
WindDemon21
Members-
Posts
2025 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by WindDemon21
-
Not when you factor the long time it takes to hit the target. In which case, at the very least the guassian proc will expire before the damage actually hits. So other nukes basically at least have that going for them. Blizzard has much other bonuses to not count there. Blizzard ALSO has the most damage, knockdown, high acc, and insane -to hit... Meteor, has HORRIBLE knockback.
-
So a general comment of concern. I see that the stats for Meteor have still not been fixed making it literally the worst nuke in the game. Cons: 1. Longest recharge shared with Blizzard 2. Lowest damaging nuke shared with nova etc, per rech should be higher. 3. Crazy high kb mag, forcing you to put a kb-kd in it and wasting another slot. 4. Long time until the actual damage hits, on a location power. Meaning that most buffs you have on you, unless you literally start with it, will wear off by the time the meteor actually hits, making it do even less damage than comparable nukes. Gaussians proc being a huge example of this. 5. No beneficial secondary effect like other nukes, if it was only kd not needing to slot a kb-kd I would may say ok. But since it's location based, that ALSO means the knockback, is from the center of the location, not YOU. So if you don't put a kb-kd in it, the mobs will fly in all directions. Unlike nova for example, you can literally cast it as you're jumping out of the mob, and the mob will fly all in the same direction away from YOU. Pros: 1. It... looks cool?.... I don't care if in some instances it may look a tiny bit weird, but making it target based would solve these issues at the very least, and a rech reduction.
-
Focused Feedback: Electrical Blast Revamp
WindDemon21 replied to Player-1's topic in [Open Beta] Focused Feedback
Make it just replace itself every 5 or 10 seconds and have it last 30s. So it still persists if mezzed off. Or you know this, but with what all toggles should do is only suppress when mezzed not toggle off completely. -
That is precisely the reason I avoid arachnos at all costs. Way too annoying for a broken mechanic. If we could see them still in melee range or when they attack that would be a different story. But currently, it's auto hit from the npc version, and is actually THE most OP form of control by npcs if you don't have a proper inspiration/tactics to combat it.
-
General Feedback: Issue 27, Page 3
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Oh no way i had no idea this was a thing! Still though it should be more easily accessible for everyone who's not aware/on forums simply by right clicking on the team buff bar window etc. -
General Feedback: Issue 27, Page 3
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
How about instead of being "pausible" making them work off the "in combat" situation like stealth does etc. That way the timer is counting combat, but not while out of combat. -
General Feedback: Issue 27, Page 3
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Chiming in though, at low levels and high levels I never really use them at either rate. The only time I have is low levels like with dark armor for the help on endurance, never really the other ones. But that goes back to wishing they would also just fix the values for regen/recovery from .42/sec and 1.67/sec to .5/sec and 2.00/sec base and health to 50% instead of 40% to help ease up builds not needing the health/stamina uniques etc and make level progression nicer as well being much nicer round numbers. -
General Feedback: Issue 27, Page 3
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I'd rather them just not be pausable. Or ideally as I mentioned have them also wear off at certain level marks so you have to rebuy them ie 20, 30, 40, 50. -
General Feedback: Issue 27, Page 3
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Can we also get a quick fix for certain long animation powers like bonfire and repulsion bomb where the shorter cast time of 1.5 seconds already exists in neutron bomb. Another really big one of note is the animation for twilight grasp, Flashfire, and Flash freeze etc which needs to be lowered to at least 1.5 seconds as well if not 1 second. It could easily use that double hand fling that admittedly I hate but focus on bringing the hands to the chest like the current animation has. Another HUGE one too is the cast time for quicksand. 1.5 or 2 seconds could EASILY be shaved OFF of it so it's down to a 1 or 1.5s cast time. The animation alone isn't even/doesn't have to be as long as it is now. Same for radiation infection etc. And if course cut the cast time on ground zero down to the 1s animation that it currently has so you're not literally standing there for 2 seconds after for no reason. -
General Feedback: Issue 27, Page 3
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
I'd prefer them to just be made standard holds with high - Speed/ rech/ dam/ regen values to give the sets something more useful and not be annoying to other teammates. -
General Feedback: Issue 27, Page 3
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Why not either then make temps per-level range cost that you can't buy unless you're within that level range. Or, make them work like the dxp buffs where you can't disable them, but only delete them. -
General Feedback: Issue 27, Page 3
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
What do they lose for hide? -
Focused Feedback: Seismic Blast
WindDemon21 replied to Booper's topic in [Open Beta] Focused Feedback
Yeah I can see that, though thought it did and would like to see it on other AT's still, but at least defenders get decent range bonuses in the ATOs. Other classes already have a lot less damage than blasters so i'd figure that's more of their benefit versus the range.