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WindDemon21

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Everything posted by WindDemon21

  1. The seeds change along is such a huge nerf that it solves that, they even lowered it's duration AGAIN to keep the 16 targets (which is unwavering in how it needs to stay 16) but even then 12 scalar was too low of a nerf to it, but to go down to an 8 scalar!? Creepers were also already hit with proc-nerfs, so they're fine and need to stay at the original spawn rate. That's like, honestly wholly the fun of plant, and it can' not be nerfed, supposedly is still a bug anyway? but must be fixed before it goes to live!
  2. You just described exacty why they need to FIX the creeper spawn rate and why it must not be nerfed. They die when there are a lot of them but spawning faster and more plentifully keeps them up en-masse for effectiveness and more importantly chaotic fun. "less but stronger" to which they aren't stronger anyway, is just not it. MORE AND FASTER!
  3. Spawning slower, is still affecting the spawn rate. It needs fixed before it goes live.
  4. I assume we're still waiting for a patch to fix the creeper spawn rate. Cause if they ruin my field of creeper vines all hell is breaking loose. Edit: Because all those vines, are, without a doubt, my favorite thing on my favorite toon. Do not go live without fixing the spawn rate!
  5. Again, just ditch the bite power for the dominator version of impale (maybe even include thorn barrage too but not just thorn barrage). Then it'll be only ranged and actually use it's full attack kit when ranged.
  6. chain have their own inherent problems though, including, especially, not proccing properly. So this won't work here since the CC proc will pretty much be needed unless you fix the target cap back to 16 like you should.
  7. I've said forever, stupefy proc needs changed to be a kb-kd/extra KD proc chance like OF is, especially for powers like hand clap and lightning clap, but even tornado, and other powers. I feel like i can guarantee not one person in the game has ever 6 slotted the stupefy set, or probably even used that knockback proc in the set. IT's stats are also SUPER weak, with hardly any recharge and low accuracy. Likewise the confuse set isn't great either. Only the purple sets for both are really worth it and that's just not right. (likewise the AA set proc shoudln't be that weak -to hit either is right. We also really need an extra chance to stun proc in one of the sets too so we can stack stuns like we can holds.) And on that note as well, really should be able to slot purpple sets if they're attuned at level 1 or 10, so you can use that CC proc for powers like seeds if for some dumb reason they don't fix the 16 target cap back, cause it's going to be pretty much needed.
  8. Not "not apply" but more "suppress effect while target is confused" similar to how the damage from liquid nitrogen doesn't apply if the target is slept as to not wake them up etc. Again though, just keep the target cap at 16 targets and all this pointless headache is avoided while the power can still be nerfed on it's recharge and duration.
  9. Especially when it's it's most damaging attacks with the best DPS for it too. The cone it does is nice though yeah, just if you're going to do this, give it the dominator version of impale too (or instead) at least.
  10. I have teams often where control isn't needed at all in the first place (which again, late game, control is so easily not needed that to nerf it is unwarranted in it's own right. So this is easily missing the point. The point being when you need/want the control it's just lacking there now for what the power is supposed to do. A main part still again, is that you can't specify WHICH of those 16 targets the 10 that get hit are. Which since that's something that can't really be fixed unless what i mentioned about at least making it take precedent on the lieutenants first, bosses last etc, then just keeping the higher cap, and still having it's rech/duration nerfed, still results in a worthy enough nerf to the power.
  11. It's called ineffectual control, especially since you can't at least tell it to "not hit the bosses which it wouldn't confuse anyway". Maybe if there was at least a way to designate it hitting lieutenants first (similar to how chain lighting from elec affinity chooses to do either players or pets first) that would help the issue. But that 10, is easily lowered to 8 if it hits the bosses on a controller and then is doing even less. At least with the shorter recharge/longer duration you could hit them again the next pass, but this triple nerf just goes too far. Edit: again, with the main issue being the target cap, to at least start the fight ,then let creepers/sleep pick up the s lack when the confuse wears off, but that 16 target cap is still pretty key. Not to mention, there are lots of fights where there are more than 16 enemies, DE and rikti are ones that come to mind very quickly.
  12. Just a note, this is also more saying how terrible poison is that those 3-4 powers are the only ones even worth taking, and they still only do so much. Poison VERY much needs the TA treatment. But the rest of the statement yes, that's what made plant so nice was not needing to delve so heavily into it if you didn't want to, but there was always still a good amount of reason to pick up the other powers if you WANTED. Again, this is just making a more forced path you'll HAVE to take to be effective, ruining the fun of a more open build to get other stuff that you'd want. Which, in respect of what the game is SUPPOSED to be, is not fun. Seeds can still have the "own the mob" ability. The 16 target cap needs to stay, but that longer recharge and shorter duration means it remains more of the opener rather than spamming it on multiple mobs at the same time, which let's not act like that in itself is already not a HUGE nerf to the power.
  13. Just as a note, adaptive recharge on seeds effectively does almost nothing. Since you're going to almost always use it on a big mob it's going to pretty much always be at it's recharge cap. The main is is still going to heavily be the dumb nerf to it's target cap. Increasing the recharge fine, lowering the duration fine (though not as much as they did), but that target cap 100% needs to remain 16 for it to be actually effective on the mob. Otherwise it's not going to be doing it's actual job of mitigating the mob and will always only be a kinda useless half measure. Upping the recharge and lowering it's duration is already a HUGE nerf to the power, let's not plain ruin it altogether. Also on the point of what this does to builds, now having to take at least one if not two or three more powers that will take up power choices, AND a ton of power slots to make work now too. This is just going too far.
  14. Can we also please get singularity's resist/heal fixed. They used to be 90% but then were nerfed shortly after only being able to have one of them which made no sense to begin with. Now especially only having one it should have that 90% resistance back, but a better option would be to have 70% resists but make it healable. Edit: Troller/VEAT pets should also be on 60s rech timers so you can cast more if needed for those sets that can't heal, they replace each other so functionally this woudln't break anything, then the big thing is epic pets should be on 4 minute recharge timers, not 16 (and set to replace, not just fail if there is already one out)
  15. I'll also say again, what really needed done w as making energize in it and energy armor on a 60s recharge. Remove the regen out of power sink, but then just have it give more resistance. In some builds you're mostly capped so won't OP anything and can still be skipped, but on almost any build even tankers you can still use it to shore up your non s/l/e resistances so it still helps, but not as much since fixing energize will be doing most of the "fix" to both elec and energy armors.
  16. I've figured the best way for years to do this, simply tie the amount of damage an NPC does to the amount of current endurance they have. 100% damage at 100% endurance, and scale it down to like 50% damage or something when they're at 1 endurance (obviously zero end is zero damage but you don't want their damage going too low when it's low, obviously this would be an npc only mechanic, not affecting players)
  17. Needs pointed out again as well, keep synaptic overloads target cap at 16. Just BS to lower those.
  18. There is: Seeds: higher recharge, fine, lower duration, fine but not as low as they are making it, place it somewhere in between at a 16 scalar, leave the 16 target cap alone. Creepers: changing some of the proc interaction, fine, but up the base damage a bit to compensate an in-between. Fix the bug or intention so that they continue to spawn as they always have one vine per target constantly (no half measures, no reduced spawn rate, this is the number one thing that will just ruin plant's fun if so). Spirit tree: Greatly increase it's hp/resistance/defense so that it can actually handle alphas. Otherwise this whole extra mechanic is pretty much useless and just causes aggro. Keep it with the longer duration, even up it to 2 minutes, but instead fix the actual main issue of the power that it has always been. Lower the recharge to 30-60 seconds, increase it's base regen to 250% regen (buff every mob, but slight nerf to perma'ing two of them), and make it non-stackable. This way it's the every mob power that it should be and just baseline helps keep team and creepers alive (next to no end result of being OP compared to what it does not, just simply usable with good effect every mob. The 60s duration means you're still going for recharge only now you have to constantly recast it every 30 seconds which becomes more of a chore than it should be. Spores: general sleep change, it's fine. Vines: we don't need every aoe hold to be a patch, and likewise this isn't needed here. It can stay as a regular taoe click, though given the other benefits i won't complain about this one in particular. Only across all aoe holds, they should be having more than base accuracy, or at the very least base accuracy. They don't need an acc penalty when nukes are out there with a bonus base accuracy and aim/build up, and just delete the mob altogether instead as it is.
  19. Not to mention the inherent balance that it always had by being a ranged cone instead of a taoe meaning you have to back out to use it and can't also use it in melee. Take what you will how big of a balance this is, but it IS there. On top of the aoe holds, they really should be capping at 120s too, they're only a little better than aoe stuns, so 120s makes more sense for the recharge cap on them versus 90s. Not only that, but most will still save them for holding big mobs, so outside of AV fights will still primarily almost always be at that maximum recharge based on enemies. Regarding tree again, I think the best end result would be 60s recharge, 250% regen, non-stackable, remove the killable portion, and just give it the scaling (or non scaling) defense/resist, though scaling makes enough sense here as it gives it a bigger effect when cast where it's needed more.
  20. Regarding the plant changes as a whole, this is where we should be ending up at: Seeds: higher recharge, fine, lower duration, fine but not as low as they are making it, place it somewhere in between at a 16 scalar, leave the 16 target cap alone. Creepers: changing some of the proc interaction, fine, but up the base damage a bit to compensate an in-between. Fix the bug or intention so that they continue to spawn as they always have one vine per target constantly. Spirit tree: Greatly increase it's hp/resistance/defense so that it can actually handle alphas. Otherwise this whole extra mechanic is pretty much useless and just causes aggro. Keep it with the longer duration, even up it to 2 minutes, but instead fix the actual main issue of the power that it has always been. Lower the recharge to 30-60 seconds, increase it's base regen to 250% regen (buff every mob, but slight nerf to perma'ing two of them), and make it non-stackable. This way it's the every mob power that it should be and just baseline helps keep team and creepers alive (next to no end result of being OP compared to what it does not, just simply usable with good effect every mob. The 60s duration means you're still going for recharge only now you have to constantly recast it every 30 seconds which becomes more of a chore than it should be. Spores: general sleep change, it's fine. Vines: we don't need every aoe hold to be a patch, and likewise this isn't needed here. It can stay as a regular taoe click, though given the other benefits i won't complain about this one in particular. Only across all aoe holds, they should be having more than base accuracy, or at the very least base accuracy. They don't need an acc penalty when nukes are out there with a bonus base accuracy and aim/build up, and just delete the mob altogether instead as it is.
  21. I'm not against the mechanic, just that the max should still be 120second for the aoe holds max recharge and subsequently lower the recharge per target hit then as well.
  22. Exactly. They are already getting proc nerfed, they NEED to have the max vines out on the field. That's the main fun of plant control and is just going to ruin it terribly, and needs reverted so at least that stays the same ASAP. The set is already getting hit really hard as is, this is the one place that really needs to not be nerfed.
  23. Right. So the power itself is nerfed in max hp, and now you HAVE to take another power to equal the max hp that you could get before with just one power. Terrible. And again, at least make reconstruction absorb, not heal, so it plays better with the heal and regen in the rest of the set.
  24. Right, but realistically it's going to pretty much always be used for large mobs. So this mechanic is fine, but the max MUST be 120s like the aoe holds should be. The max should never be longer than that for the recharge. Also, not a fan of making most of these location holds. The fast "hold and done" click nature of the aoe holds always was more useful, especially with powerboost in play.
  25. How does the containment work to command the pets? But also, please add singularity to this. It's the only pet that really actually NEEDS the ability to command it so you can make it move into the mob for it's pull in without being forced to taking tp target to move it around. Please fix this!
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