Jump to content

WindDemon21

Members
  • Posts

    1837
  • Joined

  • Last visited

Reputation

882 Excellent

Recent Profile Visitors

1620 profile views
  1. Wind's I got, help text, not so much 😛
  2. Small bug or just something messed up since page 27, but the details no longer lists the info for the high winds proc on storm cell. It's also listing the knock as too high in the details as well:
  3. You are looking at this at far too much cynical view as well. Whatever your feelings on the matter doesn't change power sets from lacking certain things. It was 100% valid to bring up what changed on the set in the past, because the set doesn't work that way anymore and the things that changed negatively affected the set more than it did other sets. It's not that it's not "exactly how I want it". It's that there is an issue, and I'm simply pointing out what it is, how it affects the set, and things that could fix it. It's not a "final act of desperation," it's simply pointing out reasons that have cause it to be in a certain state, and I'm not the only one who things so either, just the one that cares enough to bring these things up. However it comes out, that's for emphasis, but doesn't change the fact that it's being brought up for a reason. (that no, is not just me, just go look at the beta discussion if you need to remind yourself that)
  4. It still has that ROLE yes, but it's still vastly different compared to it's low control. Granted the "bug" I would assume it is as the devs haven't outright said anything regarding it and I'd highly doubt that was their intention, make it work enough still, but it would be more than justified to have a little extra control somewhere in this case being smoke (or at the very least upping it's -to hit to 15%), though would rather just have bonfire working properly. Just because something has been broken for a long time, doesn't mean it's not still broken, obviously, or nothing would have changed since homecoming started. (not saying they haven't done a lot of bad changes too, but you obviously see what i mean) Edit: you also can't just blatantly say "the most popular control set" when farming is factored in, or fire armor on brutes would truly be "the most popular". Take away all those fire/kins and fire/rads especially on live, and you'd have MUCH different results.
  5. Back in the day more sure, but while hotfeet is nice granted, with the pet nerf down to one cast only where the imps impacted MUCH more when you had 16-20 of them versus other pets, it's not nearly the same in the way that it was before. Especially since they made recharge not affect pets as well, which with imps having only one attack hurt them the most as well, not to mention at some point pets like jack frost had their ai tweaked for those attacks to be more efficient, and are also sturdier/less affected by mez etc so what the pets do mean more as well. Imps are, VERY outclassed now by pretty much every other pet and need some of those tweaks.
  6. At as far as I can tell completely random times, the system messages randomly don't work, specifically noticing this when i try to get someones global name. Either by clicking on their name and choosing the option, or by right after trying /getglobalname, i'll try both, but no system message with their handle ever pops up. 20 mintues later, it will work, 20 more minutes later, it doesn't work. Not sure what's going on but it's there.
  7. It definitely hasn't, without the kb-kd in bonfire it ony has flashfire and cinders to stop mobs from attacking, which pretty much every other control set also has, plus extra control (or several other things to compensate). Like grav control still needs some help too though, both should have something else to help mob-mob besides just those, fear, confuse, kd, etc. Fire does get this via bonfire, but the kb-kd has to be used pretty much. that's really odd, i feel like it just is working like that, but i still don't think that was the devs intention to work like that, or they would have specified that in the patch notes especially with everyone complaining about the nerf. Still, I'd much rather the power and/or set be fixed without that mechanic, either proper KD'ing bonfire without any interaction needed with fire cages, or changing smoke to work like smoke canister.
  8. You'll also definitely want to cap e/n defense over fire/cold, since you're close it shouldn't be too hard to do especially with the extra aoe damage skills of bio and axe using eradications.
  9. I put the crit proc in gash so you can use it FOR swoop, but also a VERY big thing, is that without a kb-kd in swoop, it's knockup is far too much, and it'll waste your crit proc because the enemy will be too high/far away for a second or too meaning you won't get a 2nd attack in during the crit bonus duration.
  10. Until they fix the god awful end/rech stats on Pendulum which are practically DOUBLE what they should be (it's only about 6% more damage than BS's slice which is 8s and 8.35 end, yet pendulums new nerfed damage still has its end at 14.35 and rech at 15!), you really need end help with axe. Also until they fix consume to be on a 60s recharge or variation equivalent, fire and axe together are just going to hurt your endurance far too much. So even with the synergy, i'd do it on tank well before scrapper for the combo, but on scrapper I'd definitely do axe with energy aura so at least your endurance issue is handled.
  11. Also very glad they gave nitrogen slow sets, but noticed they also forgot the kb sets, and also noticed they didn't fix this for ice slick or ice patch either still 😕
  12. Yeah, figured immediately that's what the bug was when they did that patch. Oye lol
  13. Ah figured that's what happened pretty much immediately but somehow didn't see the other post. Thank you kindly!
  14. Self explanatory, out of nowhere sleep grenade is almost never doing damage to enemies anymore since the last patch.
  15. Asking to please change the mechanic on the blast's aim power to grant the shockwaves so you have them for the alpha strike when you use the power rather than the randomness of it using up the shockwaves when you don't want it to, just for a weak 25% recharge bonus that only affects the seismic blast powers. It would be MUCH better suited to have the casting of this power grant full seismic stacks, or at the very least make it not consume the shockwaves. That's really more of the issue when it does so and then you can't use rock shards in it's full effect for the alpha strikes or when you just want the better shards in general.
×
×
  • Create New...