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WindDemon21

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Everything posted by WindDemon21

  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.
  16. No matter anyway, the power won't proc on enemies almost at ALL since it's a location power. Another reason it would be better as a targetted power especially on controllers who kinda need it to proc out to make up for not having an aoe immobilize in the set. Edit: But it SHOULD still take them for slotting/set bonuses, i'm sure it's a bug. Also note that smoke canister and nitrogen also both won't proc at all :/.
  17. 2.5s cast time is still HORRID for the power. I don't know what YOU'RE smoking, but that not good at all. 67% more cast time for the same damage is BAD. Especially on SS who really needs it for a better attack chain that has always been an issue. I'd much rather just have a normal melee attack if it meant an actually good ST chain. The attack should be based on the proper damage for the set class, the range is just a bonus but the DPA still needs to be proper for the attack. 8s is honestly too short a recharge for the damage and current cast time where that should be higher on the recharge and damage to compensate whatever is needed to align the damage properly for a 1.5s cast time that already exists on doms for that animation. 2.5s on it is just BS for its damage and will forever remain a skip until it's fixed. It's horrid. Same with Hurl Boulder obviously. If it's the same damage as haymaker, it should have the same cast time. It's that simple. (The range BONUS might denote that it's recharge be a little longer perhaps like 10s or even 12, but that cast time NEEDS to be fixed) Edit: not to mention it's knockBACK which actively inhibits your attack chain. That part would likely not change to make sense for the power, but the cast time/rech/damage absolutely can and should. Also there are plenty of other things in this game that don't make sense, so for how much more awesome it would make the power feel random objects make more sense than pulling a chunk of rock out if deep water or from a 3rd story laboratory, so that point is pretty moot.
  18. Epic > Earth Mastery > Hurl Boulder (Controller) - Range increased from 40ft to 80ft, Recharge increased from 10s to 16s, Cast Time reduced from 2.5s to 2.0s, endurance cost decreased from 11.7 to 10.66 Also any chance we coudl get this fixed on hurl and hurl boulder in stone melee and SS? These have been crap powers for a while now and could really use this fix. Though 1.5s like the dominator version should really be standard for all versions too. 40ft range is fine obviously for the melee versions but something more for the power, mostly the cast time reduction, and a bit of more rech for more damage on the powers. Also, this has been a long time coming. For Hurl in SS, instead of just the standard boulder that hurl boulder is, it should pick up random objects like propel does!
  19. It already is by nature of fire cages + hotfeet alone (edit: big part due to containment, doms don't get this obviously but their secondary rounds out the damage, which is why sets should be more rounded, not just all in on damage etc). This is fairly noticeable on large mobs. Imps have been needing help a lot as is too even before this bonfire issue came into play and they should be bumped to help as well (more resilient via s/l resist and mez resist and adding ring of fire or flares with -fly) It doesn't need more damage outside of fixing imps, what it did need was more control especially with the aggro that hotfeet does give you. Even pre-bonfire nerf the set still felt like it needed more control than it had when looking at other sets but bonfire made up enough to not "look" at the set before other sets. This just pushes that boundary more into view that it should have something else via smoke change. What it also could use (Arctic Air too) is a reduction in endurance cost on hotfeet, and a faster cast on bonfire and flashfire. If they ever hopefully get around to fixing single target immobilizes too especially on troller/dom primaries and blaster tier 1 secondaries by giving them all 1s cast times and having the damage come in 4s not in 9, that would help too, with fire obviously having more than other ST immobilizes would also help (even if then most would still skip the ST immobilize, it would be there at least)
  20. Then you should be seeing the same thing I'm seeing but somehow aren't. At best, it's inconsistent. At 2nd best, it's working due to a bug. At worst, it's working as I see it with the power on it's own which is definitely likely where the devs intended it to be, or is a bug itself as well. In any of those cases, the power definitely didn't need a nerf (especially on troller/dom primaries), the other suggestions I mentioned still make sense to happen, and especially given the intended change on bonfire. As you see and explained it, when fire cages is used, it's actually better than it was pre page 27 (when fire cages is used) and that is obviously not what the devs intended as they were trying to nerf the power. Likely the bug is somewhere in the interaction with the powers own kb-kd feature, but touching the power at all was still unjustified, and would like to see these changes to fire control with post-intended bonfire nerf.
  21. OK, I think I found the bug actually. The bug IS with fire cages. After a lot more testing, depending when you use cages and when you cast it. I was testing bonfire, not that fire cages should have any effect on it KD chance, and it didn't happen every time which is really odd because it didn't do this every time , but only when I'd use fire cages would I get the whole mob knockdown. It's very odd, and obviously is not what the devs had intended for the power. But does confirm the bug whatever is going on. Try testing bonfire on it's own though when I used bonfire on its own, I did not get the whole mob knockdown, as I assume this bug would be found and fixed eventually, unless we get confirmation from them that they aren't touching it, I would expect this. Adjust your expectations accordingly, but as it is *supposed* to work, it's really bad. If they confirm that they aren't changing it again, then I suppose that's one thing, but I'd still have the power itself be more consistent, especially if using as an opener. I did not get as you claimed without first using fire cages on the mob before bonfire hit, and obviously you don't want to be NEEDING to do that and getting all the aggro and alpha strike. Regardless the other non-smoke related changes I mentioned should still happen, but if and when they do fix this bug, the set should definitely be compensated via smoke. Edit before i hit the edit button because I caught it in time lol: Been trying with other fire powers, especially flashfire, and it did seem to bump up the knockdown chances as well, but oddly not as much as when I used fire cages. I presume hotfeet seemed to impact it as well but i'd chock that up to rng since I'd had already flashfire'd them so I didn't die and tried to see what it was post-stun wearing off. In both cases though the KD noticeably happened more when fire cages was used.
  22. That's weird because that's not anywhere near what I've seen when testing, and that's not how the power works with a kb-kd converter in it anyway. It seems that you're basing it on not putting a kb-kd in it and spamming fire cages because that's the only way it will knock the entire mob down in unison. This is a discussion about the bonfire nerf with kb-kd in it, not in your circumstance. If you were somehow seeing it happen as you just described with kb-kd in it only, and not zero kb-kd with fire cages spammed, then there is some other bug happening. Possibly related to which kb-kd you're using? Testing mine I had the sudden acceleration one in it, and with even 3 enemies, I was only seeing knockdown on one of the 3 about every 4 seconds. I tested this just now again and same results. On a full mob, I was only seeing about 2 enemies knocked down at any given time. And yes i've used OF in it pre-patch, and even then it would never knock the whole mob down in unison, only maybe a couple extra knockdowns at first cast and again after 10 seconds as procs work. So if it is as you're saying, i'm not sure what it is but there is definitely some favorable bug that you're getting that nobody else seems to be getting at least nobody that i've heard. This is definitely a big issue, and it is NOT working as you seem to somehow be seeing it. Again I just tested it again and was only getting about 2 enemies knocked down at any time. THIS IS NOT OK! Hence these suggestions, which honestly even pre-patch bonfire was nice but never really close to OP and could still see these changes happening to the set. But especially now with how bonfire is working, or I should say not working, the set needs help. Edit, just tested with OF too, and still only on average 2 enemies knocked down at any given time. There is NO way you're seeing it as described without some really weird and specific bug happening. THIS IS NOT OK.
  23. Whenever it was, thought it was later than that but yes, ever since they were cut down to 1 pet only the resistance drop was very noticeable for not being able to heal it and should have been brought back up then, but another thread still.
  24. Ah elec, knew there was one i was forgetting. Even though then though it's not a true "aoe" and has issues with chaining, missing, not confusing the whole mob at once when you need it etc. So I'd still count it closer to a half than a full aoe confuse. Regarding hotfeet, yes, but without that -max run speed it makes a BIG difference in how weak the power is as a slow power, especially when the power needs so much acc/dam/end reduction slotted in the power as well. With fire cages, nobody is also not using that on top of hotfeet (and if they don't they'll really notice how weak the slow is without that -max run speed), but in a pseudopet especially bonfire, again, it's not the same as having it in hotfeet. That allows you to use it for corner pulling, or if not using kb-kd, lets it slow the mobs down so they don't get past the center where the KB will start flying them in the opposite direction of where you want creating a "barrier wall" effect. Hotfeet again, also will suppress when mezzed doing nothing. In either case, the loss means the set is relying on just the aoe stun, and the aoe hold (which is usually reserved for oh crap moments esp with the 4 minute rech that all should really be 2 minutes on all sets), so the main only mitigation in the set is all resting on flashfire, which is not enough mitigation for a control set (certainly not only looking at max +rech builds with permahasten etc) It's definitely not power creep. Bonfire working properly was the only thing offsetting fire controls control to make it worthy enough, with that nerfed, the set definitely needs help, and smoke canister clone for smoke is the perfect fix to round out the set. (and yes, gravity also still needs help, sing pull in is nice, but the set still needs another every mob/soft control, on top of sing getting it's resists bumped back to 90% like it was before or beter at 70% but heal-able but that's another thread)
  25. There are *now* 2.5 sets with it (half for mass confusion due to its rech tbh) even at 3, that is not a lot lol. Even without the bonfire nerf, the set could still make sense for that to be a Smoke canister type power. And that is not how it ends up in play, the bonfire nerf is noticeably worse easily. You can see it just by playing it and noticing how many less KDs are happening. There are so many more that are just standing there not getting KD'd from it. Hence all the people complaining about this nerf this patch. As to the slow, much like hotfeet it makes sense for it to be there. It also works much differently in the power itself versus a (very weak) slow that is toggled on around you that also gets suppressed when you get mezzed. They're not even close in benefits of having it in the pseudopet itself versus the slow in hotfeet, especially for how weak the slow in hotfeet is.
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