
WindDemon21
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Everything posted by WindDemon21
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Yeah i've thoguht of that too but like you said gun drone would be a decent quick fix.
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Really basic, the reason it has always taken hp was the tradeoff that it didn't cost any end. However on the dom version, an AT that also genrally doesn't have any heal too nonetheless, it ALSO costs 19.11 end! This definitely needs fixed to have the end cost removed. Especially given how horrid doms are on end to begin with.
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You're not wrong that traps needs some tweaks on lots of cooldowns, but its not a defender specific issue, it's a traps issue. Over on a corruptor at least I'd say its worth more on a defender, but vs like controller or mastermind it depends how you're playing it. And yeah, triage/spirit tree really need the Disruption Arrow treatment and base regen increased to 250% (as opposed to 150% but you could no longer stack it, fair tradeoff to have it up more when need it or have it follow you more regen more reliably and earlier but a little less maxed out) Acid mortar could use a radius increase/60s rech, and seekers need radius and target cap increased, stun chance upped to 100% too. Could honestly see it being autohit too at least for the -damage part, and it should be sturdier before it explodes as well. Trip mine given the /devs treatment, and time bomb swapped for gun drone or a new power altogether more along the lines of gun drone or another debuff power or buff. (Any kind of team proccing end, recovery, or end discount would help a ton for traps)
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One of the big dumb issues imo is that it's fear isn't at least mag 4 to make bosses run too. Anything else is easily held by flashfire/cinders, so would be nice if all versions were upped to mag 4.
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If it was actually extra, I'm not worried about a .1damage at 50+1 versus if it was bugging to do less than it should on a target. The power itself was already nerfed to hell.
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Yeah was testing brute, wi'll have to retry tank, like i said i know it was having that same bug on tank a llittle bit ago but might have been fixed on page 3 or 4 i think
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I'm sure it's the recent nerf too but the dot seems to tick SUUUUPER slow as well. Like so much that the power/set should be looked at a little more IMO. I'd at least say lower FE's base rech to 90 to perma it easy or make it a toggle would be a helpful offset. FA just feels anemic now especially without fixing consumes rech/front load/recovery duration either. Having a more consistent damage boost like fe as a toggle like sents have would help. With this burn nerf I just can't see FA being worth it in most any situation versus another armor now.
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50+1 and level 54 enemies. It's not every time, but it is clearly doing it. I haven't tested tanker recently but they had the same issue before as well.
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So on top of it being mostly absolute trash now, it's apparently getting the bug that tankers used to have with it where it's doing like only 1% of the damage it should be doing:
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Defense bonus sooner than 6th slot obviously. Damage bonuses suck in general and should nmbe a lot higher than they are. Most accurate healing sets esp ones with damage do better split anyway. Defense bonus as the 2nd bonus(3 pieces) but certainly not later than 4th bonus. Hp kinda comes with a lot I'd rather see a 2.5 or 3% end reduction bonus instead of the max hp.
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Non Tank Fire Melee combustion to replace breath of fire
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Exactly, change the arc, to 360 and speed up the animation under 2 seconds 😛 -
Non Tank Fire Melee combustion to replace breath of fire
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Right, but if keeping it too it easily needs a faster animation too. But still combustion is already there and would fit perfectly. For a set whose main focus has always been on damage it's atrociously low on aoe. -
Non Tank Fire Melee combustion to replace breath of fire
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
15ft isn't "ranged" lol. And having one, nothing at all, but this isn't it. And the issue is fire melee's aoe, it really needs combustion to replace it already, always has. If the set WERE to get a ranged attack, it would replace something else, but not combustion/fsc which it desparately needs. -
Non Tank Fire Melee combustion to replace breath of fire
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Also, scorch to fire punch .83s please. Always also been dumb. Sure, I can't imagine a SINGLE person picking scorch now that you can skip it, but case in point, would be better to actually make it valuable at the .83 or even .67 brawl cast time to fit in between stuff, especially on scrappers. -
So since the patch busted live without fixing fire melee's MAIN issue, suggestion to hopefully quickly fix the set to swap combustion for breath of fire. Breath of fire has always been crap due to it's cast time and super narrow radius and short range. The set constantly feels anemic, cause basically it's only aoe is fire sword circle. Please swap combustion for fire sword circle. If someone wants to complain about "thematic purposes" this never had to be in fire MELEE. Put breath of fire in the epic, or roll a ranged toon...
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This is all true, but it mainly just needs it's proc rate reduced to at the very least 2s if not 1, and yes especially per it's animation it should be at least 10ft not 8 for it's radius. But again, proccing every FOUR seconds is horrid and needs fixed.
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And the ato fury proc fixed to something more useful like a resist proc like tanks have.
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So a class can get fixed to be enjoyable/worth it on it's own right? Case: see MM fixes now and down the road. As a standpoint, i think brutes really just need to have their defense/resist values to be in between tanks and scrappers, and maybe less reliance on fury by increasing base damage and lowering the fury bonus/max damage cap.
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Focused Feedback: Robotics Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Those who also are saying it obviously. If I were the only one saying it, then I would say "I". Are we really needing english lessons? -
Focused Feedback: Robotics Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Traps also has some of the heaviest -resistance of any support set against an AV/GM as well even without poison trap. Where this becomes extra noticeable is on those sets with much less boost in the way of -resistance/-regen. But, to say anything at this point, is really just discussing why -regen is valuable, completely against the argument, which is WHERE it should be, which is in the bots, not the MM attacks, for the sole purpose of being too busy, or exhausted to spam those for the -regen. One thing I need clarity on too, with the resistances being moved to the upgrade, does that include the force shield from the protector bot that we can now slot that in whatever upgrade it's in? With how the other sets get this seems like this would be logical to have that slotting be in the upgrade power. -
Focused Feedback: Robotics Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
You say build variety. We see "more attacks and slots and cast time needed to keep -regen in the build where it wasn't needed before" edit to not make a 2nd post: again, we're not saying the changes to the bot atacks themselves aren't lovely. We're saying what I just said above. -
Focused Feedback: Robotics Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
That's not the reason if you've been listening. Because now, to keep the -regen, you have to get and use the personal attacks. Taking away from other powers, and costing a LOT more end to keep it as well. Especially in the aoe, which makes the least amount of sense especially given the MM end costs on it. -
Focused Feedback: Robotics Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Again, we're not talking about the bots MM overall, we're talking about WHERE that -regen is. It honestly sounds like every defense (which makes no sense to begin with btw, as even in bots, it's still there so what do you care), but sounds like this is only being defended by petless MM desires. Otherwise, there really is NO argument on this. Unless you, and the devs are saying that the bots would be *too good* if they had the -regen, which since the amount as is is nerfed already anyway, which not one person from what I've read has said that. Unless a dev says that specifically, there is no reason to not keep the -regen in the bots. -
Focused Feedback: Robotics Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I get that, and what YOU'RE missing, is that, that is just you. That -regen helps more on teams as well. And now you have to pick up, use, and lose end on the MM attacks in order to retain *some*, ie also still nerfed from live on the amounts, of the -regen. You're completley looking at this in a vacuum. I'm not saying that the bot upgrades aren't nice for the bots themselves. What I-WE, are saying, is that the -regen should remain in the bots so you don't have to pick up and use the attacks to keep the -regen in the build when it was always in the bots. -
Focused Feedback: Robotics Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Right, I'm not a fan of anything being *key* in those attacks at all tbh. They should be there if you want to add more dps personally, bonuses, to keep you busy etc. But don't think they should be key to a mechanic of the set.