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WindDemon21

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Everything posted by WindDemon21

  1. Obviously storm blast as a whole is better because there were improvements to it, so of COURSE it's going to be improved over the live version, that was never what was being brought up here. That doesn't mean that it's *enough* and is where it should be, just that it's "better." We told you when it was in beta that it wasn't performing properly, but it was rolled out anyway. Now some tweaks are done, which of course is better, but still doesn't mean it's where it should be. Common bait and switch. Regarding the power, and all its many, MANY faults, it would still need the end/rech lowered to about 10-12 each now to account for them. (inability to proc, basically no useful secondary effect esp on the aoe of it, miss all or half the mob if it misses the initial target/chains the wrong way etc)
  2. I mean, i like location powers, but unless the slow is increased enough to be used for the, and the big one, is the initial hit ACTUALLY works when it's cast ie you don't eat the alpha because they're slept then it's fine. But as is, the power was much better as just a click power that placed the sleep patch. For one it actually worked to sleep the mobs without getting return fire, on another, it's not a hefty enough power as is to warrant the location placement versus just a click power that leaves the patch below. I'd much rather it work as it did in build 1 as the click power that left the location patch after and actually worked to sleep the mobs. Edit: if it stays location that's fine enough but it HAS to actually sleep on the initial hit and keep them slept (Still feels like the slow should be upped and -fly added though) Regarding the canister as well, bump to 15% helped and the -kb, even though only to the enemies definitely helped a lot (this should be done for all confuses IMO), was hoping it would be on the enemies themselves in the field like how the -kb applies to them with aoe immobilizes. I think that would have helped to set define the set too as well as helped pairings like the thematic one on doms with arsenal assault letting you use the field to keep KD'd for buckshot/trip mine. Would have been really nice especially with the set not having the aoe immobilize to do that. I'd still see the canister and nitrogen patches (and ice slick/earthquake) as 60s powers being soft control instead of a full stop-attacking hard control like aoe stuns are, which are on 90s timers as well. You still CAN get them perma yeah so it wouldn't OP them or anything but would help QoL on those out a lot especially in the earlier levels. Regarding the confuse as well. If you don't have a set that inflicts damage especially consistently there is an issue with the confuse actually working I've noticed, Seems like the powe would work much better as just a proccing patch like static field mechanics, only confuse. Because if you're not attacking, like if you get held or something, its not doing ANY confuse, and that's a problem. The duration feels like it's too short for what it's doing a lot of the time too, would be fine at 90s if the duration was bumped to 45s. The drone also still keeps staying at range and pulling the mobs apart, which is also very bad. Even if nothing else changes, if the ai could at least be changed to go into melee that would help a lot, though giving it shocking aura or something as a small aoe would help when it does that too. But yeah, largest thing here is making, well regardless of the other parts of the power, making the sleep in sleep grenade actually sleep on the first hit. Right now it kinda does for about .03 seconds and then they're woken up, it didn't do this when it was a target based power. Likewise bumping up the slow to slot-worthy levels would help a lot, right now the slow is just too low. Should be standard slow-levels like caltrops, quicksand, tar patch etc, and have some -fly added cause that REALLY hurts having enemies just fly right out of these in .05 seconds flat. Don't forget as well to fix nitrogen/ice slick/ice patch to accept slow/kb IOs and sets as well. This would also of course help the power out a lot to get more slow and such on the field or use to be a slow + kb power to create a barrier wall. (this should have been corrected a couple patches ago when powers were looked at for their sets they take) Also the Tricannon, still feels a bit too weak as is, but even it's taunt, it says it is 4 targets max, but with testing, it's only taunting 2 enemies at a time max.
  3. FYI, there is also an inherent issue with the defense not stacking from cloaking device and steamy mist/arctic fog/shadow fall. Even with how other stealth toggles don't stack for some odd unknown reason in pve, being from both your primary and secondary, ie not pools, this REALLY doesn't sit right, and they should stack. It also seems like, for a primary power, that the end cost is a big high on cloaking device. Being the same power basically as stealth from the pool, this power still feels unjustifiably inferior for a primary power pick. If you want to keep this power in the set versus a better option, I'd suggest at least lowering the end cost and maybe adding an additional benefit to the power. Also, the -kb, is for some odd reason only when they're confused for their own powers. This still helps at least, but it would have been a lot nicer with this power having the niche of an aoe field that causes the -kb from all forms, not just the enemies. Would have given the set some really nice synergy to have that, and would be a unique power that would offer a lot of control-ability. It still wouldn't be any much different than what aoe immobilizes do, so it shouldn't be out of the question. That is after all one of the main benefits of the aoe immobilizes (grav/elec's need fixed for this as well) This would also help the set actually synergize better with arsenal assault on doms, changing the kb in the powers to KD instead when enemies are inside the gas, rather than just lowering the KB on the confused enemies themselves. (which tbh would be nice to have this added to ALL confused enemies in the game, especially aoe ones) I've noticed personally as well, to prefer the aoe sleep be target based not location unless the slow it provides is bumped up significantly allowing more use for that, but currently the slow is too little to really use as such. I'm ASSUMING it's a bug, but the sleep as this location patch is also not sleeping the enemies right away and takes 4 seconds for a proc to hit. Which is a BIG reason for the target based so you can use it to start the mob while you set up your other stuff which is one of the main uses for sleeps. I've noticed throwing out both the canister and sleep grenade, that they weren't sleeping at ALL, even if I just stood there doing nothing. It seems like a bug with how the -kb effects only the confused enemies kb strength. But with just sleep grenade and smoke canister, they won't sleep at all unless they're also confused. This also obviously needs fixed and CAN'T go live like this. The original target based aoe sleep was much better than this current version and should be fixed back (or built properly so it sleeps the whole mob on cast like static field does. There remains a big issue on nitrogen again, needing to take slow/kb ios and sets. Again especially without the aoe immobilize and low-slow effect on the sleep. As annoying as the slow sets are for some reason all having damage in them with none tailored to actual just SLOW powers only, this would be a good power to use slow sets on to actually incorporate damage on the power as well. It would be a good candidate for the ice mistral set. Again, you know, if these powers actually properly let you slot slow/kb sets into them. Overall with further testing it was honestly better before, but a lot of the issues seem like they HAVE to be bugs now though? The confuse also doesn't seem to be working almost at all now. Before it would at least confuse enemies somewhat consistently, but now i'm hardly seeing any confuses as well with the same slotting. Is THIS a bug? Because I didn't notice that many issues with the enemies confusing before with the first build that went on beta. This set can NOT go live as is though. The 2 main every mob powers are effectively doing almost nothing and they actually both seemed to work on my end before this latest beta patch.
  4. You're right I missed the last update YAY! And the upped -to hit on it great! Still seems like it should have a 60s rech for how much you'll be using this as soft control/debuff versus an actual hard control like the aoe stun which is on a 90s timer. Likewise as mentiond for ice slick/e-quake, and nitrogen being on the 60s time instead of 90. Now to also get the -damage and -fly moved/added to sleep grenade, base acc increased on canister, and the tweak to the pet and the set would be looking good! Edit: so the -kb is only the strength of the confused enemies, not applied TO the targets in the field like it is with aoe immobilizes. This should be corrected so that the -kb applies to the targets within the field.
  5. Exactly. Coming here to relax and have fun is why I keep coming back here and stop playing most any other game. And again when there is literally every other harder content out there, there is no reason to take away the enjoyment that many of us get from just these two options. That is after all what the game is here for, to have fun, and there should be more stuff like that in the 50+ stuff. There is plenty other harder stuff for people who have fun doing the harder stuff.
  6. This doesn't work though, because even by the time you get to it, it only takes one idiot to click the glowie and make it so that toon can never get the mission again in a real world setting. Radios are the only main answer to this to get repeatable missions that are similar. Oro doesn't work because for some odd reason you still can't invite to your team after it's started even though you can with AE. AE doesn't work as well either for many reasons, confined location is kinda one, maps can be changed, lost, etc. Radios are the only answer to have some easier fun content that doesn't have to be super annoying. Leave them alone. Change council/cot for anything else sure, but not radios. Edit: See above
  7. You're right there were several "assumed" factors that should have been obvious here. That being one of them. Another, is that when you do them lower, sure maybe you'll survive, but there is also an issue/fun factor of the mobs also not just dying that much faster either. It's more fun having the battle last a little longer to kill them but getting rewarded with the better exp/influence by doing so. What's not fun is doing +1s and/or smaller team size where your aoes don't impact as much, and the mobs die too fast to really use your powers. What's also not fun is dying constantly or the fight taking longer because you're so debuffed/incapacitated that it's just a pain. Again, literally everything else is tougher, let these two in radios only be.
  8. They're not "brainless" in the sense that we have mastered our build and fully IO'd the build out in order to achieve that. There is literally again, every other content that is more difficult. If you don't like the "brainless" then go do literally everything else that exists besides council/cot in radios only.
  9. The -fly in the aoe sleep and -kb in canister will go a long way, and of course slotting slow/kb sets into nitrogen. Then the bumped up 20% unenhanceable -to hit in canister and moving the -damage to the sleep would also help set signature with actually useful debuffs too.
  10. I could have sworn smoke canister was on a 60s rech but admit I didn't lay there much attention to it but this does seem like a spot where it should have a 60s recharge IMO. Even ice slick/ earthquake have always seemed like they should have had a 60s recharge too tbh as would liquid nitrogen. So changes: Sleep grenade: -damage moved here, -fly added Smoke cannister: -kb added. rech lowered to 60s, -to hit bumped to 20% unenhanceable (or 15% enhanceable but for how much confuse slotting youll do hard to get -to hit slotted so better option is the 20% unenhanceable. Less max value but easier on slotting, fearsome stare has this amount, spectral terror does too, so its not out of the ordinary and the set could use it.) Edit: increase base acc as well to help with pseudopet failings. Liquid nitrogen: rech lowered to 60s and enhance able for slow/kb ios and sets. (Fix this for ice slick/patch/earthquake too) I think they should change these and see how the set feels then. It should be in a much better spot while still not having immobilize. Damage still sub-par but should help to keep them in the patches much better and debuff better to offset that more. Also coding confuse/fear to cause containment would go a FAR way to helping the damage on controllers for this (and mind) so not sure why that hasn't been done yet. Honestly these changes done even without coding confuse/fear for containment for now at least and I'd be pretty happy with the set. That and give the pet a fast cone attack and/or better shocking aura and make him always melee so the taunt actually helps more.
  11. I still think the -to hit on smoke canister needs to be increased to 15%, or even better since you have to slot it for so much confuse 20% but not slottable, and the - damage in the aoe hold which will get used so less often should be moved to the sleep grenade as well. With all the issues the set really did need - fly added to the sleep grenade too, and -kb added to the confuse canister so enemies don't kb themselves out of it. Since the set for some odd reason must not have an aoe immobilize and they refuse to just put in a slow field with pull in, these should at least be done to help. And let us slot nitrogen/ ice slick/ ice patch for slows and kb enh/ sets! That should already be obvious to help and should have been done for ice slick and patch DECADES ago...
  12. I have gone on beta to test this, never said I hadn't. I also understand the values of powers so when I see changes mentioned I can understand then before, during, and after testing. The sorry had already implied a response as well.
  13. Personally a lot of the pets in the epics like this are really pointless on most at/combos since, lets say on the scrapper here it has no way of really keeping it alive and they end up dying too fast especially worth the recharge times. controller/dom pets and epic pets really should have their recharge times lowered by 1/4. Letting the epic pets obviously get recast as they die before the inevitable 4 minute duration ends, and on controller/doms for the same recast reason. As they would replace their prior pet it wouldn't do much different strengthwise for most of them besides give possible options to use the pet to absorb the alpha and recast, especially on doms, but on the epic pets it would go a long way to helping them be more viable.
  14. It's not cracked, it's actually more like what superior conditioning SHOULD be (which should go to tank/scraps energy/body mastery too instead of CP), but that 20% regen isn't useless allowing you to slot it and put in sets like numina that gives 12% more regen and 1.88% max hp. I'll agree it is a little low but it's still in the power and helps some sets like shield out. Sure it's useless for a dark armor toon as you mentioned, and the end discount would help out a lot more for dark armor, but it's not "superfluous." But yes the power would and should be better for endurance if swapping out that regen for end discount. That's pretty much the point. (especially if my dream of fixing the base regen/recovery values from the odd .42/1.67% per sec gets fixed to .5/2% and health bumped to 50%, as this is the half values on PP for health/stamina that regen would bump to 25%. Not huge, but still would give more value to the regen having an extra like 11% more too)
  15. Sorry but it's been a while and long battle since storm blast came out wrong and for what should be to get fixed and what would/should be my favorite set so it's frustrating getting constantly stopgapped with the set and powers just being fairly subpar. FYI A 20% increase from the live version for a power that already had a 100% DOUBLE the rech/end values that it should have had in the first place still equates to not being enough from it, especially when again, you factor in all the downsides of no useful secondary effect, missing all/half the mobs of just dealing with its chain nature in general etc. As to gust, I already mentioned the cost doubly of choosing that because the power does less damage for it's use as well. THAT is the cost that already exists by using the power. That is what you're forfeiting by opting to use gust, but instead you have it taking a secondary hit of not proccing as much as another power for it's DPA at the same time which just doesn't work. Which is why all powers should have the same proc rate. You either choose to do the faster ones to proc cell/c5 more, or you go for the bigger hitters because you want the damage to happen with the proc chance as well. This reasoning makes no sense, because the inherent downside already exists by using the power instead of a harder hitting one with a better DPA. Given the issues as well, while all ranged cones tbh always should have had the same 16 target cap as their ranged taoe counterparts, with storm blast it seems extra that jet stream would benefit from the increased cap for it much like how siren's song was upped. It seems that there is a still a very mistaken notion of thinking that "well when you attack you get an extra proc from cell so lets keep the attacks weaker", but that IS the problem since the procs are AT THE COST of the cell power itself (and the attacks are also all below performance if cell is not up), just like a rain power would, only you HAVE to proc it for it to actually do anything resulting in an even further opportunity cost if you try to use non storm blast powers in between making cell fall behind even more. With how fights go as well, plus the proc chances, inconsistency of which enemies get hit with the cell procs, cast time on attacks, accuracy issue against +3/4s and more slotting need, I already calculated that cell was worse on damage compared to any rain power on live even with 100% proc rate on the attacks until there were about 2 enemies left. This new change would bring that to around 3, maybe 4 enemies, but the power itself does come with mitigation benefits so that part is fine, but it still has it's own cost of needing to constantly use storm powers to actually make that happen. Again those calculations were with a 100% proc rate on all attacks (going for fastest cast ones like gust with a 100% proc rate), If you throw in using anything else besides storm blast powers constantly (especially if mezzed/kbd), then the value of it goes down as well, so cell is already more or less factored on its own, it shouldn't make the rest of the powers in the set worse off because of it.
  16. Just fyi, the stats on this power are TERRIBLE. 10 mintues for a 1 minute lasting power that just gives a minor heal/end/hp? Even at 4 minute recharge for the effects and a 3 power investment not till 44 at the earliest would I still don't think I'd take this on most toons since it's only going to really help anything if it hits on a full mob too. This power should be so much better than it is but the recharge time for the duration on top of that is just extra absurd. Come on now...
  17. Also DEAR GOD on top of the end/rech issue still being there (due to the chain nature missing all/half the mobs etc the end/rech should be about 10 each), the chain radius really needs to be replaced back to the 15ft radius. It's entirely noticeable how much less it hits the mobs and the power is much worse off now especially for how much storm tends to spread mobs. Seriously the power was so bad, the point of buffing it is to BUFF it, not to nerf it even worse because you buffed it just a tiny bit which still wasn't where the power should be... But seriously, replace the radius to 15ft again, the power is much worse off now especially for how much storm spreads mobs and is unsynergistic and it's quite absurd. It's most definitely not overtuned when it's not hitting the mob that it should. Also granting that it won't proc, has basically no usable side effect, and can miss all or half the mob even with the 15ft radius if it misses the initial target or chains the wrong way, this power NEEDS the 15ft radius. Especially given how much storm tends to spread the mobs and keep them spread out. Please fix the radius back. Accuracy boost: Sure wouldn't complain if you're not entirely ruining the power by reducing the chain radius to useless proportions to hit the actual mobs. This power also HAS the issue to miss a whole mob by missing the initial target anyway even at max chance which no other aoe has to deal with. PLUS the chain issue. The power remains easily the worst aoe a blast set has pretty much, and it needs the 15ft radius. Whoever thinks that it's overtuned in any aspect with the 15ft radius regardless of changes doesn't know what they're doing, or clearly hasn't tested it themselves. I've tested it and it's god awful now. The radius is NEEDED to actually hit the mobs, the damage and other stats are what you tune to make the power proper. The radius though needs to be untouched so it ACTUALLY hits the mob like it's supposed to. All these changes (which still aren't where they should be) mean nothing if it's easily hitting much less enemies consistently because of this terrible change. Fix it back! Also, the proc chances on the attacks still need fixed. They should all be higher, but they also should all have the same proc chances. One of the main issues with storm especially when leveling is the lower skills not proccing cell as much causing a double weakness in the set. They should all have the same proc chance, meaning that your decision to use, say, gust, over cloudburst, would be that you knowingly are dealing less damage on the power, in order to get more procs on cell/c5 out etc. Intensify also really just doesn't fit right on a set like this as a aim-type click. The set doesn't really use burst like this, even with extra proc chances. This power should easily be either an auto, or longer duration perma-able ability that just enhances to hit and proc chances if the proc chance on attacks isn't turned to 100%.
  18. Can we also SERIOUSLY get the end cost on this power fixed. It literally costs zero end on other ATs, yet on dominators it costs 19.11 which is insanely high on the already worst endurance AT in the game, and still does the -hp which is why it doesn't have an end cost on other ATs as well. Again, even double recharge on powers like this kinda is an overdone nerf for the mto be "epic" powers. At most powers should be like 50% "worse" than their primary/secondary counterparts and a more appropriate recharge on these types of powers would be 24s, not 32.
  19. Which all the downsides are WHY it was at the 20s recharge in the first place and not 32s. It wasn't that they "forgot" to give it a longer recharge, it was the compensation for the slow dot, slower cast time etc. Now it's just super extra bad and even has a smaller radius as well.
  20. I'm still going to plant my foot that this ruins a pretty big core fun aspect of the game. Right now, yes literally all other enemies/missions are tougher than the current cot/council, and that's entirely fine. I quite enjoy bringing a lowbie and buffing them so they can kill them for fun and see what that part of the game is like. Now a very core enjoyment of the game is being taken away and it's just a really bad move IMO. Please keep them the same in at least radios. Harder in anything else is fine, but radios should keep them as is.
  21. It's just really kinda wasted and makes zero sense given the two options between widow and fort being pretty much wasted defense. It doesn't make sense, I'd even take a lower 5% value to aoe versus the 7.5% melee if that's what's needed to justify it, or just the 3 positionals at 2.5% which also helps both builds. but being melee defense only is just extra dumb and should never have been the case. The dumb thing is that even melee ATs still need ranged defense, often even more so than melee defense because at least in melee they can usually mitigate enemies with their melee attacks, so even on the widow it would still be more useful as a lower value to all 3 or as aoe defense instead. While at it the inherent to Veats has always been pretty low especially given the extra leadership toggles always by far, wouldn't mind a bump in at least the recovery part of it even just a little bit to help offset that. My fully built crabbermind with as much end reduction as he could get slotted with tier 4 agility and the 10% global reduction from the support hybrid, and his end still struggles quite a bit due to all the leadership toggles (among everything else too) which just doesn't seem right.
  22. In addition as well, could the defense on combat training: defense be changed to 2.5% to all 3 positionals, or even just change it to aoe? Being melee defense only is really pretty dumb on a fortunata build. At least aoe defense, or all 3, would work on either widow or fortunata builds.
  23. Dear god yes. There is no reason for this power to be 1.5s, it needs fixed to 1s for a tier 1 weak attack. Edit: with proper damage scaling obviously before anyone would say regarding that. It's the tier 1 attack it should be the main fill-attack and be fast, and on that note the animation also just kinda lags you there after it finishes. The actual animation is only about 1s and thus the activation time should be as well to match. Dart burst also should be on a shorter cast time as well.
  24. Remote bomb is a pseudopet, no pseudopets inherent player stats/bonuses. Only temporary buffs that are active on them at the time of casting do and only for about 2-3 seconds.
  25. Even the "3x" rech makes no sense. AT base effect, the powers should still do what they should do so a 3x tax is a bit absurd and never really made sense. They're there to bring flavor, not to be useless powers. At most a "50%" tax or something, not 300%.
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