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WindDemon21

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Everything posted by WindDemon21

  1. 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.
  2. 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.
  3. 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%
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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)
  12. 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.
  13. They're not stronger though. They are just being changed what targets they can be placed on, ie QOL
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Except you're completely wrong. This code already exists in game and works perfectly fine for that via sonic disruption. So there is no issue with the coding of how to do that.
  19. They definitely wouldn't have to do that. It's a QoL change, not a stat change. That would only be done if they would appropriately fix the radii to be 25ft like darkest night's, but not just being able to cast it on an ally, that's QoL.
  20. Yeah but that's no different than other toggles, there's really nothing they can do about that with the elevators unless they gave toggles an infinite range before they drop off. Which i guess they could be able to do that but likely wouldn't since it doesn't impact much of the game. Being able to place toggles on both allies and enemies though, would make a much nicer improvement and QoL for those types of powers. Even ally toggles like sonic repulsion, when solo, being able to use that on the enemy mobs would be a helpful addition, obviously also for enemy toggles being able to place on your own pet on a controller or a melee type would also be the main intent.
  21. So basically what buffs already are. Not a good enough argument. Plus you still have to manage the end cost which would now be 100% of the time with no downtime, can run the risk of the teammate or pet moving out of the area, and will still get suppressed when mezzed. The entire point is for it to be more beneficial/set and forget like buffs, but they still have all the same drawbacks they did before, only now with more end cost to compensate for the better ease of use.
  22. Except this is wholly wrong in actual practice. Glittering, the taunt/ku only lasts a few seconds and doesn't stop attacking besides the short ku and some -to hit (dont get me wrong i love the power but it's far from a full control), meaning vulnerabilities to aoe attacks or If your teammate has their own taunt aura that will supercede it they'll still be attacked. The cone sleep only lasts a few seconds of deep sleep before they wake up (edit and it's confuse you can't use if you want to hit the whole mob with the sleep really due to the cone size/shape so that is a nice addition but only really matters when the mob is down to just a few enemies). The aoe hold (that fyi is target based not location based) isn't up often enough and THAT should be the power you're reserving for those "oh sh!t" moments, aoe immobilize is standard and useful but doesn't prevent retaliation and takes longer to work because of the chain nature versus a regular taoe. And then there's brilliant barrage. You can NEVER guarantee that it will control a whole mob, since you can't control what gets the stun and what gets the fear, which still doesn't change that it's stats are off in it's current form where it's recharge should be 60s being half fear, but anyway, at BEST you can do is target one side of the mob, and *try* to place the fear portion on the other side, and just HOPE that rng lucks out so that every one of the 16 targets gets either stunned or feared with no overlap, but in reality that's still impossible (and would still mean a 60s rech). And at every single instance, it still goes far into how wholly unreliable the power is even at that. Again, I'm not saying to take away it's usefulness of having the dual stun and fear in two areas, the issue again, is as it currently is, it's recharge should be 60 seconds since half of it is fear. But even more appropriately, the stun should still be 16 targets, even if the duration was only 2/3 it's current duration and then the fear should really be 16 targets as well, turning it into a "stun full mob now but shorter duration, that turns into a longer lasting fear," or "stun one mob and fear another, but focus first on the stunned mob because the stun won't last as long" but as it currently is, no, the power needs fixed without question in some fashion, even if at thr very least it's just making the recharge 60s which would be proper given its only a half stun, where only full stuns should have the 90s recharge. Fears have 40s recharges. And again, procs don't factor in to a powers base use and stats so that argument is also moot.
  23. This whole thing is invalidated though because you're strictly ignoring the target cap issue at 1/4. Balance wise, the power is still a major fail not doing what it's supposed to do unless they either lower the recharge, or more aptly, increase the target cap for the stun to 16 targets. What you are basically saying, is you're not fighting enough enemies to begin with for it to matter, but that doesn't change thst the power is still ill-performing what it's supposed to do in normal large sized mobs which is the whole issue.
  24. You're missing the point. While still annoying sure, I'm not even saying to change HOW it works. The issue is the target cap having the amount of targets split between stun and fear making it insanely unreliable. You can keep it how it works but make the target cap for at least the stun hit the full 16 targets still. No macro can change how it chooses what enemies are affected by what (macro can only be to set location at the target or self) so it's impossible to designate which gets which effect. The power is atrociously bad because of the split nature being only valued as a half stun, while the other half, or rather less than half that isn't applying on the same enemies anyway wasting it, being a fear means they're still attacking which is especially bad on doms. Again this all goes to part of the original statement too? That if it remains unchanged, it's recharge should absolutely be at 60s not 90 since its half fear only. You can NOT say "but that hurts procs" without directly saying that it HAS to be a proc bomb only power, without saying that it shouldn't be balanced FOR THE POWER ITSELF for stats first. Which in either rate, still makes the power terrible. The only way this power works properly is to have at least the stun still hit 16 targets, with the fear being the extra bonus. (Which still helps procs out too anyway) You being happy with it as is with its current stats, shows nothing except that you're not fully understanding the power and balance. Again, the issue isn't that it has two areas of field that youre saying you like, the issue is the target cap for the stun and its reliability and fact that it's currently halved, and if it's halved(which is still god awful), it's recharge should not be 90s like other FULL aoe stuns, but then it should be at 60s since half of it is only a fear.
  25. Obvious, if the target dies, you still get the heal from transfusion if it casts off, this still needs fixed for transference as well.
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