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Kaballah

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Posts posted by Kaballah

  1. 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

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  2. 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

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  3. 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.)

  4. 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.

     

      

    17 hours ago, ZorkNemesis said:

    If you're worried about being knocked over, look into a Blessing of the Zephyr or Karma knockback protection enhancements.  You can slot one in a travel power or defense boosting power and knockdowns will never be an issue again.  Very, very few enemies do more than Mag 4 knockback so this would cover pretty much anything that isn't Diabolique or a Fake Nemesis.

     

     

    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

  5. 1 hour ago, Jimmy said:


    What level was the character you logged in?

    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.

  6. On 11/22/2023 at 10:46 AM, The Curator said:

    Various Power Updates

     

    Storm Blast

    The changes detailed below make Chain Lightning more consistent of an attack, and the AoE output more consistent while keeping both ST and AoE performance the same as previous.

     

    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"

     

    annoying.png

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  7. 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.

  8. 2 hours ago, macskull said:

    Gonna hard disagree with a few of those things - Faraday Cage might have better stats than Sonic Dispersion but you have to be pretty much constantly casting Faraday Cage as your team moves where Sonic Dispersion comes along with you and requires no extra time to manage other than initially turning it on. Clarity plugs the sleep/confuse/terrorize holes from Sonic Dispersion and allows the teammate it's used on to leave your immediate area and still retain mez protection.

     

    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

  9. 9 hours ago, capricorpse said:

     

    i agree that auto-shutoff toggles are bad.  but please, please, please, do not just turn telekinesis into a clone of the basic AoE immobilize.  i never understand why people want all of the powersets to be exactly the same??  telekinesis definitely needed the attention, not sure this fix is exactly the answer, but it's such a cool core of a power.  it rewards careful use by the player so some shred of its original design needs to stay in place!  however i definitely like this direction, because it narrows the margin for unskilled use dramatically hindering the team, and also sets up containment which has been an issue for Mind.  

     

    I liked the idea someone else had above for a hold on the main target, and immobilize/reverse repel on the remaining targets.  Maybe the hold effect has a set duration, and the repel remains for the duration of the toggle?  So you target the lieutenant, hit TK, and he floats, held, and the other guys drift toward him.  After 12s or whatever is standard, he is no longer held, but the repel field is still on while you have endurance and anyone left alive at that point is still drawing in and being immobilized.  

     

    I like the idea of gating the repel at a distance range, so you can still pin an enemy in a corner if you are close to them but they won't go floating off the map like they used to.

     

    mob repositioning and actual battlefield control is one of the cool things about this game for a lot of people.  superhero characters with telekinesis are moving their enemies around in comics!  AoE mob melting is not the only combat experience we should cater to.

     

    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

    • Like 1
  10. IMO all of the Assault Rifle changes as of the morning of 4/9 are very good, replacing Bean Bag with Aim and the rework of Ignite make two very skippable powers into two super appealing ones that are hard to justify skipping. The other changes are fine.

     

    Everything about the Psychic Blast rework (at least on Blaster) is wonderful, the set feels very strong now and comparable to the other popular Blaster sets, and it combos very well with Mental Manipulation. The only thing I'd ask for related to this is a Psionic focused epic set just to complete the theme but the current changes are wonderful.

    • Like 2
  11. 3 hours ago, Mezmera said:

     In summary yes "rookies" would throw their hands up and say Mind control is trash when from my perspective it is anything but.

     

     

    "You have the right to respond CONSTRUCTIVELY to an idea.

    If you don’t like it, no problem.  Just say “I don’t like it”.  You don't have to say why if you don’t want to.  If you have a reason why you don’t like it, please tell us why.  Focus your response on the idea, not the person. "

     

  12. I don't agree that Mind Control is popular on either dominators or controllers, I see it used very rarely at all.  I make pickup teams literally all day long and I practically never run into anyone (besides me) playing the Mind Control set. This is totally subjective of course but some basic data mining by the admins could show this very easily one way or the other.

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  13. 52 minutes ago, Apparition said:

     

     

    1. Go take every single character you have to Pocket D, check if you have Group Fly disabled, and if not, disable it.  Every time you make a new character from then on in, take it to Pocket D and disable Group Fly.  Is it an annoyance?  Yes.  Is it time consuming if you have a lot of characters?  Yes.  But if you don't like Group Fly, it's what you have to do, and you only have to do it once.  I did it with about thirty characters in one sitting, and then, as I said, I do it with every new character I make.

     

    seems like providing the option for one person to do this for their own power (the owner of group fly) is a lot less onerous than expecting every other player to do what you're describing.

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