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FC.31.20160914.0328b.2 - Sorcery Changes

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  • riveroceanriverocean Posts: 1,690 Arc User
    edited September 2016
    Did some more testing of Vala's light. I'm afraid this isn't going to make me a lot of friends. I tested 3-man hard in the PH and my health bar didn't move. Of course I was layering Radiant Sanctuary, Sentinel Aura, Willpower, Light Everlasting, and POZ's Healing rune. AOAC was my passive in support mode.

    With a full 8 Stacks of Compassion & 441 PRE:

    Your Sentinel Aura gives 252 Health Points to you.
    Your Light Everlasting gives 231 Health Points to you.
    Your Willpower gives 111 Health Points to you.
    Your Healing Rune gives 231 Health Points to you with Healing Rune.


    With AOAC and INT secondaries the cool down was negligible. This was ticking constantly once I got the rhythm down. People are welcome to replicate it. But with how Vala's advantage has been buffed there may be some wisdom in adding a 3-second cooldown to Vala's. I'm not saying I agree 100%. But I can see Kaiserin's reasoning behind it. With the radiant sigils on top, i'm sure I was hitting 1k heal-per-second.

    If you know what you're doing you can turn the new Vala's into a rolling HOT healing machine. The problem is most players aren't going to figure this out.
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  • jaazaniah1jaazaniah1 Posts: 5,509 Arc User
    edited September 2016
    Hmm, might be cool if it was a PBAoE heal using an animation something like Pillar of Poz (i.e. a stronger heal than what is on PoP). Maybe with an Advantage that removes healing buffs from enemies caught in the burst.


    Arcane Vitality
    New Advantage: Mystical. Gives a chance to apply Mystified to you.


    if this power is gong to have a cool down, why not just make it a non-targeted AOE heal centered on the caster? Anyone in a 25ft radius of the caster (including the caster) gets hit with it and healed. It's never worked great as a targeted heal anyway. I wouldn't mind a nice, simple, easy to use AOE heal that didn't require targeting to use.

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  • avianosavianos Posts: 6,117 Arc User
    edited September 2016
    spinnytop wrote: »
    Circle of Arcane Power :smile:

    NOOOOOOOOOOOo
    Nobody likes being Stationary, especially now that DEVs are making us AVOID AoEs by moving

    I personally hate that I have to recast it all them time, and its not very good for my pet master-Little DPS-Little Healer who runs INT/PRE/CON. Speaking of who, he will have his Skarn's Bane nerfed, JOY!

    A Magic DPS needs its own flexibly energy unlock, which possible could use the new Debuff-Buffs as Trigger mechanic
    notyuu wrote: »
    skarns bane: sooo.. it's a T3 power.. that does damage comparable venomous/fire/ice breath, sure it's got some utility.. but that is nowhere near strong enough to make up for the lack of damage output [plus this nerf pretty much kills what little combat capability that the grimoire had..making the already poor AT worse off]
    .

    Tell me about it, the First AT I started CO with is getting worse and worse (I still have the character)​​
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  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    @riverocean - I think (I hope...) they're talking about Vala's Light having a cooldown rather than AV. Which is fine, as a heal, and needs no tweaking.
  • theravenforcetheravenforce Posts: 7,122 Arc User
    I do wonder what the response would be to turning Circle of Arcane Power into an energy unlock which grants energy based on "tapping into arcane energies by applying "Hexed" or "Jinxed" to targets. Arcane Power also grants you minor energy whilst affected by "Mystified"."?
  • stergasterga Posts: 2,353 Arc User

    I do wonder what the response would be to turning Circle of Arcane Power into an energy unlock which grants energy based on "tapping into arcane energies by applying "Hexed" or "Jinxed" to targets. Arcane Power also grants you minor energy whilst affected by "Mystified"."?

    RIP all the non-magic builds that need for their energy hog powers.
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  • roughbearmattachroughbearmattach Posts: 4,784 Arc User

    AOAC was my passive in support mode.

    With a full 8 Stacks of Compassion & 441 PRE:

    Your Sentinel Aura gives 252 Health Points to you.
    Your Light Everlasting gives 231 Health Points to you.
    Your Willpower gives 111 Health Points to you.
    Your Healing Rune gives 231 Health Points to you with Healing Rune.


    With AOAC and INT secondaries the cool down was negligible. This was ticking constantly once I got the rhythm down. People are welcome to replicate it. But with how Vala's advantage has been buffed there may be some wisdom in adding a 3-second cooldown to Vala's. I'm not saying I agree 100%. But I can see Kaiserin's reasoning behind it. With the radiant sigils on top, i'm sure I was hitting 1k heal-per-second.

    If you know what you're doing you can turn the new Vala's into a rolling HOT healing machine. The problem is most players aren't going to figure this out.

    This sort of build is cool and all . . . but an Int-based, AoAC healer is a super corner case.

    Also, trying hitting that full charge on Vala's each time in a serious combat, when you really need such healing. Don't think that's going to happen so much. Vala's self-root adds another issue in challenging content.
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  • soulforgersoulforger Posts: 1,649 Arc User

    @riverocean - I think (I hope...) they're talking about Vala's Light having a cooldown rather than AV. Which is fine, as a heal, and needs no tweaking.

    He was, AV doesn't have a CD.
  • kaiserin#0958 kaiserin Posts: 3,165 Cryptic Developer
    Sorcery will likely get its own energy unlock based around curses/enchantments.
    I will be going through powers and effects and making it clear what effects count as those.​​
  • soulforgersoulforger Posts: 1,649 Arc User
    kaizerin said:

    Sorcery will likely get its own energy unlock based around curses/enchantments.

    I will be going through powers and effects and making it clear what effects count as those.​​

    Good to hear! No, seriously, that is awesome.
  • theravenforcetheravenforce Posts: 7,122 Arc User
    sterga said:

    I do wonder what the response would be to turning Circle of Arcane Power into an energy unlock which grants energy based on "tapping into arcane energies by applying "Hexed" or "Jinxed" to targets. Arcane Power also grants you minor energy whilst affected by "Mystified"."?

    RIP all the non-magic builds that need for their energy hog powers.
    Yeah, I thought of that a few minutes after I posted :blush: ....which is why I am pleased to hear the following:
    kaizerin said:

    Sorcery will likely get its own energy unlock based around curses/enchantments.

    I will be going through powers and effects and making it clear what effects count as those.​​

    :smiley:
  • aiqaaiqa Posts: 2,620 Arc User
    edited September 2016

    i'm sure I was hitting 1k heal-per-second.

    In the new content 1k HPS is far to low, and easily outdone by all the other popular AoE heals.
  • aesicaaesica Posts: 2,537 Arc User
    edited September 2016
    kaizerin said:

    Sorcery will likely get its own energy unlock based around curses/enchantments.

    I will be going through powers and effects and making it clear what effects count as those.​​

    All I humbly ask is that it be done in a way that makes it somewhat usable across more frameworks than just magic. So, for example, somebody who wanted to mix sorcery along with something else--say, martial arts, energy projector, munitions, etc could still make use of it.

    Perhaps...oh right. The font coloring:

    Suggestion: Sorcery's energy unlock could work something like this: Upon cursing a foe or dealing any type of damage to a foe while you are affected by an enchantment, gain energy over 6 seconds. Triggering this effect multiple times refreshes the duration. This energy scales with your intelligence or presence (whichever is higher) and is also affected by your recovery to a lesser degree.
    Post edited by aesica on
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  • theravenforcetheravenforce Posts: 7,122 Arc User
    edited September 2016
    My feedback for Sorcery Changes

    So after having tested the Sorcery changes, I'll comment on the powers and effects I've messed with so far...

    Eldritch Blast

    At first I wasn't too much of a fan of the Root removal but it's not so bad (at least for me) since I don't rely on it personally (and roots don't really stop any NPCs from still attacking you anyway).

    Suggestions for Eldritch Blast:

    The Mystified mechanic seems to be a little strange at the moment? It's value is set waaay too low (0.05%) and should probably be something substantial like 5%.

    I think that the chance to apply Mystified to self should be 100% with a full charge at Rank 3 with Eldritch Blast. It should probably escalate like so:

    Rank 1 - 12 - 50% chance to apply Mystified to self.

    Rank 2 - 12 - 75% chance to apply Mystified to self.

    Rank 3 - 12 - 100% chance to apply Mystified to self.

    Reason for this is that this is one of the main effects that will count towards the Spellcaster form stacking...so it should be reliable so that players don't simply opt to go for Concentration instead because it is easier to use. Both should be an option but Spellcaster should be more attractive to Sorcery users. Adjusting Mystified to have a 100% chance to apply on full charge definitely helps this.



    Pillar of Poz

    Actually quite annoyed that I will have to find a place for this power because it has suddenly become quite attractive. :tongue:

    Seriously though...the amount of prettiness that the rune gains as you rank up is awesome! :heart:

    The healing effect should probably show up on status bar with an icon...

    Suggestions for Pillar of Poz:

    1) Allow the Healing Rune which Pillar of Poz spawns to also deal minor magic damage (DoT maybe?) to enemies who stand within it.

    Pillar of Poz is innately losing its utility value (knock), which can be quite useful for the additional damage done to enemies via fall damage. I realize this is being replaced by having a HoT effect added but having the spawned rune deal damage to enemies who run and stand into it would be a great addition.


    2) Allow the Healing Rune effect to count as an Enchantment whilst a player is actively being healed within it.

    3) Assuming "Jinxed" counts as a Curse...allow Pillar of Poz to apply "Jinxed" innately. There are so many other possible effects going on via advantages it seems a little unnecessary to have Jinxed as an advantage when the power has had its innate damage reduced. It feels like more of a utility power now, which is fine but shouldn't be overwhelmed with so many different advantages.

    Star Barrage

    Interesting power...kinda costly but that's not too much of an issue... I can't say too much since the power is still in development.

    Suggestions for Star Barrage:

    Animation wise...I am thinking it should probably use Radiance's animation with the whole hand waving gig with the barrage bits flying out from each hand.

    The current "arm outstretched and standing still" looks too Power Armor/non magical to me at the moment and that may be a bit of a problem for Sorcery concepts. Personally I'd like to see it have more of a magical look to it.

    I also think that the VFX for the actual projectiles should be flashier as it ramps up in rank. Aside from that the power itself (in terms of other VFX) looks very nice.

    Also...consider renaming it: "Luathon's Barrage"...(lore nod to a set of spells which deal with light based attacks and effects).



    Banish

    Was actually expecting this to be a power from the Sovereign Sons Botono's...but it's the magical containment effect instead.

    I saw some comments about its hold value being "OP" which I don't see myself...since the shield portion is not actually a hold...it's a Containment Field effect which reduces incoming damage by 50%....the same as actual Containment Field does on LIVE. The shield and the hold are separate but proc together. You can view it like the containment field effect reducing damage to the hold to "make it last longer", which is a funny considering...anyway.

    Banish's shield portion seems to last 1-2 seconds longer than Containment Field's shield, but I guess this is why it costs a little more than Containment Field to cast?

    Suggestions for Banish:

    Change the character animation to use the one Fireball uses and have the "Banishment Ball" hover and grow in the middle of the character's hands like Fireball does. Current animation for "Banish" is a little weird.


    Spellcaster

    Interesting new form power! As it has been mentioned before, it would be good if it was standardized to other forms and actually scaled on two stats...so INT and PRE (as mentioned by other testers) would be a great thing to implement. (Although...Enrage and MA forms are solo scaling forms...so they are...anomalies maybe? If the intent is to standardize forms etc, if not then Spellcaster could remain INT only scaling.)

    Many of the "issues" I have with Spellcaster are likely going to be solved by making Mystified less random to proc by giving Eldritch Blast a 100% chance to proc it as well as all of the necessary powers being tagged as granting "Enchantments" and "Curses".

    Suggestions for Spellcaster:

    Charge up animation should probably be stolen from the Mysticism Table interactions instead of a direct copy from Manipulator. It looks much more magical and fits.

    IF Spellcaster is changed to have a better animation (as suggested above) then the visuals from that charge up should probably be made tintable.


    Soul Beam

    Power seems too costly but it is very pretty looking.

    Suggestions for Soul Beam:

    - The power cost for this ability is presumably "balanced" on the assumption that players will be only using it when paired with curses or enchantments...it should probably be lowered because it still requires two effects to be present constantly in order to get the maximum amount of damage out of it.
    - Consider just giving Soul Beam a 20% damage boost if target is affected by a Curse and scrap the Enchantment requirement. As it currently feels like a very very forced set of interactions which isn't a great way to go, it works in some instances but for a straight up maintain DPS power for Sorcery, it should probably be much simpler.



    Enchanter Passive

    The passive seems very odd to me. It feels like it may be dipping into too much with what it is trying to cover. It feels like this was only done because some of the Sorcery additions will be staying Toxic Damage instead of Magic damage, which is a shame because the Supernatural set doesn't really need any more additions.

    Since it's a new passive, I think it could do with being a bit more flash and attractive, it is currently a little on the plain side, so I'd suggest the following:

    Suggestion for Enchanter Passive:

    If I were to re do it...it'd be something like:

    "You deal an additional XX% Magic & Dimensional Damage. You gain XX% (smaller value) Paranormal Damage Resistance and an additional XX% (larger value) Magic and Dimensional Damage Resistance. You also gain an additional XX% Toxic Damage (half of Magic and Dimensional Damage boost). You gain a small amount of energy when you suffer Toxic, Magic or Dimensional Damage.

    In addition you also gain a small chance to apply a Curse effect to targets who attack you, when this happens you have a 50% chance to be Mystified."


    The above is a bit of a mix between what Shadow Form has going for it as well as Electric Form. I don't think the Enchanter Passive should be interacting with Crushing, Cold or Electrical damage in any way, since it doesn't buff it. It would make more sense to have those interactions if the passive buffed those damage types.


    Arcane Vitality

    Honestly I am actually a bit "Mystified" as to why this advantage was added to this power? Unless of course there are plans to make this ability "worse" by increasing it's energy cost.


    Vala's Light

    Vala's Light changes sort of leave a bad taste in the mouth...I refer specifically to the cooldown addition. The power already was not worth spamming since the whole "power" behind a charge heal is to charge it.

    Suggestions for Vala's Light:

    If the cooldown had to be in there somewhere? Tie the cooldown application to the purchase of Light Everlasting on Vala's Light:

    Light Everlasting: "Vala's Light on full charge applies a strong HoT on your targets but prevents you from tapping into the healing energies of Vala for a short period of time."

    ^ Something like that.



    Skarn's Bane

    *is called Skarn's Bane...cannot actually apply Bane innately :trollface:*

    As I said earlier, this change feels a little weird? I mean, the changes to it basically fully invalidate Hex of Suffering as a power. Sure it's not an instant application but it can apply to multiple targets in the time it takes Hex of Suffering to apply to one AND recover from its cooldown.

    Suggestions for Skarn's Bane:

    - Revert the change entirely.
    - Put the "Hexed on full maintain" effect as an advantage called: "Misfortune" either 1 or 2 points.



    --

    Non-Sorcery Changes

    My opinion on Palliate's Absolve advantage change:

    For the cool down timer on this ability, the range at which it removes threat should probably be increased to 100ft and the target cap should be increased.

    AoE Threat Wipes come at the cost of a hefty cool down and should have an equally strong reward, 5 targets and 50ft range is not going to cut it at all.

    Threat wipes are usually used when something unplanned takes place (healer or DPS grabbing aggro) so should be good enough to ensure that spending a power point on it was actually worth it, especially when it is an AoE threat wipe.


    My opinion on the Illumination change:

    Again...not a fan of this change, feels very strange and as if it hasn't been thought through (or if it has, we as testers have not been informed that the Celestial set is being reviewed also to account for this change).

    I would be inclined to suggest leave Illumination out of this "Sorcery Update" but keep a few of the changes which have been made here for example:

    - Healing on application
    - 5 second cool down
    - Innate AoE application

    ^ All great changes.

    *Duration nerf (AGAIN)
    *Counting as Curse/Enchantment

    ^ Somewhat unnecessary or in the case of the duration change...very unnecessary.

    The feedback here on Illumination is given without having any knowledge of possible plans to re-stabilize Celestial so it works better in light of such a change. So if there ARE plans...please at least hint at them.
    Post edited by theravenforce on
  • theravenforcetheravenforce Posts: 7,122 Arc User
    Re: The Grimoire AT

    This AT is having around 6 of it's powers adjusted in this update and will probably need to be re-built and updated in a way that makes it still useful but doesn't steal the thunder from the upcoming Hexslinger AT (which will probably be a Sorcery DPS AT? INT/END/DEX maybe? :tongue:)

    With the previous announcement that there's likely going to be a Sorcery energy unlock (at last!), it is probably an idea to put that in BOTH AT's.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited September 2016


    Your Sentinel Aura gives 252 Health Points to you.
    Your Light Everlasting gives 231 Health Points to you.
    Your Willpower gives 111 Health Points to you.
    Your Healing Rune gives 231 Health Points to you with Healing Rune.


    If you know what you're doing you can turn the new Vala's into a rolling HOT healing machine. The problem is most players aren't going to figure this out.

    You didn't test Vala's and "figure out how to make it" anything. You tested Vala's + a bunch of other stuff. Go do this with only Vala's, cut out all the extra heals you're propping it up with, then do it with only Arcane Vitality. Then note the results and tell me which of these heals you think dramatically outperforms the other. Currently the numbers show AV by a wide margin.

    I do wonder what the response would be to turning Circle of Arcane Power into an energy unlock which grants energy based on "tapping into arcane energies by applying "Hexed" or "Jinxed" to targets. Arcane Power also grants you minor energy whilst affected by "Mystified"."?

    My response would be "why would you have to remove one power to add a completely different one?"
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited September 2016
    Vala's Light fun with numbers part 2

    Okay so I remembered Vala's big feature that I like it for ( same healing on multiple targets ) so I'm gonna whip out the calculator again to see how that feature plays into things.


    Arcane Vitality HPS on one target: 364
    Arcane Vitaliry HPS on 5 targets: 1280

    Vala's HPS on on target (spammed): 181
    Vala's HPS on 5 targets (spammed): 909

    Hm, still behind.

    Okay, let's check Healing Per Second Invested ( this doesn't count the cooldown ):

    Vala's HPSI on one target: 356
    Vala's HPSI on 5 targets: 1782

    Okay so finally we're seeing where it's equal/better than AV. So the idea is that you cast Vala's and then you have free time in between casts to cast other things!

    Okay now for funsies, let's say I'm using both, I'm casting Vala's, and then while it's on cooldown i'm maintaining arcane vitality. In one "rotation" that would net me:

    1 target: 1764 healing or 360 hps
    5 targets: 5259 healing or 1073 hps

    So using them together nets you less overall hps than just using Arcane Vitality, even on 5 targets. Now that the entire time is covered, the HPSI argument doesn't apply anymore since I've filled that extra time - with the competing heal no less. I maintain my assertion that the heal-over-time portion needs to be baked in and buffed based on the fact that to get equal maintained healing to other alternatives it requires other powers to be used alongside it. o/
  • waybig#9760 waybig Posts: 76 Arc User
    So it's only the adv if vala's light being buffed with a cd, why it's not writen i though it was vala's in general.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User

    If you know what you're doing you can turn the new Vala's into a rolling HOT healing machine. The problem is most players aren't going to figure this out.

    No, the problem is that that fits into the slot of 'inadequate for serious tank needs and overkill for sustain'.
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    Allies die while charging up Vala's Light. With a CD, that problem is exacerbated.
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  • avianosavianos Posts: 6,117 Arc User
    edited September 2016
    Eldritch Blast
    Removed root.
    Can now apply Mystified, which reduces the cost of Sorcery, Infernal, Darkness and Celestial powers briefly.
    Sorceror's Whim advantage: No longer adds bonus damage. Now applies a root instead.
    New Advantage: CHant. Refreshes the duration of Hexed on the target.
    New Advantage: Blinding Light. Fully charging the power applies Illumination on you and nearby allies.

    Question: is Sorcerer's Whim a Guaranteed ROOT or a Chance based on Charge?
    If the later, is the root chance 100% at fully charged Blast?
    , since previously full charge was only 50%

    Also I know that blasts are meant for utility, but losing rank 3 Visuals of the Eldritch Blast for the ADVs is an AESTHETIC CRIME!​​
    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 synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • darqaura2darqaura2 Posts: 932 Arc User
    kaizerin said:

    Sorcery will likely get its own energy unlock based around curses/enchantments.

    I will be going through powers and effects and making it clear what effects count as those.​​

    :)
  • kriss94kriss94 Posts: 88 Arc User
    I actually like the animation for Star Barrage.
  • aiqaaiqa Posts: 2,620 Arc User
    The rune left by poz is a bit low resolution, and could also do with some color variation on the different part at when you rank poz.
  • riltmosriltmos Posts: 204 Arc User
    notyuu said:

    Also... forgot to mention

    Banish: the hold seems...honestly.. unbreakable via damage [I've gone ballistic on it with a PA dps monster build and the dummy inside died before it broke] with the trade off being that the target only takes half damage....as much as I like this idea, something is going to need to be changed or this is going to be abused beyond belief...

    Actually the hold is breakable, at base I can break it with two charged defiles. The barrier however lingers on after the hold ends if you break it. The longer the hold, the longer the barrier stays. In group content you are actually buffing the enemy since the hold will end in less than a second but they will continue taking 50% less damage for a good long time.
  • rtmartma Posts: 1,198 Arc User

    Seriously, they're.. wonky and rarely align with the selected color. I cannot be the only one this annoys?

    Yes, I've noticed the misalignment of colour tinting, some Aura's have this bug to, like Timewarp, for Sorcery, It is a line out of place, one part of it is as selected but the other visuals is a line forward, for example.

    Select the line above Purple for Soul beam and you get Purple beam and blue highlighting, select Purple and it's a Pink Beam and purple highlight effects, etc.


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  • aiqaaiqa Posts: 2,620 Arc User
    edited September 2016
    Another soulbeam dps test, making use of the sorcery toggle form and a dex/int/end build now.


    The damage is slightly low ish. But there are things to consider:
    - there is no magic damage mod yet
    - Bug: Expose Weakness (dex specs) instantly falls off when you stop maintaining soulbeam.
    - I forgot to rank up Hex of Suffering, and that has significant dps. So add 353x0.44=155 damage to that parse.

    Suggestion:
    Remove the vfx on Spellcaster, it's not very pretty or interesting and if people want a passive aura they can use an actual aura.
    Post edited by aiqa on
  • kriss94kriss94 Posts: 88 Arc User



    FIX the COLORS for Arcane powers!

    Seriously, they're.. wonky and rarely align with the selected color. I cannot be the only one this annoys?

    That's not a bug! They're meant to be two-toned! Part of the power colors the color you pick, and another is a different tint based on the base color.

  • avianosavianos Posts: 6,117 Arc User
    aiqa wrote: »
    - Bug: Expose Weakness (dex specs) instantly falls off when you stop maintaining

    The exactly same problem Hyper Voice has with DEX Expose Weakness​​
    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 synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • carrionbaggagecarrionbaggage Posts: 729 Community Moderator
    edited September 2016
    BUG:
    The Hexed debuff from Skarn's Bane does not refresh an existing Hexed application.
  • frankendreadzfrankendreadz Posts: 75 Arc User
    edited September 2016
    Hi
    just to say great idea on rebuilding the magic power-set
    I see you noticed that several of the set were more or less the same and have now merged them into one... great idea and was overdue
    Soul beam looks great but is underwhelming in its output, was hoping it was going to be more similar to life drain, but oh well.

    BUG!
    when selected to be cast out of head, it still cast from left hand/palm

    ok here's a suggestion around willow the wisp and curse
    Instead of being poison, make then instead cause an effect towards a hex of suffering etc...
    Imo that's what a curse should be , plus we already overloaded with poison based DoTs.
    I hope I am presuming that the poison based DoTs are just a place over for such a change

    Valia's Light does not need a cool-down, as it is already a weak heal.
    Spamming interchanged with a full charge was the best way to utilize it, , especially if you have a pet based build
    Bug!
    can still be spammed to some degree, all depends on how long the TAP is.. the shorter, the more likely you can spam... even though it is showing a countdown of 3 seconds

    hope this helps
    Post edited by frankendreadz on
  • spinnytopspinnytop Posts: 16,450 Arc User
    kriss94 said:



    FIX the COLORS for Arcane powers!

    Seriously, they're.. wonky and rarely align with the selected color. I cannot be the only one this annoys?

    That's not a bug! They're meant to be two-toned! Part of the power colors the color you pick, and another is a different tint based on the base color.

    And please keep it this way, it looks really cool.
  • nimbusdq#2048 nimbusdq Posts: 23 Arc User
    edited September 2016
    I have a suggestion for the Lightning Version of Invocation of Storm Calling.. The strikes in AOE needs to be more random.

    For example .. instead of hitting everyone at the same time. hit foes at random with a half second delay so it better mimics a real lightning storm situation when random lightning strikes happen.

    Also the change power to (FULL CHARGE DOT TOGGLE) The power only activates on full charge up (and is a major POWERBAR HOG!!) and it acts as a separate toggle which roots you whilst activated (you need to concentrate on the storm) and then it strikes random foes over a slow period (thinking the amount of time the ice power AVALANCHE drains from full charge)

    This power will be slow to charge up (leaving you vulnerable to attack whilst charging) and then after you've charged up you can still attack as normal (You can fire off additional powers whilst CALL STORM is activated)

    The charge up animation could be like the fable games.

    https://www.youtube.com/watch?v=3--7_ZDaQTc

    Post edited by nimbusdq#2048 on
  • theravenforcetheravenforce Posts: 7,122 Arc User
    spinnytop said:

    kriss94 said:



    FIX the COLORS for Arcane powers!

    Seriously, they're.. wonky and rarely align with the selected color. I cannot be the only one this annoys?

    That's not a bug! They're meant to be two-toned! Part of the power colors the color you pick, and another is a different tint based on the base color.

    And please keep it this way, it looks really cool.
    Agreed. I rather like the way Sorcery has its power colours, I would hate to see it changed.
  • beerbanebeerbane Posts: 197 Arc User

    spinnytop said:

    kriss94 said:



    FIX the COLORS for Arcane powers!

    Seriously, they're.. wonky and rarely align with the selected color. I cannot be the only one this annoys?

    That's not a bug! They're meant to be two-toned! Part of the power colors the color you pick, and another is a different tint based on the base color.

    And please keep it this way, it looks really cool.
    Agreed. I rather like the way Sorcery has its power colours, I would hate to see it changed.
    Definitely all for unique looks, but I also like have control over my character customization. I'd REALLY love it if you could somehow select both colors for sorcery, but I know this isn't possible with the current UI. Sorcery is one of those sets that I think has really pretty visuals that I manage to make look like blobs of neon play-doh when I actually color them.
  • flowcytoflowcyto Posts: 12,822 Arc User
    edited October 2016

    Checking on my healer (1 stack Compassion, R1): Vala's Light, on full charge, heals 2597 (1298 hps based just on cast time). Arcane Vitality heals 477-682 per tic (919-1314 hps). Vala's light costs 55 energy/2s. 4 tics of arcane vitality (2.17s) costs 28.3 energy.

    If it didn't have a cooldown, I'd consider the powers roughly equal; for healing maintains tend to be more useful than charges, and the energy is high enough that you need to think about energy management, which you mostly don't for arcane vitality. With the cooldown, it's not even close.

    (main points of feedback underlined)

    ^ .. Yeah, I don't see why Vala's Light needs to be changed entirely and we lose another spammable heal option. I'm not against the general design of the 'new' Vala's Light- more heal options are great (cd or not). But I don't think that it should come at the expense of losing one of the limited spammable ally heal options avail in CO. On the contrary, I think that we need more options for spammable, targeted heals. Keeping Valla's Light and making this new VL a separate power also means the devs are free to make the new power more unique; it'd be win-win imo.

    Other players have covered most of my concerns w/ the changes thus far. To add some other misc feedback:

    - I am a bit worried that Skarn's Bane is under-performing now w/ respect to its tier and dps/eps. This is also since its still one of the few cone AoEs that roots the caster. Its current dps/eps status puts it more in place w/ cone AoEs that are in lower tiers and have no lockdown. Even then, its energy costs is still a bit too high if ur gonna keep its dps low like most other cone AoEs. To highlight:

    *new* Skarn's Bane = 110dmg /tick, 22/16tick energy, roots caster, tier 6 (highest, ie. 6 general powers to unlock)
    Wind Breath = 102dmg tick, 16/14tick energy, tier 1.
    Fire Breath = 100dmg /tick, 18/14tick energy, tier 1.
    Venom Breath = 88dmg /tick (+ DP chance), 19/10tick energy, tier 1.
    Hyper Voice = 105dmg /tick, 17/15tick energy, tier 3.
    Crushing Wave = 101.5dmg/tick (if made 0.5 sec), 36/26tick energy, roots caster, tier 3.

    Ofc, Crushing Wave is the other main odd-man-out here (1-sec ticks, not higher dps than the other cones yet is higher tier and has much higher cost, and roots the caster), but I think we all know its been weak since its inception. Hyper Voice is also a bit high in tier for its current attributes, imo.

    - Are the Primal Sigils gong to get the same treatment that the Arcane/Fire runes did (and that Storm Invocation just received) ? Kinda makes sense to, since Sorcery is moving to be more cohesive, and its new passive doesn't buff Electric dmg anyways.

    - The details for Magician's Dust are a bit unclear, imo. It says on one line that it "wipes all threat from nearby foes", but in further details it only placates the 2ndary targets and wipes threat from the primary target? As you know, a Placate isn't a true threat wipe. I'd just like to know which effect that power was meant to do on 2ndary targets- ie. if its meant to be a true AoE threat wipe or not.

    Bug: Enchanter's energy-gain parameters are listed to be the same as Strombringer's (Crushing, Cold, Elec) on its tooltip.

    - Also will add that I would like to see the Sorc's Whim adv on Eld Blast to have its root chance scale to cast time, as that would work better w/ the re-vamped Manip imo.

    That's all for now from me. May give these changes another look once some of the powers move more out of their 'alpha' stage.

    edit: cause I mistook Enchanter's defensive for energy-gain lines.
    edit2: cause I didn't account for the energy ticks for CW being on the 1 sect tick, instead of 0.5 sec, so its energy cost is actually in-line per tick, but w/ rather high activation still.
    Post edited by flowcyto on
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • flowcytoflowcyto Posts: 12,822 Arc User
    edited September 2016
    edited out this repeat reply, since my old one re-appeared.. oddly (that hasn't happened before so.. I still dunno what's going on, but hey at least its back)
    Please ignore this reply.
    Post edited by flowcyto on
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • spinnytopspinnytop Posts: 16,450 Arc User
    I have a feeling there are specific reasons why Vala was changed, and those specific reasons are why they won't be bringing the original back in any form.

    The shorter charge time is cool. People are still going to be flocking to Arcane Vitality more than before though due to the fact that when it comes to the function of "an aoe heal with sustained healing power", Arcane Vitality is still pulling way ahead thanks to better HPS, but I guess the plan is to move Vala's out of consideration for that type of power anyway and make it more of a supplemental healing power since the HPSI is even higher now. Which is fine since all you see at cosmics is a bunch of people spamming Arcane Vitality anyways. There are a lot of powers that are rarely used and this will just continue to be one of them.

    I'll probably keep using it anyway tho cause the vfx are pretty.
  • flowcytoflowcyto Posts: 12,822 Arc User
    edited September 2016
    Well, there's also not many cone AoE heals in the game either (basically just two- one from an adv on the only heal that takes health from you to heal, and can't be used on self). And if you want a cone AoE heal that can also be used to heal yourself, then yeah AV is the only pick then. I can understand the argument that the old VL wasn't being used often, but I think that's also stemming from its charged nature and its 10-ft sphere being kinda pithy in comparison to the coverage that an AoE cone can get.

    That coulda been improved upon while still introducing a new cd-based ally heal but *shrug* oh well. I just hope we have more spammable ally heals coming down the pipeline.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • yinjeighyinjeigh Posts: 225 Arc User
    BUG: Banish's Visual FX and Power Duration show as active when you damage an enemy being held by the power, even if the enemy has broken free.

    Example: I held a DEMON Villain in the Powerhouse with Banish. Stabbed it once and the power fx and duration were still active on the enemy, but the enemy had actually broken free and started using its lifedrain move. ("Your soul is mine!")
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  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    I I can understand the argument that the old VL wasn't being used often, but I think that's also stemming from its charged nature and its 10-ft sphere being kinda pithy in comparison to the coverage that an AoE cone can get.

    So... make it scale off stacks of Ensorcelled , PRE, and the time charged. For a reasonable level 40, that would be.... 250 (tap)-500 (full charge) healing x each stack of Ensorcelled consumed. Assuming you've got all eight stacks to begin with, that makes..

    first tap - 8 x 250 = 2000 HP healed (all stacks of Ensorcelled consumed)
    second tap = 1 to 3 x 250 = 250-750 HP healed

    first full charge = 8 x 500 = 4000 HP (all stacks of Ensorcelled consumed)
    second full charge = 1 to 3 x 500 = 1500 HP healed

    10-15 second cooldown feels right for that... so then you've got a viable AoE heal, which only works in conjunction with other Sorcery powers, needs powering up through participation, declines in power when spammed, and actually gives people a reason to rank up their Form.
  • aiqaaiqa Posts: 2,620 Arc User
    edited September 2016
    New dps test for sorcery (dex/int/ego).
    The dex spec is fixed now, and I am using a r9 sorcery +damage mod.
    The damage per tick on hex of suffering seems to be taking a huge hit.



    The timing on Hex status is really tight with just Hex of Suffering now. You can't use it after 2 or 3 full maintains, but need to break off a maintain to apply it again. And this also tends to run into the bug where status effects fall off when they are applied just as the previous stacks fall off. Adding in Eldritch Blast makes timing easier, but doesn't do anything positive for dps.

    All in all I think soulbeam could do with a few percent higher damage (3% or so) and a 100 feet resistance debuff.
    Post edited by aiqa on
  • spinnytopspinnytop Posts: 16,450 Arc User
    aiqa said:

    All in all I think soulbeam could do with a few percent higher damage (3% or so) and a 100 feet resistance debuff.

    Well isn't that what Eldritch Blast is for? It's like Infernal - the debuff itself is applied with a short-range power, but can be maintained with a long range power.
  • flowcytoflowcyto Posts: 12,822 Arc User
    Hm, seems like they made it so Hex can't crit anymore? For a DoT that makes sense, but that does hurt its dps potential a bit.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • theravenforcetheravenforce Posts: 7,122 Arc User
    edited September 2016
    Hex of Suffering just seems like a largely invalid power within Sorcery with the changes made to Skarn's Bane (again).

    Would it be "easier" to make Hex of Suffering into some sort of ONH power which:

    "Deals additional Magic Damage to enemies and applies Hexed to affected targets."

    Rank 2

    Rank 3

    Advantage: Rune of Lethargy - Hex of Suffering when used with an AoE attack will now root all affected targets.

    --

    If that is a very bad idea...reduce its cooldown or make into something worthy of its tier.

  • spinnytopspinnytop Posts: 16,450 Arc User
    I mean...

    I'm not planning to take Skarns for my sorcery build. I'd rather just tap for my damage debuff and gtfo.

    Instant debuff vs maintain2debuff is a huge difference in utility.

    For me at least, in these times of "staying in short-range longer = staying in range of those sick one shots longer"
  • spookyspectrespookyspectre Posts: 640 Arc User
    WIth Invocation of Storm Calling being changed to magic damage and a similar power being added to the Electricity framework, I'm not sure anyone would choose the New Advantage: Electrify - Chance to apply Negative Ions for the Sorcery power. Less synergy.

    I do love these changes overall though!
  • aiqaaiqa Posts: 2,620 Arc User
    Suggestion:
    Change Commander specs to work on sigils (rapid response lowers their charge time by 0.5seconds in stead of 1, but none of the others applie).
  • spinnytopspinnytop Posts: 16,450 Arc User
    if rapid response reduced sigil cast time to a tap that sure would make that an attractive spec.
  • rtmartma Posts: 1,198 Arc User
    edited September 2016
    spinnytop said:

    I mean...

    I'm not planning to take Skarns for my sorcery build. I'd rather just tap for my damage debuff and gtfo.

    Instant debuff vs maintain2debuff is a huge difference in utility.

    For me at least, in these times of "staying in short-range longer = staying in range of those sick one shots longer"

    Sure their is that, but the DoT on Hex of Suffering is in the 60-90s range in damage... while Skarne can do more, depends what you're going for, some reason Skarne's Bane even with full maintain doesn't always apply Hexed Debuffed.

    I'd like to make a suggestion, can you do something with Circle of Ebon Wrath, it's Heal debuff/Damage Ratio is not worth using with Diminishing Returns, it should do significantly more damage, something like Rank 1 - 25%, Rank 2 - 33%, Rank 3 - 50%, Multiplicative damage for example..


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