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WindDemon21

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Everything posted by WindDemon21

  1. Happens lol, but yeah like i just said doesn't seem to at all, but don't see that being a problem of it being added perhaps? But I know for things like elec blast and melee, it only really happens with the powers that "connect" you with the enemy (though oddly this rule doesn't work on every power in elec melee/blast that does. In addition to maybe adding some -recovery, either in the attacks, strike procs, or both? But not sure about it stepping on elec blasts toes either then, but it could already be limited to just the two attacks or strikes.
  2. Well yeah, hence why I said that it was just the snipe and chain lightning lol. Going by the text DS and CL, they also say they do drain but have zero mention of any endurance returning to you. Which I wasn't noticing either. So maybe this is something that could be added to help the set a bit on the endurance front. TBH it also seems like, those two powers at least (if not also the lightning strikes, just like how lightning storm works) Should have some -recovery too. While noticing the end drain, getting them down low means usually nothing in PVE if you don't have -recovery to keep them down. I'm not going on too crazy of mobs cause I don't want to ruin the effect of actually leveling up my own when this goes live, but I know from other draining toons that's always a caveat where no -recovery means the end drain is useless. Now everything isn't *poperly* slotted, but also noticed it seemed odd how long it took a boss to die with "storm cell > cat 5 > aim > snipe > every other ST left" +3 boss yes but also running targetting drone with acc/damage boost, not one attack missed and still felt like it took like 3 times longer for the boss to die, and that was even with using the nuke too which makes it seem even extra odd it felt that long. Actually looking at the "fast sets" placed into it, both atos were in gust/cloudburst, 70% damage altogehter in hailstones, but again, using the nuke too? seemed odd for the boss to last so long on a blaster.
  3. As I'm not at my computer 24/7 like most people and am having dinner no, I can't. When I said that also, i wasnt counting those two powers cause while maybe they take end mod sets, cell at cat 5 are pseudo pets, and I've never seen a pseudo pet proc end back to the caster (per self skill cast on other powers). Meaning the end mod is for draining but not proccing end back. Static field procs as IT hits enemies itself so that works differently. Are you saying that cell and cat 5 can proc end when using any other storm attack then when the extra strike procs? Cause I could see that ending up almost TOO good, and didn't seem to notice that when I tested storm.
  4. It's also worth noting, that oh top of getting 90s recharges, in addition to rain of farrows , full auto also takeas a huge hit on sentinels, because it doesn't get a good secondary effect. On other ATs this is balanced by it having the much shorter recharge, but on sentinels, they not only get LONGER recharges on these two powers, but they also get hurt even more by having them not do anything extra to help the sentinel survive. Other nukes get a big stun, hold, knock, or soemthing to help them. But full auto and rain of arrwos get just really ruined on this sentinel port. Hail of bullets similarly *kinda* does, but its' not as dramatic cause at least it gets a lower recharge and its close to it's original so it doesn't lose out on as much.
  5. And hopefully reduction in base recharge XD. But also thought on alternate names, and Maelstrom has been standing there in our face this whole time as a pretty epic name possibility, i think that or Temptest would make the best choices for an alternate name. Cat 5 just does kinda swound weird to me.
  6. You're 7 pages late, I've been on and testing it, move on.
  7. Agreed, it seems weird how you throw a projectile for it, and not a fan of that current animation in general either.
  8. That's cloudburst, not hailstones. But you are explaining exactly why it seems like those two powers should be swapped in tier/damage/rech.
  9. i get what you're saing, but definitely now, especially for how much relies on jet streams backed away cone hits to kncokdown the mobs to keep them in the storm cell. The problem with a melee toggle, ESPECIALLY for a ranged blast set, SHOULD be obvious why that's bad. The power needs to be a ranged location. There is no doubt in that. But it definitely needs to be a shorter recharge, activate faster, and cost less end. So the END result is that YOU can control it. WHERE AND WHEN you need it.
  10. Please don't lol. Whether we butt heads or disagree, the one thing to never do is not at least give explanation to something. That's something the original devs did, and it was horrible until they gave us "real numbers." Transparency is ALWAYS the way to go.
  11. Yes transparency is good. I'll reiterate on the power though, it's already lower base damage boost as is, which is fine given the mechanic, but I do think it should last the 30s so it lasts through the nuke duration, even if that means the damage and to hit buff are reduced a bit too.
  12. It's more to the point of for how it's so crucial to the set, we should be able to have it up faster without needing to actually slot recharge into it. 90 seconds is a LONG base recharge for such an important power that pretty much needs to be on all the time. It makes it more annoying of a recharge, even if you slot/hasten/bonuses/lotgs that it's timing becomes more of an issue too due to this. The set is very anemic without it. In relation to actual fun, it's very un-fun having this power with it's current recharge. Not on an "it's too OP having it up sooner" it's more like a "you perma it anyway, the timing just makes it annoying to deal with rather than just making it work like glue arrow on a 30s rech/45s duration" edit: rewording, it's not like it's a nuke that you "want to use every 5 seconds" etc. It's a "this power is crucial and the cuts out lots of fun by not having it up more commonly per mob". Also again on how for it's use, kinda feels llike the set needs it, shoudln't be hindered by needing to slot rech in it too. IE, it's more of a quality of life fix.
  13. Right. Like the sets fine on aoe without ignite, I just don't like losing it cause it's one of the only unique powers to leverage with the right synergy. The problem IMO comes more from its small radius cause it makes it awkward for aoe, st, or as a "place at your feet keep away" power.
  14. Except you're forgetting the biggest part, is where master brawler gets a 60s 25% base absorb, which works WITH the scaling resistances when you use it at low hp. It's by FAR superior to practiced brawler due to this. I wish upon the devs forever to port sentinel SR over to melee. Especially cause it also gets a 30% recovery power too. Sent version is literally perfect besides the issues on the scaling resistances themselves, but otherwise perfect. I agree wholly here. While cones being too smaller is also a huge issue, this is actually bad having it be THIS big, especially when you factor in the extra range from blaster snipes. I think 60ft is the perfect placement where you don't need the snipe boost to use it effectively, but if you want it it's there and 90ft isn't too big, GIVEN, that I'd actually say 90 degrees is also too wide for a power like this. Like it definitely needed widened from 30 degrees, but 90 is way too big and doesn't even make sense. I think 45 degrees/60ft is about perfect for this power especially (if not mostly all cones) I'm still not a fan of losing the DPA by will dom moving to tier 1, but the sleep IS useful casting around with it now. I would press the issue since it does help it earlier, but overall I'd still stand by my reorder for mental blast to be the tier 1, tk blast tier 3, and keep will dom as a higher level attack. It's definitely better for more finished builds that way, the will dom only really helps out earlier builds, or those who choose to not get any attacks at all from the blaster secondary. It is otherwise, a pretty noticeable hit on DPA for the set by doing this. Regarding psynado, the long dot kinda sucks, but it's sstill good damage. My main annoyance is that they reduced it's radius, but 15 is still standard at least. You should NEVER skip this power. Instead, put the OF proc in it, and a force feedback proc in it. You won't be disappointed i guarantee it. They may not knockup as high, but, they'll stay in place better, and the OF proc also gives it MORE KD chance. I certainly wouldn't complain if they gave the power itself more chances to knockup, but that OF proc helps still.
  15. I thought this too, but it's a minor concern. Some of those suggestions are more about the rain than actual wind/lightning that I think of more, but think tempest or typhoon would be the best choice on a name.
  16. Technically it doesn't actually increase the damage, all it does is bring it back to where it originally was by ignoring the enemy resistance type. It most definitely is the case as well. For actual damage I always end up skipping swap ammo. The extra fire dot is the only thing that actually ADDS damage using it, but it's very minor. And in most cases isn't enough of a tradeoff for losing all the knockback (or kd with kb-kd obviously) The only time I take it is where the -damage is part of what I'm going for, mostly on defenders. The -rech on cryo is just super terribly low. I'm all for it adding thematic reasons for people to enjoy, but the power itself definitely needs a boost.
  17. Because that's how creepers works. You cast it on a location, and it's pseudopet that casts the vines follows you around, VERY SLOWLY.
  18. Look around, and what I've posted myself. The set is fun I've said that multiple times now, that doesn't mean it doesn't need a few tweaks for the better. Many have mentioned the issue with storm cells recharge it's not just me. I most definitely am not in the minority on this. And many more feel the same about knockback as well. Just because they may not complain doesn't mean that it doesn't bug them, (especially if you ever play melee). Again someone else said it best, if it wasn't an issue for lots of people, they wouldn't have made two different IOs to convert it to knockdown. Seriously take a poll, you may get a good bit of "just don't care" but I guarantee you without a doubt you'll get more who prefer it as knockdown especially on teams than those who prefer it as knockback. (And as a de-facto domination should 100% be a perma toggle, that's another thread but "isn't the point" doesn't matter when it was "the point" created almost 20 years ago by devs who clearly didn't fully understand what they were doing and didnt see how crucial it is) Edit: I love how you contradict yourself too because I am literally quoting you here regarding how people view knockback. "First take is that some teams won't like other characters on the team because of the knockback and that the set has a power that is fixed to a location so the set will be to slow for bulldozer teams. (I see other people say that the storm cell moves around. I didn't notice that occuring, but I was trying to fight in fixed locations.) Neither of these are negatives from my viewpoint, but I can see that others will." It's LITERALLY your first take, meaning you acknowledge how big of a deal it is for most people especially since that is your FIRST take.
  19. It also gives a 60s base recharge 25% base absorb, it's way better due to that. I would KILL to have the sent version on melee characters. They also get a 30% base recovery boost too.
  20. This also really needs addressed. The ammo format should offer an enhance able to hit bonus and damage boosts. It's a terrible power as is.
  21. That's exactly what i was saying especially in regards to how it works with the nuke. Ice blast needs this too to last through blizzard. Where a 30s duration but smaller buff for storm blast like 20% to hit and 20% damage would make a lot more sense.
  22. Specifically enfeebling and Impassioned serenade is having this problem as well. I know that it notifies cause it does damage, specifically the issue though is that that they are getting notified before they get hit. They also hit back if you cast them when they are mezzed already from sleep or fear as well because the damage is hitting first rather than at the same time as the mez. For example, when they are finally slept, after already attacking you, if you use the confuse, they'll attack you first before the confuse takes effect. Confounding chant seems hit or miss if they notify first. IE for both of these powers, they are attacking you before they are actually mezzed which is very bad, especially on dominators with no support set to heal back etc.
  23. I'm not sure if it's a bug too, but in the game the description says incinerator on a level 50 blaster says it's dpa is 144something, but under it it's damage states 23 ticks of 5.46 which is only a dpa of that 74ish. Perhaps there is a coding issue and it is actually meant to have that dpa of 142.49, which actually puts it just a little under blaze which would make a lot more sense for this power to have a high dpa like that since it takes 5.5 seconds for that damage to be dealt too? So all this might be an issue of it just not applying the right damage and it actually SHOULD be higher.
  24. Or Storm Cell could, y'know, just not be unreliable on account of being a mess to use. And considering you pretty much need it on the set to be effective. Again, 30s rech, non-stack, 8ish end, 30s duration, Its awkwardly (unnecessarily) long at 90s I think 45s is the most i could see the powers base recharge being if not 30. You should be enhancing the other aspects of the power if you slot/enhance it, not the recharge. If for some reason the devs desperately must have the pointless pseudopet nature of this power, then I'd say 45s recharge with its current 60s duration. The duration being extrta long really doesn't do anything overpowering on it. The issue is needing it on the mob reliably each time before you start attacking. And yeah, not much replying to this part, but it REALLY feels like hailstones animation/impact/knock makes more sense as a bigger hitter, it just feels like it hits harder than the soft rain of cloudburst's trickling rain. Would really like to see these two powers swapped, they even have the same activation time, so just swapping their rech/damage/tier levels is all that would need done. And again it would seem to me like chain lightning would do knockdown like impy's attack does (not just with storm cell i mean). Not set ending if it doesn't, but does feel odd without it doing that.
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