
WindDemon21
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Focused Feedback: Various Power Updates
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Various Power Updates
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Arsenal Control
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
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 :/... -
Focused Feedback: Remote/Temporal Bomb
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Arsenal Control
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Arsenal Control
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
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 -
Focused Feedback: Arsenal Control
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Arsenal Control
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Arsenal Assault
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I'd rather arsenal control just get fixed to have it and these types of powers get fixed to KD slottable to be KB if desired. Edit: Another part that makes this extra annoying on these powers, is the chance to KB at least should be 100%. Nothing worse than an aoe that only knocks back HALF the mob... -
Focused Feedback: Arsenal Assault
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Right, I was thinking mind/arse personally but still, just doesn't need to be KB when it could be inherent KD. Especially for the theme-paired set that doesn't even have an aoe immobilize (YET! : edit for that lol). Even then you have to spam it for the short duration kb resistance and hope it doesn't miss also for the pointless acc penalty that at least aoe immobilizes and aoe mez in general have. -
Focused Feedback: Arsenal Assault
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I agree especially on a class that basically has to melee most of the time. Can we get buckshot, heavy blow, and trip mine at least to be innate .67 mag kb (so people can slot to be KB instead of KD if they want, but would still be inherent KD without slotting) Sniper rifle is fine with the KB, but those 3 powers especially the aoe's are going to be super annoying basically being forced to put a kb-kd in them on a dom. -
Focused Feedback: Arsenal Assault
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Along this line, can we please get a fix to let us color the fire for ignite, and other similar effects like the sparks that come from using any lethal weapons like claws, bullet shells, the glow aura that chases the target for cleave/golden dragonfly/headsplitter, OIL SLICK (basically all of TA/arrow stuff), explosions etc. -
Focused Feedback: Remote/Temporal Bomb
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
There is a bug to know of. If you cast the power, and it attaches to an enemy instead of the ground, and the enemy dies, the power disappears and then nothing happens. Pretty sure anyone wants it to detonate instantly anyway in 99.99% of scenarios, if someone says elsewise that's fine, but removing it attaching to enemies and just placing it on the ground and detonating instantly would solve this issue. Not a fan of having to use the power twice for it to do it's job, especially if you get held or knocked back etc. Likewise, not sure if it's a bug that it doesn't take end mod sets. Would prefer the rech lowered to 120s so you can keep it up, though in this scenario alone might be worth the non-perma nature might save a power pick and slots. Generally hate any type of buff/debuff not being perma or at least perma-able, seems to be a recurring theme with most anything that's not an autopower lately and I'm definitely not a fan of the trend. -
It still is if you don't know what you're doing and don't have a 100% fully (experienced player) done up build as well. But these were and still should remain as is for those purposes. There are so many other enemy types out there for more of a challenge, and a MILLION more that could be made that are tough as well. There is absolutely zero reason to make these mobs harder. They basically only exist in PI radios, and that's fine. Leave them be what they are. If the reason is that "players are leveling too fast with them" well that's just dumb, and there are easily other ways players can and do level up fast. Even if a *slight* tweak to their exp, like 10%, that's fine, but would still be dumb.
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Focused Feedback: Epic / Ancillary Power Pools
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Yes! Just suggested that myself, in addition to bumping it up a little, little end reduction/drain resistance. But this has been a bane annoyance for the epic on tank/scraps forever. They should as suggested in the post just above, get rid of cp and just make SC have the end reduction as well. The power is still a lot better cause it's more consistent and you can put the pshifter proc in it to help more, but just 5 max end is still god awful and needs bumped a little. -
Focused Feedback: Epic / Ancillary Power Pools
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Also, one minute duration and TEN MINUTE recharge on this!??? This is absolutely insane for a tier 5 epic power that just procs some small heal and end, and needs to be used on the mobs as well. This isn't a pool power, it's a tier 5 epic power which includes lots of power investment, slotting, and reaching at least level 44. It should be a lot more usable than basically conserve power with some heal. Pretty sure nobody wanted this change as it just ruins the proc-ability for these powers which, the ST immob at least, was already pretty much pure trash. If this is the route the power is going to go I'd rather it have even a 60s rech to be more usable, even if that meant the damage bonus was reduced some more. or more-so even less boost but make it a full aoe. Like 45s recharge, 16 targets, standard damage, 15s duration, lower damage boost. In no world, does this power need the endurance increased to NINTEEN, for a single target attack. Especially (or even if it was) with the damage not being increased either. Cause sleep was... overpowered so it needed halved...?.............. At least halve the rech then. Sweet jesus again with the end costs!?? 27.3 end for a damage cone? This is just madness. Who is making the decision on these seriously?? Adjusting the damage/rech, fine, but the power already had too big of an end cost before. An epic aoe cone, might be more fair increasing the end cost to about 18, but 27.3? Seriously.. No, absolutely not. Just no. Um, excuse you, don't forget to mention the BIGGEST part of this change is that the recharge DOUBLED from 20s to 40 seconds. Absolute insanity. Don't forget to fix the power to accept knockback enhancements and sets as well. Also, conserve power on scrap/tanks, can we please get this swapped for the more consistent superior conditioning and have that bumped up a little. 5 max end is extremely impotent. Even 10 max end is since the power is only there for helping endurance. Something like 10 max end and 10% global end reduction would be more appropriate or maybe 5 max end, 10% reduction, 10% -recovery resistance? -
Focused Feedback: Epic / Ancillary Power Pools
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Please move change psychic scream to psionic tornado so, you know, as a melee AT, you can actually use it in melee. Also Please fix the recharge on controller (and assuming these new epics), 40 seconds is god awful from what it was before, that little bump in damage IS the offset to losing the radius, it's not big enough to DOUBLE the recharge to 40 seconds... Live: beta -
Focused Feedback: Various Power Updates
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I get that, it's more about needing it for containment damage, and just damage in general between proccing it and spamming it, and also just general mob control to keep them from moving around. On big fast teams lots of controllers it tends to be one of the only controls really used/needed too for these reasons usually more than actual hard-mezzes. I think what would better serve would be to have this power as the aoe immobilize, then put a similar positioning-only repel power in a pool power. It can still have TKs effectiveness, maybe less end cost since it wouldn't be holding. Additionally, could just have TK be as it is but pull in instead of repel. Though the set still kinda needs the aoe immobilize for damage/proc/containment -
Focused Feedback: Arsenal Control
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Perhaps on the pet, in lieu of aoe immobilize as well, make it a melee pet, better for aggro anyway, but also has the pull in like sing (should be a little stronger esp if the set doesn't get an aoe immobilize instead of cloaking device), so it goes into the mob, and keeps pulling them closer into the sleep/kd/confuse fields. Maybe like a tractor beam that has tendrils or mechanical tentacles going to all the enemies that pulls them towards it and has claws like arachnos claws that attack the mobs when they get close? Edit: maybe like a mechanical piece of coral/anemone? lol Just make sure the priority is for it to go into melee first but this should happen normally if it only has melee attacks, but then the set would need some kinda of -fly (could put in cryo freeze ray)) Or this could be the power instead of cloaking device and instead of an aoe immobilze just a pull in-taunt/debuff pet you place, and then remove the taunt from gun drone and just improve it to do more. -
Focused Feedback: Arsenal Control
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I mean aoe sleeps are fine to exist with proper buffs, I don't actually mind this one as much since it reprocs and has that slow added, though still should be mag 4 and -damage IMO because on teams it still ends up doing next to nothing, but the single target sleep that breaks itself just seems really bad. Again, razor wire immobilize! -
Not great for those of us who want to use them as relax-mobs to just enjoy the game without it being super difficult. There are other tougher content, and that's fine. Not every mob in the game has to be super difficult or annoying. This is a really bad change ruining one of the best parts of the game which is to come on to relax. I don't even play council/cot that often doing PI radios, but from time to time I need to just mindlessly beat up mobs. Again, there are many other tougher mobs out there for a reason, and more new tougher mobs can always be created, but please, leave the council and cot alone so you don't alienate the people that have enjoyed this part for decades.
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Focused Feedback: Arsenal Control
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Ok, kinda like the theme, some powers seem ok, but some big things stand out. Hands down, move the ST hold to tier 2. This is TERRIBLE design to have it beyond that. It should be the first power pick you get mostly (besides some taking more damaging powers) but in lieu of this, grav and mind also really need this fixed as well. It just leads to outside of obviously screwing up newbies, but just leads to terrible forced power picks when everyone always does, and/or should take the tier 1 hold on controllers. Liquid nitrogen: Like ice slick and ice patch, please fix these powers to accept slow and knockback enhancements. The slow obviously for obvious reasons, but the kb as well for those who wish to over-mag it to do knockback. Yes it's much less desired but there are situations where one might prefer this. Such as swapping for this for certain tfs and such to play "keep away" etc. It's there, we should be able to slot for both slow and KB and use those sets as well. Tranquilizer: It's not sleeping at all fyi. Edit, the bug is that the damage is applying after the sleep, so it auto-wakes itself up. Cryo freeze ray: fairly standard, love the 3-bolt animation of the projectile. likewise could we get a more noticeable projectile for tranquilizer? I'm not seeing anything. Next, cloaking device is a really poor choice to add in here. It effectively doesn't do much and takes up MUCH more needed spots for the aoe immobilize which should 100% be in the set with an aoe stun, and also any type of confuse power which will cause the mobs to knock each other around too. This is a disaster waiting to happen, and really screws over controllers as well who need the aoe immobilize to set up containment easier, do damage, and to proc stuff to help out too. Get rid of cloaking device for the aoe immobilize. I'd like to see a different immobilize than the standard web-nade though. Perhaps some sort of grenade that explodes with razor-wire that wraps around the enemies legs or something. Aoe sleep, it's fine but should definitely be moved to tier 3 or even 4 (with aoe immob at tier 3),but otherwise the reproccing and slow helps it. Though aoe sleeps in general should start at mag 4 as well to do what they should be doing especially given how easy they break even if they reproc and always said they should all have some -damage to help this on teams too. This has -rech so i guess is some tradeoff but with the value isn't a super impact) The confuse canister, interesting power, but yeah it has to actually be effective enough to matter otherwise it just really falls short. Having confuse is good, and don't mind that it basically doesn't exist outside of the location field that's created, BUT this also depends on the set having an aoe immobilize to keep them there and to stop them from knocking themselves out of the area, and if wanting to do something different here, especially versus higher levels that -to hit should at least be bumped up to 15%, and also seems like it's needs a slight end reduction as well to maybe around 12 end versus the 16.64. Maybe on the knock issue, it might be interesting if this power somehow DID it's own -KB like aoe immobilizes do, but that just wouldn't really make sense thematically lol. I'd also suggest bumping up the rech/duration to 60s rech and 45s duration at least. The Gun Drone. just WOW is this a terrible port, is this a bug? For it to only have the one attack, no aoe, and a very small radius taunt which won't matter most of the time because the mobs will be so spread out anyway. Please just ditch this or revamp it completely. We can't even double stack it like you can the blaster version. Maybe if when you cast it it would cast out 3 of them (2 as is wouldn't cut it for a controller pet) it would then be justified, but as is it's a really crappy pet. Overall, the theme is good, and some of the powers are interesting and I generally like it! This definitely seems like a set more geared to dominators more than to controllers IMO. I like many others as well would prefer a more gadget-y animation for all the powers as the gun just doesn't fit most of them for what I'd want to really set it up for. Grenades, barb wire immobilizes etc. Since everything except tranquilizer and cryo freeze ray are basically some time of canister that explodes to cause an effect, I feel like this could be easily achieved to fit more themes. Especially on controllers the gun just doesn't seem to fit right to me. So main points: 1. Swap the ST hold and the aoe Sleep 2. Swap cloaking device for aoe immobilize 3. Replace, or vastly boost gun drone, or set it to cast out 3 of them, or 2 somewhat more boosted. SOMETHING -
Focused Feedback: Various Power Updates
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
don't forget to lower the end cost as well. Especially given that the power won't proc pretty much at all which already puts it far behind other aoes, but also especially given that it can miss half or all of the mob if it misses the first target or chains the wrong way which other aoes don't deal with either. There is also no reason to lower the radius of the chains. The power already has enough issues chaining as I just mentioned, it doesn't need this to be worse. This is also a big issue. Even with the small changes to cell/c5 it's still not enough. Even with 100% proc chances on every attack, given cast time, needing to use only storm powers to proc them etc, the power still falls behind even just a standard rain power and only surpasses it when there are 2 targets. The new changes may up that to 3 targets but there is still a slew of other issues regarding that. The main problem here too is, the proc rates should be the same between all powers, having you priorities the actual damage of the attack itself, or the faster cast but lower damage of a power like gust in order to try to get more procs out of cell and c5. This still ends up being really odd for the power. Good step realizing it needs fixed, but this power should definitely be a pbaoe power and not odd recharge/value/duration that it has . The max hp was bad, really bad for most teammates, but I wouldnt mind it if instead of absorb, I've always suggested keep the max hp but add regen to the power as a pbaoe. Would go a far way to help the power and also help the big issue the set has of self-survival. This needed this badly, don't forget to adjust the epic versions as well. This is good to have it get updated but this revamp really falls short. In general any auto-shut off toggles are just bad, but to have the issue with the recharge, end cost etc. This power should just be a regular aoe immobilize that offers -resistance instead of damage, so it won't wake up sleeping enemies but still allow for "damage" and containment. The -resist value wouldn't have to be huge maybe 10% but something to help it not having damage. This power just needs plain fixed altogether. It's seriously trash. The cast time, radius, the fact that it's a toggle, the fact that it gets mezzed off, and especially the actual values it gives on a terrible 4 second proc rate. The power should just be a location click not toggle, with a 25ft radius, and proc rate at least halved to 2 seconds if not 1 second. It should be every 1 second as is now but if it was better as a location click with bigger radius 2 seconds would be acceptable enough. While at it wild bastion also really needs adjusted. For just a big heal, the 4 minute recharge is way out of line. It can be nice in a pinch, but also end up doing almost nothing if/where it's really "needed". For one the absorb should be what's on the tic over time, with the heal up front, which would go a long way to helping the power more, but the recharge is the biggest issue, which if that part were fixed, and given the set as a whole, while the power based on it's heal/absorb values should be on about a 60s timer, if the heal/absorb were swapped and given the set as a whole I could see a 90, or maybe 120s recharge max, but certainly not 4 minutes, it's quite absurd. Don't forget to make all versions .67 mag knockback as well so it's inherently knockdown. Generally all KD power shoudl be much lower so they don't stack, but at least the .67 mag in this situation means someone could slot for kb if they wanted it to be kb instead of KD, but it should be innately KD like the melee versions. -
No. One of the best parts of this game is being able to come on and relax with some heroic fighting. There are already tougher enemies in the game. Please keep these at least as a standard to just enjoy the game if you want to pop on for some easier killing. Not everything has to be super difficult.