Developer The Curator Posted Friday at 10:39 PM Developer Posted Friday at 10:39 PM Storm Blast Quote Design Notes Storm Blast has a very unique playstyle, but is one that is not able to catch up in fast paced team environments. We would like to allow players to have a much easier time maintaining their Storm Cells as well as have wiggle room where they do not need to “feed” the Storm Cell and Category Five storm as much in order to keep up with combat more easily and do more than just brew their storm at all times. Storm Brewing Now is a separate temporary power that can stack up to 5 times on the player, instead of being tied directly to the power used. This helps clean up the UI, and still requires multiple Storm Blast powers to be used as you only get 1 stack per individual power cast. Storm Cell Is now immobile Cast Time reduced from 2.03s to 1.17s Recharge reduced from 60s to 15s Radius increased from 25ft to 35ft The High Winds proc is now tied to Storm Brewing While High Winds is active, Storm Cell will automatically cast lightning procs every 2s Storm Cell - Automatic Lightning These procs are now an aura power granted to the Storm Cell as long as High Winds is active Can proc every 2s on any target in a Storm Cell After hitting a target, up to 2 additional nearby targets can be struck with a 33% chance of occurring for each The main target cannot be hit again for 2s by the proc, but can be struck by chained procs of nearby targets Storm Cell - Lightning Procs Target cap reduced to 1 from up to 4 Damage scale increased from 0.5 to 1.14 Proc rate per power changes: Gust - 20% Hailstones, Jet Stream - 30% Direct Strike (Fast), Chain Lightning - 40% Cloudburst - 50% Direct Strike (Slow) - 80% Can only occur every 2 seconds from the caster, no longer locked out on the target These Lightning Procs can stack with Automatic Lightning Storm Cell - Lightning Lockout Damage and Endurance Drain are no longer subject to any sort of Lockout All versions of Lightning now have a 33% chance to either inflict Knockdown or a brief mag 3 Stun If either effect is procced, the target is immune from other strikes inflicting these effects for 5 seconds Category Five Radius of DoT, Lightning, and StormCell check increased from 30ft to 50ft Sentinel radius increased from 30ft to 40ft DoT rate reduced from 5 times per second to twice per second Category Five Eye Radius reduced from 30ft to 25ft Sentinel Radius reduced from 25ft to 20ft Category Five lightning Now automatically strikes every second, and has a 25% chance to trigger on up to 5 targets Damage reduced from Scale 1.0 to Scale 0.5 Shares the lightning lockout properties with Storm Cell lightning for secondary mez effects Damage and Endurance Drain are not subject to Lockout Chain Lightning This power no longer deals additional DoT. It is also now an auto-hit for applying it’s chain across enemies. The power still needs to pass a ToHit check in order to actually hit enemies, but it is no longer subject to critical failure. Cloudburst Now accepts Slow and ToHit debuff enhancement
Developer Player-1 Posted yesterday at 01:42 AM Developer Posted yesterday at 01:42 AM Note: There is a visual bug with Storm Cell when customized that will be fixed shortly. 1
Hamborgini Posted yesterday at 04:19 AM Posted yesterday at 04:19 AM The new version of Storm Cell does not have the "while flying" casting animation that it has on live. It plays the same animation while flying as it does when standing on the ground, which looks awkward. 1 1
ScarySai Posted yesterday at 07:04 AM Posted yesterday at 07:04 AM (edited) Once again, I feel like we're not addressing the issues with the set and are just tiptoeing around it. The lightning doesn't proc enough to feel impactful in the way rain of fire or whirlpool does, and cell should be a stronger power than either given it's importance. Video tomorrowish for performance stuff. EDIT: The visual bug gave me some hope that I was wrong, but only confirmed the very common trend: for the fourth time in a row, the 'bugged' version of storm cell is how it should work. If storm cell procced lightning like the visual bug implies, it would solve all the problems with cell instantly. This was recorded before I found out the lightning was purely visual. I'm disappointed. It's essentially a net nerf due to the C5 changes and lack of actual, meaningful changes to cell. What are you afraid of with storm cell? It is a keystone rain power and it is by far the worst rain power. Make it work like the bug, make it zap the shit out of everything every two seconds. By design, it should be the mother of all rain powers, and it is essentially worthless. Edited 14 hours ago by ScarySai 2
High_Beam Posted 18 hours ago Posted 18 hours ago I am not a power player, no purples and no 4/8, I play (and test) like a normal, average solo and team play would play. Initial test with my Storm/Marine Corruptor in the Holz/Honoree incarnate intro mission seem to have little negative impact. I will say storm cell not moving messed up jousting rhythm a little but I overcame it. So far I haven't seen anything in the combat tabs about High Winds and nothing in the effects icon tray so I am wondering whats the deal there and because I am not seeing that I am assuming the lightning isn't proccing in Storm cell because I see no combat log entries on that. I am seeing lightning aura damage statements when other powers hit so that appears to be working. Did the Minotaur at the last mission of Rameil get downgraded? He was just a Boss this time and I remember him being an EB before Girls of Nukem High - Excelsior - Tempus Fabulous, Flattery, Jennifer Chilly, Betty Beatdown, Totally Cali, Automag Babes of War - Excelsior - High Beam (Yay), Bullet Girl, Runeslinger, Munitions Mistress, Tideway, Hard Melody, Blue Aria Many alts and lots of fun. Thank you Name Release For letting me get my OG main back!
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