Mezicus Posted December 9 Posted December 9 I have been having a ton of fun with storm blast, but the setup time is pretty depressing. Having to resummon your storm cell for every mob really hamstrings you when fighting. My suggestion would be to buff the movement speed of the storm cell so that it could follow you mob to mob. Functionally it would make a world of difference but thematically, why does barrier reef move so quickly (because they don't move too much in real life) when Storm Cell moves about the speed of smell (and those move quite quickly in real life). Thank you for your consideration and hard work. Cheers! 3
FupDup Posted December 9 Posted December 9 This is something that was requested during closed beta testing for the set, but unfortunately the devs took a hard stance that they want it to be this way and that's final. In fact, it was originally going to have a much slower recharge time to make it harder to resummon in lower levels but we managed to miraculously get that aspect improved at least. I wish I had better news. 😐 2 .
Mezicus Posted December 9 Author Posted December 9 I appreciate the heads up. The set is a lot of fun but it's hardly worth taking if you are on a team. The base dmg is on the lower side without Category Five but Storm Cell makes it passable. The problem is that you are waiting about 6-7 seconds before you start doing any noticeable damage and a fire blaster has already moved on by then. Was really hoping that they could buff the movement on Storm Cell so that storm blast could at least keep up with the rest of the team. I guess it's their game and they are going to do what they want with it, but it sure would be nice if it were balanced a bit better.
lemming Posted December 9 Posted December 9 I settled on a Sentinel for Storm Blast. The AT is pretty casual, and so is Storm. I still get some debuffs in and help in non-flashy ways if on a team, and solo, no problem. 3
Owl Girl Posted December 9 Posted December 9 even being able to slot move speed enhancements would be really nice. i love this set, but i'd like the cell to more reliably follow my mobile play style 1 g_d's lil' monster ❤️
biostem Posted December 9 Posted December 9 1 hour ago, arcane said: Is it an option to lower its cast time instead? Cast time? No, but you can decrease it's recharge time so it's available more often... 1 1
laudwic Posted December 9 Posted December 9 Unfortunately, there are a few sets that have set up effects that work great if your solo and patient, but, on a team, your going to lose effectiveness because (on speed teams) you will not be able to keep your effect up. Marine Affinity - Tide Pool (probably the most direct comparison - but it isn't mobile at all- better recharge time though) Trick Arrow - Flash Arrow Traps - (half the set) 2
Mezicus Posted December 10 Author Posted December 10 14 hours ago, laudwic said: Unfortunately, there are a few sets that have set up effects that work great if your solo and patient, but, on a team, your going to lose effectiveness because (on speed teams) you will not be able to keep your effect up. Marine Affinity - Tide Pool (probably the most direct comparison - but it isn't mobile at all- better recharge time though) Trick Arrow - Flash Arrow Traps - (half the set) I completely agree, but shouldn't the goal be to have ALL the set be able to work and play well together? After all, City of Heroes started out as an MMORGP and not just a regular RPG.
tidge Posted December 12 Posted December 12 Does Storm Cell inherit the movement modifiers of the player that created it? To my shame I can't recall if it moves slower than Carrion Creepers... I've noticed that Storm Cell doesn't move that slowly (for my non Blaster). I'm well aware that any amount of wait/setup can feel crippling to a player that wants to clear whole rooms PDQ. My thoughts on Storm Blast are pretty much those of Beam Rifle. Each is a perfectly fine blast set for Blasters, but I think each shines best when used by other ATs. On 12/10/2024 at 12:14 PM, Mezicus said: I completely agree, but shouldn't the goal be to have ALL the set be able to work and play well together? After all, City of Heroes started out as an MMORGP and not just a regular RPG. In my experience: if a couple of nuke-'em types are getting out of sync on a mission, the one that is 'behind' can try to leapfrog to the next enemy spawn. Otherwise, @biostem advice about slotting it for recharge is probably a good idea. I have it 2-slotted with ATOs, but 2x D-Sync Optimization (Damage/Recharge) should also work. 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now