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WindDemon21

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Everything posted by WindDemon21

  1. Thank GOD! Tentacles LIVES!
  2. Just going to state first hand that this would be 100% dumb and downvoted. I have a dark blaster for example i made specifically to get both tentacle cones and this would 100% invalidate him if those cones didn't get the constant range buff from the snipe.
  3. Ah you may be right about the AT, thought it was all AT (which really it should IMO). But this seems to reference specifically that you don't get the range buff when using the faster in combat snipe, like every other blast set's snipe gives while in combat. So is seismic blast just screwed out of this then? Cause that would be dumb.
  4. Also I have closed out of the launcher, revalidated files several times and it keeps saying I'm running the wrong version of the game patch. Also haven't checked, but please make sure that rock shards can take KB sets as well.
  5. This is good, though let's split the difference and make it a 50ft arc always, and no boosted range when seismic shockwaves are up. This has always worked for all ATs when the quicksnipe was used. Often times it's one of the main reasons to get the snipe to boost the range of cones during combat. So is seismic blast being screwed out of something that all other blast sets get? (please for the love of god don't tell me this means other sets are getting nerfed to not get the range bonus when the quick snipe is used.
  6. You also forgot about fixing dom mode on doms (ie perma toggle mag 1 increase/duration/mez protection increase that changes to recovery/regen similar to blaster sustains to eliminate the *need* for permadom and creating a smoother leveling experience and need to super boost rech in the build and help handle the horrid end issues and lack of heal that most all doms have except psy assault obviously). And of course sentinels but they are aware and looking at them later. Though initially for gods sake please up the cone attacks that are 6 targets back up to 10, that's the worst part about sentinels IMO cause a lot of the cones are based for crowd control too. Khelds need looked at as well, but quick fix would be to at least give mez protection added to the resist toggles and allow them/other toggles to be used in the forms as well. And appropriate powers to be used in the forms as well like PB's heal/aoe stun powers usable in the forms, build up, etc. Regarding trollers too which was mentioned would be neat to see their pets at level 1 like other servers have, and then that ST immobilize being changed to increase the recharge/damage and make it non-dot etc for a start.
  7. Don't suppose an option could be worked on team window buffs to display "only buffs you give the team" as to avoid buff spam across the screen on buffers like ff/sonic/thermal/emp? Also an option to show/remove toggle buffs versus click/expirable buffs. Also random though, absorb pain swapped to toggle version like spirit ward only heal with a small aoe, or aoe ranged heal with more heal on the target? Kinda like a ranged version of the pain toggle. Also hoping for an option, or did i miss it in options somewhere, to have a glow around your screens edge when near a glowie, for those that play with the sound off or are deaf.
  8. I'm aware, which is still annoying/detrimental depending on what you're doing. A lockout is 100% unnecessary and should just be a "spend" only.
  9. This. This is basically what I was saying for rock shards boosted range from the mechanic. The lack of control on when it happens is a big issue. I would be happier if those powers were instead altered to a middle ground of seismic force on/off, and then make seismic force ONLY give you the tremors. That or build up force as a buff similar to savage stacks (which fyi please remove the blood stack lockout, biggest annoyance/dumb part of savage, use the stacks sure, lockout, BAD).
  10. The issue with rock shards being low damage is because it recharges in 8 seconds. Might be better to bump up it's damage and move it to a 10 or 12 second recharge. Also give it an alternate "energy torrent"/throw sand animation, hate the double handed weak fling one it has now. And increase the range to 50 or 60 feet, and then not affected by seismic pressure as far as increasing it's range. I already exclaimed earlier why the range increase with seismic pressure is a bad idea. Damage, fine, but not range. And would be cool if we could slot kb sets in it for the FF proc.
  11. They really should just add a "no shake" option in the power customization. Also on rock shards, I really hate the mechanic of it randomly having more range. More often than not this ends up in forcing you to reposition or to randomly hit a mob further back when you don't want causing aggro. This is fine with the snipe mechanic because you can control it, but with this, it's just funky and bad. If you want it to increase power fine, but I'd rather have it's base range be around 50-60 feet and split the difference of it being perma and not affected by seismic pressure.
  12. I would easily disagree there, but that's a whole other thread. Not necessarily based on variety of powers, more-so than values, type, toggling off, melee, AOE RADIUS, taoe versus cone slow for melee, poison trap getting the traps treatment and being tier 6 or lower, venomous gas being location based as to not toggle off (or what IMO all toggles should do and just suppress not toggle off) etc... As to rage, the stacking IS the issue mostly. Make it not stackable and remove the defense debuff from the crash and lessen the end crash. Then swap punch and jab for tankers, and lower the actual damage buff from rage and bump up the sets base damage/scalars/rech of the other STs. And give handclap damage and make it KD not KB (which is super dumb for a melee AT). Then move KB to tier 9, foot stomp to tier 6, and increase hurls damage slightly, lower activation time to the 1.5s like dom hurl boulder is (also make it throw random objects like propel not just a chunk of rock) and increase it's recharge time to match. SS fixed.
  13. So to recant: Upthrust and Entomb, smaller gfx, upthrust needs to be sped up to impact, And Meteor's acc is too low, dam/rech stats are way off, knockback needs to be changed to knockup and not so much, and hit time needs to be vastly sped up. Would honestly prefer it as a targetted aoe instead of a location aoe as well.
  14. *cough* lava flow rain power *cough* lol
  15. So to recant: Upthrust and Entomb, smaller gfx, upthrust needs to be sped up to impact, And Meteor's acc is too low, dam/rech stats are way off, knockback needs to be changed to knockup and not so much, and hit time needs to be vastly sped up. Would honestly prefer it as a targetted aoe instead of a location aoe as well.
  16. Also, slow as in how long it takes to REACH the target, not animation, or rech. And being a location based power, I'd imagine procs on meteor would suck too.
  17. I just went online and thankfully all ST powers are actually better than each equivalent energy blast so i'm pretty happy with that and makes sense since it doens't have a real protective secondary effect like energy blast has. IMO energy blast is the most rounded "baseline" damage set to go off of, except for explosive blast being tier 8 which it clearly needs to be tier 6 or lower. (and power push needs the sent treatment or something). Also i wish rock shards hard an alternate animation. I hate that dumb two arm fling. Give us the like energy torrent animation for it please. Upthrust and Meteor as well do need to have their connect times sped up but otherwise the rest of their stats are good to go, besides meteor being too weak, and having the dumb vector knockback. Should be KD only at least, but needs its recharge reduced for the amount of damage it does. The only other nuke with that long of a recharge is Blizzard which does 60% more damage with much better side effects even if it's dot, but that also means in current form that most of it's damage is already done anyway before meteor would even hit. IE all other nukes with that same damage amount recharge in 2 minutes and 25 seconds, not 2 minutes and 50 seconds. It's also listing it's accuracy in game on beta as only 1.00x, where all others are 1.40x and blizzard (also location) is listed as 2.00x. The stats on meteor actually I rescind really need to be fixed as it's actually the worst nuke in the game at this rate. As per the animations, I actually like the "no projectile" single target stuff cause that means the damage hits right away instead of lagging behind waiting for the projectile to connect. The shockwaves I just really percieve as a bonus. REALLY good if you're a blapper, but otherwise just kinda helps to keep you safe at range. Since it's flavor and not "needed" to reach the full dps of the set, it's just a bonus (which is how all mechanics really should be IMO with the exception of actual combos ie dual blades and stj) That said i'm otherwise in love with the blast set and in love with the earth/plant I made and need it live NOW! lol Sidebar: I was really hoping for a "lava flow" power similar to stats in rain of fire, but wouldn't hold my breath now. Side-side bar: regarding the animations, meteor as a nuke i wouldn't see much but entomb even though fleeting does seem a bit big and should be toned down to fit npc size. Edit: yeah definitely needs the animations of entomb and upthrust minimized. And meteor and upthrust definitely need their connect times sped up. Stalagmite also feels in a very weird spot, where it's not worth it damagewise unless it has the seismic force bonus. though it's disorient is really good, and it's rech is good, though not enough to fill the chain in place of encase and comes late. Though I can't complain cause the set's ST can work just fine without it altogether so its just kinda awkward but not necessary. I'd feel more-so like the secondary effect of the powers should be disorient and not the -fly/jump it is now. Having the snipe too giving 5 single target attacks seems a bit overdone as well, lamenting me to reiterate how much I'd rather have a lava flow type rain power instead of stalagmite. Also that knockback on meteor... Please change it to knockup instead.
  18. I'm going to agree on upthrust and meteor, esp upthrust, seems too slow for the actual hit to the mobs. Meteor some too but it's a nuke so less of an issue. But otherwise the rest seems really solid! Would be awesome if that could roll out asap so i could play on live 😛 Got a sweet seismic/plant build that meshes awesomely!
  19. I've been saying this for YEARS. They need to make a ll KD and KD procs mag 1 or less so they can't stack. Especially elec control with the gremlins and the winter pbaoe set with the kd proc and powers like dragons tail. They also need to relook at all KB procs like the melee and stupefy one, and make them like OF where they do kb-kd AND KD (not kb)
  20. Yes this too, and for god's sake, make it innate KD, not kb!
  21. It's really not hard at all though. Just make it non-stackable (like group invis does) and then remove the -defense from the crash. Problem solved. That and swap jab and punch for tankers so they can skip jab. And swap knockout blow for foot stomp to get aoe earlier.
  22. well nothing specifies you ahve to be on the gorund to use though i woudln't be surprized for some. Either way, hopefully they fix it, from what the patch notes read as sans values it should be good on both st and aoe.
  23. God i hope not. Maybe a mislead or typo? If not I hope they fix it before live. I would imagine the tier 1 should be 1s standard damage, and the snipe would be the same, and the heavy hitter would be good like at least power burst or the like (hopefully 1.67s though not 2+)
  24. Any chance all versions of purples could have the dam/rech or mez/rech IO changed to acc/dam/end or acc/mez/end respectively? Or even just acc/end
  25. Yeah i'm not expecting a change, just a wish lol. I think targetting drone spoils you XD.
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