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How to fix Storm Summoning; A Hot Take


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Hi there

Before I get into the meat, just a little background

If you don't care about all this, skip to the numbered list 

 

On live my first character was a Gravity/Storm Troller... everyone hated me

And for good reason, I was a 10 year old, this was my first MMO

And I loved ragdolls

I don't think I need to say much else ❤️ 

 

I've tried storm on other toons as well but at that time I just wanted to do damage and quickly learned that Controllers and Defenders were not the AT for me

 

I went on to play other games and since then I've primarily settled into support and tank roles in most games I play. There's still that little piece of me that wants damage, but I no longer feel like I have a purpose on a team unless I'm bringing some utility, so when I returned to CoH shortly before the servers shut down, ATs like Corrupter and Brute were exactly perfect for me. 

 

Anyways coming back to HC, playing on and off, there's always two toons I come back to

My energy/energy Brute (which I will one day reroll as an Energy/Invul Brute)

My storm/storm Corrupter

 

love my Corr

And this time, I decided I would play responsibly

I slotted SA into all of my knock abilities, no senseless knockback here, this set is basically just soft CC and I'm here for it

But the more I played this toon, I just feel like slotting knockdown in everything... handicaps it

So... yes it's impossible to screw over the team if you remove all knockback

But now you're building around this one enhancement, and putting it everywhere, I can't get all the set bonuses I want

Plus some enemies just straight up don't care about <1Mag knocks, it became really apparent on tornado, I cast it and some enemies are just completely unaffected, it sucks.

 

So I started experimenting with KB in group settings, slowing taking SA out of my kit and trying out different ways to utilize KB to benefit the team. It felt like learning to ride a bike without training wheels. Yes, you fall and hurt yourself (or in this case your team) but it's part of the process and the more you do it the less you fall. 

 

The more I use the set without SA the more I'm convinced that it is definitely a handicap. You're meant to push enemies into walls and corners, use the environment to group them, debuff them, and then nuke them. You're meant to corral them and set up big damage plays for yourself and your teammates.

 

269 hours and a handful of respecs later, I'm very pleased with this build, it's challenging but I'm able to consistently solo +4 x8 content with... let's say controlled chaos

In groups I'm very careful about my positioning and never fire a knockback unless I know it will benefit the team

I mean... when I think I know, I still screw up sometimes, but I'm never just careless

Sometimes I find teams that adapt to my playstyle and we are able to shove enemies into corners all day and go to work on them

Sometimes I find teams that can't adapt and that's fine too, I have to adapt too sometimes

 

The issue is, my way of adapting w/out SA is often holding back. I end up ignoring about half my kit. The set is based around positioning enemies just as much as it's based around debuffing them; but virtually no teams play in a way that benefits from storm's strategy. People don't round enemies up into corners they start mosh pits in the center of the room. Some may adapt, but others won't and they shouldn't have to. So you're left with 2 options if you don't slot SA. Force everyone else to play around you (which is selfish and unfun), or spend so much time being cautious that you would have contributed more to the team on any other power set.

 

And we're right back to square one. I'm handicapping myself. There's simply no way to play Storm to it's max capability in a team setting unless your team is willing to play around you. Slotting SA makes your knocks less effective against the enemies that actually need to be knocked, and prevents you from forcing enemies into an ideal position, but not slotting it forces you to pull your punches in most teams.

 

Set needs a rework, here's what I'm proposing:

  1. Add a Toggle ability. We'll call this "Low Pressure System."
    Low Pressure System (LPS) changes the attributes of your wind-related powers
    This ability will replace Thunder Clap
    It will also be the 3rd ability, Snow Storm will become the 7th
  2. By default Gale will Knock Back
    With LPS toggled, gale will Knock To (the player)
  3. O2 Boost will be buffed
    In addition to cleansing stuns and sleeps it will now cleanse: confuse, fear, taunt, and immobilize
  4. Snow Storm will now have a fear component
    Low magnitude and duration, but balanced to maintain the same functionality as Thunder Clap (should have ~100% fear uptime on minions when fully slotted)
  5. By default, Hurricane will repel
    With LPS toggled Hurricane will attract (similar to how enemies are pulled towards singularity)
    Hurricane will also begin repelling or attracting at the start of the cast animation; however the animation still can not be interrupted
  6. By default, Tornado will Knock Back (previously Knock Up)
    With LPS toggled Tornado will Knock To (the tornado)
    Tornado will also have its movement speed reduced to roughly the same speed as the walk toggle, making this pet more predictable/manageable
    To compensate, its effective radius will be improved; bringing it in line with most standard auras
    The base knock magnitude will be reduced, however. Enemies will remain in your jurisdiction without any knock enhancements
  7. Profit


I think these changes would benefit the set by improving its versatility and accessibility.

Anyone who dislikes the idea of LPS can always stick with their current build (unless they took Thunder Clap) and just leave SA slotted in there.

Anyone not wanting to use SA can have a more versatile build that can utilize knocks more strategically and less delicately.

 

I've only discussed this with one other person and the only rebuttals were that Snow Storm would be worse since Fear makes enemies scatter, and more knocks would make storm a more annoying set when used by most randoms. But Snow Storm already applies panic which makes enemies scatter. This would just make them unable to attack while scattering unless you attack them first; that combined with the LPS enhanced wind powers like Tornado and Hurricane enemies shouldn't be scattering unless you allow it. As for the increased knocks, LPS would pull enemies closer together rather than disperse them, even if done carelessly. At least this would give randoms the chance to accidentally benefit their team. It was for these reasons I was more concerned that the proposed changes would overtune the set.

 

That said, that's only two perspectives, I'm certain the rest of you will have more to say, feel free to discuss

I'm open to defending this stance, and I'm willing to entertain the idea that I'm wrong

I just know I love my storm summoner but I often wonder why I'm not playing a more useful set and... that feels bad

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... ok, after reading through it.... (and not numbered in order)

 

1,  No thanks, Do not change tornado to knockback. This is not a "I hate knockback" - I think players really kind of overly whine about it, people need to learn to *use* their knockback to *help* the team, not just fire it off because it's up. The one place I *do not* want KB, though, is in pets.

 

Players can learn to use KB effectively. Pets (and things like tornado) *cannot.* Even MM minions which you can (theoretically) tell to go to a certain place are awful with KB use. Pets are the only place I *do* encourage people to put a KB-KD IO, for the most part.

 

Honestly... don't change Tornado at all.

 

2, No, fear in snow storm would be awful. The reason enemies start to run *now* is that the built in -rech means they have no attacks to use, and they have nothing else to do. Yes, *an* attack or two might come out - but we don't need to have them start scattering sooner.

 

3. Also no thanks to getting rid of thunder clap. It's a very useful stun. And getting rid of it for a vastly different power is what a lot of what you're looking for is predicated on.

 

4. Also... hurricanes are not known for attracting. And honestly, I don't *want* to have enemies drawn in towards a squishy character.

 

5. O2 boost... eh? I don't see why it would clear an immob, but other than that... *shrug*

 

 

Honestly, I think instead of reworking a perfectly fine set in Storm, this should be a kernel of some new set. Magnetic, interstellar, something themed along those lines.  (Yes, I'm thinking more black holes than actual stars for the second. You want to pull stuff in, they're great at it. Single target "feed the maw," Acretion Disk which - if the vectoring mechanic the devs were playing with allowed it - could have enemies being dragged along some radius doing a -tohit and fire/energy damage, Stellar Jet to fling enemies outward (not as an AOE, but a very focused direction) also taking Smashing and fire or energy (radiation) damage, which would have the side effect of being able to very directionally reposition mobs...

 

There are ideas there to play with. I just don't think "let's redo storm" is the place to start.

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I disagree with your premise. There's nothing wrong with Storm Summoning as it exists today. I currently have a Gravity/Storm controller and a Storm/Storm corruptor, both T4. (I also had a lvl 50 Storm/Rad defender on live before IOs existed.) The only power I slot kb>kd in is Tornado. I am in no way handicapped, nor do I hold back on teams. Storm does NOT need to be "fixed".

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I think your premise is flawed.

 

You're concerned about not using the whole set all the time, but that's kind of the point.  You have different tools for different scenarios.

 

Also, pushing Snow Storm to t7 would cripple low level stormies.  Before Freezing Rain has a couple of recharges in it, Snow Storm is one of your best mitigation tools, so Storm Corruptors and Masterminds would suffer pre-16

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What this team needs is more Defenders

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12 minutes ago, Psyonico said:

I think your premise is flawed.

 

You're concerned about not using the whole set all the time, but that's kind of the point.  You have different tools for different scenarios.

 

Also, pushing Snow Storm to t7 would cripple low level stormies.  Before Freezing Rain has a couple of recharges in it, Snow Storm is one of your best mitigation tools, so Storm Corruptors and Masterminds would suffer pre-16

I disagree with snow storm. Obnoxious endurance drain, meh slow (which slow is already a meh effect). Its best purpose is -fly and thats niche. 
 

But even entertaining your point. Can’t balance a set around pre-16 gameplay. Blink and it’s over. 

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2 hours ago, arcane said:

I’m sorry you put all that effort into typing. You can pry the current iteration of Storm Summoning from my cold dead hands.

Okay so the only thing I’m proposing it loses is thunderclap the rest are objectively buffs

 

is thunderclap that important?

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1 hour ago, ValiantBlu said:

I disagree with snow storm. Obnoxious endurance drain, meh slow (which slow is already a meh effect). Its best purpose is -fly and thats niche.

 

 

Not just slow. -Recharge. As in, they don't get their attacks back as quickly, and so can't attack YOU as much.

Which, as mentioned, is why they start to (slowly, you might notice) run. And even when they do try to run (again, slowly,) they're still generally gathered up as they were and can be knocked back together... say, with gale or hurricane.

 

I think you undervalue snow storm.

 

If I had to put anything in snow storm, it wouldn't be a fear. It'd be a -tohit. After all, it'd be harder for them to see. They're *in a snow storm.* But, frankly, it doesn't need it.

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3 hours ago, Greycat said:

... ok, after reading through it.... (and not numbered in order)

 

1,  No thanks, Do not change tornado to knockback. This is not a "I hate knockback" - I think players really kind of overly whine about it, people need to learn to *use* their knockback to *help* the team, not just fire it off because it's up. The one place I *do not* want KB, though, is in pets.

 

Players can learn to use KB effectively. Pets (and things like tornado) *cannot.* Even MM minions which you can (theoretically) tell to go to a certain place are awful with KB use. Pets are the only place I *do* encourage people to put a KB-KD IO, for the most part.

 

Honestly... don't change Tornado at all.

 

2, No, fear in snow storm would be awful. The reason enemies start to run *now* is that the built in -rech means they have no attacks to use, and they have nothing else to do. Yes, *an* attack or two might come out - but we don't need to have them start scattering sooner.

 

3. Also no thanks to getting rid of thunder clap. It's a very useful stun. And getting rid of it for a vastly different power is what a lot of what you're looking for is predicated on.

 

4. Also... hurricanes are not known for attracting. And honestly, I don't *want* to have enemies drawn in towards a squishy character.

 

5. O2 boost... eh? I don't see why it would clear an immob, but other than that... *shrug*

 

 

Honestly, I think instead of reworking a perfectly fine set in Storm, this should be a kernel of some new set. Magnetic, interstellar, something themed along those lines.  (Yes, I'm thinking more black holes than actual stars for the second. You want to pull stuff in, they're great at it. Single target "feed the maw," Acretion Disk which - if the vectoring mechanic the devs were playing with allowed it - could have enemies being dragged along some radius doing a -tohit and fire/energy damage, Stellar Jet to fling enemies outward (not as an AOE, but a very focused direction) also taking Smashing and fire or energy (radiation) damage, which would have the side effect of being able to very directionally reposition mobs...

 

There are ideas there to play with. I just don't think "let's redo storm" is the place to start.

Okay so

1) The current iteration of tornado, with no enhancements slotted, will pinball around the room at Mach 1 and launch enemies to the stratosphere so it already has the problem you’re discussing. That’s part of the reason I suggested lowering the magnitude, with a pull effect and an increased radius/decreased movement speed it will gather enemies rather than disperse effectively assisting the tank in herding them up. The push effect can be used the same way but inversely, for example place the tornado behind a mob and approach front the front with hurricane. Enemies will be pinned between both effects. You could use it to separate mobs, say you accidentally pull agro from a separate mob, placing a largely immobile knockback point can keep them at bay while your team cleans up. Runners? Block the door with the tornado. I definitely understand your reservations about giving pets KB but as is, it’s going to do 3 laps around the room and push enemies out of all AoE damage sources and ruin your teams synergy, it’s only useful with SA slotted and even then it turns it into a meh ability. These proposed changes make it more manageable without SA slotted and gives it function without needing to slot a very specific enhancement (which is a clear sign of a bad ability anyways). 
 

2) They already scatter, adding a status effect that makes them scatter doesn’t make it worse. Scattering becomes more manageable as well when combined with other proposed changes

 

3) I also believe Thunder Clap is useful so I can’t argue here. My argument was based more on my perceived popularity of it. It’s not *that* great though if I look at it objectively. Fully slotted it should be virtually 100% uptime on stun but only for minions and those usually die before stun has a chance to be very effective. In teams with low damage output I’m always glad to have it, but in general I don’t need to use it. This is why I recommended adding a CC component to snow storm to still have that ability to prevent enemies from attacking (unless you attack them in this case) because I know what a valuable tool it is. Losing that warrants compensation. 
 

4) hurricanes also aren’t known for pushing, they spin. If the ability were scientifically accurate enemies would orbit you. Also the ability spins clockwise but low pressure systems (like hurricanes) spin counter clockwise (in the northern hemisphere). There’s nothing scientific about this power, it’s just fun. As far as pulling them into a squishy character, the -ToHit combined with where your defense should be should keep you mostly safe. I’ve personally found it difficult to get my storm’s def to an acceptable level but hurricane’s -ToHit is a major compensation for that; but you wouldn’t be meant to use it solo. Solo you can still push enemies back, toggle LPS off if you don’t want them near you. I would still be shoving enemies into corners solo with this rework, it would just allow us to affect more enemies with that -ToHit, right now your best bet is to circle your tanks mosh pit which limits the number of affected enemies. 
 

5) it’s just a niche heal I think it should do more and I prefer buffing secondary components over primary to give abilities identity over others. Giving it more things to cleanse is the natural choice here. Thematically I could do some light mental gymnastics to justify it but I agree immobilize is a weird addition. I just feel that stun and sleep cleansing is too niche, confuse, fear, and taunt cleanse are helpful but still niche, so immobilize was tossed in to make it somewhat useful against just about every faction. Hold cleansing would just be OP. Maybe cleansing slows over immob? I don’t know. Needs something. 
 

im also open to the idea of making a magnetic set based on these principles. I think it would be neat. 
 

and to be clear I don’t think storm is weak I think it’s niche and has a high(er than average) skill floor. Goal wasn’t to buff it much outright, but to make it more versatile. 

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1 hour ago, Greycat said:

 

Not just slow. -Recharge. As in, they don't get their attacks back as quickly, and so can't attack YOU as much.

Which, as mentioned, is why they start to (slowly, you might notice) run. And even when they do try to run (again, slowly,) they're still generally gathered up as they were and can be knocked back together... say, with gale or hurricane.

 

I think you undervalue snow storm.

 

If I had to put anything in snow storm, it wouldn't be a fear. It'd be a -tohit. After all, it'd be harder for them to see. They're *in a snow storm.* But, frankly, it doesn't need it.

That’s interesting you say -ToHit I mentioned this in my conversation with my friend and he thought it would be OP. I’m inclined to agree on that one but it would be entirely dependent on how much it reduces ToHit. 
 

would definitely be easy to overtune by mistake. Love the idea though 

Edited by ValiantBlu
Overtime > overtune
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9 minutes ago, ValiantBlu said:

1) The current iteration of tornado, with no enhancements slotted, will pinball around the room at Mach 1 and launch enemies to the stratosphere so it already has the problem you’re discussing. That’s part of the reason I suggested lowering the magnitude, with a pull effect and an increased radius/decreased movement speed it will gather enemies rather than disperse effectively assisting the tank in herding them up. The push effect can be used the same way but inversely, for example place the tornado behind a mob and approach front the front with hurricane. Enemies will be pinned between both effects. You could use it to separate mobs, say you accidentally pull agro from a separate mob, placing a largely immobile knockback point can keep them at bay while your team cleans up. Runners? Block the door with the tornado. I definitely understand your reservations about giving pets KB but as is, it’s going to do 3 laps around the room and push enemies out of all AoE damage sources and ruin your teams synergy, it’s only useful with SA slotted and even then it turns it into a meh ability. These proposed changes make it more manageable without SA slotted and gives it function without needing to slot a very specific enhancement (which is a clear sign of a bad ability anyways). 

Not the purpose of Tornado. It's job is to inflict damage and keep enemies from fighting. It does that well. Throw in an Overwhelming Force proc and it does it very, very well.

 

9 minutes ago, ValiantBlu said:

4) hurricanes also aren’t known for pushing, they spin. If the ability were scientifically accurate enemies would orbit you. Also the ability spins clockwise but low pressure systems (like hurricanes) spin counter clockwise (in the northern hemisphere). There’s nothing scientific about this power, it’s just fun. As far as pulling them into a squishy character, the -ToHit combined with where your defense should be should keep you mostly safe. I’ve personally found it difficult to get my storm’s def to an acceptable level but hurricane’s -ToHit is a major compensation for that; but you wouldn’t be meant to use it solo. Solo you can still push enemies back, toggle LPS off if you don’t want them near you. I would still be shoving enemies into corners solo with this rework, it would just allow us to affect more enemies with that -ToHit, right now your best bet is to circle your tanks mosh pit which limits the number of affected enemies. 

What?! If we're talking realism, yes, hurricanes swirl. However, they don't have things orbit in them. They hurl them. Things being moved by the hurricane aren't tethered to you. They are being hurled by the wind. And that means away.

 

9 minutes ago, ValiantBlu said:

5) it’s just a niche heal I think it should do more and I prefer buffing secondary components over primary to give abilities identity over others.

It's a heal. You can heal your pets or allies with it. What is so niche about that? Further, it is a heal that also boosts perception of the healed target and protects against sleep, stun, and endurance drain. So it is a very good ST heal.

 

Edited by Rudra
Edited to remove duplicate "being".
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Only change i would do to storm summoning is increase the acc and maaaaaybe magnitude on thunderclap. It has a long(cool) animation, which is not reflected in only stunning minions. Also increase the acc on Gale. I generally disagree with powers having garbage acc as a default. Especially with something like KB where consistency is important.

 

Finally fix Hurricane. They changed the repel or something and made it less consistent. 

Edited by Communistpenguin
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7 minutes ago, Communistpenguin said:

Only change i would do to storm summoning is increase the acc and maaaaaybe magnitude on thunderclap. It has a long(cool) animation, which is not reflected in only stunning minions. Also increase the acc on Gale. I generally disagree with powers having garbage acc as a default. Especially with something like KB where consistency is important.

 

Finally fix Hurricane. They changed the repel or something and made it less consistent. 

The thunderclap animation is hands down my favorite in the game. Every power that has that animation I immediately want it lol

 

i just find the ability is only useful when solo or on teams that just aren’t prepared for end game content. Super useful to temporarily delete half the damage in a mob but most teams that have one or two solid toons just delete them permanently on sight. In other words I’m taking this power because it looks cool and I’m preparing for my team to struggle, but that ability point would be better spent preventing them from struggling. I didn’t pick a damage/support hybrid class to not support my team lol yet here we are. 
 

I’ve never really had an issue with Gale’s accuracy but I also can’t remember the last time I used it unslotted. And since there’s no damage I really have no choice but to slot acc lol

 

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2 hours ago, ValiantBlu said:

to the rest of your comment no it’s not a control set but most of the powers are designed to actively and aggressively reposition enemies.

 

That's fallacious.  Of the nine powers in Storm Summoning, only 4 are capable of moving an NPC, and only two of those powers can be used for that purpose, Hurricane and Gale.  You're not repositioning anything anywhere with Tornado or Lightning Storm because they're pseudo-pets.  You can't control those, you can't tell them not to attack for a few seconds, you can't move them after they've been summoned, and you can't even stop them from imposing Avoid on their targets (which makes them run away from, not toward, the preferred location).

 

2 of 9 is the sum of Storm Summoning's enemy repositioning potential, and that is not "most of the powers", by any stretch of the imagination.  You perceive the set as being focused on that because that's how you want to play it, but that's your choice, not the mandated approach to playing the set.  "Can" doesn't mean "have to".

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Get busy living... or get busy dying.  That's goddamn right.

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35 minutes ago, ValiantBlu said:

The thunderclap animation is hands down my favorite in the game. Every power that has that animation I immediately want it lol

 

i just find the ability is only useful when solo or on teams that just aren’t prepared for end game content. Super useful to temporarily delete half the damage in a mob but most teams that have one or two solid toons just delete them permanently on sight. In other words I’m taking this power because it looks cool and I’m preparing for my team to struggle, but that ability point would be better spent preventing them from struggling. I didn’t pick a damage/support hybrid class to not support my team lol yet here we are. 
 

I’ve never really had an issue with Gale’s accuracy but I also can’t remember the last time I used it unslotted. And since there’s no damage I really have no choice but to slot acc lol

 

Yeah both Gale and Thunderclap start with an acc penalty iirc, and that seems a little unfair. Particularly for Gale, since you can choose it as your first power. Knocking back only some of the bad guys just scatters them, so it makes it a poor pick until you can slot it with a SO level acc enhancement. 

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15 minutes ago, Luminara said:

 

That's fallacious.  Of the nine powers in Storm Summoning, only 4 are capable of moving an NPC, and only two of those powers can be used for that purpose, Hurricane and Gale.  You're not repositioning anything anywhere with Tornado or Lightning Storm because they're pseudo-pets.  You can't control those, you can't tell them not to attack for a few seconds, you can't move them after they've been summoned, and you can't even stop them from imposing Avoid on their targets (which makes them run away from, not toward, the preferred location).

 

2 of 9 is the sum of Storm Summoning's enemy repositioning potential, and that is not "most of the powers", by any stretch of the imagination.  You perceive the set as being focused on that because that's how you want to play it, but that's your choice, not the mandated approach to playing the set.  "Can" doesn't mean "have to".

Just because you can’t control how tornado repositions enemies doesn’t mean it doesn’t reposition enemies lol and you can 100% control thunderstorm. Just because you can’t give it commands does not mean you have 0 control. Placement is everything. Like for example if I’m shoving a mob into a corner with hurricane and I place a storm cloud over my head; it’s going to supplement my repel with periodic knocks. Even tornado has limited control in the beginning it tosses enemies up but also in the direction it’s moving so you place it in line with where you want enemies to end up. The only real downside to tornado is how quickly it moves away from its starting position to wherever it wants to go and the long duration; hence the suggestion to slow it down to make it more manageable. But if you’ve already used your other abilities to lock enemies down into a corner, tornado always follows enemies, it’ll follow them in the corner but they won’t have anywhere to go. In other words as Pet commands are not the only way to control a pet, that’s a skill issue. 
 

And what does the rest of the set do? Freezing rain slows, knocks down, and lowers def and res. Snowstorm slows. Thunderclap stuns minions, making them move slowly and unable to attack. Wow 4 out of 9 powers reposition enemies, 3 out of 9 slow enemies and help maintain position, and the last two are a ST heal (with a niche cleanse and an abysmal heal) and a group def/res buff. Only 2 powers have nothing to do with placing or keeping enemies where you want them. 4/9 move enemies, 3/9 make enemies unable to move well on their own, 2/9 are miscellaneous. 
the beauty is all these powers can work together to contain enemies into a tight knit group and 4 of them debuff, which also means they’re helping each other maximize the debuff, making them that much easier to nuke.
 

but, hey, you already know everything about storm summoning so I don’t need to explain to you how powers that don’t exist in a vacuum interact together do I?

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change all playable abilities down to like .50 mag knockback, from ninjas crane kick to storm summoning

.67mag knockback is the threshold now where things labelled knockback actually knocks down outside of two enemy groups of the same level or higher.

.50 mag x 50%(or higher) should be .75 mag which should knockback most targets after some enhancement slotting, with sets(and more with bonuses) this wont be an issue

 

introduce more knockback sets, and set bonuses

 

the devs did an amazing job with the end mod sets, i have faith that this would help everyone

 

any complaints about "required" IOs will be instantly and brutally dismissed because of the knockback tax we pay now

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3 hours ago, SaintOfSalt said:

if you find nothing wrong with storm and KB and think two fully slotted toons make you any kind of expert you are indeed a handicap on a team on that alone 

Two fully slotted-toons doesn't make me an expert. 20 years and hundreds of levels of playing Storm makes me an expert. I'm not a handicap on teams because I use KB strategically. I have NEVER received a complaint (I used to receive compliments for my Energy blaster play on live). As I said previously, I slot kb>kd in Tornado. Lightning Storm is mag 1 kb radially from the center of the storm, making it useful for area denial. If you place it directly over the spawn, it knocks them straight down. Hurricane is situational and used for herding or defusing ambushes. I don't take Gale.

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27 minutes ago, ValiantBlu said:

There’s a reason you don’t see Hellions and Skulls past level 10

Except you do? Starting at level 14 or 15, Hellions gain the Molotov Cocktail attack. And you can fight Skulls and Hellions up through level 20. (Edit: You can fight Skulls up through level 24 with them no longer available at level 25, but you can fight Hellions up through level 20 with them no longer available at level 21.)

 

(Edit again: There is a whole world of content for low level characters outside of DFB and Positron 1/2.)

 

Edited by Rudra
Edited to change "a" to "the". And again to change "until" to "up through".
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