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WindDemon21
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I've been trying to make a fire/earth/psi build, and it's turning out terrific except for the end cost, i'm managing to get about 1.41 end/sec but that's it, Less if i go tough/weave too but i can get about 37% melee, 32% ranged and 35% aoe defense on it. Don't want to skip maneuvers/tactics on it though. Also world of confusion is another damage aura, it's small, and not that good, but it houses the purple confuse set bonuses, but most importantly once you get that contagious confusion proc in it it makes a huuuuge difference.
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issue 26 Patch Notes for January 28th, 2020
WindDemon21 replied to The Curator's topic in Patch Notes Discussion
So yep still getting wayyy more than normal scattering even with blazing aura on, the power description isn't even listing it taunts. Can confirm so far though that the Sky Splitter bug does seem fixed though. -
issue 26 Patch Notes for January 28th, 2020
WindDemon21 replied to The Curator's topic in Patch Notes Discussion
I've noticed this even on just irradiated ground as well -
issue 26 Patch Notes for January 28th, 2020
WindDemon21 replied to The Curator's topic in Patch Notes Discussion
Burn was never broken. It was blazing aura that was not taunting to keep them in it. -
issue 26 Patch Notes for January 28th, 2020
WindDemon21 replied to The Curator's topic in Patch Notes Discussion
Yessss! I have tested that while this is mostly how it was being affected even versus even level enemies it would not always have the proper buff values, and even against higher enemies it would r was randomly have me at capped regen/recovery on rare occasions. Since there was something wrong with the code maybe that's fixed now too. I'll be testing and report back! -
With super powers? I'm sure I could follow through a couple people like that. Not that it might be 100% accurate but I've seen it in movies for people that were supposed to be "normal".
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A friend and I are also noticing enemies running out a lot more often. They seem to do it without even using burn and just from blazing aura and irradiated ground on my brute. I noticed if I turned off IG and just stood there with blazing aura on that it happened a lot less, but they would still run.
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What about Phantasm? He doesn't even have a melee attack and still constantly goes into melee getting himself killed and ruining his dps cause his energy torrent no longer hits the whole mob. Also super strength really needs to have foot stomp sooner as well at least 28 if not 20, but really should be swapped with knockout blow, that is definitely a tier 9 power.
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To an extent yes. Can it always be easily quantified by straight exact damage numbers for all sets, no. But the fact remains that it's damage is so bad in comparison it's cringeworthy to use and that shouldn't be the case. So maybe considering everything maybe not a 50% buff to damage to make it in line *exactly* with other sets, but at the very least a 25% or more reasonably 33% increase in damage should be done to make it worth actually using with that animation time.
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Just because it has been "fixed" (quotes to emphasize that it is in fact, still not fixed), doesn't mean that it's damage is anywhere near where it should be at for how long the animation is. Flat out, the damage needs to be increased to match the animation time. It's DPA is only at 64.82 base, where most any other sets are around 100. Meaning it needs almost a 50% boost in damage which mean's it's hugely undercut. Now that needs done asap regardless, but of course with that rech/end wouldn't make sense, which is why they would be turned up to at least 16 seconds to compensate. And not everyone builds for super recharge, so you can't say it's negligible, and it does still make a difference regardless. It's supposed to be the "big" finisher attack that you also have to wait all the way till tier 9 to get, and it is literally the worst DPA in the set and barely even more damage than 3 other attacks in the set as well. Pretty sure of any melee attack as well besides ice melee (which needs some small damage/animation tweaks as well for FF/GIS ).
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Except Ma does have dragon's tail, so it's not just a single target set >_>. No reason a cone for Crane kick woudln't make sense. Whether they'd do it or not is one thing, but that's just stupid to say it doesn't make sense. Except it's not, and i've proven that it's radius is bugged to be smaller than it should be. At 6ft instead of 8ft (it could be 5 ft even but we know it's at least 6ft or less) It's area is 113.097ft, versus 201.062ft, meaning that it's almost half of the area it's supposed to cover. Except those attacks have a 15ft or larger radius, and also are ranged so they don't have to risk going into melee to use them. This was more being said because if the damage was increased to match it's activation time (which should be don regardless) it wouldn't make as much sense for it to recharge in 12 seconds. 16 vs 12 seconds still makes a noticeable difference, and remember as well that the game is balanced around SOs, but if you want it's damage to be proper, and still have that 12s recharge I wouldn't complain, just as long as it's damage is not "less than it should be" for a 2.53s animation time, just because it has a shorter recharge. Except it's not a combo set up, it's just a "do more damage more accurately the more you attack" auto power. similar to kinetic melee's power siphon, only it wouldn't debuff the enemy's damage, and it's max damage would be lower than power siphon since it would be auto.
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It was in comparison to other sets that all have at least an aoe and a melee cone. Lots which can still do as much single target damage as MA as well at times.
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No, no, definitely not. One this would exclude a lot of pool and epic attacks. Two you would have to have, especially for the aoe which is most reasons you use the build up on teams, very high recharge and accuracy to get effective use out of it. I would honestly prefer something closer to the blaster martial power that stacks the damage and to hit all the time. Kinda like fury/defiance but with to hit. So start with like an always on auto of like 30% damage and 10% to hit, and add another 10% damage and 2% to hit for each attack up to a max stacking of 5, each individual attack buff lasting 15 or 20 seconds. I wont get into the whole dark melee set issues, but this would consistently as an auto that always boosts, make MA the king of ST damage like it should be given it's aoe, and damage typing issues.
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Reducing animation time is a coding issue I'm sure that cant be done outside of base code. Ie not slottable/buffable. There are a lot of fun suggestions I'm hearing, but they're all secondary effects. The main issue I wanted to start this thread for was that eagles claws damage was too low for its cast time, and too similar to 3 other attacks statewide in the set. It should have a longer rech like 16 seconds, and have a higher damage to match its animation time. For having to wait till tier 9 to get it, and for how cool, but how LONG it takes to activate, it definitely needs a damage boost.
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"Of it's vintage" just cause it's old doesn't mean it has the right stats. But i'm fine with the animation time, but it's damage/recharge needs increased to give it the proper dpa/dps it should have. A tier 9 attack shoudln't ever want to be skipped, unless i'm forgetting something it would make it the only melee attack set where you would want to skip the tier 9. It's animation/kapow is a big reason to play MA and the fun of it. The power just needs it's damage/rech tuned to where it's worth the animation time is all. Even if they didn't make cobra strike an actual attack, it would still have the same issue. Street justice's spinning strike is actually a taoe, not pbaoe so they don't work the same. but you can even test it yourself, it's range is bugged, and it's very noticeable if you look and greatly affects it's ability to hit more targets in a mob. BS and MA aren't even comparible. BS has more cones, -defense, more knockdowns/ups, and parry. It's much better off than MA. But it should never be said "just play bs then instead". MA just needs some tweaks to fix it as I have suggested above. Just because it "got improvements" (mostly just cobra strike with scrappers) doesn't mean it's where it should be at, especially the biggest one being eagle's claw.
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MA can be a very fun set with it's animations, but it has some caveats that really have it underperforming. The biggest one is Eagles Claw. The set has so many Single target attacks, that it doesn't need one that is basically at the same stats as the others (crane, cak, cobra). It's stun is too short of a duration for one, but it also has one of the worst DPA due to it's long animation/low damage. It should have it's recharge set to about 16 seconds, it's activation should be reduced a little, and it's damage should be increased to match where it should be at. It could even have a little splash damage like sky splitter in staff does for tankers, but that's something that would be hopeful but not expected. There is also issues with crane/cak/cobra strike. For their damage/rech their cast time should be closer to 1.4ish seconds not the 1.67s they are now. They tend to linger a little bit for no reason past their actual animation, mostly cobra and crane kick, cak isn't as bad. Also given the sets low and late aoe Dragons Tail should really be set at least one or two power picks sooner. Crane kick's animation should really be a small cone like golden dragonfly/headsplitter since your kick basically "goes through" multiple enemies due to it's high force, it would just make sense and help the low aoe out a bit in the set. Like burst as well, dragon's tail's radius is broken. it's supposed to be 8ft, however if you stand near an enemy and close in just to the point where you hit them with storm kick, which is 7ft, if you use dragon's tail at that same distance, it will not hit them, meaning that it's radius is actually 6ft, or possibly even 5ft, which effects the power a great deal. (honestly all pbaoe attacks/powers should be at least 10ft in radius, that change was never needed when the old devs did it and should be fixed, it's bad enough they're all limited to 10 targets instead of 16 which is also an issue but at 10ft even there isn't usually 16 enemies within range so we can *barely* ignore that for now as that would be in a whole other thread on it's own). Crippling Axe Kick is much better than it used to be now, but just to point out that unlike the equal power in street justice, that it seems like a bug that it doesn't accept defense debuff sets. I would lastly state that it feels like thunder kick and more-so storm kick should be on 2.5/5s recharges instead of 3/6. Mostly making it easier to skip thunder kick and using storm kick as the fast-filler which almost anyone does except tankers who are forced into thunder kick. but 6s vs 5 may sound small but it would be just that little bit with some recharge to where it would fill in that filler attack better.
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Hopefully the nudevs see/ realize this to add as part of the new tanker changes.
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Ice/rad is also an amazing combo. More aggro with the damage aura toggle, good st attacks and aoe, and best part is it gets a self heal which works with ice armor very well. Only issue with that and ma which is also great is that the aoes come late. They should really fix that for a lot of tanker secondaries. While ice armor doesn't have the problem as much, tankers should get their main pbaoe powers sooner by at least level 20 so they can taunt more effectively without taking actual taunt and are more friendly on teams with aoe damage. Waiting till 35 or 38 for your aoe is just bs.
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Generally I would slot it with lotg def, def/rech, def/end/rech, and 7.5%. And then a performance shifter end mod and end mod/rech. Or you could go def, def/rech, 7.5%, and performance shifter end mod, end/rech, and efficiency adapter end/rech for more end gain.
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You should REALLY not need all those end procs if you make an ice armor build right. Energy absorption will give you full end on like 4 enemies and even against a single target you're better off than other sets. You only two slotted that power which is gravely undervaluing it. Put an end mod and end/rech at the very least and you'll notice you dont need those procs.
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There were fires in the Maria Jenkins lab mish full of black swan enemies that would seem perfect for this.
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Yeah but why go to a guide just to tell you to go to another guide... just include it and then this would be the one stop shop for the accolades.
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Thanks for being one of the only places i could find that actually helps find the Siege mission. And unless I'm missing something, I have vidiotmaps, but it doesn't tell you WHAT Zone to go in for each accolade. Would be nice if you broke it down to which zones for each accolade for the exploration/history badges rather than just aimlessly going in to each zone and looking for that tiny dark print on each map.
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Give Detectives Cell Phones!!!!
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Nope that's not it cause I'm always 100% mutation and have gotten both. And it's SUPER annoying having to go in when it's already annoying having to go to the detective in the first place. They could just copy and paste the "call contact" code to the detectives and be done with it. If there was some other issue where this wouldn't work that's one thing but I know this annoys a lot more people than just me. -
Give Detectives Cell Phones!!!!
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Actually yeah having it able to turn them off (thus not having to talk to the detective in the first place) would also be a much better option really. Please do this.