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WindDemon21

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Everything posted by WindDemon21

  1. No data found when I click that link. Likewise it would be nice if in these focused threads, the power stats were just given here especially for those of us that can't access beta at the moment.
  2. Personally, this is one of the BEST mechanics that would help solve a lot of player conflicts between powers, that i think should be MORE implemented.
  3. The mental blast being tier 1 1s/4s is a no Brainerd. But will dom should remain its bigger attack, 10s is fine with proper damage though it will lose some of that proc-ability, but 8 seconds is too harsh when it's still fitting in that 3 attack chain. 12s would be best for its recharge to still fit in the optimal chain.
  4. Right, a power should be balanced around its own damage first. DAMAGE procs should be a secondary consideration. Other procs are different like the CotS heal proc for will domination, why that should remain as is.
  5. And now to the mother lode: Main thing to start, PLEASE do not do this to will domination. That power was key to proccing, especially the CotS heal proc that made a BIG difference for this set. The set was actually fine on single target damage already too (besides sentinels). In relation: For blasters since they lose psy darts for the cone, which this is helpful thank you, but keep will dom as is, and make subdue the new tier 1 with the 1s cast/4s recharge. Also, don't forget to reduce the cast time on psy scream on /mental on blasters too!!!!!! Psy tornado, It'll be good to have more damage and such, though the radius loss kinda hurts, it's overall even enough i guess, but you should also reduce the duration of the DOT to be more up-front, if not one hit as it is like mass levitate. Scramble thoughts is welcome change. Mental blast, honestly it always just felt off due to it's dumb 1.67 cast time, IT should be the 1s cast time in it's tier 1 spot.
  6. Seismic blast still needs ome fixes. For one Meteor, defiitely needs to be target based and not location based. On other threads i've mentioned why this is what makes the power so bad, losing damage buffs, esp gaussians proc, enemeis dead before it hits etc. One big thing that needs fixed thoguh is seismic focus. The poewr should GRANT shockwaves, not use them up for a piddly 25% recharge on only your seismic attacks. Making it grant the shockwaves instead of use them up, would go really far for the set.
  7. FF? And dpa wise yeah sure, but with its cast time and the dot duration, it makes a difference. Even with the shorter DOT, still can equate to a lack. I'm not saying i dont like flamethrower, just that it still feels a bit slow to cast. The shorter DOT will help though no doubt.
  8. Again on the mez duration taking a hit being a bad thing, but DP is so bad on single target damage, in relation to usually skipping the power anyway, this is VERY needed to help out dual pistol's single target damage. But still, besides that ST issue, the biggest change needed is to actually fix swap ammo. It's quite pathetic. The change itn type isn't even more damage, its only a 30% "may not be resisted" or super tiny DoT on fire, not to mention it m eans you lose the knockdown/back that the powers offer which is considerably just as bad. Any build i've made for dp lately i skip swap ammo so i can keep the knockdown, because the damage change is far too small, the power offers no to hit boost either. It's a big loss compared to just a standard aim for anyting that doesn't really plan to utilize the -damage component. The only time this power actually was worth it, was when it was bugging and letting all 3 damage types be on at the same time equating to a 60% damage boost. As it is, its terrible and needs updated, all forms should offer a constant to hit bonus, and actual damage boost of like 30%. Piercing rounds is a good change, not huge beside getting the -resistance in an ammo type, but again, cause of how bad swap ammo is anyway, i usually skip it due to what i mentioned above.
  9. Again, losing a good bit of it's hold is really bad, I'd say leave its damage as is, but lower the recharge some, and lower it's cast time to match the damage needed. Leave the hold duration as is. A mez attack should be a bonus to the set, not compensated to be practically useless.
  10. Slug and sniper rifle terrific! Beanbag, kinda seems odd to lose that for aim, though almost any build i'd make I'd probably agree that I wouldn't get beanbag and woudln't welcome aim, but doesn't mean that there aren't uses where beanbag helps other people out. Regarding what i said earlier though, i think this helps most combos out, just seems like an odd change. Ignite, BAD, the set with that slug and sniper rifle change is fine on single target now, and ignite as is can be usef for single target when used with the single target immoblize most secondaries have. It being a small aoe gave it a good niche where you can cast on yoruself as kinda a "keep away" power too. The only change this needs would be shorter cast time, but mainly a radius increase to maybe 10ft. Flamethrower, good change, though the bigger issue is still it's cast time even thoguh it was already lowered, still just too long IMO. (and of course the issue of ALL ranged cones that should be 16 targets, not 10) Full auto, terrific! though with its range, honestly it's a bit too much IMO. I'd actually suggest (again outside of making sure it hits 16 targets if that wasn't already fixed) that if it's going to 90 degrees, its range should be reduced or it's going to hit other mobs you don't want it to (same issue with umbral torrent in dark blast) I think it's optimal cone would be 60feet, 45 degrees, which is about the same i'd say for most ranged cones in the game, esp attack ones, but especfially full auto.
  11. And if anyting, increase it's radius.
  12. Right, the only thing AR needs to help it's ST, is reducing the activation time of the snipe's quick form, that's it. If you want ot keep beanbag, but give it decent damage without murdering it's stun duration, that would be helpful too, but, well, *looks at last post*
  13. Agreed, thoguh, the help that it does for the set's low single target damage is VERY welcomed, I'd say don't lower it that much, lower it a little, but not that much. Let it still be possible to double stack on a +3 boss with a boosted stun purple. tbh not a fan of any of the new attacks that have a control added on them having their duration reduced so low to make it nothing but a detoggle, stalagmite, the new psy blast will dom change , which i'll get to why that's bad too when i review all these changes.
  14. Awesome! Good theme, nothing wrong with these powers i can see, can't get on beta right now to check stats though. For the LOVE OF ALL THAT IS HOLY, make this knockdown, do NOT add repel to an aoe. That is the WORST mechanic that you can't do anytihng about, making this end up a worthless power cause it'll contstantly spread the mobs. KD only PLEASE! These all seem fine outside of possible stats that I can't see right now. Would be helpful to include those in these notes. Would be nice to have an aim type power on a set that offered a lower but more consistent buff, like follow up/souldrain/reach for the limit etc. But otherwise fine, except for possibly how the nuke works which brings me to: I think we all agree here, that having, especially a nuke, deal its weakest damage first and build up, is the WORST way to go with a nuke. You need it to do the upfront damage, especially on blasters. If it's other factors help control the mob like blizzard does, this can be ok, but let its damage even out like blizzard then, having it be weaker at the start, is exactly one of the main reason why Meteor is such absolute trash, especially when teaming. Since the mobs can end up dead before your nuke even does anything for damage. Please fix this to be more evened out over it's duration. Additionally, rain powers don't benefit as much from powers like build up which also really hurts it, hence where this, (and ice blast IMO) should have a longer duration buff that will last during the whole nuke's duration.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. @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)
  24. With multiple casts like I always did before, but now that main portion isn't stacking so it's a HUGE nerf to ice armor total defense. Only the pitiful additional targets are stacking, which is almost nothing compared to what I gave before.
  25. 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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