
WindDemon21
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issue 27 Focused Feedback: Ice Control Changes
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
And KD sets too. -
issue 27 Focused Feedback: Ice Control Changes
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Of course, the BIG issue, is why does it STILL not accept slow and kb sets like it should. That needed fixed WELL before adding any damage to it. -
Keep in mind this is also not accounting for the fact that when you finally get unmezzed the target that is toggled, can likely either be dead, or BECAUSE you were mezzed, and unable to control your movement/battlefield powers, they aren't where you want them anyway and you may want the toggle on a new target. It may be more management and annoying when toggles drop when mezzed, but vs a *too* long suppression it's actually more effective having them do so. There are a lot of things to be considered for how this QoL affects the gameplay, but however you look at it, the suppression shouldn't be longer than 3ish seconds because of all these factors without resulting in MORE micromanagement to personally detoggle, or less effectiveness because the suppression lasts too long. A fire/ice/elec troller with rad emission would probably be the biggest proponent of offensive toggles, but when most sets only have just one, or two that often activate faster as well, this is also where the averaged 3s suppression makes the most sense, rad would be a bit better which honestly it can use given how important it's toggles are, while many others this would still be a nerf, but can be nice resulting in less management. (again, at 3s, not 8 )
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issue 27 Focused Feedback: Sonic Attack Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Up enough, it's close but still impacted. The bigger issue here is easily the target cap issue on it. -
issue 27 Focused Feedback: Sonic Attack Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
You just need to put a kb-kd in it. You probably don't hear good things about those who do not do that and use it willy nilly, but it is HUGE if you know what you're doing. On non-sents, the already 10 target cap on its main aoes though, was also what hurt it compared to other sets. It needs said again, all ranged cones on non-sents should be 16 targets to match their taoe counterparts, and 10 on sents. There is no reason this really should have ever been the case to begin with for ranged cones :/. -
issue 27 Focused Feedback: Sonic Attack Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
The problem is still much greater than you realize though. Shockwave was the biggest part of sonic blast, not because of damage, but because of the sheer knock mitigation it offered. Even if the damage was lower, it was really effective to be able to alternate howl and shockwave and have it hit most of the mob. This nerf REALLY negates its use for group knockback/down, and is honestly nowhere near worth the damage change. The change to siren's, terrific, but as someone mentioned, casting these cones and having it only hit less than half of the enemies in a mob just feels REALLY bad. Especially for those cones that are extremely useful for mitigation like shockwave. energy torrent, and umbral torrent. The problem is, thinking that sentinels should even have a lower target cap to begin with, when they already have a much lower damage scalar and range decrease on some of these. The target caps should not be lower, definitely not anything less than 10 targets. This also means, HAVING to take a 3rd cone attack power, and slotting it, to reclaim some of the damage lost. Where honestly it was fine before. the damage/rech would manageable if the animation was just sped up, but definitely not by nerfing the target caps on these key powers, and the less affected -resist from howl. -
issue 27 Focused Feedback: Ice Control Changes
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I'm fairly confident that that at least would be only for the damage, not the knockdown effect. Could be wrong given some of the changes in this patch in the wrong direction, but i would imagine it's only for the damage. Considering the damage I would imagine is from them falling though, seems like that should be autohit as well given it's minor. -
issue 27 Focused Feedback: Symphony Control
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
This is quite a bit TOO many cones. Granted i like them, but it severely limits gameplay options when they never work around you, nor with corners/objects in the way. This is especially bad on the immobilize, as dark control will tell you. Forces you to only be able to play at range for the most part and won't mesh with sets well. Dark included, the aoe immobilize should be a large radius taoe, not a cone. -
issue 27 Focused Feedback: Ice Control Changes
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
This was meant to be "terrify" per status right? As in, the control where they cower, not that AI effect where they try to run away? -
issue 27 Focused Feedback: Ice Control Changes
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Don't forget to extend it's duration too. It was already kinda BS that it takes a bit to just perma the slow, especially when blasters version was already easily permable out of the gate. 30 second duration at least. -
issue 27 Focused Feedback: Ice Control Changes
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Please fix this so that they also FINALLY will take slow and knockback sets. Same goes for Ice Patch. -
issue 27 Focused Feedback: Sonic Attack Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
This is also pretty unwarranted, it's damage was already fairly lower, but this just helps reduce it's use for it's knockback to keep mobs knocked. Three seconds may seem small, but it makes the difference when trying to juggle enemies at decent recharges. Um... wth no. Honestly all ranged cones should be SIXTEEN targets on non-sentinels. The 6 target cap on the cones is already the DUMBEST move on sentinels. It without a doubt should be 10 targets if not just normalize 16 still. Sents have it rought enough as it is for that, but seriously, all of the cones should be 10 targets. It just ruins sets that have that SO badly on sentinels and makes them just unplayable. The only ones worth playing as it is now are the ones that have 10 targets on their aoes versus the 6 target ones. Seriously, DON'T do this and completely ruin that set, just don't. And fix the others that are only 6 and make them 10. It's just wrong. -
issue 27 Issue 27, Page 4: General Feedback
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I'm confused what this is for then, besides what is on those focused ones. Either way I did not see a focused thread for everything so going to focus on those that do not have there own thread here: Enhancement Slotting Fixes While you're at it make sure to allow those powers that DO do accurate healing/debuff to accept those enhancement sets too. I can't think exactly of what offhand but I know there are some where it's REALLY dumb that you can't properly slot those sets. I know benumb is one that should take end mod sets. Neurotoxic breath should take holds. I know there is one major power that should allow for accurate healing sets that does not but can't immediately think which it is. OBV slow/kd sets in ice slick/patch as just mentioned. Dynamo on blasters, the heal isn't attached to accuracy, but it does take, acc, and heal enhancements, so would make enough sense at least that it coudl take accurate healing. Radiation Infection (All, except Crey): Cast time reduced from 3.1s to 1.5s. Yes! While at it also look at quicksand especially, but also any that use bonfire/repulsion bomb. Same animation as neutron bomb, but those take 3 seconds to cast, where they should only take the 1.67 that neutron bomb does. Same goes for all that use the psy scream animation, and basically everything in dark miasma, especially that twilight grasp/flashfire/flash freeze animation. Tar patch/darkest night especially too. -
Except its not, again, this is for offensive toggles. Keep in mind how few that actually affects. Rad being the biggest user, most sets have only 2, if not one offensive toggle (ie interacts with enemies). We're not talking leadership, fighting, armors etc. Most of those, start recharging when you get hit, and are ready to pop back on when the mez wears off. Three seconds should EASILY be the max, again, if not two seconds, which would still even be a nerf to quite a few toggles (just less hassle).
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issue 27 Focused Feedback: Attack Typing Adjustments
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
This is also completely unnecessary, and honestly just kind of a smack in the face for those which it applies to. The game has ALWAYS applied defense typing for all that an attack is categorized as, and should be as well still. This is just dumb, and a complete waste of time on the devs part, sorry. This is a major downvote, and wish the time was spent on better things that are actually asked for and help make the game more fun, not worse. -
5 is still WAY too long. Especially in the cases like rad emission, hurricane, darkest night etc, where those need back on ASAP. Three seconds is the max the suppression should last, if not 2 seconds. It's still actually a nerf in several cases for key toggles like that. 3s max, 2 would be more adequate, especially considering that this is for offensive toggles, which most only have 1 or two to begin with. Thinking that, I'd easily lean more to the 2 seconds.
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This was so exciting, FINALLY having suppression while mezzed. Then i saw the 8 second ADDITIONAL suppression after mezzed!? This is 100% a bad idea. I can see some of the thinking behind it, but 8 seconds is WAYYYYY too long. At max, the suppression should be 2-3 seconds, figuring the cast time on a toggle or two, but no more than that. It's actually a nerf to some faster toggles as well which you could get back on in a second after being mezzed. Please remove this suppression ore at the very least limit it to 2 to 3 seconds, but definitely no more than that or it's going to completely ruin it.
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issue 27 Issue 27, Page 4: General Feedback
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
To be fair, at the very least, would make it so you just have to turn the level difficulty down, and will lower the amount you earn, but therefore item prices will drop, but winters will get exceedingly rarer as a result. So if you're farming, progression will be slower, but youll still be making a good bit I'd think compared to people not farming. -
issue 27 Issue 27, Page 4: General Feedback
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Yeah, this should also really be repealed, defense shoudl work to each kinda of attack type, like it always has, really dumb move. -
issue 27 Issue 27, Page 4: General Feedback
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
the fire farm enemies wil lget cauterizing aura, and burn, its going to HURT. -
issue 27 Issue 27, Page 4: General Feedback
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I understand that, which is where that 2-3s MAX suppression to account for retoggling would be acceptable, but DEFINITELY not 8 seconds, that's just horrid. Noticing that last part too, Honestly most are already rech'd by the time the mez wears off cause they detoggle right away. So the issue is the animation time. If the suppression could last only per power given their animation times would be great, but im sure that would take FAR more coding that just giving a flat rate. But again the issue is really the time. 8 seconds is just FAR too long of a suppression. 2, or 3 seconds max is where that number should be, because even then, some faster activating toggles are still getting a nerf on usage after un-mezzing. -
issue 27 Issue 27, Page 4: General Feedback
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Somehow i don't think coding would be possible for both options, but honeslty they're already doing nothing when you're mezzed, the suppression shouldn't even exist, but at the very least like i said, make it only 2 seconds to account for a retoggle, DEFINITELY not 8 seconds. -
issue 27 Issue 27, Page 4: General Feedback
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Yup, honestly can't stop thinking about how horrid this is on the suppression. Please remove that horrid suppression, or at the very least compromise to a 2 or 3 second suppression. That suppression honestly just made me go from ecstatic about the issue even with some of the other bad things I mentioned, to honestly feeling just dreadful and depressed if it doesn't get removed. Like Ugh. Improvements please, not nerfs. Also, when they would get detoggled from mez, they would recharge to be ready to cast back on the enemy etc without needing intervention. This suppression is actually worse cause not only would you either have to manually detoggle, to retoggle faster, but that 8 seconds is far beyond what most retoggling would take, especially for those key toggles like radiation infection and darkest night. Again, REMOVE the suppression entirely, or at least compromise down to a 2ish second suppression. -
issue 27 Issue 27, Page 4: General Feedback
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I'd have to retest, but doesn't that also affect the kd as well. I'd say regardless it should be higher for target based ones, or pbaoe like tremor, but if its not actually effecting it then well thats one thing. Though still think on all blaster secondary aoes should be at least 10-15 ft, 10 on non tank-melees. the tiny radii really hurts. -
issue 27 Issue 27, Page 4: General Feedback
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Ok, the notes don't mention anything about the 8 second suppression. This 100% should NOT suppress after you're unmezzed.