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WindDemon21
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Everything posted by WindDemon21
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Yeah i've been requesting this forever, not sure how they'd code them to let them do smashing damage then too, but would be nice. And for god's f'ing sake fix vengeful slice to have a lower cast time and proper DPA ugh.
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If it did aoe, or some other effects I'd agree, but since it only does one single target attack at a time, I stand by my suggestion, as it's mainly there to help out the lower single target damage that elec blast has, and to help keep killing if you get mezzed. When it's popping shots off at random all around, it's pretty much useless. At least if it only attacked your target, it would be doing it's job at all times. But that being said, If they'd at least fix it for those other things I'd be happy *enough*. Proccing* not droppable. It was droppable before, and it was changed to the toggle for a reason, it just wasn't done the right way. It should still be a toggle, just one that procs the VS pet, not a toggle that gets mezzed off.
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Cause note as well, before, it would replace itself with cast anyway, so you'd only have to cast it once every minute, but now, you literally have to recast it every time you get mezzed for even .001 seconds, HUGE pain. Please fix this. Again, solution, make it a self toggle that PROCS the sentinel every 10ish seconds that replaces the previous one, given it the old 60s or maybe 30s duration of the actual sentinel, thus the toggle only suppresses WHEN mezzed, for creating a new sentinel. Also eliminating the super dumb "having to select where to recast" the sentinel as well, as it would just automatically cast the sentinel when it procs on your location. Which gives me yet another idea, of having the sentinel just be more like a halo above your head, so it doesn't even have to deal with pathing, and instead just is always right above your character, COMPLETELY eliminating any pathing issues entirely this way, and can even have an additional bonus added where it has a small radius conductive aura or something to help when enemies get close. I'd also honestly advise that the sentinel also targets through you only attacking your target or attacking only the last enemy you attacked and not aggro-ing what you don't want. Because having it attack at random makes it also fairly useless in most fights until there is only a boss or AV left as any random attacks it does to enemies usually gets muddled in any aoe you do anyway.
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Until you're clicking it MORE times to toggle it on than you did before. I'm saying the toggle should just PROC the pet, making it a self toggle that wouldn't suppress or toggle off when mezzed and provide some help like it used to during. There is absolutely zero justified reason this can't or shouldn't be done. This power is absolutely absurd as it is detoggling when mezzed.
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It also, since it's not like it takes aggro if you cast it in the middle of a mob anyway too, should cast on you, not location based.
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Hence also where I just mentioned how the toggle should PROC a VS like it used to be every maybe 15ish seconds, one that lasts 60 or 30 seconds like the old one, and thus making the toggle a self-toggle which woudl't even suppress anyway. Really the best fix for the VS, heck even if it procced a new one every like 4 seconds then that would helpo the pathing issue too, but if it did so even like 10 seconds that would help it as well, since it's replacing the previous sentinel that's out, woudln't really be an issue for anything too.
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They also really need to fix the power to not toggle off when you get mezzed. Less of an issue for sentinels but HUGE annoyance on other ATs especially blasters. I would care less if it suppressed but tbh one of its main things always was that it could attack WHEN you got mezzed. Would be nicer if instead of toggling to keep it on, if instead the toggle meant that it would proc a new sentinel every 20ish seconds that would replace the previous one. Point being for its intention that it would work when mezzed, this way even if suppressed, it shoudl always one have being active generally even if you do get mezzed, but having to toggle it on all the time is getting REALLY old fast on my blaster with it. It's an offensive power after all, even if they just made it so that it suppressed as it's an offensive toggle that's definitely needed. Its end cost also is honestly a bit high for it only doing a single target charged bolts as well tbh.
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Well the others are pretty much where they were before, axe cyclone had its recharge increased a few seconds to make up for the shorter cast time and pull-in, but as I mentioned above the biggest issue is Pendulum. What you're noticing is that it's still at a 15s recharge and 14.35 end cost which is WAYYY too much on both for its new nerfed damage. As I stated, in relation to other like-attacks like those or bs and katana, it's recharge and end costs both should be about 8.5 seconds and end for its new damage and still 2 second cast time. Granting that it may be just a little easier to hit targets and works with the pull in (which they had to so it didn't work counterintuitively to the cyclone pull-in) and that it has some mitigation(which one could argue versus having -defense), this is where we could maybe see having a little more rech/end in compensation to that of 10ish end/rech, but DEFINITELY not 15 for those, it's quite absurd.
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@Booperany update on this as well? Assuming the current stats are "intended" like the energy absorption issue as clearly layed out here the stats are way off on this power since the damage nerf to it, was moved earlier, but it doesnt follow the end/rech rules of the lower tier powers either, just had a straight damage nerf without those being adjusted as well. Even with the other changes to the set this REALLY hurts the set/power with its end/rech values almost double what they should be per its new damage and 5 target limit. (especially that end cost oof)
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Not the move of the defense mainly to the first target, but that THAT is the part that isn't stacking which is obviously the more important part. That's a minimum 5-10% defense loss on scrapper/brute/stalkers, even more on tanks. I can't imagine a nerf like that was intended. Especially on ice armor who relies on that defense more than most others. That would be beyond dumb. Especially for how hard that typed defense nerf hit it too. There's just no way that's justified.
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Also @Booper any chance to get this fixed, its really hurting ice armor. Since, the change was to most of the defense on the first target, only the additionals are stacking. but not the first target, which is where most of the defense is now. It's resulting in a lot of defense loss, which is mainly what ice armor is about, which especially hurts since the dumb typed defense nerf, really hurts it as that was the sets main form of fire/cold defense that it doesnt get from capping s/l on most attacks as well.
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fixed Impassioned Serenade bugged, not confusing
WindDemon21 replied to WindDemon21's topic in Bug Reports
What is that controller/dom slotting difference thing? I've only looked on trollers for slotting so far (not work/use) As to the dot replacing, if its not a bug, i'd like to EXTREMELY suggest that it doesnt, and actually stacks like it should. For the da,age it does, both initial, and dot, this is an extremely bad decision for the dot to not stack. This makes it both, and not necessary to slot for damage,. It means the damage is both inconsequensial to use the skill for actual damage, yet means its damage unslotted isn't worth the ability to not have the advantage of being able to use without being notified. Basically any time its used on the same target, before those 30 seconds, the damage it does is REALLY pathetic given its base hit, and the DOt is only valueable per cast when the target lasts for most of that 30 seconds anyway, which if you waste slots on slotting damage on the power, you get a REALLY bad return on them since the initial hit is so minimal, and essentially, within 30 seconds, additional hits DON'T get the benefit of the dot, so theyre DPA get royally screwed. The only way for the DOT to even mean anything is if its literally cast on a new enemy in a mob and the whole mob takes like a minute to kill, its really quite horrid how bad it is without stacking the DOT. PLEASE for the love of god reconsider and fix this. Even in a long AV fight, with the DOT stacking it wouldnt be anything near OP damage levels, and it still wouldn't even be the most damage of a control set on said AV either. And obviously anything below, doesnt usually last the 30 seconds anyway. And this EXTRA hurts controllers. who would need to rely more on that damage as well, hence the main reason why my one troller is still shelved waiting for this to be fixed. PLEASE correct this. -
fixed Impassioned Serenade bugged, not confusing
WindDemon21 replied to WindDemon21's topic in Bug Reports
Any update on this? -
Oh thank god I fixed it, in case anyone has this sort of thing happen to them I had to completely reload the bind file, and then reset up those attacks to the mouse key (my keybind file is for other keys that are the same for all characters like pressing B to target closest enemy)
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It's also not even doing this on my staff stalker or tanker, only this scrapper. It also did not happen for as much as I can recall until I got innocuous strikes, even though it happens when i cast serpents and eye, does not seem to happen when i cast precise strike. don't have sky splitter yet, but obviously whether it happens or not with that, there is a terrible bug that is making the character unplayable please help!
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On my staff scrapper, i have the keys bound to my mouse like i have for every other character, but for some reason after I press the keys for serpent's reach, innocuous strikes, or eye of the storm, it is automatically queuing up guarded spin, sometimes even casting it BEFORE the power that I'm trying to execute! It's not a bind issue, at least not typing it in wrong I have that right. IE /bind mousechord powexecname serpen'ts reach, etc, i do this for every character I have, but for some reason this keeps happening with this character in particular! Please help it's driving me INSANE. I have even re-bound the keys, deleted the powers from the tray and re-added them (to check recharges), and it keeps happening no matter what I do! Hellllllp lol
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The toggles don't drop now but because of the stupid suppression you still get mega screwed quite often, basically forced to go psy epic for the mez protection. I agree too while rad can be very nice, the toggles can be annoying every mob too, but at least they're faster to cast now.
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Also, since the dumb defense nerf so defense only works against one type, defense sets like, and if not especially ice armor should have also had fire and cold defense reworked into their primary armor toggles, as these are sets that were DESIGNED with that dual-type defense in mind, they got hit extra hard by the fire and ice damages coming through now where the smash/lethal defenses aren't protecting them from that any longer. Stone armor, though the revamp was nicer, still also greatly suffers from this and should also have those defenses included in the defense armors, though ice notices it a lot more IMO, the same logic applies.
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Ice Armor: Wet Ice (all ATs) - This power now adds Psionic and Toxic defense. Energy Absorption (all ATs) - This power now grants Psionic and Toxic defense. Up-front defense increased from 1% to 4.5%. Per-target defense reduced from 0.6% to 0.25% (Tanker values). Total Defense at 10x targets remain the same. Moisture Absorption (Sentinel) - This power now grants Psionic and Toxic defense. Permafrost (all ATs) - This power now grants 5% resistance against Smash/Lethal/Energy/Negative/Toxic/Psionic (Tanker values). Since this change took place, there is a bug where now the main buff of the power is not stacking. Only the tiny miniscule additional target buffs are stacking with the power resulting in a HUGE loss of defense for ice armor which has always been key to it's survival as it's mostly all defense as an armor. Especially with more of the defense being IN that up front buff now, this REALLY hurts ice armor. Praying for quick fix on this one. While we're at it, chilling embrace on scrappers also needs it's taunt back. As the reason other armors on scraps get taunt is that it's needed for their survival or damage for the enemies to be in their aura, ie AAO on shield for more damage, or the resist aoe on bio, invincibility on invuln etc, the EXACT same thing would be said for chilling embrace, so the enemies have their recharge reduced, AND more importantly keep that -damage on them. Please fix this as well. Less important but also should have always been the case, to allow to slot wet ice for defense for set/proc mules, woudln't cry if this didn't happen but just doesn't make sense it's even there if you can't slot it even if it is tiny.
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Right, I have thought several times if 12end/rech would work, but even then that would be the absolute MAX for those for the powers current damage. Even then it's still high though. That would make it a 50% tax for the set synergy/taoe nature which is still a bit much, I can't think of another partial or full aoe that has that much of a tax on it just for knockdown, and even then it would be debatable if that 50% knockdown is better than guaranteed -defense, -resist, slow, stun etc, at which point I wouldn't even say its better, just different, even if it was guaranteed KD. I certainly wouldn't complain if cyclone was 100% kd chance, but given the shorted cast time I think the power itself was balanced as is with the longer recharge time and pull-in addition. I think pendulum at the 5 target cap though, only a 50% chance to KD seems pretty weak even with corrected end/rech values meaning only 2-3 enemies KD'ing at a time. (especially given its current rech/end costs, but lets assume that would get fixed properly given this thread I'd hope)
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I'm not missing your point, I'm explaining that you're bringing up a point, that is just semantics, and didn't need brought up at all because you don't understand what I was saying. You: "this word means this, it can't mean something else" Me: It CAN mean something else, there just wasn't another word I was aware of. Lots of words have different meanings based on context. In this case, from here on out as mentioned, I will refer to the aoe types as full aoe, partial aoe, and nuke aoe.