
WindDemon21
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Everything posted by WindDemon21
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Focused Feedback: Blaster Secondary Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
And for all seriousness, across the game, can we PLEASE make all ranged cone powers have a 16 target cap where their taoe like powers have it. It's so dumb that they only have a 10 target cap, really hurting sets like sonic blast, and dark blast. -
Focused Feedback: Blaster Secondary Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
*ignore quoted reply misread* But really, let's please make boost range auto, and PB and energize a toggle. -
Focused Feedback: Teleportation Pool Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
No, but in general this has ALWAYS been an annoying issue when going for accolades. I would rather the LRT be tied to doing a trial in each zone instead of exploration badges, and make expl/hist badges account wide. -
Focused Feedback: Teleportation Pool Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
Can we please make exploration and history badges global for all your toons? The biggest annoyance is having to do this OVER AND OVER on every toon. It's beyond annoying and pointless. -
Focused Feedback: Trick Arrow Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
MAKE GLUE ARROW LOCATION BASED NOT TARGET BASED! *phew* But really, it's so pointless for a LOCATION BASED debuff, but only be usable by casting on a target. -
Focused Feedback: Blaster Secondary Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
you're not losing it, you're just getting it EARLIER at 28 instead, and it's COMBINED -
Focused Feedback: Blaster Secondary Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
Merging those two powers is a GODSEND. You're not losing anything, get it earlier, and really doesn't stop you from slotting anything. And having oil slick arrow added? yes please. -
Focused Feedback: Teleportation Pool Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
The cooldown also hurts even more, stone tankers, who have that -rech debuff. Instead i would surmise for combat tp, give it that small def buff, lose the to hit buff, get rid of the cooldown, and have it cost zero end, but each time you use it creates a short duration debuff to recovery like 5%, that lasts for 5 seconds and stacks up to 5 times or something. That way it will still somewhat put off people from using it as a straight travel, but not cost too much end while using it in combat. Or you know, just get rid of the cooldown... -
Focused Feedback: Blaster Secondary Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
They need to make the single target fear power, a pbaoe fear toggle like cloak of fear with a wider radius. Put the sustain as a toggle in it there. Would be perfect. -
Focused Feedback: Blaster Secondary Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
I'm inclined to strongly agree with snowdaze. Until its changed from a target based power to a toggle, I will never play darkness manipulation on a blaster. -
Focused Feedback: Teleportation Pool Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
How would it be that different than jaunt if it coolsdown after 3 tries. For example when chasing a runner that is constantly running from you. No issue for combat jumping, but this with a cooldown is a big deal. Also when trying to use for positioning for cone attacks, or a tanker trying to move around a mob to get/keep aggro. Remove the to hit buff to get rid of the cooldown fine, but this power needs to not have a cooldown and have a fast animation to be able to replace needing combat jumping/hover to traverse a battlefield. -
Focused Feedback: Teleportation Pool Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
The martial ATTACK has a cooldown yes. This isn't an attack, we NEED it to be a USABLE combat movement power like combat jumping and hover offer. If you've ever tried to move in a battlefield during a fight, you'll know how having a cooldown on a power like this REALLY defeats it's usage. -
Focused Feedback: Blaster Secondary Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
Also agreed on force of thunder. I would rather it stay earlier and at 30 seconds for the knockdown rather than 90 for more stun. (However keeping the regen and recovery in the lightning field power is good) Dark manipulation also really needs its sustain NOT in a click foe power. -
Focused Feedback: Blaster Secondary Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
Thank you for finally fixing the absorb toggles. Energy manipulation still needs boost range to be an auto, energize should be a toggle, and powerboost should honestly be a toggle as well. -
Focused Feedback: Teleportation Pool Revamp
WindDemon21 replied to Jimmy's topic in [Open Beta] Focused Feedback
Please remove the cooldown of combat teleport, kinda defeats the purpose. -
Except it does, it's specifically on the 32 upgrade power, but it is DEFINITELY there. and very noticeable where it is not there before you hit level 32. It is much exacerbated by the change last year where DOT effects were given a general "ai fear" which is also part of the problem that i wish they would address. It makes sense for burn patches somewhat, but DOT in general should really not do this. It is not a "L2P" issue. I have more than enough vast experience in the matters, but I also believe you shouldn't be forced to have to take an aoe immobilize. I really do like the MM AT, but that is not to say that it doesn't have more than it's fair share of issues, like the -2 minnions especially in late game scaled up content and upgrade powers needing to be auto (which i feel you'd be one of the people to say it's fine as is i'm sure...) This is one example though, where i agree thugs is fine OTHERWISE but ends up being really detrimental to the whole set overall having them spread out because of something you can't control, outside of literally making the arsonist not attack (or forcibly making him skip his most damaging attack too which defeats the purpose).
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Just beware of the arsonists fear in his attacks. It's HORRID and needs removed asap.
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Necro until they fix that dumb fear in the arsonist.
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??????
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Which is exactly why the purple patch should not affect debuffs/controls. Make +3s and 4s harder, but debuffs/controls get full value to make those sets more desired on a team.
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Also, except that for those other attributes as i've mentioned like heals if you need to use them, you need them NOW usually, and don't have time to click powerboost first in most cases etc. Also given it's long rech for a fairly short duration also being a key issue, is that it really only benefits boosting long duration buffs. The only way to really still make it worth it if it were to not affect defense buffs (which please god don't), would be if it could also (which it should) buff regen, recovery, and resistance buffs (though i wouldn't expect resistance cause i know that's a huge coding mess). Or if it was instead an auto power (which the /energy manip blaster set also REALLY needs this to be auto/toggle) that passively boosted all your heals, endurance, holds etc. But having to click it for that short duration, is not conductive to any of it's uses outside of boosting long duration defense buffs.
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Except when you survive those, which you have at least 90% more chance to do so, and regenerate the health back. The absorb amount is TOO little to matter much beyond that initial 10% more damage, which in most cases you only take that one spike, and is then otherwise useless. It's absorb, it IS supposed to spare you from the up front damage, and currently the amount is too low to do what it's supposed to properly.