Jump to content
The Character Copy service for Beta is currently unavailable ×

ScarySai

Members
  • Posts

    2027
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by ScarySai

  1. Thunder strike aoe without procs is already a meme, at least this makes it semi viable for ST.
  2. As part of this whole immob update, perhaps it's time to move gravity's knock conversion to the aoe immob.
  3. Perhaps, but they've had ample time to address it. The volunteer excuse can only be stretched so much. Psinado is a simple fix, at the least. Could easily push a consistency pass to it next build and it's done. If they aren't changing it because they perceive forts as "fine", its stupid.
  4. I'd pin this part so people skimming the notes don't blow their ears out lmao
  5. The only thing left I'd really change for storm blast is remove the projectile from cloudburst and just make it like hailstones, and maybe have CL get a way to still have value if it misses. I don't mind it, but dot + travel time is rarely a good combo, gloom barely gets away with it. Otherwise, it's in a good spot, particularly for corruptors, and especially as a set that doesn't proc well. The set's setup might make it worse for speedruns, which 90% of you arent interested in to begin with, yet for big pulls and avs, it's still going to have value.
  6. Bane blasts still need more power behind them. It's very hard to justify any of them short of poison ray with how tight bane builds are. Also, you still need to buff fort psinado, can't make a fuss about consistency but leave that one as is. It's a terrible power, that's why the other versions got buffed.
  7. And I could just as easily justify +defense, or being able to slip out of any binding holding you down. The tohit as it is, is useless.
  8. I can agree, I drop fighting for fold space on my tankier builds now. Still, could at least get something more going for it.
  9. Tohit just seems like such a strange effect for CT. Immob protection would be good enough in my book, though the active nature of the power vs passive says to me that it should be stronger when used right.
  10. I can fly while immob'd, and yet, evasive still grants immob protection.
  11. Or I could teleport away from getting mezzed and it's a moot point. CJ and hover provide immob protection, CT doesn't do even that.
  12. Allow it to work while mezzed and break control effects/grant protection for it's buff duration. The tohit this power grants isn't really strong enough to overpower debuffs, and isn't something you'd generally be leaning on when using the power. Being able to port into the middle of a pack and not get stunned? Now there's a tangible benefit to that which would make this power desirable, even without a LOTG.
  13. The way epic power recharge/end/radius and such are calculated is such a goddamn mess that the only thing following it here really did was nerf some of the good options we had, like dominator sleet and soul drain for corruptors. It should say a lot when the best sets are probably accidents, are fixed, and then are still the best. But, those powers are still some of the only options for said ATs even still. Epic power tuning will continue to be a complete waste of time until this idiotic formula is either changed, or treated like a guideline instead of law. I'm underwhelmed.
  14. @Vinceq98 Storm and trick arrow do a very good job with covering for arsenal's glaring weaknesses.
  15. Monos already did that, no need to repeat.
  16. Max hp on frostwork is better than absorb for a variety of reasons. Glad that one got rolled back, cold's been getting whipped this patch (still the best, though.)
  17. Power lock-in is going to make it hard to fix this one, if this is all the buffs this thing's getting. Ah well. Let's see if coercive works now, at least.
  18. A bunch of introductory pop ups when you first make a character are spitting out pstring errors. Simply create a character on redside to reproduce. Unsure if it's blueside too at this time, assume it'd be reported by now if so.
  19. It was changed, epic version was buffed in the newest build to be less bad, but it's still kinda bad after the nerf. Very unlikely to bother anymore without a cast time reduction.
  20. I'd strongly encourage some of the power devs to give this set a spin in some papers and tell me it isn't a joke compared to any other control set. Really feels like an on paper vs ingame issue. There's a disconnect, somewhere. Going off experience, they probably have a dataset they point to to justify how "fine" they think the set is, but they'd be wrong in actuality due to a failure to account for many variables. Set needs help, guys. We're trying to help you here, nobody's out here just to baselessly shit on your work.
  21. Axe cyclone's definitely behaving different, the pull isn't as tight, especially mid-combat. Assuming this is related to the cancel on damage flag's fixes, since this power has it too. sucks for following a cyclone with cleave. Beta footage starts at 1:09 Edit: This has been fixed for a week or so, just mentioning it because it's still getting reactions.
  22. A necromancy control set modeled after illusion: Centered around snowballing by raising dead enemies to overwhelm your targets, with the capstone being to reanimate any mob outright to fight for you for X amount of time, stacking like warshade essences.
  23. Title, been getting a lot of desync since they made the hardware change.
  24. To add the the list of "Things broken by the cancel on damage flag being fixed", Axe cyclone's reverse repel feels notably worse on beta than it does on live. On beta it seems struggle to gather things tightly way more. It still works, but it's a notable enough difference to maybe need a tweak. Your ability to set up mobs for a big cleave AOE is a lot more limited.
  25. And all of this to trigger an immob on a mediocre ice slick clone. I believe Arcadio is referring to the fact that smoke cann's domination isn't an 100% chance to trigger, assuming that remains unchanged.
×
×
  • Create New...