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WindDemon21

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Everything posted by WindDemon21

  1. I have thought that in the past too, and though it's been a while I was pretty sure that it seemed to be 2 seconds for each i've test. As long as with arcanatime, crit proc on TF, i can get EP, BS, and then ET in the crit proc duration i'll be happy, but may need that .1s shaved off to do it if it's like my other tests.
  2. Ah ok that's good to know i thought something was off. Regarding the animation time, I think i thought that based on other similar power dpa/dps like focus etc, plus makes it that 2 seconds with crit proc allowing for a 3rd boosted attack. In my testings, only within 2 seconds can you get a 3rd attack out in that proc, even though the proc says 3 seconds. Is there any further details on this? Any time i've tested two attacks that were barely over 2 seconds, the 3rd attack never seemed to get the proc bonus.
  3. I thought it was supposed to be 1.17s? It also appears it's damage was lowered and is now the worst ST DPA in the set? Even Barrage which is tier 1 does more damage and DPA than this at tier 3 and is on a 6s rech, where bone smasher is 8s rech.. Also, 1.17s is a big deal, at least as far as my testing goes, only when followed attacks are within 2 seconds of the scrapper crit proc can you get a 3rd attack with the extra crit bonus. Can we also fix the proc to show an icon when the crit proc bonus is up.
  4. Except that shiver is a cone, which would force you to move out of melee to hit the whole mob. The point of giving shiver the longer duration is to freeze, then use shiver, then go in melee with AA and have shiver lasting most of the battle while you're in melee. Adding more damage to ice control great, adding it to shiver, bad. Having your hold chance as long as it doesn't wake enemies, good. Proccing it out for damage, good for you, bad for me, hence I wouldn't proc it, but you can, so win win. (Also adding more slow sets with damage procs, between those and hold damage procs no need for a tiny damage in the power itself, though it would make sense to me if the power itself had some -res in it. I don't think anyone suggested adding more -rech. I suggested lowering the recharge of the power itself and increasing the duration. Though if the duration was bumped to 60s, then I think a 30s rech would be fine then. Will check back on those after breakfast, it's nom nom time! Lol
  5. You're not using it right. Flash freeze is JUST for the alpha (if needed obviously ie no meat shield, or obviously if you get a second mob etc) Also, if they're slept, the confuse from AA isn't doing anything either unless they're prematurely woken up as well :P. You freeze them first (which that damage is bugging and getting retaliation from it ruining this aspect), then you shiver/debuff from your secondary, jump in, let AA further slow and confuse them (see you still use it, you just don't ONLY use it. This is where shiver needs that longer duration to keep working when you're in melee since its a cone), then lay an ice slick down and frostbite. This way half the mob is confused, half is being knocked down, and all have their recharge seriously hurting. The problems right now though is that damage is waking them to retaliate first before they're slept, and shiver has very borked recharge/ duration stats. Removing the damage and making FFs recharge 60 seconds, Ice slick 60 seconds, and Shiver's duration 60 seconds would round out all those powers much more perfectly for this setup keeping ice the king of soft control. Ffs purpose is just to give you that time to set up those other powers after if needed (again ie no meat shield) I'm not against shiver getting a hold chance, just as long as it doesn't wake them up which iirc it doesn't, but no damage for sure cause that would. And I'm all for the whole after effect ice block thing for FF, but that initial damage either way needs to go. Oh you seemed to have misinterpreted me on that one. I'm not saying it's bad for it to HAVE that damage, only that it seems to be something they haven't figured out how to fix yet so it no longer bugs and causes retaliation. If they fix it so this no longer happens, then that's fine. But if they CAN'T figure out how to do this, then the damage (at least up front) has to go. If you're going that route, I guarantee you that only a 50% chance for mag 2 hold nabbing only half of the minions isn't going to help anywhere near enough for an opener. To give it more proc-ability sure, but (obv excluding lockdown proc) a power should not be designed around procs. Again if they want to add it, and it doesn't break the sleep I have zero problems with that, just that it's not worth it if it costs inadequate stats that the power needs.
  6. Why does the blaster have 40% resistance to all? Are you not using any mez on the blaster? Are you not using your absorb shield? Are you not considering other secondaries that do better in a single target fight?
  7. But at least for issue 27, make all MM secondary values the same as troller/corrs.
  8. Exactly. There is literally like 50% of issue 28 that needs to fix MM issues.
  9. I mean, it should. MMs have a SLEW of problems. Starting from needing the upgrades to be auto, into always having the powers and a complete reqork and new power, to one of the main issues of the pets going down to -2 levels of you. But again, a secondary is a secondary. It should have the same stats as a troller/corruptor. I know force fields are the same etc, but it seems mainly that debuffs, which already get majorly resisted, are the things that have lower values.
  10. I still don't get why some powers have an even lower value than troller/corruptors. Its a secondary set no matter the primary, and MMs need some changes as is already anyway.
  11. There is, and its the radius. The same issue exists on STJ's Spinning Strike. It's why I have just now again shelved my stj scrapper. 6ft on a taoe is just not enough and is horrid. Especially since you can't position your body to maximize the aoe, it and spinning strike as well as thunder strike need to be a 10ft radius. Though I still think spinning strike makes much more sense as a pbaor since you're spinning your body.
  12. Yes lol. Was even thinking for flash freeze, nix the damage until shatter like suggested, but do a mini "icy caltrops" patch where it explodes. Also per shiver again, I'm fine with the chance to hold, as long as it doesn't break sleep, or affect the power getting better stats.
  13. I've been saying this forever, move mass confusion to 18, lower it's rech to 90s same as total dom, ditch telekinesis, and move psionic nexus to 32. Also, yeah aoe holds across the board should be at least 2 minutes, if not 90s recharge by now, and should not have an accuracy penalty for aoe controls. Heck nukes get an accuracy BONUS, not a penalty, and they actually kill the mob.
  14. Also per shiver, again just needs better stats, but in the aspect for the set to have more damage (which most any other suggestion already has done so), it could even be given a -res, or even more on target with cold powers a -hp debuff. Again though no damage or anything that would wake mobs up from sleep.
  15. I get that, but at the same time a longer rech, with more damage means more DPA, as well as better proc-ability. That was a change suggested to ALL controller ST immobilizes, cause as of right now they're pretty bad for focusing on damage or procs. I would also prefer to keep shiver without a damage component as well, as in any flash freeze scenario, cause no matter how it changes we know it will largely remain a sleep first power, it is best to follow up with shiver without actually waking the mobs. If you want to wake them up, that's what frostbite is for. Shiver just needs better adjusted stats, not a damage component. Especially as with AA, you're mainly in melee anyway to want to spam a cone like that, hence the longer duration needed for shiver. I agree to an extent, and not that ice control shouldn't have some sort of a damage bump, but simply that having that damage with the sleep itself, is really bad for starting groups. Being a sleep already has it's main drawback for starting fights like that, and besides ice slick ice has no other "every mob control" that almost every other control set has. The ideas floating around about having the damage occur, at least in some form, when they wake up/broken out of it is fine, but when you're talking about using it for a proc power, it's completely negating it's actual use as a fight opener like every other control set can do, which again, ice isn't stepping on any toes with it's only real every mob opener being a sleep. I think, in a large part of this discussion, where procs are the consideration for damage, that one, the slow sets in this game REALLY need an overhaul on stats (damage being more enhanced that end/rech or even accuracy in some what!??) and in bonuses, and outright needing more sets, which at least 2 more with a damage proc each would give you those procs right there. So if you want to slot damage procs, THAT'S where it should come from, not from having a tiny amount of damage just to be able to slot those procs in it. Also, how about a 3rd new slow set, with a -res proc? Yes please. But damage in flash freeze's initial hit causing retaliation from it's only every mob "lockdown" power, no thanks. As mentioned, no damage on shiver or anything else that would wake up from sleep. It's a great power on it's own, it should just have better duration/rech/acc. I think that'd be a fair thing to adopt for Ice Control as well - what do you think? Again that's the blaster version, this is one of our main powers as ice control. It should last it's full duration, just longer. I honestly see it as one of the most cornerstone powers besides AA for ice control when I take it, I just hate how it's stats are, and that even the blaster version is easier to use. Yes I agree, they all should only suppress not detoggle (stares at rad emission). Yep, as mentioned above this would work, just again, the damage would be in the formation, not the initial sleep hit.
  16. Yeah it may I wasn't sure, I just know since it's a damage power first primarily, and mag 4s bosses a good while after or at least detoggles stuff, that it's much less of an issue vs. Flash Freeze. I do know for sure that they don't retaliate often as well, just couldn't guarantee they 100% don't.
  17. I'll have to test again but I don't think Mesmerize has that problem. Flash Freeze didn't always either, but it has been an issue as far as I can tell since homecoming for whatever reason. WHATEVER changes come to Flash Freeze, that small damage at the start of it has to go.
  18. If you're using ITF to judge your ability to tank mobs on a nearly (87% i would assume at low health with the scaling unique) resist to their attacks, that is not saying much about rad armor, to which you also explained how the 75% cap really does hurt scrap/stalkers more on it too as well.
  19. I would be down for the block effect added to flash freeze replacing the initial damage and making a taunting destroy object. That would render it's 90s rech worth it. Even giving them a short duration DOT aura pseudo pet like oil slick only "icicles caltrops" would be pretty sweet too that creates a location slow/dot/small -rech, would be so awesome and unique. Think somewhere between creepers, and oil slick, and caltrops. Check out my other changes as well, they would put ice control in a relly good spot.
  20. I'm terrified it will happen so I copy my response before I hit the submit button lol.
  21. Ice Control fixes: 1. For all ST immobilizes, make the dot all go within 2 seconds, with bumped up damage and recharge. 2. Flash Freeze: Personally I'd rather the damage just be removed completely, but either way it needs it's animation time reduced. The havoc punch/bone smasher animation would be perfect for it. Have it include some -speed/-rech, and it's rech should be 45s not 90. 3. Shiver: I love this power, but it's absurd how it only lasts 18s with a 30s rech, where even the blaster version lasts 18s but is on a 12s recharge. I would imagine that these numbers were likely reversed on inception and just nobody ever bothered to look at it, as most people i see usually skip it anyway. I would picture more something like a 15s rech, and 45 second duration. 4. Ice Slick: For starters, it's insanely dumb, that this, and ice patch, can not be enhanced for slow. This needs to be added and allow for slow sets. Additionally, as a primarily cornerstone power for ice control, I feel it's recharge should be bumped down to 60 seconds. 5. Glacier: I love this power, but like all controller aoe holds, esp since the blaster nuke changes, should have their recharged reduced to at least 2 minutes instead of 4. 6. Arctic Air: A terrific power, until detoggled. Like all interactive toggles, they should only suppress when mezzed, not toggled off. This coding already exists on things like blaster sustain toggles. 7. Jack Frost: probably my favorite pet, but would be good to have frozen aura mag 3 or frost for more damage. I actually dislike the icicles idea, cause it wakes them up from from flash freeze.
  22. Except the absorb is still just a pre-heal, not extra hp, resist, or defense. Much like energize as well they should be on a 60s recharge to be effective. Even fully slotted minus maybe a few defense bonuses and with tough/weave/hasten I've still had that absorb disappear in literally seconds with scrapper numbers. Then you're waiting way too long with just the tiny regen and radiation therapy. I have, slotted for max heal and recharge and the heal is just far too tiny to do what it needs to do. Granted it survives better than fire armor, but that's not saying much. And the difference between rad armor on a scrapper and literally any other set that has any defense component is miles above what I've gotten out of rad armor. The resist numbers aren't really the issue IMO though you definitely notice night and day on a tank, but it's these two powers that are just sorely lacking for a scrapper's survival. 60s for PS (and energize for /ea and /elec), and a larger heal/stacking regen for RT.
  23. I mean, I've done a stone/rad brute, and then did a psy/rad scrapper. Even with the aoe knockdowns/up etc, fully IOd, I don't find rad to have enough oomph most of the time outside of a tanker. Both are shelved now. Two big things that would help change that would be to make particle shielding a lower rech for sure, at least 90, if not 60 seconds. But another really offhand power that just doesn't do what it's supposed to is radiation therapy. For starters, it should be noted that only the scrapper version is currently getting the extra regen buff from it, but even with that, it's actual heal is pitiful even fully slotted. On two VERY rare occasions only, did I have the regen from it actually stack per target hit, and it just felt right. Of course lowering particle accelerations rech down would fix a lot, but this power still just seems to be lacking, I would imagine more that it may just stack that regen per use (not per target hit) which would also help it a lot more against tough single targets like AVs. Keep in mind that rad has ZERO defense in it, which we're all aware is a huge downside to any resist only based set, which is why most don't work well for scrappers which also only have a 75% resist cap. And that -regen resistance from radiation therapy hardly has ever done enough for my rad armors. One death mage twilight grasp and your regen is still basically floored, or anything else I've come up against that has -regen attacks.
  24. While this is discussed, can we please also look at Spinning Strike in street justice and give that some love too. Same 6ft radius and is quite horrid for a melee "aoe". Honestly enough so it's why i stopped playing my stj on live, and redoing a scrapper getting to the 30s is making me want to reroll him again as well. Since you're spinning your whole body/fists/foot anyway with that power, it should really be pbaoe anyway, not the weird little taoe attack it is. Even thunder strike, which is the same, but it's radius is 7ft instead of 6ft, has a much more noticeable usability, but given how it works, on a melee AT, if the "aoe" is going to be targetted instead of pbaoe, it should really have a 10ft radius. But for spinning strike, that should definitely be pbaoe.
  25. Yep been saying this a while. Make its radius 10ft, and then make DCs rech 60 seconds with about double its current damage. 60s is not out of line with how other end gain powers are plus it requires a to hit check, and double damage at 60 seconds would be far below standard dps formulas but with the end gain, and rech slotting/bonuses would put it at a perfect medium for the sets aoe and make it actually useful. (Much like consume as well, 3 minutes for a one shot end gain power that requires a to hit check is WAY out of balance, it and consume should both be at 60s like power sink, energy absorption, energy drain etc, all which are auto hit also btw)
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