WindDemon21
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page 3 [OPEN BETA] Patch Notes for December 19th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Exactly, there's always a cost, which is why 90% of my builds almost never have more than 2 damage procs in any given power. There are only very few power sets where i do more than that, and its generally to compensate for either the lack of damage in the set, or to lean in further to cover the lack of other things, like the damage procs in the cone sleep in pyro. Unless they fix brilliant barrage to properly hit all 16 targets with it's stun, the extra damage on the cone sleep is the tradeoff that made me ok with the set. Without that, the control in pyro doesn't live up enough of what i need from a control set with that dumb power being so stupidly designed. -
page 3 [OPEN BETA] Patch Notes for December 19th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
This would be very bad though. It would work for damage proc,s though completley invalidating more than one in a power also is an issue. I could see at the very least they just being subject to ED, 2 procs work, 3rd works at half value etc. But doing this for non-damage procs would really screw up slotting on some powers like aura of insanity and would be really bad. Edit: honestly, a much faster way to fix damage procs, lower their value, but increase their PPM, so they're more useful across all powers, but those big powers that you Proc bomb, would result in less proc damage -
page 3 [OPEN BETA] Patch Notes for December 19th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
So I'm not sure why my post (without curse words or animosity so it's not violating anything besides going against the devs for clear reasons, I will be screenshotting this post to prove that), but NOOO. So the solution to being told that the prior nerf was too much, as it was already balanced by offering half the survival in order to get the recovery help, is to nerf the power FURTHER!? By being roughly FIVE TIMES WORSE, and nearly 10 times worse than the live version!??! Just NO! Leave the power how it is on live, as mentioned it's already balanced as it is. But seriously, this nerf!? Just leave it as it is on live. This nerf is absolutely insane! -
page 3 [OPEN BETA] Patch Notes for December 19th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
While we're at it either way can we also please fix its proc rate to every 2s, not every 4... -
page 3 [OPEN BETA] Patch Notes for December 19th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Still didn't fix the end cost.... -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Don't forget to include -recovery resistance to it as well. These should ALWAYS go hand in hand for any power that gets these. *stares at consume missing the -recovery resistance as well* -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Can we please Keep the hand clap reworked as a mutually exclusive option, not tied to which version of rage you choose. There are situations where i'd rather have the cone damage with regular rage, and would rather have the full aoe knockdown power with unleash might. In this respect, it also doesn't make sense for the full aoe version to not have some damage at least as well even if it's half that of the cone version. And just like sonic clap, the 5 target cap on it is way too low for it's area and should be 10 targets. Likewise, thrilled about hurl. We should still have it's effect changed so it's different from hurl boulder in stone melee, and the objects you pick up should use the same mechanic that propel has in gravity control where it picks up random objects. also interesting Hurl gets this cone ability and a possible extra cone attack, yet martial arts is still lagging behind with only dragon's tail as aoe, where crane kick could easily be a small golden dragonfly like cone like hurl is getting, eagles claw could have splash damage like headsplitter is getting, and the set in general would still be much more awesome if it get spinning kick from martial assault (it, and the dom version should also be fixed to be targetted, not untargetted execution) so you could be just a flurry of spinning kick moves between dragons tail, storm kick, and spinning kick, god i want this so badly) -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Can we also please not do this. The extra damage from this power is the only thing that ended up making the set feel worth it to me overall. If this is going to happen can we at least PLEASE get brilliant barrage fixed so the stun portion at least hits all 16 targets. Even if the power has to have the stun reduced to 2/3 duration, and then the fear hits 16 targets but lasts longer for balance reasons. But to lose the proc damage on the cone, AND have the set severely lacking this full aoe stun power is just too much, and without a doubt i would never bother playing the set again (as it is BB still should really be fixed for the full 16 targets stun, but at the very least if this is getting nerfed this NEEDS to be fixed) -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Yes, which obviously you slot the power and your build, so this is a HUGE nerf to most anyone, even just slotting the power itself with no hasten/bonuses it's still a harsh nerf to recovery. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Can we please get combustion on non-tankers instead of BoF (especially this new bof which is just awful wtih the target cap reduction and large radius) And should have always had combustion instead. If anyting BoF should have been a taoe power that burns the ground like scorpion does in mortal combat. Can we please also get a "piercing" option added to swap ammo, so you can get actual boosts while still keeping the lethal damage and the -defense and knockdown and make suppressive fire ACTUALLY do something with lethal damage. The power honestly should also still grant a steady to hit/damage bonus like 10% to hit and 37.5% damage boost. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Things to note, Boomerang slice again isn't popping up as an option to pick on test if you missed that earlier Head Splitter, it already hit 3 targets, so i assume that's not included in the 2 additional foes, so it actually hits 5 targets right? Or was that only for the tanker bonus? Whirling sword, can we please just get all animations of this, which are ALL too long, cut down to the 1.83s that axe cyclone has for the exact same animation? Whirling sword, whirling mace, spin, whirling hands etc. Can we also finally get parry and divine avalanche fixed a little, and have their cast times reduced to .83s to more justify using them in battle. The damage is still already low but at least if the DPA was more appropriate. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
It already WAS that before though, and here you're just nerfing it even further now when it was already pretty balanced, half the survival, for better end, i think that's a fair trade, now the nerf puts it at more like 1/3 survival, not cool.. And again, can we PLEASE not shove this under the rug, but the endurance cost on whitecap was already too high with it at 18 end on a 30s recharge for how much you spam the power. Now lowering it to 15s, it harshly ruins the powers effectiveness for procs, and it's base use does not do anywhere near enough to warrant the end cost that it had to begin with. Even keeping the same end ratio, it's new end would be 9 end per cast, yet you harshly nerfed that to be the 14.35 end IIRC, which is almost 50% MORE of an end cost per second than it had before. That's absolutely insane when at 30s and 18end it practically negated the end gain from toroidal bubble and POTD (which the max end honestly is still too low and the power should have a 40ft radius being a tier 9 mostly all defensive buff that takes everything to make perma). So please, PLEASE, PLEASSSEEEEE fix the end cost on the new whitecap to be at most 9 end, if not closer to the 7ish end it should cost. (again, the power itself doesn't actually do that much to warrant that high end cost, the power always only really got it's value for the rech/end cost out of the procs, which are now being harshly nerfed, at least let the power not murder your end bar now, PLEASE! I'm fine with it losing some proc power, as long as the end cost is justified, which it is terribly not right now, not to mention now you're forced to tp into melee more often should you not want that, that's still something to consider too, maybe a mutually exclusive option of one that tps you and one that doesn't, i usually have gotten used to the tp to like it, but it still puts you into harms way even more now which can be more disadvantageous) -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
I know you're joking about comparable levels of survival. OS currently even on live is equal to about 1200% regen equivalency in total. Dark regeneration can roughly be 2400% regeneration equivalency. That's a notable difference about twice the survival. I think that's enough to warrant the better end you're supposed to get off *current* obscure sustenance. The new rework just NEUTERS the recovery you would get from it before, taking it from 78% unslotted recovery down to just 25%, lower than 1/3 of its original value. Personally the power should have just been a combined version of the two powers. Most of the heal off the first target, and a proc of end on the power with more up front on the first target as well and could have lasting regen/recovery, similar to soul absorption but for the personal player's armor. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
IT's still far less healing than dark regen is though, by a LOT. Point being, just leave it as it was, they are actively nerfing the power from what it was before even and it was less effective than dark regen. The better end was part of the tradeoff, now it's just absolutely horrible in comparison. Just leave it as for the love of god devs... -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Can we please keep looking at this, because this is a 200% nerf on the regen of the power, and even unslotted it's a FIFTY THREE percent recovery NERF from the previous version (25% recovery versus the 78% recovery it was before assuming using it every 20s which is entirely possible) If that's going to be the case just keep it how it works now rather than nerfing it. This is a HUGE loss! Please do NOT do this! And PLLEEEAASSSEEE fix the end cost on whitecap. This is intentionally being done to nerf some procs, like, ok..., but the power already costed far too much end for what it did in it's base use anyway, and this is making it's end even worse as you halved the recharge but didn't even halve the end cost, which was already too high. Halving the recharge would halve the end to 9, but it should still be more like 7end or so with the new 15s recharge. THIS IS SUPER VITAL! DO NOT IGNORE THIS!!! Also, on broadsword on test, boomerang slice wasn't opening up as a power, but also it's cone size is too narrow at 30 degrees, it has the same issues with the ranged cones in the epics that make ZERO sense on a melee toon (esp only 5 targets that doesn't hit the whole mob before jumping in). So the power is pointless anyway so should be fixed, but it's not even available to select as an option on test. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
And you really don't think that's not* going to be fixed before it goes live? -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
And that is a HUGE nerf to the damage on the set. it's easily at least 1/3 the damage on mine. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
This was actually a clear nerf to burn. It never had problems hitting the 5 targets with it's 8ft radius mostly. All this does is ruin procs on the power which again, WTF devs... -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Can we please still get sonic clap and sandman's whisper fixed. Clap with it's area should be 10 targets or more damage but both should have a 12s dam/rech scalar, they're still too weak/pointless at 8s, and the kd chance on sonic clap is FAR too low. It's basically hand clap only half the radius which is a 100% knock power. Especially with half the radius it should be guaranteed or at least very high. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
That's fair enough, it's not like it's lost at least but they just feel lackluster. Perhaps another suggestion if it's going to be looked at at all would be to add some knockback protection and fear protection into those ato procs. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Where are you getting that from? Generally most pets that take resist in the pet armors can just slot 3 pvps and get 1.5 points of kb protection (I still think all inherently should, certainly at least like "melee" pets), but you can still get that 1.5pts at least. They really still should allow globals to cross over to the pets as well and honestly the full values. This still makes MM's lack a good bit behind other ATs who can fully utilize this but this is at least a start. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Buffs are changes that increase the stats of a power for the better. Anyting else, while may help the set, are still QoL Yeah, beasts STILL need to be able to enhance their defense and resist armor like every other pet set is able to do... (and honeslty being melee only, should also at least have inherent kb and fear protection, and their defense armor should be a little higher as well IMO, melee is ROUGH on pets) -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Also WHAT!? does that regeneration buff stack I'd assume? Because if not this is a HUGE nerf. Previously, assuming 1/3 recharge achieved you could get about 700% regen consistently off the power. That's a 200% regen loss roughly. Especially already losing the massive heal from dark regen by going this power, this is a really big hit. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
Um.. excuse you. The end cost on whitecap was honestly already too high for how mcuh you spam it, this power alone completely negates the end bonus from toroidal spam and POTD pretty much. You're also halving the recharge on the power, so the end should be halved as well, to 9 end at least, not 14.352.. Edit: also this is obviously being done to screw over the procs on this power which is a BIG nerf to the power. So that alone should warrant greater compensation on the rest of the power, which already had too high of an end cost to begin with. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
WindDemon21 replied to The Curator's topic in [Open Beta] Patch Notes
I get that, but it devalues those IOs themselves, where clearly this is all happening because the MMs need BUFFs. While maybe a net buff still, these IO globals just feel really subpar now like they need some extra compensation. Like maybe, especially, adding a +to hit buff and +damage buff to them or something.