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WindDemon21

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Everything posted by WindDemon21

  1. Again, this power needed BUFFS only straight up. There is no reason to lower the chain distance as the chaining at 15ft already still had many issues. The power still needs a larger recharge reduction to account for this and the fact that it literally won't proc almost at all, and the end cost still terribly needs reduced to account for this as well. The power should still have, maybe with these slight damage fixes, a 12s recharge and about 11 end cost. The power will still miss all or half of the mob if it misses on the first target, or chains in the wrong direction. Again, keep the 15ft jump radius, and lower the recharge/end to about 12 each. This power is still not ok and falls far below any other regular aoe. Due to: missing all or half the mob even at max acc chance Not taking procs Having pretty much no useful secondary effect Still lower damage on the rest of the aoe and overall besides the first target which is just barely over regular aoe values. So it should have MUCH better end/rech values to compensate for this verus other regular aoes. TBH also with the set not really having anything to actually use to start the alpha, besides jet stream, jet stream (on top of all ranged cones really but especially here), should have a 16 target cap so you can at least use it's KD to start the fight and have it hit the whole mob.
  2. Should have done this back when the power was nerfed, but since it's nerfed so much now, can it please just be made a regular damage aura toggle. As it is now, unless you stand there in place for a long period of time, the power essentially has only about a 50% damage value versus a standard damage toggle. It's actually about 40% to start because of the time it even takes the first patch to lay down, but bumped to 50% for the slight added chance for providing the contaminated effect. Of course the longer you stand without moving it gets closer to a damage toggle but it never surpasses them. This was calculated by the damage it does, time it takes for a patch to drop down, enemies moving out of the patch, time it takes for the SECOND patch to drop also to even EQUAL the value of a damage toggle, it not inheriting build up/damage buffs properly in the same way etc. All these considered, with it now not at least proccing better, the power should really just be "Irradiated Aura" instead of ground and just be fixed. As is now though, it just ends up being a hassle with the damage constantly delayed waiting for patches and being lower damage overall when moving anywhere during a fight. Just fix it to a damage aura already.
  3. The point should be more to balance sets so that they are fairly equal with other sets in their field so no option is essentially better or worse than another. Problem here, lets say bonfire, is that the other epics don't really match up and haven't for a while. Not that bonfire is OMG SO OP. It's good yeah, but the other epics are pretty trash altogether, most of the epics didn't really get any boosts, just mostly a recharge reduction on ST holds, but they're all still not that great. Recharge times on most of the powers are a big part of this, but now there were LOTS more that were instead nerfed rather than boosted. So this is where the problem really stands. Bonfire wasn't an outlier because it was SOOOO OP, It was an outlier because it was actually useful. That said, looking at nerfs to powers like quicksand, which i hardly already ever saw any tank/brute ever take. Increasing the recharge, lowering the radius, target cap. The power is not really even more of a skip tbh, going from useful, to wtf? It already had lower slow and -defense than the main version fyi. While we're at it, can stalagmites in the epic get fixed already. It has the most god awful stats of practically any epic power. 64s rech for an aoe that does less damage than the other aoes, and a 10% chance for a super weak stun isn't even considerable for ANYTHING. Just bump up the stun chance/mag/duration to what a normal attack would have, and lower the rech/up the damage to what other aoe attacks have. The stun is always going to be short lived, inconsistent, and generally useless on this power to keep it from being too OP, so at least let it work as an actual attack.
  4. Problem here, is the base power values. Energize and particle shielding in the armor set already SHOULD have 60s recharges not 120, especially with the regen only lasting 30s. This is the number one change needed to those sets to help them and this specific power out. The base recharge is just way too long. (which is even acknowledged with the sent versions being shorter, but even 90s should be 60 for all non-epic versions of energize and particle shielding.
  5. Right, that -kb is one of the really big things though. I still think the tractor beam makes sense and would fit perfectly here though for the slow and pull in, but they need to at least add the -kb to the confuse cannister. The tractor beam was also in suggestion to them saying the set will definitely NOT get an aoe immobilize, so it was a proposed idea to take it's place. I still think just having a stealth power in a control set like this is just an entire waste of what the set really needs though via aoe immob or the tractor beam/slow field idea. Like there is already the stealth power, stealth IO, and super speed, we don't need a power taking up the very important power option here. I'm not even a fan of it in illusion, but that set is already so wonky with everything and obv won't change. Here there is a chance to actually help a new set out by removing that for a much more needed power. If the devs are dead-set on not having an aoe immobilize, then the slowfield/tractor beam makes the most sense for a replacment. (that and the super important -kb in the confuse cannister)
  6. I'm telling you. TRACTOR BEAM instead of the pointless stealth power. Location slow field slottable for slows and does mag 2 pull-in, and add -kb effect to the confuse cannister. All problems solved.
  7. Until the mobs start knocking EACHOTHER back. Which is why almost more-so than stun, sets with aoe confuse REALLY need the aoe immobilize, or at least it's -kb it offers. Why also at least on top of the set having more slow, an actual slow field instead of the pointless stealth power, they really should add that -kd effect that aoe immobilizes do to the confuse cannister. That would alleviate a LOT of issues, then you're mostly just dealing with the annoyance of wandering mobs from the stun.
  8. Exactly. the power should really just have a full-strong slow in it, but there is also the problem, that with it being both sleep, and "attack-proc power" You're not going to really have any leftover slotting to slot it for slow which it would really need even at max slow debuff akin to powers like lingering radiation, quicksand, shiver, etc. So it would really make sense that it at least has that much heftier slow speed, but again, we NEED to be able to slow liquid nitrogen/ice slick/ice patch for slow/kd IO's and sets. It's still kinda insane that you can't slot those in these powers. Slow slotting at least would help alleviate the need for more slow in sleep grenade, but should really still be there at a big value since the set has no aoe immobilize. It should be the king of it besides ice control. Edit: TBH though, if the devs are dead set on the set not having an aoe immobilze, I still feel like just a stealth power is a really poor addition to the set where a more useful power should be. IF not aoe immobilize, Like I said the power should have at least a big slow field similar to quicksand, and it wouldn't be out of theme or context to have it somehow pull-in as well, ie tractor beam slow field etc.
  9. To be perfectly honest. since the power damages anyway, keeping the re-proccing and still reducing the recharge to use to proc-attack, wouldn't OP the power, since not only do sleeps break super easy, but the power itself breaks the previous sleep as well. So you could keep the power as is re-proccing, and lower the recharge, and it wouldn't OP anything. It would just help make the power actually more useful (if needed can set to flag to remove previous patch when new one is created like disruption arrow does. Even with the re-proccing and debuff as we've mentioned sleeps on teams and often solo still end up being quite innocuous so them having the best of stats still would basically not OP them except in maybe some specific tf scenarios?, but I'd rather have the sleeps across the board actually be more useful and those just resist sleep more or something.
  10. It is, and I LOVE it, but. this is still a dom set, and cones are just REALLY bad in place of a taoe that's much more needed to be usable in melee. I'd rather see/think it makes more sense to have just all 3 aoes in the set and remove one of the ST attacks. Most dom sets have too many as is especially if you ever supplement one of the control's as an attack. But as much as I love buckshot though, I'd still rather see m30 INSTEAD of it if the set can only have 2 aoes.
  11. If that's the case then, this set definitely needs like i said with ice slick/patch to let nitrogen and those accept slow/kb IOs and sets), and the aoe sleep DEFINITELY needs to re-proc then. I still don't think it's out of the realm of the set to without an aoe immobilize and so much focused on the location patches to have a pull-in added to one of the location powers. Could even animate the liquid nitrogen to not be completely flat, but rather have a slight concavity to how it gets put on the ground so enemies "slowly slide to the center". Edit: FYI, this already exists with the ice in the Frostfire mission. I know that's a fixed terrain verus power that comes and goes, just saying that the precedence is there.
  12. LOL with that amount even with the slow in nitrogen is hardly enough against higher enemies, and still doesn't address the issue of enemies getting knocked back by the team, and especially within the same set, any confused enemies. I'd much rather have the slow speed (not rech unless replaced with the proper -damage) removed and have the power proc again.
  13. I've already provided you the reason. Because it's an aspect that players enjoy without ruining the game, where there is much harder content literally anywhere else at that level range. It's not "because it's always been this way," it's "because we want something in that level range to not have to be on our game 100% of the time and we don't want to constantly have to play below-40 alts. It's not even end game specific. I'm literally talking JUST the cot/council that are in the radios.
  14. To start, it's always made zero sense that ranged cones have a 10 target cap, when they clearly should have a 16 target cap like any other ranged aoe. They take more skill and positioning to use versus a standard aoe, THAT is the tradeoff for the shorter recharge/bigger damage. This has always needed fixed, but instead, cones are nerfed to the 10 target cap for literally zero reason.
  15. Which makes zero sense to be forced into that, was something that the previous devs designed, and clearly doesn't need to be the rule. This is a bane on the entire AT and just doesn't need to be the case. It is 100% entirely in your realm to fix, and everyone would be happier for it. Edit: tbh, most sets have more ST attacks than they need, where the assault sets REALLY should have a ranged aoe, cone, AND pbaoe. So that way depending on your playstyle and control set, you have two aoes that can be used in melee, or 2 aoes that can be used at range. Having these 3 should be the norm, quite frankly with all the other issues of doms, especially domination needing to be a toggle, it would make sense, and would probably still have more people skipping the cones anyway, but at least the assault sets would be better. (and if needed per assault set supplementing a possible ST address in the epic rather than the aoe).
  16. 100% NO Though swapping it for m30 grenade yes. TBH all the dom assault sets should really be reworked to have ranged aoe (not cone) and melee aoe so you can use both in melee. Leave the cones for the epics. Number one issue with dom assault sets really for most of them. So dumb to always be forced on 80% of assault sets to have to constantly jump in and out of melee to use your aoes.
  17. Them not thinking like that IMO just kinda sounds like they don't actually play the game, or they would have figured a way to not break something like this or find a workaround before pushing this out even to Beta. Edit: I get the whole "it's a bug let's fix it", but not at the sake of something taking a very noticeable hit by it. (*stares at burn*, other updates to FA helped but not enough without fixing consume to an appropriate recharge/effects/duration etc as well. IE the max hp/regen should both be in temp protection and slottable leaving that not to be factored in to consumes usage as an end gain power that it should be)
  18. I think, in stalkers specific, there has to be a way to code hide to only get removed when YOU attack, not get attacked. The same thing basically already exists with movement suppression if you think about it. Set it with the "hide" status as a toggle, that suppresses when you attack, but not get attacked. You can get attacked all day and not lose your movement speed, but once you attack you can't use travel powers.
  19. There are bigger issues here with the power, absorb, or max hp. They really need to just make the power pbaoe cause even as absorb, or heal, or max hp, the single target nature with the rech/duration just doesn't cut it, especially on MMs. They need to make it pbaoe, and if absorb have a shorter recharge to reapply it more like a heal (cause that's essentially what absorb is), or keep it as max hp, and add a regen bonus to it as well. Even 100% regen is pretty small but with it being pbaoe and max hp would be pretty worth it with the change to pbaoe.
  20. It's pretty clear it's because they're obviously too afraid to make anything "OP" which usually just means "good" set and thus keep intentionally nerfing the new stuff they're creating with major flaws that kinda make the sets not worth playing most of the time. Yet another slew of nerfs this round again and making enemies tougher, it's clear what the agenda is. Seismic I'd say is actually one of the most standard-well sets outside of how terrible meteor still is if they don't at least make it target based instead of location based which would fix all of it's issues except the long impact time :/, that and the terrible design of seismic focus USING up seismic stacks for just a super lame 25% recharge bonus that is short lived and only works on seismic powers, rather than GRANTING full seismic focus stacks so it actually works with how people use aim/bu powers :/...
  21. You are way overestimating the buff to the power, but it was a good change still, would just like to see it perm-able and have the remote detonation removed because you pretty much always want it to fire off when you use it and the whole "placing on enemy" thing is causing issues and bugs with it not firing.
  22. Right I wholly agree. Though this sleep is better than most at least it reprocs, personally I'd like to keep it in the set just to help start a mob fight and slot the heal proc which is really helpful even though it should still get the -damage and mag 4 treatment. I would much prefer to keep the aoe sleep, obviously moved to tier 3 for the ST hold to be at tier 2, and remove cloaking device. It's not a terrible power, but is wholly unnecessary and doesn't do that much, especially taking the spot of a control power that is desperately needed. There is a pool power stealth, and even the stealth IO and super speed, it's really just a super wasted power option here in this set and hardly adds anything. This is where either the aoe immobilize, or the pull-in slow/debuff/taunt field pet should go (could even proc immobilize as well for containment). Regarding tranq again, if it was beanbag with actually good stats to stack, I think that also would be justified for the set for containment purposes, but regarding just making it a ST immobilize, across the board, ST immobilizes need VERY much fixed to have the dot damage occur within 4s not 9-10 seconds, and their cast times really should be 1s to make them actually worth their DPA as attacks as well.
  23. While I agree there are many powers that still need tweaks and updates, I think there are separate teams that do new stuff and fix old stuff so they are not the same. New stuff also helps keep the game alive so I'm for it. Edit: when don't right*** lol
  24. TBH as mentioned prior, all sleeps should have this 20% -damage as an inherent effect OF sleeps, and they should be mag 4 as well. Either they break and it doesn't matter anyway, or they should do what they're supposed to do and let you set up your other stuff or incapacitate a far mob. Sleeps need these fixes.
  25. Exactly. On the troller aspect, swapping cloaking device for an aoe immobilize is a no brainer. Would still help out doms too, but in lieu of something different, I really like the idea of instead of the aoe immobilize the mechanical polyp type pseudopet that pulls enemies into it with it's tentacles via pull in like sing, and also would have a hefty slow/-fly and maybe -resistance or mag 3 fear to add more damage/control to the set with something like 60s rech/45s duration and 25ft radius and mag 2 "repel"/pull in, perhaps? This would easily identify the set more IMO and would just be plain cool. The slow, pull in, and -resistance would be more than a fair tradeoff IMO because it would actually work better with the patches while still letting enemies move around in it but generally not be able to leave the patches unless they have slow resistance like wolves (which god i hate but gotta have some balance) That and fixing the terrible pet to actually do stuff would help to fix these woes on both troller and dom. Make it a beam version of the gun drone, Charged shot and lancer shot, and refractor beam. Maybe even disintegrate too. Would be cool having it start doing that and adding some -regen to the set that way too. Would also help make arsenal control more significant too. Also, pretty sure they fixed static field in elec control to benefit from containment at some point right? If so, or even if not, I'm sure they could figure out how to transfer that over, outside of them fixing that to be a toggle that should happen, so maybe a better route to fixing it should occur. I think patches already can somehow get the controller overpower so there's gotta be a way. Also, as i saw someone else say, YES! please change tranquilizer to beanbag! Would be so much better! Really though. Tranquilizer is terrible, and if avoiding the ST immobilize to be different, beanbag literally fits perfectly here. Or at least an alternate animation for flashbang to shoot out a bunch of beanbags at the mob to alleviate all the bright flash issues people are having.
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