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Elizabeth Ashlee

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Posts posted by Elizabeth Ashlee

  1. 2 hours ago, WindDemon21 said:

    Right but that's also part of it using it to help larger areas of the battle etc, so some do "rely" on it, flashfire, then cast bonfire so there is some control when it wears off, saving cinders for "oh crap" moments. Point again that this never should have happened, even in the epics, but at the very least not in the primary control sets.

     

    You also just mentioned the two top tier combos with fire control, so already using the meta builds with it doesn't really allow for understanding of other worse combos and how they play. So it is actually a very big nerf to actual control for the control set.

     

    The power also heavily needed the cast time reduced to the 1.67 version that neutron bomb had. Rest assured I'll never pick up bonfire in the epic ever again as well with these. Quicksand too, it didn't need the nerf, almost never saw anyone who actually ever picked it up in the epics, i'd imagine that'll be almost never now, but it still needed the cast reduced to 1s per it's animation as well, not 3 :/.

    It's the second to last power in Fire Primary for controller and dominator, and the updated "Dumpster Fire" version is a skip imo (unless you just must cram a set into the late choices). Sure it was too good slotted kb2kd but it seems there were many ways to change this for the overall better and not make it a Primary skip. Looking at other control sets at level 26 there are some fantastic picks and this went from subjectively the best to one of the worst when it comes to control.

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  2. 1 hour ago, FupDup said:

    The patch notes are missing some context. In closed beta, the recharge on all the Sentinel epic immobs were set to 20 seconds in order to "normalize" things with the penalties that the devs decided to give epic pool powers. There was some complaining by a few people (at 20s it took too long to stack the immob magnitude to lock down high rank enemies) that got it bumped down to 16 seconds at the cost of those other attributes. Some of that stuff was also to keep the powers in-line with other penalties that Sentinels have to deal with in their base kit (target caps, range). 

     

    Basically the patch notes here are missing an in-between mini-patch from closed beta where these things got changed. 

     

    At least the power will remain good for very specific set bonus slotting. 🤷‍♀️

  3. On 11/22/2023 at 11:44 AM, The Curator said:

    Epic > Electricity Mastery > Chain Fences (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74

     

    Incorrect recharge times quoted, current base recharge time is 8 seconds on live, also the new recharge time on beta is not 20 seconds as listed in these patch notes

    The following unlisted changes also took place.

    • Range reduced
    • Area of effect reduced
    • Number of targets hit reduced
    • Damage reduced
  4. Tested live and beta, it's a fairly substantial nerf. The recharge time I can see being a warranted change. It was honestly too quick to recharge. Enhanced on live it is recharging in just under 3 seconds, on beta enhanced it is recharging just over 5 seconds which is still very fair. However there were more changes than just the recharge.

     

    Damage decreased 15% (granted it was never a big hitter nor used for its damage)

    Recharge time has more than doubled (enhanced time, and still not a big deal as it still recharges very fast.)

    There were some other changes which are pretty huge though..

    AoE radius decreased 50%

    Range decreased 34.78%

    Number of enemies hit decreased 37.5% (6 targets fewer than before)

     

    These changes in mind, I don't think many folks were calling for Sentinels to be weakened. However the patch notes do state the changes were made to correct any powers that were basically obvious meta choices. They know far better than I do for certain and it will still be fun to play.

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  5. On 1/19/2024 at 12:07 PM, The Curator said:

    Epic > Electricity Mastery > Chain Fences (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74

     

    The patch notes state the recharge time will change from 16 seconds to 20 seconds, however currently the recharge time is 8 seconds. Does this mean it will go from 8 seconds recharge to 20 or something else?

  6. Renewal of Light has failed to work for me a few times now. About half of the times that I have used it I have been instantly defeated by melee attacks and still gain xp dept in the process of being defeated after using it (even minions have gotten hits in during this time). Using the power will often NOT result in gaining debt protection or untouchable effect at all.

  7. When buffed with "Domination" on the Dominator archetype if you are already running tactics everything works fine.

     

    Any time you toggle tactics to the on position while buffed with Domination you will lose the +Hit portion of Domination.

     

    Refreshing Domination will restore the +Hit portion.

  8. Prestige Costumes - "Effect: Shocking" previews in the costume editor are either incorrect, misleading, or not working properly.

     

    For example..

    • Original, Villainous Charged, Bright Charged, Dark Charged : All show a pulsing spark effect on the hands in costume editor, in play the spark effect occurs the first 2-3 seconds, from then on only a very faint glowing is all that displays.

    • Heroic Conductive, Villainous Conductive, Bright Conductive, Dark Conductive: All show heavy sparks running over various parts of the body multiple times per second in costume editor, in play the effect is approximately once per second.

    • Heroic Static, Villainous Static, Bright Static, Dark Static: All show multiple little sparks/flashes about the body with a glowing effect in costume editor, in play the sparks/flashes occur the first 2-3 seconds, then the spark/flash particle effects vanish, the aura and light cast onto the player where there should be sparks still occur.

  9. This is an amazing tool, I've been loving it for months now. That being said I did notice a week or so ago it would not complete uploading any logs, today I have noticed the site is not loading at all.

     

    Q: Is there a plan to have it back in action?

    Q: Is there a way to use the source to run it locally? (I tried figuring it out and there isn't really any clear way to me)

     

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  10. On 11/24/2021 at 10:52 PM, UnoDuo said:

    *** I honestly like the idea of VS being a toggle... but it is REALLY BAD at following and it de-toggles all the time.... I actually click it MORE OFTEN then I did the way it used to be....

     

    Agree 100%. It's super meh now. On paper it sounds great, but it detoggles a LOT. The time taken to monitor, refresh it, and the endurance drain could be spent on an attack that has far more impact.

  11. That is a shame, it is not the 'best of both worlds' as implied in the patch notes. It becomes something that may be good for one and not for another. That is a change in how something fundamentally works. Have to drop it and work around it then.  🙂 Thank you for the super replies!

  12. Thank you, I was not aware of the taunt effects overriding -threat. I had been told previously the reason why scrapper provoke was weaker than a taunt from a tanker was specifically the difference in their threat levels. (Not accounting for the number of targets, I mean just on a single target the ability to keep aggro.) I also feel like when I would run super speed on a tanker they had far more issue keeping aggro on groups because of super speed's -threat. I have no proof though, just a feeling and what others had told me.

     

    Thank you for the reply I appreciate it. Though I think leaving out the details of such a change and having it be a vague "we made this the best of both, the end" is kinda silly, I should test and see if it is truly the best of both and conceals as well as invisibility did prior.

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