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WindDemon21
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Besides the fact that that would make zero sense at all to do nothing but cause frustration, that's definitely not what this is. They have acknowledged the issue in relation to claiming character items and have said that this is not supposed to be happening. It's just that this has now crept to opening super packs too and it's been a long time that they've known about this with character items with nothing seemingly being done about it so far. Im simply helping to let them know that this is now happening with super packs as well.
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The same would work just right clicking and opening it was just more of a pain to do so. You can no longer do it that way either as well. So when something was working, and now doesn't, it's definitely a bug, though may be a system-issue bug and not an actual game bug, but this has been going on for a while at least with the character items. They have acknowledged it as an issue in fact, but that was last, I think almost a year ago since they acknowledged it. I don't think there is a "system issues" section, so bug section fits the best for this. Either way it's an issue that would be greatly appreciated it if was fixed.
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PLEASE FOR THE LOVE OF CTHULU fix this! This has been an issue for a while where you can't rapid-click the claim button on character items to claim more than one at a time, like converters for example. And there STILL is no option to simply select how many you want to claim either. But even, or at least just as terrible, you used to be able to use a macro to open super packs quickly, and you could keep pressing it as many times and it would open the packs and the system would catch up. But NOW, it's doing the dumb thing the character items do where it freezes and says "please wait a moment". Before I would seriously click the macro to open the packs super fast and this would NEVER pop up before, but it is now and it's infuriating, and the cards flip over SO damn slow its going to take forever!
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Sorry, it was more about it being left like that from test (honesty i think it HAS to be something they overlooked and not intended, its so grossly unbalanced in a bad way now), and others who might say that, it did kinda sound like you were XD. Getting frustrated too by constant new things the devs are changing but not doing right numberwise, but also mostly getting frustrated that it's making yet another toon i'll have to shelved most likely until it gets fixed, SOOO many lately ughh :(. Talking in game with people about it too they see that, but will try to bring up it's "utility" but thing is, at 5 targets, it's only a 50% chance to kd (really think for this case it should be 100%), but compared to say bs/kat in this scenario, that's only 2.5 enemies. So compared to those which do -defense and can house the achilles proc, it's more or less different, maybe a llittle better depending what you want, but not 15 end/rech different, where that 10.5 instead of "straight end/rech PER damage 8.5" makes more sense.
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"As an aoe" it should hit 10 targets. It's still a "cone" in it's 5 targets sense, the only reason it was changed because the cyclone pull in would otherwise be counterproductive for it. But as it is at 5 targets which I'm fine with probably happier if:, it INSANELY needs its end cost and recharge time lowered. If you don't see that then you don't understand how power damage vs end/rech works in this game. If it is concluded, that say over bs/kat cones, that since it is a *SLIGHT* bit easier to hit targets from its previous cone, and that it has kd instead of -defense (which also means Achilles proc would be slottable), then instead of the average 8.5end/rech that it SHOULD have, that it would instead be say 10.5ish to each, I can acknowledge that. But to say it's fine as is is just asinine and clearly shows you don't understand power stats. Edit: to be clear, having that end/rech at 10.5ish instead of 8.5ish WOULD be the appropriate tax for its new taoe and kd, but 15ish on each is WAYYYYY too high for a 5 target cap with its current damage. I'm convinced anyone saying otherwise is just being wowed by its animation and sound, but not actually realizing the numbers, because the numbers are CLEARLY out of balance as is.
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I am looking at it as a whole, this is regarding the aoe in the set, I love the pull in on axe cyclone, but fact is the shave off its cast time was combatted by increasing it's recharge time as well. I'll grant the larger radius on it now (though think it's still only on the pull in not damage itself would need to test that, but even so), but pendulum is still the 5 targets. So per target, it actually did take a dive on it's aoe damage with the pendulum nerf, and it's single target was already before considered very slow which is why the ST powers got the buffs. So those considered and the set overall, it's fine having pendulum be a "weaker" aoe, ie less of a big hitter tier 9 you'd expect, and i'm fine with that, but it's end costs and recharge times should be matched to compensate is all that I'm saying, and evidence of standard power damage/end/rech ratios with nearly every other power in the game, back it up as well (of course there are exceptions that still need fixed, but the apalling part is this was recently changed and went live like this AFTER being looked at). At it's damage (and target cap), it's end and rech costs are way too high. I did have an axe scrapper 50+ here and on live, and it was never tough to get them into the cone of pre-page 5 pendulum, and its damage was bigger which was nice, but even then it felt like for the set that it should have been the 10 targets. Again I'm fine with it remaining the 5, but per damage it does not as well, the end/rech at least need to be lowered. Looking at those examples I listed earlier: Pend compared to slice: Pends end should be 9.34, and rech should be 8.76s pend vs steel (equally bumping up values as if it had 2s cast for comparison): 1.05.88dam/10.31end/10.26rech): pends end should be 8.20, and rech should be 8.16s pend vs mace, honestly so tough because its already way ahead of pendulum now even if it only hit 5 targets, hitting 10 it's literally like 4 times better, plus it's knockdown is guaranteed vs pendulum's which only has a chance to kd. but you see where this is headed. Pendulums endurance and recharge times are WAY too high for it's new/current damage it does, averaging between bs/kat at least that it's end cost should be about 8.75ish end, and recharge should be about 8.5s, which is almost HALF of what it's endurance and recharge times currently are. Granting cyclon'es pull in (which was the justification for it being the 7ft taoe instead of cone cause it wraps them around you, which would work against a cone),and the slight area increase, (due to this, though at still the 5 cap it was never tough to get 5 in it's previous cone), I could see more like 10end and 10s recharge would seem like an averaged middle ground the power should be on, but certainly not almost 15 end and 15s recharge. This needs fixed asap.
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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.
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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.
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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.
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fixed Impassioned Serenade bugged, not confusing
WindDemon21 replied to WindDemon21's topic in Bug Reports
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. -
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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Sentinel Arctic Breath not taking kb sets
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Yup -
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)
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Elec Armor Charged Shield IOs and enhancements
WindDemon21 replied to WindDemon21's topic in Sentinel
Well the DUMB part of that is it not taking rech enhancements in the first place, which it 100% should. -
fixed Impassioned Serenade bugged, not confusing
WindDemon21 replied to WindDemon21's topic in Bug Reports
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. -
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!
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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
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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.
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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?
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fixed Impassioned Serenade bugged, not confusing
WindDemon21 replied to WindDemon21's topic in Bug Reports
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!