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Everything posted by ScarySai
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Definitely a difference when it came to Starless vs CT, I can affirm that much at the time I made that post.
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Last time I tested they had issues with certain walls on certain tech/office maps at times, though. So I'll test again to be sure.
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CT works, Shadow Step (Shade teleport) works, Jaunt works, (but sometimes has issues with Z-axis), haven't tested regular teleport.
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Can we get a fix for Phantasm going into melee range?
ScarySai replied to robobl4de's topic in Bug Reports
Extend whatever fix this gets to any given ranged pet such as gun drone or Warshade essences and I'll be a happy guy. -
Focused Feedback: Teleportation Pool Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
TP is only the fastest in a straight line with zero turns or obstacles, and only when fully slotted. Having no limit to its range gives it the unmatched potential for sure, but super speed and afterburner will demolish it in practically every other scenario, especially indoors. It's also the only travel power that animation locks you, and is capable of bugging out so you teleport in place for some reason at random intervals. It's a chunky mess, hence why the lack of attention is awful. -
Focused Feedback: Teleportation Pool Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
Quoting for emphasis, I was hyped for these things to be added to my new shade build, but now that I got my hands on it, it's just underwhelming. I understand not making our new toys OP, but we didn't even get the new teleport intangibility that could have been situationally useful for a tri-form build. I think people are very enamored with their new toy and aren't being as harsh as they probably should be, combat teleport itself is pretty fun and I like it, but it doesn't offer me anything that hover and CJ can't, while also giving me the benefit of 1: an actually useful defense buff and 2: a LOTG slot and 3: Immob protection and/or making getting melee'd functionally impossible (barring a web nade.) The to-hit on CT is so crap, but that goes double for a class that has soul drain and another mini soul drain. Fold space is the singular saving grace for this, I love it, combat teleport is close to perfect, but needs a better buff and teleport itself is just laughably underwhelming. -
I would agree if energy melee weren't the worst possible thing to make this case with. Dark Consumption as an AoE DoT nuke? Sure. Dramatic nerfs to mid-tier sets? Sure. Energy melee? No shot. You're going to have to log into beta before I even think about respecting your opinion, as I know for a fact you weren't playing and mastering EM before this year. You need experience, be it with the old version of the set or the new one to make a case, here you don't have either.
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Focused Feedback: Teleportation Pool Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
Well, wormhole can't teleport friendly things, isn't that long-ranged and additionally - teleporting things we are to destroy would usually not break the game. So unless there's some extreme examples outside of the scope of that initial post, I think letting just wormhole (not recall/tp foe/fold) get a buff like that would be a safe bet. -
Focused Feedback: Teleportation Pool Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
Perhaps, but practically speaking, we can easily rule out every AV, gm, hamidon and trial bosses, no? Besides that, would it even be that big of a deal? If anything were to crop up in testing or even post-launch, it shouldn't be that hard to hotfix, surely? -
Focused Feedback: Energy Melee Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
It wasn't ever skippable unless you were building a bad character. -
Focused Feedback: Energy Melee Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
Balderdash. No offense, but TF was not a skippable power if you cared about performance. While slow and chunky to use in today's meta, there is no denying that it had some hurt behind it. Pip-pip, tea and crumpets. -
Focused Feedback: Energy Melee Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
Kind of. If I play STJ by spamming sweeping cross, I expect someone to come in and tell me I'm playing it wrong, I don't take offense to it. If someone is not making the full use out of power crash despite having an increased target cap and radius for an already tremendous cone, they are playing it wrong and I am going to suggest working to improve it. You don't even have to jump as a tanker, again, it's a tremendous cone. I agree, and you wouldn't have reached this point if nobody challenged the earliest iterations of the spec. When a suggestion is made, it must be challenged at some point, so as to ensure the suggestion is worth consideration. That is why people should be vocal about what they like, vocal about what they don't like, and vocal about suggestions that fall into either category - with data and concerns to back them up. -
Focused Feedback: Energy Melee Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
1: Not happening, you're just straight up not getting this. I'm pretty confident in that. 2: Adapt your playstyle. The tanker radius and knowing how to use cone attacks should make making full use of power crash pretty easy for a tanker. 3: Not seeing how this is necessary. It already stuns things. -
General Feedback: Issue 27, Page 1
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
It's called Issue 27, though. -
Focused Feedback: Blaster Secondary Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
WoC isn't that big of a deal at low levels, unless we're talking a level 50 with Coercive Persuasion six-slotted into it going back to exemp. Then it can do funny things, but I'd hardly call it OP. -
Focused Feedback: Stance Selection
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
My only real complaint is that we can't separate the idle animation from the running animation. -
Focused Feedback: Energy Melee Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
Yes, because you're never going to get that without major compromises elsewhere. You're out of your mind if you think they'll ever add that. -
Focused Feedback: Energy Melee Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
Speak for yourself. ET was strong before it crit at all, now it's very, VERY nice. I disagree with Powerhouse on a lot of things, but I will say it here: He absolutely nailed energy melee's overhaul and should get praise for it. -
There's a few, but a pair of specific posts that started this were pages of argument, followed by one of the participants in said argument going "No, I haven't actually tested anything" while I know for a fact they don't play energy melee at all, and thus have no basis for their arguments.
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I don't think I'm allowed to name names, sadly. Check the threads and you'll spot them pretty quickly, though.
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Focused Feedback: Teleportation Pool Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
1: Hard disagree, if you turn with the mouse its objectively easier to navigate than with teleport. 2. Teleport is faster in theory outside because it has no range cap. However, in reality, if you're unable to load it with range boosts, it is not faster than base ss or fly with afterburner. Tactics is always on and does not interfere with the attack rotation. Tactics also is usually preceded by maneuvers and proceeded with vengeance to settle all defensive woes. CT has to be maintained and offers little benefit unless spammed. It also doesn't offer enough tohit to overpower getting debuffed, nor does it benefit your allies. I touch in this in the first point, but again - it's only the fastest when slotted. My ice/time with clarion radial, three slots in teleport and intuition's range boost can clear crazy distances, very few people can spare the slots though. Additionally, sos, ss and leaping have much easier navigation and less of a required slot investment to clear similar distances in a very similar amount of time. The more turns and fine adjustments you have to make, the less useful teleport is as a travel power. -
Focused Feedback: Teleportation Pool Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
1: Super speed, leap and fly are all suitable for indoor travel and even combat. Teleport is not. It is slow, unwieldy and very unreliable at times. 2: Combat teleport's tohit buff is functionally worthless and might as well not exist. Defense would be more appropriate, if people would stop crying fear over min/maxing. 3: Super speed, SJ and fly don't need a buff because they work. Teleport needs an activation cut or a more substantial buff in its place, as it is by far the clunkier travel option. -
Probably, since I tested it and it made perfect sense to me for multiple reasons. Which is why I made that disclaimer in the OP. I would consider the feedback of someone who's mained a set for a long time to be more valuable than someone who never touched it before, and has only tested on beta for like a week. Fact of the matter is that most people bashing energy melee haven't actually played it, whereas the large majority of people who have are praising it. Additionally, I am firmly against the travel nerfs, the stacking is largely inconsequential to game balance and the fix strikes me as a frustrating annoyance.
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Focused Feedback: Energy Melee Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
The only thing I could really ask for at this point is if ET could knock my target across the room, but only on a killing blow. -
Focused Feedback: Teleportation Pool Revamp
ScarySai replied to Jimmy's topic in [Open Beta] Focused Feedback
An animation reduction would be simple, but potentially good as well. Really, that's the core of the problem, it's great for travel, but due to how slow it is to animate and it's very all-or-nothing nature, it's kinda crap unless you're going in a totally straight line in an open area.