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OblivionDanny

Junior Defender
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About OblivionDanny

  1. Just posting to ask if this is an intended effect? I dont see any mods or shards that could possibly cause this... While standing in buff beam with my adept, it drains my mana, moving out of the buff beam corrects the problem, but should buff beam be draining my mana?
  2. Just wondering what some mobs are classed as due to mod definitions... For example - I was under the assumption lightning bugs are support, however it seems range-boom servo makes them explode? So are they classed as range or support? Or are they both? What are Flying Kobolds classed as? If it turns out lightning bugs are both, then maybe its the same for things like necromancers? So having Anti Range + Anti Support damage will stack?
  3. Quite Happy with this nerf actually, not over the top, and i did state in my original post the stun duration is long...
  4. With a low shocking rev mod, this happens quite frequently.
  5. The thread exists because everyone is allowed to air their opinions and discuss the topics.. Trendy might have said they are making a change, but they havent said what, and could possibly still be influenced by the community discussions... no one is arguing. So troll... begone
  6. Thank you for the info ^ (did say above correct me if i am wrong) As for the water shard, im an xbox player, so that is probably why i had no idea about it lol
  7. I could be wrong, but im pretty sure adding elements on tower does NOT give them the ability to add status effects... With the exceptions of Shock damage being applied to an already drenched enemy... and fire damage being applied to an already oiled enemy
  8. Im glad you provided the required insight on the incorrect numbers within the thread and laid out the real numbers... This information was extremely helpful...
  9. I agree with you, dont get me wrong, but heres the real issue with the attack speed... People are saying the stun percentage is too high... lets say at a 3 bar Shock Rev mod is 25% chance to stun right? at 0.3 atk speed 1 node is going to hit 3 times a second... that 25% chance is pretty big because of that... Even if the stun percentage gets nerfed to lets say 10% chance... Most people use 3 nodes... thats still 9 pulses in 1 second... Mobs are still going to get stunned even with a lower percentage chance... because of the atk speed... and if you make the chance too low, then no one will use it, and its a wasted useless mod...
  10. Yes correct, and correct me if i am wrong, but before this update. WMs could not reach 0.3 atk speed, unless you used an orb with + rate (even then not sure) Nerfing the damage significantly... So, now you guys get the high damage output + the 0.3 atk speed... Maybe we should just keep the shocking revlation as it is, and nerf the damage the WM gained from the increased attack speed then? By your logic that would be fine too... right? If i am wrong about the WMs previous to the update then fair enough. Nah man, I got it right. I read the thread. Maybe you didnĀ“t read what you wrote yourself. You are talking about tweaking the attack speed of the WM.
  11. The mod already fits the WM perfectly... As highlighted and proven above, the mod is not the issue, why adjust something that isn't a problem just so it can "fit" something... This also isn't the fault of the Weapon Manufacturer either, but again, as said above, is the problem with the attack speed changes... Does anyone actually read the threads these days? or just pick out parts they deem fit to them?
  12. I disagree, the chance to stun is actually quite low, it just seems high due to attack speed... 1 node can get 3 pulses off in 1 second, that makes the stun seem OP... not the stun itself, the attack speed IF ANYTHING needs tweeking... Do agree tenacity is OP though but thats due it being bugged... and also perfect mod shouldnt reach 100% anyway...
  13. I am seeing a lot of people complaining about how Shocking Revelation is OP and needs nerfing... but this really is not the case. Shocking Revelation might "seem" OP to some people because theres not much in the game currently that stops it. Let me explain: Cyborks completely remove the use of a lot of the defenses that exist in the game (to some degree prevent certain heroes being used) so when the update came along, and gave us a Tenacity mod, of course a huge majority of people are going to use it, because this allowed a majority of players to start using defenses they like or heroes they like rather than being forced to use something else. I know the Tenacity Mod is currently broken and the problem is going to be fixed at somepoint, but i would also like to add that NOTHING in the game should ever completely prevent something permanently. (Temp, is fine though) Tenacity is actually OP, because if you are lucky enough to find a perfect mod and get that sweet 100%, you are completely preventing cyborks from doing what they were designed to do... and that really shouldn't happen... ever. On the flip side of that coin, the same argument could be said for Cyborks (and many of those arguments existed when they were introduced), it really is poor game design when it comes to introducing something that completely prevents something permanently. Would also like to add here, im not flaming or trying to upset anyone, that is just my opinion. Im all for challenging game play, but i would much rather see Cyborks be a lot stronger, and do something more then just "constantly disabling certain defenses"... which is now completely pointless due to tenacity. Now moving on from this point, imagine if Cyborks didnt exist currently, no one would even bat an eyelid at the tenacity mod, no one would even care about it... it really wouldnt serve too much purpose, sure we still have hexers, but we have reflectors for that... maybe if people were struggling with emp kobolds? I doubt it though... So moving back to Shocking revelation... It has a long stun duration sure, but the chance to hit the stun is actually quite low unless you have a perfect mod, but even then as far as im aware its not 100%... and the main reason its able to proc so much is because of the changes to attack speed, allowing the WMs to be much faster than they were before (from what i can remember in the past anyway) Imagine if Cyborks or some other monster had immunity to stun built into them(Yes i know immunity to stun exists as enemy mods), would people still be saying Shocking Revelation is OP and needs nerfing? Maybe tower attack speed needs nerfing... My point is, the mod itself is not OP... its just that nothing exists to counter it like most of the mods or towers have with enemies and id much rather see other things buffed or brought into line with it, then to see things being nerfed and brought back to the same old cycle again... I do agree that nothing should ever have 100% chance to permanently stop something though, Temporarily sure, thats fine, but not permanently...
  14. I feel like more resources should be put into figuring that out then... I mean its a pretty major bug... The whole fundamental and basis of the entire game, is to defend against waves of monsters... if the monsters arent moving, the game isn't being played... therefore destroying the whole concept of the game...
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