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No, it's a good idea that they keep making the respec trials the WST. This allows players easy access to a team for respec. I can tell you if they stop making these the WST, I'll never do one again and I'm not the only one. But not every player had 5-10 respecs banked from vet rewards.
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Quote:I disagree with that. Right now the treespec can be failed (or really never finished) with a very suboptimal team. I disagreed with this when people first argued to nerf these trials into snoozeland. We can't be so scared of failure that the game stops working and that's where we're at.I agree, the question is how to change it? The simplest solution is to either speed up the waves or have the next wave come a set time after the previous wave is cleared. The problem there is that is a respec trial and one that has a failure mechanism. Since it is a respec trial it needs to be possible to complete it with a very suboptimally built team and the problem with speeding the waves up is that if a team is having trouble faster waves might overwhelm them and the trial has a failure mechanism.
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Quote:Not saying that it's working as intended, but game-breaking is taking it too far. My melees can quite simply kill quicker and safer than a Fire Control character using this proc.Geko, it's 100% mitigation, with no practical AoE cap.
It's the definition of game breaking.
I don't want to see the KB return, but this power should be fixed immediately.
I have a hard time saying a ranged AT is 'broken' or 'game-breaking when I can exceed the performance this IO gives on at least 5 of my characters. -
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I really don't understand what's the holdup with this set. It would be strong in the right hands and OK in less adept hands. Just like a balanced set should be. Why do the devs torture me so.
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I don't exactly agree with this. It's not wrong to say that Bonfire is very, very strong now and probably is more effective than the devs would like. But 'game-breaking' seems a bit much to me.
There are Tanker/Brute/Scrapper combos that can do more damage in more safety than a character using Bonfire. My Fire/Shield Scrapper for instance is still SIGNIFICANTLY stronger in most ways to my Fire/Rad Controller with this proc. The proc narrowed the gap. -
Quote:Illuminate us with your tactical acumen then.I'm beginning to think some of you people have never been on a team before, or soloed with a blaster for that matter. Is the only application you can think of for bonfire seriously shoving things into a corner to be aoed? That's a personal problem, it isn't anything to do with power quality.
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That's exactly what he said.
Quote:If the only way for a power to not be detrimental in your opinion is for it to be a perfect farming tool in all cases, well, you're even more fanatically opposed to nuance than I would have guessed.
Flight is not a farming tool, but it is a perfectly good power. It doesn't require any special maps or situations to be a good power. It does what it says and its drawbacks aren't too obtrusive. I did not say anything about farming. That was your assumption and it was dead wrong. Bonfire is not a good power. It's uses are so minimal with the KB that it doesn't pay for its opportunity cost. -
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Quote:Anything that requires the 'right map and strategy' to not be detrimental is not a good power.I've read a lot of comments like this about Bonfire and pretty strongly disagree. The perma-knock that people are recognizing in Bonfire was always there, it just required the right map and a strategy to lock enemies into a corner. I consider Bonfire a very, very good power and would personally never skip it except on a very specific kind of farming build. If the power had less favorable recharge and duration I could see skipping it, but in terms of slotting it's almost a freebie. I don't generally consider knockback all that great, but this power was one of the few I thought pulled it off reasonably.
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Has nothing to do with the proc or Bonfire. It's Bonfire + proc.
The proc is fine in Energy Blast.
Bonfire is fine with a Thunderstrike set.
Just because the combination is greater than the sum of its parts doesn't mean one of its parts needs to be nerfed. Any contention to the contrary is hysteria. -
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Quote:As long as they give me an unslotter I'm cool with them changing it. Anything else will be....let's just go with annoying to be nice.Nerf coming.
They should change the power to not accept the IO, not anything mechanically on the power. In addition they should have it not function in already slotted bonfires.
No one should get annoyed by this, since unslotters can easily be given by the devs. Say they drop 10 unslotters on all toons and call it a day after making the changes. -
Quote:It actually causes both, but the KB isn't enhanceable.Force bubble also causes *repel*, not knockback, which is a completely different effect (note that with force bubble they go sliding away from you without actually falling over). So, even if it could slot the KB->KD proc it would have no effect (well, it'd do the usual 'add a 20% chance for knockdown (every 10 seconds in this case since it's a toggle)' that the proc does in any power that doesn't have KB, but it wouldn't do anything to the repel).
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Depends on what they do. What this IO does to Bonfire is completely foreseeable. So long as they give people a free unslotter, I'm good. But then, who knows if they really think it's worth nerfing. I could see it either way.
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Quote:It wouldn't work if you did it this way. The proc effects wouldn't happen until the power activated and the power activation would trigger the KB effect. The anti-KB effect would happen on the next activation assuming they made the duration long enough.I think the other obvious nerf is to just make the KB conversion an actual proc rather than some kind of set bonus. Make it so the KB conversion is 100% on powers that KB but, in powers that persist like toggles and passives, the conversion only occurs on 10 second tics like any other proc.
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Quote:I would agree with that for Single Target KB. Not for PBAoE KB. It's very dangerous to use it in that instance unless you take some time to position (more on that later)Debuffing foes you can't mez (take your pick of any mezzes or debuffs that are PBAoE usable by foes)
Quote:Getting foes off allies.
Quote:Exploding foes.
Quote:Repositioning (lol if you say you can't, I'd assume you don't know how to play Storm)
Quote:Getting foes off of you.
Quote:PBAoE rezzers.
Quote:Tactically used while repositioning yourself (can change KB to KD, disable flying targets (KD only twirls foes in the air, KB sends them down)
In my experience PBAoE KB is never, ever, never more beneficial than PBAoE KD. PBAoE KB is much more visually impressive and it's certainly possible that a player might have more fun using it. But as a tactical decision, scattering critters is not a good idea. If you reposition yourself, you are wasting time better spent killing and the only effective way to position a PBAoE KB power so that it is not detrimental, is to make it into a cone attack as you position all the critters to one side of you. That's a skilled player dealing with the downsides of PBAoE KB, and not in any way evidence that the same power wouldn't be better as KD.
Slotting the IO we're discussing turns powers like Solar Flare, Hand Clap, and Bonfire into top tier powers where before they were seen as skippable or worse.
Those three powers in particular were designed by a dev team that had a very different conception of how the game would be played. They expected a much slower game and a game that more closely resembled comic book fights. That was in no way a bad conception. Just a flawed one. This game rewards you for killing efficiently. It need not be so, and I have begged them over the years to create encounters where that is not so. What I have seen instead is encounters where KB would be a great boon (for example the B.A.F. trial) the relevant foes are resistant to all knock effects. But even if they did (they haven't yet), the majority of the game would still be such that KB and especially PBAoE is a detriment. -
I don't know why people keep saying this either. The obvious nerf (if they're going to nerf it) is just to make Bonfire not accept Universal Damage Sets. If fact, I expect that's a major part of the reason they put this IO in a whole new category like this. Just so that they can target nerf without making changes to the power or the IO.
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Quote:There is no situation that I am aware of where PBAoE KB is more beneficial than PBAoE KD. Please enlighten me.Hasty conclusion.
KD may be better for specific flavors of builds and certain player-driven tactics but weather one is better than the other is purely circumstantial. For any situation where you could say KB is worse than KD, I can easily flip the situation the other way. -
That ship has sailed. KB's reputation with a large amount of the playerbase is shot. Nothing that the devs would reasonable add is likely to change that. I think the power we're actually discussing proves conclusively that KB is inferior to KD in MOST (read not all) applications.