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WindDemon21

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Everything posted by WindDemon21

  1. I only said that to make it in line with the other blaster toggles. They all cost zero endurance fyi. It makes no sense for a power that grants better endurance as a toggle to have an end cost offsetting that, This just puts it in line with the rest. This first and foremost is main change that is needed for /energy manipulation. It already has a 60s recharge with 30s duration. With just a recharge reducer in it and minor recharge bonuses/hasten it's already perma easily. This just helps the issue where you're constantly clicking all these powers, and since you'll always be able to perma it anyway, no, it would not be any more overpowered than it is, especially if the +range value is lowered. Except they do in tactical arrow with Gymnastics. It's a lot of mez resistances with a couple protections to kb and immobilize. This would be similar, not a full mez protection like you're thinking. And that recharge/duration would be fine, since as i've stated blasters hardly have anything that actually capitalizes on those bonuses of the actual power boost that it does provide. This change would be more than fine. Except it's long animation gives it basically the worst DPA of any blaster secondary attack that is first and foremost an attack. For one, shocking grasp, is actually loads over TF for DPA. In those 3.3 seconds, TF is about 200 damage. If shocking graps were to take 3.3 seconds as well, it's damage would be a base 330, well over TF. Not to mention my initial argument of TF taking too long for a squishy blaster to stand there, while shocking grasp animating in 1 second, for one holds the enemy faster, and lets you do other attacks as well before TF would even land. You're missing a big part of force of thunder as well. While it does bug me as well that /elec doesn't have the toggle as well, this power can be used very frequently, and has the benefit of aoe knockdown/back as well for protection. FYI it provides the same regen bonus as energize and other blaster secondary toggle powers. And for a set where it literally has two attacks that outdamage it in less time than TF takes to animate, it doesn't really need another big single target skill on a slow animation. I'm not saying to get rid of it though, just to give it splash damage like thunderstrike, or at least bump up the damage/decrease activation time. Also in the time it takes to animate, you can also have fired off another aoe, or even at the same pace, just use that aoe, and have it recharge faster to use again. For reference let's say fireball, 16s base recharge. With minor recharge slotting let's say it's down to a 10s recharge. That's a base 74.62 damage. That 22% defiance takes it's base damage to 91.04 in 13.3 seconds before it's usable again at 6.845damage/second. But lets say instead of doing TF, that you simply use fireball. That means that you get it back again in 10 seconds. That means for 74.62 damage, you're doing 7.462 damage/second, which is well over the TF/fireball combo. And this is REALLY low slotting for recharge. Most builds will be getting the aoe down to at least 5 or 6 seconds, where those numbers for not using TF win out even further.
  2. I do like the set, just not everything being clicky when it doesn't need to be. The main thing is for the changes to energize and boost range. As to boost range you wouldn't need to slot anything in it powers already exist like that like ammo swap and staff stances. Or they could code it so slotting ranges increase the range boost.
  3. Except the mag has zero bearing on whether they get knocked down or not, just whether they are knocked down or knocked back. What might be happening, as which I shouldn't see but do on my sonic repulsion, are a bunch of misses happening as if the power is requiring a to hit check even though it's auto and you can't slot for it. With this showing what's likely happening is that inadvertently your slotting of the sudden acceleration set has an accuracy stat and is boosting it that way. If it's anything like my sonic repulsion, I can tell it's clearly bugged for how little it actually knocks down, and I think these misses are the reason. It should be knocking enemies down far more often, and if those misses I'm seeing were knockdowns, that would make more sense to where it should be. I think when they did the homecoming patch for this to lower the kd chance when the kb-kd proc was updated, that they messed up the code for this. Especially for how ridiculous the end cost is on these toggles (there REALLY should not be an extra end cost per target hit) the knockdown should be MUCH more consistent.
  4. This is a unique set that can be a lot of fun but it has some major issues. Mostly going in to how many short recharge easily perm-able click buffs that have you buffing yourself more than you're attacking and interrupting your attack chains. Much like other sets for starters energize needs to be a zero end toggle, there should be no question of this. The next easy fix, would be to make boost range an auto passive. It's already easily perm-able with basically just SOs, and would not overpower in any way by being an auto instead of a click power. Even if that meant maybe a small nerf to the bonus effect at like 50% instead of 60% range boost would be fine. Next we get to powerboost. The power on it's own doesn't have too many issues, outside of the fact that as a blaster you don't have much that can really even capitalize on the effects of it anyway. On top of that the effects it CAN use are only really benefitted when those effects are always on like the small amount of defense you can get from it and some to hit, maybe a single target hold or slow/immobilize. None of which in any way really overpower the stats a blaster can get for any of those. For some things though, like boosting the to hit of build up, or the -run of ice storm etc, you wouldn't want it as an auto or toggle buff either. Now those instances are low/few enough and generally not necessary enough that I wouldn't complain if it was made a toggle or auto ability instead, but for the sake of argument in case anyone would be that much against it, I would suggest that the power have it's duration and recharge increased to something of perhaps a 2 minute recharge and 1 minute duration, non stackable, and perhaps have it grant mez protection/resistance and/or recharge boost. Last are two smaller issues. One being the sets lack of any type of aoe power/damage, which focuses on the general use of Stun. It's stats are pretty bad, and it animates slowly. I don't know of anyone that takes it, or have even seen anyone use it. Instead I would suggest swapping it out for whirling hands, or giving it an aoe splash effect like stj's spinning strike, or changing it to some other aoe form or even some form of damage/stun cone. It could keep the animation, if it was a mid-range damage cone that stunned would be pretty sweet. The other issue would be Total Focus. The power looks cool for sure, but for a blaster that has low defenses being stuck there for that length of time, to which the actual DPA of the power is extremely low for a tier 9 as well, is really bad. Generally, it's damage needs to be increased, and it's animation time should be reduced. If people REALLY want that animation to stay, then on top of the increased damage it also should have some form of aoe splash damage like thunder strike to compensate.
  5. Except when it's not a full mob, fulcrum shift falls much behind some of the other tier 9s for what it does. Granted it's still good, but it loses it's flavor there. Not to mention that kinetics in general has almost nothing to help keep the actual team alive compared to other sets (not nothing, but compared to others it has the overall lowest safety rating compared to them so that is the tradeoff).
  6. If any changes to kinetics, I'd like to see fulcrums damage lowered only if they increase the -damage it does to make it more of a safe power, and maybe add a tiny bit of -defense to it so we could add some defense debuff and more importantly accurate defense debuff sets so we can slot it better. I don't think adding that to IR is a good idea cause right now it's one of the only skippable powers. I do think they should change ID to resist all but psy, and make it last 4 minutes.
  7. I don't see the shadow maul update here, is that being applied?
  8. The thing that boggles my mind and makes no sense to the power though, is that DM doesn't need a mini nuke. That's where all these problems are coming in to. The issue is that DM needs/is lacking consistent aoe damage. A mini-nuke would just turn it into electric melee with no backup aoe. The only other main issue is that the power grants endurance, which is fine, but that's a simple balance scale to balance damage, recharge, and end gain to keep all aspects of the power viable. Now regardless of the damage issue, DC and consume in fire armor have always had WAYYY too long of a base recharge to really be useful. Even on a fully recharged out IO build, by that time the powers are largely unnecessary anyway for most builds. Electric armor, Energy armor, and Ice armor for example all have end gain powers, that are auto-hit no less on a 60s base recharge timer. DC/Consume, not only had a base recharge three times that, but also require a to hit check as well. Of course being a damage power that also grants endurance is where the balance needs to happen. You're doing too much if you're also trying to balance it as a "mini-nuke" that the set doesn't really need to be like that, which is why this project was shelved as it was. The better solutions would be to either change touch of fear, giving it a +end/recovery aspect, or what would make more sense adding that to siphon life, and then changing DC to a standard pbaoe attack like, or even swapping it with, engulfing darkness. The other option, would be to simply balance DC out as an attack that grants endurance with basic numbers. Since it gives endurance it could obviously not be a power that recharges in 20s or less like other standard AoEs. The set however needs an aoe attack that has at least some base consistent use.. Also the whole end scaling with the power is far too much of a mechanic to even bother with for the most part. Scaling the damage per your end is interesting, but there is literally zero point to scaling the endurance. Since if you're at near full end you're not going to need much of the endurance boost anyway, and waiting till you're low for more damage defeats the purpose of working on your build to manage it's end better. More often than not your end is lower near the end of the fight, where you're not going to get much, or even want to use this power for just a couple enemies rather than waiting to start it on the next mob. (and yes i know you're thinking, "well then you're low when you start the next mob for big damage", but actual misisons/fights don't always work out like that, and by the time the next mob is set up where you want to use it, you've already recovered half or more of your endurance anyway unless your build is REALLY bad on end) The sweet spot to address all these issues, would be to set the power at a 60s recharge, so that with recharges you can use it fairly often, but not spammable, and you can still use it for endurance on a more consistent level as well, and should also have a useable -to hit with a long duration as well. Damage wise, something like double the normal damage of a 15s recharging aoe would make the most sense, since it would have a much longer recharge, but the benefit of endurance as well. It also wouldn't be so much damage that there would need to be any seclusion of the power from critting on scrappers/stalkers, brutes get their fury, and tankers could even have a higher -to hit value. Regarding the endurance, since it's recharge is being lowered the end gain would be adjusted as well. It wouldn't be out of context either to instead of having an end boost, to have it give a +recovery buff like drain psyche instead for a more consistent endurance management of the power, with more focus on the first target hit and scaling down, whether its +end or +recovery. We can all agree as well, even looking at foot stomp, frozen aura, spine burst etc, which all have a recharge of 20s or less, that whatever version DC takes, it's radius has to be at a bare minimum of 10ft, if not easily 15 or 20ft wide.
  9. Except while I have explained how it's the perfect solution and would fix all these issues it's been mainly ignored this thread. People are responding to earlier posts and not seeing the solution that's right in front of their faces. I'm also already using a similar style on a dom where sleet/ ice slick are on 90s base timers and ice storm is 120s base and it is the most annoying thing to deal with having them not line up. For reasons listed my proposal fixes all the issues that are being discussed in this thread. I'm still waiting on powerhouse to reply/ test it at 60s base recharge. Ignoring the suggestion and commenting on the postings themselves does not help discuss the actual topic at hand I was suggesting, which doing so would have resulted in a much more progressive thread.
  10. I agree, I don't mind some of the damage being DoT, it's more annoying when that's on a single target than on an aoe. What bugs me is if they don't make it a 60s recharge to line up with soul drain every other DE, and give the -to hit more chance to be utilized and increase the radius to at least 10ft.
  11. The better solution is still to change it's recharge to 60s for the reasons I've listed above. For one given its damage or end nature, it makes sense, and is unique on it's own with that recharge in the scrapper category as no other melee attack has that recharge/use. It would let every other one line up with soul drain which is the big issue here, and be more useful for the end/-to hit factors. Seriously, try it at 60s recharge, lowering the damage by about 10%. You'll find the value of it is much more useful both as a big aoe attack, yet not as big as a nukes power, with the utility for the end as well. It puts it at a perfect medium. Edit* also lower the end gain to 10 per target, with 20 on the first target to compensate. (there is no need for scaling end return, as if you're already high up on end you won't need more anyway and vice versa, not sure if i saw that in the notes or not that it gives "more end back when your end is low", cause that would be true anyway since you can't go beyond 100% end regardless) Sine the entire idea of this is to lower the recharge from what it was, fiddling with the recharge once more should not be out of the cards if it gives that perfect balance of the power/dm/utility that DM needs.
  12. Except it works completely different from build up. All I'm talking about is timing. I'm fine with it staying as is if they make DE 60 seconds instead of 90 which if you read above honestly makes more sense anyway.
  13. I would be fine with a 10ft radius at a 60s recharge. The 60s base recharge is super super key to keep it in line with soul drains timing and utilize the secondary effects of the power better.
  14. Putting it at a base 60s recharge with a 12-15ft radius and lowering the end per target with most focused on the first target hit would do that and give more utility to the -to hit a end gain earlier on.
  15. I agree, they should make its recharge 60 seconds base with a 12-15ft radius and it would be perfect.
  16. Damage scaled for 60 seconds it still would be. Look at rain of arrows in comparison to other blaster tier 9 powers, same idea. 60s recharge, better damage than regular aoe attacks, less than lightning rod, bonus utility (which dm has always been the utility set).
  17. I'll say again if the power is to stay, give it a 60s base recharge, 10 end per enemy, 20 for the first one hit. Then it'll line up with soul drain, half off. Give it a 12-15ft radius. And a 20-30s duration -10% to hit to give that more of a use. Puts it at a perfect in between of mini nuke and actual aoe attack with benefits.
  18. I'm not asking for "more" I'm asking for whatever needs to be done to have the recharge match dark equilibrium. Big difference. Or even make DE 60s recharge and adjust it that way to 10 end per enemy. I'd be a lot happier then if leaving SD alone. It actually seems like the best scenario for the power with these new changes that nerfed it. 60s rech for DE. I still say regardless that they ditch DC/DE and just get engulfing darkness and add a recovery buff as well to siphon life. I would much prefer an actual aoe attack that utilizes the -to hit better.
  19. *sigh* just give us engulfing darkness and put a recovery boost to siphon life in addition to the heal. I'd be much happier with that. It would give more reliable -to hit to aoe that way which is supposed to be the main attribute of dark melee anyway.
  20. Notice I DIDN'T say to buff it. I only called for a 90s recharge to line it up with DE. Obviously it would be fine to flag its buff as not stackable like group invis is, and lower its damage bonus outside of that first target to compensate. It's stupid it isn't already on the same schedule given the rework anyway since you're going to use them together at either rate. Also per someone earlier it should be re-flipped for the damage bonus on DE. It should do more damage when your end is full, and less when its low, favoring using it for the endurance at that point. This nullifies the benefit of fixing end issues on a build.
  21. Please make soul drains recharge 90 seconds to line up with DE. The off time is beyond annoying and forces max recharge building for DM to minimize the difference. Especially since we know nobody is going to use either without the other.
  22. Meant more loaded. And this forces the player to put all focus on doing so which is never good. At any rate how absurdly annoying it is how it's off by that few amount for literally no reason when it could be balanced at a 90 base recharge to line up with DE.
  23. Please reduce soul drains recharge to 90 seconds so that it lines up with dark equilibrium. Having more upfront buff of the first target would also be good for AV/ boss fights.
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