WindDemon21
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page 3 [FOCUSED FEEDBACK] Beast Mastery Adjustments
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
What about Lion's Roar? Also don't forget to fix the upgrade powers to let us enhance the beasts defense and resistances. And I would still look into them getting native fear protection from patches and kb protection being melee only pets compared to all the others. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Yeah i was testing on a scrapper, apparently it's still a toggle on tank/brutes ughh -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
It's a click now if you go on test. It basically places a debuff/pseudopet on the target that does the dot and increases with sonic thrust/strident echo. Which is still terrible to have it locked to those powers only for obvious reasons. Not to mention it makes the set very awkward having to pick 5 single target attacks to maximize your ST damage. Then the rech/damage issue on the sleep attack, the cone wonkiness etc. The set is close but its just reallly funky as is atm. Strident echo still needs to be tier 2 on tankers as well. I'd still wish they'd fix it to be a toggle on you, that did some minor DOT that increased with any attack, even the aoes, obviously aoes would be a smaller damage increase than the single target, and still cap at two damage increases. Then it helps aoe, and is still not locked to just the tier 1/2 powers. But at the very least it should remain as tier 3 (unless the fix i mentioned above), and it should be be locked to just sonic thrust/strident echo. -
Maybe when you're already geared to do so, but going from +4 to +5 even on some good teams makes a BIG difference, and can royally screw things over. Even level differences lower it still can cause a big impact depending on you/your team. There is just no reason for the variance. If anything, at least add that as an option on the difficulty slider to vary, or be of a static level, but it's always been dumb that it varies rather than staying at the level you select.
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Sonic Clap is also stating it's only a .65 mag knock, but WHEN the knock happens, it's routinely knocking back, not down. It also still feels really wrong that it's not a 100% knockback. The power is kinda weird cause it has a short recharge with long area, yet only hits 5 targets even though it's cone is larger than frosts which is 10, and still, for basiclaly being hand clap, just feels wrong for it to not be at least doing more kd than it should. Straight 100% kd rate would be kinda crazy with that recharge, but that rech doesn'tt make sense for the power either. The power feels more like it should have at least a 12s or 14s recharge not 8, maybe making up for it by having it be the 10 target cap instead of 5 and guaranteed knock or at least higher knock like 75% if not 100%. Attune is better by being a standard click, but it still just feels out of place with that short recharge/low self-damage. It would make more sense if the power was the tier 1 with a 1s cast time and then move sonic thrust to a higher tier with a longer recharge/more damage/higher KD chance/longer animation. We also still REALLY need to get away from needing both sonic thrust and strident echo only to increase the attuned damage. It needs to be just any two ST powers used. Again, we learned from old sentinel opp how bad this is. Likewise, we also NEED strident echo at tier 2 on tankers so you're not forced to take sonic thrust/attune and can take strident echo. Though this would be less of a concern with attune at tier 1 with a 1s cast time, but as is is just really off as it is currently and attune needs to still remain tier 3 in it's current form, or fixed to tier 1 with a 1s cast time so it flows better for actual use of the power itself versus using it only ever once per target. Sound for sonic thrust seems fixed. Sandman's whisper still seems statted way wrong for the set. It should have a longer recharge time/damage scalar at 12 seconds since sonic thrust and strident echo are already on shorter recharges than most sets at 2.5s and 6s where most are 4/8s for those attacks especially with it at tier 7. As it stands we already have 4 single target powers at 8 seconds or less, and 5 of 8s rech if you count sonic clap (which again also feels like it should have a longer rech/higher damage/kd chance/10target cap) -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Can we please get the mechanic on attune to work with all the attacks so you're not forced to get the tier 1 to maximize on it's effect. Also if you do get both the tier 1 and two, if you use sonic thrust after strident echo it's not getting the sound to fire off too. I also don't get why sonic clap is only a 5 target cap, when frost is there with a 10 target cap yet sonic clap's cone is way bigger than frosts is, please correct this to 10 targets. Since the power is basically like halved hand clap with damage too, it seems like the knockdown on the power should be a LOT higher, like 100% like hand clap is, but at least much higher than it is now., lie 80% if not 100%. I'm also REALLY REALLY REALLLLLYYYYYY not a fan of having to constantly put attune on a single target, its really clunky and annoying especially if you untoggle it by accident. I'd rather it just be a toggle on yourself and the damage only kicks in as a toggle on the enemy when you hit them with a sonic attack or even not a toggle but just extra damage proccing similar to brimstone armor, could even work on the aoes then too, but compared to what it is now even if it just remained single target i'd take that over it's current version any day. and again still, with the mechanic fixed so it works for all sonic ST attacks even if the damage still caps at 2 stacks, and not just the tier 1 and 2, i mean come on, we already learned the problems with this with sentinels. I also feel like Sandman's Whisper should have a longer recharge time/damage scalar at 12 seconds maybe 10 since sonic thrust and strident echo are already on shorter recharges than most sets at 2.5s and 6s where most are 4/8s for those attacks especially with it at tier 7. Also i Love the sound on strident echo, do wish the dot was just a little faster though. like 75% of it's current duration would be fine. It's cast time seems like it should be lower than it is closer to 1.3s also given the shorter recharge nature. -
If this is going to be implemented, which is fine, wonderful in some parts, but can you please fix the difficulty slider so if you set to +3/8 for example, the mobs are ALWAYS +3, and don't randomly go up to +4 etc. This has always been weird, but now would be the time to fix it so the levels always remain consistent in a mission. They never should have fluctuated before anyway.
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page 3 [FOCUSED FEEDBACK] Beast Mastery Adjustments
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Please don't forget to allow us to enhance the beasts defense and resistances in the upgrade powers! Also as a whole, can we please get the ai fixed on pets for fear so they don't run 200ft away if they step over a burn patch for .001seconds (all pets not just MMs, and not just beasts, but ESPECIALLY beasts), they should really have fear immunity since we can't do anything with the pet ai for that, but at the very least fix it so they only run out of the patch, not 200ft away. Given how crucial some pet positioning is as well, they should have some inherent kb protection (yes some of the kb bonuses may transfer but that's also only bonuses, not the globals right? so 40% isn't a ton or 3%, maybe 6% whichis the most i've ever had in a build from set bonuses, which on that note, let globals transfer to the pets too, as well as regular inspirations not just team ones). Especially for beasts at least, since they're melee pets only, should have high knockback potection/resists/fear protection. -
page 3 [FOCUSED FEEDBACK] Necromancy Adjustments
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Can we also fix soul extraction's so they don't die when the original pet they "clone" dies? Likewise if the power could just full spawn them every time whether that pet was alive or not would be wonderful -
Please change devour psyche to pbaoe
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Not to mention how it makes extra zero sense on a scrapper. They get a damage bonus for the first attack out of their stealth, but then they make the power a "use before you jump into the mob" type power, which nullifies that damage bonus! Can we please get that power to also grant a to hit bonus like the tank/brutes get, similar to invincible on invuln (10%) -
How on earth did you not pick up at least disruption arrow!??? You NEVER skip an aoe -resist power they're arguably probably the most useful powers in the entire game. And acid arrow do not skip either. It's -defense and extra stuff is nice, but defintely don't skip it for it's proc options. two extra -resist procs, and some damage procs, and it doubles as an aoe attack. It's one of the only things that makes ice blasts awful aoe tolerable to me, plus it's fun! (just wish it animated faster but it's not SLOW slow)
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Please, please, PLEASE move deafening wave sooner. All main aoe powers should be available by at least 20, super annoying having any later than that for the main aoe. -
FINALLY, but don't forget this needs to be the same for ALL pets for the same reason, not just MM pets! There is also no need to nerf them at least for their to hit/accuracy, as that was part of the big problem they had in the first place with the level issue. Also, kinda a big AT issue thing that not just team inspirations, but using any inspiration should transfer over to your pets. And can we PLEASE make the upgrades pbaoe at least so you don't have to target a pet first! I know you said something about not making them auto, but at LEAST make them pbaoe! Also, can we get MM atos working in the attacks too, not just the tier 7 power? I assume the issue is a coding one since it's technically a pet set, but since it can be used in a power like fortify pack, that shouldn't matter, let us slot them into the attacks too. Tier 1 henchmen max HP decreased from 574 to 448 Tier 2 henchmen max HP decreased from 768 to 654 This also kinda defeats the purpose of WHY the level issue needed to be addressed. Please don't nerf their hp. Can we also get globals to transfer over to the pets like the 3% defense uniques and kismet not just set bonuses? Please don't forget to allow us to enhance the beasts defense and resistances in the upgrade powers! Also as a whole, can we please get the ai fixed on pets for fear so they don't run 200ft away if they step over a burn patch for .001seconds, they should really have fear immunity since we can't do anything with the pet ai for that, but at the very least fix it so they only run out of the patch, not 200ft away. Given how crucial some pet positioning is as well, they should have some inherent kb protection (yes some of the kb bonuses may transfer but that's also only bonuses, not the globals right? so 40% isn't a ton, it helps for sure, but they really need more as the ai can't account for positioning). Especially for beasts at least, since they're melee pets only, should have high knockback potection/resists. Can we also get an ai fix, so that when you use the "goto" command on a pet, they STOP attacking, and do not use another power until they go to the location FIRST. So annoying having to spam the location for goto in battle because the pet just WON'T listen to you and go there because it keeps attacking instead. On necro soul extraction as well, can we please get a fix so that at the very least, the extracted pets don't die if the original pet does, but also it should just cast all 6 each time IMO as well, but at least make it so the extracted pet doesn't die if the base pet does. Edit: Also DO NOT forget to fix the endurance scalars for MM powers, as well as fixing the debuffs to be the same level as that of controller/corruptors!
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FINALLY, but don't forget this needs to be the same for ALL pets for the same reason, not just MM pets! There is also no need to nerf them at least for their to hit/accuracy, as that was part of the big problem they had in the first place with the level issue. Also, kinda a big thing that not just team inspirations, but using any inspiration should transfer over to your pets. And can we PLEASE make the upgrades pbaoe at least so you don't have to target a pet first! I know you said something about not making them auto, but at LEAST make them pbaoe! Also, can we get MM atos working in the attacks too, not just the tier 7 power? I assume the issue is a coding one since it's technically a pet set, but since it can be used in a power like fortify pack, that shouldn't matter, let us slot them into the attacks too. Edit: Tier 1 henchmen max HP decreased from 574 to 448 Tier 2 henchmen max HP decreased from 768 to 654 This also kinda defeats the purpose of WHY the level issue needed to be addressed. Please don't nerf their hp. Can we also get globals to transfer over to the pets like the 3% defense uniques and kismet not just set bonuses? Please don't forget to allow us to enhance the beasts defense and resistances in the upgrade powers! Also as a whole, can we please get the ai fixed on pets for fear so they don't run 200ft away if they step over a burn patch for .001seconds, they should really have fear immunity since we can't do anything with the pet ai for that, but at the very least fix it so they only run out of the patch, not 200ft away. Given how crucial some pet positioning is as well, they should have some inherent kb protection (yes some of the kb bonuses may transfer but that's also only bonuses, not the globals right? so 40% isn't a ton). Especially for beasts at least, since they're melee pets only, should have high knockback potection/resists. On necro soul extraction as well, can we please get a fix so that at the very least, the extracted pets don't die if the original pet does, but also it should just cast all 6 each time IMO as well, but at least make it so the extracted pet doesn't die if the base pet does. Sonic melee: please, please, PLEASE move deafening wave sooner. All main aoe powers should be available by at least 20, super annoying having any later than that for the main aoe.
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Brilliant Barrage, full stun or fix recharge
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
I mean that literally is the main purpose of the power lol. There is no way it wasn't made how it was without that being it's main intent. Still wish we could slot KB sets into the pyro powers if you want to either put kb-kd to make the knockup very minor, or to enhance it if you want it to make the field total chaos lol. They'd only have to tie the ku/-resist to the power itself rather than that weird extra mechanic they added that doesn't really make any sense to have as a separate mechanic. I'd imagine it has something to do with how it interacts with the pet to do that additional damage to knocked up targets, but i feel like there's still a way to allow both. Just have the knockup part of the powers, but then make it trigger that extra "buff" effect that would trigger the pet's damage. -
Brilliant Barrage, full stun or fix recharge
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
FYI can confirm that the pet doesn't have that debuff on it, not sure why it lists that anywhere. I do remember seeing it somewhere though. While we're on the set as well, why does explosive bouquet have the same exact animation as hand clap, which takes 1.23s to cast, yet it takes 2.93s, can this get corrected as well. -
Brilliant Barrage, full stun or fix recharge
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
I think that may be the case but ended up just royally messing up the power. To which case even as is it still should be on a 60s recharge since it's only half stun. Regarding wheel I think it may be a help text messup. I'll have to test it's accuracy in combat attributes but it doesn't feel like it has -25% to hit, when you go to enhance its accuracy it actually says it has 1.2x base. But for lower levels they might somehow cancel put especially if running tactics but for end game yeah if that -25% is there then it really shouldn't be. Regarding glittering column, the power is fine, I like it, but they do need to fix buffs carrying over to it properly. -
Brilliant Barrage, full stun or fix recharge
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Read the rest of this thread. Already gone over this, and it can hit the 16 cap with the stun and still proc bomb so you're not losing anything. Even if it lost the fear that's just one proc lost and isn't much of an issue when the power is doing 100% of what it's supposed to instead of just 60% -
Brilliant Barrage, full stun or fix recharge
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
If this could get fixed soon that'd be GREAATTTT. In addition glittering column does not seem to be getting buffs to last through it to the boom even though the buffs are still active at the time that happens. I've noticed this with other psuedopets where its still supposed to extend through as long as the buff lasts but seems to drop off after a couple seconds. -
Aura of Insanity's mez being affected by purple patch
WindDemon21 replied to WindDemon21's topic in Bug Reports
Really wish they'd fix that set. To create a new one with a proc, but then give it over 100% recharge ruining the proc is just dumb. -
Aura of Insanity's mez being affected by purple patch
WindDemon21 replied to WindDemon21's topic in Bug Reports
Except those are so rare that they open foe the level you need/can use them though hardly anyone does those, but the big issue is that they should just all use the same pool, and be able to be upgraded by the upgrade button. -
Pyrotechnic Control / Brilliant Barrage > single click bind?
WindDemon21 replied to Zombra's topic in Controller
It does, because the one part works based on target. Problem with this though, and a large problem with the power itself, is that the effects should really both be 16 targets even if the duration of the stun was lower than more normal aoe stuns. Doing this, overlaps the stun and fear, and you'll get enemies that have both effects, and up to half the mob that have ZERO mez on them from the power. The power is just piss poor at being reliable and doing it's job. I'd much rather it just be an aoe stun at this point. It completely kills the set as being usable on a dominator, and ends up hurting control on trollers a ton especially against higher enemies as well. They really need to make both the stun and fear 16 targets, but make the stun last 10s instead of 15 at level 50, so it's more of a "quick stun now, but extended fear", because with the stun and fear being only 8 targets it makes the power absolutely terrible. In my testings the procs if the stun and fear are overlapped don't seem to proc twice in the same enemy either so it doesn't even have that benefit. Just really wish they'd fix the power asap. I've shelved all my pyro toons for the time being because the control is just awful without that. Glittering column is nice, but it doesn't do enough every mob control that sets really need. -
Aura of Insanity's mez being affected by purple patch
WindDemon21 replied to WindDemon21's topic in Bug Reports
The devs stated as such? Seems extremely odd to me for it to have to be enhanced to do its core function, which you can only do one at a time until Hami's no less which is at 47 which is part of the main issue here as well, but seems odd to have to enhance it for it to do it's normal function. The only thing i can think here is that not slotting would allow the damage at higher enemy levels if you don't slot it i guess is the intent. Still though makes the power kinda a mess since it takes +2s just to get the damage to work on lt's, which makes slotting it extra awkward, and again kinda require hami's where the damage is only affecting less than half of the mob. The power really is kinda just a mess for this, i'd much rather it do no damage and work more properly for it's control, but since others may want the damage, i'd settle for hamis' using the same pool like IOs do so you can slot them at any level. Lots of powers that need that "mez" status that covers more than one attribute. We could also use a few "universal mez" sets for this specific reason as well.