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WindDemon21

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WindDemon21 last won the day on July 31 2024

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  1. FYI can confirm that the pet doesn't have that debuff on it, not sure why it lists that anywhere. I do remember seeing it somewhere though. While we're on the set as well, why does explosive bouquet have the same exact animation as hand clap, which takes 1.23s to cast, yet it takes 2.93s, can this get corrected as well.
  2. I think that may be the case but ended up just royally messing up the power. To which case even as is it still should be on a 60s recharge since it's only half stun. Regarding wheel I think it may be a help text messup. I'll have to test it's accuracy in combat attributes but it doesn't feel like it has -25% to hit, when you go to enhance its accuracy it actually says it has 1.2x base. But for lower levels they might somehow cancel put especially if running tactics but for end game yeah if that -25% is there then it really shouldn't be. Regarding glittering column, the power is fine, I like it, but they do need to fix buffs carrying over to it properly.
  3. Read the rest of this thread. Already gone over this, and it can hit the 16 cap with the stun and still proc bomb so you're not losing anything. Even if it lost the fear that's just one proc lost and isn't much of an issue when the power is doing 100% of what it's supposed to instead of just 60%
  4. If this could get fixed soon that'd be GREAATTTT. In addition glittering column does not seem to be getting buffs to last through it to the boom even though the buffs are still active at the time that happens. I've noticed this with other psuedopets where its still supposed to extend through as long as the buff lasts but seems to drop off after a couple seconds.
  5. Really wish they'd fix that set. To create a new one with a proc, but then give it over 100% recharge ruining the proc is just dumb.
  6. Except those are so rare that they open foe the level you need/can use them though hardly anyone does those, but the big issue is that they should just all use the same pool, and be able to be upgraded by the upgrade button.
  7. It does, because the one part works based on target. Problem with this though, and a large problem with the power itself, is that the effects should really both be 16 targets even if the duration of the stun was lower than more normal aoe stuns. Doing this, overlaps the stun and fear, and you'll get enemies that have both effects, and up to half the mob that have ZERO mez on them from the power. The power is just piss poor at being reliable and doing it's job. I'd much rather it just be an aoe stun at this point. It completely kills the set as being usable on a dominator, and ends up hurting control on trollers a ton especially against higher enemies as well. They really need to make both the stun and fear 16 targets, but make the stun last 10s instead of 15 at level 50, so it's more of a "quick stun now, but extended fear", because with the stun and fear being only 8 targets it makes the power absolutely terrible. In my testings the procs if the stun and fear are overlapped don't seem to proc twice in the same enemy either so it doesn't even have that benefit. Just really wish they'd fix the power asap. I've shelved all my pyro toons for the time being because the control is just awful without that. Glittering column is nice, but it doesn't do enough every mob control that sets really need.
  8. The devs stated as such? Seems extremely odd to me for it to have to be enhanced to do its core function, which you can only do one at a time until Hami's no less which is at 47 which is part of the main issue here as well, but seems odd to have to enhance it for it to do it's normal function. The only thing i can think here is that not slotting would allow the damage at higher enemy levels if you don't slot it i guess is the intent. Still though makes the power kinda a mess since it takes +2s just to get the damage to work on lt's, which makes slotting it extra awkward, and again kinda require hami's where the damage is only affecting less than half of the mob. The power really is kinda just a mess for this, i'd much rather it do no damage and work more properly for it's control, but since others may want the damage, i'd settle for hamis' using the same pool like IOs do so you can slot them at any level. Lots of powers that need that "mez" status that covers more than one attribute. We could also use a few "universal mez" sets for this specific reason as well.
  9. Nah that would be a LARGE margin of the power getting significantly weaker to being pretty much useless unless you max slot it with only /mez Hamis to max its stats for it to ever work properly in the later game if that was the case. I'm pretty sure it has to be a bug because that's way too specific and late game use for the power otherwise it wouldn't make sense.
  10. As the title suggests, it's being affected by the purple patch which it shouldn't be, which pretty much invalidates the power and requires mez slotting (to which you have to wait till 47 for for hamis, why we need universal mez IO sets for earlier levels) just to keep it at the same or slightly higher mag. This should not be the case. Clearly the bug lies in the "enhancements increase mag of the power not duration", but i'd assume it's still a bug and not intended nonetheless as it basically forces the power to be max enhanced against higher level foes just to keep it doing anything.
  11. Easier, not better. Better because they're easier, sure. We're arguing semantics there. I stated earlier in the thread that it was better due to that, but the actual values would still be the same (granted further convos with devs if nerfs are needed or not to do so)
  12. I get that line of thinking, but that doesn't mean it's right, or at the very least has to mean that. Ultimately it would be up to the devs on the final decision, but this is to bring up HAVING it fixed to do so without any nerfing needed, as it's still largely a QoL upgrade. If the devs want to chime in on where that stands, then we can start an actual conversation about it and if it's worth it. Many would like to see them placeable on both ally and enemies alike. So it's not hurting to try to get that to happen, rather than turning it down BEFORE it even gets to the stage of what the devs would allow. Pre-assuming something has to be nerfed (again, when it's a QoL thing not actually affecting the power values themselves), is a really really weird way of thinking. Being AWARE that it might be a tradeoff is one thing, saying no before the devs even chime in, is another really, really weird thing.
  13. They're not stronger though. They are just being changed what targets they can be placed on, ie QOL
  14. As I said that would be a other thread. Determinations about radii if the debuff value would go down it's possible/likely which is why I said it would be a other thread. This one is specifically just to have them be placeable on both for all debuff toggles. This was never about everything you just said. And also, the rad debuffs are not balanced by being faster to use (nor really cheaper either, .52/s is a big cost and is factored because there are two of them). You forget they were made when the cast times were much longer before and then were turned down. For some odd reasons as well, we were strictly told that cast times do not factor into the balance of a power. So again, this is only about placing debuff toggles on both enemies and allies, to which no, they would not have to be nerfed in order to do so. To think they would have to be for what is a QoL thing is just weird and wrong.
  15. You say advantage. And while yes it is, that's the entire purpose, but it's still a QOL change. That radius isn't 15 ft because of it being placeable on an ally, it's 15ft, well because the devs originally just decided that, but if anything because of what it does. Look at rad debuffs, while I'll argue they should be wider for sure, they are also only 15ft as well, but are currently placeable on enemies only at the moment. Bottom line, it's still a QOL issue for the most part. There is no reason this can't be done, and it shouldn't have to have them nerfed in any way just for that. If YOU think they do, well that's weird, really weird, but that doesn't mean they HAVE to be by any means. They are entirely capable to be workable on both without being adjusted in any way. Same thing goes for increasing their radius to 25ft, but that would be another discussion/thread.
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