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WindDemon21

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Everything posted by WindDemon21

  1. If you really think that when i mentioned most of those, that those are the ONLY benefits to those melee sets, you clearly aren't understanding this game. There is a LOT more to staff for example, that was just one power picked out as an example, and even that is more than that, Same with ice patch, etc. Staff, and titan weapons get the defense buff attack as well. on brutes/tanks at least, though should be scrap/stalkers too, MA gets a defense bonus. Ice melee also has freezing tough and frozen aura. FU/BF, don't make a set, no, but it is a huge part of them. Both have really good mitigation in focus/shockwave/1c cuts/sweep combo. Really trying to nitpick because only one power was mentioned as if that's all those sets have. Really pathetic argument, and in no way detracts from what I/We have been saying about the issues with the lockouts. Again, just because you don't mind, doesn't mean most of us don't, or that it would OP/Detract from the set to have those lockouts removed. There is a MAJOR difference between too difficult, and just plain annoying/unnecessary. It's laughable where your frame of thought is on this thinking we don't understand how it works..
  2. Again, you're NOT going to be constantly at those max stats, and easily. Pretty much any of the sky splitter buffs. Big defense bonus from most weapon sets. Constant to hit/damage buff on claws/dual blades/super strength. Lots of mitigation on sets with more knockdowns. Lots of sets that also translate to more rech via force feedback slotting, vicious slash is really not great at proccing that. Ice Patch Sets with a hold/stun to nullify/detoggle certain enemies. There are lots, most sets have something they bring to the table. Savage's main thing is the buff from those stacks, so again, really dumb having that lockout there.
  3. And again, that woudln't permanently be there as you're using up those stacks. *smacks forehead* And too good, no, as mentioned by the lack of mitigation etc that the set lacks compared to others as well. Those stacks ARE the draw to the set, so it's terribly dumb to be locked out of them.
  4. It is with the blood buffs being the main effect of the set and why it has almost no mitigation/debuffs/buffs etc on its own. Other sets get other benefits, It is fairly unique in that it is about the only benefit of a secondary effect in the set beyond the blood stacks there other sets have multiple other properties that they bring, which is why the stacks are so important and need to not have a lockout. Bottom line, you may not have an issue with it, but many of us do, and the lockout doesn't need to be there. The set would not be OP with the lockouts removed, and it certainly would not negatively effect anyone playing the set by having the lockouts removed.
  5. Actually as i was explaining, in trying to leverage/not constantly be locked out of the stacks, it actually SEVERELY limits your play, which is the point all of us are annoyed by. For most people, this isn't the case, especially with lockouts, but more to the point, even without them, the average stacks you're going to have unless completely specifically not using finishers, which is mostly going to only be savage melee in the single target right now cause of how bad hemorrhage is, is well below the max, and closer to that 2.5ish that i mentioned earlier. On melee, a 2/3s chance knockdown on pretty much your slowest attack is not that much mitigation. The slows, are only to movement speed, so when especially you're in melee anyway to attack, that means it provides zero mitigation. Assault on doms is better with call hawk having knockdown, but that doesn't mean that the lockouts aren't actually worse on doms since it's also a finisher that uses up the stacks.
  6. So you're basically agreeing with me and many others, just in a different way. Point being how annoying it is breaking the flow of attacking to have to micromanage those stacks because they lockout and you don't want to lose/lock out of them. It may not bother you as much, but it clearly does to many others, and always just makes any savage character just a plain hassle to deal with, hence why the stacks should just get consumed, not lockout. While nice to have too, that 10%ish average rech as mentioned isn't much to an even medium finished build. The end reduction is more significant, and plays a much bigger role to why the lockout is just so annoying. Especially meaning you aren't/can't use your main aoe in battle because of that that works out often times. It's much less an issue on single targets but does still occur, but the aoe is always the more significant annoyance trying to use it but dealing with the lockouts as you usually use other attakcs in between meaning it'll often be at the full stack, but then you can't use it cause you don't want to get locked out of the blood stacks. It's quite absurd dealing with constantly, when the lockouts shouldn't really exist there at all to begin with. Mind you, those bonus buffs, are part of savage melee/assault. The set itself has almost no other mitigation like other sets have, not any real big heavy hitting ST attacks, and minimal debuffs as well. Those blood stacks ARE the tradeoff within the set. So to be constantly locked out of them for 15 seconds at a time is just absurd. And we're not even getting into how absurdly underpowered hemmorhage is on S-melee evne at a full 5 stacks..
  7. TBH, while i like the benefit of the buffs, not ONCE have i ever though of the blood stacks as "too good" to have that lockout. Especially when, in any normal play, they get consumed, you are never permanently at the max buffs. Your average stacks across a battle are maybe about 2.5 on average to keep in mind, and that's if there was no blood lockout at all. I'd much rather have there just be no finishers, and the buffs just be there for you that build up in more of a rage-type fashion or something.
  8. Strategy is trying to use those stacks to their benefit, but nothing is worse, especially on savages, getting locked out or REALLY interrupting/janky'ing your attack chaining because you don't want to deal with the lockout. Also really makes trying to use the extra radius awkward, but especially if you're trying to use those buffs too but don't want to just, well, DEAL with how terrible trying to stay around the lockout is...
  9. Same, though i find the issue FAR more on those powers you can't use without it, ie follow through and whirling smash. They're not so crazy they would need damage reduced, just give them the longer cast time outside of momentum. The benefits of having momentum are there though so i wouldn't say I'd want those powers nerfed to remove momentum, but like, defensive sweep/crushing blow could have shorter cast times to make them more start-friendly at least too. But especially these dumb lockouts on savage and psy melee, just don't need to be there. Just use up the buff only.
  10. Can we PLEASE get rid of these dumb lockouts, especially on all savage melee/assaults, but also definitely psy melee too. Use up the blood stacks/insight sure, but not lockout. It's a terrible and annoying mechanic. Especially when you're counting on that end reduction and rech from the blood stacks on your build too.
  11. I mean i agree 100000%, just saying devs thought about it at one point and then decided against that. Hopefully they have learned the error of their ways since then and will make it an auto at least when the big MM fix comes.
  12. Nothing on MM even stands out as remotely overpowered to me, that said, it's not a surprise to ANYONE that MMs could use some buff/fixes. Starting with the number 1 biggest issue: not just MM pets, but really all pets in general should be even level. The purple patch just hurts too much for really no reason. It's just an extra hurt that absolutely zero pet in the game would be OP by being even level versus -1 or -2. They'd just be a little more accurate with a little more damage, but VERY far from anything in the OP range by doing so. 2: Across the board really, ever since pets stopped being affected by recharge, pet attacks were never adjusted to account for this. Non-MM pets depending on the pet this doesn't affect as much, but this does REALLY affect imps, and gremlins still too who only have 1 and 2 attacks, but MM pets especially get really affected by this. Especially for those with powers that are anything over 30 seconds. Especially the long and weak powers like Wild charge on beasts, a 90s rech that can't be affected for just a 33% damage boost and some slow/immob resist? Really anything over 30s should be around 30s of course dependent on power, some are super specialized and could perhaps be a little longer depending on duration, or shorter even based on power etc, but generally you get the point. Many pet powers need to be on shorter recharges since that change occurred. (pretty much any pet aoe especially, single target while some should be looked at is less of an issue as at least for MMs most get a few ST attacks which leaves less gaps). The self heal on ninja pets for one on a 60s timer is a glaring example as well, it's a nice addition, but 60s is really bad. 3: Demons/beasts/thugs should have their pet resist/defenses in the upgrade powers to be slottable. Bots should also have the protector bot defense shield moved to the upgrade power as well IMO. 4: For pet IO's slotability also, would still be good to get a way to slot those def/res uniques into the upgrade powers as well. Otherwise always thought that those sets without a 4th pet power, should get a 4th pet power, by having only the final upgrade power, and just have pets have the powers from the first upgrade already on the pets. This gets complicated now by having the armor powers in the upgrades to slot. I imagine spaghetti code is an obstacle to both allow the pets to already have their armors, but still be slottable in that final upgrade power (perhaps this could be done by replacing their armor when an upgrade is cast on them?) This it would make sense to homogenize the pets all having a 4th pet for those uniques and slotting alleviation, and then in the extra power on those classes that already have a 4th pet, they'd get a unique power that the other sets have like fortify pack, serum, etc. Then all pet classes would have one final upgrade power, 4th pet, and a unique buff/control type power. This is a more extensive fix but would greatly help out all pet sets. Or as mentioned at the very least, find a way to allow those unique IO's into the upgrade power. For the upgrades, they really should be automatic anyway, but in regards to that i know the devs considered it (and may again in the future) but at the very least, the upgrade powers should be pbaoe cast, so you don't have to target a pet first to cast it. This becomes a huge annoyance if casting pets in battle, and waiting for them to even be targettable before you can upgrade them. At least a pbaoe cast, means you could cast it as soon as the animation is done for summoning the pets and they'd get the buff faster, and less annoyance targetting them (or the specific one as the pets may be spread around too far in battle to try to target a not-dead pet to cast the upgrade on.) 5: not that it also couldn't even take the number 2 slot even, or shouldn't have a number, cause it just plain shouldn't exist in the first place, but all MM powers, should have a normal end cost compared to controller/corruptor support powers, or their attacks, etc. 6: They also need to make MM debuffs from the support sets the same value as controller/corruptors. There is no justification for them doing less, especially when buffs/heals are the same values. It just unnecessarily hurts the debfuff sets.
  13. Not that I've seen/heard, though they are GLARING issues with the set, so it'd be astounding if they didn't review these main points. I'd say we should at least see if it's in the next beta fixes perhaps but they've been really behind on any between-patch fixes lately. I'm holding off cause after several storm blasters it just gets REALLY annoying dealing with these issues. You can pair it with something that has insanely good endurance to help that part but you'll not get past the performance issue of chain lightning and the terrible proc rates on storm cell/c5 with the powers. This also makes the set REALLY bad until you basically have direct strike, cloudburst, and chain fully slotted and a full build of recharges to even have any decent proccing out of the powers. It's really a big issue, and it's REALLY apparently earlier on (hence why the proc rates should be 100% for all powers, cell/c5 rely on those, there is no reason, when it already forces you to constantly use ONLY storm powers to proc, that they shouldn't guarantee it, especially for how low the proc rates are as is too, especially also with both powers having lockouts. Which also on c5, should have the lockout duration shortened even if the damage per proc is lowered to compensate). This also comes at an added cost/detriment, where when you're not using your storm blast powers, you're not getting those procs and cell/c5 are thereby doing even less. Guaranteed procs would mean/allow that you can actually use other attacks during those lockout periods, ie like every other attack, and not hinder your benefit for cell and c5. Don't forget as well, on big mobs that the procc'ing is only hitting 5 targets on c5, and only 1-4 besides high winds for actual damage too. So it's already going to be less efficient until the mob is literally down to about 3 targets left. (and that's at 100% proc rate as well, so it's obviously MUCH less now with the stupid low proc rates). You'll also notice since cell moves too slowly (c5 should move too), that early game you're dealing with both, it not being up enough for every mob, yet pretty much required for a mob, but also 15end to cast every mob also makes a huge impact on your endurance too since it does nothing really without you attacking. The proc rates currently on attacks make this even worse too because for one, cloudburst is important for that but comes fairly late in the set, so your earlier attacks won't proc much, but also that you can't "save end" by attacking and getting a proc when you do, but attacking less to save end. Which means your cell does even less then due to the proc chances. Gust, is so insanely stupidly poor at proccing as well which is dumb. Cause late game, it'd at least be a tradeoff if all attacks were 100%, cause you could proc more by using gust more often, or by skipping/not using it to trade off the procs, for more damage on the actual stronger (and longer animating) attacks, but currently they have this set so backwards with low/tiered proc rates that it is just extra terrible early on. Edit: Not to forget also how cell/c5 still suffer from the base accuracy issue, which is still just extra bad against anything higher than +2s requiring more acc slotting than most powers to hit, and even then still missing more against +3s/+4s. This also still really needs fixed.
  14. Right, i was just pointing out that your whole basis of that post was seeing those numbers after oil slick, which isn't storm-specific. That said, Ta is a really nice paring with it for the slows and debuffs, but then just ugh on the end cost/performance of storm blast, which the main 2 fixes I listed just above would correct most of (proc rate of attacks being 100% and halving chain's end/rech stats which would match it's aoe damage, lower it's EPA, and account for whole/half mob misses due to it's chain nature)
  15. 1: yup standard 2: yup standard 3: yup, though you get better proc rate from it in direct strike. 4: any build can do that sure 5: looking at 3 as well, doing so causes one of the main issues which is the proc rates of the powers to proc cell and c5. Doing this means you're going to be getting less procs out of them using the cheap end powers ie like gust/hailstones/jetstream really ending in a lose-lose with the set. This is why it's pretty imperative to have all the attacks just guarantee 100% procs (which would also help fix the myriad of issues with the procs on cell/c5 themselves. C5 less so but could still use the help, but mainly storm cell which procs so inconsistently, and often not on advantageous targets that it also becomes very inefficient) This is one of the main issues with the storm blast set that hopefully should get fixed for next patch *praying like hell* In addition to earlier comments, another huge issue on end cost is chain lightning, costing more end than regular aoes, while ALSO doing LESS damage (far less if it chains the wrong way or misses the initial/chain targets) Meaning you have to attack more and longer to kill a mob, which also means its going to cost a lot more endurance. Where it should have about a 10s rech, and 8 end cost as it also doesn't proc at all. Fixing those stats would also greatly help fix the sets end and aoe issues. Needing to cast cell every mob as well, while doing nothing unless spending your own attacks as well, would make insane sense for that power to have it's end cost reduced as well.
  16. "This is a common experience whenever a set goes through a DPA increase. The design formula directly adjusts damage and endurance based on recharge, so you will find all attacks that follow the formula to have a similar Damage per Endurance ratio. So when a power gets a DPA increase, it will also be accompanied with an EPA increase." Just pointing out @Booper This was your response way back but the power still isn't fixed. Normally yes, but this power was never adjusted properly. It simply had it's damage reduced, but did not have the end/rech values fixed to compensate. So now it does much less damage, but still has an abhorrid 15s recharge and 14.35 end cost. Given that it's damage still only hits 5 targets, like it did before, like slice, and flashing steel do, for it's 2s cast time like slice it only does 9.45% more damage than slice, which is available at tier 3 no less. Flashing steel does less, but its also much faster and has a noticeably higher DPA too, and even recharges shorter in 6 seconds too. Given the closest, slice, which also has the 2s cast time, it's rech/end cost should be then 8.75s rech/8.5end per the damage formula. NOT 15s and 14.35end! Given how it works with axe cyclone, the synergy can factor a bit, putting the recharge/end to around 10 for each, but 15 is horridly terrible and needs fixed asap! But per the damage formula, it really should be about 8.75 and needs fixed!
  17. Can we please for the love of god get this fixed for next patch...
  18. It's REALLLLY not. Not with it's cast time, and CERTAINLY not with it's end/rech values. That's the whole issue right there. For it's newly nerfed damage, it's just barely more damage than broadsword's slice, but it also has less dpa than katana's golden dragonfly. Factoring these in, don't forget it still only hits 5 targets. It's previous cone had no problems hitting those, it only now kinda has to be the mini-aoe so it works with, and not AGAINST the pull-in with axe cyclone. 15 end and 15 rech are WAYYYY too much for this power now. Granting it's damage it SHOULD have about an 8.5s recharge and about 8 endurance. If you factor the set having it work with cyclone, it could then maybe have about a 10 second recharge, but 15 is WAYYYY freaking horrible for this power and really ruins the set. Fyi, slice is a tier THREE for almost the same damage, and it's -defense also means it helps you hit, but also that it takes an achilles proc to provide even more damage. Like I said factoring the set as a whole a 10s rech 9ish end would be reasonable, but 15 for both is just WAYY too terrible, and needs fixed ASAP. Again, it still only hits 5 targets don't forget, and it's KD chance is only 50%, so only knocking down 2 maybe 3 targets with it isn't anything to brag home about at ALL. So thinking the power is anywhere near NOT vastly underpowered right now is just foolish.
  19. It is, but can also be done with any primary not storm specifically. If you really wanna see those dot's do ice/ta corrupter, or at least fire/ta where the rain will automatically light the slick for you.
  20. The scourge is one thing with it yeah. Still wishing they have this front-lined to fix at least the chain lightning rech/end values to 10ish (and fix it to at least proc on the single target and used ranged IO's like other chains do SO it's more like ST and aoe rather than the just piss poor aoe that it is now), and proc rate of attacks to 100%, and thus changing intensify as well to perma just to hit and minor damage boost something like 90rech/60 duration for the next patch. REALLY want to do another stormy proper but ughhh is it just so poor on these issues! Lockout on c5 should be lowered to like 3s too IMO even if the damage of the strikes is lowered a bit to compensate.
  21. Ah right i see was when i was configuring the defense ones. that one on minnions should be on the bruiser among the rag's too. Here I updated it: Thugs Traps - Mastermind (Thugs).mbd
  22. Really? I'll double check but shouldn't mids doesn't like that occurance lol. Not a big deal if so the build wouldn't change besides that enhancement I'll check this afternoon when work is slower.
  23. It's probably easily the best combo for a MM, plus also the easiest to make good quickly too with all the stacking lt leadership, your leaderships, and farsight especially boosted, Plus chrono shift helping perma gang war, and how powerboosting farsight can time perfectly with casting the gang wars. Plus, you can temp selection the boss tank, and the arsonist so they take the main aggro and don't die hardly ever as well. Pretty sure that's my most updated build but let me know if power/slot choice is missing. Thugs Time - Mastermind (Thugs).mxd
  24. Also when spamming the tier 1 blasts, don't forget to put that theft of the essence +end proc in life drain, helps a lot. I'd probably slot it 3 theft of the essence, the proc, acc/heal, and acc/end/heal boosted, and 3 purples the damage and damage/end, and damage proc.
  25. Or heck even updated to now would be super swell 😛
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