WindDemon21
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
So it's not possible to have an aura that even just triggers the DOT on single target attacks only (no aoe), with replacing effects for any two ST attacks used? -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
A self aura toggle that applies individual DOT per attack used fixes all of these issues though. Is there some reason it can't just be done like this with long DOT on the ST powers that caps at 2 dot's used by any ST attack? -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
It's not random, I've suggested this twice in this thread already lol -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
So making it a self toggle that applies the condition that the non-toggle version was doing isn't possible or at least applying DOT per attack? With a main point that, having it be a crap attack on it's own, the attack portion and having to cast that long cast time for the terribly low DPA on the power isn't really necessary. It would be much better as a self toggle where you don't have to worry about which enemy it's toggled on to. It could just work by adding DOT to the attacks, with the single target attacks getting a long replace-able DOT like impassioned serenade has. Not sure why this convoluted power had to be designed like this in the first place. I don't think anyone asked for such a bad mechanic in a set. -
I will chime in and also agree that it has always made more sense for the difficulty settings to be with the mission select area on the nav. So while it can be annoying to fight muscle memory, it does make more sense there. Also, with these level changes, i think it's a perfect time to bring up the issue again with the +to hit procs in the accurate to hit debuff/defense debuff sets as they have been bugged since homecoming started so they're only lasting 5 seconds instead of the 10s they're supposed to.
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That's because the defense cap doesn't change regardless of the level you're fighting. What it DOES do according to the equation though is cap your chance on the equation for the to hit rolls, however, you have to understand that base accuracy plays a role in that, and the purple patch increases the accuracy (not to hit) of the power by the purple patch scalars. So against an even level 45% defense softcap means you're getting hit 5% of the time. But against a +4, that means that 5% chance, goes up based on the level, and rank too don't forget. So a +0 boss has a 7.5% chance to hit IIRC, and a +4 boss would have a 11.5%ish chance to hit when you're softcapped to the 45% defense. Now it's been FOREVER since i checked the accuracy tiers of level/rankings so don't quote me on those numbers, but i do know it works similar to that.
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I don't think it's FAR off. Mainly those 3 i mentioned, but if attuned isn't changing it's mechanic then it's really two, and mostly just increasing the dam/rech on those two, so simple fixes, not any mechanic changes or anything. And yes, that does make something still wrong with it. I'm not the only one saying this. Edit: It's also extremly ironic, that i'm just now thinking about this I promise it wasn't part of my thoughts before, but that the issues are with specifically the new powers these devs created because they didn't stat them properly lol -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
This is still the problem. The effects granted should be the same for every power, again, as this is forcing you to take both the tier 1 and tier 2 in the set to get the most out of attune which is the additional damage. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
If you read it you'd notice there really were only 3 powers that I focused on and the rest were mainly good. But have fun sucking the devs teet thinking everything is always perfect. -
Yeah this isn't a brag, and already causing a lot of worry. We shouldn't be hating on anything anymore. We've had to deal with that for the last like 4-5 years of content where the nerfs and badly ported sets were worse than anything good coming out of the updates. We've done our time. The only thing coming out of these updates should be things most people are happy about (ie not nerfs). Way to make us worry about never wanting to play the game again until we know for sure 2 months from now.
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Sure thing! 1. Sonic Thrust: Animation/sound is good, but should still not be required to get the effect out of attune. Recharge is a bit fast, but this is ok as a "get now respec out later power", but if it's still required for attune (which it is to get the increased DOT which is much stronger than the 10% damage boost), that wholly breaks that and it becomes a crap power. 2. Strident Echo: Great power, does what it's supposed to do, Only issue is cast time is a little long for the lower recharge/damage value. Should be closer to 1.3s. 3. Attune: Cast time is too long for what it does to use in an attack rotation, so it becomes a "use once only for every target" power. As a toggle, it's also terribly annoying, but this is known, so hopefully they'll figure out how to make it work as a click, but then it still has the same issues i just mentioned. This power should still just be a self-toggle, that grants the addtional DOT on a target done with any sonic melee powers, similar to a guaranteed brimstone armor, with obvoiusly less DOT on the aoes, due to more of the single target DOT"s stacking higher. It's current iteration, on a scrapper at least, also seems like a lot less damage coming off it as well than before. With most intending to skip sonic thrust or strident echo as well, it also makes this power now pretty much a 2nd "must" skip. 4. Sonic Clap: Love the animation, and the cone is nice BUT, the cone is also too large for the power at the same time especially for an 8s recharge power with only a 5 target cap. It seems like a very clear case of "lets think of the most way we can make this power not work for procs." As is, the power should be on a 12 or 14s recharge, with a 10 target cap. It also has atrociously bad knockdown chances, only at 20%, even though it's similar power hand clap is a 100% knock rate. This power SHOULD be a 100% knockdown rate given what the power is similar to hand clap, but at least a 60 or 75% rate is what it should have if not 100%. It's fast recharge spamming also gets kinda annoying sound-wise as well, so having it on a longer recharge would also be another good reason to increase the rech/damage scalar. A cone size reduction is more than fine also, like 120degrees/10ft to still keep large but not, overly large where it borders on pointless for the amount of targets it's hitting. Bug: It's also still knocking back where it should be knocking down for some reason as well. 5. Sandman's Whisper: Power animation/sound is fine, secondary effect is good, but the power is on way too short of a recharge. the set already has 3 ST attacks that are 6 seconds or less, and another attack in earsplitter. This power should have a 12s recharge with increased matching damage to give the set more big hitters. (should be moved up in tier as well to tier 5. Bug: it's not sleeping enemies even if the attack misses. Sleep is supposed to be autohit even if the damage doesn't hit. 6. Confront: Standard power, still the forever skip on the melee set. 7. Sound Booster: Standard power, does what it's supposed to 8, Deafening Wave: Good stats. Nothing wrong with the power, though it's at too high of a tier IMO, but if proper adjustments on sonic clap are made then it is tolerable. 9. Earsplitter: Fine with the animation, though it should have a hand alternate animation. Stats are good. -
page 3 [FOCUSED FEEDBACK] Beast Mastery Adjustments
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I don't see above anywhere where this is explained, but also.. why? This is a core functionality that now every other MM primary pets can have enhanced. There is no reason to wait on this for beasts. They should be enhanceable for their defense and resist armors the pets get like the others (yes both should be enhanceable, and the defense should be increased a bit as is given they're fully melee pets as well, yes even with fortify pack being usable without locking out pack mentality). If more testing is needed *after* that, then do so, but in my experience, if this is put off now, it's going to be years before it's ever fixed. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
It's because the power has too short of a recharge/damage value. Why i suggested they fix it by increasing it's rech/damage ratio to 12 or 14s, given it's area as well it really should be a 10 target cap having pretty much double the area of frost, but half the target cap? Makes no sense, along with it having one of the worst KD chances, when the power is basically hand clap that does 100% chance. It should be more: 12s rech, 10 target cap, damage scalar up, and honestly 100% chance to kd given what it is, but at least like 75% -
I've been suggesting this for YEARS. Like i *guess* i get their stance on not making them auto. But changing them to pbaoe so you don't have to target is an obvoius change that should have been done ages ago, and i've been asking for it for as long. Not sure why it seems like they keep intentionally skipping over it. It wouldn't break a single thing, just make it easier to upgrade pets by not having to target them, which is just a QoL issue.
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
So basically like i said earlier, by just making attune a self toggle like a DOT aura, but instead of doing that itself, it adds dot as you attack the enemy with your sonic attacks. So aoes would prompt aoe damage, ST attacks would prompt a stronger ST DOT on the enemy. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Again, give attune 1s cast time, move to tier 1, keep strident echo as is at tier 2, increase sandman's whisper to 12s rech/damage scalar, make sonic thrust tier 3 with 8s recharge, and more chance for knockdown (or swap them, sonic thrust with 12ish second rech, and keep sandman's at 8s and swap tier 3/4). change attune's mechanic to work with any two single target sonic melee power, capping at 2 damage increases for the DOT. Would easily fix the set's ST flow outright and address all issues. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I'm by FAR not a proc bomber in any sort, but all i see still is a very clear decision to try to intentionally make most of the powers not work for procs. Again by in large i'm not a huge proc person usually only using one per power, but especially for key ATO procs and such there should at least be better stats for them to work in both cases, which this set clearly shows it's trying to make that not possible intentionally, but even without procs still doesn't make DPA sense when you can only fit a few powers into a build. So for a set to need all 5 powers to maximize the ST damage, and still hardly have any working place for decent proccing, it just isn't right at all. And that 30 seconds off would pretty much be by fixing what i mentioned with sandman's whisper taking it to 12s with higher damage scalar. And repeating again how awful it is to need to take all 5 ST powers to maximize the ST damage. No build can really account for that logistically. -
Not to mention damage bonuses work off the base power. So when you're already enhancing the power itself for ease sake say 100%, that means every damage bonus is really only half of it's value in increased performance. So a 20% damage bonus, ends up in only 10% more in actual clear speed. One reason why damage bonuses especially (and resist values notable too) are way too low, for a purple i'd expect more around a 10% damage bonus versus 4% etc. I have never once in any build gone "oo a damage bonus" they've always just kinda been there.
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
That's part of the problem. The tier 1/2 are, and should generally be a "get now to level and respec it out later for better damage" powers. They should NEVER be a requirement for a set's mechanic to work (yes there is dual blades but thats another issue). We learned this issue with opportunity on sentinels, so it still boggles my mind it was ever even implemented like this. As it is now you do have to take all 5 powers to maximize the ST damage. and you use only attune and sonic thrust once for the whole duration of the single target kill, so ends up being really way too invested in slots and powers for two powers you basically don't even use, which again, it makes more sense for attune to just be more of a self toggle that adds more damage the more you use any sonic attack on the same enemy (similar to -resistance but instead of debuffing resistance increasing the damage your sonic powers do to the target). Then still the issue of sandman's whisper being on too short of a rech/damage value which is also odd, having 3 other attacks that are 6s or less, as well as the same issue with sonic clap. There is just so much wrong with the stats on the powers in this set, hopefully it's fixed before it goes live. -
Now if we could just FINALLY get an acc/end/rech, acc/end and acc/dam/end, acc/mez/end, hami's i'd be thrilled. Would be wonderful if hami's pooled in the same level on AH like IO's do so you can use them before 50 as well, esp the mez ones for powers like aura of insanity where it's really key. Universal Mez IO sets like universal damage would also be great to add.
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I honestly don't think they'd be overpowered if they got 100% of set bonuses. Players already benefit from them in every single other AT, and while yes they're pets, they're basically still the whole primary set of the AT (which still don't benefit from the recharge boost of ios/hasten) with the attacks being terrible on almost every set, so why would an entire primary set basically not benefit from them? Makes no sense. Likewise with globals like the kismet +to hit. Honestly this is one reason why MMs have also lacked compared to other ATs for a very long time. Not to mention most pet power's recharge. There are MANY powers on MM pets that are far too long of a recharge especially since that recharge can't be lowered with enhancements, set bonuses, hasten, etc. Sure they may not get their recharge debuffed but the amount of times that happens versus the insurmountable amount of times that having their powers recharge 1/3 or 1/4 of the time would make a huge difference still. There are powers on MM Pets that have a two minute recharge or greater, what's the point, so the pet uses a big aoe hold/nuke type power on the 1 hp left on the last enemy of a mob, then that power isn't usable on the next mob where it's really needed. How does this possibly make sense when you can't control which mob or when the pets use this power at. These are fundamental issues with MM Pets, not even talking about the MM class as a whole that have still never been addressed. Not to mention the continued issue of pet AI running away from fear patches that still exists and the ever prevalent knockback that ruins the pets positioning for cones and aoes which you mostly can't control, sure some set bonuses can help but not solve the issue without inherent kb and fear protection on pets, at least MM pets. (still need to fix the level issue on non-MM pets which all should be even level for the same reasons) and with the goto command still being buggy because the pet won't stop attacking and never actually goes where you tell it to in battle without spamming the location or forcibly making them not attack first. And then back to the to hit issue. Still no reason to nerf that, especially if they're not getting full set bonuses/kismet bonus from globals as well, or even with that, every other AT can already still do this with their IOs thus MM pets reliably hitting their target like every other AT can't possibly be game breaking. Not to mention the limited slotting issues in the pet itself to try to get its damage maxed, end reduction, enough accuracy, enhancing the special pet powers like holds or slows, not even getting to procs. Let MMs have their day. Their playstyle will still keep many from playing them. With just bringing up the MM class in chat to discuss these changes, I had two people tell me the other day they don't really care because they won't ever play MM's because of their playstyle. Just let MM's have their day.
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page 3 [FOCUSED FEEDBACK] Beast Mastery Adjustments
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Gotcha, never bothered because the powers uptime is atrocious but still seems odd when most every other pet powers are enhanceable o_O