
WindDemon21
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Focused Feedback: Battle Axe Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Can we actually get all the weapon powers fixed to be customizable for those special aura and spark animations. Sparks should be color-able. And the glow ground to target effects for things like headsplitter, cleave, golden dragonfly, we should be able to color those. Same goes for like, ALL of trick arrow and other weapon attacks. We can't even color the fire on ignite and flamethrower in assault rifle for heaven's sake! -
Focused Feedback: Battle Axe Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
NOOOOOOOOO! NO! These TERRIBLE tiny radius taoes are precisely why the aoe on street justice's spinning strike, and touch of fear, are TERRIBLE on anything besides tankers who get the increase radius. Please, leave these as the cones they were, and just make them a ltitle bigger maybe, and make pendulum 10 targets/16 targets to match crowd control. And seriously, 3ft radius on Cleave, that's not going to hit ANYTHING else but the target. Do NOT do this. While you're at it, please fix spinning strike to a pbaoe like it should be even per it's animation and finally fix STJ's aoe issue. ToF can make sense as it is, but should still have a radius increase to 10ft. -
Focused Feedback: Necromancy Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I only saw this and thought radius, not range of cast, but PLEASSSSSSSEEEEEE make these upgrades, if not going to auto's, a pbaoe buff so you don't have to actually target the pet to cast them. Please make them pbaoe, so you can just fire them off right after you summon the pet without needing to target them. -
Focused Feedback: Fiery Melee Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Front the damage too like short circuit if this was not done yet already too. And for the LOVE OF GOD, swap this in for breath of fire on non-tanks. Breath of fire is horrible with its radius/range, it never should have been there instead of combustion. The set needs aoe. Combustion should be there, not BoF. Time and time again, the lack of aoe for the set relying solely on fire sword circle keeps me abandoning my fire melee scrappers. -
Focused Feedback: Fiery Aura Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Yeah holy hell did not see the 45s recharge for burn. If that's going to happen, it needs a serious bump too. I get *trying* to stop farming but seriously, stop ruining every other pve combo because of it. -
Focused Feedback: Fiery Aura Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
While they're at it, at taunt to ALL the damage auras on scrappers. And for the love of god, add it to chilling embrace on ice armor. It works just like other autohit auras on other armors on scrappers that DO get taunt, for the very reason that you want them in the aura to help survival or damage. CE has -rech and -damage, it's taunt should never have been removed. -
Focused Feedback: Fiery Aura Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
You still missed the MAIN issue the power has (like dark consumption too) is that HORRIBLE 3 minute base recharge timer. This needs to be downed to 60 seconds, or honestly lower unless the end portion is autohit like power sink, energy absorption, power drain etc. The recovery portion should also be fixed to last the duration of the buff, not the dumb 15 seconds that it currently does especially for how tiny the recovery buff itself is anyway. Something more proper like a front faced proportion, better rech, and longer duration of the recovery buff like: 60s rech, end/recovery portion is autohit, 25% end for first target, 5% for additional 25% recovery for first, 5% for additional, 30s duration of the recovery buff, 60, or keep the 2 minute duration of the -recovery/end resistance. Max hp addition is good/fine, 30s duration on that as well in this scenario. -
Focused Feedback: Force Fields Revamp
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Fine, maybe make it do tier 1 level damage perhaps though, or make it an aoe kd to juggle off with repulsion bomb. Can keep the single target knockback if people complain, but have the aoe be KD, similar to propel kinda. Though really, knockdown would be fine enough on the single target (set has repulsion field and force bubble to position, ST kb was always just bad on this power, and slotting can still make it juggle-worth on a single target) Good change, but adding a proccing absorb has always been one of the main asks for this power too. Stun chance doesn't need lowered, it was key to stack stuns with other stuff, now the stun may as well just be removed. Don't forget to also fix it's radius issue on non-defenders. IIRC the other AT's have only a 12ft radius for it, where defenders have 15ft. Please adjust those up to 15ft properly, or given the lower damage and more debuff-oriented state of the power, up it to 20ft radius. These are very bad moves. Obviously the not costing end per target on repulsion is good, never should have been there, don't forget to adjust this for all versions and sonic repulsion and repel too. But regarding this, no. I've always suggested a location field bubble kinda like the hami goo, that would do -speed/rech/resistance/defense etc, but do not get rid of force bubble. It's key to position mobs around, and should not go into repulsion field. Doing so removes the individual use of the repel when you need it, and turning it off when you don't, and the smaller radius of repulsion field helps keep you alive without affected the field of play much, and for those using it for the KD instead, really hurts losing that repel of force bubble altogether. A better fix, would be for repulsion field, add a wider area big -speed to it, maybe even -range too like hurricane, and of course remove the end cost per target. Done. Force bubble, honestly should stay as is, but just lower its cast/rech times/end costs, maybe add -speed to it as well to make it more effective. The special resistances, should then really be, adding the DDR to the ally shields and dispersion bubble, and then adding those other special resistances (most which are in the ally shields already) to dispersion bubble so you can get them yourself too. -
Focused Feedback: Power Level Availability Changes
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Yes thank god! But also, please move the primary tier 3 to be available at level 1 as well. Gravity and Mind control demand it! And some others could use it as well too. -
Focused Feedback: Dominator Illusion Control
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Yes, now please GOD do this for troller version too. Terr should always have been WAY earlier and flash at 26. And aoe disorient for group invis? uh, yes please. EDIT: GRRR keyboard! -
SG mate asked for this combo so I obliged. Here's how I would suggest doing it: Going to be hard pressed to find a better build for it, outside of wanting something specific changed or going mu for the extra aoes/procs. SS Shield ATO Etorrent - Brute (Super Strength).mxd
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It does. Like burn, it carries over the fury and scales down as if you didn't have more generating until the patch dies. If the question was meant does it generate it, it does in combat, but only when it's first placed down, not due to it's pseudopet tics.
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They actually get the EXACT same resists... Brutes just have a higher cap which only comes into play usually with smash/lethal and the elemental type of a specific set. This is one thing that always made me eyeball brutes badly. They should really have resist/defense values in BETWEEN tankers and scrap/stalkers
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Again, note the context,. It's not about, what set you pair with, that would help other pets too. The issue in question IS their base stability, and their lower damage due to their level issue, and only having scorch as their attack. Other pets do FAR more than imps including help controlling, slowing, debuffing etc, and in most cases do more damage too, and are sturdier, better resists/defense, and even mez protection on some.. Ever since what issue 5 when pets could only be one at a time, they've been needing a rework to compensate. Starting with ALL pets in game, should be even level (god esp MMs, but not going there in this thread lol). Since ALL imps do is damage, no control, no debuff, they should at least do more of it, and that just isn't the case in most situations, especailly when all of these are factored in.
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Oh I know how to use and heal/buff them, debuff the mobs etc. Just saying with them only having scorch as an attack and being lower level than other pets means they actually kinda suck. The other pets all get some form of a control, better resists/more hp, and more attacks in general which usually means they can actually do more damage than the imps combined, and they get flung all over super easy as well. They easily need another attack. Flares would make the most sense and finally give them a ranged attack, but I can imagine fire/kin being annoyed. But one combo versus being better for all.. is fine.
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They really end up doing extremely little. They're flimsy as hell, and really need to be given a 2nd attack. Overall, I LOVED when you could have 20 of them, but since the change I find them to actually be one of the worst pets overall now with just scorch only in their attacks. It was also a lot different when you could reduce their recharge, but now yeah...
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As the denial power too, it's slow could/should really get a boost to at least altrops level slow as well.
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Keep in mind too, that it's only mag 3 fear. Really wish (like caltrops but toggle) it was at least mag 4 fear so you could more effectivley use it as the denial power, especially on blasters. But on a controller, you have flashfire anyway to keep min/lts contained so the denail mostly means nothing on a controller/dom.
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@Captain Powerhouse Any input on this, cause if nothing else that sleep toggle, evening the cones, and moving that -damage would just about make the set perfect XD.
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I've thought about that mechanic in general for this game. While it would be fun to have that, it would be HELL if the enemies got a reflect type power. Not sure if the code could allow it either. But with the sleep toggle, that basically fixes most of the issues on symph. It would help protect the pet too, and you, and both have enough ranged stuff. Rest comes down to your support, but for symph itself the sleep being the pbaoe toggle, and the -damage moved to immob/fear would solve most of it, and making the cones the same as the immob cone. Then last I'd say to see is a tiny aoe on the confuse (just confuse portion not damage, and it could/would be much smaller duration too like seeds or possibly even less tbh, just something to help those not-in cone mobs (in this case with the sleep toggle, that also aren't in your melee radius, but also helps to get around corners and such where the cones miss too).
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Except that it is in its current state in those contexts. Especially in the context of those aoes, but even increased to the mob. What they need to do is increase the aoes, but make the bigger debuff the aoe, with half the debuff stackable to the single target. That way it still works as it does now for the hard targets, but the main big debuff can then hit the mob. They also need to change nbreath to a ranged aoe so it can also be used in melee and allow for hold sets. Vgas also is way too late in the set and gets hit by mez way too easily. It would serve much better as a pseudopet that has a fast activation with decent base recharge so you don't have to constantly be in melee for it to be effective. It also has zero self buffs, and that ally rez is honestly kinda out of place in the set. A pbaoe resist/regen buff or toggle would make more sense via emanating "repurposed virus" or something. Poison trap also doesnt do much until its fully slotted and even then just barely. It would be better suited like the traps version, but also should be sooner than tier 8 as well. Even the st mez protection seems particularly out of place to the set as well imo. Would see it repurposed to whatever would go to the tier 8 or 9 slots now, or maybe at least improved as an ally buff and put there to get the others sooner.
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TBH too, I'd be fine with the pbaoe sleep toggle not even having the -damage, and just having that moved to the immobilize/fear, so that you're not tempted to go in melee just for the debuff. and instead maybe adding a -speed to the pbaoe sleep toggle (again not -rech too so you don't want to use it just for the debuff, but the -speed helps to slow them down from getting too close to you before the sleep is applied)
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On the pet again too, I haven't gotten to it, but I know it uses your skills, either the set, or what you actually get I don't know, but I know that means it's like all cones. Cones, which are notoriously bad on pets because they are hard to set up, and even worse on pets you can't command because you can't tell them where to go. Now if the main cones were made to the 60/60 like aria of stasis, this would help the pet out a lot too, but in this regard, having the cone sleep changed to the pbaoe sleep toggle, would also help out even more in the sense that the pet would get it, so where it may not be able to use the cones effectively as well, at least it would have that toggle on to help sleep mobs near it and do more -damage. And on what I was saying about the lack of secondary effects on the powers, that -damage, like sonic's -resist, could honestly even be on all the powers and just a smaller amount. It would make total sense too, and benefit both you wanting it in the cone, and it being in the sleep as a pbaoe toggle. I can say another thing about the big cones and the set, is because of how it does NOT bundle them up well and keeps them spread apart with currently no helpful debuff, it also makes you extra vulnerable because you're getting far more aggro than other sets because you're hitting a big spread out mob, where others can only hit part of the mob. Hence, especially with spamming the cones, especially aria and the fear, it would be helpful to have the -damage be in all of the attacks. Tthe single target ones maybe not as needed, but in the aoes it definitely should. 10% in the immob and 10% in the fear even would suffice mostly, and 10% in the aoe hold for how rarely it's used, and that same 20% in the sleep, since it's now a pbaoe toggle, it would not as often be stacking with the cone'd mobs, so it wouldn't OP it, and the -damage, like the 2 second proc rate on the sleep, could even only last a few seconds so when you leave the mob with the aura, the -damage is already gone as well (as to prevent constant stacking of too much -damage). The -damage that would now be in the cones as well would be flagged to not stack from the same power.
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Traps is great, but it's slow for a while, and definitely needs some updates to the powers to make it more usable mob to mob, and ff gen should be like farday cage so you can cast it each mob cause notoriously lags behind. Poison is just crap, if not for the radius of the actual debuffs alone, and the weakness of them besides the initial target you cast them on. Like anything people will try to defend it, but the set SEVERELY needs the trick arrow treatment. Especially as a beginner, (or even like i said in general) this would be my last suggestion for what to play outside of strictly theme or PVP, but definitely not for PVE.) That said, Trick arrow is the current master of overall debuffing at the moment, can't go wrong with it, and it meshes well with most of the attack sets, especially if they are fire or energy based to light the oil slick. If you want some control too, with the sonic revamp, a ta/sonic is VERY good. I also have an uber ta/elec that drains them really easily (acid arrow makes the drains 40% more effective too), and on top of it, my build has 13 heal procs and a slew of regen bonuses. It's quite entertaining lol. Other sets have a mix of usually buffs and maybe a debuff or two. Dark is notably a big debuffer, but focuses on -to hit, and -resist in tar patch, but it also has other goodies like the cone fear (part of debuff too), good heals, a pet that does them too, and -regen for AVs. It's probably the *easiest* starter set to do. Mesh it with sonic too for more control/-resist. Did one on live it was awesome. Rad is also good for stacking -defense which is the one debuff dark can't do, and you can add more -resist with it via the achilles proc, and it has just generally a lot of good damage and aoe too. I did both dark/sonic and dark/rad on live, and were just awesome.
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Then you know, it's nice, but focused for the power itself versus its initial sleep use it should not be argued upon. And yes i love TA defenders. My ta/elec is just gross, with the drains as well and 13 heal procs lol. But again, not fixing the power because of one combo, that also could still use the -damage anyway if they wanted, versus making it fit into the set better and actually using the sleep factor, is a bad reason to halter progress of the power and set. I would gladly, even on symph/ta, lose the cone debuff of it, for it to play better with other sets, and still be able to use its actual sleep toggle for when they surround you and you cant use your cones,. (Or choose to enter melee to still be able to use the damage debuff after the initial cones if that's your main concern)