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WindDemon21

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Everything posted by WindDemon21

  1. 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.
  2. 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.
  3. I'm terrified it will happen so I copy my response before I hit the submit button lol.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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)
  9. I mean, it makes ENOUGH sense, it's how it is now and it's good, stop trying to ruin it.
  10. I mean it will prevent you from positioning to reduce the impact.
  11. No, it 100% does not, unless you mean to ADD the -defense for more IO slotting. -res is hard to come by, -def is already in acid arrow and oil slick.
  12. Whew thank god thanks Jimmy! lol
  13. Glue arrow no longer lists as being location based, is this still the case or did you just assume we knew it was changed and didn't include that here?
  14. Personally it seems the -special will be mostly useless outside of AVs. I would be happy enough with the power though if it had the shorter cast time and higher base accuracy, but without those it will largely feel like a waste outside of AV fights.
  15. I thought the same thing, to soul drain/dc as well, and death shroud on dark armor. Doesn't make sense when pretty much every other dark attack has -to hit yet these ones don't. I hardly think a 5% thd that would drop after 10 seconds would be anywhere near too much.
  16. Which is also extremely pointless and hopefully will be let to stack too. I've ran gymastics and ninja run, and gym with cj, and neither were by any means game breaking.
  17. Which nearly everyone does with this armor set. If it's NOT getting reverted, honestly just drop the movement bonus and give it more defense cause the movement bonus in it is pointless then if it doesn't stack.
  18. Ah yeah major PITA, what is the tp protection on min/lt/bosses? or maybe a way to flag the purple patch to not affect tp mag? Find some in between I'm sure it exists, again less of an issue for fold space, but it's been a huge bane to wormhole.
  19. Then increase their tp protection to mag 1000 😛 This is less an issue for fold space IMO, but REALLY problematic with wormhole.
  20. Which has ALWAYS been really dumb. Cj should stack with nr.
  21. Agreed, it's one of the reasons i don't play my gravity, or at least enjoy it high level, nothing worse than only getting half the mob with your Wormhole. It needs to be flagged to be like mag 50 teleport or something, it should always get everything that isn't an AV/GM/EB tbh regardless of level.
  22. Which any change to the PPM formula would result in procs being less guaranteed and effective when used with higher recharging powers. I really hope they just leave them as is. I don't feel like any procs are overpowering, especially not due to the slot/opportunity cost, and as you pointed out, less effectiveness with higher rech slotting which you take a hit for that as well.
  23. Or it could just not stack and grant that defense for 60 seconds. I would much prefer the defense so I don't feel like gimping my build to go for ct instead of cj, thus making it a build issue instead if a fun/thematic issue. Much like that unnecessary cooldown does in pve.
  24. So that may mean that this completely unnecessary change that never should have even been a twinkle in your eyes let alone had time put into it to begin with may be reverted back in the next build before it goes live? 🙂
  25. I Would imagine that the starry eyes is more an animation, but what about the to hit debuff aiming reticle on them?
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