
WindDemon21
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Posts posted by WindDemon21
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10 minutes ago, Maelwys said:
Narrow cone arcs are annoying on any melee AT. But adding radius isn't going to help on anything with a Taunt Aura or punchvoke because the enemies cluster around you rather than queueing up in a nice neat 30 ft long line.
Mobile characters that get to remain stay at range and can tag the whole spawn with Ranged cones? Or Hoversnipers that can fly directly above and essentially turn them into a targeted AoE? Sure, they might get milage from +range and +radius. But not Meatshields or Facepunchers.
And the Tanker nerfs were NOT PROC FOCUSED. The Devs told us exactly why the nerfs happened within the patch notes (under "design notes") and there's a TL;DR summary here.
The problem with Tanker overperformance was always "being able to deal full damage to 60% more enemies" (whilst simultaneously having more wiggle room in the build to ramp up their damage output, since they need fewer build compromises to meet survivability thresholds). Procs being king on Tankers is a very common misconception: Procbombing of attacks actually favours Brutes over Tankers, due to the former losing far less net damage whenever their attacks aren't getting ED capped for damage aspect.
Not prior. Prior the procs were calculated based on the orignal area of the aoes. Gauntlet, was a separate buff that boosted the radius, while proc calculations were still based off the original area of the aoe. So per area, procs were much more effective on big mobs than they are now (50% more so) as per damage, yeah you still want to enhance the actual attack for damage too, but saying for each proc, it would get that extra benefit of more procs in the larger area. Not that what you said about brutes isn't true, but it was extra so for tankers with how they worked before, so it's really a double or triple nerf that tankers got now, and just feels awful.
Also, enemies do cluster around you but will also still have a max saturation that they can be in that immediate area (especially think big box enemies like freaks), but the increased radius would still help cones greatly (especially those wider ones) in many situations. Again, this is all regarding that they keep the damage the same like they should, and not recalculate the damage based on the new area, as it should be an AT bonus. And also, man does it really suck to not have the increased radius for extraneous powers like armor aoe powers like dark regeneration and epic aoes, especially for aggro'ing. Really hurt that too.
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2 hours ago, Maelwys said:
That was indeed how it functioned between issue26pg4 and issue28pg2.
But the global arc/radius buff has now been removed from Gauntlet. It's no longer part of the Tanker inherent.
In i28p2 the aforementioned global buff was removed then each Tanker AoE and Cone was manually tweaked. Their AoEs with a base radius of less than 15ft had their radius increased by 50% (and their Cones originally also had their radius increased likewise before this was reverted due to outcry). Then at the 11th hour right before the patch hit live the Devs increased the base damage of Tanker AoEs so that their damage per activation almost matched what Tankers had previously been used to. As a result aside from a slightly lower proc activation rate Tanker AoEs were essentially unchanged (until you start hitting more than 10 targets and the new Overcap damage reductions kick in) and Tanker Cones had their Arc and Radius lowered to base level (eg the same as what Brutes get) but their damage and Proc activation rate were both left intact.
There were a lot of changes that happened during Beta; and what eventually landed on Live is a very mild compared to the originally planned Tanker nerfs. I hate trying to catch multiple foes with a narrow cone arc as much as the next guy, but I very much doubt the Devs are going to be buffing Tankers again any time soon. IMO realistically most we can hope for is a slight reduction in the harshness of the Overcap mechanic (eg from -67% to -50%) and maybe a increase to the tanker aggro cap.
Yes I knew that part, that's what the actual problem is with them changing the powers themselves instead. Now, if they wanted to take it away from that, because I KNOW they wanted to hurt it for procs specifically, that's fine. But this should still be a special case where it gets a larger radius, without that extra radius factoring into it's damage. It's scary honestly to hear that they planned for WORSE nerfs, but not surprising sadly.. End point being though, they should still increase the cone sizes without changing the damage they do.
Edit: And honestly, with the larger radii, or even arc angle on the cones before, tankers were actually FUN because of that, and now they feel just as bad as any other AT with the smaller cones, and really just hurts a lot of the fun 😕
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18 hours ago, Maelwys said:
Yes, you missed it.
Increasing the Radius of AoE and Cone powers causes their base damage to drop. This was highlighted on test multiple times very, very loudly. Proc activation rate drops also due to the way PPM calculations work; but is not anywhere near as big a concern.
They reverted the radius changes to Cones because of this base damage decrease. It was having a disproportionally severe negative impact on particular powersets like Staff and TW.
Ok that's the point right there though. They SHOULDN'T decrease the base damage, since it's meant to be a bonus of the AT. Meaning it should be as part of the inherent so it's not affecting the damage. Even though they increased the aoe radius, they SHOULD have still left the damage the same. This is entirely on the deva for screwing that up. They need to just do it properly.
Again. You don't lower base damage for scrappers because their inherent gives them more damage. Or blasters for the same reason. Only outlier is brutes because they did it wrong where their base should be higher but fury give less. But they need other things fixed too so that's a other thread.
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23 hours ago, Shin Magmus said:
Longer ranged cones indeed don't benefit you 99% of the time. You're in melee, so you'd have to back up out of melee to be able to actually benefit from the slightly longer cone, especially the increased width at the end of the cone. Usually the longer cone simply "overshoots" all the enemies near you into dead space where there are no enemies. This increased area factor does decrease proc rates... significantly, so it was only a hindrance.
I really miss the wider cones: they were immediately both easier to use and just more fun. It breathed new life into certain powers, and made them the high-point of picking a Tanker, such as Frost being an awesome fan out on so many enemies so easily. What are these people doing?
Right, well see response above about the extra area not factoring into the damage formula since it's an AT bonus. But on the cones, the extra radius on the pbaoes are nice, but i honesty enjoy by AT at least, the larger size on the cones because it makes some sets so much more fun especially with the larger target caps. Now without that, it's almost pointless for the cones to hit more targets because most of them won't ever reach any extras except a very select few cones.
I honestly wish, across all ATs, that these powers had more of an adaptive damage/end/rech. So if the cone hit only 2 enemies instead of 5, it would do more damage to those two versus the damage done to each 5 enemies. This would honestly be really nice across the board, but especially for melee cones, and also really help some sets out who are low on single target damage. Just imagine if jacob's ladder, or proton sweep, or even psy blade sweep, did high damage when it would hit just a single target. I think the recharge could not have to be adaptive, but the damage/end would per target hit, and it would make those cones so much nicer.
Edit: especially Ripper! Could you imagine how much that would help spines out if ripper was doing 1.5x damage or whatever when hitting only one target. Would really help out spine's poor ST damage. But yeah, these base cones without any boost just feel awful now on tankers 😕
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22 hours ago, Psyonico said:
They had increased radii at some point on open beta and was specifically changed because people said “this formula nets us less damage per target and doesn’t do a whole lot it increase targets hit” and brought the numbers to prove it.
Also just if you missed the response Psy, the increased radius specifically shouldn't have to factor into the damage formula. That's why it made more sense for it to be an outside buff that increased the areas the way it was before (like all other inherent abilities). It was only mostly changed recently to be the powers themselves because the devs hate procs and this lowered the proc chances due to the larger area (which is still stupid, but won't fight on that part).
Though the base damage of the power, shouldn't be affected by the increased radius. Hence why it's an AT bonus. You wouldn't lower a scrappers base damage just because they have the ability to crit, or a blasters base damage because their inherent stacks up extra damage bonus.
The only odd outlier here are brutes which IMO their base damage should be higher but just lower the buff provided by fury which would make a lot more sense, but talking about tankers here, the aoe increase really should be just a bonus of the AT, it doesn't affect the pbaoe base damage due to the larger area, so it shouldn't have to factor into cones with a larger area on tankers either. Unless i missed that they lowered the damage on those pbaoes due to the larger area, but that was not mentioned anywhere i saw, and i didn't screenshot any values prior to page 28 to verify now either (i know the additonal targets damage was lowered, but that was just to make the extra targets not hurt as much, it wasn't changing the base damage on those powers)
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19 minutes ago, dukedukes said:
Thematically it makes sense yeah. The knockback that's problematic I'm referring to comes from your teammates. Your team can knock the mobs away from Singularity.Exactly which is why those powers should have the -kd in them. That's mainly one of the whole reasons they should already have it in them. It's not "too good" or anything if grav/elec have it. It's just how the immobilizes should work. Especially for grav and elec immobs for the reason I mentioned. They should have it, all the others do even if it makes less sense Thematically for those others.
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1 hour ago, dukedukes said:
I think you'd need to argue the case for homogenization of power order as I don't think it's a given
Yeah regarding the st hold tier placement that's all I'm doing. Just saying it should be in the tier 2 spot.
1 hour ago, dukedukes said:
Regarding the kb res on aoe immob: it would be incredibly strong for grav as knockback is the only thing stopping mobs from getting sucked up into Singularity. I'm not sure if this is a bad thing though as it does give the set a weakness. You at least get KB res with the ST and AOE holds. Powers/sets having non-homogeneity lets them be more distinct from each other, so this may be hard to argue for.This is already done with kb-kd in the sing, so this is for the immobilizes that should have them already anyway for other cases why they have them, more control. Gravity pulling down, and elec causing static to stick you to the ground make a lot more sense to have the -kb in them than say a circle of fire or some fireworks on the ground so they should definitely have the -kb.
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36 minutes ago, dukedukes said:
Gravs must take lift... Who doesn't want to flop their enemy on the ground? It's also the best DPA ST attack you'll get and it can proc force feedback. It's like a win win win power.
I'm not saying lift shouldn't be in the set, but it shouldn't be forced between it and crush. I've made many grav builds where I wish you could skip it cause I'd rather focus on other powers. And you're not slipping the st hold ever anyway, so it's just to open it up so you're not forced to get lift I'd you don't want to. You can still pick it is at level 2
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46 minutes ago, Ghost said:
I downvoted YOU for flooding the first page of the suggestions section by digging up old suggestions you made, and responding to each and every one.
I couldn’t care less what your complaints are. You should have summarized them all into one thread.
Too much for one thread and that wouldn't make sense, when the other threads already had exactly what they needed on them.
That's really not the reason to use down vote. Those are to respond to the actual content of a post. There was nothing wrong with responding to older posts. If you don't like them then just ignore them, but they're all still valid.
Edit: I figured as much as well since you seem to be in cahoots with golstat who is doing far worse(or are another acct of his wouldnt surpise me)
Again that's not how you use downvote or other reactions. If you think there is an issue with doing what I did (which there isn't) then report the behavior if it's valid to do that, but do not downvote a post of content for that. That's not how that's meant to be used and negatively affects the true reaction to an actual post itself. You can see how otherwise they would see the downvote thinking you're against the content when it had nothing to do with that.
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Please @Ghost. explain why the 26 end cost on rain of fire when the other rain powers do more but only cost 15 end makes sense. (And no it does nowhere near more damage to account for that, that's literally nuke level end cost)
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7 hours ago, Steampunkette said:
Counter proposal:
1) Speed up the animation time. Still four hits, but drop the animation time to around 2 seconds instead of 2.43 seconds. (It looks so cool)
2) Add a -Res debuff to the first hit.
That would be something to look into (though still not ideal, those first two hits are literally just nimble slash so just cast it before if you want it to look the same), but base issue still existing of its recharge needing to go up, and it's damage would have to go up even further than I suggested to match the longer animation time.
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8 hours ago, MTeague said:
With Mind Control's T1, Mesmerize now doing Deep Sleep, it's darn near a Hold. I do recommend taking it.
It is much better now, but still doesn't change that the st hold should be the available option for tier 2 so you can pick it out of the gate and skip the others if you want to like all other control sets.
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14 minutes ago, LightMaster said:
Since there’s already alternative animations for Energy Blast, the laser sweeping one can make for a good alternative animation.
That said, let’s not try give more than one power having laser FX to avoid overlap with eam Rifle.
You missed the idea. I'm not talking little Beams. I'm talking big blasts. It is for energy blast after all. The actual projectiles would remain the same. This is just mainly changing how they come out of the body, or rather eyes.
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30 minutes ago, BrandX said:
I to believe it's damage should be improved, but I've soloed AVs with Attack Vitals Combo.
This fix wouldn't improve the st damage at all actually. It would just make the power actually worth taking and using. It'd still be middle of the road dpa after the specifications i gave (yes it really is that bad lol).
But the main intent is to make it useful for an actual combo that uses it without seriously debilitating your damage, and make it actually worth using for lower st dps, but to actually be able to use its knockdown for survival against a single target without SUCH a serious dps loss by using it versus attack vitals.
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This is still an issue.
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Wow, still not fixed..
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On 8/20/2024 at 11:00 AM, ChetManly said:
Just found this thread and fwiw, on my Ar/Ar Dom, I tried this and it works great. At 34 I did 1Acc, ice Mistral, Impeded, and Fiery Orb procs and it works well. Orb fires off 98% of the time.
-Chet
Just coming back to this for clarification. The orb will proc on the power, though it will also pretty much on it's own negate the sleep the power does anyway, so kinda bad for that there as it is (proc cap is a 90% chance, not higher) But since it creates a pseudo pet, the orb proc is a self-proc based power, so it'll proc based on the casting of the sleep grenade specifically, it's not based on the enemies it hits. The damage procs however, are based on the enemies cause it rolls a hit on them individually, and the proc chance for any damage proc is absolutely terrible in this power. Even if you slot every proc in the power that you can, it'll still not even hit a proc on every enemy in the mob, and is very much not worth it to be honest.
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RoF and the other rains still need fixed
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Still not fixed
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Yet another power that still DESPERATELY needs fixed. Please do so. Again remove the first two hits which are basically just a copy of the tier 1, so the power is only the more fun last two hits, and would reduce the cast time down to about 1.4s, and then increase the damage/rech to a value 10s rech, and then up the damage, i'll have to redo the math if needed, but think it was still needing a 50% damage increase at this point with a 10s recharge even with the cast reduction down to 1.4s. Yes the power is THAT f'ing god awful and needs fixed.
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Would very much still like to see this as an alternate animation for energy blast.
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Yet another thing that was completely ignored in the last page, and still needs fixed. Please fix sets and powers like this that need the fix before you try nerfing other things..
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If this could still get fixed for the epic versions that would be good. The power already had enough nerfs to make the epic version practically useless with kb-kd, at least let it be useful for it's original knockback feature that only works properly really with the larger radius. The power is already nerfed on knockdown rate HUGELY, and got nerfed on duration, and already still has double the recharge too. There is zero legitimate argument for it to have this radius nerf too. Zero.
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1 hour ago, Shin Magmus said:
Longer ranged cones indeed don't benefit you 99% of the time. You're in melee, so you'd have to back up out of melee to be able to actually benefit from the slightly longer cone, especially the increased width at the end of the cone. Usually the longer cone simply "overshoots" all the enemies near you into dead space where there are no enemies. This increased area factor does decrease proc rates... significantly, so it was only a hindrance.
I really miss the wider cones: they were immediately both easier to use and just more fun. It breathed new life into certain powers, and made them the high-point of picking a Tanker, such as Frost being an awesome fan out on so many enemies so easily. What are these people doing?
Exactly, it just feels awful now. To be fair, it's the 90 degree cones that you really notice the boost of the previous wider arc more, so frost, eviscerate, and ripper most especially got hurt super bad by this.
But still, it made more sense for them to be 50% longer like pbaoes have, and still does make more sense, especially after taking away the arc increase, because if the cone was already wide enough, like 120 degrees, the larger arc hardly did anything, and one narrow cones, 50 degrees or less, the arc increase was so low that it was also hardly noticeable, however, with a longer radius, you can hit deeper, so it would still help all of the cones out rather equally (but obviously help the wider cones more)
For this reason honestly cones should have both an arc and radius increase as part of the tanker bonus. Now the larger target cap however means basically nothing since most cones are already designed to have the target cap be the maximum that it's going to hit anyway. These change are just terribly freaking stupid. (and still as a separate buff so they're not trying to lower the damage due to the larger cone size, again, i'm fairly certain that pbaoes didn't get lowered damage for their wider areas, (base damage, not proc chances which also sucks)
Fix tanker cones to have larger range like pbaoes have
in Suggestions & Feedback
Posted
Cool, seems odd with how the devs coded that but any little bit helps i guess. Still doesn't change though that they should be giving the extra radius as the AT bonus though, without the extra area factoring into the damage calculations. Still their choice, there isn't some magical overlord making them be forced to calculate it in.