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Thezanman

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  1. I still don't get what the deal is with Catherine Wheel's Rocket Twirl. What is the point of making a pet with otherwise all ranged attacks, then adding a PBAoE which it will just spam at nothing since it isn't in melee range? Controllers can command it into melee range which is still awkward, but for Dominators this attack is literally pointless since the AI will never move into melee by itself. If you're going to increase its recharge to "reduce how often it casts the power without being surrounded", and you don't want to make it a TAoE, I would rather just have Rocket Twirl be removed entirely so that it won't waste animation time and endurance doing nothing.
  2. If some powers have less base damage that is either a bug or was omitted from patch notes for set-specific changes. That chart shows that Foot Stomp has the same damage, and that's the case for most powers.
  3. They're not as bad as they seem, and are pretty fair in my opinion. Only damage buff powers were nerfed, so the base damage of powers is the same and it's just a small nerf to things like Build Up. The change to -res modifiers is also very small and only affects a few sets. Diminishing returns on high target counts are the biggest change, but Tankers will still be objectively better at AoE than any other melee AT even with the nerf. Finally I think that the change to cones gaining +radius instead of +arc is preferable in most cases, especially since many cone powers with high arcs were prevented from gaining the bonus anyway on Live.
  4. When you cast it, you target a location on the ground. The terrify affects enemies around that targeted location, while the stun affects the area around the enemy you have selected as a target. Well, it's not exactly fall damage, but at least your pet shoots rockets at them when they get launched.
  5. I really like this change, but the way it works is a little odd. It only pulls enemies that were in the area when you cast it, and other enemies that walk nearby during the duration won't be pulled. I also feel like it would make sense to have it immobilize the main target at least, I wasn't expecting to see the anchor running around pulling things to it. Or it could just be a GTAoE which pulls things to the center.
  6. Not sure if this is intended, but Catherine Wheel's AoE attack (Rocket Twirl) acts pretty strangely. It's listed as a 100 ft. range 15 ft. radius AoE, but it's not a TAoE, it casts at its own location. The problem is that the pet's AI will just cast the power constantly without any enemies in range, and will not attempt to get close to enemies either. It is technically possible to command it into melee range now, but it's still very awkward. This attack should really be either a TAoE or a normal PBAoE which waits until enemies are in range to cast, not whatever it is currently.
  7. Looks like there is just one Void Hunter Rifle power that is also used to fight Romulus in a Psimon Omega arc, and it is coded to only do bonus damage against enemies named Romulus lol. https://cod.uberguy.net/html/power.html?power=temporary_powers.temporary_powers.void_hunter_rifle&at=none
  8. I don't see any problem with inconsistent theming when it's already a given that most control sets can physically restrain enemies by shaping their respective element into a cage of some sort. From there, it's not much of a leap to say that you could move enemies after encasing them in ice or stone, especially since both of those sets already have powers that can move enemies by knocking them into the air. Fire and Electric Control may not have solid physical restraints, but they still have powers that can move enemies with intense flame or by causing muscle spasms. Probably the least logical circumstance would be Symphony Control, since it seems like it immobilizes enemies by affecting their mind rather than actually blocking their movement, but even then mind control could be a valid reason to force them to move. In any case, the intent is to improve the usability of all AoE immobilizes without leaving any sets behind, and I don't think a small movement effect is enough to break immersion. Plenty of small compromises for the sake of gameplay already exist, like the fact that non-physical control sets such as Fire and Electric can immobilize enemies in cages in the first place. People probably wouldn't expect to have such an ability when thinking of a character that can control fire, but it also isn't such an unreasonable concept that anyone would complain about it. Ultimately, it's a good thing to ensure that all sets have a baseline level of effectiveness even if it doesn't strictly match with the ideal conception of their theme.
  9. When playing a Mind Control character with the new version of Telekinesis, I found that being able to consistently group up enemies was a lot of fun and felt like a natural fit for the role of a control character. It makes for a more interesting and active playstyle of trying to pull as many enemies together as you can, allowing your team to use area attacks more effectively and compensating for the fact that an immobilizing power like Telekinesis doesn't do much to protect your team compared to other types of crowd control. This is in contrast to the typical AoE immobilize powers in control sets (Fire Cages, Roots, etc.), which often end up counterproductively stopping enemies before they can naturally group up around melee teammates. For Controllers especially, these powers are a large part or all of their AoE damage potential, but if you use them immediately when engaging an enemy group you can potentially slow down your team by keeping the enemies scattered. Because of this, I think it would be an interesting idea to add a relatively small pull-in effect to these AoE immobilizes which would pull other enemies toward the enemy you target with the power. Telekinesis comes with a long cooldown and is an iconic Mind Control power, so I would give the other immobilizes a weaker effect similar to Axe Cyclone to avoid overshadowing Telekinesis. It would bring nearby enemies into a cluster immediately, but to fully pull in enemies from the edge of the area you would need multiple casts. Controllers would benefit from a unique way to support their team as well as more ways to synergize with secondary sets like Storm Summoning which are effective against clustered enemies, while Dominators would have more incentive to use a relatively low damage control ability to get more value out of their own area attacks.
  10. Since Heavy Burst is getting buffed, I would like to see some improvement to Suppression as well. It has the same target cap and nearly the same damage as Heavy Burst, but with a longer cooldown, cast time, and higher endurance cost. Its only advantage is a higher arc, but that doesn't do much when it only hits 10 targets. I think a target cap increase would help differentiate Suppression from Heavy Burst as a power to deal with large groups, especially since other Soldier abilities like Venom Grenade and Frag Grenade still only hit 10 targets.
  11. When changing instance by entering a mission or a different zone while Mastermind pets are summoned, they completely stop being able to apply the effects of Interface powers, although the Interface icon is still visible in their buff bars. This results in having to go through the whole process of resummoning and rebuffing all your minions many times throughout a task force in order to benefit from Interface powers properly.
  12. I know that specters lose health over time. It takes over a minute for them to die from just their natural degeneration, which means there isn’t a need to continually resummon them unless they are being killed by enemies. That is why I would like more visibility of their current status, so I know when I need to resummon them more frequently, and when I can hold off on resummoning in favor of other powers.
  13. I've been playing a Necromancy MM for the first time since the powerset was changed a while ago, and while I love the new specter summoning mechanic from the personal attacks, I think that some small changes could make it feel better to use. First of all, the specters don't show up in your pet window, and their names aren't visible in the world unless you hover your mouse directly over them. This makes it difficult to tell when they're close to dying, and to keep track of their location. If they were changed to show in the pet window and have permanently visible nametags like normal pets, it would do a lot to improve usability. Currently, there are icons in your buff bar that show which specters are alive, but it can be hard to see them when you have a large number of buffs, or if the bar if shifting constantly from new buffs/debuffs being applied. I think it would be great if the Dark Blast, Gloom, and Life Drain powers were highlighted with a ring while their respective minions are inactive, similarly to how Storm Cell shows a ring while there is no active storm cell. This would make it a lot easier to quickly react to a specter dying or expiring and summon a new one. Finally, each of the Necromancy attack powers currently has only a 70% chance to summon a specter, which often results in repeated failure to resummon them. Since you are already limited to summoning one specter per attack power, I would like to see the summon chance increased to 100% so that you just have to worry about casting the power once if you only care about maintaining your specters.
  14. I really don't think a feedback thread can be productive if the developers try to justify everything which feedback is being given on.
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