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WindDemon21

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Everything posted by WindDemon21

  1. All this is really not to mention that swap ammo really should have a better buff associated with it. DP is already pretty noticeable with the lack of aim, but the extra damage types are only changing 30% of the damage to the alternate type, which for lots of enemy types doesn't even add more damage, and those that it does the amount of damage that 30% does as lethal versus the other type really only ends up being at best maybe 10-15% more damage overall with fire's dot being the only slight increase. The power itself really should have a 10% to hit/to hit debuff resistance bonus and 25 or 37.5% damage bonus (similar to follow up/blinding feint etc) in addition to those new piercing/hollowpoint ammo type to beef up the standard ammo.
  2. I thought that, but that's why i suggested the very minor amount. Even if it didn't get that, maybe just have the specialty upping the -defense on the skills and adding it to the ones that don't or something, but main thing to get the extra damage in swap ammo mode and fixing suppressive fire for it too. Adding the to hit could make the power have a toggle end cost too which would be fine, small to hit, so small end cost to match, nothing major. And yes suppressive should be the same damage on chemical ammo type as well, but again giving it the same damage for the standard/piercing ammo type would also be part of the key here too.
  3. Swap ammo should really have an option to still use the standard ammo, but still get the extra damage that the other types get. It could be piercing ammo. Stays lethal damage so you can still keep the -defense and knockdown, but add maybe 3.33% -resistance to the attacks too or something. Swap ammo really should add a little to hit bonus that you could enhance too, doesn't have to be major, maybe 10% defender value, but should to help the set not having aim.
  4. Seriously wish they'd fix this though. Epic power is already nerfed by double the recharge. but to have its kb-kd near usless, but ALSO nerf it's radius is just insult to injury. Most probably still only get it as a kb-kd power, but it should keep its 25ft radius for it as a kb only power-use.
  5. The problem with that thinking though is those powers operate differntly. They can be, and already are, useful in keeping the mobs in them as they already are. Not even getting into the slot tax of the kb-kd, bonfire is already wayyyyy weaker and almost useless now with it's current kb-kd when that is used. The main problem though as this post is bringing up, is how terribly poor the lower radius makes the power as it's intended knockback usage. Why, if at all possible, perhaps if kb-kd isn't used, it keeps the 25ft radius, but if using kb-kd the radius becomes 15ft. If not, the kd was nerfed too harshly as is anyway that the 25ft radius is nowhere near making it do that much anyway, so it really just tremendously hurts the power in both ways, but at the very least keep the 25ft radius if a kb-kd isn't used on the power. The knockback angles are just too harsh with that tiny of a radius for the power.
  6. It definitely didn't sound like that. Regardless I am not. While the kb-kd changes are still terrible and should be reverted, this post is specifically about the radius of Bonfire in the epic versions, not even about the kb-kd. Edit: also you must not have been paying any actual attention to the Bonfire change thread. There was a ton of support of people hating the change. And the way you respond listing reasons against it is also implicitly stating your agreement on the matter. Just because you don't say the actual words "but it's ok because.." doesn't mean that it wasn't implied or at the very least easily inferred as such.
  7. That site just lists things AS THEY ARE currently existing. No matter what is "intended" or not. If it was intended (which *is* possible) then that would only be known if you can show me exactly where the devs stated it was intentional. Regardless even if it was it is still a TERRIBLE design, and by the nature of this post still doesn't address the issue of how the radius decrease highly ruins the use of the power as an actual knockback power instead of using the kb-kd. And also no. There are not any AOE (st doesnt matter for anything here) immobilizes available to all blasters or masterminds who choose the FIRE EPIC to get bonfire. Only dark blast, and *some* mm pets have some and they're not reliable enough to matter nor does it address the issue that you must go with those sets, or again, the entire point of this post which is that the powers radius nerf ruins the powers use of it's actual knockback when not using kb-kd.
  8. That was the entire point lol. Uun said about the current bug where on control fire cages will alter the effect, but I'm talking about the epic versions which I mentioned don't have fire cages. Those procs don't fire off anywhere near enough, last long enough, nor would they likely even do that alteration. Which even if they did still doesn't change the point of this post.
  9. Which for one is dumb and seems more like a bug (since it also changes the proc timing and I'm sure is connected to the -kb those immobilizes do not an intended effect) and should just work properly as it is like it did before, but here we're talking about the epic bonfire versions which can't get aoe immobilizes and with the smaller radius get extra extra screwed since it highly ruins it even as just a kb power.
  10. No you still need to use a kb-kd on it to make it knocked but the chance for knockdown was majorly nerfed if you do. On top if that the epic versions radius was lowered to 15ft which is just dumb and even ruins it's use if you kept it as knockback. Just dumb.
  11. I'm honestly surprized the radius was nerfed at all given how much the KD was nerfed. Just extra insult to injury but really hurts the power being actually useful even for it's kb only. Please fix this.
  12. So as stupid as the knockDOWN nerf was to the power, could these epic versions still at least have the regular radius back. Intending to use it withOUT the kb-kd on it, the radius hurts even more because it makes the knockback angles from the center point wider and then you can't use it to try to keep the mobs knocked mostly in the same direction due to this dumb smaller radius. Please fix this. (obv etter to have the old knockdown chances back but at the very least make it as useful as it should be when NOT using the kb-kd.
  13. It might have been in the test forums but point is they know about it and for some reason that makes no sense won't fix it.
  14. It was never fixed. It's not a bug they say it's "working as intended" but that make zero *$&@*# sense and needs fixed asap.
  15. You do still. Just reducing the long annoying drag to that side of the zone.
  16. Yep, some are just odd, esp Bricks, hence the post lol. IF the sg portal has to stay there if at least the other portal that is usually by the train could be out that way but it still makes sense if instead the base portal was down that way. Or even an oro popout, or both. Would be nice/fun having one at the very top of the prison where that badge is.
  17. Oh I fully agree that traps version needs fixed no argument there. That doesn't mean that the /arse version shouldn't be addressed as well. I think the traps version has more balance issues why the devs don't touch it yet, but as what is mainly supposed to fill on for just a regular aoe attack (ie may as well not even be the location pet version) the /arse version should be updated for these issues explained as well. They're not meant to be exactly the same.
  18. That might have been (though that's still the better option), why I mentioned putting at least the portal there then if the base one isn't touched. Maybe even out an pro pop-out down there.
  19. Has been annoying for a while, the train and sg portal are at the far north side of the zone, so any time you have to go to the south end to talk to gordon, who takes forever to give you his cell, or get those badges down there, or give the goo to sheridan, or if you want to get to that entry part near creys. It would make sense for the sg base portal to be down there instead, but if for some reason that doesn't want to be done there is an open portal slot that could be put down there too (though base portal being down there near the hospital makes the most sense since the train is already up in the north end.
  20. Rather simple but since especially targetting drone's buff doesn't last about .5 more seconds to at least carry over to it when using it in combat, trip mine should have higher than base accuracy as your bufffs and bonuses don't carry over to it, especially if using it pre-battle too. So it should have a higher base accuracy like 1.3x. It's kb mag should also be lowered as well. At .75 mag It'll kb even levels, but like most all powers (and/or procs) mag should be lower so, for example, you can put the winter proc in it and it won't cause kb by it stacking with the powers innate KB, thus giving extra KD chances like the proc should, and not be detrimental. (on that note too, those kd procs should be lower to avoid stacking anywhere, .01 mag kd's just the same as .67 mag) The power still has issues of not rolling the to hit check until it's laid down, or being able to cast it as you're jumping out for cones to save time between attacks, which is fine (albeit super annoying and would rather it work just like a regular aoe) just pointing out too that that's part of the balance of allowing it to be used both in and out of battle (for setup, though i don't know anyone that actually ever uses it like that especially without caltrops in the set, hence why i'd rather it just be a regular aoe), so shouldn't factor in to the accuracy or kb issue at all.
  21. It still would, It's literally just making IH a toggle instead of a click. And for it's rech/duration, you're hardly ever clicking it so that wouldn't affect regens playstyle like, at all. As per absorb, it makes perfect enough sense. Instead of your cells regenerating, they're using the same thing to pre-generate cell mass for the damage, and the set would be many times better with that as absorb versus a heal. But yes, it doesn't make sense it has a 60s rech yet healing flames is 40, but as an absorb, that 60s would make a little more sense cause it has a little better use than the heal (same hp values). Edit: as per resistance, it could still use that bump. Many builds, well they don't reach that, esp scrapper and stalkers (stalker ugh). In which case for your point, it wouldn't drastically change too much anyway.
  22. IE the -to hit should be moved to the power that also applies the -perception. The confuse power should be separate from that. Confusion doesn't lower your accuracy, the smoke field does. Please fix this.
  23. What it mostly needs is having one of the wind ups removed from burst and especially concentrated strike to lower their cast times. Then power siphon, it should have that to hit apply to each stack, i think this was mistakenly done with the buff only lasting for 15s when cast, where i'm pretty sure it had to have been meant to be applied to each stack, or where PS should last 30seconds, and bump it to 10% for the full duration. Also CS needs fixed so that the crit boosts from the ATOs effect it on scrappers/stalkers, not just be stuck at 20% crit, and it should get some bonus crit damage as well.
  24. Some key fixes it really needs: Reconstruction should be absorb to mesh better with the set. Yes to capped -regen resistance between FH and integration. IH should be a toggle again, it's rech/duration is just, really kinda dumb, and also being able to only enhance a small portion of it. Make it a toggle, but lower the regen by a good amount to like 200%. Bump resilience up just a little bit to and grant it some heftier slow resistance. Add some -recovery/end drain resistance to QR and maybe lower it's recovery and add some end reduction in that's more useful. 30% recover yonly goes so far, in most builds you still hardly notice it much. Would also think for MOG to be more like, 120s, and lower it's duration to 10s, and lower it's cast to .5s. Be more true reactionary, or better more consistently for alpha striking that way.
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