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ScarySai

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Everything posted by ScarySai

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Title, been getting a lot of desync since they made the hardware change.
  7. 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.
  8. 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.
  9. Oil slick arrow is also part of a support set, there's an expectation by default that there's another powerset that can potentially back up what it does, before we even factor in reactive radial, and all the fire/energy damage procs out there. Oil slick arrow in Tac Arrow, which isn't a support set, for example, is able to ignite with electrified net arrow, no matter what. That's part of the reason it was given energy damage to begin with, it's a false comparison.
  10. That ended as a net buff, from how I see it. I want that recharge treatment on the other big pool CDs, honestly. Also, called it.
  11. You know what? Agreed. This feels incredibly over-engineered. At this point, delay the set and rethink how it's to be structured. This is a disaster.
  12. Adding my voice to the hat of "Just give people a list already." It really doesn't benefit anyone to make this a treasure hunt, you know what powers have it, just tell your testers. Maybe in some weird way this is seen as a method to "root out people who don't test", but this would be an asinine way to go about it. Besides the whole wet thing, nothing else worth reporting on. The root -works- from the ones I've tested, though I'd debate the actual usefulness of it's application. This set is still fighting with Elec control for the position of "The worst set in the entire game".
  13. Last time I was on, all of them that could stack. I only saved one screenie of the crab though,, seemed to be every buff, including evolving armor stacks, I had only logged on the crab and axe/bio before work. Here you can see the gaussian proc going nuts. It's purely visual, combat attributes did not show them as still active.
  14. Soldiers are the actual sentinels, so it makes sense.
  15. Power icons super broken for anyone else?
  16. Change to how placate works is very nice. And WAWG working properly makes it a very, very tempting option, even for tight builds. Rare to get an immob this potent on a dps.
  17. @Ratch_Much less procs than I expected, very nicely done. I'll try that on axe eventually, if you don't, lmao. Probably gonna wait for cryptic though, just for faster trial and error.
  18. Arctic breath was fine as it was, change it back. I do not accept "Angel thinks it's too short" as a valid reason to add a second of cast time to a power, sorry.
  19. Slice needs more damage and maybe a higher recharge to make up for it per whatever the formula suggests. As it stands, why would I take melee attack that does pure lethal damage over channelgun - a pure energy alternative that's ranged and has the same stats besides marginally less damage? Damage you'd probably lose on the approach to slice someone anyway.
  20. At the very least, doms can convert knock with their root most of the time. The big issue for arsenal assault is just tripmine being bugged/bad right now IMO. If you're playing arse/arse, good luck with that knock issue though, lol.
  21. Spirit shark could use a teal circle at five stacks also: find it odd to nerf bonfire now, since it's been falling out of favor for awhile now. Most fire blasters go soul now, it just works better.
  22. What's tragic about that, is control sets already struggle to really have a place in a team setting. I don't understand why the guys behind axe and energy melee are being so scared of making this set good.
  23. Changing sleep nade for the poison trap vomit effect would just work better for the power. You accomplish the same desired effect, but it actually does something useful.
  24. 1: I don't get why Night Widow BU is still mutually exclusive with follow up, despite the fact the much stronger widow spec with a nuke can take fu+aim. 2: Bane builds are extremely tight due to the sheer amount of "mandatory" picks you need to take to justify being a bane over a crab, so your room for mediocre ranged attacks that essentially only serve to flop a pack over rather than do meaningful damage is very, very minimal. So why is it that the beams are still so undertuned? You can play a mace volley + mace beam blast bane and tell me "oh it's so good because it knocks things and keeps them in crowd control range" but the problem is MBB and volley do piss for damage, while crowd control does a pretty good job of keeping things in CC range. Compare it to rotating venom>disruptor>frag>cc, I'd much rather have frag grenade kill everything that survived disruptor than bounce them. Mace Beam blast wouldn't even be on my radar if it wasn't for procs. As it stands, p-ray is the only mace blast worth taking. Buff the shit out of mace beam blast and if you're worried about excessive AoE or something, make it exclusive with frag grenade, like the Crab Spider grenade was. 3: Crab, despite having probably the least meaningful changes, is probably the best right now on the condition you play leviathan, just due to the very strong synergies, and the fact leviathan single target burst ain't bad anymore. If you don't play leviathan, it's still kinda limp. I'd still say suppression needs a big buff, and that arm lash should be a shorter, but wider cone.
  25. If you approach buffing Smoke Cann with the idea of "Oh, we can't buff this too much, or it'll be better than seeds/mass confusion!" you'd be fundamentally misunderstanding the stark differences between how these powers work. You could buff smoke cannister to like 5x current duration and it would still not be in the same realm as seeds. It can't even dominate, before we factor in just the limit of area that can be covered by smoke cann, and the fact the affected enemies have to eat a hit before anything happens.
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