
WindDemon21
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Everything posted by WindDemon21
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Patch Notes for July 23rd, 2024 - Issue 28, Page 1
WindDemon21 replied to The Curator's topic in Patch Notes Discussion
Exactly. I missed, tbh have been dealing with some health issues and didn't even know there was anything going on in beta or I would have chimed in then. Edit: like most things with beta anyway, there is a very small portion of the playerbase actually going on there and putting in their input. That doesn't mean that their input is invalid, just that they didn't get the chance to do so in beta, but far from invalidates their input, nor does it mean that since something got through beta, that it is perfectly fine and shouldn't be fixed after it goes live. -
Patch Notes for July 23rd, 2024 - Issue 28, Page 1
WindDemon21 replied to The Curator's topic in Patch Notes Discussion
The argument does work because it's not just "it has melee skill", it's the tp nature of the power when the entire rest of the set is range-capable or rather forces/benefits ranged play via the heal/debuff being a ranged cone, or even the tier 9 boosting range. It just makes zero sense for this power to teleport you when it is fully capable of doing what it should be doing as just a ranged skill without the teleport. Not only is there zero benefit for it to teleport you, but it's actually DETRIMENTAL to the other powers/benefits of the set. It's nowhere near the same argument. It puts you in melee, then there's zero reason for you to be in there, let alone that it actively works against some of the other powers in the set by making you go in melee for absolutely zero reason. I know how to move in combat. Stop making baseless jabs because you can't provide a valid argument for why the power should teleport you. The point here is there is no reason or benefit to have the power move you into melee range and actually hurts the use of the power instead. Those other powers/sets BENEFIT an effect by using those powers in melee range, but here, there is just absolutely no reason for it. -
Patch Notes for July 23rd, 2024 - Issue 28, Page 1
WindDemon21 replied to The Curator's topic in Patch Notes Discussion
You're missing the entire point where it shouldn't be there in the first place and doesn't even make sense for the set for it to be there, let alone on a generally ranged AT, and even more so on a set that even incentivizes you to play at range via range boost and a ranged cone heal. I'm not dissing attacks that have it, it's great on feral charge, savage leap, etc, generally melee ATs, but it absolutely should not be here. I would counter that if you want to tp into battle, then just get combat teleport, but for the AT's that get it, and the set itself, the tp should definitely not be there. -
Patch Notes for July 23rd, 2024 - Issue 28, Page 1
WindDemon21 replied to The Curator's topic in Patch Notes Discussion
Can you please remove the tp on whitecap, really ruins the power when you don't want it to be tp'ing you constantly, especially for classes that the majority play at as ranged, especially given that the set itself boosts range making it even more practical to play with a ranged playstyle. Or at the very least give a no-tp alternate option for the power, but its just really dumb having it there on mainly ranged classes on a support set that also even has it's main heal as a cone that doesn't really work in melee either. Just really terrible synergy and again, really bad on generally ranged ATs for it to force you to tp into the mob. -
Correcting Rain of Fire's end cost
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Exactly, hopefully these get addressed in a patch sooner. TBH even way back on live as well always made more sense for these powers to get on 40s recharges and not 60 as well, they're nice, but 60 seconds seems odd for them given the damage being only about double that of a standard aoe. Which on 16s recharge (and all up front in one hit, no scatter) would put it alone right there around 32s, and then the usefulness of the area/scatter bumping to the 40s, but 60 seems a bit extra for them. -
Correcting Rain of Fire's end cost
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Nah do the math, it does only about 10% more than whirlpool does which also has only a 15.6 end cost, AND debuffs defense. Ice storm, and ice blast's aoe in general yeah they should be updated to match these two more closely as the 10% -rech isn't nearly enough compensation. Which in either rate, there is zero reason for this power to be costing 26 end, it's far too much for what it does. (also quite odd that it and ice storm at least don't do -fly, whirlpool i could see not doing -fly, but these two definitely should). Also for reference, Blizzard does way more damage, debuffs, and knocks down, and still only costs 27.72 end. Yeah the recharge compensates those other things I just mentioned, but again, absolutely zero reason for rain of fire to be costing nearly nuke level amounts of endurance. -
Correcting Rain of Fire's end cost
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
FYI, NUKES are 27.72 end, this is not doing nuke level damage... -
Rain of Fire: 144.73 damage, 26.00 end cost Whirlpool: 131.46 damage, 15.60 end, additional 10% defense debuff Ice Storm: 116.78 damage, 15.60 end, 10% -rech (blaster numbers) It should have a 15.60 end cost as the others do, yet it has a crazy extra end cost of 26.00 end instead. It does a little more damage, but not enough to account for that much more of an end cost when the others have additional benefits to already compensate that as it was already anyway.
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fixed Dominator - Smoke Can > accuracy reporting
WindDemon21 replied to Frosticus's topic in [Open Beta] Bug Reports
Can we please get this power fixed asap so the -to hit applies to any enemy in the field of it like it should, not just oddly bugged-seeming where it's only applying the -to hit when they're ONLY confused already which is next to completely useless. The -to hit should be working on them always whether they're confused or not just by them being inside it. -
I forget how that works i think it procs the tic *chance* but the confuse only applies when they're hit. The MAIN issue with the power though is it's still improperly coded that the -to hit only is applying to ALREADY confused targets. It won't debuff their to hit at all unless that's the case which makes it pretty much worthless. This needs fixed asap. The -to hit should apply to any enemies in the field regardless.
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But yeah, arsenal is actually pretty low on damage, especially since they made the sleep location based rather than the target based it should be which effectively means it won't proc at all either. The only aoe power that will really proc is the aoe stun. (and ST's of course) even the pet has a terribly dumb attack/rech set up, and will hardly ever even proc the build up proc from the purple set. Really wish they'd fix it's dumb taunt it has too cause it just ends up splitting the mob for no reason. It should just have a taunt shocking aura and go in melee to actually do it's job better without splitting the mob.
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They still really need to fix the -to hit from not working on the patch in smoke canister. Really ruins the powers use to debuff since it only works when they're ONLY confused anyway. It should debuff any enemies in the patch but currently it's bugged(but WAI??) so that it's only applying the -to hit if the enemy is already confused which is useless for the most part. Please fix this devs.
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Also to boot worth knowing, that the resistance it provides is only to end drains, it does nothing for resisting -recovery like every other end resistance does on any other armor set...
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Exactly, again not to mention how absolutely dumb it was to put the max hp there (which again only auto value not DP levels and should be in temp protection instead) cause then you don't have the max hp cause also due to the stupid long recharge you're saving consume to use for end like it's supposed to be for, ugh.
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It's a +end power, to give you endurance, which it does a pretty crap job of at a 3minute rech and the recovery being so low per target and only lasting 15s, but especially with this bug in place as well when you're fighting higher level enemies. (again for only auto levels of max hp, it never made sense they even put it in this power rather than just in temp protection with that regen, that shouldn't factor in and certainly not enough to keep the power at such a terrible recharge) But this bug also just adds that insult to injury 😕
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Maybe with luck and hope theyll fix this soon and it's horrid recharge XD
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Aside from the terrible recharge that the power should still have fixed, it's even worse that you get less end per target with the power being bugged which really hurts when its not a larger mob too. (the max hp which is only auto level really doesn't make sense in the power still anyway and should be moved to temp protection with the regen so the power can/should focus on helping your end more anyway, it's weird not using consume at the start of a fight cause you need it for endurance when into the fight but you want the max hp too, just bad design, the end drain resistance makes enough sense in plasma shield also on that relevant note as well) Either way the power still shouldn't be bugged, but would be nice to have a proper fix for it when having to look at the power to fix the bug anyway, here you can see the power giving less end on a higher level enemy, 18 instead of the 20 and obviously means less against higher levels, only 9.6 per target at +4 etc.
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Wind's I got, help text, not so much 😛
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Small bug or just something messed up since page 27, but the details no longer lists the info for the high winds proc on storm cell. It's also listing the knock as too high in the details as well:
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Fixing fire control after bonfire nerf.
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
You are looking at this at far too much cynical view as well. Whatever your feelings on the matter doesn't change power sets from lacking certain things. It was 100% valid to bring up what changed on the set in the past, because the set doesn't work that way anymore and the things that changed negatively affected the set more than it did other sets. It's not that it's not "exactly how I want it". It's that there is an issue, and I'm simply pointing out what it is, how it affects the set, and things that could fix it. It's not a "final act of desperation," it's simply pointing out reasons that have cause it to be in a certain state, and I'm not the only one who things so either, just the one that cares enough to bring these things up. However it comes out, that's for emphasis, but doesn't change the fact that it's being brought up for a reason. (that no, is not just me, just go look at the beta discussion if you need to remind yourself that) -
Fixing fire control after bonfire nerf.
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
It still has that ROLE yes, but it's still vastly different compared to it's low control. Granted the "bug" I would assume it is as the devs haven't outright said anything regarding it and I'd highly doubt that was their intention, make it work enough still, but it would be more than justified to have a little extra control somewhere in this case being smoke (or at the very least upping it's -to hit to 15%), though would rather just have bonfire working properly. Just because something has been broken for a long time, doesn't mean it's not still broken, obviously, or nothing would have changed since homecoming started. (not saying they haven't done a lot of bad changes too, but you obviously see what i mean) Edit: you also can't just blatantly say "the most popular control set" when farming is factored in, or fire armor on brutes would truly be "the most popular". Take away all those fire/kins and fire/rads especially on live, and you'd have MUCH different results. -
Fixing fire control after bonfire nerf.
WindDemon21 replied to WindDemon21's topic in Suggestions & Feedback
Back in the day more sure, but while hotfeet is nice granted, with the pet nerf down to one cast only where the imps impacted MUCH more when you had 16-20 of them versus other pets, it's not nearly the same in the way that it was before. Especially since they made recharge not affect pets as well, which with imps having only one attack hurt them the most as well, not to mention at some point pets like jack frost had their ai tweaked for those attacks to be more efficient, and are also sturdier/less affected by mez etc so what the pets do mean more as well. Imps are, VERY outclassed now by pretty much every other pet and need some of those tweaks. -
At as far as I can tell completely random times, the system messages randomly don't work, specifically noticing this when i try to get someones global name. Either by clicking on their name and choosing the option, or by right after trying /getglobalname, i'll try both, but no system message with their handle ever pops up. 20 mintues later, it will work, 20 more minutes later, it doesn't work. Not sure what's going on but it's there.