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WindDemon21

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Everything posted by WindDemon21

  1. 100% agreed, though it should include bosses all the time as well. Wormhole and fold space need to to the whole mob or they don't do what they're supposed to do, especially fold space since that's ALL it does, but wouldn't make sense for wormhole not to do it too since it's its specialty. I tried to mention this on the last patch notes but it was hidden even though it was related to both travel power updates, and somewhat related to the gravity change. Not sure I they are actively ignoring this issue or not. This definitely needs to happen though. I have several characters I will never play endgame because of this because it ruins their whole tactic.
  2. Yeah tested it on a brute, i figured it wasn't actually enhancing just pointing out the alpha was stating that it was though. Would be nice if they would fix alphas so heal/absorb are the same thing like for enhancements. But yeah though, it feels absurdly weak.
  3. Sorry forgot he had spiritual too, so that 19hp absorb is actually only about 14hp. I know absorb is not spiritual but it's listing in the enhanced value as added to the enhanced amount. Did they actually fix that dumb split between heal and absorb in the alphas?
  4. I'm aware of that, but it shouldn't be so useless on anything but a defender either. Some middle ground ought to be more applicable, especially since as a defender you usually have a heal/debuff something to not really need that initial absorb burst anyway too.
  5. Ok, so testing this online, I get it's burst initially, but unless you're going to constantly toggle it off and back on for that which I highly doubt is worth anyone's time to do so, on a brute it's only giving 19hp base at 50 every two seconds. This is pretty absurdly underwhelming. I'm a big fan of it being a toggle now, but for right now it's value is so basically useless I would rather have it the way it was before, but rather, would have it's value simply increased to be actually useful even at the cost of some of that initial bump.
  6. And rech down to at least 120s or 90s, and increase damage, and remove the interrupt, or at least let it accept snipe sets too and work like snipes/fast snipes.
  7. Agreed, and there is really no reason not to. Please don't tell me now you think rest is overpowered. Would be nice, similarly, if the dumb phase block in at least PVE was removed. Since i've never, and will NEVER take phase from the concealment pool, or on a HEAT, this only applies to hibernate. Which given the rech value etc, really only applies to tanker and brute ice armor, and considering that it's already kinda dumb as is and should really be changed to icy bastion anyway, it should at least in current have the no-phase removed.
  8. And ground zero ugh, it literally casts in 1s, then you just stand there like an idiot for 2 more seconds for no reason. Also the -regen resistance is bugged as well as seen here:
  9. Still not seeing the buff powers being pbaoe with wider radius XD
  10. Yeah I never cared much to stack it anyway, pain and extra crashes. Should just be flagged not to stack and remove the defense debuff from the crash and it'd be good. I know SS needs more fixes than just that, i'm just saying/hoping it is a quick fix for tankers to roll out with this next patch so i can finally redo my SS tank, but i just can't get past being forced into jab...
  11. That's my worry, the toggle part i like, but would be fine with it's current absorb just re-tic'ing. Definitely agree on the larger radius.
  12. Does this mean that the absorb will stack with it's previous values up to 20s? Or does this mean a nerf to the amount of initial absorb per tic with it's current max only achieved after 20 seconds?
  13. While they're at it too they really ought to make the to hit buff (if not also replacing/adding defense instead) in combat tp last more than the 5 seconds, 60s or something would make more sense even if it doesn't stack would be fine.
  14. Oh yeah the travel changes are great, i'm just saying that the tier 4/5 in travel pools should only require one pre-req, other pools like origin pools and leadership etc could still take 2 pre-req for their tier 4/5
  15. TBQH, i can't think of a single toon i actually have the tier 5 of a travel pool on, specifically because of the opportunity cost of being forced into the travel or usually lame tier 1/4, so for all travel pools IMO tier 4/5 should really only need one prerequisite.
  16. Oh, thought only the tier 5 did, well then fix it so only the tier 5 needs 2 prior, or for flight pool alone even, only 1 prior.
  17. I love the idea of EM, but it needs to be at least one tier sooner so you can skip cj without being forced to take fly/group fly/melee
  18. It makes a lot more sense though, and those who take those, would probably want evasive maneuvers anyway
  19. no, resist and protection are different things, unless they have protection, mag .01 (versus .67) would be the same, and would still knock down.
  20. Enhancements > Overwhelming Force > Knockback to Knockdown: Fixed this proc not always converting to knockdown when stacked with other knockback effects This is a start, but PLEASE just make all knockdown powers/procs mag .01 so there is never any risk of them stacking when you don't want them to.
  21. I wish evasive maneuvers was earlier than tier 5 as it's main intent in my eyes is to go fly pool and being able to skip combat jumping, should be at least tier 4 and then group fly tier 5 IMO
  22. For CoT and Carnival and whatever other NPCs do -regen, please fix their twilight grasp especially and/or the armor sets that have regen resistance so that it actually does something. One twilight grasp no matter how much -regen resistance and regen you have will literally completely floor your regen or close to it to where it doesn't even matter.
  23. Slot some mez hamis into sing and between that and gd/crushing field it's a non issue. Gravity sink would be WAY more useful to the set than anything crushing field would do especially if the have it some - Speed as well. The slows plus the pull should be enough to "immob" AVs yoo cause between sing, gd, and cf you can easily floor an Avs speed most of the time. Add in the pull on that slow and even if they slowly try to run the pull would be enough to bring them back.
  24. I get that, but in large part they are skippable. However ESPECIALLY on grav control, having also lift and propel for damage, crushing field, and also sing having crush and GD slows and the slow in GD, it is extremely unneeded on gravity, where the gravity sink power at level 8 and GD being able to be picked at level one would go REALLY far to fixing gravity.
  25. I mean, people can be crazy if they want but the majority of us HATE that power. That said the ST immobilizes on all control sets really are infinitely annoying and useless IMO even given containment, but at least in gravity's situation even more so given it also has lift and propel. Not to mention that the ST hold in it and mind control both NEED to be tier 1/2, could ditch crush, move lift/GD/crushing field/propel up a tier, and put Gravity sink at level 8.
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