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WindDemon21

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Everything posted by WindDemon21

  1. Well where they create the power yeah. But again, I certainly didn't get a notification for it as many others. So it's not out of the realm where they may not have proper people in thar stage of the process. Especially given how many have a problem with it. It's not like it's changing what the power DOES, we're only talking about changing stats like its recharge/fixed location etc. That should certainly be in their realm of understanding to tweak it.
  2. Wait there was another testing BEFORE this one? I thought beta was like first run. Regardless doesn't mean they can't realize their mistake and correct it with more and more people saying how it needs adjusted. Prepare for even more if it goes live like this.. Edit: seriously I can't commend the creating devs enough for making a set like this. Obviously this is very near to my heart given my name, but the adjusting devs who say "this is it and is intended" without listening to player concern have been making some very unnerving "cryptic feeling" decisions lately. Hopefully this is one they'll realize they're wrong in and correct. I want this set to be the best that it can be.
  3. Actually a player, not dev said that. There is absolutely zero reason a power like this can't be on a 30s recharge with 60s duration if it makes sense for the power. Ie: see glue arrow. So it is absolutely within the devs ability to make it 30s tech/60s duration non mobile. Edit: I'd MUCH rather see this get fixed now before it goes live rather than wait for it to go live and then have to wait even longer for the patch after people not on beta start complaining about its recharge/duration/pseudopet issues. clearly, it's an issue for a lot of people already for how pivotal it is. The same issues exist with creepers, but for how it works and how generally good plant control is without it, that's why complaints on that power are fre and far between, but this power is just too pivotal to the set.
  4. I didn't not see a specific no anywhere regarding that (unless I missed it but don't think I did, the only response I saw was to fixing storm cells graphics,) and if it's reworked to not move which Is a concern, that would also denote other changes like the rech would be adjusted as well, so hopefully these are all addressed.
  5. Or just have it not move at all with a shorter recharge like glue arrow. This is immensely important especially when pairing it with any other location power such as tar pit, glue arrow, caltrops, ice patch, etc. Plus it goes you more control on where the field of play is, as it let's you use the code code keep them there, when it moves around you can never tell/be sure when it's going to do that or not. It needs to be a fixed location, rech sooner, and cast faster/cost less end.
  6. Yes! I kept thinking how weird it looked too don't know why I didn't just think of the elec affinity shock animation but that would make a lot more sense than the weird ball to me.
  7. And TBQF, swap breath of fire for combustion on the non-tank melee's. Theme be damned, it just doesn't work with that narrow of a cone and short range. I know some want it for *theme*, but you know what, there are literally SIX other AT's that get fire breath, blaster, defender, corruptor, tank, and dominator. Don't ruin scrap/brute/stalker melee's aoe for such a dumb justification. FSC/breath is just NOT enough melee for the literal "damage" set, especially early on having to wait till tier 8 for an actual aoe. I'm running on 3 shelved fire melee scrappers that just DON'T work enough aoe to keep them going. Surprized this wasn't fixed on the last fire melee revamp. Also please don't forget electron haze. DEFINITELY needs a faster cast time, and should also be 100% knockback. Should just be that fast two hand forward push animation that umbral torrent has. Even with a *technically* shaved animation on psynado, though it shares the same animation so at least that could be done for it, it just still *feels* really slow and like it should be something faster than that. Don't forget Neurotoxic breath (though I'd assume poison SHOULD be getting a TA rework soon anyhow) and bile spray too. I'd also echo the sentiment, that if we are unequivocally going to be stuck with will dom/dominate will at tier 1, then it NEEDS to reach the target faster, or just be insta-hit like the mind control version
  8. Personally I'd agree with this as well. Those are my favorite perma buffs on melee, we need more like that in blast sets. This is a good place to put one in instead of just aim IMO. I'd prefer they did that for ice blast so it would last through blizzard as well and obviously similarly with the new storm Blast set. And for DP too they really should add a to hit and damage buff to the swap ammo forms too? Maybe adding a smashing damage form too to still get the knockdown of the attacks but still get the to hit/damage boosts.
  9. Personally what they should do (assuming we're losing ignite for incinerator anyway) is to just swap ignite for aim instead, and change beanbag to a higher damage disorienting shot with longer stun time at a higher tier where ignite current is. The only "problem" with this is losing that fire damage type for Lethal resistant enemies. Again personally I'd rather they keep ignite and just increase its radius and shorten it's cast time to 10ft/1.5s since there is a lag in the animation anyway so it's more useful both as a keep away, and for aoe (or st damage if you can only slow/kd and not immobilize) If ignite is being changed for incinerator no matter what, then it's damage definitely needs bumped up to match, maybe with proccing kd ie stop drop and roll and would be funny if it at least still kept its fear (not terrorize) so they still run in circles on fire lol.
  10. Well gust still definitely makes more sense as a cone to push enemies into storm cell. The main problem though is storm cell moving and then your placement getting messed up trying to do so. And then the issue again comes in with storm cells recharge. Both being fixed by having it recharge in 30s working like glue arrow does. Because when you add in range boosts too enemies slightly just off to the side or even behind the storm cell (especially with it moving) actually get pushed away from it, which then you REALLY need it on a faster recharge to be placed where you want it. (Obviously with a faster cast time and lower end cost so doing so isn't as much of a hindrance)
  11. Really can't say enough how I love direct strike though, but then how completely piddly cloudburst feels, especially waiting for that cloud to get to the target, just to then have a slow DoT as well. If anything, Gust feels like it hits harder than it does. The animation for Gust feels like it would make more sense for cloudburst as well, instantly creating the cloud over their head, or moving the cat 5 animation for cloudburst (still shaving off the .33s off the activation to align dpa,) and then the whirly-water animation could even make more sense for cat 5 (kinda like that guy from x-men first class? or just nix that animation altogether lol, though it would look a lot better and make more sense, with that animation with a decent sized cyclone in the hand for the nuke? Spitballing here, but cloudburst just feels so lacking and the sets ST in general does as well, even when using the nuke to kill just a boss.
  12. 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.
  13. 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.
  14. 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.
  15. Many? Isn't it just the snipe and chain lightning?
  16. 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.
  17. 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.
  18. You're 7 pages late, I've been on and testing it, move on.
  19. Agreed, it seems weird how you throw a projectile for it, and not a fan of that current animation in general either.
  20. That's cloudburst, not hailstones. But you are explaining exactly why it seems like those two powers should be swapped in tier/damage/rech.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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