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WindDemon21

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Everything posted by WindDemon21

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. So got on test finally, defintely still standing on what I've said. While the sleep is nice, I'd still much rather keep it as a bigger hitter, the set took a good loss on DPA by having this change, and a good loss on healing via the CotS proc, and other procs like the hold proc and damage procs too. And yes, mental blast is still tier 2 fyi on live and beta. It would be best to move MB to tier 1, at the 1s/4s stats, and tk blast to tier 2. It is 10s recharge, which I'd still prefer to keep, but at tier 2 I'd imagine that would come with 8s recharge, but then that's usable when mezzed too, so still useful. then move psy darts to tier 3. Psy darts is awesome btw, it just needs a tiny bump up in damage maybe but otherwise fine. Regarding DP, I still think the mez was hit too hard with this, but the recharge/damage/activation time are all good. The mez regardless of duration too, should be mag 3 standardized, not the weird "99% chance* and "mag 2 for cryo ammo" etc. But the non-mez stats of it are definitely a welcome change,
  13. Like back on the nuke, with 26.5% damage slotted at 50, using aim before it, without storm cell, and it didn't even kill an even level minnion, that's REALLY bad without storm cell and other stuff attacking. Even with storm celll, aim and build up, it didn't even take half of a behemoth overlords health of even level. I get as you attack it interacts and should do more, but this does seem really odd. On def/corrs it's less of an issue, but this seems extra odd on a blaster who relies on alpha striking. But again, if they fix storm cell's recharge so you can use it more every mob, then the sets focus is more on that than the nuke whcih it's fun enough without the nuke, so the flavor difference I could tolerate. IT's definitely a nuke that seems to be more worthwhile on def/corrs.
  14. Right, i know we butt heads a lot, but i'm even saying that it's fine. would i prefer it not be there sure, but since the kb-kd removes it then you can at least do that so the option is there. Although I don't think it should seem that it completely REMOVES the knockdown outside of storm cell when you use the kb-kd, it hsould just turn it to KD as the IO obvoiusly implies (it's not a toggle, any other aoe kb attack turns to knockdown without changing it's "chance to" for the power, that only does that in toggles.) The main issue now is storm cell needing the shorter recharge, the rest of the set (besides still thinking hailstones and cloudburst shoudl be swapped for "oomph" feels, hail knock/animation feels like it should do more damage than a cloud with a little rain) cause it's just too crucial to have and not bother with it moving around etc. Also feels like chain lightning would have knockdown on it's own (without needing storm cell), similar to how Imperious's power does. Edit: spelling error that changed a word. RE-edit: giving props again to the animation team, it's visually spectacular! It needs the things I mentioned fixed, nuke is very lackluster but tolerable if storm cell gets fixed, but very excited for this to hit live with at least storm cell fixed.
  15. I've already spoken on jet stream. I'd still prefer it not repel, but it's fine being able to slot the SA into it. The main issue was if it ONLY took the OF proc. Regarding storm cell, you can't "skill" anything over it's pseudopet nature and movement speed, but you can "skill" a location power with a 30s recharge. And mentioned the kb form what i've seen seems mostly localized to the interaction with the nuke, but that's ok i guess cause it's not as bad as meteor at least and you *can* s lot a kb-kd. The main issue is it's recharge and subsequent stats. Even if it still moved, that recharge needs lowered, shouldn't have to slot it for recharge for something that the set only really works with it there. Workable on a full build with recharge bonuses hasten etc, yeah helps, but the power shouldn't need that on it's own anyway for how it should work.
  16. The rest, go play the game, you'll see LOTS of people preferring knockdown, again, easily most. I never said there were *none* that preferred the knockback. And regarding storm cell that's the point, for a very minor debuff (which i think there is a decimal misplaced on it's -recharge, because 6.25% is basically nothing, not sure if that ranks up as you attack, same with the -to hit) and is pretty much all about it's special effect. The set kinda hardly works without it IMO, so it should be something that you can control where you want it every mob. You shoudln't have to worry about recharge on it just for it to do it's actual main job. It's honestly already almost bad enough that you even have to pick it as a power if not for it's effects being decent, but quite anemic without them. It should be self-placeable via 30s glue arrow-like stats.
  17. And yeah going to reiterate how it feels like cloud burst, and hailstones should be swapped in tier/stats.
  18. Except it's actually worse in this, because it creates the pseudopets where yo ucan't control the direction that they're knocking back which. And, it could just be knockdown, with an enhanceable mag that turns it INTO knockback too if you wanna get gritty with it. This seems to mostly be an issue with it's interaction with the nuke at least though. Just stating that it shouldn't be knocbkack on it's own/within it's interactions, but you could certainly slot the power FOR knockback if you want that changed into KB, but for MOST of us, don't hinder it with that to begin with. And again, for how imperitive it is to the set for each mob, it really needs its recharge reduced and allowed to place at will working like glue arrow. It's just too long and too slow for it to work as it is. it's fun no doubt, but just very improperly statted and should be placeable each mob. Edit: it's just too crucial, its great with it, but the set feels fairly bad without it, why we shoudln't be relying on a slow moving pseudopet, and should be able to place it ourselves each mob like glue arrow. (ie 30s rech, 30-45s duration, shorter cast time, less end cost, replaces itself, doesn't move)
  19. I'm also noticing that it kinda feels like the animation/effects of cloudburst and hailstones shoudl be swapped. the rain cloud seems like it should do less damage and the localized ice storm seeems like it should do more. I'd swap hailstones and cloudburst (with appropriate rech/damage values of course swapped as well)
  20. Which is EXACTLY why I suggested to instead lower its recharge down to 30 seconds and make it work like glue arrow so you control where it is on command. It's that simple, it doens't need to follow around and remove that option. I got on to the test server finally and I stand by everything I've said up until now. Likewise as its effects create the strikes that cause knockback, also means you have to slot a kb-kd in the power itself as well (which woudl be nice if the effects caused knockdown instead. The effects are also really hard to see even when soloing, but regarding above storm cell should definitely have a 30s recharge and replace itself like glue arrow works. Maybe small staticky effects on the ground could make it easier to see where it is also. Regarding the snipe, YES I love it, can't continue without giving kudos to that animation. Regarding the nuke, It still seems like it's drawn out way too much for something that should be an actual nuke, especially with the set having/working on aim. The set should r eally have a different power than aim, something that should last those 30 seconds. It already provides less of a damage boost than regular aims, it shoudl last longer to last throughout the nuke, even with less to hit i'd still be ok with that, as long as it lasted longer. Cloudburst's animation also seems really off for the power, it's just ported over water ball from water blast, and it, just feels really odd. I guess I won't fully comlain casue at least the power itself is ok, but, maybe give an alternate animation like that of gravity's distorition field woudl make more sense for the power. Likewise Hailstones also feels kinda odd for a single target attack, but I can live with it enough, animation is good, but it doesnt reall make sense on a ST power. And back to the cone with repel, I'm still not a fan of the repel, but as long as the SA KB-KD works on it, then i'm fine with that. Of all these things though, storm cell definitely needs fixed. And yes as stated, I'm on test now testing it. It should be 30s rech glue arrow, and it needs it's cast time reduced to 1s or 1.5s with the radiation infection animation perhaps, since you'll be placing it a lot more (and end cost reduced to 8ish as well) Also on chain lightning, it really feels like it should be doing knockdown as well. It's basically a "cast at will lightning storm" which does knockdown, seems to make sense this would too.
  21. It's annoying it has to take up a slot for kb-kd to do this, but I'm fine since it takes sudden acceleration and not limited to just OF. I wish all power that need/use a kb/kd were just given a 7th slot that only takes that.
  22. Not duration, shorter recharge. (And cast/end) and remove the follow effect. It should work like glue/Disruption Arrow allowing you to place where and when you need it.
  23. I mean regarding the cone sents have less range which is fine but I'd say 60ft would be good for it on sents. But stupidly imo they still only hit 10 targets so you'd still usually hit that in a 60ft cone.
  24. Agreed, same with rain of arrows. They both get royally screwed on sentinels.
  25. Yeah it's supposes to be like a 20-25%ish boost iirc This happens with rain powers a lot but odd seeing it here on a DoT. It should be a bigger bump up front like how crits work. Regardless if they end up saying "it's intended" this seems way too low at like a what 3.5% ish boost?
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