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WindDemon21
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Fix IO sets for ice slick/patch
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
You're looking at it all wrong. Yes, in general most of the slow sets REALLY need revised, but most of the benefit would be if going for bonuses, or just slow slotting itself, and some damage procs if one were to choose. Those would be more useful on ice patch given the recharge and smaller radius than slick of course. Both however as mentioned can use the slow to MUCH better effect still. So options are never bad, especially when the powers should have always been able to accept those sets/enhancements. For KB, I mentioned the use for slotting for those that wanna play "keep away" by changing the kd to KB, again not as used versus slow slotting, but still, give the options for the powers. IT would also allow another damage proc (ice patch mostly), and force feedback proc. Where given the rech on both and how much you cast it, woudln't be huge, but would still help as well anyway at least. Again, more options are always good, especially when the powers should have already had these options. -
Fix IO sets for ice slick/patch
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Because that REALLY makes a difference when fighting anyting with any type of slow resist or, more generally anything higher than even levels. It's REALLY noticeable. Play it and try it for yourself. Slow on them has been a BIG thing that should always have been allowed to slot. It's evident on ice patch, but a little less on melees but extra on blasters trying to play keep away. But Ice slick also has been a big area where the slow will keep them on the patch. Granted the set has frostbite and other slows, but that doesn't mean in the slightest that the power shouldn't be able to slot for it on it's own in the first place. Likewise with KB sets/enhancements. There are uses where you can slot KB in to the power, to turn it into kb isntead of KD (granted less cause kd is generally more desired), but it turns it into a slow + bonfire basically, which is really good for keep away. Same goes for ice patch. Again less on melee types, but can help a lot on a blaster trying to play keep away. Point is, the power does both slow, and knockback(down), and should be able to slot enhancements and sets for it up to the player to decide how to slot it. It's entirely dumb that you can't already. -
Fix IO sets for ice slick/patch
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
News flash, you can still slot it that way even if they fix the sets/enhancements that go in it :P. But yeah these two powers REALLY should be taking these sets and enhancements. Really dumb they didn't fix it yet when slick was looked at. Edit, also, one of the main things that you WOULD one slot wonder in it, would be a slow enhancement, and you can't even do that, it literally makes ZERO sense. -
Surprized this wasn't fixed when even ice slick was changed to have the small DOT and to take ranged aoe sets, but it's always been odd these powers especially haven't been able to slot slows at least, and knockback as well (if you wanted it to work like a bonfire effect, which can honestly be useful to slot for kb to have it do that with the slow+kb like when combining bonfire/glue arrow/tar patch etc) So would be great if these powers were fixed so that they could take both slow and KB sets and enhancements FINALLY.
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Would be nice if we could organize/search the character select screen better. When searching, and on the screen itself, give the option to search by AT or level, and also to sort by AT/Level at the regular screen would be SUPER useful as well.
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I was thinking about this the other day actually lol. Confront should be more useful. I was thinking a small -resistance debuff, nothing breaking where you'd feel the need to get it every time, only like 10% or something, but it would give the power something extra. At only 10%, i'd still definitely skip it on all my builds, but that means it's probably at a good level. And the reasoning behind it would be that you agitate the enemy so much they let their guard down etc.
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The homecoming of Sandolphan's MM Numpad binds!
WindDemon21 replied to Warlawk's topic in Mastermind
Blah thanks, so lame lol. You'd think this would exist already since powexeclocation exists already, wonder how much work it would be to add a "goto location" command. -
The homecoming of Sandolphan's MM Numpad binds!
WindDemon21 replied to Warlawk's topic in Mastermind
Thats what i figured ugh grrr. is there a command to "execute reticle on target/self" or something? -
The homecoming of Sandolphan's MM Numpad binds!
WindDemon21 replied to Warlawk's topic in Mastermind
So having trouble binding a key to "goto self", I keep getting a reticle no matter what I do. SHOULD be /bind numpad6 petcomall goto self, or location self, but neither work. Any help? -
Problem is, you HAVE to take time wall to even get anything extra out of time stop, (and does relatively almost nothing for the 2 melee's), and the effect it does provide, is easily covered by 2 procs that other ST holds get because they do damage. Again, if we are going to have it not do damage like the others, ok, but that's where the compensation of having it be faster at 1s cast time, and last longer at 14.9s at 50 instead of 11.92s come in. The bonus interaction with time was IS due to having to also take time wall. The power should be justified on it's own first though just like any other combo-mechanic in the game. And even at that, were just fixing it's hold-ability, it still is going to be down the damage stats and procs that the others have as well anyway, so it's more than justified to have the cast time lowered to 1s, and duration upped to 14.9s.
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For example The DPA difference: I used strangler as it had the closest cast time at 2.07 versus 2.17 Again though regardless. I'm fine if it doesn't do damage, but it should have a much faster cast time, and last a bit longer at 14.9s at 50 instead of 11.92 to compensate.
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Right, you missed what I was saying was the amount of more damage that that proc ADDS to the power making it more worth it as a damage ability, on top of the actual damage the power would do like the others as well. Ie, that proc, is both more damaging, and procs more often than non-purple procs, so that in addition to the damage is much more than another smaller proc adds.
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The -regen is so low, it doens't make up for the damage, which in addition to the damage the others have, also means two BIG things. One, that it can take the apocalypse proc which is the most damage you can get from a proc and makes a huge difference, and that it can take the devastation proc which has better proc chances than the lockdown proc does which you do so you're not forced to take time wall. High DPA sure, i'm not debating that part, but those others get WAY more for close DPA having reliable knockdown, hold, and disorient. It's not even close how much more useful they are. Edit: when i said doens't make up for the damage, meant the value of damage ON the hold via what i followed up with. not damage as in, "the damage does more than the -regen helps". the -regen is also in an extra weird spot given that the power doesn't take apocalypse and proc worthy enough to use as an attack, and with its extra long cast time, means you're not using actual damage powers instead as well. thankfully it lasts 20s, but even still, its just not enough for the power by any means, at least certainly not where the power shouldn't have a much faster cast time and last longer than the others since it has no damage itself.
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I didn't say liar, I rather implied that you didn't understand. Big difference. And your "inferred" response was equivalent to your "you're wrong" which is immaturity backed by lack of data. None of which earning you any points. Any of which point your whole response, and some of what I said too, is all opinion based so it's impossible to be "wrong". At least I supplied reasons and comparisons here. Good job trolling..
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I fully admit when I'm wrong and have done so in the past, but it doesn't happen often, like in this case for example. so instead of constantly trolling, why don't you do something productive. Also, again if you "main" it, then you'd clearly see where these small additions would help, and far from push the set anywhere outrageous. Every other secondary ST hold, and big attack, has damage/better cast time on the hold, and an actually useful secondary effect on the main big damage ST attack. Temp is a FAR outlier on this, and fixing the stats on the hold and adding a better secondary effect on Future pain would only help, not OP the set.
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And I've done that several times over, you can say "you're wrong" as much as you want but doesn't mean it's true. You honestly couldn't convince me you're not purposefully trolling, because if you had actually played them you'd see how much they're lacking, and there is no way you could actually convince yourself that they don't need these tweaks. Small yes, but with significant help to the powers and set against single targets.
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I'd wish so much more to have Sc instead of CP any day. The rech/duration values are just too unreliable. SC at least can offer 10 max end (though generally the base power seems a bit low and would like to see also include some end reduction like CP as well, like even 15%, or maybe 7.5 with 20% end drain resistance also), and can slot the pshifter and power transfer procs. Far more useful in any build.
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Also, I "main" most everything. Maybe if you played more sets and combos of those sets, you'd actually gain more insight properly.
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I'm not, compare it with most other blaster secondaries. I didn't say all the powers were bad, but these 3 powers in key just need a few small tweaks. Especially Future pain, being the big single target hitter, and having basically zero secondary effect, and time stop, having the worst stats of all the ST holds, on top of not having damage like they do either. Again, tweaks, not complete rework, but these deficiencies are VERY noticeable compared to other sets.
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Ice Patch is great. What they need to do is just fix frozen fists especially and greater ice sword. Frozen fists should just be the .83s casting animation like charged brawl is, and GiS should be returned to it's Ice slash 1.83s cast time and the set would be perfect. But those two powers really screw it over and is really more of what you're missing on where ice melee needs help. But Ice patch is terrific. Side note: they do STILL need to allow it, and ice slick, to accept slow and Kb enhancements and sets though grrr. You could throw a couple procs on it then at least.
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Mainly it's horrid secondary effects helping with actual survival and reliance on time wall (again reliance, not "makes better" in the case of the 2 melees it's extra bad) For one, the 2 melee skills have basically zero secondary effects. The tier2 has just a small dot which is likely calculated on the power's damage anyway outside of the tiny extra if you use time wall. This would be a great place for a knockdown or at the very least a -recharge on it. It has end drain for some odd reason too, which is extra odd since you can't even enhance it to throw in a heal proc. And future pain is even worse. For being the big attack with a long recharge, without time wall it has basically zero effect, for such a low chance, only mag 3, and FEAR effect that means nothing when you're constantly attacking the target anyway. Even with time wall, it's still just a mag 3 short duration fear that usually amounts to nothing useful. On top of those, the worst offender is Time Stop. It's the WORST single target hold on a blaster secondary (or primary whos main focus is hold not damage) This is entirely baffling because it doens't even do damage like the others, so you can't even slot damage procs like apocalpyse, and even worse, can only slot the lockdown proc to overmag on a boss, where the devastation proc has better chances than it, also which is really dumb. On top of that, it has the LONGEST animation of them at 2.17s, others are 1.03, 1.67, and 2.07, and for not doing any damage, somehow still only has the same duration. Since it doesn't do damage which is fine, it should have the fastest, or close to it case, the single hand flip like gust has or something at 1.17s or honestly one that's 1s, and hands down, since it has no damage, it should have a longer duration than those other holds, at 14.9s instead of 11.92 scalar like the other holds that do damage have. Since it lacks that damage and proc-ablility, it should hands down at least be the best at holding versus the other ones. As some of it's effectiveness hinders on time wall as well, among all the tier 1 immobs needing fixed really too anyway, it shouldn't be NEEDED to have time wall to make time stop more effective, again, especially lacking that damage component that the others have. NEEDING time wall, and time stop in comparison to the others which get that damage ability and faster cast, is not good. It's fine if it doesn't do damage, but it definitely then needs its cast time much faster, and should have a longer duration inherently as well (ie not needing time stop). Time wall is decent among the tier 1s, but the cast is still way too long and low damage, where all should be more standardized like the tier 1 blasts with 1s casts and, for those that do DOT have the dot occur within 4s like Freezing touch/ice arrow do. Time Shift could use a cast time reduction as well, but at least it's one of the better more useful aoe mezzes on blasters since it has that slow/-to hit component for procs.
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It's really not, the rest of the set i'm not talking about, it's mainly these 3 powers which are rather severe in their lack of helpful secondary effects and stats on time stop.
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Ah right, always think" well it's only in this AT"
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Mainly it's horrid secondary effects helping with actual survival. For one, the 2 melee skills have basically zero secondary effects. The tier2 has just a small dot which is likely calculated on the power's damage anyway outside of the tiny extra if you use time wall. This would be a great place for a knockdown or at the very least a -recharge on it. It has end drain for some odd reason too, which is extra odd since you can't even enhance it to throw in a heal proc. And future pain is even worse. For being the big attack with a long recharge, without time wall it has basically zero effect, for such a low chance, only mag 3, and FEAR effect that means nothing when you're constantly attacking the target anyway. Even with time wall, it's still just a mag 3 short duration fear that usually amounts to nothing useful. On top of those, the worst offender is Time Stop. It's the WORST single target hold on a blaster secondary (or primary whos main focus is hold not damage) This is entirely baffling because it doens't even do damage like the others, so you can't even slot damage procs like apocalpyse, and even worse, can only slot the lockdown proc to overmag on a boss, where the devastation proc has better chances than it, also which is really dumb. On top of that, it has the LONGEST animation of them at 2.17s, others are 1.03, 1.67, and 2.07, and for not doing any damage, somehow still only has the same duration. Since it doesn't do damage which is fine, it should have the fastest, or close to it case, the single hand flip like gust has or something at 1.17s or honestly one that's 1s, and hands down, since it has no damage, it should have a longer duration than those other holds, at 14.9s instead of 11.92 scalar like the other holds that do damage have. Since it lacks that damage and proc-ablility, it should hands down at least be the best at holding versus the other ones. As some of it's effectiveness hinders on time wall as well, among all the tier 1 immobs needing fixed really too anyway, it shouldn't be NEEDED to have time wall to make time stop more effective, again, especially lacking that damage component that the others have. NEEDING time wall, and time stop in comparison to the others which get that damage ability and faster cast, is not good. It's fine if it doesn't do damage, but it definitely then needs its cast time much faster, and should have a longer duration inherently as well (ie not needing time stop). Time wall is decent among the tier 1s, but the cast is still way too long and low damage, where all should be more standardized like the tier 1 blasts with 1s casts and, for those that do DOT have the dot occur within 4s like Freezing touch/ice arrow do. Time Shift could use a cast time reduction as well, but at least it's one of the better more useful aoe mezzes on blasters since it has that slow/-to hit component for procs.
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Fixing consume and dark consumption, and related issues.
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Right, which is about 2/3 ie most. You' re also missing the other part of that paragraph, where I mentioned that they either get (or both) resistance, or a big amount of defense to the types that cause drain in the first place which are cappable on those sets to avoid those drains from hitting you in the first place. The only uniquely terrible set regarding either or is regen, which needs it's on big waves of help, but we all know that topic so should be ignored for now lol.