
WindDemon21
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Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
ah yeah lol, and i mean, i'd like windball/DD too, but maybe drop cloudburst for it? If chain would get fixed to the lower end/rech, it would work like a proper chain where you could kinda use it as a single target attack too so we could get rid of cloudburst lol. But fixing chain's end/rech stats, and making the attacks proc 100% rate for cell/c5 i think would fix most of the problems (thus also fixing where the lockout could knowingly let you use other non-storm powers in between storm attacks without losing that cell/c5 proccing tax) and lowering the end cost on cell/c5 since they don't do as much on their own cast. I think the lockouts would be fine enough if the attacks procced properly, and wouldn't feel as cornered in to having to take cloudburst for proccing then too. -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
We, or at least I am not regarding it though. Given the issues with cell proccing, jet stream without cell etc. The issues on itself are already there just simply due to the chain nature, but it's another issue that is persistent, very noticeably on end cost, but with the way it interacts too. While fine with the chain issue and un-procability, it's still a chain, which all others also get less end/rech stats than their aoe counterparts, and ESPECIALLY looking at the set as a whole, it should be a power that with the way it works, should have a shorter end/rech time so it's being used more spam-like for the cell and c5 proccing's. Using "the set as a whole" this is one of the main issues WITH the set that we're describing, especially without cell, but even with it and c5. -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
I never said it should have all of its stats be the same as judgement, I was only referring to it's jump distance on that line you quoted. It DOES HEAVILY need other adjustments too though as I've mentioned how its beyond the bottom of the barrel for damage, rech, end, etc. -
Reduce the activation time of Storm Cell
WindDemon21 replied to AxerJ's topic in Suggestions & Feedback
Except all the other powers do literal crap on their own without storm cell. Gust, loses damage, Direct Strike, basically no secondary effect, jet stream, pretty much completely unusable with it's repel without it, Cloudburst, on top of even with it it's slow animation/trajectory/dot, it literally doesn't even have a side effect without storm cell, chain lightning DEAR GOD did you miss all the points I mentioned about how literally every stat about the power is terrible and not viable? though this is still even WITH storm cell, and intensify, well without it its a very measly damage boost. The. Set. Relies. On. Storm. Cell. -
Reduce the activation time of Storm Cell
WindDemon21 replied to AxerJ's topic in Suggestions & Feedback
God I wish, it was only upped to 1.15% so it still has issues against higher targets and those with defense powers. Edit: ergo: long duration low effect to hit/damage rather than a minimally effective 10s "aim". Esp given described above where all attacks should have 100% proc rate anyway using the lockout/target cap of the strikes as justification. (though tbh i'd still like to test 100% proc with no lockout and see where the set would stand then too). But seriously, casting a fully slotted cell, to have it get like one lightning strike after like 5 attacks just feels god awful. And with the issues mentioned around cloudburst, feels even more awful to have to be tied to that power just to help the proc chances. Why the 100% proc rate should really be put in place, and intensify changed (obvoiusly losing the extra proc chance as it would no longer be needed). -
Reduce the activation time of Storm Cell
WindDemon21 replied to AxerJ's topic in Suggestions & Feedback
For the most OBVIOUS reason, that most of storm blasts focus is on the pseudopets, which last longer and don't have the up front burst damage that other sets have. Why does this even need explained? It shouldn't if you have any concept of how the set and pseudopets work... -
Reduce the activation time of Storm Cell
WindDemon21 replied to AxerJ's topic in Suggestions & Feedback
There is SO much potential in this set but the devs cut it off by it's balls on almost every power, and fixing those/these things we mentioned still wouldn't OP the set, it would just let it actually work properly and line it up more with the other sets. Cell every time i see it it keeps bugging me too, especially when using the powers and not being able to use gust etc really cause the proc chances are lower, the powers should all definitely have 100% chance to proc (even if that meant the lockouts stayed) It at least would mean regardless you could use your other non-storm powers in between cell/c5 procings, I think the 5 second lockout on c5 also feels like way too long, especially for a nuke, and that should be cut down to maybe 2.5-3 seconds, even if the damage on the strikes was lowered a little. So all in all to fix the set: 1: No question needing fixed: Fix chain lighting, make it a standard ranged aoe, or it's stats need shaved gravely, down to like 8s rech and 8end cost with the same damage, and take ranged sets instead of ranged aoe sets. It for no reason has a longer rech, higher end cost, less damage (roughly 60% to most of the mob compared to a standard ranged aoe power), can miss a whole mob if you miss the initial target, and can often miss over half a mob if it chains the wrong way. It also is practically worthless for proccing either with enemy procs or self procs. Every aspect of this power is just terrible outside of the about 5% of the time i've seen it's chain actually help hit more spread out mobs. It also pretty much has ZERO usable secondary effect compared to any other ranged aoe attack. For this how the set plays generally, i'm fine with it chaining and not proccing, but the stats MUST reflect that, especially being a chain, and have a much lower recharge and end stats to compensate like 8end/8seconds to 10/10ish. This is a huge issue that I largely see people missing about this power and the set in general, as to why it feels underperforming. As it's a chain as well, it makes no sense that the power takes ranged aoe sets, where every other chain power takes ranged damage sets. This should also be adjusted. 2: Fix storm cell, make all powers 100% chance to proc, even keeping the lockout this is probably the biggest thing outside of still boosting it's base acc more. Even also, if the lockout would be removed this would make more sense so you know attacks aren't being wasted to proc it, especially the lower ones. Nothing feels worse on this set that letting off several attacks and literally not getting one strike out of storm cell. Regarding the lockout, if they'd fix all the powers to guarantee proccing on it, then the lockout would be fine cause it would still mean more procs overall, and that would allow you, at least when the mob is smaller than the max targets on cell strikes, to use your other powers in between storm blast powers when you know the lockout is in effect. Essentially using storm blasts every other attack if you choose and not lose the proccing's from storm cell. The power itself should also have a much lower, close to nothing end cost since it doesn't really do anything on it's own, like 2-5 end max, and it's cast time should be lowered to 1s or less. It seems like the power should also come with some -fly as well, may seem a bit much in the area itself, but at least on the high winds and/or lighting procs it should. These are the biggest issues with storm blast currently and should no question be fixed IMO, but then also: 3. Fix cloudburst. It still takes so long to cast and actually even get to the target ,but then it's still slower DOT even when it gets to the target, it's HORRIBLE, and extra annoying cause you still basically need it to try and proc cell and c5, it just feels awful. It's also terrible in that it has ZERO secondary effect on it's own without storm cell. No other pri/sec attacks in the game deal with this having zero effect on their own. IT should be the same effect of it in storm cell, just lower like 75% if not in storm cell. Cast summon should be the same as chain lightning or something similar, and the cloud should instantly appear over the targets head. DoT is still fine if these things are fixed, though I think it'd also make sense for the power to do knockdown as well cause they're slipping from the rain like freezing rain. 4. Category 5, knock back should be lower but i won't fight that, though maybe changing it to knockUP would be better all around, but the lockouts should be much shorter even if the damage on each strike is lower, like 2.5-3s not 5s for the lockout. It should also move at the same rate of storm cell, and possibly having a larger target cap as well so it's hitting more of the mob when the strikes occur. 5. Jet stream, there should be 2 radii for this power to help with the issues on the repel, especially when it's hitting targets PAST the storm cell and actually pushing they AWAY from it. So there would be the cone for the damage which would have the flag for KD if they're in storm cell, then another overlapping cone for the repel, which would have a shorter distance of like 25ft so it wouldn't repel enemies past the cell. 6. Gust and hailstones are pretty much fine, as is direct strike. I think the only thing i'd fix between the three is normalizing gust to 1s cast time instead of 1.17 so it's in line with the other blast tier 1s, and maybe give it another effect like minor -speed rather than just the -fly which is most of the time useless. 7. Also Intensify, that should be a longer duration buff, given that all attacks should do 100% proc chances for cell and c5, that would be removed, and it's damage boost can even be lower, but should be longer duration so that it actually works with cell and c5 too. Something similar to a low damage rage, like 15% to hit, 10-15% damage, 120s rech, 60s duration. -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
That also denotes, which it REALLY should, due to ion having a much larger jump chain distance too, 15ft is not good enough. -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
There is SO much potential in this set but the devs cut it off by it's balls on almost every power, and fixing those/these things we mentioned still woudln't OP the set, it would just let it actually work properly. Cell every time i see it keeps bugging me too, especiallty when using the powers and not being able to use gust really cause the proc chances are lower, the powers should all definitely have 100% chance to proc (even if that meant the lockouts stayed) It at least would mean regardless you could use your other non-storm powers in between cell/c5 procings, I think the 5 second lockout on c5 also feels like way too long, especially for a nuke, and that should be cut down to maybe 2.5-3 seconds, even if the damage on the strikes was lowered a little. So all in all to fix the set: 1: No question needing fixed: Fix chain lighting, make it a standard ranged aoe, or it's stats need shaved gravely, down to like 8s rech and 8end cost with the same damage, and take ranged sets instead of ranged aoe sets. 2: Fix storm cell, make all powers 100% chance to proc, even keeping the lockout this is probably the biggest thing outside of still boosting it's base acc more. Even also, if the lockout would be removed this would make more sense so you know attacks aren't being wasted to proc it, especially the lower ones. Regarding the lockout, it should still be lower at like 2 seconds, I think one of them is, and the other is 4s lockout? But should be lower, if not removed completely since this also means it's limited more by the cast times on the powers anyway, but also means you can still get good effect out of the power when you're needing to use your other set's powers in between. The power itself should also have a much lower, close to nothing end cost since it doesn't really do anything on it's own, like 2-5 end max, and it's cast time should be lowered to 1s. It seems like the power should also come with some -fly as well, if not in the main area of effect which might seem a bit much, but at least on the procs at least high winds if not both procs. These are the biggest issues with storm blast currently and should no question be fixed. 3. Fix cloudburst. It still takes so long to cast and actually even get to the target ,but then it's still slower DOT even when it gets to the target, it's HORRIBLE, and extra annoying cause you still basically need it to try and proc cell and c5, it just feels awful. It's also terrible in that it has ZERO secondary effect on it's own without storm cell. No other pri/sec attacks in the game deal with this having zero effect on their own. IT should be the same effect of it in storm cell, just lower like 75% if not in storm cell. Cast summon should be the same as chain lightning or something similar, and the cloud should instantly appear over the targets head. DoT is still fine if these things are fixed, though I think it'd also make sense for the power to do knockdown as well cause they're slipping from the rain like freezing rain. 4. Category 5, knock back should be lower but i won't fight that, but the lockouts should be much shorter even if the damage on each strike is lower, like 2.5-3s not 5s for the lockout. It should also move at the same rate of storm cell. 5. Jet stream, there should be 2 radii for this power to help with the issues on the repel, especially when it's hitting targets PAST the storm cell and actually pushing they AWAY from it. So there would be the cone for the damage which would have the flag for KD if they're in storm cell, then another overlapping cone for the repel, which would have a shorter distance of like 25ft so it wouldn't repel enemies past the cell. 6. Gust and hailstones are pretty much fine, as is direct strike. I think the only thing i'd fix between the three is normalizing gust to 1s cast time instead of 1.17 so it's in line with the other blast tier 1s, and maybe give it another effect like minor -speed rather than just the -fly which is most of the time useless. Edit, forgot to add intensify, that should be a longer duration buff, given that all attacks should do 100% proc chances for cell and c5, that would be removed, and it's damage boost can even be lower, but should be longer duration so that it actually works with cell and c5 too. Something similar to a low damage rage, like 15% to hit, 20% damage, 120s rech, 60s duration. -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
Likewise for category 5 for how little it actually does on it's own it should also have a much lower end cost, and should have a shorter recharge too really. -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
Right, like thematically the chain makes at least enough sense. But the BIG issue, is that this should be taken into account, ESPECIALLY with the chains doing LESS and LESS damage per target hit, averaging only about 60% of what a normal ranged aoe would do. This is the main problem with chain, while it's base nature IS an issue how it works, also making procs pointless, but it SHOULD have WAY better stats than a standard aoe, but instead it literally has worse, damage, end cost, and recharge, are all worse than any other ranged aoe, which on TOP of it's chain issue and non-procability, makes it bad in just literally every regard. What they NEEDED to do, before this even went live, was account for this, and the power should have a much lower end cost and recharge time so that you can spam it more (which also makes sense for proccing the cell/c5 procs). IE it's recharge should have been like 8-10 seconds, 8 end cost, and damage should have stayed the same. On top of this, like all other chains too, it should take ranged damage sets, not ranged aoe, like literally any other chain power does. But even more so, the power should really just be a regular ranged aoe attack that would guarantee hit all targets in the area for the same damage, and would actually let procs work in the power too. The animation can still be the same, but just direct outward from the main target, exactly like refractor beam on sentinels does, and it would still look exactly right. (and regarding poison, no, that whole set in general just needs the TA treatment, including just a simple increase of the aoe radius for envenom/weaken, and make the larger debuff be the aoe, not the smaller one, that has been super dumb since forever. Neurotoxic breath also really need to be a big area ranged aoe debuff, not a dumb cone which you can't even use in melee anyway which the set bascially needs you to be for poison trap and venemous gas, it also needs it's duration increased personally, but if they'd at least fix it to be the taoe, and GRAVELY cut down it's cast time to one second (same with envenom/weaken), then that would help, as well as allowing it to actually/finally take hold sets as well and probably re-proc like a targetted location choking cloud really, but this is all another thread) -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
I also remembered my dream i had, that i LITERALLY thought was changed on beta and then changed back, cause cloudburst didn't have that dumb whirly-water animation, it had the same animation as chain lightning, the quick one handed flick, and the cloud would instantly appear over the enemies head, it was awesome, but GOD is it's current "get to the target" slow, and that animation sucks. Also, for it to literally not have ANY secondary effect too unless there is storm cell is also total BS, same with gust, they should still have an effect that should just be stronger in storm cell, not nothing at all. God how did the devs f* up this set so badly ugh. -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
Seriously for how it works, and it's use, if they don't make it a standard ranged aoe, and keep it's chain/damage nature, they it REALLY should have like a .5s cast time, like 10 second recharge, and cost like 8 end, cause for it's current damage and how it works where it can completely miss a mob (or starts chaining in one direction completely missing a whole half of the mob even though they were literally like 2ft from the target I attacked as I just witnessed), this is a HUGE issue and one of the main reasons why storm is so subpar on aoe. Edit: Like it would be SO dumb for them to ignore how poor storm cell works too, but they can NOT justify how terrible chain lightning is, this needs fixed asap. -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
Ugh I swear if chain misses an entire mob again cause it misses the first target, or misses most of it cause it misses the second etc, it wouldn't be as bad if it ACTUALLY had better recharge, end, and damage stats, but it literally has WORSE than any other ranged aoe power's stats it's SO DUMB. Seriously devs just make it a regular ranged aoe... -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
You also don't need TJ at all with powerboosted farsight and a good build either, especially with storm. It's a great combo, honestly i'd probably say the best to pair with storm, and thematically it make sense if you think about all the storms around any type of time travel mechanic. -
Suppressive Fire bugged/stat issue
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
I know that was intentional, though EXTREMELY stupid since the only reason it needs stacked is to hold bosses yet cryo ammo does that in the first shot anyway so that point is moot, but was referring to how royally screwed the power gets in standard ammo (which should be just as valid to use as the other ammo types) because it both got hits duration nerfed, AND it's procability, and doesn't have any damage to compensate, especially since it's only a stun too, the power should have the same upped damage that cold/fire ammo's got, heck probably even MORE damage than they got since it's only a stun. -
Reduce the activation time of Storm Cell
WindDemon21 replied to AxerJ's topic in Suggestions & Feedback
And end cost should be next to nothing since the power doesn't really do anything on its own anyway, your powers costing end does. Among MANY other issues with the powers proccing/damage/acc etc. Esp that lockout should be removed on this and c5 especially given their target caps anyway and unreliability. On a big mob the scaling down damage of the subsequent strikes usually gets wasted in the other aoe volleys, so this power SHOULD shine more on small mobs like when there are a few bosses and lt/s left, but due to the dumb lockout it doesn't even get that benefit. Chain also TERRIBLY needs fixed, having the literal longest recharge, highest end cost, lowest damage, and ability to miss a whole mob entirely if you miss the first target, and hardly procs worth anything compared to any other standard ranged aoe attack, and has a basically zero secondary effect as well. Its REALLY bad, and needs fixed. These two powers are without question the main reason storm lags behind on big/small mobs and needs addressed. (c5 too but that's mixed and i don't mind it not being FULL on nuke but should do more than it does and rech faster than normal nukes IMO) -
So on top of how chemical ammo should have the same damage as well, somehow I missed, or it was missed, that standard ammo didn't get the damage boost. Especially cause it's only a stun which is less valuable than a hold anyway, but it also still has its stun duration nerfed too, so it essentially does practically nothing in standard ammo. Please fix this to up the damage in standard ammo (and chemical) to equal the cold/fire boost that this power got. Cause especially this power is terrible in standard ammo, being a short duration stun that you have to slot spam for it to do anything, and it won't even deal hardly any damage either and you can't put procs in it!? Come on devs, you can do better than that. (same for chem ammo, no reason this power should have less damage when the ice version will hold bosses outright as is anyway)
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Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
That was my thought as well. I'd rather the lockout removed to see more lighting strikes more often even if they are weaker. Though mechanically, if the powers all had 100% chance to proc the lighting (which they should given current stats/mechanics), then the lockout can be better to let you use your other powers during the lockout to not lose proc time. It's also dumb that this and chain lighting are weaker damage on the successive chains too. Make enough sense? sure, but necessary and not be fine with the same damage for all targets hit? No. (which this is also EXTRA bad on chain for an aoe you're expecting to do what it SHOULD do). -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
That's what I did too, on Corruptors, and for that defender ATO set too that has 10% rech with 3. Then in 2 other slots I did I think 2 winters to shore up the acc/dam/rech values so it actually hits +3s and well, as much as it can against +4s since 1.15% just simply isn't enough :/. But that's the best way for it yeah, most builds at least. Then the other 3, acc/dam, quad, and absorb, or heal/end proc, into direct strike, along with 2 power transfers quad and heal proc, and a pshfiter proc. Again, that is dependent if the build needs those heal/end procs, if not, can finish the slotting with 3 other things couple purples, etc. -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
It makes a HUGE difference, precisely for one of the main issues of the power in that for most combos, slotting for accuracy is the ONLY way most can make it hit against higher level enemies. 1.15% is still not enough tbh except for very few combos, and mostly only def/corrs can do it. They did mention your attacks dont have to hit, for the procs to fire off, but that is usually less of the issue than storm cells proccing itself, damage, how many it hits, the DUMB lockout etc. The power is still piss poor. For cell itself, you basically have to slot it like a normal attack, higher on accuracy than most, and procs that effect the enemies such as damage procs are basically non-existent. The only procs of value, really are the FF proc, and maybe the pshifter proc which only happen upon casting, to help reclaim some end/rech when casting it. (another issue of cell, is that it SHOULD have a super low end cost, like 2 end, cause it doesn't really do much of anything until you actually use your own attacks, but instead they didn't even fix that before pushing this set to live, and still is fairly hefty 15end cost having to use BEFORE even starting every fight... *sigh* -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
Like the more I test/play with it, the more i'm getting to a 2nd alt of storm blast that is about to be shelved, its just really bad. Which really sucks for how excited I was for the set and how nice it looks ughhh. Guess I'll HAVE to make a sentinel and try to enjoy that cause there is about no other way to enjoy the sets performance otherwise. Put into perspective, on a big mob, it's literally damage-wise about as effective as voltaic sentinel choosing random targets, but against a small mob or single target, it's actually way worse due to the lockouts and chances to hit. On top of that, due to how jet stream works, you can't even just "save it for a big mob" because without it, jet stream doesn't work due to the repel, and chain lightning is so piss poor for damage. This power which is the crux of the set, REALLLLLY needs fixed ugh, cause the set is just crap right now. -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
Against 2 minnions just now, storm cell hit them once, for 8 damage at level 23 where jet stream did about 22 for the same damage slotting. Like I said, the lockout really should just be removed altogether, but even that with the 100% proc rate would about put it in line with rain powers since it also only hits 5 targets. Even on a big mob testing now I was getting about 2 strikes per attack used, which is really bad, figure out its a little more than a rain per target, but that logic ONLY works if it has more value when the mobs are smaller like a couple of bosses left, but due to the lockouts it's not even really better then. The power is really just screwed 5 ways to sunday in any scenario. -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
I mean i'm gauging that, but even looking at the numbers it's doing plus the actual lighting strikes it seems pretty clear, especially on smaller mobs where the lockout is hitting worse. Like on a small 5 enemy mob especially (where normally this type of power should shine more than a rain or other aoe) it's actually worse and i'm getting maybe 2 lightning strikes off direct strike/cloud/jet/chain, often less, and the damage is only doing about half of what jet stream does itself. This is really bad even again at a 100% proc rate. -
Storm Chasing: how are you building so far?
WindDemon21 replied to ThaOGDreamWeaver's topic in Corruptor
I wanted to laugh react to this but wanted the more oomph of the thumbs up lol. But yeah, it has to be one of the main things people wanted, and it's visually stunning, but it is just lacking in literally every aspect compared to any other blast set except kinda control. Which i'm fine offsetting SOME damage for that, but the nuke, storm cell and the lockouts, end cost, base damage, CHAIN LIGHTNING, etc, it just has too many drawbacks to do nothing but blast. Again easily the proc rate on all attacks should be 100% to proc cell/c5 and then it'd start to be in line, and the lockouts would then be fine because the lighting only hits 5 targets at a time so can hit other targets with your next attack. Again, even if every proc hit every target in the mob, it's still not really even doing more than any standard rain power. Then, the lockouts could actually mean more too then because that WOULD be guaranteed time you know a proc won't happen, letting you USE your non-storm powers in the meantime without losing proc damage of using your storm powers. Again on intensify too, needing to be long duration to last through the cell and C5.