Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

WindDemon21

Members
  • Posts

    2058
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by WindDemon21

  1. I'm going to be in the column that my tequila and coh works just fine and this unnerves me. Big question i haven't seen asked yet, will we still be able to run two instances at a time with this new launcher? And can we still use the old launcher if we want to?
  2. /energy so you at least get a build up power you can put the build up proc in. +boost range on cones.
  3. Expressed best on this thread: But IMO this would be the best rework, recall, no brainer. combat tp, for all the reasons it's needed, and can be used as a travel even as well, but would require more clicking, and the tier 5 power knocks it out of the water for travel at any rate. 1: Recall: 1s cast, 5 end, ally, or foe. level 4. 2. Combat Teleport: 0.5s cast time, cj/hover level defense for 60 seconds, 2 end cost. No recharge. 80ft range. level 4, 20s hover, cancelled by movement. 3. Teleport Punch: Snipe, insta-cast in battle, you punch your fist through a tiny wormhole at the enemy. Brawl animation when insta-cast, Devastating blow's animation when ranged snipe. level 4 4. Group Teleport: TPs yourself, and the team to a location. 2s mag 4 confuse (30ft radius) 20s recharge, 15 end cost. 80ft range of initial self tp, zone range of ally tp. TP of self works like regular tp, ally tp works like assemble the team (doesn't pull with your radius, instead pulls from zone) Tier 2 requires one of the previous powers, level 14. 20s hover, cancelled by movement. 5. Long Range Teleport: Teleports across zones or to mission, works the same as it does now, but additionally tps the entire team to the location you select like mission teleporter combined. Tier 3, requires two other power picks, level 20.
  4. Freakshow costume pieces and sonic armor set it looks like?
  5. Savage leap even fails a lot because of it.
  6. It's ESPECIALLY bad for haunt since it notifies the mobs and they attack you before the haunts, or if the target dies, the haunts fail to cast.
  7. I was actually going to request the opposite, since it's very easy to macro/bind to a target, but powers that cast on the enemy i've noticed have a lot of chances to not hit them cause it somehow makes the power go under the floor or something.
  8. I thought it was ok here. It was other public forums like you tube that weren't allowed.
  9. On a tank at least no. If I try the empower combo and then start the weaken combo the weaken combo never lights up right or works. It seems to help if all attacks for the combo are recharged before starting the combo but thats not foolproof and still fails a lot. Once I literally did 3 rotations of NS and AS and not one thing lit up an orange ring. Actually ONE time it did pull off the weaken combo without the orange rings but only once. I tried to duplicate it but couldn't. That's the most frustrating part of it cause you can't even learn how to work with the bug.
  10. Or just ignore the combos anyway, since at least on the tanker i'm playing the combo system is bugged, and after you get the first one off, the powers will randomly light up with the orange ring,then when you use nimble slice, nothing lights up. I even have nothing with an orange circle, used ablating strike, and then ablating strike lit up...
  11. About to hit 40 on my scrapper, and so far only twice have i had it stack the regen per target hit on it. Playing the set it's clear that this is how it's supposed to work, or at the very least stack per use, or both, but it's often not stacking (it must be set to do this given how miniscule it's actual heal/end values are, and even with a full hit, one death mage's twilight grasp still floors you anyway) This needs fixed so that it properly (consistently) stacks each time you use it. Likewise, the regen bonus in particle shielding doesn't last the full duration, and the absorb shield only lasts a few hits as it is anyways, this power clearly should have a 60s rech, not 120, much like it's Energize counterparts need too on elec and ea.
  12. This is correct, but playing the set is very dumb, even with full values constantly on both it still wouldn't be OP. Pretty sure radiation therapy especially is bugged by not stacking, and particle shielding should easily have a 60s, not 120s rech, especially since the regen portion of it only lasts for 30s, and the absorb shield lasts like a few hits. Going to make another thread about it, but twice now i've had it actually stack per target hit and it was noticeable and finally felt right. *sigh* FYI, resists in general need fixed across powers and set bonuses alike. Defense cap is 45, resist cap is 90, double the amount, therefore easily resist powers and bonuses should have double the value of like defense powers/bonuses.
  13. Yep, that's why, though I'll agree it is the absolute dumbest mechanic for a heal attack to have considering how enemies are often dead before they're contaminated or you can tell which ones even are. You basically have to ignore that the heal on the attack is even there and just accept that the power is unfairly weighted to that fact to have worse damage/rech/cast time stats for it.
  14. It states that the recovery portion is unenhanceable. The bigger issue is that it even allows end mod sets in it (end reduction yes though to reduce the end cost to cast it)
  15. They also come at heavy opportunity costs for both power stats and set bonuses often times. Procs are definitely not OP.
  16. I do miss that for toggles and quick attacks. That's the problem though, old system "op"d quick attacks but was useless on long recharge powers, now people say that long rech powers are being abused. In either system I wouldn't consider them making anything OP, but there are clearly situations where slotting the proc is next to useless. For this reason really they should just guarantee the procs but formulate the amount of damage/bonus/debuff/etc based on the rech/slotting/cast time/etc
  17. They're not. The current "abuse" that's ever being mentioned IMHO is the only thing that makes them useful and actually even worth slotting.
  18. I 100% agree, and you should look at this post i made a while ago about this as well:
  19. Just realized the answer is also obviously right in front of our faces. Simply right click on the enhancement, and have the option to convert to set, type, and rarity, with corresponding letters for each function.
  20. Except this still needs to be auto as well. Both upgrades should be inherent in the pets naturally to have their powers. This extra power honestly I would prefer another aoe, and then a single target ability at level 6, giving 2 more blast set options. So it would help bridge the gap better on pets that are weak to ST, or weak to aoe, so you can pick one (or both) of them up to even out your damage, and the extra aoe can help you take aggro as well. (or some sets like necro which don't even get an aoe ouch)
  21. Um if they make it so damage procs only hit one enemy in an aoe they may as well just get rid of the proc for some global bonus... Likewise the issue you're referring to is the PPM issue, where the same negative issue occurred with faster recharging skills. The ONLY rework that should be considered for damage procs is a way to scale the damage down but keep it hitting each use.
  22. I do understand that, but the issue is nerfing that without simultaneously fixing those two powers. They should have been fixed in the same patch or no nerf at all.
  23. Except you don't get a "complete" set of pets until you get that other upgrafd power at 32. Most MM pets are honestly pretty bad until then. Having the Mannion and lt pets with all their powers would be more effective than having the big pet but all pets only having their tier 1 powers. And if you've never played a controller this is nothing new, but the way the pets play this is basically like how melee sets or ranged blast sets get their big power/nukes at 32, but would at least make the MMs less useless in the earlier levels.
×
×
  • Create New...