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FC.31.20151210a.37 - Mardi Gras Mask / Specialist Update

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  • deadman20deadman20 Posts: 1,529 Arc User
    Well, everything seems fine. I like it. The Two-gun Mojo energy cost feels a bit high, but I expect to see more Energy-Sharing and Cost Reducing Support Abilities going around in the near future. Go forward!
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  • xcelsior41xcelsior41 Posts: 1,056 Arc User
    xrazamax said:

    By definition, it is. Area of Effect. It has an effect on more than one target, as long as those targets are inside of that area.

    Maybe by description but not by classification and only barely by function.
    draogn said:


    This isn't just breaking level 1-14 builds, it's making level 40 builds invalid as well.

    In no way is it doing that. Every time their is a power update to a power you use, you will have to adjust unless you are really fortunate. I mean... so what? You get a retcon, those builds will still work for the most part, it isn't a big deal.

    To you.
    Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.

    42 40s, LTSer.
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited February 2016
    I love the Mardi-Gras Mask. It's simple with clean lines and looks great. I do have two suggestions for better customisation though.....



    SUGGESTION: Make the Mardi-Gras Mask available in Eye Accessory AND Head Wear (as you did with the Heroic Wrap)

    SUGGESTION: Make the attachment to it available in Attachment Eye Accessory (and Attachment Head Wear Accessory if you implement the above suggestion) AND in Top Accessory (having the mask and the attachment not bound to each other, in the same way you seperated Pharaoh Crown and Pharaoh Nemes recently, would be fantastic)




    Thanks.
    Post edited by themightyzenith on
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  • soulforgersoulforger Posts: 1,649 Arc User
    Loving the Mardis Gras mask! Especially the material options, such as ghost material...we seriously need more ghost material otpions. Especially for hands and feet.
  • quasimojo1quasimojo1 Posts: 642 Arc User
    It all seems pretty well thought out, and the effort to try to balance out the nerfs is really appreciated. To me, this seems like a huge improvement in balancing philosophy/methodology over the past (e.g. Plasma Beam). Overall, very encouraging.

    The one thing that bothers me a bit is moving 2GM from a tier 1 power to tier 3 is going to break a couple of builds. It seems like I'll need to replace 2GM, or something else, with a different (unwanted?) tier 1 power. Inconvenient, but not the end of the world.
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  • boonguhpanboonguhpan Posts: 19 Arc User
    Bug: Burst shot has a second of limbo where you neither get the furious buff or refreshes the buff.

    Where it happens
    anywhere

    What happens
    If you cast burst shot as your furious buff is ending, it wont register for the proc or refrs
  • sagewithbubblessagewithbubbles Posts: 484 Arc User

    Is Viper fang an AoE now or only when using Spitting Viper advantage?

    Innate AoE now, even without Spitting Viper.

    It's glorious.
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  • aiqaaiqa Posts: 2,620 Arc User
    Bug:
    The Mardi Grass mask blinks. It's affected by all the face sliders which is good, but it should probably not blink.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    gradii said:

    Theres nothing wrong with combos at all. Theyre fun, and effective (aside from a couple crappy ones which need a buff)

    What's wrong with combos is that you have to tap tap tap like crazy, and they're severely affected by UI delay.
  • sagewithbubblessagewithbubbles Posts: 484 Arc User
    edited February 2016
    I'm liking the Two Gun Mojo change less from a philosophical standpoint.

    I'd much prefer if you kept it as a single-target, relatively-cheap, Tier 0 (or Tier 1) power. Replace the Defense Penetration with the crit buff from Furious and the Concentration stack with the self-heal from Willpower. If you must, replace the 3-pt advantage with a Cylinder advantage.

    Then make a new Tier 3 pistols AoE (maintained or not) that does heavier damage, has a heavier energy cost and has the Armor Penetration/advantages Burst Shot currently has.

    That breaks the least amount of builds (from a functionality standpoint), still adds cool new stuff and achieves some of your balancing goals.

    You'll set a bad precedent by completely reworking a power like this, even if your intentions were good and the changes were overall good.

    It's going to leave people focusing more on what might be changed underneath them next (even if it's a net gain) than on the cool new stuff you're adding/updating.
    Post edited by carrionbaggage on
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  • xcelsior41xcelsior41 Posts: 1,056 Arc User

    gradii said:

    Theres nothing wrong with combos at all. Theyre fun, and effective (aside from a couple crappy ones which need a buff)

    What's wrong with combos is that you have to tap tap tap like crazy, and they're severely affected by UI delay.
    So what? get rid of combos now?.. :/
    Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.

    42 40s, LTSer.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited February 2016

    So what? get rid of combos now?.. :/

    Unfortunately, turning them into maintains is apparently difficult, but yes, ideally combos would not exist. Also, charges would do more dps than taps.
  • sagewithbubblessagewithbubbles Posts: 484 Arc User
    The UI delay and the button spamming are both annoying, but the Combo tag itself is useful to attach a couple of rider effects to.

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  • spinnytopspinnytop Posts: 16,450 Arc User
    edited February 2016


    if 2gm had a base damage of 2, that dude would still say it does MORE damage now lol.

    Nah, I just hopped on the PTS and did it. Simple as that. Come watch if you like.
    Post edited by carrionbaggage on
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    aiqa said:

    Bug:
    The Mardi Grass mask blinks. It's affected by all the face sliders which is good, but it should probably not blink.

    Those are your actual eyes blinking under the mask aiqa, the mask itself does not have innate eyes but eye-holes to show your eyes underneath.
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  • xcelsior41xcelsior41 Posts: 1,056 Arc User
    gradii said:

    gradii said:

    Theres nothing wrong with combos at all. Theyre fun, and effective (aside from a couple crappy ones which need a buff)

    What's wrong with combos is that you have to tap tap tap like crazy, and they're severely affected by UI delay.
    Make everything maintains and you've made everything more boring. If you don't like combos you don't have to use them but don't demand everyone else change their playstyle.
    Exactly.
    Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.

    42 40s, LTSer.
  • kemmicalskemmicals Posts: 853 Arc User
    I know this is gonna get washed away in a sea of 2GM stuff, but...

    Anyone got screenshots of the new mask? Just curious.
  • avianosavianos Posts: 6,178 Arc User
    edited February 2016
    kemmicals wrote: »
    I know this is gonna get washed away in a sea of 2GM stuff, but...

    Anyone got screenshots of the new mask? Just curious.

    Here you go, A friend of mine made this
    36f28b86779b534ae8cb1abbe342bffc.gif

    https://i.gyazo.com/36f28b86779b534ae8cb1abbe342bffc.gif​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • kemmicalskemmicals Posts: 853 Arc User
    Oh, that's awesome. Thanks!
  • edited February 2016
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  • xcelsior41xcelsior41 Posts: 1,056 Arc User
    kemmicals said:

    Oh, that's awesome. Thanks!

    Very. Does it work with hoods?
    Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.

    42 40s, LTSer.
  • riveroceanriverocean Posts: 1,690 Arc User
    edited February 2016
    Bug: The Mind Cannot Select Mental Leech

    Cannot choose between Mental Leech or Ego Sprites on both LIVE and TEST. The option is frozen just like the choices for The Specialist.

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    These issues are a really good reason to allow silvers on PTS...even in some type of limited fashion. The current PTS population is almost all FF. So issues/bugs that effect AT's become overlooked and are often not noticed until they hit LIVE.
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  • xacchaeusxacchaeus Posts: 308 Arc User
    compared 2GM with AR
    Assault rifle damage is close
    first test: I averaged 1245 per shot with AR, 1074 with 2GM,
    second test: I averaged 1191.8 per shot with AR, 1213.8 with 2GM
    third test Tap damage is near identical 1444 for AR, 1477 for 2GM (2GM does better if set up with Burst Shot)
    fourth test Tap Damage (set up with Burst Shot) 1633 for AR, 1750 for 2GM

    that little difference in damage does not warrant a difference of 10.4 END every .5 seconds, especially considering the tier (1 vs 3) AND range (100ft vs 50ft) difference

    because of this change, Ill probably just switch to assault rifle, safer distance for a glass canon and no END issues

    Also the initial animation on Burst Shot is okay, but do the pistols need to be unholstered for each shot?





  • stergasterga Posts: 2,353 Arc User
    "5: Considering the "rush" mechanic from dragon powers, was a MA EU really nessery?"

    Seems nice not to be forced to shove a power you don't want into a build just for energy.

    "What's wrong with combos is that you have to tap tap tap like crazy, and they're severely affected by UI delay."

    Not liking to tap is a personal preference issue. Never noticed any extra delay in my tap spamming.


    I don't really understand the point in making the tier change to 2gun and then just sticking another power in it's place. Some of these power "balances" change the mechanics / playstyle on powers instead of just applying some tweaks. Seems like extra, unnecessary work that causes pointless issues in existing builds.


    "These issues are a really good reason to allow silvers on PTS...even in some type of limited fashion. The current PTS population is almost all FF. So issues/bugs that effect AT's become overlooked and are often not noticed until they hit LIVE."

    Or a good reason to hire someone to do QA and stop letting the players do it. Allowing more people onto PTS would be a good runner-up prize.
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  • avianosavianos Posts: 6,178 Arc User
    edited February 2016
    notyuu wrote: »
    Ok...lets see
    5: Considering the "rush" mechanic from dragon powers, was a MA EU really nessery?

    >Implying that Everyone who use Martial Art Powerframes also use the MA Forms

    Rush Mechanic is worthless if you use Enraged, Compassion or Manipulator
    Its more than Nessary, its a welcomed Thematic energy unlock that allows more synergies​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • chaelkchaelk Posts: 7,732 Arc User
    edited February 2016
    I was testing the same time Spinnytop was on Kagami.
    No, they did not, have any problems spamming it and they were doing better damage than me. To be expected with my builds.
    what's wrong with the choices, same as with the two rewards on VB grab alerts.
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  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    edited February 2016
    avianos said:



    spinnytop wrote: »

    Kagami can maintain 2gun mojo without changing her stats, and without relying on energy from anything other than Concentration and Killer Instinct - dps role with Targeting Computer. I dunno what sort of crazy combos people tested, but that doesn't seem too nuts to me.


    My character, with no stats changed from his live build to test recreated, can maintain one full load of Two Gun Mojo, but then he needs to use his energy builder to get back up to max. Doesn't take too long with about 100 Recovery. I think all I have going my way for Energy is Concentration and Killer Instinct also. Ranged DPS role using Quarry.

    The damage, well, I only looked at my crits, and they're about 700 damage lower on PTS than on Live.
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  • chaelkchaelk Posts: 7,732 Arc User
    edited February 2016
    now the people having problems maintaining 2GM, are your stats solely in your SS's or some in them and some as fillers in the other stats?
    is your utility gear stacked for cooldown or cost discount?​​
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  • nbkxsnbkxs Posts: 776 Arc User
    Everything in SS w/1 rec mod, which is what I normally run, I managed to squeeze it in, by standing in the static field that the new power creates, tap burst, 2x 2gun rolls overdrive, tap NP, then back around again, if you end up blocking, and have to ramp back up, though; that's where you really feel it.​​
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  • xcelsior41xcelsior41 Posts: 1,056 Arc User
    avianos said:



    notyuu wrote: »

    Ok...lets see

    5: Considering the "rush" mechanic from dragon powers, was a MA EU really nessery?


    >Implying that Everyone who use Martial Art Powerframes also use the MA Forms



    Rush Mechanic is worthless if you use Enraged, Compassion or Manipulator

    Its more than Nessary, its a welcomed Thematic energy unlock that allows more synergies​​

    Doesn't DW from DB apply rush as well?
    Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.

    42 40s, LTSer.
  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    My character is Dex-Ego/Int with some stuff pumped into Recovery. It's a pretty big change. Not only is damage lowered but you can't maintain nearly as long. On live I can maintain a bunch of times before needing any more energy.

    I think the cost should be lowered.
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  • avianosavianos Posts: 6,178 Arc User
    edited February 2016
    Exluding my own Specialist, the only character of mine who use TGM is basically a FF Version of Specialist who runs CON Primary DEX/REC Secondary, Form of the Tempest and OVERDRIVE! Mixing Dual Pistols and Dual Blades, stacking Dodge

    Can't tell what is going to happen to this build since I don't have access to PTS! I was never attached around TGM DPS Build, and possible I was the only person with the lowest TGM DPS output

    I'm sorry but when there are so many people telling me that they struggle to even HALF-Maintain this power, there is something wrong here! The Energy Cost needs to be adjusted
    xcelsior41 wrote: »
    Doesn't DW from DB apply rush as well?


    It is, all the 5 Dragon Moves apply Rush (Dragon Uppercut, Dragon Claw, Dragon Bite, Dragon Kick, Dragon's Claws) their primary utility is to synergize with Forms of MA for rush!

    If you use a Form which is not Form of Swordman/Tiger/Tempest/Master, you don't get Rush​​
    Post edited by avianos on
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • xcelsior41xcelsior41 Posts: 1,056 Arc User
    avianos said:

    Exluding my own Specialist, the only character of mine who use TGM is basically a FF Version of Specialist who runs CON Primary DEX/REC Secondary, Form of the Tempest and OVERDRIVE! Mixing Dual Pistols and Dual Blades, stacking Dodge



    Can't tell what is going to happen to this build since I don't have access to PTS! I was never attached around TGM DPS Build, and possible I was the only person with the lowest TGM DPS output



    I'm sorry but when there are so many people telling me that they struggle to even HALF-Maintain this power, there is something wrong here! The Energy Cost needs to be adjusted



    xcelsior41 wrote: »

    Doesn't DW from DB apply rush as well?




    It is, all the 4 Dragon Moves apply Rush (Dragon Claw, Dragon Bite, Dragon Kick, Dragon's Claws) their primary utility is to synergize with Forms of MA for rush!



    If you use a Form which is not Form of Swordman/Tiger/Tempest/Master, you don't get Rush​​

    So using Dragon's wrath with concentration won't apply one stack of rush?
    Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.

    42 40s, LTSer.
  • xcelsior41xcelsior41 Posts: 1,056 Arc User

    My character is Dex-Ego/Int with some stuff pumped into Recovery. It's a pretty big change. Not only is damage lowered but you can't maintain nearly as long. On live I can maintain a bunch of times before needing any more energy.

    I think the cost should be lowered.

    They even SAID the damage was lowered directly on the front page of this PTS update.
    Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.

    42 40s, LTSer.
  • criswolf09criswolf09 Posts: 759 Arc User
    No, and there is one more Dragon power, Dragon Uppercut for Unarmed martial arts. Now I have a little question. Could someone test Viper's Fangs with Adv if inflicts Shreded/Deadly poison to all targets?
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  • avianosavianos Posts: 6,178 Arc User
    edited February 2016
    xcelsior41 wrote: »
    So using Dragon's wrath with concentration won't apply one stack of rush?
    thats whay im saying, the Rush only works with Form of Tempest/Blade/Tiger/Master NO OTHER

    The MA energy unlock is a saving grace
    Post edited by carrionbaggage on
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • deadman20deadman20 Posts: 1,529 Arc User
    edited February 2016
    chaelk wrote: »
    now the people having problems maintaining 2GM, are your stats solely in your SS's or some in them and some as fillers in the other stats?
    is your utility gear stacked for cooldown or cost discount?

    What I have going for me: Int Secondary Superstat (~280), Cost Discount Justice (~300 Cost Reduction Rating). I don't get to maintain Two-Gun Mojo fully unless I get under the right timing with MSA and a full Energy Bar.

    I feel the costs need some toning down, but they aren't unmanageable.​​
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  • rebelscum58rebelscum58 Posts: 70 Arc User
    On a slightly different note... why Way of the Warrior for the specialist? It's fine if you take the melee power for all the new choices and make a melee focused character, but if you go the other way and focused on the ranged powers you're getting half the damage buff at best from WotW.

    I'd suggest Quarry instead, slightly lower overall damage buff but it boosts ranged and melee evenly so it's probably more appropriate for an AT which can go either way or mix the two.

    By similar logic, I'd suggest a choice between Form of the Tempest and Concentration instead of being stuck with FotT. Actually I'd suggest Chilled Form rather than Concentration since the Specialist is Dex primary but that's probably a little too far out of concept for an AT.
  • kunkanekokunkaneko Posts: 17 Arc User
    List of Bugs:
    - Munitions Framework: Burst Shot - Rank 3 only costs 1 adv point, prob should cost 2
    - Bestial Framework: Shred (2nd animation) and Frenzy (all 3 animations) are bugged when using Flight travel Power, the toon's legs appear as if they're stepping on the ground, even if flying on the air.

    Suggestions:
    - Martial Arts Framework: Thunderbolt Lunge only makes sense for an Unarmed build. There should be a Lunge power in the martial arts framework for each of the sets, a claw lunge, a 1-sword lunge and a 2-sword lunge. You even have these animations available in other sets (laser sword in Power Armor, single and dual psychic blades in Telekinesis and the lunge from Bestial Supernatural), so it should be simple to adapt them.
    - Munitions Framework: Energy Builder - If you're fixing this set, you might as well add a rifle-themed energy builder, so we can make a full rifle build without using 2Guns or 1Gun for an energy builder. Just copy-paste one of the other energy builders and add a simple rifle animation to it.
    - Munitions Framework: Weapon Skins - Most of the rifle skins from the Ranged Weapons Costume Pack don't apply to Submachine Gun and Sniper Rifle, it's a real shame since some of those skins look pretty good.
    - Munitions Framework: Two-Gun-Mojo - I don't like that all thematic 2Guns powers are now AoE, since some missions require precise Single Target objectives (like the lvl 40 UNITY mission where you have to hit the magic orb without hitting the civilians surrounding it). Balance is important, but Freeform thematic builds should still be viable.
    - Munitions Framework: Two-Gun-Mojo - Energy cost became prohibitive now. I'd much rather lose damage for an energy cost similar to the other maintain rifle powers (like assault rifle or plasma beam rifle). Or just lose the AoE function of the power as I suggested earlier. Please don't let this go live as it is, it'd force me to drop my Regeneration passive for Defiance, and I don't want to do that...

    - As a general rule, please don't make abusive use of energy cost increases for balance purposes, it'll just break builds rather than "balance" them - like it happened with Vehicles' Plasma Beam, whose energy cost increase was so absurd you couldn't even release a full maintain without running out of energy. If you think a power's unbalanced, reduce its damage to acceptable levels. There are always ways around prohibitive energy costs, but it breaks thematic builds. Say I want to create a viable 2Gun/Regen toon, now I can't without severely gimping myself and my team contribuition.
  • purin1purin1 Posts: 433 Arc User
    deadman20 said:


    What I have going for me: Int Secondary Superstat (~280), Cost Discount Justice (~300 Cost Reduction Rating). I don't get to maintain Two-Gun Mojo fully unless I get under the right timing with MSA and a full Energy Bar.

    I feel the costs need some toning down, but they aren't unmanageable.​​

    Slightly unrelated note, but I'm just letting you know I found that the Willpower buff from TGM procs Compassion. It's not much, but I thought it would be another nifty perk for Turando to have to make up for the higher energy cost.
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  • chimerafreekchimerafreek Posts: 404 Arc User
    edited February 2016
    Edit; also, maybe you should just give everyone the retcon token. Putting the restriction just seems shallow.
    Post edited by carrionbaggage on
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  • boonguhpanboonguhpan Posts: 19 Arc User
    edited February 2016

    avianos said:



    spinnytop wrote: »

    Kagami can maintain 2gun mojo without changing her stats, and without relying on energy from anything other than Concentration and Killer Instinct - dps role with Targeting Computer. I dunno what sort of crazy combos people tested, but that doesn't seem too nuts to me.

    "My character, with no stats changed from his live build to test recreated, can maintain one full load of Two Gun Mojo, but then he needs to use his energy builder to get back up to max. Doesn't take too long with about 100 Recovery. I think all I have going my way for Energy is Concentration and Killer Instinct also. Ranged DPS role using Quarry.

    The damage, well, I only looked at my crits, and they're about 700 damage lower on PTS than on Live."

    the difference between you and the person you quoted is you actually give objective feedback.

    on an optimized build of 2gm now, you would ideally have 300 ego/dex/con and have no trouble maintaining 2gm. now, with the new energy cost, 300 ego is nowhere near enough to maintain 2gm even with heavy investment into cost discount (no devices or gimmicks).

    you either have to get a significant increase in ego stat to get a higher return on killer instinct, or change your build.

    also, base damage was lowered on 2gm (undocumented) and you have to use burst shot every 2 full maintains of 2gm to keep optimal dps output. LOL at the guy saying he does MORE damage now than before, such blind homerism and misinformation is just terrible.

    Anyway, biff, your results are the correct results, 2gm is still very strong if you change your build accordingly, however, with a suboptimal(new pts) build that has around 300 ego, you cannot maintain 2gm forever with just killer instinct and concentration anymore.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited February 2016


    the difference between you and the person you quoted is you actually give objective feedback.

    on an optimized build of 2gm now, you would ideally have 300 ego/dex/con and have no trouble maintaining 2gm. now, with the new energy cost, 300 ego is nowhere near enough to maintain 2gm even with heavy investment into cost discount (no devices or gimmicks).

    you either have to get a significant increase in ego stat to get a higher return on killer instinct, or change your build.

    also, base damage was lowered on 2gm (undocumented) and you have to use burst shot every 2 full maintains of 2gm to keep optimal dps output. LOL at the guy saying he does MORE damage now than before, such blind homerism and misinformation is just terrible.

    Anyway, biff, your results are the correct results, 2gm is still very strong if you change your build accordingly, however, with a suboptimal(new pts) build that has around 300 ego, you cannot maintain 2gm forever with just killer instinct and concentration anymore.

    Kagami doesn't use 2GM on live. On PTS, changing her to 2GM causes her to do more dps than the build I use on live. Blind heroism? Lol, calm down.




    Biff, you wanna see me spam 2gun mojo on PTS? Message me in game, I'll show you. You can see my 'objective feedback' with your own eyes.
    Post edited by carrionbaggage on
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  • sepheliussephelius Posts: 30 Arc User

    Two Gun Mojo

    - This power has been moved to tier 3.

    - No longer applies Concentration.

    - No longer has penetrating damage.

    - Cost of power increased.

    - Two Gun Mojo is now a 2ft cylinder area effect attack with a target cap of 3. Its damage is reduced based on the number of targets you hit.

    - Two Gun Mojo now has a chance every hit to apply Furious. Furious can stack up to 5 times and increases your critical chance by 1% per stack. When you are struck by an attack while Furious, you will receive the Willpower buff which gives you a small heal over time.




    Why the need to give a healing buff on 2GM. It will still make it a go to power, especially for a tanker. I think the healing buff should be an advantage.
  • chaelkchaelk Posts: 7,732 Arc User
    edited February 2016

    so Boonguhpan,
    my build doesn't have 300 in ego. when trying it on PTS, I had about 190 and 250 in dex secondary.(fixed that on live)
    I have overdrive.
    MSA goes on CD, so why would it help you spam a maintain.​​
    Post edited by carrionbaggage on
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited February 2016
    So, as I understand it the basic problems that the 2GM patch were intending to solve were:
    • 2GM was significantly overperforming for a power of its tier and cost. If you compare to assault rifle (similar energy costs, similar tier; AR is 100' range (good), a self-slow (bad), and uses a maintain with low initial damage that ramps up (usually bad)), 2GM does something like 70% better dps. If you were to remove the defense penetration and concentration proc, it would still be 45% better dps. It should probably do a bit more (50' vs 100' really is significant) but not that much more.
    • It could be left at tier 0 and just have its stats reduced (probably about -20% damage, remove defense penetration, remove concentration), but then a player who wants a pistol toon really doesn't have any options for strong damage.
    Unfortunately, the new 2GM fails because:
    • It breaks lots of builds, some of which may not actually be looking for anything like the new 2GM.
    • It means you don't actually have an available primary dps pistol power until tier 3 powers are available.
    • It means you don't have a good single target option at all.
    • There are weapons other than pistols people might actually want to design around (for example, a soldier or 'soldier' might want to design around AR)
    So, here's how I'd prefer to see things changed (numbers are speculative; the point is that ammunition changes power cost and effect to be more suited to a high tier power).
    • 2GM loses concentration and defense penetration, and has its damage reduced to match its tier and cost.
    • Furious becomes a 2p advantage (meaning you can choose to use 2GM as a set-buff power).
    • New 'ammunition' powers are added. All 'ammunition' powers are short term buffs (last a full maintain, so 5s or so) that affect all 'gun' powers (pistol, rifle, SMG, shotgun, gatling) and change their behavior. For example:
      • Armor Piercing Rounds: +100% energy cost, -half (or -50%) damage resist.
      • Dum-Dum Rounds: +100% energy cost, +25% (crit layer) damage. Or adds a damage proc (like sniper gloves).
      • Explosive Rounds: +100% energy cost, -100% damage strength, adds an explosive proc (damage varies with attack speed) to all bullets (for an example of this, see how sonic device works).
      • Incendiary Rounds: +100% energy cost, adds a chance (varies with power speed, probably something like 30% x speed) to proc Clinging Flames.
      • Homing Rounds: +100% energy cost, +25% crit probability.
      • Rubber Bullets: +100% energy cost, adds a chance (varies with power speed) to knock.
  • chaelkchaelk Posts: 7,732 Arc User
    2gm lost the concentration it wasn't meant ot give, still gives it on form concentration
    Stylish hair from the new hair and beard pack.
    is there meant to be a big gap down the side of the head.
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