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WindDemon21

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Everything posted by WindDemon21

  1. Quite a few of us have, and you also don't need to to count just how long 8 seconds is in a battle, especially for key toggles that you need back on asap, esp considering how tbqh toggles shouldn't really even have recharges to begin with. Outside of that, and that most toggles should be reduced in their cast time regardless of this change to 1-1.5 seconds, it doesn't factor in: 1. with hasten, bonuses, slotting, buffs etc, and especially with the rech starting at the beginning of the mez, most rech on the toggles is often negligible. 2. the average offensive toggles that most sets/combos actually have, let alone that lots of those should already have lower cast times anywho. 3. that you can't choose which toggle you want to go on first immediately for your survival and/or in which order 4. that the target you have toggled may be dead, or moved around without your intervention BECAUSE you were mezzed, so you may likely not want it on that enemy anyway making you micromanage to untoggle first anyway 5. that this also means that the EFFECTS of those toggles wont work until after the suppression, regardless of when the actual debuff/effect of the toggle may occur earlier in the toggle animation. 6. defense toggles don't suppress, so there really isn't any reason for enemy toggles to suppress since they're already not working while mezzed as it is anyway and will still be subject to point 4 above.
  2. Yup that exactly is another reason Wav. It's already been an issue IMO that debuffs get affected by the purple patch and resistances yet buffs do not (though enemy buffs hurt the same to either). Also, again it's unfair to factor in the recharge when in most cases, (certainly any i've played from level 20 and beyond) the powers are already recharged by the time the mez wears off, and it DOESN'T factor the fact that you CAN boost your rech to make it a non-factor, where as the suppression hurts you regardless. This honestly doesn't even go to the fact that it seems pretty pointless for toggles to even have a recharge to even begin with, and also isn't addressing that there are lots of toggles like darkest night that SHOULD have their cast times reduced to 1-1.5 seconds as it is already. So factoring some of that to the suppression is already kind of a joke.
  3. Do NOT put shockwave late lol. As stated it's key for those who know how to use it properly. Honestly, especially on defenders too I'd move aim to 35.
  4. Which with the 8 second suppression, by the time its off you're getting another mez etc. It also doesn't let you choose which most important toggle, like darkest night, to apply on first when it's that long, hence the compromise of the maybe 3s suppression duration, to account for the overall average use/benefit of this change.
  5. Obvoiusly this would be for non-sentinels, but what about making Screech a snipe? Especially to use that 50% range buff to help extend the cones on blasters.
  6. It may not be the concept, but I'll still die on the hill that 6 targets instead of 10 on the cones just feels GOD AWFUL and ruins a lot of good mitigation potential of ones like shockwave, energy torrent, umbral torrent etc.
  7. 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.
  8. 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 )
  9. Up enough, it's close but still impacted. The bigger issue here is easily the target cap issue on it.
  10. 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 :/.
  11. 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.
  12. 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.
  13. 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.
  14. 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?
  15. 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.
  16. Please fix this so that they also FINALLY will take slow and knockback sets. Same goes for Ice Patch.
  17. 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.
  18. 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.
  19. 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).
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. Yeah, this should also really be repealed, defense shoudl work to each kinda of attack type, like it always has, really dumb move.
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