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LastHumanSoldier

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Everything posted by LastHumanSoldier

  1. Thats great , i have those too! I think it was good but not the best.
  2. Seconded. RT is an autoskip and I am happy about it. Leave it terrible!
  3. Cite your sources perhaps?
  4. I do 100% understand. But I spend all day playing with numbers. Not something I do on my free time. I will just delete the character once this goes live and roll something else, not a big loss.
  5. I am currently planning to shelve my Storm Blaster. Group to group play feels WORSE on Beta. Damage output seems lower, the nuke doesn't feel good anymore. Its just not fun to work twice as hard to do half the damge of fire blast.
  6. Don't you have to complete the raid once (Kill the Steak) before you unlock the repeatable contact?
  7. Yeah it was mildly interesting when it was bugged and persistent. Its garbage tier as it is.
  8. I watched the Hype Trailer. I did the opposite. No way I am even looking at this at launch.
  9. Wait... What other illusion power taunts?
  10. Phantom army. Tri cannon is incredibly tanky. I conceed on GC.
  11. When Illusion was ported to Doms it was stripped of its taunt because it would "be too powerful a tool in their hands." Yet now we have 3 control sets where the taunt was given to doms unchanged. Arsenal - Tri-Cannon Plant - Spirit Tree Pyro - Glittering column So can any of you folks make the inconsistency make sense? Why cant Illusion doms have their taunt back?
  12. Seems like a ton of work. Posting to say someone appreciates it. What are you thoughts that all the top pylon performers has Shifting tides as the top of the parse logs? Does it say you are testing the primaries, or how much they can utilize shifting tides?
  13. Didn't really save Creepers, I don't think it will be very compelling here.
  14. I thought the controller behaviour was the correct one. Dropped plans to incorporate this into my builds.
  15. [OPEN BETA] Patch Notes for June 9th, 2025 - Issue 28, Page 2 - Build 6 Seeds is screwed up. Recharges instantly atm. Adaptive didn't take.
  16. You should do one more where you slot for damage/recharge on the creepers. I didn't find procs very impactful on my Plan/Kin (though the kin might throw it off) Creeper spawn rate looks fine in the beta video too. About what I see.
  17. I just noticed all the old feedback gas been cleared! The context is that the creepers you are seeing is the fixed version. The intital candidate patch hard capped them to 5. This rate is the new fixed rate and "upped" damage.
  18. On the same page. The goal of the changes this page was to cut down plant (pun intended). Its not ever going to be what it is on prod server, its not a refuse burn anymore but it is weaker than it was, and you have to take more powers now to maintain some of the controls you used to get from just creepers and seeds. This was the goal though. I am trimming plant from my roster personally.
  19. The issue is if you play on anything above plus 2 or Higher they often will die because of the smaller number of creeper spawns. Keep thr diff low and use tactics it will get there just much Slower. I tested it on a plant Kin
  20. It will top out to the same. Try it on 0 or +1x8. Just spawns slower. Check out the video earlier.
  21. Good find. I just tested it on a dom and troller as a main opening control. If i wasnt range capped i would have died. But i guess the name of the game is layers now. Blaster nukes should get the same "layer" treatment.
  22. Tested my Plant/Kin controller at 54x8. Its not live speed but its back to murdering groups prety damn fast. For speed I can open again with Seeds, drop creepers, then fulcrum shift, and spam roots. Group is dead. 'Gina now is tough enough to watch the entire fights and provide moral support. (Clicking GOTO 100 Times and Gina still won't listen, its like she is scared of the mobs.) Honestly at least on a kin very little power was lost at this point. Ship it.
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