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WindDemon21

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Everything posted by WindDemon21

  1. This is a big part of it, it's already annoying when I wait for creepers to pop up ok the next mob, and I was already waiting a lot testing this for storm cell from mob to mob. I think it would help at least giving it the speed cap, but there is usually still that "ok It finally GOT to the mob, but now it has to take a second for the ai to choose a target and get to that target" I just don't see any logical reason for the devs to be so stubborn on this for how crucial it is for the set to work properly. Just 45rech/60sdur the power as immobile (tweaking cast/end) and be done with it.
  2. Lovely even happening with confounding chant, the main power that needs to not happen on generally speaking as you get higher up and use that the most to start a mob :/. Definitely had the confuse hit a lt, even checking combat logs that it hit (didn't lose LoS at all so not that) and they didn't confuse, juicer chief so no protection. twice, and took till the 3rd hit for them to confuse, so that old bug is back, hopefully the fix for the LOS bug will fix that one too, but literally every power except the ST hold and i'm assuming aoe hold since it does no damage, is notifying the enemies before the actual mez takes place..
  3. I like this, especially with most of the aoes being cones, and being dumbly 10 targets. It at least means, you won't do as much damage in the alpha with aim and a higher target cap, but more overall in the long run. TBH, even if this takes the place of aim as an autopower similar to RFTL but instead of a one time buff, it builds up like current defiance.
  4. I mean, faraday recharges in 15 seconds, and lasts 4 minutes and has a whole slew of things that help the team including mez protection to all, that is wholly difference from a 30s recharge, that lasts 45 or 60 seconds and is immobile or even better tbh 45s rech wit h60s duration. Again, think disruption arrow or glue arrow esque. You're already suggesting pretty much the same thing anyway, so the only difference is losing the ability for it to move on its own as a compromise to not making it immune to recharge which puts the where and when in our own hands. So yeah, take what you said, remove the immunity to recharge, and thus make the pseudopet immobile, win!
  5. Not pointless, thats basically the whole issue we have, is that it's making you rely on the slow movement and ai of the pseudopet. edit: IE the ability to perma isnt tough, it's having it where and when you want it. It's a QoL issue.
  6. It is, but it's also a power that does MAJOR things on it's own, and not something that requires the other powers to do it's job. It also is a power buff that stays with you as you move anywhere. If you're going this route, and want to just make storm cell a self buff, I'd be fine with that, but I also DO like the location power, just not with the current rech/movement of the power. And again, you keep saying "its not going down without a duration cut," but there is literally NO reason that the devs couldn't simply do that after hearing all the input from people. To say that without accepting that it is 100% up to the devs, and not something LITERALLY impossible. Again looking at those 4 mentioned TA powers as an example, it's entirely possible to have the power recharge on 30 or 45s, and last 45 or 60 seconds
  7. I like the thinking here, though i'm not sure on anything that would be adding a longer recharge version unless it also lasts long enough to perma like soul drain/rage etc. Could be something that just adds the to hit and extra stun chances (with a longer guarantee on incinerator for example). This could also be a toggle with to hit and stun chances as well., similar to how swap ammon on DP changes the one power from a stun to hold, it could simply just add the stun to incinerator etc. I definitely would not want a click power with short duration though just to grant the stun. Generally, when i'm going to use beanbag, i'm doing it cause i need to control, not cause I need to boost something (usually if BU is recharging to rather just kill them instead), in cases where you need to stun, and not waste time casting a power before it, or the power isn't recharged yet.
  8. Right exactly. On top of that, they don't (and really should get) a chance to stun proc in a stun set. It's even worse that that proc is knockback, and not knockdown, so it actively pulls me away from using that full set anyway due to that. Always thought that is the best set to change that proc to work like OF, where it adds an extra stun chance or knockdown, and also converts kb-kd, so you can use the full set that way in powers like hand clap and lightning clap, and still help negate the KB. (and if it's the kd chance, another set should really have a chance to disorient proc so we can stack it in powers like you can with the lockdown proc in holds)
  9. Also do major things on their own, and are not a core set mechanic. Fulcrum also stacks. It's not spamming, it's counterpointing.
  10. *stares in glue arrow* *stares in disruption arrow* *stares in flash arrow* *stares in poison gas arrow*
  11. 3 recharges needing to be slotted into a power that is a core set-mechanic is.. not good. Edit: ANY recharges needing slotted.
  12. Those are also powers that do a major, intended thing ON THEIR OWN, as well though. This is a completely different type of power, that hardly does anything on it's own, as the debuffs are super minimal, and it's all about just being a set-up power, so that rationale does not apply for a power like this. It would entirely be within it's realm to have a shorter recharge, even if everything else about the power, including it's duration, and ability to "move" (quotes cause still too slow) stayed the same.
  13. I have a quick input/request to this. Before the changes are starting to get worked on for the next pages, could we, or is there a place I'm missing, to see the list of things being addressed? Like the psynado cast time, so we can alternately add the suggestions in THERE first so they get worked on at the same time so part of the code (as i would imagine, but you know, spaghetti) can help save you guys time by working on similar items together? Like if fixing psynado cast, fix other powers with the same animation, and/or similar powers that relate to it etc? Or if going to change beanbag to aim (while i think most agree aim is better), but then gives the people who want to keep beanbag, or find some other set fix like a follow-up type power instead? Cause as of right now, I usually just see random, and sometimes duplicated individual threads, so it's hard to keep track, or actually know exactly what is being "currently" looked at for the next patch. so a Pre-"we're going to work on these things next" thread before actually starting to work on them can be done? So: "These are what we are focusing on for next patch, here are our ideas" and then people can dissect initial thoughts of changes, and propose solutions before any actual work is being done?
  14. Right, perma should, and for the most part is a given. The problem is it being when and where you need it, which the pet ai and movement speed can't account enough for, so the logical fix is just having it recharge in 30s and not move like glue arrow. That being said, working like that, there still isn't anything OP about it lasting 60s, that just means you font have to recast it as soon ON THE SAME MOB, which is exactly the QOL fix they gave to glue arrow. While we're at it, it seems weird it can only be cast on the ground, and not in the air, but that's not usually a huge concern for most fights.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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
  22. 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.
  23. 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.
  24. 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)
  25. 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.
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