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WindDemon21

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Everything posted by WindDemon21

  1. I've done two other corruptors as well. It's, well again big part on chains stats, but that's also how the issue is mechanical via storm cell as I've described. Yeah defenders are harsher, but even storm blast as primary still basically needs chain and cloud slotted and a good amount of rech due to the proc chance issues of the lower attacks. Elec blast is WHOLLY different, because it actually has a main power that you can use to good effect to synergize the drains and keep enemies floored. Storm blast does not have this mostly outside of the nuke, which still takes time to use to it's effect. They are nowhere near the same in comparison. Except they don't actually work the same. Chain induction works as a single target attack, and then it chains per target after, so for one procs actually work in the power. Chain lightning doesn't work in this same fashion. It also has as mentioned, it's damage scaling lower per target spread out down the chain, so most damage to the mob is actually only about 60% of the value on average. In this regard as well, the stats are abhorrently disproportionate. I have several dark blast characters. One being an actual storm summoning defender, IE storm/dark defender. And it had/has nowhere near the end problems that the storm/storm has. (not that dark blast is perfect, largely needing torrent to be the actually damaging umbral torrent) Edit: to a point that Puma has pointed out as well before, the set also suffers GRAVELY from only working as an all-in set. Any other blast set can supplement aoe or build versatility with their secondary or primary on defenders. Especially if you look towards blasters. But storm has an inherent net-loss that other sets simply do not have due to the way storm cell and c5 operate. This alone SHOULD mean that it should excel more than other blast sets when focused on it, but it often just means that any other combo that doesn't solely focus on storm blast and tries to actually use it's other skills is SoL. This is a big part of where I mentioned that all attacks should proc 100% of the time, and then actually use that lockout to let you use other skills without worrying about losing procc chances off storm cell and c5.
  2. I've tested on beta with a "pushed through" IO set build tweaking a few key IOs in it, I've gotten a couple to the mid 20s, and have a fully built and IO'd storm/storm defender who has all the bells and whistles and is just shy of hitting 50, and I can again concurrently say the set is not ok. It's not far off from what it needs, but those tweaks needed mean it's currently REALLY harsh pre-30, and still not fantastic after it either. Without question, it's the end heaviest set i've ever played for a blast set. And this is coming on a full build on the defender, who is using nothing from storm except steamy mist and freezing rain for lots of the battles to test more of just the storm blast stuff (and that's even skewing the damage fairly heavily too for how great of a -def/-res debuff freezing rain is, so the set's actually worse than I'm even experiencing with that compared to MANY other defender combos i've played) Even at that, its basically backwards. The set is designed more to be a sustained-better, but not burst damage set. Which is fine, except that its current design is literally backwards for that. In that scenario, it should literally have BETTER end values than other blast sets, but it actually has worse (very large in part see last paragraph). This hurts even more when you factor in that you need to be constantly attacking to get any decent benefit from storm cell, and that is also hindered very largely due to the bad proc chance/ratios of the attacks, where you have to basically try to cycle direct strike, cloudburst, and chain to try to maintain the highest proc chances, and even then it's lackluster. With the lockout, and you can see how it feels when using intensify even, I'd say without question all attacks should simply have a 100% chance to proc cell and c5. Those lockouts still being there would ensure they're already capping out. This also means the set would actually function more properly at the low levels with storm cell, as right now it's double nerfed early on without having the big proccing attacks, and not having recharge and endurance to spam them as much as possible as well. As it's tied to them most directly, it doubles down on the set being terrible in the early levels. The guaranteed proc chances, will let you at least use gust/hail ie quicker attacks and still get decent proccing out of storm cell. As cell/c5 both have target caps on those procs, it still woudln't OP it on large mobs vs just a standard rain, but would give more value to it on those longer fights where there are fewer enemies after the initial volley. Due to the lockouts as well, where the set SHOULD shine more than a standard rain type power, it still ends up being worse as the mob dies down to a lower number of targets, as the lockouts ensure that less proccing is going on, and those procs that DO hit, could also be wasted depending on the target they hit, whereas rains would be hitting each enemy consistently. As mentioned in previous posts too, the set is also HUGELY doubled down, where chain lighting comes in. As it has WORSE stats than every other similar ranged aoe, doesn't proc, and has no valuable secondary effect to the aoe, and can even miss all, or at least half of the mob easily due to its chain nature. The way the set plays, again it's fine with it retaining this nature and not proccing worth crap like it currently does but this MUST be reflected with a MUCH lower end and rech value to compensate somewhere closer to 8-10 for end/rech values. Edit: "I'm not going to say that I don't think that smashing damage kind of sucks in general. This is true, because pretty much everyone has resistance against it. But the whole set doesn't do smashing damage." I did want to point out, that there is no issue with the damage typing. The smash/energy damage the set does is perfectly fine, the issues is mainly on the proc chances of the attacks, and the stats on chain lightning. (other small tweaks too but those are the main issues) Also wanted to point out "If the Devs didn't listen, then well, if it really is all that bad it will get adjusted later on." this quote. From past pages, this is beyond the opposite of what I've seen. There are many issues i've seen where the devs basically port powers to live, and then don't look back on them. Symphony aoes notifying before the mez takes place is a big example of this without getting too much into it. I WISH that they would keep looking at these threads and fix these major issues pointed out above but it feels like they never do. I'd pray its not true and they'd fix it before my next storm blaster, cause I'm already exhausted dealing with it's issues, as are many other players i've played with who tried storm blast. One I know who's a serial "get the toon to 50, then to vet 100," and they've even stopped their storm blast toon as well.
  3. Ah right it is, had to unenhance a fresh build to really tell lol, ok but still, it should have gotten the same damage bump IMO, as should chem ammo's version. Would much rather have the lower rech and have it do decent damage like the fire/cryo versions do. Edit: It's odd too, because even IN standard ammo even when picking the power (ie did a 2nd build) it still says the rech/duration is based off the 8s as you can see above, which normally most powers show the BASE stats, not the ones when a special "mode" is applied. Still though, standard and chem ammo should still be the same damage stats as fire/cryo ammo's are.
  4. I did this before page 5, but updated it for you, so it'd even be a little better now: View This Build In MRB
  5. Would be nice if they'd at least fix the standard ammo damage on it, again, for it being only a stun with no secondary component too especially, it should at least be usable for damage too in the standard ammo.
  6. No I mean fixing chain's end/rech, but still keeping it to work as a chain which validates the much lower end/rech/damage stats versus a regular aoe, would let you use chain in it's place as a ST attack, it would be a little less damage than cloud to a ST but that would be the tradeoff. Cloud is decent damage but it's HORRIBLE with that animation, a big part the time it takes the cloud to reach the target, and then it still takes a few seconds for the DOT to hit. It also has zero special effect without storm cell, so like when there is only a boss or two left and cell dropped off, it's not worth casting cell for just them, but then it also has ZERO secondary effect to help it out either. It's just a terrible power.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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).
  12. 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...
  13. 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.
  14. That also denotes, which it REALLY should, due to ion having a much larger jump chain distance too, 15ft is not good enough.
  15. 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.
  16. 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.
  17. 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)
  18. 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.
  19. 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.
  20. 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...
  21. 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.
  22. 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.
  23. 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)
  24. 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)
  25. 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).
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