Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

WindDemon21

Members
  • Posts

    2058
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by WindDemon21

  1. 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,
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. And yeah going to reiterate how it feels like cloud burst, and hailstones should be swapped in tier/stats.
  7. 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)
  8. 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)
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Agreed, same with rain of arrows. They both get royally screwed on sentinels.
  14. 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?
  15. I'd still much prefer mental blast being 1s cast/4s rech tier 1 and will dom being a bigger heavy hit attack. At 1.1s cast it already had good dpa and fit in the chain quickly, and having tkblast move to the tier 2 spot (which it's recharge is already 8s iirc so it's already statted for it) Regarding the "when mezzed" cycling part, they already really need to fix the ato proc to be mag 3 not mag 1even if not stackable to help prevent mezzes as it is(Mag 1 I'd atrociously bad and almost impossible to keep 3 stacks on for anh real protection). I'd rather they fix that first and leave mental blast in tier 1 with 1s cast. Then it should be something like: 1. Mental blast 2. Tk blast 3. Psy darts 4. Snipe 5. Psynado 6. Aim 7. Will dom 8. Scramble 9. Nuke
  16. This is one of my main worries. The long nuke is bad for reasons I already explained. And the storm cell, I can already tell needs to have a better recharge than 90 seconds. Especially as it's not even an attack but just does debuff and "sets up". It seems like the follow mechanic will be too slow like creepers always is. It would be better to just lower the recharge time to like 30 seconds (and cast time to 1s) so we can place it ourselves where we want every mob and replace itself when cast similar to how glue arrow/Disruption Arrow works now. The 90s recharge time also means you have to pointlessly waste recharge in it just for a set up power. 90s in a blast set is almost nuke-level recharge in just a small debuff/set up power?, just bad. It also seems really odd in a blast set to have to set it up but it doesn't actually do damage. This seems more like a support set power not something that should be in a blast set.
  17. It's also dumb, because since it's dot, it should have MORE DPA than an instant hit attack. Something that truly baffles me on the sentinel version.
  18. Or, keep ignite, and increase its radius. It's useful with sets with slows even if it had a larger radius to have its damage applied before they exit it. It's also key to my ar/ice and ar/tactical combos. Again another place that would benefit from the "master brawler" treatment. But as is I would take aim, incinerate, and beanbag over incinerator in its current form.
  19. I get that, and I for one would prefer aim over beanbag. What I was saying is if ignite changes to incinerator, I'd rather have beanbag, than incinerator. So please just keep ignite and just increase its radius.
  20. Especially when with the fixes to slug and the quick snipe it isn't needed anyway. Tbh, if anything, if we're losing ignite, this is where aim should go instead of incinerator and keep the utility of beanbag (which could be given damage too) But yeah keep ignite, increase its radius to 10ft.
  21. Actually it would just need a radius increase. If you put kb-kd into buckshot and m30, they actually HELP to keep enemies in ignite.
  22. It has knockdown, that's always enhance-able even I'd the mag is like .1. It should take kb sets, especially given that allowing them would let the SA kb-kd work for the repel.
  23. Again, the power does knockback, it SHOULD take kb sets. Especially given the sudden acceleration would hinder the repel and not force you to use the OF proc in it. Please fix this.
  24. Yes this, the same reason it's also underwhelming on sentinels even though it's a "little" better (sent version needs its cast time reduced to 1.67s)
×
×
  • Create New...