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WindDemon21

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Everything posted by WindDemon21

  1. Still pointless. And yes I was just going to say the power even before without the nerf stll needed the cast time reduced to at least the 1.67s cast that the EXACT same animation uses on neutron bomb. Likewise for how pointless the nerf on quicksand was in the epic as well. Even Prior that power REALLY needed it's cast time reduced to the 1.17s animation that also, ALREADY exists on crush/gust. (and while at it fix ground zero too and the flashfire/flash freeze cast times as well)
  2. Wait.. so you made this power even WORSE!??? This power is already over twice as weak than it should be for it's cast time/damage. Please just fix the power if you're doing this as well, shaving off the first 2 hits which are entirely unnecessary and are just the same animation as one of the tier 1/2 powers anyway and the only cool parts are the last 2 hits. That would take it's cast time from 2.43s to 1.43s, and then would up the recharge to 10 seconds per the fixed damage/cast time in the formula (ie would gain 25% damage increase for the new recharge time as well making it a "big" ST hitter for the set, it'd still be a far cry from powers like total focus and such, but would put the power where it should be for the set). While at it please fix impale too to the 1.43s version that dominators already have. 2.43s on this remains utter crap. (same with frozen fists and greater ice sword which should clearly be the .83s one punch "frost punch" instead of frozen fists, and the original 1.83s ice slash instead of the terrible slow/low damage it has now, then ice melee would be perfect as well)
  3. You're right I'm no longer seeing it anymore either. Possibly one I saw that was deleted? I swear I saw it. Regardless this: Epic > Fire Mastery > Bonfire (Blaster/Mastermind) - Knockdown rate has been reduced while using KB2KD enhancements Specifies ONLY the epic version, doesn't state for the controller/dominator versions, and those versions weren't listed in the powers changes thread either.
  4. No no, all games must be converted to dark souls type games where you're impossibly weak against impossibly hard enemies to be fun. Can't have this in a game no no. This was one of our last vestiges of relaxing entertainment and it's going down the wrong path IMO.
  5. As a rule, I don't like this how you can have a character with a certain slotting that can never go back if they respec or unslot the IOs. It creates a weird dynamic where one build can do something if planned before a patch but nobody else ever can after that. I'd much rather somehow any power that changed unslots the enhancements in it into a tray or something. I still have an old shelved arch/ta blaster that has a lotg in oil slick arrow, it's.. very weird.
  6. Or again, make it pbaoe with decent stats, like 25% absorb 60s recharge or something. Or make it still pbaoe, but max hp and add 100-150% regen to it. Solves pretty much every problem and makes the power much more user friendly and helps address the self-squishy nature of cold domination as well. As absorb or max hp even with regen added though it's current single target nature just really doesn't do enough for it's rech/duration, it needs to be pbaoe.
  7. Um, the mag on controls is 3, 4 on doms. Outside of single target stuff, it'd take 3 of the same type of aoe mez to break through that which is highly unlikely to happen without at least 3 troller/doms, especially for confuse which is already really rare to have aoe confuse.
  8. Problem is there is always that "one person" which you can tell cause booper liked their status, but there are also people who just plain don't care how bad a set is cause it fits their theme, so that's also kinda moot. The pet is BAD though for this set how it is. It's a universal truth at this point without getting some more attacks/going into melee. This should not be looked over because "one person thinks it's 'ok.'"
  9. That is a given, why we're saying SOMETHING added, cause the tanky taunt it does isn't anywhere near enough to have such crap damage, which is also dumb tenfold given the set doesn't really get containment/aoe immobilize to proc. Tbh, this is the LEAST efficient pet for this control set, where it needs more damage than the other pets to round out how the rest of the set works. It's also dumb cause the pet doesn't even go into melee where the taunt is useful, so it just either does nothing, or prevents enemies from going back to where the actual fight is. It's a shit show without question, and the pet needs fixed. I'd much rather without question have it's taunt removed in favor of having actual attacks and it doing actual damage. Or at least make it go in melee with a damage aura and a melee attack added. The pet is absolutely terrible as is with this set.
  10. It won't proc. It's only attack is on a 2 second timer. The pet is AWFUL as is. Sturdy sure, but does almost nothing with that basic attack even fast. Unslotted for damage one hit only took out 1/3 of a minus SEVEN minnion without lethal resistance. The pet design/sturdiness (taunt radius and target cap is so tiny i'ts not THAT good) is fine, but it NEEDS more attacks. At least that smaller full auto cone and another ST attacks on a longer timer.
  11. Can this PLEASE apply to the mace patron pools for all ATs too? 2s doesn't sound like that much more but with the weapon too it always feels like so much of a slog i don't wanna use these powers a lot.
  12. Why. Are. We. Still. Giving. MMs. Less. Debuff. Than. Controllers/corruptors.... They should have the same as those as it's their support secondary. This needs fixed, lets not change new stuff already nerfing them further on MMs...
  13. They did say this shouldn't affect the bonfire in fire control, only the epics, but it's bugging right now. Regardless it's still a dumb terribly bad move. It's not perma KD, it was when kb-kd first came out, and they fixed it so it's not. It's fine how it is on live, any less and it'll be trash.
  14. Well for starters reconstruction also needs fixed to be absorb and not a heal either way and really should be on a shorter recharge like 40 seconds like healing flames, but the set also has many other sources of healing/regen and has quick recovery as well. This is those sets only source of healing/regen, and the value isn't THAT high regardless that the 60s rech would OP the set, to which the sets outside of tanks (and even sometimes on tanks compared to other armors sets) aren't already a bit lackluster on survival. 60s rech on those powers would be absolutely fine and should be the case for them. Even energy armor which is much better normally due to the defense based nature still could have the 60s recharge and be fine as well. 120s for the sets only heal, especially with the regen only lasting 30 seconds is just asinine. At the very least that should extend to 60s to match the end discount but even then the sets really need the more timely healing as well.
  15. Also, why bother even changing the name of the gun drone, when the tri-cannon is still just the same thing and is absolutely god awful. As mentioned, it needs to spurt out several of them, or fix it's attacks to beam-style and give it more attacks. Single shot, Lancer shot, Disintegrate, and cutting beam. Or if keeping as it is with the chain gun, add a fast recharging shorter cone full auto something like 10s/40ft/45degrees with damage balanced around that, and slug and disorienting shot/beanbag.
  16. Again, this power needed BUFFS only straight up. There is no reason to lower the chain distance as the chaining at 15ft already still had many issues. The power still needs a larger recharge reduction to account for this and the fact that it literally won't proc almost at all, and the end cost still terribly needs reduced to account for this as well. The power should still have, maybe with these slight damage fixes, a 12s recharge and about 11 end cost. The power will still miss all or half of the mob if it misses on the first target, or chains in the wrong direction. Again, keep the 15ft jump radius, and lower the recharge/end to about 12 each. This power is still not ok and falls far below any other regular aoe. Due to: missing all or half the mob even at max acc chance Not taking procs Having pretty much no useful secondary effect Still lower damage on the rest of the aoe and overall besides the first target which is just barely over regular aoe values. So it should have MUCH better end/rech values to compensate for this verus other regular aoes. TBH also with the set not really having anything to actually use to start the alpha, besides jet stream, jet stream (on top of all ranged cones really but especially here), should have a 16 target cap so you can at least use it's KD to start the fight and have it hit the whole mob.
  17. Should have done this back when the power was nerfed, but since it's nerfed so much now, can it please just be made a regular damage aura toggle. As it is now, unless you stand there in place for a long period of time, the power essentially has only about a 50% damage value versus a standard damage toggle. It's actually about 40% to start because of the time it even takes the first patch to lay down, but bumped to 50% for the slight added chance for providing the contaminated effect. Of course the longer you stand without moving it gets closer to a damage toggle but it never surpasses them. This was calculated by the damage it does, time it takes for a patch to drop down, enemies moving out of the patch, time it takes for the SECOND patch to drop also to even EQUAL the value of a damage toggle, it not inheriting build up/damage buffs properly in the same way etc. All these considered, with it now not at least proccing better, the power should really just be "Irradiated Aura" instead of ground and just be fixed. As is now though, it just ends up being a hassle with the damage constantly delayed waiting for patches and being lower damage overall when moving anywhere during a fight. Just fix it to a damage aura already.
  18. The point should be more to balance sets so that they are fairly equal with other sets in their field so no option is essentially better or worse than another. Problem here, lets say bonfire, is that the other epics don't really match up and haven't for a while. Not that bonfire is OMG SO OP. It's good yeah, but the other epics are pretty trash altogether, most of the epics didn't really get any boosts, just mostly a recharge reduction on ST holds, but they're all still not that great. Recharge times on most of the powers are a big part of this, but now there were LOTS more that were instead nerfed rather than boosted. So this is where the problem really stands. Bonfire wasn't an outlier because it was SOOOO OP, It was an outlier because it was actually useful. That said, looking at nerfs to powers like quicksand, which i hardly already ever saw any tank/brute ever take. Increasing the recharge, lowering the radius, target cap. The power is not really even more of a skip tbh, going from useful, to wtf? It already had lower slow and -defense than the main version fyi. While we're at it, can stalagmites in the epic get fixed already. It has the most god awful stats of practically any epic power. 64s rech for an aoe that does less damage than the other aoes, and a 10% chance for a super weak stun isn't even considerable for ANYTHING. Just bump up the stun chance/mag/duration to what a normal attack would have, and lower the rech/up the damage to what other aoe attacks have. The stun is always going to be short lived, inconsistent, and generally useless on this power to keep it from being too OP, so at least let it work as an actual attack.
  19. Problem here, is the base power values. Energize and particle shielding in the armor set already SHOULD have 60s recharges not 120, especially with the regen only lasting 30s. This is the number one change needed to those sets to help them and this specific power out. The base recharge is just way too long. (which is even acknowledged with the sent versions being shorter, but even 90s should be 60 for all non-epic versions of energize and particle shielding.
  20. Right, that -kb is one of the really big things though. I still think the tractor beam makes sense and would fit perfectly here though for the slow and pull in, but they need to at least add the -kb to the confuse cannister. The tractor beam was also in suggestion to them saying the set will definitely NOT get an aoe immobilize, so it was a proposed idea to take it's place. I still think just having a stealth power in a control set like this is just an entire waste of what the set really needs though via aoe immob or the tractor beam/slow field idea. Like there is already the stealth power, stealth IO, and super speed, we don't need a power taking up the very important power option here. I'm not even a fan of it in illusion, but that set is already so wonky with everything and obv won't change. Here there is a chance to actually help a new set out by removing that for a much more needed power. If the devs are dead-set on not having an aoe immobilize, then the slowfield/tractor beam makes the most sense for a replacment. (that and the super important -kb in the confuse cannister)
  21. I'm telling you. TRACTOR BEAM instead of the pointless stealth power. Location slow field slottable for slows and does mag 2 pull-in, and add -kb effect to the confuse cannister. All problems solved.
  22. Until the mobs start knocking EACHOTHER back. Which is why almost more-so than stun, sets with aoe confuse REALLY need the aoe immobilize, or at least it's -kb it offers. Why also at least on top of the set having more slow, an actual slow field instead of the pointless stealth power, they really should add that -kd effect that aoe immobilizes do to the confuse cannister. That would alleviate a LOT of issues, then you're mostly just dealing with the annoyance of wandering mobs from the stun.
  23. Exactly. the power should really just have a full-strong slow in it, but there is also the problem, that with it being both sleep, and "attack-proc power" You're not going to really have any leftover slotting to slot it for slow which it would really need even at max slow debuff akin to powers like lingering radiation, quicksand, shiver, etc. So it would really make sense that it at least has that much heftier slow speed, but again, we NEED to be able to slow liquid nitrogen/ice slick/ice patch for slow/kd IO's and sets. It's still kinda insane that you can't slot those in these powers. Slow slotting at least would help alleviate the need for more slow in sleep grenade, but should really still be there at a big value since the set has no aoe immobilize. It should be the king of it besides ice control. Edit: TBH though, if the devs are dead set on the set not having an aoe immobilze, I still feel like just a stealth power is a really poor addition to the set where a more useful power should be. IF not aoe immobilize, Like I said the power should have at least a big slow field similar to quicksand, and it wouldn't be out of theme or context to have it somehow pull-in as well, ie tractor beam slow field etc.
  24. To be perfectly honest. since the power damages anyway, keeping the re-proccing and still reducing the recharge to use to proc-attack, wouldn't OP the power, since not only do sleeps break super easy, but the power itself breaks the previous sleep as well. So you could keep the power as is re-proccing, and lower the recharge, and it wouldn't OP anything. It would just help make the power actually more useful (if needed can set to flag to remove previous patch when new one is created like disruption arrow does. Even with the re-proccing and debuff as we've mentioned sleeps on teams and often solo still end up being quite innocuous so them having the best of stats still would basically not OP them except in maybe some specific tf scenarios?, but I'd rather have the sleeps across the board actually be more useful and those just resist sleep more or something.
  25. It is, and I LOVE it, but. this is still a dom set, and cones are just REALLY bad in place of a taoe that's much more needed to be usable in melee. I'd rather see/think it makes more sense to have just all 3 aoes in the set and remove one of the ST attacks. Most dom sets have too many as is especially if you ever supplement one of the control's as an attack. But as much as I love buckshot though, I'd still rather see m30 INSTEAD of it if the set can only have 2 aoes.
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