wow what was that?? that rules!" power in this set?
-
Glittering Column feels very bad, it just aggros enemies and immediately poofs and then they turn on the caster. Puzzled at what it's intended to be used for. Sparkling Chain doesn't seem to give any feedback when it misses, nothing in the log beyond "You activated the Sparkling Chain power." Would be nice to know what the chance to hit was or whatever. e: I'm looking for an analogue to Ice Slick, Bonfire, Static Field, Earthquake, or any of the other sets' staple "OH WOW CONTROLLERS ARE AWESOME" big showy power with high uptime and there just doesn't seem to be one for this set.
-
Overall really happy with this how this set works, except I think Psychokinetic Barrier is very skippable. The absorb is fine, the 20% debuff resist in various types doesn't feel very exciting at all. Would rather have a narrower set of debuff resistance types in larger amounts or some other utility effect. The power FX makes it look like something awesome is happening and the mechanics don't really feel like a big deal at all, Memento Mori feels much more impactful. Otherwise I think it's a great set and has a bunch of interesting options to it, I really like Aura of Insanity because it encourages a lot of odd choices in incarnate power choices and gearing.
-
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
-
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
-
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.)
-
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