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WindDemon21

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Everything posted by WindDemon21

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. I agree, they should make its recharge 60 seconds base with a 12-15ft radius and it would be perfect.
  6. 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).
  7. 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.
  8. 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.
  9. *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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. I've been saying this since live, and there is an easy solution that the nudevs almost seemed to get to with shock therapy. But with end draining, npc damage should be directly proportionate to their end bar. Since when at zero end they're at zero damage anyway it makes sense. It also makes sense cause as you're more tired you're going to have less oomph to your punches. This way even sets, which is almost all elec powers, that can't fully drain the enemies endurance can still have a useful effect. Or at the very least, just add a -damage debuff to them.
  15. Me too, which is also annoying having it not be perma. I wish all long recharge powers were just slightly shortened, and hasten was a lower buff but perma making its need, and heavy recharge builds less necessary.
  16. And not everyone wants to have to do that with their builds either. Some recharge bonuses sure fine, but not capped to the max. It's really annoying to HAVE to take hasten all the time to make a set worth playing. And as to the 90s recharge. Yes it would be more beneficial to have that, with a lower damage boost, but more initial target focused. To be clear the damage value would still be more than build up and you're still perma-ing it anyway, it would now just be in line with DC and be of actual use in AV/boss fights. This would be MUCH more valuable overall to dark melee with this change.
  17. And you can do that much easier, and sooner when exemplaring. Again, i know it's an IO world, but sets are not designed around that, and to do that costs tons of money and lots of effort to get it to that recharge which should not be the focus.
  18. Been a while and no word on this. Can we please get them cell phones or an auto-decline.
  19. Whatever is done, please for the love of god make soul drain 90s recharge too to be in line with Dark Consumption. Nothing is more annoying than having two powers that you'll always use together be a little bit off on recharge and having to wait for the one because it has a longer recharge. I would be fine, and this should be looked at given this thread, having it also give more damage/to hit off the first enemy hit, and less off the consecutive ones, so the over all damage boost was lowered, but was more against a single target like AV fights, and would lower the overall damage boost to make dark consumption "less" powerful if that's anyone's gripe. This way it's faster, it's timing is aligned with dark consumption, and the set would have less "power creep". I would be happier with a more consistent damage buff overall this way, especially versus single targets/small mobs, and the faster base recharge that lines up with DC, at the cost of a little damage bonus.
  20. So you have to pick the specific power set, specific AT, specific epic set, and specific incarnate. Powerboost does NOT need a nerf. It has very minimal uses, mainly boosting defense buff powers is the main/only use for it outside of controller holds. Everything else it ends up being too trivial to bother with. not to forget that most sets it's in the epic isn't that great to begin with. And while time is common, i almost never see anyone with the combo with powerboost anyway. I'll admit it's nice, but it's also for me the whole reason to go powerboost ever is for fort on emp, farsight, fade, and force fields (hopefully cold shields get fixed to allow it too). Otherwise I wouldn't bother with powerboost at at all, so they better not nerf it.
  21. Agreed Agreed. It fails a long on smaller mobs I always wanted this change as well. They also need to make the base recharge 90 seconds soit can run in line with the shield and rad armor nukes and ESPECIALLY with this new dark consumption. Nothing is more annoying than when powers within the same set especially cant even line up and are just that little bit off ruining the sets flow.
  22. Really? Looking at it it seems pretty crappy to me actually. All it has is an ally heal, and aoe -damage. And a pbaoe status (not protection) and slow/end resist power. Everything else is a single target ally power, which jumps but loses effectiveness and the benefit doesn't sound that high, or a foe end drain without -recovery to even make it useful.
  23. The damage should be damage/endurance. The acc/tech should be the first one too. I know it's only an OCD thing but I have to slot sets in order so it would be nice to have the acc be the first thing/s lol
  24. Dark melee needs an actual aoe. Dark consumption should be made a 20s recharging aoe with the first enemy giving the most end of 15, and then it and the subsequent enemies granting 2 end, unenhanceable. That way it gives good endurance but not op, and forces it to be slotted and used as an actual aoe attack with the benefit of the endurance gain.
  25. Sonic repulsion also seems bugged at the moment. It's constantly showing "miss"es. And it is noticeably less knockdowns than repel or repulsion field from kinetics and FF when you put the kb-kd proc in them. If those misses knocked them down instead it would be the right amount of knockdown. Regardless they really need to remove the end per enemy hit and lower the end cost on those powers either way.
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