Use this thread to discuss any power changes made in this current PTS cycle.
FC.31.20190108.1
PowersLance Rain
- Changed Activation time to 0.83 seconds (from 0.5).
- Adjusted damage and cost.
- Increased cooldown to 20 seconds (from 0).
- Increased area effect to 25ft (from 15).
- New advantage: Knocks down and Roots targets.
FC.31.20190108.4
Powers
- Updated the way certain powers apply knock resistance. This should have no noticeable change to the power, they are just being updated to work the same way other powers do. Affected powers: Pounce, Rend and Tear, Uppercut, Support Drone Knockback Beam, Gravity Driver, Hurl (Stag Manimal device), Thrash (Bear manimal device).
FC.31.20190108.8
Powers
- Corrected some typos on unlockable power descriptions.
FC.31.20190108.9
PowersEgo Blade Pandemonium
- This power can no longer critically hit.
- The critical hit bonus this power grants for your other attacks now scales with rank.
- Fixed a bug where the critical hit bonus on this power wasn't applying.
- Leave a Mark advantage: Renamed to Menacing. Now applies threat based on how many stacks of Ego Leech on you when activating the power. Overall threat increased by 5% if you are at 5 stacks.
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Comments
20 Seconds is certainly ridiculous, it's an overkill
LIVE
PTS
so the power's overall Damaged and Ego Leech rupture got buffed
I was getting 15 sec CD with Heroic Helmet of Utility, still too much. It makes the power situational and due to the increased Activation time it can be easily interrupted by enemies. Not to mention, anything in team content will die from your team mates before you fully charge it
I still suggest recucing the default CD of the power to 15 from 20, the CD is an overkill
Mmm...not really? It's a power that does damage, and it'll do damage to anything. That's not the attributes of a situational power. You would have to name situations where the power isn't useful, and there really aren't any. You could make an argument that it's not as good in a single target dps situation as a single target power would be, but all aoe powers are situational in that way.
That's a great problem to have. Of course, once you're in that situation all concern of powers being situational or really power effectiveness in general goes right out the window. Nothing matters at that point, just roll your face across the keyboard and wait for the encounter to end. In solo situations this power seems like it would still be very effective, even if you can only use it once or twice per encounter, even if it is your only aoe.
15 seconds isn't really that long.
My super cool CC build and how to use it.
So you're missing a mod slot and it stat - wise is not the best gear, for testing cooldown related things. Might aswell go with green items and r2 mods... I can get the CD down to 11 seconds. Keep in mind for that you'd have to sacrifice your utility damage mod.
Cheerio!
Epic Stronghold
Block timing explained
So far the best I can the get the power is on 15-14 seconds with endgame gear and rank 9s.
I would like the opinion of other players about this CD Nerf, especially experienced ones who know what they are talking about and don't talk trash
Personal experience with this power the past 3 months did showed the power was indeed overperforming so that's an aspect I completely understand, especially with old activation time in Qzone soloing, couldn't ignore the fact the power would get activated even when the enemy CC/knocked me
I feel like the Devs are trying to turn the power into a Mini-ultimate, especially since they increased the damage AoE range, a will be useful only as Alpha Strike attack
However no matter how I see it, 20 seconds CD Is still harsh, especially while the power is relying on Ego Leech rupture along Criticals Hits for best damage and coming with a Huge Energy Cost to finish off the job
So now we have
- Ego Leech Rupture requirement
- Critical Hit requirement, if the power won't critical hit you wasted it
- High Energy Cost, you can hardly spam it if you have energy issues
- Works only on Full Charge
- 20 Seconds CD which the minimum with Gear can go to 14
- The power is Locked behind Onslaught Paywall Not relevant anymore because OSV is a Joke and can be easily farmed
Why even bother with it? May as well go with Telekinetic Barrage for reliable AoE attack and Telekinetic Burst to a lesser degree (the later not being that good)That's how I feel, STILL AN AWESOME POWER, Won't remove it out of my builds if nothing change, I will just have to use it along Tk Barrage
again I would like more opinions before this goes Live
Is it useful though with the CD?
20 Seconds for a knock and CC effect which will break into seconds?
Personally with that duration I would to see something more useful for the time the attack is not being used on CD, like a Buff/Debuff Rune on the ground the attack landed
Since Holy Lances the TK Blades can give the illusion of, can work great for Celestial-Holy themed characters (and if only)
By their very nature, the cooldown delays on powers make them situational as you now have to decide is it worth it to fire off this power now or later, since I can't just charge up another usage of it right away if I have the energy.
Sure, you can argue that "I'll use it as my Alpha Strike" and go to town with my other powers. I can do that with my Rocket Launcher, but within 5 seconds I can actually use it again, if I decide the situation warrants. Or my Force Cascade, if I have the energy.
A 20 second cooldown just makes this power a less desirable choice when picking powers.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
a) First the obvious 20 second cooldown. There is no group of mobs in the game that can survive more than 20 seconds against a good build, specially if you have a headstart in the fight by dealing a huge amount of damage uninterrupted...
b) which is what Lance Rain does since it got a hefty damage boost
c) the root and knock advantage, intended to temporarily disable mobs while you peel the dangerous ones away to kill first
So I say that Lance Rain is intended to be used by prebuilding 5 stacks of Ego Leech, using Lance Rain against a group of enemies and killing them, then by the time the cooldown is of you can immediately move to another group of mobs and repeat the process.
If you need to prebuild a resource it definitely is not suitable for alpha strikes.
That only makes any sense in, say, grab alerts and such when enemy groups are close enough to carry ego leech.
PTS version has virtually no use on bosses or enemies you need to seek out.
Agree to disagree. I believe it's both.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
It's actually pretty easy to end a fight with fully stacked Ego Leech and find your way to the next encounter. When doing open world missions the groups of enemies you need to fight are generally close together, and in lairs they're even closer together. Really the only time you won't have an easy time being stacked with Ego Leech is when travelling between locations, or at the very start of an alert/lair. So really, there's more time where you can expect to start a fight stacked with Ego Leech than there is time where you can't. As an example, when doing QWZ dailies on my TK characters, that's how it is.
And even for situations where you are starting an alert/lair or just arrived at the area where you need to start blowing up stuff for your quest, TK has many powers that allow you to both gain instant 5 stacks of ego leech at the start of a fight, and incapacitate enemies to allow you to start charging Lance Rain.
I'll just propose this: People use Ultimates, which have long cooldowns, so long cooldowns on attacks clearly don't deter people from using them.
My super cool CC build and how to use it.
Fair point made about having stacks if you've been active in an area.
It just feels like a cooldown is just tacked on.
Ideally, you should be using this power only if you have some stacks. The same can be said for TK Lance (is that the correct name? I'm a little rusty). However, that power can still do pretty good damage by just spamming it. Best damage is if you have some stacks for it to use. Point being, leave it to the player if they want to spam it for sub-optimal damage, not the cooldown.
If anything, compare it to Gigabolt and Force Cascade. Gigabolt gets an 8 second lockout to charging it again if you fully charged it. Force Cascade applies the Energy Form cost reduction lockout for 8 seconds. However, you can spam fully charged Force Cascades if you have the energy for it. I'd say, if anything, give it the "gigabolt" treatment. Some sort of 8 second lockout that isn't affected by time redux.
On paper, going from 0 to 20 second cooldown just seems too long.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
Not ultra geared, but cooldown is at 18 seconds.
It is OK for an Alpha, if you have the full 5 stacks. However, if I don't use any other power that applies or refreshes these stacks, the timer is a little bit too long and my stacks fall away before I can fire it again. If 5 seconds were shaved off the base cooldown, my stacks (whatever and however many) would be there for the next strike.
Overall, it felt like the cooldown was just about 5-10 seconds too long. You know how you get a rhythm going for things, and this is how it felt to me.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
(Speaking of ults: just noticed a small typo in Crashing Incantation's description where "<br/>" is typed after the lockbox info instead of the normal line break, and it seems like the text afterwards that would briefly describe the power isn't there. Catastrophic Pummeling also has this typo. Sorry for going off-topic here, but it should be pretty quick to fix them.)
- Be safe and have fun, champs - for science!
A ~20 second cooldown is fine for a power intended to be an alpha strike.
Epic Stronghold
Block timing explained
FC.31.20190108.9
Epic Stronghold
Block timing explained
similiar to how people want haymaker nerfed, why? you have to BUILD for that power to do proper damage, it has a very long charge, a very huge energy cost, and it can be easily interrupted, knocked, etc etc.
however I can understand that ego blade pandemonium might still be good considering you can use it while doing other powers, should still give a nice dps increase.
but, why nerf this? why not, i don't know, buff other ultimates that are useless or almost useless, and the only nice thing about them is the visual effects? why not fix say, catastrophic pummeling which was rushed. or meteor blaze which has mediocre damage, endbringer's grasp?
anyway just my opinion other people may have a different opinion on the powers I mentioned, so please don't attack me lol.
Because that was definitely starting to become a Zero to Hero power for melee pretty bad.
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
however I have one complaint, the threat buff works off ego leech now which means you are forced to have a way to stack ego leech if you want to use the power, and that's kind of annoying to fit in on most endgame tank builds specially dodge tanks who are forced to fit in a ton of other stuff..
It was supposed to just increase your crit rate overall, but none of that was working.
I'm sure that was exactly why they did that. Specifically to make it more difficult to just jam it into any ol build. It is now nicely tied to TK, just like it should be ^_^
Stacking Ego Leech isn't hard to do, but you will now have to at least devote a power to it.
My super cool CC build and how to use it.
I understand your point, but dodge tanks for example.. being stuck to one set and requiring a bunch of stuff, plus needing a debuff, active defenses, etc. you don't have room for an attack to stack ego leech, and if you happen to want that ultimate, you're screwed on the threat part. since no ego leech.
my point is, to consider still giving it a general threat buff, but to nerf it so it's not as overpowered as it used to be.
My super cool CC build and how to use it.
Ultimates are nice, absolutely never necessary.
The crit bonus per stacks of ego leech didnt work, as stated in the notes. But on PTS they do, and with proper specs and superstats you can see yourself at 80% or above crit chance during EBP (I was sitting on 84% while testing this)
So what does this mean? Well, when I popped EBP I didnt rupture my Ego Leech stacks til the last second of the Ult's duration. Instead I opted to spam out as many Dragon Claw casts as I could, and with such a high crit chance not a single one during my tests failed to critically hit, resulting in a massive gain as opposed to the damage EBP was doing when it could crit (but not granting it's crit bonus)
With that said I did find the build borderline disgusting, so it's something I'll never use on live. But I can easily see people pick it up with how it pretty much guarantees critical hits for 8 seconds. Now lets see what happens when we stack it with AoAC and Nanobot swarm. . .
My super cool CC build and how to use it.
Questionable how well it'd work with Haymaker though as you are likely to just get 3 charges off, if not 2.
Epic Stronghold
Block timing explained
It's never really exciting when everyone uses the same power.
Not entirely certain about the Lance Rain changes but in all fairness it is meant to be used ocasionally when the proper situation arises (mobs are gathered up nicely and theres more than just two or three AND with five stacks of Ego Leech), so I don't think the Cooldown is going to be that big of a problem... or at least I hope so.
That's the opposite of what happened o3o
My super cool CC build and how to use it.
Part if that is the silly mechanic where once you have 5 Leech stacks, EBA or Lance build those back all up on its own after rupturing. That makes EBA or Lance a power to tack on just for a nice dps boost even without EBP.
I think it would be much better if Ego Infusion doubled Leech stacks gained from other powers, in stead of rebuilding them all in its own.
FC.31.20190108.19
My super cool CC build and how to use it.
it should say enraged
This is a big journey, so far if you're reading this, wish you a good day
Some suggestions:
Suggestion
Dimensional Collapse
Too many different SFX going on. I'd change or remove the explosion one since it contrasts thematically with the void pull/dissipation SFX at the beginning and end of the power
Suggestion
Feral Rage
Add SFX to the power. Maybe a heartbeat SFX.
Add a client sided HUD for the power. Something akin to this https://youtu.be/jkk0qJLOzbA?t=9
but more bloody looking. Maybe blur the periphermy of the screen akin to "being blinded by rage"
"that far"? it's just a lil bit on the sides :P nothing important happens there anyways