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WindDemon21

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WindDemon21 last won the day on July 31

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  1. IE the -to hit should be moved to the power that also applies the -perception. The confuse power should be separate from that. Confusion doesn't lower your accuracy, the smoke field does. Please fix this.
  2. What it mostly needs is having one of the wind ups removed from burst and especially concentrated strike to lower their cast times. Then power siphon, it should have that to hit apply to each stack, i think this was mistakenly done with the buff only lasting for 15s when cast, where i'm pretty sure it had to have been meant to be applied to each stack, or where PS should last 30seconds, and bump it to 10% for the full duration. Also CS needs fixed so that the crit boosts from the ATOs effect it on scrappers/stalkers, not just be stuck at 20% crit, and it should get some bonus crit damage as well.
  3. Some key fixes it really needs: Reconstruction should be absorb to mesh better with the set. Yes to capped -regen resistance between FH and integration. IH should be a toggle again, it's rech/duration is just, really kinda dumb, and also being able to only enhance a small portion of it. Make it a toggle, but lower the regen by a good amount to like 200%. Bump resilience up just a little bit to and grant it some heftier slow resistance. Add some -recovery/end drain resistance to QR and maybe lower it's recovery and add some end reduction in that's more useful. 30% recover yonly goes so far, in most builds you still hardly notice it much. Would also think for MOG to be more like, 120s, and lower it's duration to 10s, and lower it's cast to .5s. Be more true reactionary, or better more consistently for alpha striking that way.
  4. Over 2 years later. Any fix?..
  5. More animation options are always good. (though hard disagree on animation times lol, especially, if not specifically, wall of force, should at least be 2s not 2.5)
  6. I wouldn't be against this but it kinda honestly doesn't make sense for poison. The aoe aspect is very huge on the issues with poison. Starting with those main two debuffs: The main issue here is the, honestly dumb mechanic, where it has the higher amount on the single target and lower on the aoe. Even if the higher were on the aoe, this still ends up being very pool in actual gameplay since the radius just screws it over, needing to roughly be cast 3 times in order to cover the same area, costing triple the endurance and taking at least about 15 seconds in order to do so on average. On top of the values being so poor in the aoe splash of it as well, it hardly does much outside of simply focusing on the single target you're casting it on and just "well it hit something else". I'm not against special mechanics, but i am where it just really doesn't work out in most gameplay. It would be much better if these were just dedicated aoe debuffs with the higher value (since as their own the values are a bit low) for Weaken, which isn't a stretch since it's then the same to hit debuff as flash arrow but no unresistable portion, not autohit, smaller radius, and it notifies the mob, as well as no -perception, and the -damage is still far lower PGA, and worthy enough compared to some others. Envenom, is more of where the niche comes in since it's a little faster, but still suffers from the same issues described above, and only works when there are multiple enemies close enough to even get that double stack on. With a 15ft radius this would come into play a lot more which is also the idea, but there also doesn't even need to be this mechanic versus simply shifting over the extra debuff/-special etc into paralytic poison which is kinda sitting out there in an awkward spot anyway as i mentioned in the original post. So basically as it is now, the set hardly does anything until it gets to poison trap (which also TERRIBLY has its own issues, especially since the hold doesn't reproc, which it should, even better than the traps version so like every 5 seconds it should reproc the hold) and vgas (which is fine but still think it should be 20ft to match ptrap and help it actually hit the mob while you're risking yourself in melee, constantly suppressing etc), which also are really not on tier 8/9 levels of most sets for what they do and really should be sooner as well. Alkaloid, is decent enough but pretty standard, ally rez, lol-worthy as consideration, and antidote, also generally skipped by most and not hugely impactful in most teams, and useless when solo. So for the set relying on envenom and weaken, and n-breath which also has major issues with the set synergy, especially given even at face value of "well it's a cone so you jump out and then back in to use it" It's still on the shortest duration timer, isn't a super wide cone, and also has one of the longest animations as well making it just a pure drudge to even use by doing so, hence making it at least taoe if not a location field. Most of these right off the bat are QoL, bigger radii (which even 15ft is generous as far as it still being too small IMO, as debuffs versus just killing the mob, they really should be wider, lots of other support debuffs are and should be), being able to use nbreath in melee etc. The only actual buff to the core aspects is increasing weaken's values. Which make enough sense still even with vgas, given it has it's own balances of the lower values, being affected by purple patch, resistances, SUPPRESSION, not to mention, it's still at tier 9 as well. So while yes it would give poison some of the most debuff, that's kinda the point. It's supposed to be a huge debuff set. It also requires active casting and accuracy checks where most other debuffs in other support sets get theirs (at least the -to hit/damage ones) as autohit and don't require melee. This also could, and should, be someone helped on vgas as well if it, actually left the gas cloud if you get suppressed so the effects last 10 seconds, similar to how dispersion bubble works now only as a debuff. If envenom, weaken, and nbreath were fixed, I'd see it fine enough if vgas had to remain at tier 9, but i do still think poison traps should be at least tier 6, with paralytic moving to tier 8, or if antidode was made pbaoe, would make more sense as the tier 8 keeping PP in it's current slot. Edit: Just to reiterate how god awful poison trap is in traps too. My last poison was a troller I procced it out for damage, which even with 3 purples and some others still felt somewhat meh for such a damage proc overload, but completely forgot since it procs those twice, that it doens't even reproc the hold like the traps version does. It's insane how bad this and the set is.
  7. A lot was specified as being between the core and then additional items. The core is the radius increase to 15ft, with the larger -to hit on the aoe, and nbreath being taoe instead of a cone. That is the absolute start base proposal and is 100% justified. Yeah i even mentioned the others as what would be good for the set, but i could see pushback on them, but that's why i categorized the suggestions. At the very very least though yes, increase radii to 15ft (still think 20 makes enough sense for vgas) with larger -to hit/-damage on the aoe, and then make nbreath taoe or location based as well so you use in melee, that one is honestly hugely needed. These are also mostly just base QoL increases, looking at the rework TA got, this is far from an absurd suggestion.
  8. I just edited my last post for this, but they could also just move the extra debuff that goes on a single target to paralytic poison, or even make alkaloid a new dual-type power castable on enemies for the debuff, or allies for the heal. But those debuffs yeah, they need to be more effective for aoe to really mean much to the set especially with the extra ST debuff in one of those other powers. 15 is pretty much the minimum any debuff should be. It works and is fine for click powers but as i also said should be wider on toggles, a pbaoe on you 20 is enough on vgas but others like rad toggles, spore cloud etc, should be 25 like darkest night especially for how mobs move around the area of the battle etc. The slower cast of weaken and especially nbreath make no sense either, as nbreath is the same spitting of something anyway (which alternate animations of throwing vials would be good too), but i can't stress enough how bad for this set specifically if anything else that it is that nbreath isn't at least a taoe, if not location field as well. (field would be great, but taoe would still allow it to proc a bit better esp with that use if it had a short sleep effect to detoggle enemies too, but a longer duration even if longer rech would be much better for the power too as that change anyway like 30s duration 45s rech. Edit: there is also another big part to this, where this is especially regarding the -to hit and -damage for survival for weaken, Where this is especially needed for that, but then the -defense can be bigger and normal on envenom, but the -resist could be 3 tiered even, biggest to ST, 8ft is 75% instead of 50%, and then the 15ft radius would get the 50% value. So there is still incentive on that one to spread it around, but at least the survival aspect of weaken will properly apply to the larger aoe. On the other note of the two's recharges, they shoudl be the same, but if they fixed the especially survival one weaken, then it could have a slightly larger recharge, even 30 seconds with the larger -damage/-to hit being larger radius at 15/20, then envenom would be the quicker one to apply across, so that 100% st, 75% 8ft aoe, and 50% 15ft radius value would work pretty well and still incentivise spreading it across the battle as it goes on. End costs should be a little lower too on that given the spam nature which as mentioned above is still a big issue on it as well.
  9. The problem here is thinking that they are fine as is now though which they aren't. The small radii is clunky and vastly less effective missing most of the mob until after several applications (which is also super hard on the end having to spam them as well). That said there is *SOME* correct aspect in its dual nature of a larger debuff on the primary target but for its main purpose the 8ft doesn't cut it. Fixing the radius to 15 ft I could see warranting the increase but not as vast as you're thinking. 20s would do it just fine even if the duration reduces to 20s as well. But taking roughly 15 seconds to cover the field in the debuffs in its current form is just, really bad. Regarding vgas, the 20ft radius is really closer to where it should be, at 15ft for just the debuff that forces you into melee, suppresses constantly, and really doesn't have that high of a -to hit debuff, in general for support debuffs those radii are too small and should be increased as is anyway that you mentioned which is another topic. Edit: Another option would be to simply move the single target debuff aspect to paralytic poison as well. But without question as is that 8ft radius is just fowl, mostly making it considerable as only a single target debuff with some splash that you can't really full count on, and certainly not on a whole mob like other support set debuffs. Between that and nbreath being awful as a short duration long animating cone, poison has practically nothing it brings until tier 8 and 9, which those only go so far as well, and having it not until tier 8 and 9 is also tragic as well since they're really only somewhat standard on the set, not anywhere near as ultimate as other tier 8/9 powers are. Traps even gets it's version at tier 6, and the vgas as mentioned should be 20ft, but even then its debuffing isn't huge, and constantly gets suppressed from the tiniest mez and requires you to be in melee constantly which is also another major downfall (especailly with the wholly dumb nbreath as its current cone that should be taoe at least) Support debuff toggles should really be 25ft like darkest night, and castable on both ally and enemy like shifting tides is. It's weird this isn't already the case tbh.
  10. I got the idea when testing out the new animation for energy torrent on the scrapper epic, when I noticed how badly it doesn't make sense that it's an eye sweep like cutting beam, but rather the new animation it should have gotten is like a giant optic blast from cyclops with a wide burst, I believe i've also see this in an image of superman doing it as well! This needs to happen! But it would also be really sweet if all of energy blast could be changed into a cyclops like set where all the blasts come from the eyes! And nova can be the one where you look up at the sky and do a big blast and it creates a shockwave around you! The animations can be different variations of the quick blast, to how you hold your head to do a stronger blast etc. They would all be similar yes obviously cause how much you can do with the same eye beam but just slight variations in the animations plus the actual cast time on them and the size of the blast coming out would still make it seem different and fun! I'd imagine the creating of the animations would be very easy to do too because of this with mostly just changing the size of the beams and how long you stand there but would still be so sweet for just those few powers like nova I mentioned above which the actual human animation would mostly be the same anyway, with just a large blast coming out at the end!
  11. For starters, this set really should have alternate animations of throwing down potions or vials. That said though, the theme of poison has always been fun, but the set itself suffers from a LOT. The most glaring issues are the main debuffs needing to be larger at 15 or 20ft with the larger -to hit on the aoe (small additional that would stack on the ST initial target) Vgas should also be at 20ft instead of 15, it's noticeable, especially for a debuff where 15ft just doesn't quite cut it on a lot of mobs. Envenom also should really have a larger more useful -regen, even if, or better yet, that doesn't stack so you're not pointlessly having to spam it on an AV to try to get more -regen out of it's current pathetic value. (250% would make sense given that's about the minimum useful value for a support set and it's poison, it SHOULD be THE debuff master, so that's even generous having it be so low, perhaps different values for pve and pvp) The other very glaring issue is neurotoxic breath, which should at least be a taoe with a more forgiving duration, but mainly taoe so you can use it in melee which especially with v-gas really demands you staying in melee. It should also, along with weaken have the faster 1.33 cast that envenom has. Having it take so long for what it does and it's current duration really just smacks you upside the head with the clunkiness of the set. In addition, it would be nice if we could slot hold sets so we could proc it out more if we choose to do so, or for more hold bonuses, possibly giving it a more useful base mag 2 hold even at a short duration still, just to detoggle enemies and give some breathing room when it's cast. So crucial fixes: Envenom: 15-20ft radius, higher -regen value that doesn't stack. Weaken: 15-20ft radius, larger -to hit value on the aoe with smaller second -to hit added on initial target. Faster cast time, can be the same as is now but just speed up when the arm is up part, taking it to about 1.5s. Venomous Gas: increase radius to 20ft, and make MM version the standard toggle, move to tier 7. Neurotoxic Breath: Changed to taoe 25ft radius, or location aoe, 1.33s cast time as envenom is (they're the same animation too, so especially makes no sense this power being 2.67s ouch), Increase the duration of the slow to 30s as well so if not proccing out to spam it, it's more forgiving how often you have to cast it, can additionally increase its recharge to 40 or 45s. Change hold to a guaranteed mag 2 short duration, or leave the hold as is slottable for hold set bonuses and procs, but add a quick mag 4 like 10s sleep for detoggling enemies and giving some breathing room as well. Poison Trap: This power should be much sooner in the tier to tier 5 or 6. Even traps gets it a tier 6 and the traps version is easily better. The -end/-recovery also doesn't seem to be working at all. I know the -end states it's only a 1.5% chance? but it may as well not be there with that rate, just remove it and fix the -recovery, maybe bump it up to 150%. Listed above are the crucial fixes, that would help increase it's mob aoe effectiveness without changing it's current role that people like it for which is very niche atm. Below are additional fixes to poison that would really help the set as well. Starting with antidote which I would honeslty say should be in the crucial category,, for how crucial v-gas is to how the set works and it's survival, the fact of it forcing you into melee and being at risk of it constantly getting suppressed by even the slightest .0003s sleep or anything else, it would make sense for antidote to be a pbaoe buff, and in respect to having poison be the "debuff master", this can also include not being affected by debuffs as well, suggesting that it also get very high resistance to any form of debuff with the power, so including resistnaces to end drain and -recovery, -regen, -to hit, -defense, etc. This would go really far to giving poison an additional niche and helping it out more in both solo and team play. I could see the power also giving a small regen buff as well like 100% but i wouldn't push that too far given these other changes going into effect. move to tier 8. The single target heal, it is what it is, it's fine, nothing special but as tier 1 isn't expecting much from it. However, across the board on support sets, ally rezzes should really have more useful applications that can be used even when a teammate isn't dead like defibrillate and howling twilight do. For this power, I could see it doing some sort of additional buff, like splash a big aoe that rezzes teammates but also grants that regen/recovery or proccing heal/end and move this to tier 9. Paralytic poison, standard power, but could also use a faster cast and some extra small benefit to it, even if just some damage added. Move to tier 6.
  12. This power has been absolutely terrible and really needs an update. It's literally the worst single target dpa in a melee set besides parry and DA, that is mainly damage only, no extra special effect besides knockdown which would just mean it's not top tier damage, but should still be good damage as it's really the "big" single target attack in the set and should reflect that, especially for how key it is in this set being part of a combo. It's been well known that it actively decreases your dps by using it even in the combo which is just plain wrong. For starters, it mainly needs the first two hits to be removed since they're basically exactly the same as the tier 1 and adds no special flare, taking it's activation time from 2.43 (sheesh) to about 1.5s (first two hits are very sightly faster than the tier 1's). The power would be much cooler and faster if it was only the last two hits. Then, bring it's damage/recharge up to 10 seconds to give it a little boost in damage but still have it's recharge short enough to flow in the combos, taking it's dpa up to 85.5 on scrapper value, which is still the 3rd largest single target attack in the set so it's not a crazy boost. Ablating strike for what it is also is way over dpa'd, so if needed to compensate the single target dpa that could be lowered to transfer some dpa to this power if needed. This is two fold, in order to make the power actually worth using, but also very largely to give the set some single target mitigation that doesn't absolutely destroy your damage. In its current form, to even equal the same dpa as the tier 1, it would have to be 179.77 damage at 50 with its current animation. Even frozen fists is better dpa than it is and we all know how absolutely terrible that is! The only ST melees that are actually worse than it on a melee AT are divine avalanche and parry but at least those also have the defense bonus added on them as well (those powers also should be sped up some as well, for example make divine avalanche the .83s quick bop on the head like when brawl is used) While at it, shaving some time off 1k cuts would also be greatly appreciated.
  13. Shark heads and back fins. More animal heads/hands/feet/bodies in general. Guitars for mace/tw/axe
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