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WindDemon21

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WindDemon21 last won the day on July 31 2024

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  1. It was never fixed. It's not a bug they say it's "working as intended" but that make zero *$&@*# sense and needs fixed asap.
  2. You do still. Just reducing the long annoying drag to that side of the zone.
  3. Yep, some are just odd, esp Bricks, hence the post lol. IF the sg portal has to stay there if at least the other portal that is usually by the train could be out that way but it still makes sense if instead the base portal was down that way. Or even an oro popout, or both. Would be nice/fun having one at the very top of the prison where that badge is.
  4. Oh I fully agree that traps version needs fixed no argument there. That doesn't mean that the /arse version shouldn't be addressed as well. I think the traps version has more balance issues why the devs don't touch it yet, but as what is mainly supposed to fill on for just a regular aoe attack (ie may as well not even be the location pet version) the /arse version should be updated for these issues explained as well. They're not meant to be exactly the same.
  5. That might have been (though that's still the better option), why I mentioned putting at least the portal there then if the base one isn't touched. Maybe even out an pro pop-out down there.
  6. Has been annoying for a while, the train and sg portal are at the far north side of the zone, so any time you have to go to the south end to talk to gordon, who takes forever to give you his cell, or get those badges down there, or give the goo to sheridan, or if you want to get to that entry part near creys. It would make sense for the sg base portal to be down there instead, but if for some reason that doesn't want to be done there is an open portal slot that could be put down there too (though base portal being down there near the hospital makes the most sense since the train is already up in the north end.
  7. Rather simple but since especially targetting drone's buff doesn't last about .5 more seconds to at least carry over to it when using it in combat, trip mine should have higher than base accuracy as your bufffs and bonuses don't carry over to it, especially if using it pre-battle too. So it should have a higher base accuracy like 1.3x. It's kb mag should also be lowered as well. At .75 mag It'll kb even levels, but like most all powers (and/or procs) mag should be lower so, for example, you can put the winter proc in it and it won't cause kb by it stacking with the powers innate KB, thus giving extra KD chances like the proc should, and not be detrimental. (on that note too, those kd procs should be lower to avoid stacking anywhere, .01 mag kd's just the same as .67 mag) The power still has issues of not rolling the to hit check until it's laid down, or being able to cast it as you're jumping out for cones to save time between attacks, which is fine (albeit super annoying and would rather it work just like a regular aoe) just pointing out too that that's part of the balance of allowing it to be used both in and out of battle (for setup, though i don't know anyone that actually ever uses it like that especially without caltrops in the set, hence why i'd rather it just be a regular aoe), so shouldn't factor in to the accuracy or kb issue at all.
  8. It still would, It's literally just making IH a toggle instead of a click. And for it's rech/duration, you're hardly ever clicking it so that wouldn't affect regens playstyle like, at all. As per absorb, it makes perfect enough sense. Instead of your cells regenerating, they're using the same thing to pre-generate cell mass for the damage, and the set would be many times better with that as absorb versus a heal. But yes, it doesn't make sense it has a 60s rech yet healing flames is 40, but as an absorb, that 60s would make a little more sense cause it has a little better use than the heal (same hp values). Edit: as per resistance, it could still use that bump. Many builds, well they don't reach that, esp scrapper and stalkers (stalker ugh). In which case for your point, it wouldn't drastically change too much anyway.
  9. 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.
  10. 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.
  11. 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.
  12. Over 2 years later. Any fix?..
  13. 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)
  14. 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.
  15. 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.
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