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WindDemon21

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Everything posted by WindDemon21

  1. No i'm aware of this. Which is specifically why it's not supposed to be balanced for the larger area, which is what the original aoe buff to gauntlet was for. To give more area without lowering damage. Unless i missed it the increase to the radius on the aoes base area this round, only hurts procs, not the damage on the powers themselves right, or did i miss those aoes were nerfed on damage too? At either rate, they could do that for cones too regardless, and should. This just inadvertently hurts sets whose more aoe focus is on cones versus the actual full pbaoe, and it's quite unfair to those sets versus those that are mostly all just pbaoes.
  2. Like, i could *verrrry* minimalistically see it being a cone on stalkers, since they're not *supposed* to have any of the aggro on teams, of course this still screws them over solo, or if the person playing the stalkers knows what they're doing they'll still draw aggro on them. But all this goes to show is that they for sure have absolutely no idea of how scrappers (or any toon in melee in general) are played, and stalkers for the most part.
  3. Well besides the obvious that they suck and have absolutely no idea what they're doing (just look at tanker aoe change where they didn't increase the cones radii wtf), yeah it's completely stupid. They need to get a clue already. People have already left for dumb decisions like this. Way to make a sets main power completely f'ing annoying to use. Seriously someone please fire whoever is making these terrible decisions already. So sick of it.
  4. Since the gauntlet change, one absolutely terrible, but fix the cones so they have 50% extra radius like pbaoes have. There is zero reason to not have done this after nerfing the arc (which even then the cones should have had a longer radius, not really an arc increase), but now that it was nerfed, they should be fixed to have the extra 50% radius just like the pbaoes have. It makes zero sense to not buff those too!
  5. Talking about mask presence and impose presence
  6. Please add aoe defense to the relative powers that provide melee/ranged defense. This is exceptionally odd, and the values aren't even super high anyway, there is no reason to exclude the aoe defense on these powers.
  7. Honestly it makes zero sense this power is a cone ever (even if the tanker/brute version didn't exist), but there is no reason but to be annoying to have it as a cone instead of pbaoe. Enemies surround you, that's when you need/use a heal like this. This power should be pbaoe for scrap and stalkers. It has a large enough radius to not have any issue hitting the mobs like if they were around the tanker and not the scrap/stalker on a team. So please just fix the power to be pbaoe like it should!
  8. I've thought this for years. It could have the same cone as golden dragonfly and hit 3 targets and be fine. Though was going to propose the best option before i even saw this thread, which would be to swap a power for a targetted version of the dom's spinning kick cone (needs fixed to be targetted on doms too!). It would perfectly fix ma's aoe issue, but also an added bonus, you could rotate dragons tail > storm kick > spinning kick > storm kick > dragons tail, and just be a tornado of fury kicks! It would be so dang perfect i'm about to cry how much i need it lol. The set could easily lose thunder kick IMO. The set has still 5 single target powers then, and it wouldn't even increase the sets single target damage at all which is still middle of the road, so it wouldn't be inconceivable for the set to be an outlier by not having faster recharging first couple of attacks.
  9. Honestly I'd go further and say that many of the cones should just naturally be wider than they are on all ATs inherently. Melee skills should also be 10ft to start including the cones and aoes again like they used to be. It's dumb that the were ever lowered in the past from that.
  10. Well you can see it's tied to the explosion when it occurs even though it lists the blastoff. It does say blast off, but it's still tied directly to when the power booms, so it's a controlled mechanic versus the other random blast offs that occur on the other powers. Of course, the power could be worked so that it is tied to it even if it's not, which is how the power should work. It should be able to take kb set. Again, if for some dumb reason the issue is that its due to the "blastoff" then the power could easily be fixed to have it just have it's own knockup that you can enhance, and not rely on the blastoff, just this one power in the set would make sense for it to work independently for it's own knockup.
  11. For the record any pet or pseudopet that does knock, should always accept kb sets so they can be slotted with kb-kd so were not forced to use the OF proc. Please fix this asap! Gremlins too obviously.
  12. Can this please be fixed like it should to make sure it can take kb sets so we can make its KU a small flip, or to increase it for fun too. This power does knockup, there is zero reason for it to not accept kb sets. Please fix this!
  13. Since now sleep is meant to be a more spammed version with the new deep sleep mechanics and other change, since end has always been a big thing on controller/doms, can we please get the end cost on the sleeps lowered since we're spamming it like it was lowered for the aoe holds.
  14. Or you know, what should have always been done, is just remove the interrupt altogether. TBH interrupt really shouldn't be in this game as a mechanic, certainly not if they don't at least fix that the power won't cost end UNTIL it actually fires off.
  15. This is two fold. One, I like the longer range on the cones that always should have had that, so i DO like the new way better. On the other hand though, the angle of most melee cones already should be wider than a lot of them are though, and honestly all melee skills should really be 10ft range especially cones for this reason at a base.
  16. It better bu the time this goes live. The command to make sing go in melee is the only reason I want the command feature. (That and Trigun cause it's dumb taunt just splits the mobs apart..)
  17. Or just remove the power altogether. the wolf ends up just spamming that power constantly and it hardly does any damage and worst of all its on IIRC a 2.83s cast for a ST immobilize that has long DOT too. It's awful and ends up just ruining the pet and has needed to be fixed for a long time now! Edit: and obviously replace it with a new power like maiming slash or one of the versions the beast mm pets get.
  18. Right. Again, DO NOT change anything about the spawn rate of creepers. Nerf the proc damage i'm more than fine with as long as that isn't touched. Also, please consider making spirit tree ( and don't forget triage beacon too) to have the higher regen 250% is fine so slight nerf compared to double, but be non-stackable, and last a little longer as well, the 90s was fine, but since you can't stack it honestly even 120s would be nice for it's duration, and lower the recharge more to about 60s since again, it's not stacking, but then can be used more often when needed. But the current iteration is really annoying in long fights keeping it up and having to spam it more to keep the same regen. For tree and triage, this would go very far to helping its versatility and just plain not be annoying too in the process in the long battles where these powers are meant to shine more. And yeah, bump seeds duration a little, going down to 8 scalar (thanks for the target cap fix btw), but 8 scalar is still way too low.
  19. The seeds change along is such a huge nerf that it solves that, they even lowered it's duration AGAIN to keep the 16 targets (which is unwavering in how it needs to stay 16) but even then 12 scalar was too low of a nerf to it, but to go down to an 8 scalar!? Creepers were also already hit with proc-nerfs, so they're fine and need to stay at the original spawn rate. That's like, honestly wholly the fun of plant, and it can' not be nerfed, supposedly is still a bug anyway? but must be fixed before it goes to live!
  20. You just described exacty why they need to FIX the creeper spawn rate and why it must not be nerfed. They die when there are a lot of them but spawning faster and more plentifully keeps them up en-masse for effectiveness and more importantly chaotic fun. "less but stronger" to which they aren't stronger anyway, is just not it. MORE AND FASTER!
  21. Spawning slower, is still affecting the spawn rate. It needs fixed before it goes live.
  22. I assume we're still waiting for a patch to fix the creeper spawn rate. Cause if they ruin my field of creeper vines all hell is breaking loose. Edit: Because all those vines, are, without a doubt, my favorite thing on my favorite toon. Do not go live without fixing the spawn rate!
  23. Again, just ditch the bite power for the dominator version of impale (maybe even include thorn barrage too but not just thorn barrage). Then it'll be only ranged and actually use it's full attack kit when ranged.
  24. chain have their own inherent problems though, including, especially, not proccing properly. So this won't work here since the CC proc will pretty much be needed unless you fix the target cap back to 16 like you should.
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