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WindDemon21

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Everything posted by WindDemon21

  1. 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.
  2. 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.
  3. 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).
  4. 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. 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.
  6. 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.
  7. 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.
  8. Yeah, this should also really be repealed, defense shoudl work to each kinda of attack type, like it always has, really dumb move.
  9. the fire farm enemies wil lget cauterizing aura, and burn, its going to HURT.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Ok, the notes don't mention anything about the 8 second suppression. This 100% should NOT suppress after you're unmezzed.
  15. Blaster/Electricity Manipulation/Thunder Strike: Changed the radius from 12 feet to 10 feet. All of the AoE effects used an outer radius of 10 feet already. MAJOR downvote on this. As this is /elec's essentially only aoe, and the aoe damage is small at that, and the fact that it's target based and not pbaoe, the 12ft really helps it. Going down to 10ft is going to really hurt the power, at that rate, just normalize it to an actual pbaoe like tremor if you're going to make it only 10ft radius. While you're at it, should really fix other aoes on blaster secondaries like lotus drops and dragon's tail's 8ft radius, which should be 10. Though tbh like doms the secondary aoes should really be 15ft anyway.
  16. 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.
  17. Toggle Suppression No More Offensive Toggle Drops: Toggles that used to drop when mezzed will instead have their effects suppressed while mezzed and for 8s after breaking out of mezz. OMFG YES FINALLY!!! Easily the best part of this update! Edit: Ok, i definitely read too fast cause I was excited, but that 8 second suppression should definitely NOT exist after being un-mezzed. That is a LONG time for important toggles to not be usable again. The toggles should just suspend, but definitely not suppress after being un-mezzed (pvp i could see maybe, but definitley not in PVE, in a lot of situations, this is actually worse that retoggling. Maybe a compromise of like 2 or 3 seconds, but DEFINITELY not 8 seconds.
  18. 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.
  19. What they REALLY need to do is fix Kheldians and let the powers/shields be able to be used while IN the forms too. On top of giving the shields mez protections too for any form, and not having to separately slot the form powers, and just use those from the human slotting in the forms. The forms should be a bonus with the stats/buffs, but not power dependent, and shouldn't cost a power pick too really, but be AVAILABLE at those same levels much like how MM pets are available at certain levels.
  20. Nearly everything else though, i'd go tanker. (and yes i always put theft proc in dark regen)
  21. Better ENDURANCE!: point to brute. Nearly 40% global end reduction from the ATO proc is SUPER useful for dark armor.
  22. Hopefully Khelds will get a revamp in general and get mez protection added to the shields.
  23. Can this bug PLEASE get fixed ASAP. When you have a unique, let's say an ATO in a power, and you swap to the alternate slotting (so it isn't on the build anymore technically), if you try to slot it again, it keeps telling you you can't because you can only slot it once. The old mids didn't have this issue, but reborn does and it's SUPER annoying!
  24. I mean, they really ALL are, that's the point. They really should have enemy affected toggles only suppress if mezzed, not toggle off. Not affecting the enemy when mezzed, sure fine obviously, but detoggling is just plain a PITA when there can be a zillion quick mezzes to toggle you off out of nowhere. It's just unnecessary, and for lots of, especially support sets, can be REALLY crutial when that happens too. (BIG STARE at rad emission, but lots of others as well)
  25. And death shroud. Shadow maul can be fine with a bumped up damage with the smaller cone, but an 8ft damage toggle on an AT with no mez protection and inherent defense, is just messed up. It doesn't even (which to this day astound me) have -to hit in it which it should on the melee versions as well. Both /fire and /elec were CHANGED due to this issue in the sustain, so that they only suppress and not toggle off when mezzed. Why this is an exact example where it should be changed like those to be in the sustain instead, where also making the sustain a toggle. Soul drain as well, to anyone complaining about the uptime if it were changed to 90s base, don't forget, that it has a long cast time on top of the small radius, so even at max rech on a 90s base rech build, it's uptime would still really only for it to buff ITSELF and maybe one attack, while also not usually hitting the whole mob on a blaster that can't effectively herd them together like melee's can. And touch of the beyond, yeah... lol it's just wretched as is, and should merge with death shroud as a toggle sustain. That or make it a wider area cloak of fear sustain, would be neater IMO, but DS still needs to be non-mezzable off.
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