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ScarySai

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Everything posted by ScarySai

  1. You make brutes worse and manage to nuke all underperforming sets in the process of doing this, while things like fire blasters, tanks and axe/energy scrappers remain relatively untouched. Also, the difference of damage output between a dam capped tank and a dam capped brute is less than 13%, and that's before we factor in the higher target cap. Tldr: issue's more complicated than just nerfing tanks and procs and certain people shouldn't talk about what they don't understand.
  2. Tanks exist and effectively overshadow brutes entirely, while certain scrappers are on the same level of survival as a brute quite easily with notably more damage. Popularity is also a meaningless statistic to cite from a census made years ago, which mostly consisted of fire farmers. The only things you can say shines on brute are regen and savage melee.
  3. Factually untrue, maybe during Jack's time, which wasn't exactly the period people remember fondly. Don't spread misinformation, kthnx. As for the topic at hand: the fury nerf needs to be reverted, and the brute's fury proc needs to be replaced. The popularity of the AT is meaningless when the bulk of it was fire farmers, and fire armor (especially brute burn, which actually did good damage) got giga nerfed.
  4. @StonTravel time will be skewed with this one.
  5. I generally have one for each AT, power is definitely a factor, but so is them sort of clicking with my style. Blaster: Ar/ta Defender: Poison/dp Controller: Grav/storm Sentinel(ew): Elec/rad Scrapper: Axe/bio, claws/bio OR energy/rad Tank: Rad/ss Pb: Tri-form (human only is bad, stop it.) Ws: Tri-form Brute: Sav/Dark or Ss/regen. This was ice/fire by a landslide until hc stupidly nerfed burn. Corruptor: Storm/storm or Psy/kin Dominator: Plant/psi Mastermind: Bots/traps Stalker: Stj/energy or Stj/stone Soldier: Leviathan crab Widow: Melee fort hybrid
  6. GB had a chart that doesn't hold up to scrutiny, that's it. And it would hardly hold up now even if it wasn't a clumsy sheet, since they're changing the cell behavior entirely anyway.
  7. I'd argue cell's grossly undertuned, but if they disagree, then I'd settle for more frequency because it would at least feel like an active contributor. As it stands, you could skip cell on most characters and it would be a minor difference at best in terms of clear speed.
  8. Since you're re-tuning cell anyway, now's the time to explore a 'spammy' version of the power. Retune numbers all you want, it's much more fun than what we have now and on live. FWIW, I think C5 is fine as-is, Cell is the problem.
  9. It's disheartening to learn that the high praise I had for the slight changes to the set in this patch, actually had nothing to do with the intentional changes to the set, lol.
  10. Once again, asking for ground requirements to allow for hovering near the ground for earth mastery powers. Especially for controller's earth mastery.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. Thunder strike aoe without procs is already a meme, at least this makes it semi viable for ST.
  18. As part of this whole immob update, perhaps it's time to move gravity's knock conversion to the aoe immob.
  19. 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.
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