test content
What is the Arc Client?
Install Arc

Form Power Changes

24

Comments

  • darqaura2darqaura2 Posts: 932 Arc User
    The last two post seem contradictory even though I'm pretty sure they're not meant to be.

    It's either powers are adjusted for "They're adjusted for more objective, mathematical reasons." or its because powers with certain builds are overused.

    But I'll go with the reasoning the devs reasoning from their blog post . . . since you know they are the devs.
  • riveroceanriverocean Posts: 1,690 Arc User
    edited May 2016
    *shrugs*

    There is a lot change going on right now and people are freaking out. Personally, this feels like some kind of prep work being done to me. I already prepared myself for the game changing radically late last year. It was obvious and now things are really accelerating.
    Most of us have become very complacent due to the years of that CO has remained stagnant. So we're seeing years worth of change suddenly happening over the course of a few months. CO players aren't used to change but are used to getting their own way.

    That's over.

    This ain't some whim of just one dev or some bizarre plan to nerf players. Personally, I think it's pre-work for a much bigger project that's really going to change things. I've made peace with change. Because it's inevitable. It's also pretty clear that once a change is announced it's pretty set in stone. No amount of complaining or being upset has veered the current team from their course.. nor will it.

    Again, it feels like they are on a strict deadline and are working like crazy to meet it.

    Make of that what you will.
    Questions About AT Play? Visit Silverwolfx11's Updated AT Guides!
  • darqaura2darqaura2 Posts: 932 Arc User

    *shrugs*

    There is a lot change going on right now and people are freaking out. Personally, this feels like some kind of prep work being done to me. I already prepared myself for the game changing radically late last year. It was obvious and now things are really accelerating.
    Most of us have become very complacent due to the years of that CO has remained stagnant. So we're seeing years worth of change suddenly happening over the course of a few months. CO players aren't used to change but are used to getting their own way.

    That's over.

    This ain't some whim of just one dev or some bizarre plan to nerf players. Personally, I think it's pre-work for a much bigger project that's really going to change things. I've made peace with change. Because it's inevitable. It's also pretty clear that once a change is announced it's pretty set in stone. No amount of complaining or being upset has veered the current team from their course.. nor will it.

    Again, it feels like they are on a strict deadline and are working like crazy to meet it.

    Make of that what you will.

    If it leads to more content for the overall game I'm fine with it, but I'm not making any assumptions that it will. Until it's in test I assume it's not happening.

    I've never been married to anything in CO (its an mmo and is subject to change), but as with most things I focus on what the actual devs say about a change or don't say. i'm not going to guess or assume they're doing this because of this or that reason.

    Especially in this instance where they came right out and said what they are doing.

    Again if it leads to more content or a larger plan sure. If not then that's fine, since they never said or promised any such thing.

    I'd prefer not to get mine or anyone else's hopes up.
  • roughbearmattachroughbearmattach Posts: 4,785 Arc User

    *This ain't some whim of just one dev or some bizarre plan to nerf players. Personally, I think it's pre-work for a much bigger project that's really going to change things.

    This ^^
    This^^
    This^^

    Seems like a path is emerging to me, too.
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
  • aiqaaiqa Posts: 2,620 Arc User
    edited May 2016

    this feels like some kind of prep work being done to me

    Removing duration scaling from 1 form is like 30 seconds of work. That doesn't really feel like prep work to me.
  • nephtnepht Posts: 6,898 Arc User
    edited May 2016
    From what I am reading I have really mixed thoughts on these up coming changes. Some of it looks really good and some of it looks...
    nepht_siggy_v6_by_nepht-dbbz19n.jpg
    Nepht and Dr Deflecto on primus
    They all thought I was out of the game....But I'm holding all the lockboxes now..
    I'll......FOAM FINGER YOUR BACK!
  • rtmartma Posts: 1,200 Arc User
    nepht said:

    From what I am reading I have really mixed thoughts on these up coming changes. Some of it look really good and some of it looks...

    xD
    Want to get to know me a bit better, Click me and take a read of My Dragon Profile Page, it's a bit dated but still relevant.

    I take this quote from a review that I agree with.

    "customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
  • nephtnepht Posts: 6,898 Arc User
    edited May 2016
    rtma said:




    xD
    Dunno with the enrage changes people might find it hard to keep it up.

    nepht_siggy_v6_by_nepht-dbbz19n.jpg
    Nepht and Dr Deflecto on primus
    They all thought I was out of the game....But I'm holding all the lockboxes now..
    I'll......FOAM FINGER YOUR BACK!
  • sigmaseven0sigmaseven0 Posts: 714 Arc User
    While I agree that there is some exaggeration as to the consequences of these balance passes, and I also agree that they are necessary. I think the idea that all this is leading to some big unseen thing in the works is wishful thinking.

    The devs are rushing because of budget constraints not because they are trying to hurry up and do some supper awesome thing that hasn't been announced or even hinted at and would likely be way outside the current CO budget.

    That narrative only slightly makes sense if CO was getting prepped to move to consoles, which is almost as unlikely as us getting the foundry or a Nemesis revamp.

    PVP is starving without rewards

    1. Please give us Daily PVP missions that reward Questionite.
    2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
  • rtmartma Posts: 1,200 Arc User
    nepht said:



    Dunno with the enrage changes people might find it hard to keep it up.


    Want to get to know me a bit better, Click me and take a read of My Dragon Profile Page, it's a bit dated but still relevant.

    I take this quote from a review that I agree with.

    "customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
  • chaelkchaelk Posts: 7,746 Arc User
    Just been trying my L27 Devastator on Live and not having any probs getting enraged stacks. that's with r1. But then I use cleave and arc of ruin. yes,The "nobody uses this after level 17" power.​​
    Stuffing up Freeform builds since Mid 2011
    4e1f62c7-8ea7-4996-8f22-bae41fea063b_zpsu7p3urv1.jpg

    Get the Forums Enhancement Extension!
  • rtmartma Posts: 1,200 Arc User
    chaelk said:

    Just been trying my L27 Devastator on Live and not having any probs getting enraged stacks. that's with r1. But then I use cleave and arc of ruin. yes,The "nobody uses this after level 17" power.​​

    It's all about using what's in the framework, Baoooie, I use Cleave and Arc of Ruin with Rtma and IronClaw. :3

    Want to get to know me a bit better, Click me and take a read of My Dragon Profile Page, it's a bit dated but still relevant.

    I take this quote from a review that I agree with.

    "customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
  • sigmaseven0sigmaseven0 Posts: 714 Arc User
    @nepht That was one of your better ones. :D

    PVP is starving without rewards

    1. Please give us Daily PVP missions that reward Questionite.
    2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
  • aesicaaesica Posts: 2,538 Arc User

    While I agree that there is some exaggeration as to the consequences of these balance passes, and I also agree that they are necessary.

    How is the removal of Enrage's duration scaling necessary? What value does it add to gameplay? The devs had the option to take this in the opposite direction (all self-buff forms gain duration scaling) but instead, they chose the less appealing choice.

    Don't get me wrong, some of the changes are pretty good (For example, why should things refresh clinging flames stacks you don't own?) however the form duration nerf only makes an unpleasant gameplay mechanic even more unpleasant.

    - - -

    And on the subject of mechanics, what's all this nonsense about "rupturing bleeds?" What sort of potato logic lead to "I hit you with this big attack and all your bleeding wounds magically went away?" How does "rupturing a bleed" even make any sense?
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • sigmaseven0sigmaseven0 Posts: 714 Arc User
    I agree with the overall need for balance/standardization, not this specific approach. I don't like the enrage change (I use enrage on my main) but at the same time, I find it more annoying than game breaking. I agree with the problem not the solution.

    I'm not going to agree with every balance change, but I have been asking for more balance passes for years and I was one of the people campaigning for kaizerin to be allowed to work on balance when she became a dev. I got what I wished for and now I have no right to complain.

    As long as the standardization is complete (all forms are moved to the same tier) and the other problems related to this change are addressed (rank2 and 3 forms doping to 0 stacks when forms expire) then I can live with the changes.

    I go into detail on why I disagree with the way enrage was handled in the FC.31.20160512.10 - Bug Fixes thread.

    Overall, I think that what kaizerin is doing is more balanced than what GC/AME did.

    PVP is starving without rewards

    1. Please give us Daily PVP missions that reward Questionite.
    2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
  • morigosamorigosa Posts: 710 Arc User
    Agree with sigmaseven0. The enrage change isn't game-breaking. It is, however, annoying, and simultaneously doesn't actually address the "make form powers less of a second passive" stated goal for the change. Which is why I've made a couple of threads on the topic, trying to come up with other options.

    Also, +1 point to Aesica for the notion of "potato logic". Bleed rupturing doesn't make much sense to me, either.
  • biffsmackwellbiffsmackwell Posts: 4,743 Arc User
    You've got a bunch of slashes on you that are bleeding. You rip at them with a vicious attack. Now those small slashes are one big massive wound.

    The reason this mechanic is referred to as a Rupture is that World of Warcraft had an ability called Rupture that would cause massive damage but only if the target had a full stack of bleeds on it, which the attack would consume. Think of it like the Kleenex or Q-Tips of MMO terminology.

    Anyway, it's not potato logic, whatever that is; it's video game logic. Of all the things that don't make sense in this or most games, this is the nit people are going to pick? :D
  • jadejade3jadejade3 Posts: 31 Arc User
    edited May 2016
    Keeping enrage up is pretty easy for a dps, but not really for tanks. For starters, lets take a moment to compare enrage to AotB. Some more yay for bestial I guess, it's got bleed to proc enrage, bleed dot that stacks to 5, crippling challenge to aggro, shredded debuff, 9%crit + 10%damage from Warden spec tree, all on one quick combo power - shred - as well as a damage boost from a new core. What's more, it even has an energy unlock. While might builds requiring knocks for enrage need an extra power just to keep enrage stacked, and have to use it way more frequently than before the change, as the only combo powers with cc are defensive combo and beatdown, and neither proc enrage. Cleave has better damage and procs enrage, but it is slower and has challenging strikes. With the amount of blocking required for dino(though cosmics are pretty much dead already) 20 seconds for an enrage tank is low. You can't exactly full charge a haymaker without getting hit, except during tailswipes and odd breaks. Annihilate is great as a tap, but requires clinging flames applied beforehand to do decent damage. Neither are combo's, so don't benefit from the Warden tree, and good luck to you if you use haymaker and aren't the main tank/focus of healers, but hangin' around, for giggles. Such standardization, very balance, much wow. Either remove the bleed from shred, or give defensive combo and/or beatdown a knock with 100% chance when completed, or cleave cc. It might actually be more convinient to use compassion with devour essence or *cough* thrash than it is to use enrage from enrage, not aotb, as a tank, atleast on dino. AotB may as well be a second passive, compared to enrage at this point. Before the duration change, one could still overlook the bestial 'balance' even though shred wasn't touched, not so much anymore I think. Now then, where is my free retcon? ;o
    Post edited by jadejade3 on
  • chaosdrgnz43chaosdrgnz43 Posts: 1,683 Arc User
    I've got to say, I'm not liking the changes, but not hating it either. I have a hard time keeping the enrage up when I'm being defensive. Not sure if the changes considered how it will affect the melee tanks though. It might not be a problem if you have Unbreakable w/ adv, but what about those that don't?
    mfZ37eB.png
    __________________________________________________________________
    Alts:
    Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
    - - - - - -
    Feel free to visit my websites!^^:
    DeviantART|FurAffinity|
    Twitter
  • guyhumualguyhumual Posts: 2,412 Arc User
    Enrage gives stacks for knocking villains away, to keep building stacks you need to chase the knocked villains down and keep knocking them until they build enough knock resistance that they don't fly away. Most mobs don't survive multiple knocks so finding mobs that haven't been scatted by another might character, that haven't been mowed down before you can reach them by a ranged character, well this becomes a concern. Most ranged characters will have no problem moving from fight to fight with 8 stacks, but I very much doubt a melee character with enrage is going to have the same luxury. Moving from fight to fight is hampered by travel power slow down, ranged characters are rewarded for attacking at range, but a melee character will lose all stacks if they can't get into melee range in time. The damage difference between most ranged and melee attacks is barely noticeable, though ranged attacks usually have an edge, but now with the change in forms, with the inability for a melee character to maintain stacks, I doubt that a melee character will be able to remain competitive. In short I feel this game is unnecessarily hard on melee characters and this change does nothing to alleviate these concerns.
  • criswolf09criswolf09 Posts: 759 Arc User
    For those who don't know yet, the devs fixed the long standing trouble of Agressor not working with Aspect of the Bestial. Confirmed on my Savage AT.
    Useful Guides about Archetypes and General Gameplay of the Game Click Here
  • hasukurobihasukurobi Posts: 405 Arc User
    guyhumual said:

    Enrage gives stacks for knocking villains away, to keep building stacks you need to chase the knocked villains down and keep knocking them until they build enough knock resistance that they don't fly away. Most mobs don't survive multiple knocks so finding mobs that haven't been scatted by another might character, that haven't been mowed down before you can reach them by a ranged character, well this becomes a concern. Most ranged characters will have no problem moving from fight to fight with 8 stacks, but I very much doubt a melee character with enrage is going to have the same luxury. Moving from fight to fight is hampered by travel power slow down, ranged characters are rewarded for attacking at range, but a melee character will lose all stacks if they can't get into melee range in time. The damage difference between most ranged and melee attacks is barely noticeable, though ranged attacks usually have an edge, but now with the change in forms, with the inability for a melee character to maintain stacks, I doubt that a melee character will be able to remain competitive. In short I feel this game is unnecessarily hard on melee characters and this change does nothing to alleviate these concerns.

    The description of how you get and keep stack of Enrage is part of what made me think the Brick powers were always weird and largely bad by design. I mean you are a melee fighter who is going to actively send your target well outside of your range to attack them... Does that sound smart to anyone? You lose a lot of DPS having to chase them down.

    Really these forms should not all be treated equally when they are not equal in how they function in practice.
  • raighnraighn Posts: 2,339 Arc User
    It might come as a surprise to many of ya'll but ever since AotB got it's 4s internal CD added I've actually found maintaining Enraged via AotB to be significantly harder than maintaining Enraged via Enrage... The reasoning for this is quite simple...

    When using Enrage you will proc Enraged if you hit with a power that can apply a knock atleast once very 4 seconds... you don't have to fight with the RNG (unless your using Cleave to proc Enraged)... But with AotB if you manage to go 16 secondss without any of your powers applying bleed or poison then you will lose your Enraged stacks... and this has happened to me quite often on my AoTB characters lately... I say 16 secondss instead of 20 because of the internal CD.. you can proc bleed/poison a dozen times in that first 4 seconds and it won't even matter. And I can tell you, this has happend to me numerous times.

    The issue is mainly present in group content due to allies killing targets your trying to trigger bleed/poison on and making you rush to a new target only to have the RNG work against you and for the target to die before you get your stack... The old no internal CD AoTB may have been over performing, but at the same time the RNG wasn't an issue either...

    Enrage only has to deal with RNG from Cleave (other %chance knocks, like havoc stomp, proc Enraged innately). So the 4s ICD is not an issue with it, if the RNG is against you and your using Enrage, then you'll still get your stacks unless your relying solely on cleave... If you hit with a knock power every 4 seconds you get a stack of Enraged, unlike AoTB which only procs if you successfully apply Bleed or Poison...


    From a statistical standpoint this really shouldn't be an issue since even at a 10% chance hitting every 1s you should statistically get atleast 2 successfull applications in that 20s... and atleast 1 of those should be after the first 4 seconds statistically... but in reality it's very possible that you can get 0 applications durring the 16 seconds that follow the ICD.

    Don't get me wrong though, I'm not saying that the ICD is the problem here... no I'm actually saying the RNG is the problem... AotB should proc innately from Bleed/Poison powers not only from successfull applications of Bleed/Poison. It really doesn't make the game more interesting when you are battling against the RNG to maintain your stacks.
    ^-^ cute, cuddly, @Pandabutt ^-^
    jniKqKJ.png
  • spinnytopspinnytop Posts: 16,467 Arc User


    The description of how you get and keep stack of Enrage is part of what made me think the Brick powers were always weird and largely bad by design. I mean you are a melee fighter who is going to actively send your target well outside of your range to attack them... Does that sound smart to anyone? You lose a lot of DPS having to chase them down.

    Knock up.
    Knock down.
  • roughbearmattachroughbearmattach Posts: 4,785 Arc User
    spinnytop said:


    The description of how you get and keep stack of Enrage is part of what made me think the Brick powers were always weird and largely bad by design. I mean you are a melee fighter who is going to actively send your target well outside of your range to attack them... Does that sound smart to anyone? You lose a lot of DPS having to chase them down.

    Knock up.
    Knock down.
    Hasukurobi simply meant that it seems weird for a melee set to have these massive knocks that take your enemy out of melee: Haymaker and Roomsweeper. (unrelated to Enrage stacks)

    On the other hand, they are iconic attacks for a Might hero.
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
  • decorumfriendsdecorumfriends Posts: 2,811 Arc User
    To me the concept was always "knocked that one away, switch to another closer" not "chase down that one I knocked way over there".
    'Dec out

    QDSxNpT.png
  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    Is there any way to use a KnockTo in there?
    ChampsWiki
    -=-=-=-=-=-=-=-
    My characters
  • This content has been removed.
  • spinnytopspinnytop Posts: 16,467 Arc User

    To me the concept was always "knocked that one away, switch to another closer" not "chase down that one I knocked way over there".

    ^ decorum gets it. While that enemy is flying away and then running back, unable to harm you, you stomp their buddy into the pavement. NPCs will bring themselves back to you, players don't have to go chasing after them.
  • squirrelloidsquirrelloid Posts: 876 Arc User
    edited June 2016

    Is there any way to use a KnockTo in there?

    Knock-to doesn't work very well when your haymaker sends your enemy *667 feet away*. (Okay, so maybe my might character has been hitting the gym a little too hard).

    Really, part of the problem is that enemies who get knocked are supposed to take falling damage, but if they hit *anything* while flying, they don't. Falling damage needs to be set by knock distance, and be triggered by collisions as well. (Because its not falling that hurts, its stopping - and that applies just as much to having your punch-assisted flight get stopped by a wall).
  • raighnraighn Posts: 2,339 Arc User

    Is there any way to use a KnockTo in there?

    Knock-to doesn't work very well when your haymaker sends your enemy *667 feet away*. (Okay, so maybe my might character has been hitting the gym a little too hard).
    It's always quite ammusing when you knock an enemy so far away that you begin to question if they are ever comming back...
    ^-^ cute, cuddly, @Pandabutt ^-^
    jniKqKJ.png
  • spinnytopspinnytop Posts: 16,467 Arc User
    edited June 2016

    Is there any way to use a KnockTo in there?

    Knock-to doesn't work very well when your haymaker sends your enemy *667 feet away*.
    Actually, one of the funnest things I ever did was using a knock-to right after a haymaker or roomsweeper. Do it quick, and you send them flying with a punch and them immediately yank them right back ( it looks like it should snap them in half ). Can actually be handy if you knock multiple enemies and then yank one back, effectively singling them out. It also allows you to immediately follow up with another fully charged haymaker. I called it "yo-yo'ing".
  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    That or paddleball.
    ChampsWiki
    -=-=-=-=-=-=-=-
    My characters
  • spinnytopspinnytop Posts: 16,467 Arc User
    Paddleballing is easier to type so I'll use that from now on.
  • raighnraighn Posts: 2,339 Arc User
    edited June 2016
    spinnytop said:

    Is there any way to use a KnockTo in there?

    Knock-to doesn't work very well when your haymaker sends your enemy *667 feet away*.
    Actually, one of the funnest things I ever did was using a knock-to right after a haymaker or roomsweeper. Do it quick, and you send them flying with a punch and them immediately yank them right back ( it looks like it should snap them in half ). Can actually be handy if you knock multiple enemies and then yank one back, effectively singling them out. It also allows you to immediately follow up with another fully charged haymaker. I called it "yo-yo'ing".
    I tried that once... the goon flew right on back over my head to the next city block behind me... it was ammusing to say the least... up until he brought another group of enemies from the other side of the building to help meete out his revenge... That was the last time Crescent ever used Iron Lariat and Roomsweeper...
    ^-^ cute, cuddly, @Pandabutt ^-^
    jniKqKJ.png
  • aesicaaesica Posts: 2,538 Arc User

    You've got a bunch of slashes on you that are bleeding. You rip at them with a vicious attack. Now those small slashes are one big massive wound.

    The reason this mechanic is referred to as a Rupture is that World of Warcraft had an ability called Rupture that would cause massive damage but only if the target had a full stack of bleeds on it, which the attack would consume. Think of it like the Kleenex or Q-Tips of MMO terminology.

    Anyway, it's not potato logic, whatever that is; it's video game logic. Of all the things that don't make sense in this or most games, this is the nit people are going to pick? :D

    The thing is, it makes so much (or little) sense that it's since been changed over at wow-land. Rupture is now its own bleed effect. The closest thing they have now is a guardian druid's lacerate, which stacks up to 3 times and at 3 stacks, it can be consumed with an optional ability called pulverize.

    If you rip at those small slashes to create one massive wound, shouldn't that wound still be bleeding?

    Anyhow, perhaps it is nitpicking, but it's nice to have some level of logic behind the things that go on in a game. It makes sense that fiery attacks set foes on fire, that ice attacks slow and freeze enemies, and that sword attacks cause bleeding. But once you introduce the concept of "magically erasing bleeds by slashing at foes" or "setting foes on fire by hitting them with a huge club" we start to cross over into the kind of logic you'd expect a potato to come up with.
    spinnytop said:

    ^ decorum gets it. While that enemy is flying away and then running back, unable to harm you, you stomp their buddy into the pavement. NPCs will bring themselves back to you, players don't have to go chasing after them.

    Unless they're ranged, in which case you just successfully scattered a nicely-wrangled group and your aoe-storm teammates now all hate you if you're in an group, or made more work for yourself if solo.
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • raighnraighn Posts: 2,339 Arc User
    aesica said:

    If you rip at those small slashes to create one massive wound, shouldn't that wound still be bleeding?

    Yes... and that is reflected through Rupture... it's a LARGE Bleed DoT... and furthar more you can stack another 5 bleeds ontop of that rupture for even more damage... Rupture is simply turning several small bleeding wounds into one large gushing wound... the bleeds aren't being "magically erased" as you put it, the are becomming a more severe wound.
    ^-^ cute, cuddly, @Pandabutt ^-^
    jniKqKJ.png
  • biffsmackwellbiffsmackwell Posts: 4,743 Arc User
    aesica said:


    The thing is, it makes so much (or little) sense that it's since been changed over at wow-land. Rupture is now its own bleed effect. The closest thing they have now is a guardian druid's lacerate, which stacks up to 3 times and at 3 stacks, it can be consumed with an optional ability called pulverize.

    If you rip at those small slashes to create one massive wound, shouldn't that wound still be bleeding?

    Yes, that's why it does. The rupture causes a big bleed debuff. Then it stops after a while, because the guy is all out of blood until you bleed him again.
  • stratluverstratluver Posts: 327 Arc User
    Unless they're ranged, in which case you just successfully scattered a nicely-wrangled group and your aoe-storm teammates now all hate you if you're in an group, or made more work for yourself if solo.
    Aesica gets it.

  • gentlegiantvexxgentlegiantvexx Posts: 330 Community Moderator
    Okay, Enrage is actually easy to keep up. and I feel this is appropriately balanced.

    Aspect of Bestial Form builds have things as simple as shred (Regardless of role) to cause bleeds and keep their enrage up with just that, getting a stack every 4 seconds. Of course you're constantly shredding or Frenzy-ing (As an example), so bleed proc away with easy maintain. PLUS Bestial got that new Antogonize Block with Quill Advantage? Definitely Set.

    Enrage Form is a bit harder to maintain, but it is STILL doable. Dang near each of Might's attacks have some sort of Knock away, knock up, or knock to capability. (I forget if knockdowns at the time.) It's harder to build as it's based on a chance to cause a knock, BUT attacks like Roomsweeper and Havoc Stomp grant multiple stacks of Enrage at once upon build up depending on the number of enemies are present within the 10-15ft AoE range. Also, (If I am saying this right) each attack has their own enrage gain timer. (I.E) There'd be... 4 enemies around me, I start at 3 stacks, Thunderclap (1 stack), Havoc Stomp (~3-4 stacks) at 50%+ Charge, Roomsweeper (~2-5) at 50%+ Charge and would pretty much get me 8 stacks within 4-5 seconds. But I just gotta maintain it with roomsweeper taps, As soon as I can start attacking again (IF I stop blocking for more than 20 secs as a tank in TA and Cosmics).

    Can't see any issue with this whatsoever, Bestial steady enrage stacking with their DPS powers, and Might's Burst enrage stacking with all them charge moves. Seems fittin' to me. O7

  • spinnytopspinnytop Posts: 16,467 Arc User
    edited June 2016
    aesica said:


    Unless they're ranged, in which case you just successfully scattered a nicely-wrangled group and your aoe-storm teammates now all hate you if you're in an group, or made more work for yourself if solo.

    Why did you use an aoe knock back that would do that if that wasn't the end result you wanted? Do you realize that single target knocks stack enrage too?

    Aesica gets it?

  • morigosamorigosa Posts: 710 Arc User
    Shred only works if the RNG is in your favor, or if your targets live long enough to get the guaranteed bleed from the third hit of the combo.

    Similarly, there's a bug with enrage where killing a target with a knock attack won't always give you a stack, making it surprisingly easy to have the buff fall off even when you're actively fighting stuff and using knock attacks, especially if you've already AoEd everything to low health.

    Also, (If I am saying this right) each attack has their own enrage gain timer. (I.E)...

    No, it doesn't work like that. It's a single four second timer for enrage as a whole; unless you're using Aggressor*, you can't get more than one stack every four seconds no matter what you do.

    _____
    * Or other powers that just plain grant enrage stacks directly. I think there's at least one more?
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    spinnytop said:

    Why did you use an aoe knock back that would do that if that wasn't the end result you wanted?

    Because you're a behemoth and it's the only AoE you get until level 40? Unless you have some means of applying other CC (turning the knockback into a knockup), roomsweeper is a bad power in most content.
  • squirrelloidsquirrelloid Posts: 876 Arc User

    Okay, Enrage is actually easy to keep up. and I feel this is appropriately balanced.

    Aspect of Bestial Form builds have things as simple as shred (Regardless of role) to cause bleeds and keep their enrage up with just that, getting a stack every 4 seconds. Of course you're constantly shredding or Frenzy-ing (As an example), so bleed proc away with easy maintain. PLUS Bestial got that new Antogonize Block with Quill Advantage? Definitely Set.

    Enrage Form is a bit harder to maintain, but it is STILL doable. Dang near each of Might's attacks have some sort of Knock away, knock up, or knock to capability. (I forget if knockdowns at the time.) It's harder to build as it's based on a chance to cause a knock, BUT attacks like Roomsweeper and Havoc Stomp grant multiple stacks of Enrage at once upon build up depending on the number of enemies are present within the 10-15ft AoE range. Also, (If I am saying this right) each attack has their own enrage gain timer. (I.E) There'd be... 4 enemies around me, I start at 3 stacks, Thunderclap (1 stack), Havoc Stomp (~3-4 stacks) at 50%+ Charge, Roomsweeper (~2-5) at 50%+ Charge and would pretty much get me 8 stacks within 4-5 seconds. But I just gotta maintain it with roomsweeper taps, As soon as I can start attacking again (IF I stop blocking for more than 20 secs as a tank in TA and Cosmics).

    Can't see any issue with this whatsoever, Bestial steady enrage stacking with their DPS powers, and Might's Burst enrage stacking with all them charge moves. Seems fittin' to me. O7

    The issue was never building stacks while in combat (except for Devastator ATs that wanted to use skewer primarily, and the arc of ruin change fixed that), the issue is what happens after the mob dies.

    Concentration just needs to get within 100' of the next mob and tap them with anything to keep their stacks. Or carry a power which can maintain with no target and maintain them indefinitely. Compassion just needs to have the sentinel spec aura. (No really.) Even at 20s duration, you're permanently at 8 stacks until you hit a cut scene.

    Melee forms need to get into melee combat to build stacks. Even with a lunge, that means closing to 60' and *then* making another attack to stack the form. (Unless you're using Form of the Tempest, in which case the lunge just needs to crit). Sometimes that means fully charging the attack or making several attacks to get to the appropriate trigger condition after you got into melee.

    ie, with the exception of FotTempest, melee forms should have longer stack duration because it takes longer to get into a position to generate a new stack after the current mob dies.
  • stratluverstratluver Posts: 327 Arc User
    spinnytop said:

    aesica said:


    Unless they're ranged, in which case you just successfully scattered a nicely-wrangled group and your aoe-storm teammates now all hate you if you're in an group, or made more work for yourself if solo.

    Why did you use an aoe knock back that would do that if that wasn't the end result you wanted? Do you realize that single target knocks stack enrage too?

    Aesica gets it?

    Doesn't have to be an AOE to be a bad move. Think about a low level Smash PUG. Someone knocks the Tommygun and just moves onto, trying, to clear the rest. That Tommygun comes back pretty quick and starts laying down it's AOE on the whole team. That's the kind of move that can turn a winnable mob into a disaster.

    That's why if I knock something (team) dangerous I chase it and take the hits.

    It's an old Tanker thing...you might not get it ;)

    And it doesn't mean that scenario plays out in all levels and in all content. (did I cover my **** enough? :p )

  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    raighn said:

    spinnytop said:

    Is there any way to use a KnockTo in there?

    Knock-to doesn't work very well when your haymaker sends your enemy *667 feet away*.
    Actually, one of the funnest things I ever did was using a knock-to right after a haymaker or roomsweeper. Do it quick, and you send them flying with a punch and them immediately yank them right back ( it looks like it should snap them in half ). Can actually be handy if you knock multiple enemies and then yank one back, effectively singling them out. It also allows you to immediately follow up with another fully charged haymaker. I called it "yo-yo'ing".
    I tried that once... the goon flew right on back over my head to the next city block behind me... it was ammusing to say the least... up until he brought another group of enemies from the other side of the building to help meete out his revenge... That was the last time Crescent ever used Iron Lariat and Roomsweeper...
    I need to figure out how to do this.... I use Pillar of Poz a lot but it doesn't usually knock enemies very far.
    ChampsWiki
    -=-=-=-=-=-=-=-
    My characters
  • nbkxsnbkxs Posts: 776 Arc User
    I think the forms are pretty well in line with each other now, as for IDF, I don't really like it, as you're giving up SO much dps for a lil bit of resist. It mostly just comes down to playstyle, and how comfortable you are with the way you need to pop stacks. Some things do this a lot easier, and less tediously than others. Energy unlocks are the same way. I have a problem with the ice one, mostly due to the only reliable way to pop it, is to use the frost breath advant, and that just doesn't fit the character that I had for ice, so I just shelved her, until I can find something that can better synergize to make her the way that I wanted her, and still have a fluid flow to the way the rotation goes.​​
    [NbK]XStorm
  • raighnraighn Posts: 2,339 Arc User
    nbkxs said:

    Energy unlocks are the same way. I have a problem with the ice one, mostly due to the only reliable way to pop it, is to use the frost breath advant, and that just doesn't fit the character that I had for ice, so I just shelved her, until I can find something that can better synergize to make her the way that I wanted her, and still have a fluid flow to the way the rotation goes.​​

    The lack of an Ice EU for the longest time was the reason my Ice hero turned into a Rimefire build... and the horrible excuse for an Ice EU that we got now is the reason she is STILL a Rimefire build... I refuse to give her Frost Breath, it's completely out of theme for her and she just cant sustain her energy with Icy Embrace at all, Thermal Reverb works a million times better and actually procs at a reasonable rate.
    ^-^ cute, cuddly, @Pandabutt ^-^
    jniKqKJ.png
  • aesicaaesica Posts: 2,538 Arc User

    Yes, that's why it does. The rupture causes a big bleed debuff. Then it stops after a while, because the guy is all out of blood until you bleed him again.

    I suppose that's slightly less retarded than consuming the bleed stacks to deal one big burst of damage. In WoW, Lacerate stacks (a bleed for Guardian Druids) can be consumed by another (optional) power and it's pretty moronic.
    spinnytop said:

    aesica said:


    Unless they're ranged, in which case you just successfully scattered a nicely-wrangled group and your aoe-storm teammates now all hate you if you're in an group, or made more work for yourself if solo.

    Why did you use an aoe knock back that would do that if that wasn't the end result you wanted? Do you realize that single target knocks stack enrage too?

    Aesica gets it?

    What? This little reading comprehension failure of yours is adorable. I never once said I do that.

    My Enrage user actually uses Cleave to build stacks on groups of things, only breaking out Annihilate for knockback-immune targets.
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
Sign In or Register to comment.