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WindDemon21

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Everything posted by WindDemon21

  1. Can't they just revert it for just specific pets? Its great for stoney and Jack frost but shouldn't exist for phantasm it ruins him.
  2. I never said useless. I said its stats dont match what it does though. For just a heal over time and preheal it should have a WAYYY lower base recharge.
  3. That's one of my suggestions. Its current form is just a horrid. But in all honesty its proc rate should be fixed to the very least every 2 seconds instead of 4 in addition to that.
  4. I've noticed before but seems even more lately that Phantasm will constantly go into melee, even though he has ZERO melee attacks and next to no defenses. Not only does this get him killed more but also lowers his damage by a lot as he no longer hits more enemies with his cone attack which is where most of his damage comes from. Please fix him do that he no longer goes into melee.
  5. The end it gives is only about 15% recovery with an end mod IO when people have accolades and they have to stay in it constantly to get the benefit. The end gained by it is far too small on a 4 second proc rate especially when it can be mezzed off. I would easily go to say at the very least it's radius should be way more increased in it's current form or some reasonable mix to upgrade it. And yes other powers can be mezzed off on defender/troller/corruptors, but they also do WAY more than this power does. I also agree as I stated in my main power that part of it's issue is how it is a ground toggle, where it would be served much better if it was at least a location click power like spirit tree. Short recharge, and/or honestly replaces the original, but if it could stack that would actually start to give it some more merit as well. The easiest fix really would just be outside of location click instead of toggle, is to reduce the proc rate of the power to 1 or at the very least 2 seconds.
  6. I would fully agree with this. Even at the cost of an end toggle I'd much prefer the toggle end cost over the interrupting click on sr/shield/nin. At the very least make it a little over perma on it's own without slotting recharges so you can slot it with just one end reduction and be done, and speed up its activation time.
  7. Actually as a pbaoe "buff" that just does the constant small dot heal and end would be way better than it's current form and I'd be way happier with that. Outside of the too low values and proc rate though the biggest issue is the annoying of the constant relocation of it as a location toggle, and that it can be mezzed off. Why having it as a perma pbaoe buff or even toggle would be so much better, or a location click instead of toggle power like spirit tree.
  8. Except it's not dull pain, its absorb, which goes away as quickly as its value of regular health. I'd be much happier if it was a max hp boost rather than absorb. Yes as I mentioned it's an oh sh!t heal, but that's not anywhere near worth a 4 minute base rech. And if you think lifegiving spores is that worth it you're insane. Look at how low the values for it actually are. It's also quite annoying as a toggle that can be mezzed off. I'd be much happier with a click location, or honestly a pbaoe heal type power with just long dot. But even as a click location that replaces itself when you use it would be much better, but that said even its proc rate of 4 seconds for such a tiny amount is completely useless for a power choice.
  9. I think more tweaks to the set should be made if you feel that weak without those buffs. Personally the biggest main one this concerns is cold cause you're left there with no shields and only a minimal defense yourself. For cold what they should have always done was make frost work a pbaoe buff that's easily perm-able like 4 minute rech 2 minute duration, and should ALWAYS even in it's current form have had the initial heal like all dull pain type powers have. Benumb is also on far too long of a base rech. Thermal gets the pbaoe heal which is usually pretty good enough, but cold should definitely have frostwork a pbaoe buff that also does the initial heal + max hp.
  10. Lifegiving Spores to start needs some vast help. It's heal is only like 2.5% base when it tics, and it only tics once every 4 seconds. This power REALLY needs looked at as its practically next to useless in it's current form. It would be much better at least as a pbaoe toggle like pains, but honestly it's the 4 second proc rate and such minimally low stats that make it useless. These should easily be boosted higher, and the proc rate hands down should be at least 1 second not 4. It's also very annoying having to constantly recast as a toggle. It would be much better as a location power like tree of life or changed to something else altogether. For reference, the endurance is only a 15% recovery boost essentially, even less if you factor accolades in and max end bonuses. If you go ham on recharge for overgrowth though this is next to useless, and the heal is so pitiful plus you have to stay within it's aura, this whole power needs reworked BADLY. Wild bastion also needs looked at severely. Absorb has some uses, but all it is is a pre-heal, which goes just as fast as your health does, and the devs WAYYY miscalculated it's usefullness when they factored it's recharge/value. 240 second base recharge for what's basically i believe a 70% heal and 50% absorb only when fully slotted (of the def/troll/corr health base value only) is honestly quite pitiful for just a heal and preheal. It's an "oh sh!t" heal, but for just a heal, and limited use of the absorb as mentioned, it should easily be on a MUCH shorter timer of at least 120 seconds at the very least, if not a 90 or 60 second base recharge. Absorbs really only work if they have about 80% of the same amount/rech as a standard heal would and can be just as spammable.
  11. It's next to impossible to notice cause the value is so wretchedly horrid. But it gives you 1% endurance every 4 seconds, as a proc. Keep in mind that it does not boost recovery, so you won't see anything in your combat attributes.
  12. Wild bastion also needs looked at severely. Absorb has some uses, but all it is is a pre-heal, which goes just as fast as your health does, and the devs WAYYY miscalculated it's usefullness when they factored it's recharge/value. 240 second base recharge for what's basically i believe a 70% heal and 50% absorb only when fully slotted (of the def/troll/corr health base value only) is honestly quite pitiful for just a heal and preheal. It's an "oh sh!t" heal, but for just a heal, and limited use of the absorb as mentioned, it should easily be on a MUCH shorter timer of at least 120 seconds at the very least, if not a 90 or 60 second base recharge. Absorbs really only work if they have about 80% of the same amount/rech as a standard heal would and can be just as spammable.
  13. That's because it's a location toggle that basically never expires. That said it's heal is only like 2.5% base when it tics, and it only tics once every 4 seconds. This power REALLY needs looked at as its practically next to useless in it's current form. It would be much better at least as a pbaoe toggle like pains, but honestly it's the 4 second proc rate and such minimally low stats that make it useless. These should easily be boosted higher, and the proc rate hands down should be at least 1 second not 4. It's also very annoying having to constantly recast as a toggle. It would be much better as a location power like tree of life or changed to something else altogether. For reference, the endurance is only a 15% recovery boost essentially, even less if you factor accolades in and max end bonuses. If you go ham on recharge for overgrowth though this is next to useless, and the heal is so pitiful plus you have to stay within it's aura, this whole power needs reworked BADLY.
  14. Yes as it's the final detective so you're stuck with it. I often enjoy even at 50+ doing radios for fun without the intensity of tfs, incarnate content, arcs etc. So when constantly having to go into that building every time its gets beyond annoying, especially since the detectives should just have cell phones anyway like every other contact does in the game. Its a very easy fix yet huge QoL issue. I could even see talking to them directly the first time, or at least having to do their bank mish first, but after that, call to deny it, or even skip future bank missions completely.
  15. Kind of a small issue, but also quite annoying when all my other powers are green/white, but when we choose color tintable for empathy, can you fix where the glow around the allies head isn't always red but changes to the color you select in your costume. Clear mind also has this issue where it's always that light purple/blue color.
  16. Someone did say they were hoping to have this fixed by Tuesday. I've been playing my ill/emp troller lately and have noticed it and bugged it myself even. Can confirm, enhancements are not working in the pets/summons, and blind/deceive are not stacking, sometimes not working at all.
  17. Only problem is then you can't use it to heal yourself if you're not aiming at something. I usually focus on an enemy and use a quick skill to turn and then use the heal. But I do wish it was the cone as well as a pbaoe heal together.
  18. Jesus for the 5th recreation in a row of my one troller i've gotten Selnum and had to recreate, still can't get Mclord cause it's SOOOOO annoying having to go into the building every 3-5 missions to find the detective to talk to them directly. Not only that but the first recreation I forgot i transferred 50 mil to the character before I realized and forgot and lost that due to this stupidity too. Please for the love of all that is holy give detectives cell phones that we can call them instead of having to go to them every time to freaking deny their bank mission.
  19. The new targeting drone for blasters is supposed to increase from the 20% after 8 seconds out of combat, however upon playtesting it has been taking about 25 seconds before the extra damage kicks in. The stun on taser is also taking extra long to be applied.
  20. There is no real reason to remove this huge very nice QoL uses in the game. It cuts down on zoning time, and especially since we can't access AH in the bases (which doesn't make sense even if this was live, as we can buy/sell stuff on ebay on a computer why not in a base on a computer???) it's very needed when doing multiple IO crafting. Please just remove the option to use it in a PVP zone, problem solved.
  21. I would definitely sign this. Nothing worse than spending time killing something and getting a crap reward. Especially for something people hardly run anymore, and would be cool to see it more popular to excite people who do DFBs realizing there is a real higher level version of it.
  22. You can even test it as well by slowly moving towards the enemy with quick strike queued up until it just fires off and then use burst and you'll see combat log does not fire any hit rolls unless you move closer l still. And again it's a long animation, and large kinetic explosion that even the graphics show the kinetic energy hitting as far out as 15ft, where its radius should be.
  23. Burst in kinetic melee needs fixed. It says it has an 8ft radius, where the ST only have 7ft, but I can go to max 7ft where the single target will just hit the enemy, but burst will not hit them. In more of an issue regarding that, especially given that it's a large energy explosion, its activation time, and even its graphical effects, it should have a 15 ft radius, which its graphics even reach out that far.
  24. This definitely 100% needs fixed. Especially on builds that need to be able to avoid the damage in melee, Rage should definitely not have that -defense crash. I'd argue that the damage debuff is already far too much. It already has a high end crash, and it's on a set that has no aoe damage until tier 9 (which honesty they need to swap KB and FS respectively). For a set that also is only smashing damage, there is no way Rage should be the way it is now and should be returned to it's previous state, at the very least ditching the defense debuff crash.
  25. This definitely 100% needs fixed. Especially on builds that need to be able to avoid the damage in melee, Rage should definitely not have that -defense crash. I'd argue that the damage debuff is already far too much. It already has a high end crash, and it's on a set that has no aoe damage until tier 9 (which honesty they need to swap KB and FS respectively). For a set that also is only smashing damage, there is no way Rage should be the way it is now and should be returned to it's previous state, at the very least ditching the defense debuff crash.
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