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WindDemon21

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Everything posted by WindDemon21

  1. Generally hate any power that has an auto shut off. would rather have a click instead. Always said this power should just be a click aoe immobilze, but have -resistance instead of damage so that it won't wake the sleeping enemies. Love more pull ins, but again with an auto shut off, would rather it be a click that pulls in like axe cyclone, or leave a lasting effect for a few seconds that does this after it's used. On that note, Still don't see any reason for aoe controls to have an acc penalty especially when nukes get a BONUS and just outright kill them., especially the aoe immobilizes, can we get this fixed as well. Thank goodness lol Can we also fix this power, like, entirely. The long cast time, the tiny radius, the toggle effect of it, and the TERRIBLE actual stats even if all those are fixed. The heal/end it gives are FAR too low for a 4s proc rate. As is even at a 1s proc rate it feels kinda weak, even especially given all the other issues wrong with it i mentioned. Make it just a location cast power, not toggle (which toggles off when mezzed for some unknown reason, same with spirit ward/enflame). increase the radius to 25ft, animate faster, increase the radius to 25ft, and if all those are fixed, i could see maybe proccing the heal/end every 2s instead of 4, but no longer than that. I'd still question it even at those stats. Likewise, for just what is essentially a big heal, wild bastion also should definitely not have a 4 minute recharge. Given what the power does it honestly should be at about 60s, but given the set as a whole could see 90, or at most 120s rech, but definitely not 4 minutes. Would make more sense for the absorb to be what procs over time too, not the heal. Should be a big heal up front, then with the proccing absorb over time. Can we also get this normalized to like a .01 mag knockback so it's knockdown on all versions and won't stack with things like the avalanche kd proc to cause knockback we don't want? Edit: also, can we PLEASE get spinning strike and a touch of fear fixed to have an actually useful radius of 10ft too. Even pbaoe powers have 8ft (which is honestly still too small and the number one reason i end up getting annoyed with non-tank melee). But these are even worse as you can't position a taoe power the same as a pbaoe power, and it'll constantly miss enemies on the other side of you when they're surrounding you with the terribly small radius they have now at 6ft. Please move the recovery power to at least tier 3 if not sooner. Psy scream is also a bit slow and not good as a cone for a melee AT. It should be psy tornadao.
  2. I can see the sleet/freezing rain changes, heat loss too. But frostwork, it really should be a pbaoe power. Even as absorb, it's better, but doesn't address the self-survival of cold. I've always suggested it still be max hp, which is mostly usesless to teammates, but include a regen bonus to it, instead of absorb, to make more use of it as well. Absorb works though, but the power should really still be a pbaoe ability.
  3. And fix chain's end cost down a bit, still far too high especially given the power as it works, still falls far behind other aoes as it can't proc anything at all, and can still miss half or all of the mob depending on how the chain goes or if it misses which other aoes don't deal with. Given that also, there really is no reason to reduce the chain distance down to 10. Regarding cell/proc chances. Good direction. Will need to test to see how this turns it out, though would still rather have the attacks just proc 100% of the time even with the longer lockout so you can use that time between to use non-storm powers without losing damage on cell and c5. Regardless the attacks should all have a higher, and the same proc chance. Especially how this ruins the use of gust, even 35% is hardly enough given the powers they're proccing. The powers should all proc the same cause then you either can focus on the higher damage ones, accepting it means less proccing based on animation time, or focus on using gust more to proc cell and c5.
  4. Right, but instead of rock, crystals or lava. Definitely possible to do. The others could be added you mentioned as well. The magma would probably work with the one theme i have, but the geode woudln't work for the crystal one I have though. So just add them all!
  5. Those would be cool as additional options, but also come with issues on theme and look. I'm talking the same shape and size of granite but just the crystal and lava skins just like there is for every other stone armor power.
  6. Pretty simple, been wishing for this for a while because that granite armor just doesn't fit the theme a lot of the times. So could we please get a crystal and lava version for granite armor that we can color. (I know the name is "granite", but that could be changed, we know that's the least important thing, name it "apex" armor or something, or just keep the same name but give the other style options)
  7. This is incorrect. I have looked at this MANY times, factoring in everything, but the base issue is that per the damage and how many targets it hits, it is still WAY out of line, even including the set as a whole. Remember, that whirling axe took a hit as well on recharge becoming axe cyclone, and the "aoe" means nothing much different when it's still only hitting 5 targets. If it was a TRUE aoe, ie 10 targets, that would be different, but only hitting 5 it's WAY under-statted, yes, even with the rest of the sets changes. The only aoe vs cone debate was to make it not work against itself with the pull in in axe cyclone and maybe a *slight* ease of hitting those 5 targets. Considering that synergy as mentioned, where it's rech/end should be about 8.5 for it's damage, I could see a small hit at about 10 end/rech values, but DEFINITELY not 15 which is almost double where it should be. Its quite atrocious. It is 100% not where it should be at hitting only 5 targets, it's not even a question. Edit: I know how to do "this" just fine. Being annoyed/vexed by such crazy wrong stats and that comes out when talking sure, but i'm not doing it wrong. I state what's wrong, and provide evidence and data as to why it's wrong. This is how it's done. This in particular is extra annoying cause it's about the only thing preventing this from being a perfect set with proper aoe scaling too, but it's a big doozy, especially that end cost oof.
  8. Would REALLY wish this to be fixed by next patch. Have a few axes I really want to do but i've already stopped one for how horrid the end/rech on pendulum is at only 5 targets..
  9. Oh it does, that's the current state of scrapper auras, but that's the dumb part is CE SHOULD but doesn't and needs fixed.
  10. Except for Ice armor which still shouldn't have lost the taunt in CE being that it does -recharge and -damage both very important to keep enemies in. That needs fixed. (in addition to them needing to fix the EA nerf where most of it wont stack now, HUGE loss that they didn't even add in the patch notes but later admitted when I brought it up) That said, I'd still wish they would add that to SR, among porting the sentinel version over (and fixing the resists to start scaling from 100% with like 5% resist and being enhanceable), but would want them to just give all the taunts back to the scrapper damage auras too.
  11. Your responses are also tiresome and providing zero feedback for the actual thread. You could simply choose to ignore it then if that's your perogative. This literally has nothing to do with this thread at all. And It's not even "my" suggestion technically. It's LITERALLY what the powers do and should be slottable for. The devs even did a round of fixing IOs for some powers I'm simply notifying them that these powers were missed and providing reasons why the options should be there. Please feel free to block me then unless you actually start contributing to the conversation properly because I'd rather not see another one of these posts that have nothing to do with the actual topic at hand and derail them. Edit: Also, not liking HOW someone is saying something, isn't changing what is being said either. To give an unfavorable response to the actual topic at hand simply based on that is quite pathetic.
  12. You still don't, you can still slot it the same way you always have if you don't deem any of the slotting necessary, but doens't mean that these powers SHOULDN'T have the ability to do so. It's literally in what they do, especially slows. Trust me i get what you're saying, I make and play SO many builds, and i'll still have builds and combos where I'll still only keep the powers one slotted. But for some combos, the OPTIONS to slot those sets/procs/slows/kb, can be invaluable like in that stone/ice tank scenario i mentioned. Or even just the FF proc in ice patch for armor sets that need all the recharge they can get like regen etc. Options (esp when they already shoudl be there for these powers) are not bad.
  13. You're misunderstanding, options FOR set bonuses from the sets. "taking away" from other powers, really depends on the build itself. And options for procs as well. Again, even just an end/rech and FF proc would be a lot nicer than just a recharge or just an end reduction on it (especially if you want both for less slots) heck, even just the end/rech on the base slot which you can't do now. And also again, even just a slow enhancement in it makes a big difference against +2-4s, but the sets should always have been an option for those two powers as well for all the reasons I've mentioned.
  14. Able to USE them, yes, given their recharge and use they woudln't be that heavily proc hitting anyway. But most importantly the powers should be able to enhance the effects and get bonuses from those sets as well. Even as a two hit wonder, an end/rech and FF proc in either would still be nice to get some end and rech and movement bonus/rech boost. Again, options/bonuses. Edit, also another big thing, is slotting the SA kb-kd proc for ice patch. Because then you can stack the patches, and they won't stack kbs and knock enemies OUT of them due to the KD stacking, which would provide more mitigation via two patches to knocdown since the patches have target caps. Let's say you're on a stone/ice tank, wanting to build for team saftey. FF end/rech, FF proc, SA kb-kd, and kb-rech (another set that should have better options via actual stats like this being end/rech instead but i digress) That would be really useful for the tank to get some end redux on it, some rech to use it more, 15% movement bonus, and FF proc. Other 2 slots can boost 2 50 slow IOs to max the slow too. Again, options.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. Thats what i figured ugh grrr. is there a command to "execute reticle on target/self" or something?
  23. 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?
  24. 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.
  25. 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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