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WindDemon21

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Everything posted by WindDemon21

  1. It still is if you don't know what you're doing and don't have a 100% fully (experienced player) done up build as well. But these were and still should remain as is for those purposes. There are so many other enemy types out there for more of a challenge, and a MILLION more that could be made that are tough as well. There is absolutely zero reason to make these mobs harder. They basically only exist in PI radios, and that's fine. Leave them be what they are. If the reason is that "players are leveling too fast with them" well that's just dumb, and there are easily other ways players can and do level up fast. Even if a *slight* tweak to their exp, like 10%, that's fine, but would still be dumb.
  2. Yes! Just suggested that myself, in addition to bumping it up a little, little end reduction/drain resistance. But this has been a bane annoyance for the epic on tank/scraps forever. They should as suggested in the post just above, get rid of cp and just make SC have the end reduction as well. The power is still a lot better cause it's more consistent and you can put the pshifter proc in it to help more, but just 5 max end is still god awful and needs bumped a little.
  3. Also, one minute duration and TEN MINUTE recharge on this!??? This is absolutely insane for a tier 5 epic power that just procs some small heal and end, and needs to be used on the mobs as well. This isn't a pool power, it's a tier 5 epic power which includes lots of power investment, slotting, and reaching at least level 44. It should be a lot more usable than basically conserve power with some heal. Pretty sure nobody wanted this change as it just ruins the proc-ability for these powers which, the ST immob at least, was already pretty much pure trash. If this is the route the power is going to go I'd rather it have even a 60s rech to be more usable, even if that meant the damage bonus was reduced some more. or more-so even less boost but make it a full aoe. Like 45s recharge, 16 targets, standard damage, 15s duration, lower damage boost. In no world, does this power need the endurance increased to NINTEEN, for a single target attack. Especially (or even if it was) with the damage not being increased either. Cause sleep was... overpowered so it needed halved...?.............. At least halve the rech then. Sweet jesus again with the end costs!?? 27.3 end for a damage cone? This is just madness. Who is making the decision on these seriously?? Adjusting the damage/rech, fine, but the power already had too big of an end cost before. An epic aoe cone, might be more fair increasing the end cost to about 18, but 27.3? Seriously.. No, absolutely not. Just no. Um, excuse you, don't forget to mention the BIGGEST part of this change is that the recharge DOUBLED from 20s to 40 seconds. Absolute insanity. Don't forget to fix the power to accept knockback enhancements and sets as well. Also, conserve power on scrap/tanks, can we please get this swapped for the more consistent superior conditioning and have that bumped up a little. 5 max end is extremely impotent. Even 10 max end is since the power is only there for helping endurance. Something like 10 max end and 10% global end reduction would be more appropriate or maybe 5 max end, 10% reduction, 10% -recovery resistance?
  4. Please move change psychic scream to psionic tornado so, you know, as a melee AT, you can actually use it in melee. Also Please fix the recharge on controller (and assuming these new epics), 40 seconds is god awful from what it was before, that little bump in damage IS the offset to losing the radius, it's not big enough to DOUBLE the recharge to 40 seconds... Live: beta
  5. I get that, it's more about needing it for containment damage, and just damage in general between proccing it and spamming it, and also just general mob control to keep them from moving around. On big fast teams lots of controllers it tends to be one of the only controls really used/needed too for these reasons usually more than actual hard-mezzes. I think what would better serve would be to have this power as the aoe immobilize, then put a similar positioning-only repel power in a pool power. It can still have TKs effectiveness, maybe less end cost since it wouldn't be holding. Additionally, could just have TK be as it is but pull in instead of repel. Though the set still kinda needs the aoe immobilize for damage/proc/containment
  6. Perhaps on the pet, in lieu of aoe immobilize as well, make it a melee pet, better for aggro anyway, but also has the pull in like sing (should be a little stronger esp if the set doesn't get an aoe immobilize instead of cloaking device), so it goes into the mob, and keeps pulling them closer into the sleep/kd/confuse fields. Maybe like a tractor beam that has tendrils or mechanical tentacles going to all the enemies that pulls them towards it and has claws like arachnos claws that attack the mobs when they get close? Edit: maybe like a mechanical piece of coral/anemone? lol Just make sure the priority is for it to go into melee first but this should happen normally if it only has melee attacks, but then the set would need some kinda of -fly (could put in cryo freeze ray)) Or this could be the power instead of cloaking device and instead of an aoe immobilze just a pull in-taunt/debuff pet you place, and then remove the taunt from gun drone and just improve it to do more.
  7. I mean aoe sleeps are fine to exist with proper buffs, I don't actually mind this one as much since it reprocs and has that slow added, though still should be mag 4 and -damage IMO because on teams it still ends up doing next to nothing, but the single target sleep that breaks itself just seems really bad. Again, razor wire immobilize!
  8. Not great for those of us who want to use them as relax-mobs to just enjoy the game without it being super difficult. There are other tougher content, and that's fine. Not every mob in the game has to be super difficult or annoying. This is a really bad change ruining one of the best parts of the game which is to come on to relax. I don't even play council/cot that often doing PI radios, but from time to time I need to just mindlessly beat up mobs. Again, there are many other tougher mobs out there for a reason, and more new tougher mobs can always be created, but please, leave the council and cot alone so you don't alienate the people that have enjoyed this part for decades.
  9. Ok, kinda like the theme, some powers seem ok, but some big things stand out. Hands down, move the ST hold to tier 2. This is TERRIBLE design to have it beyond that. It should be the first power pick you get mostly (besides some taking more damaging powers) but in lieu of this, grav and mind also really need this fixed as well. It just leads to outside of obviously screwing up newbies, but just leads to terrible forced power picks when everyone always does, and/or should take the tier 1 hold on controllers. Liquid nitrogen: Like ice slick and ice patch, please fix these powers to accept slow and knockback enhancements. The slow obviously for obvious reasons, but the kb as well for those who wish to over-mag it to do knockback. Yes it's much less desired but there are situations where one might prefer this. Such as swapping for this for certain tfs and such to play "keep away" etc. It's there, we should be able to slot for both slow and KB and use those sets as well. Tranquilizer: It's not sleeping at all fyi. Edit, the bug is that the damage is applying after the sleep, so it auto-wakes itself up. Cryo freeze ray: fairly standard, love the 3-bolt animation of the projectile. likewise could we get a more noticeable projectile for tranquilizer? I'm not seeing anything. Next, cloaking device is a really poor choice to add in here. It effectively doesn't do much and takes up MUCH more needed spots for the aoe immobilize which should 100% be in the set with an aoe stun, and also any type of confuse power which will cause the mobs to knock each other around too. This is a disaster waiting to happen, and really screws over controllers as well who need the aoe immobilize to set up containment easier, do damage, and to proc stuff to help out too. Get rid of cloaking device for the aoe immobilize. I'd like to see a different immobilize than the standard web-nade though. Perhaps some sort of grenade that explodes with razor-wire that wraps around the enemies legs or something. Aoe sleep, it's fine but should definitely be moved to tier 3 or even 4 (with aoe immob at tier 3),but otherwise the reproccing and slow helps it. Though aoe sleeps in general should start at mag 4 as well to do what they should be doing especially given how easy they break even if they reproc and always said they should all have some -damage to help this on teams too. This has -rech so i guess is some tradeoff but with the value isn't a super impact) The confuse canister, interesting power, but yeah it has to actually be effective enough to matter otherwise it just really falls short. Having confuse is good, and don't mind that it basically doesn't exist outside of the location field that's created, BUT this also depends on the set having an aoe immobilize to keep them there and to stop them from knocking themselves out of the area, and if wanting to do something different here, especially versus higher levels that -to hit should at least be bumped up to 15%, and also seems like it's needs a slight end reduction as well to maybe around 12 end versus the 16.64. Maybe on the knock issue, it might be interesting if this power somehow DID it's own -KB like aoe immobilizes do, but that just wouldn't really make sense thematically lol. I'd also suggest bumping up the rech/duration to 60s rech and 45s duration at least. The Gun Drone. just WOW is this a terrible port, is this a bug? For it to only have the one attack, no aoe, and a very small radius taunt which won't matter most of the time because the mobs will be so spread out anyway. Please just ditch this or revamp it completely. We can't even double stack it like you can the blaster version. Maybe if when you cast it it would cast out 3 of them (2 as is wouldn't cut it for a controller pet) it would then be justified, but as is it's a really crappy pet. Overall, the theme is good, and some of the powers are interesting and I generally like it! This definitely seems like a set more geared to dominators more than to controllers IMO. I like many others as well would prefer a more gadget-y animation for all the powers as the gun just doesn't fit most of them for what I'd want to really set it up for. Grenades, barb wire immobilizes etc. Since everything except tranquilizer and cryo freeze ray are basically some time of canister that explodes to cause an effect, I feel like this could be easily achieved to fit more themes. Especially on controllers the gun just doesn't seem to fit right to me. So main points: 1. Swap the ST hold and the aoe Sleep 2. Swap cloaking device for aoe immobilize 3. Replace, or vastly boost gun drone, or set it to cast out 3 of them, or 2 somewhat more boosted. SOMETHING
  10. don't forget to lower the end cost as well. Especially given that the power won't proc pretty much at all which already puts it far behind other aoes, but also especially given that it can miss half or all of the mob if it misses the first target or chains the wrong way which other aoes don't deal with either. There is also no reason to lower the radius of the chains. The power already has enough issues chaining as I just mentioned, it doesn't need this to be worse. This is also a big issue. Even with the small changes to cell/c5 it's still not enough. Even with 100% proc chances on every attack, given cast time, needing to use only storm powers to proc them etc, the power still falls behind even just a standard rain power and only surpasses it when there are 2 targets. The new changes may up that to 3 targets but there is still a slew of other issues regarding that. The main problem here too is, the proc rates should be the same between all powers, having you priorities the actual damage of the attack itself, or the faster cast but lower damage of a power like gust in order to try to get more procs out of cell and c5. This still ends up being really odd for the power. Good step realizing it needs fixed, but this power should definitely be a pbaoe power and not odd recharge/value/duration that it has . The max hp was bad, really bad for most teammates, but I wouldnt mind it if instead of absorb, I've always suggested keep the max hp but add regen to the power as a pbaoe. Would go a far way to help the power and also help the big issue the set has of self-survival. This needed this badly, don't forget to adjust the epic versions as well. This is good to have it get updated but this revamp really falls short. In general any auto-shut off toggles are just bad, but to have the issue with the recharge, end cost etc. This power should just be a regular aoe immobilize that offers -resistance instead of damage, so it won't wake up sleeping enemies but still allow for "damage" and containment. The -resist value wouldn't have to be huge maybe 10% but something to help it not having damage. This power just needs plain fixed altogether. It's seriously trash. The cast time, radius, the fact that it's a toggle, the fact that it gets mezzed off, and especially the actual values it gives on a terrible 4 second proc rate. The power should just be a location click not toggle, with a 25ft radius, and proc rate at least halved to 2 seconds if not 1 second. It should be every 1 second as is now but if it was better as a location click with bigger radius 2 seconds would be acceptable enough. While at it wild bastion also really needs adjusted. For just a big heal, the 4 minute recharge is way out of line. It can be nice in a pinch, but also end up doing almost nothing if/where it's really "needed". For one the absorb should be what's on the tic over time, with the heal up front, which would go a long way to helping the power more, but the recharge is the biggest issue, which if that part were fixed, and given the set as a whole, while the power based on it's heal/absorb values should be on about a 60s timer, if the heal/absorb were swapped and given the set as a whole I could see a 90, or maybe 120s recharge max, but certainly not 4 minutes, it's quite absurd. Don't forget to make all versions .67 mag knockback as well so it's inherently knockdown. Generally all KD power shoudl be much lower so they don't stack, but at least the .67 mag in this situation means someone could slot for kb if they wanted it to be kb instead of KD, but it should be innately KD like the melee versions.
  11. No. One of the best parts of this game is being able to come on and relax with some heroic fighting. There are already tougher enemies in the game. Please keep these at least as a standard to just enjoy the game if you want to pop on for some easier killing. Not everything has to be super difficult.
  12. Generally hate any power that has an auto shut off. would rather have a click instead. Always said this power should just be a click aoe immobilze, but have -resistance instead of damage so that it won't wake the sleeping enemies. Love more pull ins, but again with an auto shut off, would rather it be a click that pulls in like axe cyclone, or leave a lasting effect for a few seconds that does this after it's used. On that note, Still don't see any reason for aoe controls to have an acc penalty especially when nukes get a BONUS and just outright kill them., especially the aoe immobilizes, can we get this fixed as well. Thank goodness lol Can we also fix this power, like, entirely. The long cast time, the tiny radius, the toggle effect of it, and the TERRIBLE actual stats even if all those are fixed. The heal/end it gives are FAR too low for a 4s proc rate. As is even at a 1s proc rate it feels kinda weak, even especially given all the other issues wrong with it i mentioned. Make it just a location cast power, not toggle (which toggles off when mezzed for some unknown reason, same with spirit ward/enflame). increase the radius to 25ft, animate faster, increase the radius to 25ft, and if all those are fixed, i could see maybe proccing the heal/end every 2s instead of 4, but no longer than that. I'd still question it even at those stats. Likewise, for just what is essentially a big heal, wild bastion also should definitely not have a 4 minute recharge. Given what the power does it honestly should be at about 60s, but given the set as a whole could see 90, or at most 120s rech, but definitely not 4 minutes. Would make more sense for the absorb to be what procs over time too, not the heal. Should be a big heal up front, then with the proccing absorb over time. Can we also get this normalized to like a .01 mag knockback so it's knockdown on all versions and won't stack with things like the avalanche kd proc to cause knockback we don't want? Edit: also, can we PLEASE get spinning strike and a touch of fear fixed to have an actually useful radius of 10ft too. Even pbaoe powers have 8ft (which is honestly still too small and the number one reason i end up getting annoyed with non-tank melee). But these are even worse as you can't position a taoe power the same as a pbaoe power, and it'll constantly miss enemies on the other side of you when they're surrounding you with the terribly small radius they have now at 6ft. Please move the recovery power to at least tier 3 if not sooner. Psy scream is also a bit slow and not good as a cone for a melee AT. It should be psy tornadao.
  13. I can see the sleet/freezing rain changes, heat loss too. But frostwork, it really should be a pbaoe power. Even as absorb, it's better, but doesn't address the self-survival of cold. I've always suggested it still be max hp, which is mostly usesless to teammates, but include a regen bonus to it, instead of absorb, to make more use of it as well. Absorb works though, but the power should really still be a pbaoe ability.
  14. And fix chain's end cost down a bit, still far too high especially given the power as it works, still falls far behind other aoes as it can't proc anything at all, and can still miss half or all of the mob depending on how the chain goes or if it misses which other aoes don't deal with. Given that also, there really is no reason to reduce the chain distance down to 10. Regarding cell/proc chances. Good direction. Will need to test to see how this turns it out, though would still rather have the attacks just proc 100% of the time even with the longer lockout so you can use that time between to use non-storm powers without losing damage on cell and c5. Regardless the attacks should all have a higher, and the same proc chance. Especially how this ruins the use of gust, even 35% is hardly enough given the powers they're proccing. The powers should all proc the same cause then you either can focus on the higher damage ones, accepting it means less proccing based on animation time, or focus on using gust more to proc cell and c5.
  15. Right, but instead of rock, crystals or lava. Definitely possible to do. The others could be added you mentioned as well. The magma would probably work with the one theme i have, but the geode woudln't work for the crystal one I have though. So just add them all!
  16. Those would be cool as additional options, but also come with issues on theme and look. I'm talking the same shape and size of granite but just the crystal and lava skins just like there is for every other stone armor power.
  17. Pretty simple, been wishing for this for a while because that granite armor just doesn't fit the theme a lot of the times. So could we please get a crystal and lava version for granite armor that we can color. (I know the name is "granite", but that could be changed, we know that's the least important thing, name it "apex" armor or something, or just keep the same name but give the other style options)
  18. This is incorrect. I have looked at this MANY times, factoring in everything, but the base issue is that per the damage and how many targets it hits, it is still WAY out of line, even including the set as a whole. Remember, that whirling axe took a hit as well on recharge becoming axe cyclone, and the "aoe" means nothing much different when it's still only hitting 5 targets. If it was a TRUE aoe, ie 10 targets, that would be different, but only hitting 5 it's WAY under-statted, yes, even with the rest of the sets changes. The only aoe vs cone debate was to make it not work against itself with the pull in in axe cyclone and maybe a *slight* ease of hitting those 5 targets. Considering that synergy as mentioned, where it's rech/end should be about 8.5 for it's damage, I could see a small hit at about 10 end/rech values, but DEFINITELY not 15 which is almost double where it should be. Its quite atrocious. It is 100% not where it should be at hitting only 5 targets, it's not even a question. Edit: I know how to do "this" just fine. Being annoyed/vexed by such crazy wrong stats and that comes out when talking sure, but i'm not doing it wrong. I state what's wrong, and provide evidence and data as to why it's wrong. This is how it's done. This in particular is extra annoying cause it's about the only thing preventing this from being a perfect set with proper aoe scaling too, but it's a big doozy, especially that end cost oof.
  19. Would REALLY wish this to be fixed by next patch. Have a few axes I really want to do but i've already stopped one for how horrid the end/rech on pendulum is at only 5 targets..
  20. Oh it does, that's the current state of scrapper auras, but that's the dumb part is CE SHOULD but doesn't and needs fixed.
  21. Except for Ice armor which still shouldn't have lost the taunt in CE being that it does -recharge and -damage both very important to keep enemies in. That needs fixed. (in addition to them needing to fix the EA nerf where most of it wont stack now, HUGE loss that they didn't even add in the patch notes but later admitted when I brought it up) That said, I'd still wish they would add that to SR, among porting the sentinel version over (and fixing the resists to start scaling from 100% with like 5% resist and being enhanceable), but would want them to just give all the taunts back to the scrapper damage auras too.
  22. Your responses are also tiresome and providing zero feedback for the actual thread. You could simply choose to ignore it then if that's your perogative. This literally has nothing to do with this thread at all. And It's not even "my" suggestion technically. It's LITERALLY what the powers do and should be slottable for. The devs even did a round of fixing IOs for some powers I'm simply notifying them that these powers were missed and providing reasons why the options should be there. Please feel free to block me then unless you actually start contributing to the conversation properly because I'd rather not see another one of these posts that have nothing to do with the actual topic at hand and derail them. Edit: Also, not liking HOW someone is saying something, isn't changing what is being said either. To give an unfavorable response to the actual topic at hand simply based on that is quite pathetic.
  23. You still don't, you can still slot it the same way you always have if you don't deem any of the slotting necessary, but doens't mean that these powers SHOULDN'T have the ability to do so. It's literally in what they do, especially slows. Trust me i get what you're saying, I make and play SO many builds, and i'll still have builds and combos where I'll still only keep the powers one slotted. But for some combos, the OPTIONS to slot those sets/procs/slows/kb, can be invaluable like in that stone/ice tank scenario i mentioned. Or even just the FF proc in ice patch for armor sets that need all the recharge they can get like regen etc. Options (esp when they already shoudl be there for these powers) are not bad.
  24. You're misunderstanding, options FOR set bonuses from the sets. "taking away" from other powers, really depends on the build itself. And options for procs as well. Again, even just an end/rech and FF proc would be a lot nicer than just a recharge or just an end reduction on it (especially if you want both for less slots) heck, even just the end/rech on the base slot which you can't do now. And also again, even just a slow enhancement in it makes a big difference against +2-4s, but the sets should always have been an option for those two powers as well for all the reasons I've mentioned.
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