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WindDemon21

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Everything posted by WindDemon21

  1. I have gone on beta to test this, never said I hadn't. I also understand the values of powers so when I see changes mentioned I can understand then before, during, and after testing. The sorry had already implied a response as well.
  2. Personally a lot of the pets in the epics like this are really pointless on most at/combos since, lets say on the scrapper here it has no way of really keeping it alive and they end up dying too fast especially worth the recharge times. controller/dom pets and epic pets really should have their recharge times lowered by 1/4. Letting the epic pets obviously get recast as they die before the inevitable 4 minute duration ends, and on controller/doms for the same recast reason. As they would replace their prior pet it wouldn't do much different strengthwise for most of them besides give possible options to use the pet to absorb the alpha and recast, especially on doms, but on the epic pets it would go a long way to helping them be more viable.
  3. It's not cracked, it's actually more like what superior conditioning SHOULD be (which should go to tank/scraps energy/body mastery too instead of CP), but that 20% regen isn't useless allowing you to slot it and put in sets like numina that gives 12% more regen and 1.88% max hp. I'll agree it is a little low but it's still in the power and helps some sets like shield out. Sure it's useless for a dark armor toon as you mentioned, and the end discount would help out a lot more for dark armor, but it's not "superfluous." But yes the power would and should be better for endurance if swapping out that regen for end discount. That's pretty much the point. (especially if my dream of fixing the base regen/recovery values from the odd .42/1.67% per sec gets fixed to .5/2% and health bumped to 50%, as this is the half values on PP for health/stamina that regen would bump to 25%. Not huge, but still would give more value to the regen having an extra like 11% more too)
  4. Sorry but it's been a while and long battle since storm blast came out wrong and for what should be to get fixed and what would/should be my favorite set so it's frustrating getting constantly stopgapped with the set and powers just being fairly subpar. FYI A 20% increase from the live version for a power that already had a 100% DOUBLE the rech/end values that it should have had in the first place still equates to not being enough from it, especially when again, you factor in all the downsides of no useful secondary effect, missing all/half the mobs of just dealing with its chain nature in general etc. As to gust, I already mentioned the cost doubly of choosing that because the power does less damage for it's use as well. THAT is the cost that already exists by using the power. That is what you're forfeiting by opting to use gust, but instead you have it taking a secondary hit of not proccing as much as another power for it's DPA at the same time which just doesn't work. Which is why all powers should have the same proc rate. You either choose to do the faster ones to proc cell/c5 more, or you go for the bigger hitters because you want the damage to happen with the proc chance as well. This reasoning makes no sense, because the inherent downside already exists by using the power instead of a harder hitting one with a better DPA. Given the issues as well, while all ranged cones tbh always should have had the same 16 target cap as their ranged taoe counterparts, with storm blast it seems extra that jet stream would benefit from the increased cap for it much like how siren's song was upped. It seems that there is a still a very mistaken notion of thinking that "well when you attack you get an extra proc from cell so lets keep the attacks weaker", but that IS the problem since the procs are AT THE COST of the cell power itself (and the attacks are also all below performance if cell is not up), just like a rain power would, only you HAVE to proc it for it to actually do anything resulting in an even further opportunity cost if you try to use non storm blast powers in between making cell fall behind even more. With how fights go as well, plus the proc chances, inconsistency of which enemies get hit with the cell procs, cast time on attacks, accuracy issue against +3/4s and more slotting need, I already calculated that cell was worse on damage compared to any rain power on live even with 100% proc rate on the attacks until there were about 2 enemies left. This new change would bring that to around 3, maybe 4 enemies, but the power itself does come with mitigation benefits so that part is fine, but it still has it's own cost of needing to constantly use storm powers to actually make that happen. Again those calculations were with a 100% proc rate on all attacks (going for fastest cast ones like gust with a 100% proc rate), If you throw in using anything else besides storm blast powers constantly (especially if mezzed/kbd), then the value of it goes down as well, so cell is already more or less factored on its own, it shouldn't make the rest of the powers in the set worse off because of it.
  5. Just fyi, the stats on this power are TERRIBLE. 10 mintues for a 1 minute lasting power that just gives a minor heal/end/hp? Even at 4 minute recharge for the effects and a 3 power investment not till 44 at the earliest would I still don't think I'd take this on most toons since it's only going to really help anything if it hits on a full mob too. This power should be so much better than it is but the recharge time for the duration on top of that is just extra absurd. Come on now...
  6. Also DEAR GOD on top of the end/rech issue still being there (due to the chain nature missing all/half the mobs etc the end/rech should be about 10 each), the chain radius really needs to be replaced back to the 15ft radius. It's entirely noticeable how much less it hits the mobs and the power is much worse off now especially for how much storm tends to spread mobs. Seriously the power was so bad, the point of buffing it is to BUFF it, not to nerf it even worse because you buffed it just a tiny bit which still wasn't where the power should be... But seriously, replace the radius to 15ft again, the power is much worse off now especially for how much storm spreads mobs and is unsynergistic and it's quite absurd. It's most definitely not overtuned when it's not hitting the mob that it should. Also granting that it won't proc, has basically no usable side effect, and can miss all or half the mob even with the 15ft radius if it misses the initial target or chains the wrong way, this power NEEDS the 15ft radius. Especially given how much storm tends to spread the mobs and keep them spread out. Please fix the radius back. Accuracy boost: Sure wouldn't complain if you're not entirely ruining the power by reducing the chain radius to useless proportions to hit the actual mobs. This power also HAS the issue to miss a whole mob by missing the initial target anyway even at max chance which no other aoe has to deal with. PLUS the chain issue. The power remains easily the worst aoe a blast set has pretty much, and it needs the 15ft radius. Whoever thinks that it's overtuned in any aspect with the 15ft radius regardless of changes doesn't know what they're doing, or clearly hasn't tested it themselves. I've tested it and it's god awful now. The radius is NEEDED to actually hit the mobs, the damage and other stats are what you tune to make the power proper. The radius though needs to be untouched so it ACTUALLY hits the mob like it's supposed to. All these changes (which still aren't where they should be) mean nothing if it's easily hitting much less enemies consistently because of this terrible change. Fix it back! Also, the proc chances on the attacks still need fixed. They should all be higher, but they also should all have the same proc chances. One of the main issues with storm especially when leveling is the lower skills not proccing cell as much causing a double weakness in the set. They should all have the same proc chance, meaning that your decision to use, say, gust, over cloudburst, would be that you knowingly are dealing less damage on the power, in order to get more procs on cell/c5 out etc. Intensify also really just doesn't fit right on a set like this as a aim-type click. The set doesn't really use burst like this, even with extra proc chances. This power should easily be either an auto, or longer duration perma-able ability that just enhances to hit and proc chances if the proc chance on attacks isn't turned to 100%.
  7. Can we also SERIOUSLY get the end cost on this power fixed. It literally costs zero end on other ATs, yet on dominators it costs 19.11 which is insanely high on the already worst endurance AT in the game, and still does the -hp which is why it doesn't have an end cost on other ATs as well. Again, even double recharge on powers like this kinda is an overdone nerf for the mto be "epic" powers. At most powers should be like 50% "worse" than their primary/secondary counterparts and a more appropriate recharge on these types of powers would be 24s, not 32.
  8. Which all the downsides are WHY it was at the 20s recharge in the first place and not 32s. It wasn't that they "forgot" to give it a longer recharge, it was the compensation for the slow dot, slower cast time etc. Now it's just super extra bad and even has a smaller radius as well.
  9. I'm still going to plant my foot that this ruins a pretty big core fun aspect of the game. Right now, yes literally all other enemies/missions are tougher than the current cot/council, and that's entirely fine. I quite enjoy bringing a lowbie and buffing them so they can kill them for fun and see what that part of the game is like. Now a very core enjoyment of the game is being taken away and it's just a really bad move IMO. Please keep them the same in at least radios. Harder in anything else is fine, but radios should keep them as is.
  10. It's just really kinda wasted and makes zero sense given the two options between widow and fort being pretty much wasted defense. It doesn't make sense, I'd even take a lower 5% value to aoe versus the 7.5% melee if that's what's needed to justify it, or just the 3 positionals at 2.5% which also helps both builds. but being melee defense only is just extra dumb and should never have been the case. The dumb thing is that even melee ATs still need ranged defense, often even more so than melee defense because at least in melee they can usually mitigate enemies with their melee attacks, so even on the widow it would still be more useful as a lower value to all 3 or as aoe defense instead. While at it the inherent to Veats has always been pretty low especially given the extra leadership toggles always by far, wouldn't mind a bump in at least the recovery part of it even just a little bit to help offset that. My fully built crabbermind with as much end reduction as he could get slotted with tier 4 agility and the 10% global reduction from the support hybrid, and his end still struggles quite a bit due to all the leadership toggles (among everything else too) which just doesn't seem right.
  11. In addition as well, could the defense on combat training: defense be changed to 2.5% to all 3 positionals, or even just change it to aoe? Being melee defense only is really pretty dumb on a fortunata build. At least aoe defense, or all 3, would work on either widow or fortunata builds.
  12. Dear god yes. There is no reason for this power to be 1.5s, it needs fixed to 1s for a tier 1 weak attack. Edit: with proper damage scaling obviously before anyone would say regarding that. It's the tier 1 attack it should be the main fill-attack and be fast, and on that note the animation also just kinda lags you there after it finishes. The actual animation is only about 1s and thus the activation time should be as well to match. Dart burst also should be on a shorter cast time as well.
  13. Remote bomb is a pseudopet, no pseudopets inherent player stats/bonuses. Only temporary buffs that are active on them at the time of casting do and only for about 2-3 seconds.
  14. Even the "3x" rech makes no sense. AT base effect, the powers should still do what they should do so a 3x tax is a bit absurd and never really made sense. They're there to bring flavor, not to be useless powers. At most a "50%" tax or something, not 300%.
  15. Exactly, aoe holds also need to have a recharge reduction, and no mez should have an accuracy penalty either, that's just insult to injury especially with nukes out there that just kill the spawn and have an inherent accuracy BONUS. But really aoe holds should have at least even accuracy and a 120s timer, same with mass confusion. If they'd fix those then mind would be in a much better spot. (and make confuse cause containment) While at it also has always seemed arbitrary since the pet nerf to only have one set at a time to still have the 4 minute timer. Should be 60s so we can replace them more as needed or use as cannon fodder for the alpha. Sing is big one that comes to mind too. Should really have their recharge at 60s. Either it'll be a good QoL improvement for some combos, or wont' make any difference at all to others. Either way it's not going to OP anything and should still be done, same with epic pets, 16 minute rech is kinda ridiculous especially on ATs that can't really help them survive like scrappers. THOSE should be at 4 mintues recharge.
  16. You can't really say that since literally all others get a pet. An aoe confuse versus pet aren't anywhere near the same power types, so to that I'd just say seeds does it much better. Also on a 4 minute timer and accuracy penalty while the confuse is good it's not a "GREAT" control. It's middle of the road.
  17. Not really, It has ablative strike, the rest are pretty on par with every other set, and even those are comparative to big hitters that some have as well. I'm not even at all saying to make it SO good, the problem is it's just such absolute TRASH as is. I'm talking about just making it WORTH taking. Even with my suggestion of fixing the cast time and bumping it up to 10s rech with proper damage for that rech bump, the set still lacks a big heavy hitting ST that lots of other sets have. Seriously, current vengeful slice is AWFUL. It's literally the worst DPA ST melee attack in any melee primary/secondary besides parry/divine avalanche which those are worse for obvious reasons (they also should get a little bump of a cast reduction from 1.33 to 1s) Really though, even frozen fists does more DPA, and this is supposed to be the sets "big" single target attack, its just atrocious. Even hemorrhage and impale beat it. You are severely mistaken on this. The suggestion to remove the first 1s of the 2 hits would still have it below dpa for the rest of the ST attacks in the set. Which still doesn't make sense since generally the longer recharge "bigger" hitting attacks should have higher dpa to counter the concurrent dps. So that 25% boost, would still be warranted per the power function itself as well and within the set. This power needs fixed hands down no question. Even just reducing the cast time would be worth it/needed compared to what it is now. Just super extra dumb with those first 2 hits that are unnecessary, slow, and just terrible making it pretty much the worst ST melee primary/secondary attack in the game.
  18. Forgot to mention for vengeful slice the 2s increased recharge was to also give the power a comparative bump in damage as well. Even with the shaved off cast time the power is still a little weak since it should be the sets main single target "big" hitter. The extra 2s recharge would line it up to have a 25% damage boost as well so it fits that role better (and also would justify more the new end cost as well) Seriously this power is SO bad it often (even knowing that you basically always just skip it) still keeps me from playing dual blades.
  19. Still pointless. And yes I was just going to say the power even before without the nerf stll needed the cast time reduced to at least the 1.67s cast that the EXACT same animation uses on neutron bomb. Likewise for how pointless the nerf on quicksand was in the epic as well. Even Prior that power REALLY needed it's cast time reduced to the 1.17s animation that also, ALREADY exists on crush/gust. (and while at it fix ground zero too and the flashfire/flash freeze cast times as well)
  20. Wait.. so you made this power even WORSE!??? This power is already over twice as weak than it should be for it's cast time/damage. Please just fix the power if you're doing this as well, shaving off the first 2 hits which are entirely unnecessary and are just the same animation as one of the tier 1/2 powers anyway and the only cool parts are the last 2 hits. That would take it's cast time from 2.43s to 1.43s, and then would up the recharge to 10 seconds per the fixed damage/cast time in the formula (ie would gain 25% damage increase for the new recharge time as well making it a "big" ST hitter for the set, it'd still be a far cry from powers like total focus and such, but would put the power where it should be for the set). While at it please fix impale too to the 1.43s version that dominators already have. 2.43s on this remains utter crap. (same with frozen fists and greater ice sword which should clearly be the .83s one punch "frost punch" instead of frozen fists, and the original 1.83s ice slash instead of the terrible slow/low damage it has now, then ice melee would be perfect as well)
  21. You're right I'm no longer seeing it anymore either. Possibly one I saw that was deleted? I swear I saw it. Regardless this: Epic > Fire Mastery > Bonfire (Blaster/Mastermind) - Knockdown rate has been reduced while using KB2KD enhancements Specifies ONLY the epic version, doesn't state for the controller/dominator versions, and those versions weren't listed in the powers changes thread either.
  22. No no, all games must be converted to dark souls type games where you're impossibly weak against impossibly hard enemies to be fun. Can't have this in a game no no. This was one of our last vestiges of relaxing entertainment and it's going down the wrong path IMO.
  23. As a rule, I don't like this how you can have a character with a certain slotting that can never go back if they respec or unslot the IOs. It creates a weird dynamic where one build can do something if planned before a patch but nobody else ever can after that. I'd much rather somehow any power that changed unslots the enhancements in it into a tray or something. I still have an old shelved arch/ta blaster that has a lotg in oil slick arrow, it's.. very weird.
  24. Or again, make it pbaoe with decent stats, like 25% absorb 60s recharge or something. Or make it still pbaoe, but max hp and add 100-150% regen to it. Solves pretty much every problem and makes the power much more user friendly and helps address the self-squishy nature of cold domination as well. As absorb or max hp even with regen added though it's current single target nature just really doesn't do enough for it's rech/duration, it needs to be pbaoe.
  25. Um, the mag on controls is 3, 4 on doms. Outside of single target stuff, it'd take 3 of the same type of aoe mez to break through that which is highly unlikely to happen without at least 3 troller/doms, especially for confuse which is already really rare to have aoe confuse.
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