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WindDemon21

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Everything posted by WindDemon21

  1. I get that, which is why i'd be fine with it as 5 targets if they corrected its other stats. don't be fooled by it's "crunch" feeling to think that its doing more than it is. It's damage and target cap are fine, but then it's end cost/rech at the very least if not cast time too need to be adjusted to match it's new damage. It still woudln't be an accurate comparison aoe'wise anyway since mace gets shatter which is amazing in it's own right too. I'm comparing it only, to itself though, for its new damage, it NEEDS to have it's end cost and cast times corrected for the power. Or look at it that I'm comparing it to EVERY power, that should have appropriate values for end cost and recharge for the amount of damage they do. For example looking at other scrapper cones, look at other weapon sets for the best comparison: Pendulum: 84.23 damage, 14.35 end, 15rech, 2cast Broadsword: 76.95 damage, almost the same, 2cast, but 8.53 end and 8s cast, yeesh. literally almost half of pendulum on end/rech stats for almost the same damage. Katana: 61.94 dam, 6.03s end, 6s rech, 1.17 cast, basicaly about the same only little more than 1/3ish Mace: 100.72 damage, but ALSO 11.86 end, 12s rech, same cast, AND htis 10 targets. Even if it only hit 5 targets, it's still WAYYYYYYY freaking ahead of pendulum. Its honestly insane that you DON'T see how bad pendulums other stats are for the new damage it does. This SERIOUSLY needs fixed.
  2. But as is, it absolutely needs adjusted to higher target cap or lower end/rech/cast times.
  3. If it's going to be a "tier 5" power, then it shoudl also have "tier 5 end cost/rech/cast times. but it never was, it was just straight up nerfed without those being adjusted. For that damage now, it's 15ish end, and 15s rech, and 2s cast time, should be more like 11.5end, 12rech, and 1.6ish cast.
  4. Yes i'm well aware, which the general way that works is powers HAVE less damage, but ALSO have less end costs ,rech, and animation times. This power however just lost it's damage, but still has the horrendous end cost and rech, and somewhat long cast time. Its DEFINITELY not overpowered at tier 5, those other stats just need normalized to "be" a now lower tier power, but they werent, it was just straight up nerfed.
  5. Even before the changes to Axe, one thing that always made mace better was that it's version, crowd control, was bigger and hit 10 targets. Now with these changes, the power had it's damage reduced, but it's other stats were not compensated as a result. If it's still going to only hit 5 targets, and have it's damage reduced, it needs it's end cost, cast time, and base recharged reduced as well to match. I understand it was made to be earlier, but that only denotes the "general" rule of powers usually having smaller damage, but ALSO lower recharge, cast times, and end costs as well. When this change went through however, the damage was nerfed on it, but those other stats were not properly compensated. This needs fixed, either by lowering the cast time, end cost, and recharge time to match the powers new damage value, or by increasing it's target cap to 10 targets like it should have always been. Edit: corrected a word on title.
  6. Actually isn't this a bug as well? Looking through patch notes I'm not seeing anywhere that states it shouldn't stack the dot, or even on the focused feedback for it.
  7. It was pointed out to list this here via In-game petition rather than the sent forums. Simple point, it does knockdown but doesn't take KB sets. Even mids has that it can so assuming it did but somehow maybe bugged at some point. Possibly not, but this power should allow kb sets to be slotted. (likewise again while looking at it, ice slick/patch also need to accept slow and kb sets). Maybe by design too, but the sentinel version also seems to be missing the -resistance also offered by the power like on tanks. Which even doing [sentinel.arctic breath] in game still lists it as having the -resistance, even though tiny, would still be nicer to have it given the powers cast time and rech times.
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  8. Simple point, it does knockdown but doesn't take KB sets. Even mids has that it can so assuming it did but somehow maybe bugged at some point. Possibly not, but this power should allow kb sets to be slotted. (likewise again while looking at it, ice slick/patch also need to accept slow and kb sets)
  9. Well the DUMB part of that is it not taking rech enhancements in the first place, which it 100% should.
  10. Seriously on this note though. How was this not corrected/noticed how terrible it is if the dot doesn't stack on beta. I'll admit I missed the symph stuff on it cause I was on other concerns but seriously, I'd more think the non-stacking was a bug if someone didn't specify it wasn't.
  11. This power says it provides 10 max endurance, like superior conditioning for example, and it does not even say that it ignores enhancements, yet not only can you not slot end mod sets into it, but you can't even slot it with end mod enhancements. Please fix this!
  12. Ah ok, was wondering but dang. But also on that power itself, it really could use some sort of a more worthy upgrade since the hold got downgraded to a sleep which is essentially useless on a short duration mag 3 only single target ability. I'd even, or prefer an immobilize or hefty -rech debuff, 1s cast back, etc
  13. And it's 1.67 cast time instead of the 1s cast time of freeze ray. This power just plain got the shaft for sentinels, an AT which generally has better ST powers than it's other counterparts. All around this power really should be fixed.
  14. On top of it being super dumb that it's only a sleep on sentinels and not a hold, but what is the point of the 11% damage buff to only smashing damage when literally none of the ice blast powers even have a smashing component. I think personally it was bugged and should have been cold damage buff, not smashing. Could this be fixed?
  15. Made the toon in August, and that patch was in October so I'm going to say/guess that whatever caused THAT issue where even stacking it wasn't confusing was probably fixed unless I see it happen again. Since that was the most extraneous case of the confuse not working, the rest would most notably in my perception seem to be that the confuse is rolling on a separate to hit check than the initial damage does. I have never had it confuse WITHOUT doing the damage though. So it seems that the damage checks first, THEN the confuse checks on a separate to hit roll in that .25 second delay I think. That seems to be the most logical case of where the bug is happening. Albeit it could be perception, but when trying to test the bug, it did seem to happen LESS when he had extra tactics/forge on him ie missed less with the confuse (which doesn't show the separate hit roll in the combat log so there is no way to test that for sure). Although, there is still another separate bug, where it hit a green ink man in IP (not mob-started yet so no 02 boost from sorcerer, which none was in that mob anyway, etc) and it DID confuse, but it only lasted for about 1 or 2 seconds, where it should have lasted 20 since it was only a +2 minnion. So at this point it seems most likely bugs are: 1. Line of sight bug, which agreed shouldn't be a thing, it's not a snipe. 2. Confuse running on a separate to hit check from the initial damage. Or it could be just a plain bug in not confusing cause of screwed up code related to the DoT or other things that were mentioned previously in this thread. Also to note, while not a bug exactly, the damage dot stacking should REALLY be looked at so it can stack for reasons stated in my post above. If it's not able to stack I'd honestly rather it just do standard damage on it's initial attack, or maybe short DoT for like 2-3 seconds, but the "dot lasts 30s" if it doesn't stack is just REALLY underpowered and makes it just awkward to try to slot/use it for the damage. Please for the love of all that is holy FIX THIS!
  16. I think something may be bugging on that .25s window sure, but I can say with certainty and in the videos that another power isn't hitting in that moment. I think the fear re-proc may at times like that one with the 5 green ink men, but other times there arent powers hitting/proccing, especially those times it's happened when starting a mob with it or that 5-6 stacking of the skull boss in PP. (That has been the hardest one to recreate, I'd have to check when I made the character to see if that one bug fixed with page 5 may have fixed that one. I noticed on other bosses I'd spam the confuse and they still wouldn't confuse but I don't think I've seen that lately unless it's the rare doesn't work "one" time while doing so)
  17. I forgot to check that but really? That seems really bad cause the initial damage and DoT is already pretty low. If it doesn't stack then the damage from is is honestly in need of a bump too anyway. Are they really worried outside of avs of stacking the super low dot??!? What about the pets IS? I noticed not seeing extra but I've seen the DoT just not show on st immobilizes too so thought that was just what was happening. Honestly if it is not stacking the dot though, the powers damage is just really odd to begin with then and really should have a tweak to bump it up, cause with 8s rech its not hard to stack, but without stacking the dot it's both "necessary and pointless" to try to slot/use it as a damage power, cause you cant use it in a chain cause the damage is too low, and otherwise not used enough to bother slotting for damage at the same time. This really results in a tweak needed, just letting the dot stack would be what made sense in the first place. Again, are they REALLY that worried about such a tiny dot stacking over the course of a 30s fight where most other ATs would just kill the target in that time anyway? And sure, maybe a small bump it would give in an AV fight, but not more than other sets like illusion, fire, stone etc who actually have pets and other skills to make up that damage anyway.
  18. It doesn't list that in game. If this is how it works it should definitely be listed on the power, but that's fine if it's meant to work like that of course, it should just say that though. Edit, wrong picture, updated pictures. Notice it says "when target is awake, for CC, but not for IS. It should state that in the description as well for newer players who dont know/know how to understand that in the detailed info.
  19. Right, all is really weird how it's coded. I think regardless, what we have already uncovered to be odd/bugs on the power, fixing that, would probably fix any other intermittent issue with the confuse not working per the videos i've posted. If it helps too, i've noticed that in combat, (i think but didn't pay specific attention cause only looking at initial hits of it) that when they were confused before, it wore off, then you reconfused, that they would be hit with 2-3 instances of the DOT at once. That may also somehow play a role in this weird bug/behavior. Obviously I don't mind that little extra damage up front, but just something else i've noticed that may be impacting these bugs per spaghetti code.
  20. Also, unlike the cone stun that stops the dot if they're slept, the confuse doesn't list that flag. It should still go on even if you use the sleep.
  21. I mean I'm pretty sure it's NOT supposed to work like that. It's just one of the bugs happening.
  22. Right, i've turned everything off but hover in any of those I think. like I said so far, my best guesses, were either the confuse running on a separate hit check than the damage, or most likely, as it's the only st confuse with the dot when they're confused, the issue probably mostly lies in that mechanic/code. It has never confused, but did no dot, or vice versa. Those were always linked, but what is happening is that initial damage, then no confuse/dot. This makes *possibly* the most sense in all my testings, except that -14 skull boss I tested it on where i hit him 5-6 times and still didn't confuse or dot, which of course annoyingly I can't seem to recreate either.
  23. Oh one hundred thousand percent. It definitely is. I'm providing videos, and examples of exactly what has happened when I notice it. Im trying to figure what us causing it and think of possibilities, but unlike other bugs I've encountered this one just seems 100% random. It's crazy.
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