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WindDemon21

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Everything posted by WindDemon21

  1. Please don't forget to allow us to enhance the beasts defense and resistances in the upgrade powers! Also as a whole, can we please get the ai fixed on pets for fear so they don't run 200ft away if they step over a burn patch for .001seconds (all pets not just MMs, and not just beasts, but ESPECIALLY beasts), they should really have fear immunity since we can't do anything with the pet ai for that, but at the very least fix it so they only run out of the patch, not 200ft away. Given how crucial some pet positioning is as well, they should have some inherent kb protection (yes some of the kb bonuses may transfer but that's also only bonuses, not the globals right? so 40% isn't a ton or 3%, maybe 6% whichis the most i've ever had in a build from set bonuses, which on that note, let globals transfer to the pets too, as well as regular inspirations not just team ones). Especially for beasts at least, since they're melee pets only, should have high knockback potection/resists/fear protection.
  2. Can we also fix soul extraction's so they don't die when the original pet they "clone" dies? Likewise if the power could just full spawn them every time whether that pet was alive or not would be wonderful
  3. Not to mention how it makes extra zero sense on a scrapper. They get a damage bonus for the first attack out of their stealth, but then they make the power a "use before you jump into the mob" type power, which nullifies that damage bonus! Can we please get that power to also grant a to hit bonus like the tank/brutes get, similar to invincible on invuln (10%)
  4. How on earth did you not pick up at least disruption arrow!??? You NEVER skip an aoe -resist power they're arguably probably the most useful powers in the entire game. And acid arrow do not skip either. It's -defense and extra stuff is nice, but defintely don't skip it for it's proc options. two extra -resist procs, and some damage procs, and it doubles as an aoe attack. It's one of the only things that makes ice blasts awful aoe tolerable to me, plus it's fun! (just wish it animated faster but it's not SLOW slow)
  5. Please, please, PLEASE move deafening wave sooner. All main aoe powers should be available by at least 20, super annoying having any later than that for the main aoe.
  6. FINALLY, but don't forget this needs to be the same for ALL pets for the same reason, not just MM pets! There is also no need to nerf them at least for their to hit/accuracy, as that was part of the big problem they had in the first place with the level issue. Also, kinda a big AT issue thing that not just team inspirations, but using any inspiration should transfer over to your pets. And can we PLEASE make the upgrades pbaoe at least so you don't have to target a pet first! I know you said something about not making them auto, but at LEAST make them pbaoe! Also, can we get MM atos working in the attacks too, not just the tier 7 power? I assume the issue is a coding one since it's technically a pet set, but since it can be used in a power like fortify pack, that shouldn't matter, let us slot them into the attacks too. Tier 1 henchmen max HP decreased from 574 to 448 Tier 2 henchmen max HP decreased from 768 to 654 This also kinda defeats the purpose of WHY the level issue needed to be addressed. Please don't nerf their hp. Can we also get globals to transfer over to the pets like the 3% defense uniques and kismet not just set bonuses? Please don't forget to allow us to enhance the beasts defense and resistances in the upgrade powers! Also as a whole, can we please get the ai fixed on pets for fear so they don't run 200ft away if they step over a burn patch for .001seconds, they should really have fear immunity since we can't do anything with the pet ai for that, but at the very least fix it so they only run out of the patch, not 200ft away. Given how crucial some pet positioning is as well, they should have some inherent kb protection (yes some of the kb bonuses may transfer but that's also only bonuses, not the globals right? so 40% isn't a ton, it helps for sure, but they really need more as the ai can't account for positioning). Especially for beasts at least, since they're melee pets only, should have high knockback potection/resists. Can we also get an ai fix, so that when you use the "goto" command on a pet, they STOP attacking, and do not use another power until they go to the location FIRST. So annoying having to spam the location for goto in battle because the pet just WON'T listen to you and go there because it keeps attacking instead. On necro soul extraction as well, can we please get a fix so that at the very least, the extracted pets don't die if the original pet does, but also it should just cast all 6 each time IMO as well, but at least make it so the extracted pet doesn't die if the base pet does. Edit: Also DO NOT forget to fix the endurance scalars for MM powers, as well as fixing the debuffs to be the same level as that of controller/corruptors!
  7. FINALLY, but don't forget this needs to be the same for ALL pets for the same reason, not just MM pets! There is also no need to nerf them at least for their to hit/accuracy, as that was part of the big problem they had in the first place with the level issue. Also, kinda a big thing that not just team inspirations, but using any inspiration should transfer over to your pets. And can we PLEASE make the upgrades pbaoe at least so you don't have to target a pet first! I know you said something about not making them auto, but at LEAST make them pbaoe! Also, can we get MM atos working in the attacks too, not just the tier 7 power? I assume the issue is a coding one since it's technically a pet set, but since it can be used in a power like fortify pack, that shouldn't matter, let us slot them into the attacks too. Edit: Tier 1 henchmen max HP decreased from 574 to 448 Tier 2 henchmen max HP decreased from 768 to 654 This also kinda defeats the purpose of WHY the level issue needed to be addressed. Please don't nerf their hp. Can we also get globals to transfer over to the pets like the 3% defense uniques and kismet not just set bonuses? Please don't forget to allow us to enhance the beasts defense and resistances in the upgrade powers! Also as a whole, can we please get the ai fixed on pets for fear so they don't run 200ft away if they step over a burn patch for .001seconds, they should really have fear immunity since we can't do anything with the pet ai for that, but at the very least fix it so they only run out of the patch, not 200ft away. Given how crucial some pet positioning is as well, they should have some inherent kb protection (yes some of the kb bonuses may transfer but that's also only bonuses, not the globals right? so 40% isn't a ton). Especially for beasts at least, since they're melee pets only, should have high knockback potection/resists. On necro soul extraction as well, can we please get a fix so that at the very least, the extracted pets don't die if the original pet does, but also it should just cast all 6 each time IMO as well, but at least make it so the extracted pet doesn't die if the base pet does. Sonic melee: please, please, PLEASE move deafening wave sooner. All main aoe powers should be available by at least 20, super annoying having any later than that for the main aoe.
  8. I mean that literally is the main purpose of the power lol. There is no way it wasn't made how it was without that being it's main intent. Still wish we could slot KB sets into the pyro powers if you want to either put kb-kd to make the knockup very minor, or to enhance it if you want it to make the field total chaos lol. They'd only have to tie the ku/-resist to the power itself rather than that weird extra mechanic they added that doesn't really make any sense to have as a separate mechanic. I'd imagine it has something to do with how it interacts with the pet to do that additional damage to knocked up targets, but i feel like there's still a way to allow both. Just have the knockup part of the powers, but then make it trigger that extra "buff" effect that would trigger the pet's damage.
  9. 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.
  10. 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.
  11. 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%
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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)
  20. 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.
  21. They're not stronger though. They are just being changed what targets they can be placed on, ie QOL
  22. 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.
  23. 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.
  24. Nobody said anything about the radii being nerfed. I actually said they should all be increased to 25ft. As to your intent, then you can't really explain sonic Disruption then either, and that works just fine as it is. It's just a QOL fix, it doesnt change how the power affects the targets, just where the toggle is placed.There doesn't need to be much more thought into it beyond that.
  25. Sounded like you were saying that if they were placed on the tank, the tank would end up being debuffed by the debuff instead of the enemies, but that's not true because it already works with Disruption Aura without any issues. Add some -damage and it's just like enervating field. So no reason it can't work for those and others too and be flagged to work for both.
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