brass_eagle Posted May 30 Posted May 30 For the record I went back and roughly timed it--the new Jolting Chain took around 10.5 seconds to chain through the spawn. It was like 2 targets every .9 seconds or so. On live is was around 4.7 seconds. Seems excessive for a simple KD power that can't chain back. Not quite 3-5x... but it just feels clunky and bad. I'll probably still take it because of the damage, however for a reliable knockdown it's efficacy is greatly reduced, especially because you can't control subsequent targets and it does not have the benefits of a patch like Ice Patch. For 10.4 endurance... that's pretty steep. 1 1
arcane Posted May 30 Posted May 30 Does Jolting Chain proc differently now? IIRC it was fun to put procs in there but I haven’t played Electric Control in years.
brass_eagle Posted May 30 Posted May 30 48 minutes ago, arcane said: Does Jolting Chain proc differently now? IIRC it was fun to put procs in there but I haven’t played Electric Control in years. I imagine it follows the same rules as "Chain Lightning" from storm blast as a (true chain). I haven't played with procs in a true chain, but I've heard they do not proc. I could be wrong though.
Uun Posted May 31 Posted May 31 3 hours ago, brass_eagle said: EDIT--Ah. Uun. I never said defeat. The power is quite literally -slower- chaining through the spawn. This is my feedback from 3 missions of testing. The control aspect was nerfed. Not buffed. That is my personal testing feedback. I ran some missions on both beta and live and see what you're referring to, but it's definitely not 3-5x slower. Maybe 2x. Jolting Chain chains more slowly now but the initial hit does more damage. The Gremlins also have Jolting Chain, but on beta now have a 3rd attack so are using it less frequently. Synaptic Overload is chaining significantly more quickly on beta. I feel like I'm defeating stuff much more quickly on beta. Uuniverse
brass_eagle Posted May 31 Posted May 31 (edited) 6 hours ago, Uun said: I ran some missions on both beta and live and see what you're referring to, but it's definitely not 3-5x slower. Maybe 2x. Jolting Chain chains more slowly now but the initial hit does more damage. The Gremlins also have Jolting Chain, but on beta now have a 3rd attack so are using it less frequently. Synaptic Overload is chaining significantly more quickly on beta. I feel like I'm defeating stuff much more quickly on beta. My feedback (please also see my actual numbers) is I don't like it. That's my feedback. Feedback. As requested. Please don't get hung up on 3-5x when you didn't measure it either. It feels bad. This is my feedback. All of my posts are about Jolting Chain, nothing else. 8 hours ago, brass_eagle said: For the record I went back and roughly timed it--the new Jolting Chain took around 10.5 seconds to chain through the spawn. It was like 2 targets every .9 seconds or so. On live is was around 4.7 seconds. Seems excessive for a simple KD power that can't chain back. Not quite 3-5x... but it just feels clunky and bad. I don't appreciate the antagonism for no reason, it makes me uncomfortable. I do not know what I have done to draw your ire. 1. I went on the test server and tested the power (it sounds like you may not have originally actually tested the power by your language, this is requested before providing feedback). 2. I made a post about my experience solely on Jolting Chain. FROM TESTING. 3. It's the rule not to give feedback on other's feedback. And the Devs request you actually physically test before you give feedback. I don't have a lot have time but like to help out. I've quite literally done nothing wrong, and I think I'm arguing with someone that hadn't even tested it until their last post. I really hope the devs crack down on "actually testing" and "feedback on feedback". While I like to help, I think this is so silly. I quite literally tested, gave feedback, WENT BACK AND MEASURED and @Uun yells at me without reading my posts in full or testing first. It gives me a stressful sour taste--so I think I don't want to help right now. Maybe next beta. Edited May 31 by brass_eagle 3
Vanden Posted May 31 Posted May 31 (edited) The Gremlins' new melee attack hits much too soon in its animation, and they don't seem to be using Jolting Chain at all on my Dominator. The fixed Jolting Chain (player version) hits like 8 targets on the first and second jump, at that point it's barely even a chain, might as well just make it a ranged AoE. Fewer targets hit per jump just makes more thematic sense. Edited May 31 by Vanden 1 A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool
ExeErdna Posted May 31 Posted May 31 2 hours ago, Vanden said: The Gremlins' new melee attack hits much too soon in its animation, and they don't seem to be using Jolting Chain at all on my Dominator. The fixed Jolting Chain (player version) hits like 8 targets on the first and second jump, at that point it's barely even a chain, might as well just make it a ranged AoE. Fewer targets hit per jump just makes more thematic sense. I did notice both issues on my Elec/Elec troller Electric Brawl and Charged Brawl are all the duo are using now. I haven't seen Jolting Chain at all now and don't think they're even using Shock. Since on Live before moving into melee they both would use Jolting Chain and use it the moment anything ran out of their melee range. The player version just really confirms at late game, Ball Lightning is the overall better choice Than Jolting Chain. It's why I spec'd the way I did because the Gremlin's coverage
KaizenSoze Posted May 31 Posted May 31 @Vanden @ExeErdna I checked my Elec/Psi Dom and the Gremlins are using Jolting Chain. Double checked with my parsing tool and Gremlin Jolting Chain is being fired. Night Pixie on Excelsior Introduction to Arachnos Widows - Night/Blood/Fortunata
Uun Posted May 31 Posted May 31 10 hours ago, brass_eagle said: I don't appreciate the antagonism for no reason, it makes me uncomfortable. I do not know what I have done to draw your ire. I apologize if you thought I was being antagonistic. It was not my intent. I had done several hours of testing on Electric Control before reading your post, but hadn't done any side by side runs with the live version. I hadn't noticed the issue with Jolting Chain and was trying to understand what you were seeing, which wasn't immediately clear from your first post. Uuniverse
Uun Posted May 31 Posted May 31 3 hours ago, ExeErdna said: don't think they're even using Shock Shock is a damage aura. Uuniverse
skoryy Posted May 31 Posted May 31 Checked up on the last round of patch notes, and y'all really like us, don't you. XD Everlasting's Actionette, Street Ninja, and Sunflare Also Wolfhound, Starwave, Blue Gale, Relativity Rabbit, and many more!
Vinceq98 Posted May 31 Posted May 31 Elec control S tier. Best sleep power in the game. Was the gold standard for years. Acceptable AOE confuse because contrary to other playerd, I actually hate when all the mobs are confused. 10 is a perfect balance. AOE hold that persists for 1 minutes and also does some minor dmg?? Yes please 2 boss level pets that actually kill stuff now?? Wtf An AOE chain cc that can be used in an attack chain if built accordingly?? Finally after all that the mobs are drained and sapped of all endurance rendering them incapacitated and much like a soft control like sleep/stun. Bruh elec just ate this patch! 1
erragal Posted May 31 Posted May 31 (edited) Tesla Cage speed buff = awesome choice for fixing the overall feel of the set and seems deserved given the reduced target cap on aoe confuses is clearly an overall design goal. I hope the jolting chain slow application can get a look over but the overall set looks amazing to play now. Really excited for this to hit live. Edited May 31 by erragal
Developer Captain Powerhouse Posted May 31 Developer Posted May 31 45 minutes ago, erragal said: Tesla Cage speed buff = awesome choice for fixing the overall feel of the set and seems deserved given the reduced target cap on aoe confuses is clearly an overall design goal. I hope the jolting chain slow application can get a look over but the overall set looks amazing to play now. Really excited for this to hit live. Hello, The Jolting chain jumps should also had been fixed this update. It was a bug on them forking only once making them travel a long distance to do their job, when they should had been forking on every hit. 2
TygerDarkstorm Posted June 1 Posted June 1 I'm still testing, but I just wanted to drop a quick comment based on the little bit of testing I've done so far: I rolled an Elec/Sonic Troller and boosted it to level 10. Early game for Elec Control feels so much better so far! I wanted to start my testing at a lower level since my experience with elec control has been that it has a bit of a painful early game. The jolting chain buff is noticeable at this level and putting quite the punch in baddies. The end drain seems like it's working fast too and even at 10 and not slotted for sapping, I'm able to neuter enemies pretty effectively. I love the new visual upgrade to jolting chain as well--it feels very satisfying. As of right now, playing Elec against the newly buffed critters doesn't feel as bad as on the plant/marine troller I'm testing; we'll see how it goes as I bump this one in levels. Thank you for making it so elec's early game doesn't feel so awful anymore. 1 Global: @Valnara1; Discord Handle: @Valnara#0620 I primarily play on Everlasting, but you may occasionally find me on Indom. 🙂 Notable Characters: Apocolyptica - Demons/Storm MM; Lurking Monster - Human-Form WS; Environmentabot - Bots/Nature MM; Miss Fade - Ill/Traps Controller; Sister Apocalypse - Beast/Dark MM; Dr. Elaina Wrath - Plant/Rad Controller (Join the House of Wrath, and spread the word of science!); Ruff Ruff Boom - AR/Devices Blaster
WitchofDread Posted Monday at 06:16 AM Posted Monday at 06:16 AM I have been testing an elec/dark and for some reason the gremlins continuously stop attacking. They will be in melee with an enemy and just stand there. I have to summon them again for then to start attacking again.
KaizenSoze Posted Monday at 10:45 AM Posted Monday at 10:45 AM 4 hours ago, WitchofDread said: I have been testing an elec/dark and for some reason the gremlins continuously stop attacking. They will be in melee with an enemy and just stand there. I have to summon them again for then to start attacking again. Check what stance you have them set to by right clicking on their health bar. Aggressive should keep them continuously attacking nearby targets. Night Pixie on Excelsior Introduction to Arachnos Widows - Night/Blood/Fortunata
WitchofDread Posted Monday at 10:57 AM Posted Monday at 10:57 AM 12 minutes ago, KaizenSoze said: Check what stance you have them set to by right clicking on their health bar. Aggressive should keep them continuously attacking nearby targets. Already tested this and same issue.
Outback Posted Tuesday at 12:01 AM Posted Tuesday at 12:01 AM (edited) I have considerable concerns about the renaming of Paralytic Blast to Tesla Coil instead of renaming Tesla Cage to Tesla Coil and making a new name for Paralyzing Blast. First - there is no such thing as a Tesla Cage. You’re thinking of a Faraday Cage, which is already been used in Electrical Affinity Second - The Powerset already has Tesla Coil. Could we really not think of anything better than another power with the word Tesla in it? Especially one that doesn’t even exist? I can think of a dozen alternatives off the top of my head. They might not be the best names, but they’d certain be better. People like to use jargon, and “Tesla” is already what folks called Tesla Coil. Plus. Let’s be honest. We don’t have to make up a named object. We can do better. Here are some good resources: https://en.m.wikipedia.org/wiki/Glossary_of_electrical_and_electronics_engineering https://electricalschool.org/glossary/ https://relatedwords.org https://www.merriam-webster.com/thesaurus https://www.google.com/ I’m serious. Please don’t repeat something like Tesla twice in the same Powerset when we have a chance to be creative with 100s of other options. We don’t need a repeat of Fire Blast (Rain of FIRE, FIRE Breath, FIRE Blast, FIRE Ball, the original developers sure took 5 minutes on these didn’t they) Edited Tuesday at 12:11 AM by Outback 1
Vanden Posted 11 hours ago Posted 11 hours ago (edited) So with build 5, both Synaptic Overload and Jolting Chain have faster chaining: But as you can see, there's barely any "chain" to them. They pretty much feel like targeted AoEs now; both powers can apparently hit up to 9 targets with their first jump, and in the clip here Synaptic Overload hits its 10 target cap with only one jump. They just don't feel as fun and unique any more with these huge target caps on their jumps. Compare it to live: Jolting Chain actually feels like a chain as it works its way through the mob, knocking them down one after the other instead of just hitting them all at once. And while Synaptic Overload takes much longer to hit the whole mob on Live than on Beta, that delay meant it never felt overpowered like Seeds of Confusion does. In addition, with the changes on beta, both powers have lost the visual effect of the arcs of electricity that jump between the targets as they chain. There's only the on-hit FX now. Edited 11 hours ago by Vanden 1 A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool
Auroxis Posted 3 hours ago Posted 3 hours ago I for one am a fan of the new Jolting Chain, it chains twice (dealing less damage on each jump) but feels quite snappy. You could say it's more of an arcing chain now, but i really like the coverage and speed.
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