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WindDemon21

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Everything posted by WindDemon21

  1. It's pretty much almost impossible to tell which ones are irradiated after that word fades above their head especially given the duration of it's effect especially with particle effects lowered/incarnate stuff/teammates etc. Extending the duration would help, but a big help would be changing the animation on the targets who are contaminated. The glow that super trolls get would be extra useful to see which enemies are contaminated but any extra actually visible aura would be useful. In addition Irradiated Ground being extra bad since the proc nerf on it taking away its incentive for the ground patches versus a regular toggle making you have to wait up to 9.5s for it to just equal a standard aura when moving around in a battle, which would be better as a regular damage aura now via "Irradiated Aura", and possibly re-configure the proc for contamination on it higher.
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  2. I've done this and quite honestly I'm tired of decisions as of late that make me just feel exhausted being so annoyed by them when they don't have to be there in there first place making a set just annoying to play. The amount of times i'll try to play it and keep getting annoyed just ruins it. So many times I've about had it with the game by how exhausted it's made me but then there is literally no alternative so it extends the effort to fight for what I believe. And that is precisely the problem backing my position. So you don't go and voice your opinions on here, which lots also don't, but that means that if you feel a certain way about a power or change, then it won't get heard, and it doesn't have the chance it deserves to be corrected. You'll also note, When it's the same 5 or 6 people who just constantly troll the forums, it's hardly the same thing. I never claimed to be a self proclaimed spokesperson, versus nearly just stating what I've seen and heard in game. These people don't realize just how many people are actually playing only but don't go on these forums to voice their opinions, which is partly due to this backlash of said 5-6 people (obviously not everyone, some honestly don't even know about these forum discussions, but there are definitely some). I get i can come across abrasive at times largely due to these people. When an opinion is voiced, if it's basically not what they agree with it's met with instant hostility rather than a simple "I like it this way because", forcing constant re-explanation of the reasons behind it and it gets quite maddening. And Lum, "most people" disagreeing", again usually comes down to these same 5-6 people, and doesn't mean that there aren't others who also agree even ON these forums. Even in this case if most people prefer that it kept the teleport, while me and others still find it out of place, that doesn't mean that we're not allowed to state our opinion here on the matter. (I've stated i like these tp attacks, just that it didn't fit with this set between the cone heal and range boost) This is part of the problem yes, but adding it somehow to the GMOTD, or at the very least mentioning that the poll is taking place via a GMOTD would be a start. One thing is for sure though, there are a TON of missing viewpoints from people playing the game who don't go on here. This one in particular though I still saw not one thing in game that mentioned that this testing for this set was even going on in beta (which I have seen for past beta patches), so more GMOTDs should exist announcing these at least.
  3. AA makes up for being in melee by doing just that much more making it worth being in melee the majority of the time., same with inferno which is one of the highest damaging nukes and is cast and exit waiting for a long recharge before doing so again. N-breath, oh I HAVE, that power should absolutely be at least a TAOE if not location field, that is one of the largest grievances (which isn't these dev's issue that was from the old devs and just hasn't gotten around to getting fixed yet). Energy manipulation as well has it's issues that need addressed, but again also much different. Whitecap puts you in melee constantly when nothing else in the set requires it or isn't actively dis-synergistic where it could just be a ranged ability without the teleport with no issues. Again it's not that "it's there, some will like it" more than it is actively kind of being like "wtf why is this tping me into melee harm's way for no reason and i have to keep constantly jumping out to use the cone debuff/heal and benefit from the range boost in the ultimate power" So you COULD do it a dozen more times, and honestly there are quite a few that really should be fixed like neurotoxic breath (honestly that one is HUGE on my list). but this is literally a forum on a new patch that is getting current attention and the most likely to be updated asasp, so i'm here putting in my input as it's most likely to be looked at in the current moment. Cheers. Edit: Actually I've explained exactly why several times now including once again above on this post. If you don't agree, that's fine but don't act like a reasoning wasn't provided, and that doesn't mean that everyone shares your same opinion.
  4. Yeah, i usually avoid general a lot too but sometimes will delve depending on the topic, this will happen in help too when people ask about powers/builds, global channels, random teaming, etc, so lots of sources but yeah, it's just the server i'm on not other servers. And yeah it's Everlasting so these chats are often not on general unless they start on help and then move over to that.
  5. Right which is EXACTLY why I said they're going to do what they're going to do in the end. That was more of a general definition to "what's best" to the question I was answering. Unless a whole server is like-minded people, which admittedly is possible but unlikely, but then you also would just be validating my argument, thank you. This doesn't need to be gone into again. Yes, it's free and we're all glad to have it running. That doesn't mean that we don't want the BEST for the game in situations like this in order to make it more fun and not annoying for no reason. You know the entire point of the game. Now coming to this yes, obviously some people will like this, hence the polling suggestion to get a better consensus on the matter rather than the same 6 trolls that constantly peruse the beta forums where there is the vast majority who don't even know, nor go on, the beta forums (edit: you know who you are, obv Lum here as well. I've heard multiple times on server chats that people don't go on these forums specifically BECAUSE of Luminara and several of these others that follow them because they don't want to deal with their demeanor when anyone tries to oppose a different view than the devs or them) I'm allowed to discuss that here as you are as well, but that doesn't mean you, nor the devs would be "right" in thinking that's what most people would want. Yes, the battle is trying to get the game to be the best it can be. Hence again these actual forums, to give feedback, which I've done. Stop derailing the threads because you don't like someones input, and stop forgetting to take your medications already sheesh.
  6. Generally, that would come down to the masses (which I've heard far more agreeing in the actual game who don't come on here that the opposition in the thread). But who decides what THEY think is the best for the set, obviously the devs hence the constant battle :/... Still wish an ingame polling option would somehow be created for things
  7. It does because "anything can work in this game" basically, that doesn't mean it's best for the set. If they're not going to change it they're not going to change it, that's one thing, but that doesn't mean it's best for the set.
  8. Yeah I'm well aware. Problem being there are MUCH fewer AT/combos where that is actually beneficial, you naming pretty much one of the absolute main ones where its extra beneficial. I'll be doing an ice/marine for that purpose, but far from "needing" the tp on him anyway, but it hurts SO many other combos for the AT's that get them is the entire point where it doesn't really make sense for it to be there. If the tier 2 heal was a pbaoe I'd be much more granting on it doing so, but between that and the range boost in the set as well with nothing else needing to be in melee range in the set, it just doesn't fit.
  9. "Probably", which still makes no sense since you're controlling the water with Marine, no reason it couldn't/shouldn't be ranged again especially given the points I brought up earlier. And yeah I was asking why they can't seem to do dual-option powers anymore, since we know they're possible.
  10. Unless I missed something, are we going to finally get a shark head costume options and shark dorsal fin back options as well? Please if not? (I mean mako's head is already in game as it is) (and dolphin/orca heads as well, more animal heads/pieces in general) Also what was the reasoning behind not allowing choice powers to have double versions like master brawler. Regarding whitecap IE, one version without the tp (which again works better) and one without.
  11. Well.. when in the ocean, do as the fishes do!
  12. Exactly. I missed, tbh have been dealing with some health issues and didn't even know there was anything going on in beta or I would have chimed in then. Edit: like most things with beta anyway, there is a very small portion of the playerbase actually going on there and putting in their input. That doesn't mean that their input is invalid, just that they didn't get the chance to do so in beta, but far from invalidates their input, nor does it mean that since something got through beta, that it is perfectly fine and shouldn't be fixed after it goes live.
  13. The argument does work because it's not just "it has melee skill", it's the tp nature of the power when the entire rest of the set is range-capable or rather forces/benefits ranged play via the heal/debuff being a ranged cone, or even the tier 9 boosting range. It just makes zero sense for this power to teleport you when it is fully capable of doing what it should be doing as just a ranged skill without the teleport. Not only is there zero benefit for it to teleport you, but it's actually DETRIMENTAL to the other powers/benefits of the set. It's nowhere near the same argument. It puts you in melee, then there's zero reason for you to be in there, let alone that it actively works against some of the other powers in the set by making you go in melee for absolutely zero reason. I know how to move in combat. Stop making baseless jabs because you can't provide a valid argument for why the power should teleport you. The point here is there is no reason or benefit to have the power move you into melee range and actually hurts the use of the power instead. Those other powers/sets BENEFIT an effect by using those powers in melee range, but here, there is just absolutely no reason for it.
  14. You're missing the entire point where it shouldn't be there in the first place and doesn't even make sense for the set for it to be there, let alone on a generally ranged AT, and even more so on a set that even incentivizes you to play at range via range boost and a ranged cone heal. I'm not dissing attacks that have it, it's great on feral charge, savage leap, etc, generally melee ATs, but it absolutely should not be here. I would counter that if you want to tp into battle, then just get combat teleport, but for the AT's that get it, and the set itself, the tp should definitely not be there.
  15. Can you please remove the tp on whitecap, really ruins the power when you don't want it to be tp'ing you constantly, especially for classes that the majority play at as ranged, especially given that the set itself boosts range making it even more practical to play with a ranged playstyle. Or at the very least give a no-tp alternate option for the power, but its just really dumb having it there on mainly ranged classes on a support set that also even has it's main heal as a cone that doesn't really work in melee either. Just really terrible synergy and again, really bad on generally ranged ATs for it to force you to tp into the mob.
  16. Exactly, hopefully these get addressed in a patch sooner. TBH even way back on live as well always made more sense for these powers to get on 40s recharges and not 60 as well, they're nice, but 60 seconds seems odd for them given the damage being only about double that of a standard aoe. Which on 16s recharge (and all up front in one hit, no scatter) would put it alone right there around 32s, and then the usefulness of the area/scatter bumping to the 40s, but 60 seems a bit extra for them.
  17. Nah do the math, it does only about 10% more than whirlpool does which also has only a 15.6 end cost, AND debuffs defense. Ice storm, and ice blast's aoe in general yeah they should be updated to match these two more closely as the 10% -rech isn't nearly enough compensation. Which in either rate, there is zero reason for this power to be costing 26 end, it's far too much for what it does. (also quite odd that it and ice storm at least don't do -fly, whirlpool i could see not doing -fly, but these two definitely should). Also for reference, Blizzard does way more damage, debuffs, and knocks down, and still only costs 27.72 end. Yeah the recharge compensates those other things I just mentioned, but again, absolutely zero reason for rain of fire to be costing nearly nuke level amounts of endurance.
  18. FYI, NUKES are 27.72 end, this is not doing nuke level damage...
  19. Rain of Fire: 144.73 damage, 26.00 end cost Whirlpool: 131.46 damage, 15.60 end, additional 10% defense debuff Ice Storm: 116.78 damage, 15.60 end, 10% -rech (blaster numbers) It should have a 15.60 end cost as the others do, yet it has a crazy extra end cost of 26.00 end instead. It does a little more damage, but not enough to account for that much more of an end cost when the others have additional benefits to already compensate that as it was already anyway.
  20. Can we please get this power fixed asap so the -to hit applies to any enemy in the field of it like it should, not just oddly bugged-seeming where it's only applying the -to hit when they're ONLY confused already which is next to completely useless. The -to hit should be working on them always whether they're confused or not just by them being inside it.
  21. I forget how that works i think it procs the tic *chance* but the confuse only applies when they're hit. The MAIN issue with the power though is it's still improperly coded that the -to hit only is applying to ALREADY confused targets. It won't debuff their to hit at all unless that's the case which makes it pretty much worthless. This needs fixed asap. The -to hit should apply to any enemies in the field regardless.
  22. But yeah, arsenal is actually pretty low on damage, especially since they made the sleep location based rather than the target based it should be which effectively means it won't proc at all either. The only aoe power that will really proc is the aoe stun. (and ST's of course) even the pet has a terribly dumb attack/rech set up, and will hardly ever even proc the build up proc from the purple set. Really wish they'd fix it's dumb taunt it has too cause it just ends up splitting the mob for no reason. It should just have a taunt shocking aura and go in melee to actually do it's job better without splitting the mob.
  23. They still really need to fix the -to hit from not working on the patch in smoke canister. Really ruins the powers use to debuff since it only works when they're ONLY confused anyway. It should debuff any enemies in the patch but currently it's bugged(but WAI??) so that it's only applying the -to hit if the enemy is already confused which is useless for the most part. Please fix this devs.
  24. Also to boot worth knowing, that the resistance it provides is only to end drains, it does nothing for resisting -recovery like every other end resistance does on any other armor set...
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