My wishlist for #StatsMatter and beyond.

Discussion in 'War Room (Powers, Artifacts, & Builds)' started by VioletSorceress, Oct 15, 2016.

  1. VioletSorceress Committed Player

    Here are some ideas and suggestions for StatsMatter update and what could be improved or added to some of the power sets.

    Weapon Mastery: Remove power reduction bonus for support roles as planned but keep some minimal damage and crit bonus for both DPS and support roles. It could be something small like 5% crit ability attack chance and 5 % critical ability damage. Just don’t scrap the entire purpose of well executed WM’s crit window and don’t change the animation.

    Tactical (Hometurf) Mods:
    - Deadly Block(tank role) – Additionally, Block counter adds 10 Supercharge while in tank role.
    - Relentless Precision- Reduce the number of hits that trigger the mod to 5.

    Iconic Powers:
    Hard Light Shield – Reduce cooldown from 40 to 18sec., bringing it in line with tank Immunities.
    Neo-Venom Boost – Reduce power cost, Reduce cooldown from 40 to 18sec., change current flat Defense bonus to +2% Health.
    Mesmerizing Lasso – Remove cooldown.

    Movement Powers:
    - Restrain Recovery, Knockback Recovery and Breakout mastery Innates – change them to recover up to 3% of maximum Power bar each(stacking).

    - Whirling Dervish, Air Burst and Launching Roll – Change them to recover up to 30% of maximum Power when used to break out of control effect.

    - Tornado Pull and Grapple Line Attack - Change them to pull multiple enemies like Low Pressure. Each movement mode should have an AoE pull. Especially, it makes no sense for Tornado Pull to be a single target.

    Earth:
    - Fortify Golem(tank role)– change it to beneficial (clip able) in tank role, there could be 2 different skills in same spot, one for dps(harmful) and another one for tank(beneficial). Every other tank can clip Pulling/juggling abilities with their main mitigation skills being Shields, Heal over time, Rage Crash etc. Only Earth cant save time clipping Pulls and mitigation skill which leaves it exposed out of block for longer time than other tanks.

    - Tank role bonus for using super skills: Increase Defense granted per point of Dominance to 2 points Defense per 1 point of Dominance or grant Earth additional Defense stat above cr80 like Fire gets 3k Additional restoration. Reason being that at high Cr, Defense becomes less and less useful and Earth is not gaining enough by stacking extra Dominance stats. Currently, modding Earth tank has least impact to survival ability.

    -Crystal (tank role): grant Crystal the ability to control enemies if tank is meeting minimum Dominance needed.

    -Totem: Decrease cooldown from 25 to 18 sec, bring it in line with Tank Immunities. Current 25 sec cooldown doesn’t line up with anything.

    - Debris Field – Reduce power cost, it is too high compared to similar abilities.
    - Epicenter – Remove cooldown, reduce power cost.
    - Grasping Hand - Remove cooldown

    Ice:
    - Snow Devil – Decrease cooldown from 40 to 18sec., turning it to a reliable control pet and bringing cooldown with tank Immunities.

    Fire:
    - Wildfire (tank role) – Change the effect to stun/knockdown and gain healing from multiple enemies around the target instead of just 1.
    - Backdraft – Remove cooldown, reduce power cost.
    - Inferno – Reduce power cost, it is higher compared to similar abilities.

    Rage:
    - Outrage: Slightly decrease the cooldown to allow infinite clipping of 2 melee combos.
    Note: This doesn’t mean infinite Outrage spam, only clipping something like this:
    Outrage> Extra Measure clipped with Revenge>Revenge Spin clipped with Outrage and so on. Current cooldown of Outrage is so long that players need to use 3 melee combos instead of 1 which is greatly reducing Loadout space and dps potential.

    - Berserk SC: Increase the duration of the effect, 5 secs are not enough for a high risk melee SC that requires 50% charged bar.
    - Rage combos(tank role): Decrease the cooldown of all combo skills in tank role.
    - Without Mercy- Remove Cooldown, reduce power cost.

    Atomic:
    - Atom Powered Assault – Should instantly grant Quark-Gluon Aura bringing it in line with other attack buffs like Ice bash, Fiery Weapon and Wired.

    Sorcery:
    - Ritualistic Words (healer role): This power should also be able to shield and power up Guardian and Fury too in healer role.
    - Circle of Protection(healer role): Make it to spawn under the healer or should have 2 alternative versions.
    - Rejuvenate: Seems to me that this priority heal could use a small buff or an additional PI with another power/ Bad Karma for an extra triggered healing effect.

    Nature:
    - Serpent call: Remove the stun effect in favor of higher damage potential. This ability has quite long animation which has never been matched by proper damage.
    - Roar: Change it to 6 sec DoT and make it jump cancelable.
    - Savage Growth(healer role): Make DoT to work while in healer role too.
    - Wolf: Add a third Range Hold attack so the whole range combo could line up with Voracious Plants’ cooldown.
    - Forms: “Return to normal” ability should be able to clip other powers like change to a Form does.
    Note: Don’t forget to update all Nature Forms’ weapon damage along with weapon damage pass.

    Light:
    - Grasping Hand – Reduce power cost.
    - Whip Trash – Reduce power cost.
    - Ballistic Assault SC(controller role) - Additionally, Restores power to group members over time and prevents standard Control effects for a short time.

    Electricity:
    - Electrogenesis(dps role) – Change it to land to a targeted enemy and the closest NPC to it instead landing at the 2 nearest enemies to player.
    - Electrogenesis(healer role) – Adds an Electro-Charge to nearby enemies to cause damage over time.
    - Tesla Ball(Healing Role): Group members near your target receive healing over time.

    Gadgets:
    - Neural Neutralizer: Add that Dazed or Electrified enemies take additional damage.
    - Suppressor Turret: Needs a damage buff and a new look. Could be changed to a non- permanent pet like - Swarm/Snow Devil with CC capabilities in controller role.
    - Intimidation - Activates Self-Destruct Signal causing Holographic Decoy or Suppressor Turret to
    self-destruct at the end of their firing cycle, damaging nearby enemies.
    - Asphyxiation Gas(Controller role): Additionally, Suffocated/Stunned enemies are slowed and cannot attack for a short time.
    • Like x 6
  2. Acesia Well-Known Player

    +1 for the block counter giving back supercharge in tank role.

    My poor fire tanks only get 2 supers per raid, and Zeus forbid you DC or have to relog.
    • Like x 2
  3. VioletSorceress Committed Player

    A bit of an edit or alternative suggestion:
    So instead of proposed Fortify Golem to multiple (2) abilities, Reinforce's tank role effect can be the same as Fortify Golem.


    Reinforce(tank role): Increases the strength of your summoned Golem’s defensive powers based on your Dominance, shielding and restoring Power to it over time. (Cooldown in tank role - 8 secs.)

    That would be the ideal change, enabling both Pets' extra defensive/control capabilities in tank role. Also Reinforce is a beneficial ability and can clip Pulling/Juggling skills to save time for blocking.
    • Like x 1
  4. hrwd Well-Known Player

    My first wish is to be able to play with those beautiful copper / red lightning from Amperage tree. Oh and the Magnetic powers too!

    The second wish is for them not to fubar this. Because it could get hairy and ugly if they do.
    • Like x 1
  5. VioletSorceress Committed Player

    A lot of harm was done to Amperage tree to better accommodate WM play style.
    Some DoT ticks were removed in favor of slightly higher initial burst which now serves as a nerf since Devs plan to remove WM crit window.
    • Like x 1
  6. DaBeama Well-Known Player

    Please get rid of that pose animation after someone picks you up or at least give a couple second shield.
    Take away that same animation when changing forms.
  7. hrwd Well-Known Player



    Thanks for that! Also a suggestion for your signature if you don't mind:

    Your Earth color would fit Atomic better(but, truth be given, Atomic does use that Mustard Yellow from time to time - it's just that Orange / Dark, Dark Purple combo is used more). As for Earth's color, I'd use THIS (tan color).
  8. JangaMan Active Player

    Fire
    Immolation: activites immolation.
    for every burning enemy gain a small heal.
    While immolation is active.

    Some random ideas
    Gadget pull: 6sec cooldown no power cost.
    Taunts in tank role

    Ss pull: similar pull as backdraft. 10 sec cooldown
    No power cost taunts in tank role
  9. JasonIsley Devoted Player

    The DoT on Savage Growth already does work while in Healer stance.
  10. VioletSorceress Committed Player

    It works with Insectoid but not in human form.
  11. VioletSorceress Committed Player

    Immolation idea is a good one.

    Gadgets dont have tank role. :D

    Abilities like Backdraft are inferior to max range pulls. Additional cooldown time and higher power costs are only making them worst.
  12. Aqua Surge Loyal Player

    I agree with Relentless Precision needing to be reduced. Nobody in the game even uses that mod because the requirements for it is too dumb.
    • Like x 2
  13. Telos Usr Dedicated Player

    I just wanna have fun with the powers again while still doing decent enough dmg tbh.

    Started messing around with Earth recently and it has some awesome powers with animations, such as Jackhammer, Shards and Localised Tremor, which look awesome for a Super-Strength esque toon, but right now they're just not viable in any Endgame content. Having only 1 viable option for powers with 24 power options in them was a terrible mistake. With that many options there should be 3-4 viable endgame options for each power, further helping to allow individuality between toons, instead of "So yeah Crystal is the actual fighter, and you'll now be her personal assistant, have fun".
    • Like x 1
  14. JasonIsley Devoted Player

    Really? That's odd. I wonder if that's a bug? (No pun intended)
  15. VioletSorceress Committed Player

    Its not a bug^^
    DoT works with Insectoid cause otherwise that form has much lower damage potential than human healer, partially because of the reduced number of Hand Blaster combos available.
  16. Crimson Mayhem Loyal Player

    Tbh I think it should work like Escalating Might and start at the first hit, stacking up to 3 times. Then it would be truly useful for any kind of build that uses weapons or combos, and those that use both Prec and Might can make a tactical choice between the two mods.
    • Like x 1
  17. JasonIsley Devoted Player

    LOL shows you how much I heal in Normal Forme
  18. Aqua Surge Loyal Player


    That a great idea :)
  19. AnonymousEUPS Dedicated Player

    +1 for tanks betting SC while blocking but I don't think it should be tied to a specific white mod.

    And if bug form for nature is losing it's power back then all nature healing powers need their power cost reduced across the board and by ALOT when it comes to PVP or it will be back to the worst group healer again.
  20. thedemonocus Loyal Player

    i hope the stats matter revamp is good but i kinda think its just going to create a new set of problems and more unbalanced powers