test content
What is the Arc Client?
Install Arc

Discussion Thread: Power Changes

245

Comments

  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    kaizerin said:

    Burning Chi Fist could never apply clinging flames. It's old advantage gave other melee attacks a chance to apply Chi Flame.​​

    I thought it was a fixed damage proc, not a dot.
  • qawsadaqawsada Posts: 750 Arc User
    aiqa said:

    Maybe just nerfing bestial and tk blades would be better?

    Bestial never did get an overhaul of some sort, just a patch here and there. TK Blade pts testing was probably ignored because of the Ego Surge nerf reaction and the stigma that set had for years prior to the update until months later when someone figure out how to massive burst damage with that set. I would prefer if all the set are brought up to both of those power set's level of damaging.
  • xrazamaxxrazamax Posts: 982 Arc User
    As a general observation, I feel that there is a negative trend of making powers overly reliant on buffs/debuffs within their own powerframe . It diminishes the appeal of making a hero that can utilize powers from multiple frame works and allow for creative builds. This is especially evident with unarmed as it served as a basic power frame that you could build a theme around due to its lack of mechanics beyond 'rush'. The same remains true for Might - neither frame is currently over reliant on any mechanic to be viable.

    I would like to see some more synergy between powerframes similar to the possibilities that exist between fire and HW at the moment. Powers should have advantages whenever appropriate that allow them to cross over into other power frames and utilize other frame works. For example, the fact that a power named Burning Chi Fist doesn't have anyway to apply clinging flames, or that Thundering Kicks can't produce negative ions is a missed opportunity for giving players creative power over their builds.

    If this trend of cordoning off power frames from each other continues, customization of heroes will be largely cosmetic in the form of auras and costume pieces and no longer as diverse in terms of gameplay. That would be a real shame.

  • aesicaaesica Posts: 2,538 Arc User
    I thought it was a fixed damage proc, not a dot.
    I think she means Chi Flame as it is on live, which is pretty much a fixed damage proc from other attacks.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • deadman20deadman20 Posts: 1,533 Arc User
    xrazamax wrote: »
    As a general observation, I feel that there is a negative trend of making powers overly reliant on buffs/debuffs within their own powerframe . It diminishes the appeal of making a hero that can utilize powers from multiple frame works and allow for creative builds. This is especially evident with unarmed as it served as a basic power frame that you could build a theme around due to its lack of mechanics beyond 'rush'. The same remains true for Might - neither frame is currently over reliant on any mechanic to be viable.

    I would like to see some more synergy between powerframes similar to the possibilities that exist between fire and HW at the moment. Powers should have advantages whenever appropriate that allow them to cross over into other power frames and utilize other frame works. For example, the fact that a power named Burning Chi Fist doesn't have any way to apply clinging flames, or that Thundering Kicks can't produce negative ions is a missed opportunity for giving players creative power over their builds.

    Totally agree that it does seem a shame that the reviews aren't quite taking to account cross-set synergies as much as Heavy Weapons and Fire does now. Ever since that synergy was added, I've been having quite a bit of fun mixing it in. Fire actually just so happens to have the most workable cross-set synergy, since it works incredibly well with Heavy Weapons as well as have interesting quirks with Celestial, Electricity, and even Infernal.

    I think instead of just applying a set-specific debuff though, we could look into other ways to synergize sets. Here, let me make a suggestion right now that I think would be great: Thundering Kicks, for example, instead of doing the "Apply Negative Ions" thing it could be allowed to utilize/consume it to create an Arc effect and complete a Circuit when finishing the combo within a 2-point advantage. That would make it a viable tool for Lightning-based Melee.

    There are many different ways to set up other powers to work across different sets, especially with certain changes coming with each review. They just aren't being capitalized on.

    I can see that they did take a poke at Lightning and Laser Sword (Plasma Burn Advantage on Storm Caller), but just having one or two advantages across one set isn't really a lot at the moment. Perhaps later on as more sets are reviewed more potential synergies will open up that we will see such advantages become more common. I myself would love to see all sorts of advantages everywhere that lets us mix powersets in viable ways.

    Of course, the question then is "How do we mix multiple sets with just as much potential output as in-set purity?" Simply adding 2-point advantages to apply a different set's debuff isn't the best investment when it comes to in-game performance. It usually just becomes a gimmick then.

    I would look at what makes each set unique and then try to incorporate their different capabilities as options within advantages such as Fire's Fire Patches. Lightning's Arcing/Circuit Completion mechanic is the one I highlighted. Other things would be Wind's Repel and Damage Type Mixtures, Ice's Ice Objects/Shattering, Powered Armor Toggled Abilities/Toggle Slots. Stuff like that.

    I believe it is customary to insert a potato at the end of a long post. Sadly, I do not have one. May your eyes burn from this wall of text.​​
    Steam Guide to Modifications and Equipment (Champions Online) - DZPlayer's Builds (Last updated: 3/26/2018)
    And I will always be @DZPlayer122.

    Get the Forums Enhancement Extension!
  • xrazamaxxrazamax Posts: 982 Arc User
    ^Yeah, the specific of how to better increase synergy between frames is something that can certainly be done much better than my off the cuff suggestions and I'm sure people have lots of great ideas. In the grand scheme of things, I would like to see it done much more than it is currently being implemented.

    With Unarmed the lack of cross frame synergy is a bit more evident, as it will be when might and especially the gadget frame get reviews as both of those are used widely as they can be inserted into most builds atm without relying on other powers within their own framework.
  • spinnytopspinnytop Posts: 16,467 Arc User
    edited January 2018
    So okay wow that solves the problem unarmed had with being about just spamming one thing constantly. The change to thundering kicks is fantastic. Also love all the advantages that change the role powers can play in a build, really looks like there's a butt load of options now.


    Suggestion: Give Open Palm Strike a snappier sound effect, it feels really soft like it doesn't have any impact. Something like what Burning Chi Fist with Righteous Fury has. Would actually love to see Righteous Fury just moved to Open Palm Strike honestly.

    Bug: Elbow Slam no longer does anything if not fully charged even though the description still implies that tapping should have some effect.

    Bug: Elbow Slam - Falling Hammer doesn't refresh Demolish if the target already has the debuff on them.

    Bug: Backhand Chop - Brutal Strike sometimes doesn't refresh Demolish.

    Bug: Backhand Chop - Chi-Flame sometimes doesn't apply Chi Flame.

    Bug: Thundering Kicks - Floating Lotus Blossom. Stacks of Quick Maneuvering don't get removed when you successfully dodge an attack.
  • qawsadaqawsada Posts: 750 Arc User
    Umm, you guys do realize that some of the unarmed power are now have some synergy with other powerset. Hundred Hands now has Clinging Flame for fire melee. Burning Chi Fist with the adv is a Haymaker-lite. Some of the power gain and refresh Demolish, which other crushing power set benefit. From here you got Intensity, which pretty much can grant any melee attack with a chance of adding the Chi Flame. And then it got a weird relationship with the Darkness Power, namely their debuff Devoid. The are way more power mixing with Unarmed than it was before.
  • spinnytopspinnytop Posts: 16,467 Arc User
    edited January 2018
    Yeah, Unarmed hasn't lost any cross-framework synergies with these changes. If anything it's gained new ones and the changes in general have loosened the spam-demands of the set so that it can more easily mix with other sets. I think some people are just determined to see restrictiveness in any changes. It's almost a meme at this point. A set gets new synergies between its powers and people throw their arms up in the air and exclaim "we're all archetypes now!", despite the fact that a set getting more synergies between its own powers just adds more options.

    Suggestion: Psycho Crusher lunge. Just take the animation for top gear flight and make a lunge out of it o3o
  • aiqaaiqa Posts: 2,620 Arc User
    > @qawsada said:
    > Bestial never did get an overhaul of some sort, just a patch here and there. TK Blade pts testing was probably ignored because of the Ego Surge nerf reaction and the stigma that set had for years prior to the update until months later when someone figure out how to massive burst damage with that set. I would prefer if all the set are brought up to both of those power set's level of damaging.

    (why does the forum disable simple html now and then?)

    Bestial did get an overhaul, where massacre gained a 30% damage adv, eviscerate and thrash were added, furious added to various powers, bite gained lots of utility, etc. Also it was clear from the very start that a simple and obvious setup for tk blades was doing huge damage (as you can still read in the archived pts thread).

    I don't think the current difference in melee and ranged single target dps is really justified anymore. Over the years most of the big advantages you had from higher rang have been removed from bossfights. But when ignoring PA (and some silly stuff with tk), the better melee setups do about 50% higher dps than you can do at higher range.

    For HW I made a thread ages ago, showing where it stands compared to bestial. The answer back then was to wait for the Fire review, since that would improve the DoT portion of HW. Well the Fire review has some and gone now, but nothing in there really changed HW much.

    And while I don't really think just nerfing sets is the answer to all problems in CO, the variance in balance even after the set reviews is worrying. The reviews where dps was best balanced are for some ranged sets, in recent PTS threads it was shown those have quite similar dps (again, ignoring PA and some stuff with TK). But between melee sets there is a bigger variance between higher and lower dps sets.

    My point with all this, is that a performance bar should be decided on (not only dps, also for things like role viability, number of required required powers/adv, AoE viability, utility, energy management, etc). And when reviews are done it should be made sure the set actually performs as expected. And if on live it turns out the reviewed set can do much better or worse than initially thought, that should be a priority to fix. Not something to delay for a few years. Because with how things are at the moment, it's just completely unclear how a melee set should perform.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited January 2018
    Changes overall seem pretty cool, upon casual testing. A few small things I noticed:

    Bug?: Flaming Fists on 100Hands lists a 100% chance to apply Clinging Flames, which doesn't seem to be intended.

    Bug?: Aversion is not counted a Chi Energy effect.

    Bug?: It seems like sometimes Dragon Uppercut and Elbow Slam have slashing or piercing sound fx at Rank 1.

    Bug: Its doesn't seem like Open Palm Strike's AoE cylinder deals damage to anything but the primary target, though the other AoE effects remain.

    Bug: Despondency doesn't seem to be counting as a Mental State for stuff like TK's toggles.

    Bug: The Dimensional damage portion of Dragon Kick doesn't show in the tooltip when taking Spectral Dragon Tail.


    random suggestions:
    - It'd also be nice for Bladed Cyclone and Shuriken Storm to have some synergy options with Chi Flame/Energy effects.

    - Inexorable Tides could also be updated a bit more for in-set synergy, imo- and maybe made into a pbAoE?

    - It'd also be cool for the damage penalty on BCR to go down w/ increased normal ranks- maybe to having no dmg penalty at R3? That said, BCR being able to proc the revised FotM and the new EU is pretty nice.

    (also, Righteous Fury on BCF is great. Explody vacuum fists, man- how do they work? :x )
    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!
  • chaosdrgnz43chaosdrgnz43 Posts: 1,683 Arc User
    edited January 2018
    aiqa said:


    (why does the forum disable simple html now and then?)

    Maybe you're typing on a mobile device? That happened to me once.
    I do agree that HW is still somewhat underwhelming. The Fire revamp hardly gave more synergy with HW.

    also, is there a chance to reduce the -10% all dmg str in BCR? Reduce it by 2% per rank...maybe even remove it?
    mfZ37eB.png
    __________________________________________________________________
    Alts:
    Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
    - - - - - -
    Feel free to visit my websites!^^:
    DeviantART|FurAffinity|
    Twitter
  • joltrabbit#1208 joltrabbit Posts: 45 Arc User
    edited January 2018
    deadman20 said:

    I am a little disappointed that Fluidity wasn't changed. A block is supposed to help the user hold their ground. I don't want to gamble on that defense when it's needed most. For Fluidity, I simply recommend giving it base block resistance bonuses of which are NOT increased with ranks. Ranking Fluidity would solely boost the dodge/avoidance it provides. If balance becomes a concern, I would opt to reduce or remove the avoidance Fluidity can provide first.



    I'd like to know others' thoughts on Fluidity as well, since I believe it is one of the Unarmed Martial Arts powers that needs priority changes during this review.​​

    I second this. Fluidity should give as a good a block resistance as the default block (200 percent) and that resistance will not be improved by ranking it up.

    The only way this competes with other blocks is a MASSIVE increase to dodge/avoidance to the point you're immortal while blocking. Maybe an advantage (2 pts, NOT 3) where if you don't move you get a 200 percent damage resistance bonus and call it "Flow with the River"

    Edit: so I 3rd this, as panta said it as well above.
    ADD Altaholic known as @Rejolt in game. I'm a dork, but hopefully a harmless one.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited January 2018
    The dodge and avoid Fluidity give would be fine as a unique effect to blocking, but yea the cost of 200%+ dmgRes is just too high imo. We already have lingers that give extra dmgRes, extra energy, CC resist, etc.. so normal dmgRes + a small baseline dodge/avoid linger may be more fitting and easier to balance than the current iteration w/o dmgRes?
    aiqa said:


    ...
    I don't think the current difference in melee and ranged single target dps is really justified anymore. Over the years most of the big advantages you had from higher rang have been removed from bossfights. But when ignoring PA (and some silly stuff with tk), the better melee setups do about 50% higher dps than you can do at higher range.

    I think I can somewhat agree with this, but ultimately its up to the devs to determine how much of an adv 50ft or 100ft range can give vs. effective cost in raw dps. It prob depends too highly on encounter design to fully nail down, but melee sets do in general seem to have quite more variance than ranged sets. Perhaps that's partly because some melee sets still have to be revamped, though.

    -

    Oh, and unrelated, but is it too late to ask for a charged single-target kick attack on the level of BCF? :x
    Dragon Kick is cool, but is mostly serving AoE + utility functions atm.
    <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!
  • avianosavianos Posts: 6,200 Arc User
    edited January 2018
    Yeah with Unarmed update I expect more KICK themed powers to fit the theme, currently all the kick based MA powers are underwelming and only fit under crowd control and defensive utility. This is another thing I had been waiting for an Unarmed revamp to introduce :/
    [moved those images on the next post]
    also Fluidity it's in a desperate need to be updated​​
    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!
  • revanantmoriturirevanantmorituri Posts: 397 Arc User


    My general complaint will be with the removal overall of the Strong Arm advantage. My build philosophy both in PnP games and MMOs has always been "every tank needs a snipe". In CO, this translates to taking one of the ranged powers I could entirely base on STR rather than EGO. OK, the one power, since Hurl is so bad.

    Suggestion
    Convert all powers formerly benefiting from Strong Arm to entirely scale off STR.


    If you just need the one snipe power for an occasional ranged attack, or to pull enemies, then getting a little more damage on one attack doesn't matter in the long run. Just isn't a big deal.
    Except threat is based on damage. Even with Challenge, if my tank pulls with Shuriken Throw, and Mr.L33T DPS follows a half second later with a Lock-n-Loaded Gigabolt, I want some hope that the bad guy is still coming at me.
    -
    Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.

    Supporter of the Titan Project.
  • panthrax77panthrax77 Posts: 309 Arc User
    After the changes to fire which I found pretty fun, exciting and new, I feel like this power pass is considerably disappointing in comparison. It definitely feels more like the ice “review” more than the bestial review... in that it’s kind of sad.

    Overall, the utility changes are great. I love the knock-to advantages and would really like to see similar stuff added to other melee sets. The other moved advantages from other powers to more useful ones is a lot nicer as well.

    However, the reduced time on the dodge buff not only seems totally unnecessary but also atrociously unfair to dodge tanks. If you feel it needs to stay, that’s fine, but there should be a multitude of other dodge advantages on other powers to make up for it. Forcing people to spam a combo certainly isn’t going to be fun for anyone who depends on that dodge buff to tank. In a time in the game where LR is one of the few passives that can compete with Invuln and Defiance in late game, nerfing the only buff that makes it viable is counter-intuitive. This needs to be fixed.

    I’m also saddened by the lack of new powers. Fire practically got a whole new miniset of heals and support stuff. (Almost) every other set had multiple new powers added as well, even the sad excuse for an ice review I’m expecting you guys to do over eventually (I know it’s off-topic, but seriously!). I do hope you intend to keep working on this more to add new powers. More kicks would be especially appreciated.

    I plan to post a huge list of power suggestions, as well as a potential new AT suggestion, when I get the time. So if it’s ideas you need, I’ve got you covered!
  • spinnytopspinnytop Posts: 16,467 Arc User
    edited January 2018

    Forcing people to spam a combo certainly isn’t going to be fun for anyone who depends on that dodge buff to tank.

    Forcing people to spam a combo was what was happening before these changes. These changes actually make it so you don't have to spam the combo anymore to get the relevant dodge effects. That has been a general trend with changes to combos in the power passes overall, making them less spammy ( you can still spam them if that's your thing tho ).
  • flowcytoflowcyto Posts: 12,859 Arc User
    Unarmed already had a pretty sizeable array of powers, imo. Making the existing ones have more potential uses can make up for the lack of new stuff.

    Granted, I still want to see at least one powerful new kick attack, but I'm not surprised there aren't many 'new' powers for UA in this pass.
    <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!
  • panthrax77panthrax77 Posts: 309 Arc User
    > @spinnytop said:
    > Forcing people to spam a combo certainly isn’t going to be fun for anyone who depends on that dodge buff to tank.
    >
    > Forcing people to spam a combo was what was happening before these changes. These changes actually make it so you don't have to spam the combo anymore to get the relevant dodge effects. That has been a general trend with changes to combos in the power passes overall, making them less spammy ( you can still spam them if that's your thing tho ).

    Problem is, I don’t see any other dodge buffs added to the set except on the energy builder. Since dodge tanks need exceptionally high dodge chance to compete with other tanks, I don’t see how it’s possible to maintain that dodge chance with anything other than spamming the combo. That is unless the energy builder advantage actually is really powerful, in which case, why isn’t it on any other powers?

    I know it’s supposed to make the combo less spammy, but it seems like it does the opposite jn this case.
  • avalon#6604 avalon Posts: 37 Arc User
    avianos said:

    Yeah with Unarmed update I expect more KICK themed powers to fit the theme, currently all the kick based MA powers are underwelming and only fit under crowd control and defensive utility. This is another thing I had been waiting for an Unarmed revamp to introduce :/

    xIpDE.gif

    Th_Ryu_special_hurricanekick.gif





    also Fluidity it's in a desperate need to be updated​​

    Yes, please! And if possible, an Advantage that changes the kicks into Slashing damage for our MA themed Beast characters.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited January 2018


    Problem is, I don’t see any other dodge buffs added to the set except on the energy builder. Since dodge tanks need exceptionally high dodge chance to compete with other tanks, I don’t see how it’s possible to maintain that dodge chance with anything other than spamming the combo. That is unless the energy builder advantage actually is really powerful, in which case, why isn’t it on any other powers?



    I know it’s supposed to make the combo less spammy, but it seems like it does the opposite jn this case.

    I think Spinny is thinking that dodge tanks actually use floating lotus blossom. The changes in this update do mean that floating lotus blossom requires less spam to use, but most dodge tanks I'm aware of don't use the advantage (that could change, it may now be a viable option), and the amount of spam required for the basic thundering kicks dodge buff is higher now.
  • spinnytopspinnytop Posts: 16,467 Arc User
    edited January 2018

    I know it’s supposed to make the combo less spammy, but it seems like it does the opposite jn this case.

    I don't see how. The reason for spamming it no longer exists. Now spamming the combo constantly is effectively the same as doing the full combo once every 10 second, and then spamming other attacks inbetween. What do you see that makes people have to spam the combo more than before? Considering that before they had to literally spam it constantly or risk dying, I would find having to spam it more than that pretty impressive.
  • avianosavianos Posts: 6,200 Arc User
    edited January 2018
    Suggestion: Give Thundering Kicks the Demolish ADV BUT as a tradeoff when the players purchase this ADV the combo won't provide dodge bonuses anymore to balance this out
    My reasoning behind this is that this kinda goes against the current Melee Combo norm which requires all combos to have their respective damage debuffs
    Give an option for Thundering Kicks to be offensive debuff instead of self buff and make it fit among the other combos

    Suggestion: Please give us a KICK only Energy Builder perhaps the 2 first kicks from the Thundering Kick

    Suggestion: Please give us OFFENSIVE KICK powers it will be a shame to see this update come and go without some kicking
    xIpDE.gifTh_Ryu_special_hurricanekick.gif

    Suggestion: Please do something with Inexorable Tides
    1. Thundering Kicks
      New Advantage (3): Reduces the cooldown on your healing abilities by 2 sec whenever you complete this combo.
    2. Dragon Uppercut
      New Advantage (3): Applies the Dragon Rush buff to you when fully charged.
    3. Dragon Kick
      New Advantage (3): Applies the Dragon Rush buff to you when fully charged.
    4. Elbow Slam
      New advantage (3): Disorients target.
    also EWWW 3 POINTS ADVANTAGES onion-3.gif
    making Dragon Rush a 3 point ADV is really strictly
    For what purpose is Disoriented such an important debuff that requires 3 points? :|​​
    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!
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited January 2018
    spinnytop said:

    I don't see how. The reason for spamming it no longer exists. Now spamming the combo constantly is effectively the same as doing the full combo once every 10 second, and then spamming other attacks inbetween.

    Previously, dodge tanks did the full combo every 15s, and ran other attacks in between. Except you can't actually do it every 15s, because you need enough duration that if a boss effect requires sustained blocking (e.g. dino breathes, then baby does a hold bubble) you don't die because the buff expired. You need 6-8s leftover duration to be safe against that -- and that means with a 10s duration, spamming is required.
  • panthrax77panthrax77 Posts: 309 Arc User
    > @pantagruel01 said:
    > I think Spinny is thinking that dodge tanks actually use floating lotus blossom. The changes in this update do mean that floating lotus blossom requires less spam to use, but most dodge tanks I'm aware of don't use the advantage (that could change, it may now be a viable option), and the amount of spam required for the basic thundering kicks dodge buff is higher now.

    Exactly what I mean. And I understand what you mean with Floating Lotus Blossom. However, I seem recall that the buff on that is removed when you successfully dodge an attack, which isn’t very useful when you’re tanking a lot of attacks anyway. But I may be mistaken.
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Bug - Quick Manuevering
    Everywhere
    Tooltip says that all stacks are removed on a successful dodge - they're not being removed, you can easily press 2 for Thundering Kicks without doing anything else and maintain over 115% dodge


    Suggestion
    Reduce cost of Dragon Rush power slightly as it seems too high - was the Rush buff added to compensate?
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited January 2018
    avianos said:


    also EWWW 3 POINTS ADVANTAGES onion-3.gif

    making Dragon Rush a 3 point ADV is really strictly

    For what purpose is Disoriented such an important debuff that requires 3 points? :|​​


    Elbow Slam's Disorient adv is 2pts on the PTS, so that's prob just a typo.

    Rush is a pretty strong effect, but yeah maybe make it 2 points, since its a bit more conditional (requires specific toggles and full charges). The old Storm's Eye Prana was also 3 points, so I'm less surprised by that.
    <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: 16,467 Arc User
    edited January 2018

    You need 6-8s leftover duration to be safe against that -- and that means with a 10s duration, spamming is required.

    See, you're talking about Lightning Reflexes and 100% dodge tanks. I'm talking about Thundering Kicks. You can use Thundering Kicks without Lightning Reflexes, so there's no reason that a conversation about Thundering Kicks should automatically be about 100% dodge tanks.

    Previously you had to spam Thundering Kicks to get the extra building dodge buff. Now you just tap it and you can build the buff with other attacks. For the buff for finishing the combo you also don't have to spam the power, you just have to do the full combo once every ten seconds and that does not count as spamming. Thundering Kicks has become less spammy and since it was one of the things making Unarmed so spammy, the set has become less spammy.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited January 2018
    spinnytop said:

    Previously you had to spam Thundering Kicks to get the extra building dodge buff. Now you just tap it and you can build the buff with other attacks.

    That's floating lotus blossom. Which is apparently bugged and not expiring properly. It's supposed to expire after dodging a single attack, which is why it mostly doesn't get used.
  • aesicaaesica Posts: 2,538 Arc User
    aiqa wrote: »
    I don't think the current difference in melee and ranged single target dps is really justified anymore. Over the years most of the big advantages you had from higher rang have been removed from bossfights. But when ignoring PA (and some silly stuff with tk), the better melee setups do about 50% higher dps than you can do at higher range.
    I couldn't agree more. While sure, it's important to have tradeoffs between melee and ranged, using overall damage output for this purpose is arguably the worst way to do it. Mobility is a much better way to do so, although in this game in particular, getting into melee range is so easy since lunges are practically on-demand gap closers due to their virtually non-existent cooldowns.
    avianos wrote: »
    Yeah with Unarmed update I expect more KICK themed powers to fit the theme, currently all the kick based MA powers are underwelming and only fit under crowd control and defensive utility. This is another thing I had been waiting for an Unarmed revamp to introduce :/
    [moved those images on the next post]
    also Fluidity it's in a desperate need to be updated
    Yeah, to be honest, Thundering Kicks really should've been created as a less-specialized power which applies Chi Flame by default, Demolish by advantage, and (for those who want to use it as a defense-based ability) dodge booster by advantage. As it stands now, there's little reason to pick this power if you're not making a tank, which is unfortunate.

    It's also one of the few unarmed MA powers that actually feels like what I'd expect from a set like this--it's quick, responsive, stylish, and is a combo. Having practiced martial arts myself, slow charged attacks like burning chi fist don't really make any sense. Quick-hitting attacks like combos and 100 hands do.
    spinnytop wrote: »
    I don't see how. The reason for spamming it no longer exists. Now spamming the combo constantly is effectively the same as doing the full combo once every 10 second, and then spamming other attacks inbetween. What do you see that makes people have to spam the combo more than before? Considering that before they had to literally spam it constantly or risk dying, I would find having to spam it more than that pretty impressive.
    That makes sense if you're pounding on a docile target in a vacuum, but against actually-challenging targets, there are periods where you have to block or otherwise are unable to properly attack. 10 seconds can be really short in these cases, meaning that unless you've refreshed the buff via the combo recently, you run the risk of not having it up after the must-block attack is done. This can mean potential one-shots, which is unacceptable when you consider that Mr Defiance has no such hoops to jump through.

    As I said earlier, all those micro dodge buffs really should be rolled into one, the duration should be 20 seconds, and it should be available on a number of different powers. To do anything less is to cheat dodge tanks out of their full potential.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • panthrax77panthrax77 Posts: 309 Arc User
    (Thought I posted this already, but I can't find it <_>)
    As promised, here begins my list of suggestions. I'll start off with changes to existing powers:


    Advantage on Lightning Reflexes: Gives a significant bonus to dodge chance when moving. This effect may persist for a short while after stopping.
    This would make a lot of sense conceptually and would help in a lot of situations where attacking a target isn't an option: ie Eidolon's geysers, Qwyjibo's lava pools, etc, and would make it actually useful to jump around like a maniac as some of us like to do. :tongue:

    Possible overall change to Lightning Reflexes: The dodge chance granted by the power increases as you attack. This effect is removed if you stop attacking. Rather than binding all these little dodge buffs to attack powers, it would seem to add the general effect to the defensive power you'd expect it from. By altering LR to grant increased dodge as you attack, dedicated dodge tanks can get up to or close to their needed dodge chance with good gear while still making things interesting. This way, they don't have to spam a combo over and over, they can use whatever attack they like. So you don't have to worry about taking five hundred advantages on your block, combo, energy builder or whatever. Just the passive, as it should be. To make this balanced, perhaps this dodge chance needs to be built up over time like defiance, but with attacking rather than defending. To summarize: think of any dodge buff that requires you to keep attacking your opponent to keep it, change LR to encompass all of that. That would easily put it on par with Invuln or Defiance for late-game with good gear.

    Dragon's Rage: Basically a falcon kick. This would satisfy everyone's want for a nice single-target kick and perhaps have potential as a short lunge cylinder on an advantage. It could also have an advantage to apply chi flames or at least a chance to.

    Meditate (PBAoE maintained heal) *Gasp* I know, a maintained PBAoE heal in a set made for combat. Crazy. This would be a rooted maintain in which the user meditates to heal in a PBAoE area around them, scaling over the duration. To balance, taking damage would interrupt this power. As an advantage, if you have a stack of focus, fully maintaining this power removes a stack but applies a HoT to affected allies and yourself.

    Boulder Stance (Self buff): Increases defense and threat generation. Disables travel power and slows significantly Much like circle of primal dominion, this would be a possible mini-toggle for tanks. Rather than restricting the user to a circle, this would slow their speed a lot, and remove their travel power while active in exchange for bolstered defense and threat generation which would help a lot in late-game battles. Activating a travel power removes the buff. Similar stances to this can be used for damage, dodge, etc. (though with dodge, I think it would be most interesting for dodge to scale off attacking, as I've already suggested).

    Ultimate: Enter the Beyond: Applies disable to self. Creates an illusion of your character to fool your target. You are healed for the duration of this power. This is basically your character entering the spirit world. You get disabled (banished like the sovereign sons do to you at times), and an illusion of your self remains to fool your opponent. For the duration, you heal up massively, so this might also double as an active defense. A possible advantage might be to share a portion of the healing you receive to allies around you. That, or possibly allow Medidate to work while disabled with this power.

    Form of the Speedster: increases activation and charge speed. Okay, so stay with me for a second. It's a bit ambitious and I don't know how possible it would be to implement, but I think a lot of people would appreciate this. It would be a form like all the other martial arts forms that scales off Dex and stacks focus, BUT... instead of increasing damage, it increases your activation and charge speed. This would allow people to attack much faster if they have a speedster type character, rather than just hitting harder. This also wouldn't affect maintains, so it wouldn't make one-hundred hands game-breakingly fast. This idea is personally one of my favorites so I'd really like to see it considered somehow.

    Bestow Chi (Single target melee heal): A strong tap heal. Healing is greatly increased if it consumes a stack of focus. Not usable on self. So a single target, melee heal sounds pretty weak. However, consider that if the healing is enough, an instant heal might be useful on a short cooldown. Especially if that healing is increased to consume a stack of focus and can crit.

    ARCHETYPE: The Monk
    A melee support AT (Crazy? Yes. Impossible? No.)
    Superstats: Dex/Pre/Con
    This Archetype would have the Medidate and Bestow Chi powers listed above, coupled with numerous other unarmed powers like BCR which spread healing received to allies. This would be a dex primary support with a focus on healing allies with crits, as well as have some dodging advantages for defense and Constitution to boot. Rather than its own healing form, it would simply use Form of the Master, since both its healing powers are capable of consuming focus to increase that healing. This would result in a capable AT that's strong all around.

    Sorry to dump a LOT of stuff. I had a lot more actually, but I figured these were my best suggestions. Yeah, I know I have no life. Let me know what you think.

    About the powers, not my lack of a life.
  • sigmaseven0sigmaseven0 Posts: 714 Arc User
    I like the open palm strike changes.
    Bug: The graphic fx for Open Palm Strike are now broken.
    1. The base power does not display any projectile when activated.The energy wave/projectile fx only displays when the ghostly strikes advantage is equipped.
    2. Open Palm Strike visual fx don't get flashier with each additional rank like other powers.
    3. The elbow slam paralyze does not trigger a status animation on your target.

    Sometimes when Use Open Palm Strike in duels, people send me tells confused about what power I am using on them because the visual and audio FX for this power are so limp and unclear.
    Suggestion:
    1. If resources permit, take this opportunity to dump the 2d chi graphics for open palm strike and replace it with something 3d or particle based to be more inline with the other chi fx in the set. The current 2d effect looks awkward from most angles.
    2. Give Open Palm Strike a more convincing sound effect on activation.

    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.
  • lezard21lezard21 Posts: 1,510 Arc User
    edited January 2018
    avianos said:


    xIpDE.gifTh_Ryu_special_hurricanekick.gif

    I will buy Kick powers from Zen Store for $100 per power.

    That is how much I want them.

    Please, please, please.



    This a kicking version of One Hundred Hands
  • aesicaaesica Posts: 2,538 Arc User
    edited January 2018
    lezard21 wrote: »
    tumblr_mpdqciPONS1qd6180o1_500.gif
    This is pretty much Thundering Kicks, though.

    I agree on more kick powers overall, though. Cyclone/Tornado/Hurricane/Whirlwind/Whatever Kick (PBAoE maintain) especially. Why hasn't this been added yet?​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • kaiserin#0958 kaiserin Posts: 3,224 Cryptic Developer
    Unarmed is a large set and we focused on making the current powers useful. There are no plans for any new powers (outside of the ultimate hitting pts later today), but if we find that we have the time and resources to create any additional ones we will consider new kick attacks.​​
  • flowcytoflowcyto Posts: 12,859 Arc User
    Yea, I hope you guys can get the extra time to add more kicks, but I can understand having limited resources and deadlines. I think most of us are fine waiting longer for them if we know we will get them eventually.
    <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!
  • qawsadaqawsada Posts: 750 Arc User
    https://i.imgur.com/qR9fFs0.mp4
    I love the new Unarmed Ultimate.

    Suggestion: Add threat Adv
  • spinnytopspinnytop Posts: 16,467 Arc User

    That's floating lotus blossom. Which is apparently bugged and not expiring properly. It's supposed to expire after dodging a single attack, which is why it mostly doesn't get used.

    Going by the wording of the advantage the maneuvers stacks are what will fall off when you dodge, not the floating lotus blossom buff which produces the maneuvers stacks when you attack with any melee attack, so even once that's working properly you still won't need to spam it.
  • draogndraogn Posts: 1,269 Arc User
    So another form loses its cross framework usability.

    In order to get gift of the storm to work now we need to not only spend the advantage points on BCR, but also invest in a second heal. With easier, cheaper, and quicker options available, you've made this unnecessarily complicated.
  • jaazaniah1jaazaniah1 Posts: 5,560 Arc User
    You're missing the key aspect of the design philosophy, which is that clicking more buttons to do things (rather than spamming the same couple of buttons) makes for a more challenging, rewarding and fun gaming experience ;)
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • draogndraogn Posts: 1,269 Arc User
    Clicking more buttons does not make something more challenging or fun. There is nothing rewarding or entertaining about pressing two hotkeys just for one effect.
  • aesicaaesica Posts: 2,538 Arc User
    jaazaniah1 wrote: »
    You're missing the key aspect of the design philosophy, which is that clicking more buttons to do things (rather than spamming the same couple of buttons) makes for a more challenging, rewarding and fun gaming experience ;)
    Yes and no. I'll agree that spamming 1-2 things can be dull while having a varied kit of abilities where each button does something different, interesting, and strategically beneficial in some way is both more challenging and more interesting. On the other hand, bloating up mechanics with extra buttons to push just for the sake of complexity and extra buttons to push is an entirely different beast--one that should probably be killed with fire.

    What I'm referring to is mainly found on things like "refresh the duration of X" powers, because all that really does is attempt to throw an extra power onto your bar when those same powers could instead apply the buff/debuff its meant to refresh instead, giving everybody more playstyle/thematic options. Certainly better than "let's all use the exact same powers, herp derp." One of the worst offenders, and in a different way, is Holy Water, which could be a nice debuff applier, but instead, that potential utility is gated behind having another debuff already present on the targets.

    That said, while I'm not a fan of Gifts of the Storm despite this version's improvements, I don't think it qualifies as one of the aforementioned offenders. I suspect the idea isn't for you to use it to project your other heals to others in most cases, but rather, to share some of the healing someone else is throwing at you with nearby allies. It'll probably be more useful on tanks (who will be getting a lot of direct healing already) vs anyone else though, because damage dealers aren't going to be focus-healed in most cases (just topped off when necessary) and healers have MUCH better ways to aoe heal than this.

    Personally, I think it would've been better off just aoe-healing nearby allies as well as the user each tick. It'd also work as one of those advantages which changes how a power functions--in this case, it would allow BCR to be channeled with no cooldown, healing the user + nearby allies with functionality and potency in line with the lifedrain + vampiric sympathy family of heals. But that's just my take on it.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • draogndraogn Posts: 1,269 Arc User
    I'm not sure why someone at full health would use a self heal, that would put BCR on a 12 sec cooldown during which time the player might actually need it. Healers generally have enough things to pay attention to. I doubt looking for the tiny buff icon on a player using the games terrible interface is going to make it onto that list.
  • aiqaaiqa Posts: 2,620 Arc User
    With Pandemonium setting a precedent for high performance ultimate getting an threat adv, I would like other ultimates to follow. So while we are at unarmed MA now, that would be a good opportunity to add that to the new unarmed MA ultimate.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited January 2018
    Okay, that ult is awesome, lol.

    But yea, if its not going to apply something like Overpower, then I'd like it to have a threat adv like Fractal Aegis' or EB Pandemonium's.
    <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!
  • thebuckeyethebuckeye Posts: 818 Arc User
    The Ult is awesome, but I've made a discovery...it can cost more energy than the character has available if you have a Form on...
  • stergasterga Posts: 2,353 Arc User
    Pretend Jaaz said "a sense of pride and accomplishment". That's what the winky face is for.


    "That said, while I'm not a fan of Gifts of the Storm despite this version's improvements, I don't think it qualifies as one of the aforementioned offenders. I suspect the idea isn't for you to use it to project your other heals to others in most cases, but rather, to share some of the healing someone else is throwing at you with nearby allies. It'll probably be more useful on tanks (who will be getting a lot of direct healing already) vs anyone else though, because damage dealers aren't going to be focus-healed in most cases (just topped off when necessary) and healers have MUCH better ways to aoe heal than this."

    The only place this would be useful is at Cosmics with soak tanks. New encounters making it the worst idea to stand near the tank. And since soak tanks aren't a thing (AND SHOULDN'T BE / no bright ideas) in the entire rest of the game, that makes Gifts of the Storm all sorts of lame. Seems like adding a utility that is clunky, of limited use, and outclassed by exiting powers isn't a good idea. And, yeah, no one wants to icon hunt either.

    Sure, in theory I could use Iniquity to share healing if a tank is using this. Or I could simply use a real AoE heal and save myself the trouble of looking for this buff icon. Even knowing one of the tanks is using this doesn't mean you won't have to look for the icon to make sure it's up at the time of healing. Which is a waste of time and delays the healing that could have already been started. The most reliable way to use Gifts of the Storm is to be the one using it and self healing. But, you might as well just cast Vala's Light on yourself.


    Hard to be excited about another Lockbox Ultimate.​​
    YouTube - Steam - Twitter
    [at]riviania Member since Aug 2009
  • avianosavianos Posts: 6,200 Arc User
    qawsada wrote: »
    https://i.imgur.com/qR9fFs0.mp4
    I love the new Unarmed Ultimate.

    Suggestion: Add threat Adv
    IT'S BEAUTIFUL
    That's spinning kick animation though​​
    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!
  • shadowolf505shadowolf505 Posts: 697 Arc User
    avianos said:



    qawsada wrote: »

    https://i.imgur.com/qR9fFs0.mp4

    I love the new Unarmed Ultimate.



    Suggestion: Add threat Adv

    IT'S BEAUTIFUL

    That's spinning kick animation though​​

    No. It's DRAGON RUSH from Dragon Ball. :)
    || Main Tank || DPSer || Healer || CCer || Altoholic || @shadowolf505 in game ||
This discussion has been closed.