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ScarySai

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Everything posted by ScarySai

  1. Yeah, nobody is saying you have to leave the bug in, but this is a very core issue with cell that the bug did indirectly address. Reducing cell's frequency and potency on the same target while also fixing said bug is kind of an L, though now it's clear the former isn't meaningful by itself.
  2. I'm aware, but once again, Storm Cell feels better when it's spammy with the lightning procs, and should be rebalanced to behave as such, as it's a terrible power whenever it's not bugged to shoot more often - and as we've seen many times now, is much more well received.
  3. Is there an ability to restore the growing power cooldown animation that I missed? I preferred it that way when I oriented the timer to the bottom. That aside, I do quite like the other changes.
  4. I caught that already. At this point, Cell needs to be spammy as a baseline, and be tuned around that, rather than the way it currently is. Whether intended or not, this fix makes the set feel worse, and every time cell has been broken to cast lightning more often, it always felt better than it's 'intended' functionality. I don't see why storm cell should feel so weak when something like rain of fire can clear 80% of a pack by itself. Indirectly, the bug made cell feel like a power choice worth a damn. I was very excited for beta storm cell up until this point, I love this set, but cell feels awful once again.
  5. STORM BLAST FEEDBACK, BASED ON FEB 17 PATCH I couldn't wait, I decided to test it during lunch. While an upgrade from live still, every time storm cell bugs out, the thought is the same: Lightning spam is cool, and feels really good. Makes cell actually feel like an impactful power. So to find that the reason cell felt good for the entire beta cycle was not because of the other changes, but because of a bug, is a bit annoying. On paper, the cell procs getting a different scale might make it more consistent, but in practice, makes it feel useless yet again, especially when you pair it off with the fact they upped the delay again. Suggestions: Storm Cell: Find a way to make Cell lightning more spammy, it feels like ass now, it felt great up until this point, apparently due to a bug, yet again. Bring the cell cooldown on the same target back to 1s. There shouldn't be a fear of overperformance, if I build the exact same corruptor, but ice or fire, Rain of fire and rain of ice can practically solo entire packs by themselves, Cell can't do that even with godly RNG. I'd have a more iterative approach in my suggestions usually, like starting off by bringing the delay back to 1s again, but yall sure picked a rather inconvenient time to drop this on us with the patch around the corner, so more stuff needs to be done at once. Storm cell once again feels like the worst power in the set that it's based entirely around, when it felt good up until now from early closed testing of this patch. Watch this clip of my storm/storm and tell me that lightning spam isn't infinite cooler than what this 'fix' reduced it to. TLDR: Make storm cell spammy again, every time it has bugged out to zap people more often than intended, it feels way better. At this point, that should just be how it works, and be tuned around that behavior.
  6. Looks like I'll have to test and see how much those storm blast changes matter. I'll be rather upset if these ultra last second changes kill the hype I had for storm this patch. Those phases of having ten bolts hit everything felt awesome, and not really gamebreaking. Shall report back in the afternoon.
  7. Bit last second, don't ya think? I'll test to see if this is a big dealbreaket or not.
  8. Thunder strike aoe without procs is already a meme, at least this makes it semi viable for ST.
  9. As part of this whole immob update, perhaps it's time to move gravity's knock conversion to the aoe immob.
  10. 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.
  11. I'd pin this part so people skimming the notes don't blow their ears out lmao
  12. 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.
  13. 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.
  14. 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.
  15. I can agree, I drop fighting for fold space on my tankier builds now. Still, could at least get something more going for it.
  16. 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.
  17. I can fly while immob'd, and yet, evasive still grants immob protection.
  18. 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.
  19. 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.
  20. 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.
  21. @Vinceq98 Storm and trick arrow do a very good job with covering for arsenal's glaring weaknesses.
  22. Monos already did that, no need to repeat.
  23. 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.)
  24. 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.
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