
WindDemon21
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Everything posted by WindDemon21
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Change Disrupt animation (energy aura stalker)
WindDemon21 replied to Annapuma's topic in Suggestions & Feedback
Yeah it's almost giving me seizures. It really need toned down. Honestly just porting kinetic's repel animation is similar but much less seizure inducing (but even repel is also a bit much/busy) Or even just tweaking the OG animation to be more solid line/energy looking. It also is lacking the 12ft radius that OG has also. Edit: I 'm looking for at least a mod for it for now somewhere. But even then that only fixes it for you, others have to look at it and it's pretty bad. If i don't find a mod for it I'll have to stop playing my character for now because it's just far too much. Also another animation that would work (especially if it gets the 12ft radius) would be the lower cone that mostly stays without a pulse of arctic fog. Just hat bottom half solid animation would work. SOMETHING lol Honestly the best solution, is it has the circle around you, but then also has a conical frontward, and backwards section. Just remove these as they are the most offensive parts of it, and only have that circular aura around your legs. It's the pulsing that goes right into your camera that's the worst part. also the animation for power siphon would work well for this toggle too. -
Another simple one. The power now accepts pet sets, but even more odd that it's not allowing recharge intensive pet, since by nature it is a recharge-based pet per it's use. Please fix it to accept rech intensive pet sets too. Which acid mortar also should be able to take as well for the same reasons, it's a pet, that can die, does damage, and needs recharge slotted to get it up as often and as many as possible. (ranged sets still make sense in it, as do ranged aoe in seeker drones as that's the damage form they do, so please do not remove these options from them in lieu of the extra pet set options)
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Jet stream interaction with storm cell bugged
WindDemon21 replied to WindDemon21's topic in Bug Reports
Update: So far it's been happening notably less, i may have seen it once or twice as i'm getting higher up. Not sure why it was more prevalent in the low levels but that's not going to matter as much going forward. *shrugs* -
Spring Fling Update Patch Notes
WindDemon21 replied to The Curator's topic in Patch Notes Discussion
So reading the details on it further looks like the CC proc is always 2.5PPM, and the extra mag takes it from mag 2 to mag 3, up to 20% chance of THAT happening, not 20% chance of the confuse to occur is that correct? If so, back to the original thought especially for a lower 2.5 ppm that the set has WAY too much recharge statted in it, like absurdly. Dam/rech and end/rech needs to be changed to acc/dam and dam/end. (and superiors made for it and OF obviously) -
Jet stream interaction with storm cell bugged
WindDemon21 replied to WindDemon21's topic in Bug Reports
Yeah i'll just keep playing/testing. It's at least seeming to be fewer than it was earlier on at any rate. It would be nice if the visual for the cell itself was more prominent similar to tar patch. A more noticeable center point figure similar to barrier reef via a tiny tornado or bubble, and then a slight outer ring at the edge of its radius. -
Jet stream interaction with storm cell bugged
WindDemon21 replied to WindDemon21's topic in Bug Reports
I've considered that too. If you notice the enemy closest it repels and does not have the debuff meaning it's more on the back two enemies, especially for how i jumped around. However I've also noticed it do this, one time with 5 enemies near each other, and two of them repelled when the others KD'd within that same area, so that could not have been present when i noticed that one. You can notice the debuff slime or whatever on the enemy that repelled too. I can try to keep recording to get a clearer occurrence. It seems to be happening less at least than it did in the earlier levels so may just deal with it so i don't have to be constantly recording :/. Wondered on server lag but i almost never get that. I know it would be clearer, or just work better if the hit from jet stream was more immediate and not so slow at least. -
Jet stream interaction with storm cell bugged
WindDemon21 replied to WindDemon21's topic in Bug Reports
Yeah it was definitely repel though not kb, they were +1. I noticed it before i got the recording to work properly, but on this clip you can see the minnion in the back, right next to the other one, both have the storm cell debuff on them, and you can see the one on the left gets repelled away while the other didn't right after the 43 second mark. -
Jet stream interaction with storm cell bugged
WindDemon21 replied to WindDemon21's topic in Bug Reports
Yeah, more often it is. I have no idea how it keeps bugging for me. I even factored the possibility that it's just a visual bug of the effect of storm cell, but there is no way for some of the mobs that are repelling back when they're so huddled together. Are you testing on sentinel? As mentioned didn't notice it on my defender or blaster prior. -
The last two storm blasts i've done, there wasn't this issue on blaster and defender. When casting jet stream, any enemy hit by it in storm cell will turn to kd. Sure. However on this recent sentinel, it keeps repelling enemies hit by it even when the mob is bunched right up together definitely within the storm cell radius.
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Simply put, needs the knockdown added to the power like the other versions got.
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Spring Fling Update Patch Notes
WindDemon21 replied to The Curator's topic in Patch Notes Discussion
Perhaps it doesn't now but can we please asap get the superior versions for OF and this new set! It's really weird that there still isn't one for OF, but to make a new set that doesn't have one that should based on it's nature and value? Also there is way too much recharge on the new set. I will easily only ever use 2 pieces of this set ever (very rarely maybe the acc/dam/rech and quad). Damage sets generally should be acc/dam, dam/end, acc/dam/end, acc/dam/end/rech, acc/dam/rech, end/proc (or dam/proc in this case, but many sets need reworked from rech/proc into end/proc). Also kind of weird OF is % but this new one is PPM especially with so much rech in the set itself. So that 20% listed does that mean it changes to percent instead of PPM with the full set slotted? What is the base confuse mag, and how much does it change for each piece of the set slotted. It reads as mag, not duration, so what are the values? Do wish it had a decent s/l defense bonus instead too. That's still really hard to get on ranged squishy types more than that tiny 3% resist helps most builds. -
All this is really not to mention that swap ammo really should have a better buff associated with it. DP is already pretty noticeable with the lack of aim, but the extra damage types are only changing 30% of the damage to the alternate type, which for lots of enemy types doesn't even add more damage, and those that it does the amount of damage that 30% does as lethal versus the other type really only ends up being at best maybe 10-15% more damage overall with fire's dot being the only slight increase. The power itself really should have a 10% to hit/to hit debuff resistance bonus and 25 or 37.5% damage bonus (similar to follow up/blinding feint etc) in addition to those new piercing/hollowpoint ammo type to beef up the standard ammo.
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I thought that, but that's why i suggested the very minor amount. Even if it didn't get that, maybe just have the specialty upping the -defense on the skills and adding it to the ones that don't or something, but main thing to get the extra damage in swap ammo mode and fixing suppressive fire for it too. Adding the to hit could make the power have a toggle end cost too which would be fine, small to hit, so small end cost to match, nothing major. And yes suppressive should be the same damage on chemical ammo type as well, but again giving it the same damage for the standard/piercing ammo type would also be part of the key here too.
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Swap ammo should really have an option to still use the standard ammo, but still get the extra damage that the other types get. It could be piercing ammo. Stays lethal damage so you can still keep the -defense and knockdown, but add maybe 3.33% -resistance to the attacks too or something. Swap ammo really should add a little to hit bonus that you could enhance too, doesn't have to be major, maybe 10% defender value, but should to help the set not having aim.
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Seriously wish they'd fix this though. Epic power is already nerfed by double the recharge. but to have its kb-kd near usless, but ALSO nerf it's radius is just insult to injury. Most probably still only get it as a kb-kd power, but it should keep its 25ft radius for it as a kb only power-use.
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The problem with that thinking though is those powers operate differntly. They can be, and already are, useful in keeping the mobs in them as they already are. Not even getting into the slot tax of the kb-kd, bonfire is already wayyyyy weaker and almost useless now with it's current kb-kd when that is used. The main problem though as this post is bringing up, is how terribly poor the lower radius makes the power as it's intended knockback usage. Why, if at all possible, perhaps if kb-kd isn't used, it keeps the 25ft radius, but if using kb-kd the radius becomes 15ft. If not, the kd was nerfed too harshly as is anyway that the 25ft radius is nowhere near making it do that much anyway, so it really just tremendously hurts the power in both ways, but at the very least keep the 25ft radius if a kb-kd isn't used on the power. The knockback angles are just too harsh with that tiny of a radius for the power.
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It definitely didn't sound like that. Regardless I am not. While the kb-kd changes are still terrible and should be reverted, this post is specifically about the radius of Bonfire in the epic versions, not even about the kb-kd. Edit: also you must not have been paying any actual attention to the Bonfire change thread. There was a ton of support of people hating the change. And the way you respond listing reasons against it is also implicitly stating your agreement on the matter. Just because you don't say the actual words "but it's ok because.." doesn't mean that it wasn't implied or at the very least easily inferred as such.
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That site just lists things AS THEY ARE currently existing. No matter what is "intended" or not. If it was intended (which *is* possible) then that would only be known if you can show me exactly where the devs stated it was intentional. Regardless even if it was it is still a TERRIBLE design, and by the nature of this post still doesn't address the issue of how the radius decrease highly ruins the use of the power as an actual knockback power instead of using the kb-kd. And also no. There are not any AOE (st doesnt matter for anything here) immobilizes available to all blasters or masterminds who choose the FIRE EPIC to get bonfire. Only dark blast, and *some* mm pets have some and they're not reliable enough to matter nor does it address the issue that you must go with those sets, or again, the entire point of this post which is that the powers radius nerf ruins the powers use of it's actual knockback when not using kb-kd.
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That was the entire point lol. Uun said about the current bug where on control fire cages will alter the effect, but I'm talking about the epic versions which I mentioned don't have fire cages. Those procs don't fire off anywhere near enough, last long enough, nor would they likely even do that alteration. Which even if they did still doesn't change the point of this post.
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Which for one is dumb and seems more like a bug (since it also changes the proc timing and I'm sure is connected to the -kb those immobilizes do not an intended effect) and should just work properly as it is like it did before, but here we're talking about the epic bonfire versions which can't get aoe immobilizes and with the smaller radius get extra extra screwed since it highly ruins it even as just a kb power.
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No you still need to use a kb-kd on it to make it knocked but the chance for knockdown was majorly nerfed if you do. On top if that the epic versions radius was lowered to 15ft which is just dumb and even ruins it's use if you kept it as knockback. Just dumb.
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I'm honestly surprized the radius was nerfed at all given how much the KD was nerfed. Just extra insult to injury but really hurts the power being actually useful even for it's kb only. Please fix this.
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So as stupid as the knockDOWN nerf was to the power, could these epic versions still at least have the regular radius back. Intending to use it withOUT the kb-kd on it, the radius hurts even more because it makes the knockback angles from the center point wider and then you can't use it to try to keep the mobs knocked mostly in the same direction due to this dumb smaller radius. Please fix this. (obv etter to have the old knockdown chances back but at the very least make it as useful as it should be when NOT using the kb-kd.
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Analyze weakness and siphon insight +to hit proc duration bugged.
WindDemon21 replied to WindDemon21's topic in Bug Reports
Still a bug -
fixed Dominator - Smoke Can > accuracy reporting
WindDemon21 replied to Frosticus's topic in [Open Beta] Bug Reports
It might have been in the test forums but point is they know about it and for some reason that makes no sense won't fix it.