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Vanden

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Everything posted by Vanden

  1. That power is wrong too. They should work like Thunder Strike, which predates both.
  2. I checked, there's been no change to Eagle's Claw's damage or recharge to compensate for the added AoE. Although I haven't actually tested the power, and I think there might be some kind of quirkiness with how it works, so it might not be a normal cone attack, like maybe the other targets in the AoE aren't guaranteed to take damage or something. Testing is needed.
  3. You've been not at all concerned with the damage it does because it did piddling damage before this patch. Now it does more damage than Bone Smasher or Havoc Punch, it's an excellent attack. To be fair, I don't think it needs to be all the way at T9, either; I've been pushing for it to go down to T5.
  4. It makes the accolades perform equally well on all builds. And unless you have over 150% global recharge, it’s a buff.
  5. Not unless some similar buff could be given to Peacebringers.
  6. Touch of Fear in Dark Melee now takes Targeted AoE IOs. However, since this is a melee attack, it should take PBAoE IOs.
  7. TW shouldn’t have those things so bad any more, either.
  8. It’s true, Acid Arrow is a bit of a bum power now. Trick Arrow is a Buff/Debuff set, so adding damage doesn’t help it do what it’s supposed to do.
  9. It’s a power customization theme, at the tailor.
  10. Fast ET wasn’t a choice you had before, though.
  11. The duration is doubled and you’re now guaranteed to get the buff, even if you use it on an intangible target. I agree converting Death Shroud would be a lot easier to manage but you don’t have to be a Veruca Salt about it.
  12. For anyone wondering about the changes to the absorb toggles: its a bit of a buff and a nerf, leaning more towards a nerf, IMO. It now takes about 6.5s for the toggles to reach the level of absorb the live versions give you every 3s. However, the ticks of absorb now stack, and after 12s you reach the maximum absorb value, which is 80% higher than the maximum on live.
  13. 🚨 Wee-oo wee-oo! 🚨
  14. It’s only convenient for heroes, and that couldn’t stand, because devs love villains
  15. Also of note: the /powexec_location command no longer requires line of sight when used with the “target” parameter, meaning you can set up a bind with Teleport and Combat Teleport to teleport directly to a teammate, as long as they’re in range.
  16. Request: shrink the icy shockwave FX of Frozen Aura to match the actual area of effect of the power. The shockwave is much, much bigger than the actual 10-foot radius of the power. Also, maybe add an Ice Sword Circle power customization theme to Frozen Aura? Pretty please? 😁
  17. MA is absolutely one of those sets, Dragon’s Tail is a completely average AoE, and it’s the only one in the set (and Stalkers don’t get it). Plus, I think EC is still balanced as a single-target attack, though I’ll have to run the numbers when I get out of work to verify that.
  18. Yes, the guaranteed 1-2 punch for a boss stun cottage has been preserved by moving the 100% chance for single-target stun to Bone Smasher.
  19. Needs attention: the melee versions of Stun in Energy Manipulation (standard and Power Boosted) play a projectile FX, even though the power is not ranged in those modes.
  20. Needs attention: 1. Fast Energy Transfer doesn’t sync its damage with the animation; the hit FX and damage are applied a fraction of a second later than they should 2. Fast Energy Transfer still plays the “power up” FX on the player character’s fists from the slow version. These FX are not even close to synched with the animation. 3. Power Crash shoots a projectile at the target, despite not being a ranged attack. This means the hit FX and the FX that always plays to indicate the General AoE never play in sync. 4. The Bright customization theme for Power Crash produces blobby, blurry-looking FX on the target. The Original and Dark themes look fine.
  21. I would like to repeat the request to split Energize in Energy Manipulation into an unslottable toggle that gives the end discount, and a slottable click that gives the heal and +Regeneration. This would have the following benefits: 1. It makes it possible to use the heal reactively to taking damage 2. It’s less necessary to put the click on auto, making it go off when you don’t expect, such as when you need to quickly attack something that could kill you, or when it eats up your precious Build Up/Aim time 3. It frees up the auto slot for another power, and Energy Manipulation has two other powers that could be used for that If a free end discount toggle is too powerful, you could give it some kind of downside, like -50% regen while the click heal is not active; something meaningful, but manageable.
  22. LFG doesn't actually start the TF, so how would the game know you formed with LFG?
  23. In the mission Defeat the Sentinel of Mot from Mu'Vorkhan, there's a cutscene with Scirocco in it. During the cutscene, he'll keep attempting to attack something, using his powers on presumably the Sentinel of Mot, rather than do the animations he's supposed to.
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