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Feedback: Might Framework Power Changes

kaiserin#0958 kaiserin Posts: 3,210 Cryptic Developer
edited August 2019 in PTS - The Archive

FC.31.20190810.1

Defiance
  • Now scales with rank and superstats. Damage resistance values have been adjusted for this new scaling.
  • No longer provides energy when damaged.
  • No longer provides additional stacks with ranks.
  • Can be applied once every 2 seconds (from 4).
  • Removed Force of Will advantage. This effect has been moved to another power.




Unstoppable
  • Energy return trigger has been changed from 'attempting to knock a target' to 'being knocked by a target'.
  • Changed energy amount from a flat rate into a percentage.





Reckless
  • Removed offense effect.
  • Now applies Bastion when dealing direct damage, giving you a small shield based on the amount of damage you deal.




Defensive Combo
  • Moved this power to Tier 0.
  • Added area effect damage.
  • Removed Defiance application. This power now applies a shield effect every hit.
  • Removed bonus threat effect.
  • Surge of Strength advantage: Now only refreshes the Defiant buff instead of applying it.
  • New Advantage (2): Chance to Disorient targets.
  • New Advantage (2): Chance to knock down targets on last hit. Chance on primary target increases if affected by Enrage. Last hit becomes a knock upward if target is affected by a hold effect or hold resistance.




Beatdown
  • Added area effect damage.
  • Removed Stagger effect.
  • Now has a chance to apply Reckless.
  • Blindside Blow: Removed damage bonus effect. Now applies Blindside when finishing this power's combo, which increases the base damage of your next Brick Framework attack based on the number of Enrage stacks on you but reduces any other attack damage. Also partially refreshes the duration of Demolish.
  • New Advantage (2): Chance to knock down targets on last hit. Chance on primary target increases if affected by Enrage. Last hit becomes a knock upward if target is affected by hold resistance.




Nuclear Shockwave
  • No longer needs to be charged.
  • Reduced radius to 10ft (from 20).
  • Increased target cap to 7 (from 5).
  • Increased damage and cost.
  • Increased cooldown to 30 seconds (from 0).
  • Now has a chance to apply Particle Burn based on rank.
  • Now Knocks back, down or repels targets based on distance from you.
  • Updated visuals.
  • New Advantage (2): Applies Disintegrate to targets.




Haymaker
  • Lowered bonus damage on knock resistance targets from 0-60% (based on charge time) to a flat 30%.
  • Slightly increased base damage and cost.
  • Removed Enrage effect.
  • Removed Nullifying Punch advantage.
  • New Advantage (2): Increases base damage if affected by Reckless.
  • New Advantage (5): Dramatically increases the damage of this attack for every stack of Enrage on you. Requires being fully charged. Cannot move while charging. Purges all form stacks and puts this power and ultimate powers on long cooldown. Using an ultimate power also places this power on cooldown.




Uppercut
  • New Advantage (2): Applies Blindside when fully charged, which increases the base damage of your next Brick Framework attack based on the number of Enrage stacks on you but reduces any other attack damage.




Kick
  • Madness advantage: Now only refreshes the Defiant buff. Refreshes on tap now.
  • New Advantage (2): Applies an Interrupt effect.



Unleashed Rage
  • Now deals Crushing damage.
  • Replaced Fear effect with Disorient.
  • New Advantage (1): Changes damage to Sonic typed.
  • New Advantage (1): Large threat over time bonus.



Hurl
  • Removed strong arm advantage.
  • Removed Snare from base effect.
  • Added knockdown effect.
  • Rubble Trouble advantage: Increased damage. Fixed a bug where it wasn't flagged as ranged damage.
  • New Advantage (2): Disorients target.




Thunderclap
  • Removed Enrage effect.
  • Collateral damage advantage: Increased to 20ft (from 15).
  • New Advantage (2): Knocks back targets.
  • New Advantage (2): Chance to apply Disorient to targets.




Havoc Stomp
  • Removed Enrage effect.
  • Cooldown increased to 6 seconds (from 0).
  • Knock is guaranteed now when charged or tapped.
  • New advantage (2): Changes the knock back to a knock to.




Shockwave
  • Increased Damage and cost.
  • Damage within 10ft is now crushing.
  • Power Shift advantage: Now also has a small chance to knock targets to you every hit.
  • Removed Leg Rumbler advantage.
  • New Advantage (2): Chance to apply Reckless.
  • New Advantage (2): Applies Demolish when fully maintained.




Roomsweeper
  • Removed Enrage effect.
  • Targets are knocked upward if affected by a hold effect or hold resistance.
  • New Advantage (2): Disorients targets.
  • New Advantage (2): Applies Demolish to your primary target.




Clobber
  • Removed Onslaught advantage.




Demolish
  • Reduced charge time to 0.83 seconds (from 1.33).
  • Damage and cost has been adjusted for the new charge time.
  • Below the Belt advantage: Changed to knock targets upward. This effect has a short cooldown.
  • New Advantage (2): Fully charging Demolish now applies Despondency to your target, lowering their dodge chance.




Retaliation
  • Fixed a bug where the Retaliation buff was not lasting for its full duration.
  • Punitive Pummeling Advantage: Increased knock chance to 100%.
  • New Advantage (3): Increases your resistance to damage, hold and knock effects for a short time when taking damage while blocking. This amount starts small but scales the lower your health gets.




Enrage
  • Removed Endorphin Rush advantage. This effect has been moved to a new power.




Mighty Leap
  • Bull Rush Advantage: Increased area effect to 10ft (from 7).
  • New Advantage (2): Applies Reckless to you.
  • New Advantage (2): Applies a non-scaling Stun to nearby targets.




Aggressor
  • Removed enrage effect.
  • Added cost discount effect.
  • New Advantage (2): Chance to Stun targets on all damaging attacks.





Iron Chain
  • Removed Knock Down on first two attacks to make the Knock Up on the last attack apply more reliably.





New Powers
Note: New power icons are placeholder.

New Power: Impressive Physique
  • Might Framework
  • Maintained Heal
  • Heals nearby allies. Does not heal yourself.
  • Heal scales with your Strength instead of Presence.
  • Shields you while maintaining.
  • Advantage (2): Greatly increases knock resistance while maintaining.
  • Advantage (2): Chance to stun targets while maintaining.




New Power: Warcry
  • Might Framework
  • Applies Reckless to nearby allies.
  • Applies Disorient to nearby targets.
  • Advantage (2): Knocks down targets.
  • Advantage (2): Applies Restoration to you.




New Power: Indestructible
  • Brick Framework Shared Power
  • Active Defense
  • Increases your damage resistance and reduces incoming damage by a flat amount.
  • Known issue: power name has a typo.




New Power: Brute Force
  • Brick Framework Shared Power
  • Energy Unlock
  • Grants energy over time when you knock a target. This effect can stack up to 3 times. Scales with your Recovery primarily and Endurance.





New Power: Endorphin Rush
  • Brick Framework Shared Power
  • Heals you over time when taking or receiving direct damage. Heal scales off of your Recovery and Constitution up to a certain amount.
  • Places other Self Heal over Time powers (like Bountiful Chi Resurgence) on shared cooldown.
  • Advantage (2): Taking damage applies Charged Up to you.






FC.31.20190810.5


Powers
Bugfixes
  • Haymaker: Fixed a bug with the damage bonuses on this power.
  • Unleashed Rage: Fixed a bug where it was dealing double damage.
  • Havoc Stomp: Fixed a bug where the Reckless advantage was not triggering.
  • Shockwave: Fixed damage scaling.
  • Warcry: Fixed a bug where ranks of this power were not applying multiple stacks.
  • Unstoppable: Fixed a bug where this passive was still granting energy when knocking targets.
  • Mighty Leap: Fixed Stun values.
  • Aggressor: Fixed advantage not triggering.
  • Retaliation: Fixed a bug where some dots would consume the buff.




Defensive Combo
  • The shield effect now takes into account your damage resistances.
  • Increased shield duration to 5 seconds.




Beatdown
  • Changed innate effect to knock down instead of applying Reckless.
  • Removed Pummel advantage.
  • New Advantage (2): Applies Reckless to you on the last hit. Refreshes Reckless if you have 3 stacks.




Kick
  • New Advantage (2): Refreshes the duration of Demolish.




Uppercut
  • Changed charge time to 1.17 seconds (from 1.33). Changed activation time to .83 seconds (from 0.67). This was done to line up the activation time with the animations.
  • Damage and cost has been adjusted for the new activation time.
  • Slightly increased base damage.
  • New Advantage (2): Fully charging this power applies Reckless to you. Refreshes Reckless if you have 3 stacks.




Hurl
  • New Advantage (2): Applies Demolish to target if target is Disoriented.





FC.31.20190810.12
Power Changes

Havoc Stomp
  • Slightly increased base damage and cost.




Brute Force
  • If you are at 3 stacks of this effect, triggering this effect will refresh existing stacks.




Unstoppable
  • Increased damage absorption.
  • Added Hold resistance.




Blindside Advantage
  • Now works on the next 3 times you damage an enemy.




FC.31.20190810.12

Bug Fixes
  • Warcry: Really fixed rank stacking.
  • Defiance: Fixed R1 stacking.
  • Endorphin Rush: Fixed stat scaling.
  • Retaliation: Fixed internal cooldown. Fixed buff being consumed be self damaging effects.





FC.31.20190810.19

Endorphin Rush
  • Updated animation and FX.




FC.31.20190827.4

Haymaker
  • Removed I Only Need One punch advantage.




New Power: Final Punch
  • Brick Framework Ultimate
  • Deals heavy damage to one target that scales with your Enrage stacks. Knocks back your target and nearby targets. Expires all Form stacks on you.




Bug Fixes:
  • Impressive Physique/Endorphin Rush: Fixed scaling with Heal Rating bonuses.



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Post edited by kaiserin#0958 on
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Comments

  • deadman20deadman20 Posts: 1,529 Arc User
    Bug / Typo
    Warcry
    Warcry's description states that it applies a stack of Reckless for each Rank invested in the power.


    In fact, as far as I can see, investing Ranks into Warcry does absolutely nothing for the power currently. Given that Reckless cannot be applied more than once, perhaps it would be more prudent to allow ranks of Warcry to reduce Cooldown Time or Power Cost... unless Reckless is intended to change to stack in future iterations.

    Impressive Physique's energy costs are rather demanding at 40~50 Initiation/20~30 Per Tick. Perhaps they can be toned down?

    Brute Force being able to stack up to three times is nice, but it only stacks once per attempt rather than for each target knocked if you use an AoE. It is unclear if this is intended or not, but I strongly recommend it stacks per target instead of per attempt to justify the split amount of energy it returns.

    Reckless's absorbing shield for damage dealt puts Beatdown in competition with Defensive Combo. While the idea of rewarding constant pressure is nice, Defensive Combo performs the job better since it applies shields for each hit naturally and grants a Aegis, a Resistance buff on the final combo. The way I see it, Reckless should probably stay as an offensive boost. Instead of applying a shield for dealing damage, Reckless could provide reduced Charge Times. That would help solidify Beatdown as the offensive choice without stepping on the toes of Defensive Combo.

    In lieu of Reckless not providing shields for damage per previous suggestion, the Bastion effect can be moved to an advantage on Endorphin Rush to allow that power to grant Bastion to the user. This could even be a 3-point advantage.


    Just some initial impressions thus far. The changes and additions are very interesting!​​
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  • kunkanekokunkaneko Posts: 17 Arc User
    edited August 2019
    kaizerin wrote: »

    FC.31.20190810.1


    Enrage
    • Removed Endorphin Rush advantage. This effect has been moved to a new power.




    ​​

    Bug - Just found a problem with Enrage on PTS, only seems to rank up when you use Knock-back powers (like Haymaker). Beatdown (with Knock-Down advantage) or Uppercut (Knock-up), don't trigger it, for instance, Enrage won't rank up with these powers. - Tested and fixed for Uppercut and Shockwave, but Pummel advantage on Beatdown and Defensive Combo still doesn't trigger Enrage stacks.

    Nice patch overall, though I imagine some players might miss Defiance's energy.

    Post edited by kunkaneko on
  • poptartmaniac#8493 poptartmaniac Posts: 246 Arc User
    edited August 2019
    Gonna test this stuff later.

    Post edited by poptartmaniac#8493 on
  • avianosavianos Posts: 6,195 Arc User
    Roomsweeper
    Removed Enrage effect.
    Targets are knocked upward if affected by a hold effect or hold resistance.
    New Advantage (2): Disorients targets.
    New Advantage (2): Applies Demolish to your primary target.
    Suggestion: Make the power knock down on TAP! Currently with the STR-scaling, the knock magnitute of the power is crazy even on Tap. Since the power access to Demolish debuff it
    Not a fan that this power still rellies on Thunderclap to not be a Messy Knock spam
    Glad at it also considers knock and cc resistances at least
    New Power: Brute Force
    Brick Framework Shared Power
    Energy Unlock
    Grants energy over time when you knock a target. This effect can stack up to 3 times. Scales with your Recovery primarily and Endurance.
    On one hand, Might, Heavy weapons and Earth rejoice! Finally! No more need to take Thermal Reverb for all my HW characters :grimace:
    but Really not a fan that you have to stack it and spam knock 3 times, it's very silly
    Suggestion: Make it a simply energy over time without the need to stack it 3 times!
    Having to spam knock 3 times in the row is very silly

    Defiance
    Now scales with rank and superstats. Damage resistance values have been adjusted for this new scaling.
    No longer provides energy when damaged.
    No longer provides additional stacks with ranks.
    Can be applied once every 2 seconds (from 4).
    Removed Force of Will advantage. This effect has been moved to another power.

    Unstoppable
    Energy return trigger has been changed from 'attempting to knock a target' to 'being knocked by a target'.
    Changed energy amount from a flat rate into a percentage.
    We all saw this coming, moving on
    I will miss the free 4 power points from my Defiance builds
    and I will miss the energy from Knock from Unstoppable
    Defensive Combo
    Moved this power to Tier 0.
    Added area effect damage.
    Removed Defiance application. This power now applies a shield effect every hit.
    Removed bonus threat effect.
    Surge of Strength advantage: Now only refreshes the Defiant buff instead of applying it.
    New Advantage (2): Chance to Disorient targets.
    New Advantage (2): Chance to knock down targets on last hit. Chance on primary target increases if affected by Enrage. Last hit becomes a knock upward if target is affected by a hold effect or hold resistance.

    Beatdown
    Added area effect damage.
    Removed Stagger effect.
    Now has a chance to apply Reckless.
    Blindside Blow: Removed damage bonus effect. Now applies Blindside when finishing this power's combo, which increases the base damage of your next Brick Framework attack based on the number of Enrage stacks on you but reduces any other attack damage. Also partially refreshes the duration of Demolish.
    New Advantage (2): Chance to knock down targets on last hit. Chance on primary target increases if affected by Enrage. Last hit becomes a knock upward if target is affected by hold resistance.
    Suggestion: Please give both access to Demolish ADV, Don't break the Norm of Melee combos having debuff utility

    CONCERN: So Blindside Blow... with this Might has to have active Demolish, Reckless and Blindside Blow! thats 3 different buffs/debuffs to keep track of! This is getting messy​​
    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!
  • avianosavianos Posts: 6,195 Arc User
    edited August 2019
    Haymaker
    Lowered bonus damage on knock resistance targets from 0-60% (based on charge time) to a flat 30%.
    Slightly increased base damage and cost.
    Removed Enrage effect.
    Removed Nullifying Punch advantage.
    New Advantage (2): Increases base damage if affected by Reckless.
    New Advantage (5): Dramatically increases the damage of this attack for every stack of Enrage on you. Requires being fully charged. Cannot move while charging. Purges all form stacks and puts this power and ultimate powers on long cooldown. Using an ultimate power also places this power on cooldown.
    OK BUT WHY THO?
    wyJPSoI.png
    INTERDASTING One Punch Man! NOT A FAN of this mechanic turning iconic powers into Ultimates\
    SUGGESTION: Make the One Punch is all I need ADV turning Haymaker into 10-target cap AOE power with the same damage
    Despite the Ultimate conversation its still single target power, if it's going to have access to Ultimate transaformation then it better have the same target cap

    I see that the Bestial Ruthless mechanics are mirroring on identical powers with Might Reckless
    I predicted the Haymaker nerf+2 point adv+stacks reckless
    THE GOOD NEWS IS! i see that you only need only stack of Reckless and not 3 as I was expecting

    and I have to ask, what's with the Obsession with making Disorient into a 2 points ADV? am I missing something about the power of this Debuff? 🤔
    Beatdown
    New Advantage (2): Chance to knock down targets on last hit. Chance on primary target increases if affected by Enrage. Last hit becomes a knock upward if target is affected by hold resistance.
    BUG: The Pummel ADV for Beatdown doesn't work at all! No knock neither with nor with Enraged active
    Havoc Stomp
    Removed Enrage effect.
    Cooldown increased to 6 seconds (from 0).
    Knock is guaranteed now when charged or tapped.
    New advantage (2): Changes the knock back to a knock to.
    EXCELLENT, in everything, minus the CD but knock on tap and Knock into ADV MAJOR YES :+1:​​
    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!
  • avianosavianos Posts: 6,195 Arc User
    edited August 2019
    CONCERNs
    1. If a character Converts Haymaker into an Ultimate for whatever reason, then WHAT other power is suppose to be the main Alpha Strike attack of the Might? whats the Alternative?
    2. So Blindside Blow... with this Might has to have active Demolish, Reckless and Blindside Blow! thats 3 different buffs/debuffs to keep track of! This is getting messy ESPECIALLY on Cosmics with Might tanks having to block all the time
    3. I don't like the removal of Stagger from Beatdown since it's already limited Debuff, but I suppoce it saved for Future revamps focusing on Earth and Wind
    Nuclear Shockwave
    No longer needs to be charged.
    Reduced radius to 10ft (from 20).
    Increased target cap to 7 (from 5).
    Increased damage and cost.
    Increased cooldown to 30 seconds (from 0).
    Now has a chance to apply Particle Burn based on rank.
    Now Knocks back, down or repels targets based on distance from you.
    Updated visuals.
    New Advantage (2): Applies Disintegrate to targets.
    Oh jesus... oh sweet Jesus! Why? where to start?
    BUG: The power is still using Onslaught Grond's targeting mechanic and will allways attack where the camera is facing instead of the main target


    30 Seconds ADV? For WHAT purpose? For the Damage it dish out and the few utilities this power does not deserve to have 30 seconds CD
    From all Onslaught powers Nuclear Shockwave had the worse reputation and this certainly doesn't help

    Even Lance Rain and Rocket have better damage output than this
    How do you even make this power better? How do you save this power?
    let's see... While the damage is way better than before with 4 digits damage outputs that split into 2 different Damage types outcome the result really doesnt excuse the long CD with so few things to work with
    The damage output is not even on the same levels with Rocket neither with full 5stacks of Ego Leech Lance Rain who can reach 8000+ on Critical

    Suggestion: Cut Nuclear Shockwave's CD to 20 Seconds
    Suggestion:Make Nuclear Shockwave by default apply a trail of Fire Patch that applies Particle Damage DoT (Similar to Fire's patches but with Particle damage type)
    Suggestion: Give Nuclear Shockwave the innate ability to Rupture stacks of Plasma Burn and deal additional damage (like Particle Smash and Plasma Cutter only NOT aweful)
    Suggestion: Give Beatdown ADV to apply Plasma Burn to synergize with Nuclear Shockwave
    Suggestion: Give Nuclear Shockwave a Healing Rune that lasts long enough
    Suggestion: Give Synergy with Reckless and Furius


    Everything but the current state​​
    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!
  • avianosavianos Posts: 6,195 Arc User
    Retaliation
    Fixed a bug where the Retaliation buff was not lasting for its full duration.
    Punitive Pummeling Advantage: Increased knock chance to 100%.
    New Advantage (3): Increases your resistance to damage, hold and knock effects for a short time when taking damage while blocking. This amount starts small but scales the lower your health gets.
    BUG: Retaliation's buff is still getting consumed by DoTs (Bleeding, Plasma Burn E.T.C)​​
    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!
  • avianosavianos Posts: 6,195 Arc User
    Suggestion: Give Reckless a New Artwork icon, currently it's using the same artwork with Furius
    ZJtbuAT.png
    New Power: Warcry
    Might Framework
    Applies Reckless to nearby allies.
    Applies Disorient to nearby targets.
    Advantage (2): Knocks down targets.
    Advantage (2): Applies Restoration to you.
    Along with Howl those are really gimmicky powers
    30 Seconds CDs for not damaging powers utilities like that, but why tho? Once again not a fan
    Restoration on 30 Sec CD... no

    What I am a fan however! I DID NOT EXPECT THAT SOUND EFFECT, It's actually using Voice Actor! onion-16.gif I think it's 2-3 different voice clips
    Someone please test it on a Female characters​​
    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!
  • spinnytopspinnytop Posts: 16,450 Arc User
    kaizerin wrote: »
    New Power: Endorphin Rush
    • Brick Framework Shared Power
    • Heals you over time when taking or receiving direct damage. Heal scales off of your Recovery and Constitution up to a certain amount.
    • Places other Self Heal over Time powers (like Bountiful Chi Resurgence) on shared cooldown.
    • Advantage (2): Taking damage applies Charged Up to you.
    ​​

    "when taking or receiving direct damage" isn't that the same thing? Is this a typo?
  • bluhmanbluhman Posts: 2,410 Arc User
    Bug
    Beatdown
    2nd hit of the combo's damage doesn't increase when you rank it up.
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  • poptartmaniac#8493 poptartmaniac Posts: 246 Arc User
    edited August 2019
    Alright, so I was completely wrong early, after doing some long testing of the new haymaker, I've found that I do not love it,
    to me right now, it basically feels like a slower chi fist without a dot, and it can't apply it's own debuff either. the ultimate version with multiple crushing debuffs, and high severity, does what you could do with normal haymaker before (on live now) and the current PTS haymaker even with stacking reckless, just does what chi fist can do at it's max.

    so with that I say this:

    Suggestion
    Leave Haymaker as it used to be, atleast it's damage, even if you have to put it into the reckless advantage, this might revamp is amazing, and I'm loving every change, but haymaker has lost it's flavor, it now just feels like a generic charge to me now, but even worse, such a long rotation for such an underwhelming reward. Sure the old haymaker, relied on full charges, and was slow but that was what made it fun, the long charge, the energy cost, it was risky, easily interruptable, hard to pull off in certain situations but it was worth the risk, because of the high reward when you pulled it off. And even then you needed to setup all the proper debuffs to get good damage with it, so I don't think it was naturally overpowered.

    The 5 point advantage seems like a fun idea, but unfortunately right now it's not good either, it just does what haymaker does now on live, and not really worth getting when we could just use unleashed rage for a high burst and that doesn't kill our stacks, even though it needs to be setup first for it to do high damage. also considering if we do get it, we lose our main dps attack on the might set.


    Sorry about my grammar and I hope I didn't sound aggresive.

    Edit: It's been brought to my attention haymaker is not consuming setup, I'll test it again then when it does then and my opinion may or may not change.

    Bug
    Power/Haymaker
    Does not consume setup spec from the brawler tree or benefit from it's damage bonus.
    Post edited by poptartmaniac#8493 on
  • chimerafreekchimerafreek Posts: 406 Arc User
    Haymaker;

    New Advantage (5): Dramatically increases the damage of this attack for every stack of Enrage on you. Requires being fully charged. Cannot move while charging. Purges all form stacks and puts this power and ultimate powers on long cooldown. Using an ultimate power also places this power on cooldown.

    Is the bolded bit part of the Advantage...?
    __________________
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  • bluhmanbluhman Posts: 2,410 Arc User
    Suggestion
    So uh, on a set that specializes in the slowest charges in the universe we'll just put this EU that stacks over 3 separate knocks. Meanwhile MA's got it's EU which gets literally the same amount of energy over those three knocks - on one Chi-Effect application. Um, which can be done from just something as simple as full-charging Dragon's Kick without a target whatsoever.

    Maybe make it trigger off something else, like, applying an effect like Demolish or Reckless or Stagger or whatever, if you're gonna be so against it triggering off the exact same thing Enrage does. Or better yet, maybe make Enrage do something more sensible like stack whenever you half-charge a thing.


    Suggestion
    Hey also maybe make my 5-advantage point dump not kill my passive DPS in the meantime by:
    • removing the strongest single-target option I've got for an attack in-set
    • removing all my Enrage stacks when I use it
    when I instead could just take Unleashed Rage and do a much more responsive uncharged burst of damage without having to spend any APs, also to multiple targets at once, in a set that was otherwise riddled with a ton of extremely slow PBAoE attacks besides Thunderclap.

    That or, you know, maybe this Might Revamp should just nerf UR into the ground as well to be consistent lol

    Also what the hell is with all the CDs on our PBAoEs now, I guess I'll just take Sword Cyclone now.
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  • gentlegiantvexxgentlegiantvexx Posts: 327 Community Moderator
    edited August 2019
    Suggestions:

    Remove the 5 point advantage in Haymaker, and instead put it into the Uppercut power.
    this would bring back uppercut's usage more than just PvP, despite the new Blindside buff that doesn't refresh a portion of Demolish like Beatdown does..

    Increase Unstoppable Passive's Defenses:
    +15% All damage resistance
    This would adaptively put it on par in terms of survivability with Way of the Warrior's amazing Dodge chance. and to appease other powersets that knock, but do not utilize the new Reckless.

    Beatdown and Defensive Combo's Pummel advantage:
    Add Knock bonuses to successful knocks with each hit on knock immune targets.

    Havoc Stomp
    - Remove innate cooldown
    - Add Cooldown with the Major Impact advantage.
    Not entirely sure why there's a cooldown in the first place, but there definitely should be one with the Major Impact Advantage since it's already close to Center of Gravity Device

    Post edited by gentlegiantvexx on
  • aesicaaesica Posts: 2,537 Arc User
    edited August 2019
    Looks cool overall, however there's a few things I wanted to address in this post.

    Combos
    With a bit of napkin math, it turns out the combos underperform currently compared to other combos in other sets. Here's some math I did on them compared to Reaper's Caress:

    Note: Values aren't bare equip, however nothing used affects one of these powers more than the others. Each ending value is an average--the total damage for all hits divided by the total activation time for all hits.
    Reaper's Caress
    603	0.3
    925	0.4
    1357x2	1
    2495.294117647059
    
    Defensive Combo
    792	0.4
    911	0.4
    1871	0.7
    2382.666666666667
    
    Iron Chain
    941	0.5
    1082	0.5
    2540	1
    2281.5
    
    Beatdown
    1040	0.5
    722	0.5
    1881	0.67
    2181.437125748503
    

    To summarize:
    • Beatdown is the weakest combo now.
    • All Might combos underperform compared to Reaper's Caress, and note that Reaper's should actually be even higher than what's listed above, due to the bleed damage it generates.

    My suggestions for this set's combos:
    1. Buff Beatdown significantly to help set it apart from the others. Increase it to T2 and bump its damage up to be on par with Bullet Ballet, give Reckless to Defensive Combo, change Pummel to "50% chance per hit to stun," and instead give Beatdown a baseline Knockdown on the final hit. Reason being that melee could use a bit more diversity in terms of gameplay options other than "combos are weak, attacks with cast times are strong" and this would give people more gameplay options for their might themed characters. It doesn't have to be "the best" dps power for Might (being only T2 and all, it shouldn't be), but Might doesn't really need 3 different flavor of weak combo skills.
    2. Give Defensive Combo a Demolish advantage. Right now, the only combo choice for this is Iron Chain.

    Now, some other suggestions and thoughts:
    1. I was a bit skeptical about 5 point advantages, but Ultimate Haymaker is actually pretty cool. Well, in appearance. Its drawbacks make it pretty undesirable if it's supposed to be an ultimate. I'd like to use it for theme, but I can't see myself doing so because of these drawbacks. Remove the "consumes your form stacks" mechanic, because that's just too big of a drawback. I'd argue that the "bound to Enrage stacks" mechanic should go too because Unleashed Rage is literally the same thing, except it's aoe, doesn't have a cast time, and doesn't dump your form stacks. Finally, an "applies Overpowered to your target" effect would be fantastic to make it feel like a true ultimate, worthy of those 5 points.
    2. Defiance should probably be single stack now. Even though I agree with it losing its ability to be at full power with only 1 rank as well as it coming with a free energy unlock, it should get some sort of buff to make up for losing those things. The stacking mechanic is pretty dumb anyway.
    3. Hurl sucks. Still. What is the point of this power even? I've got several suggestions for it: Buff its damage and make it a 15 foot sphere aoe by default. Remove the cooldown. Change Rubble Trouble into an advantage to apply Demolish to targets (or just the primary) There we go, I'd actually use that on a Might character now.
    4. I love Swole Heal Impressive Physique, but an advantage to self heal the user instead of shielding them would be pretty nice, even if the self heal portion is weaker, scales with presence instead of strength, or whatever other measures need to happen to prevent it from being an "every tank needs this self heal" power.

    That oughtta do it. Everything else is gravy. :D
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  • solhusetsolhuset Posts: 40 Arc User

    Bug. Maybe.
    Having run some tests, I'm suspecting the 30% base damage reckless adv on Haymaker isnt actually working.
    Heres a parse with reckless being maintained for roughly 3 minutes
    9be866dc3dc8dd1fd5449e3285715d2d.png

    And heres a parse on a similar length, not applying reckless at all (this test is also running r2 haymaker with reckless adv)
    f0a05705ce64be3dbf18c59c0a988280.png

    I'm flat out performing better just spamming haymaker




  • zamuelpwezamuelpwe Posts: 668 Arc User
    Suggestion
    Considering that the Brute Force EU has a name overlap with the Brute Force mod, suggesting the EU be changed to Inexhaustible.
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  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    Bug
    Brute Force EU
    When you have another EU, you can pick Brute Force as an extra EU and it works!


    Bug
    Haymaker
    Haymaker doesn't consume Setup specialization buff for some odd reason


    Suggestion
    Impressive Physique
    I love this new heal! But it needs to heal the caster as well instead of giving it a shield. Maybe add a 1pt adv that turns the shield into a self-heal?


    Suggestion
    Aggressor needs it's Enrage stacks back. It's already hard to stack Enrage as is.


    Suggestion
    Reckless needs a +%all dmg str buff. Knock resist isn't really helpful unless you don't have Str. Also, more dmg will generate more aggro for Might Tanks.


    Suggestion
    Transfer the 5-point adv of Haymaker to Uppercut since Haymaker is a main attack power. Would be pointless to have a main attack power as an Ult.



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  • edited August 2019
    Mighty Leap doesn't have scaling stun duration anymore(not just advantage)
  • poptartmaniac#8493 poptartmaniac Posts: 246 Arc User
    edited August 2019
    Suggestion
    -Defensive combo advantage that applies demolish and removes it's shield, maybe call it, "The best defense is offense." or something like that.

    -Same advantage on beatdown, maybe with a different name.

    -Enrage stacks on aggresor again, it was worth ranking it for, and removing it just makes it like lock and load after it's crit chance removed for furious, not really worth getting over the alternatives.

    -self heal on impressive physique.

    -self heal advantage on thunderclap

    -Make the rotation for haymaker a little less complicated, you lose too much time setting it up now, for a lesser and underwhelming reward. and losing overall dps, plus it punishes people who like to combine powersets, by limiting their options more.

    My take on it would be to remove reckless from it's rotation and make the advantage use demolish instead so the rotation would be combo and alpha strike, with refreshes, as the other powersets.
    Otherwise just leave haymaker as it used to be. I'm open to any other good alternative fixes though.



    Post edited by poptartmaniac#8493 on
  • Uppercuts advantage Setup gets wasted by Onslaught Gloves of the Slicer
  • jaazaniah1jaazaniah1 Posts: 5,553 Arc User
    Bummer. I used Unstoppable on my Force Cascade build because it gave me enough energy to reliably use the power. Here's hoping that a Force power set review will be released nearly simultaneously with Might. Makes sense since both employ knocks.
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  • avianosavianos Posts: 6,195 Arc User
    edited August 2019
    avianos wrote: »
    Roomsweeper
    Removed Enrage effect.
    Targets are knocked upward if affected by a hold effect or hold resistance.
    New Advantage (2): Disorients targets.
    New Advantage (2): Applies Demolish to your primary target.
    Suggestion: Make the power knock down on TAP! Currently with the STR-scaling, the knock magnitute of the power is crazy even on Tap. Since the power access to Demolish debuff it
    Not a fan that this power still rellies on Thunderclap to not be a Messy Knock spam
    Glad at it also considers knock and cc resistances at least
    and to back up, here is a gif with Roomsweeper absolutely causing chaos on Tap only with 250-300 STR
    No fully neither half charge, only tapping
    [Gif file after this point]
    VtOUJZI.gif
    So... Might always had the bad reputation of being annoying with the very few AoE Attacks, and Roomsweeper is the reason why, scattering mobs like that is horrible! and not all of us are fan of Thunderclap

    so i'm backing up my suggestion to make tap causing knock down

    Or I'm just gonna stick with Brimstone from HW with invisible weapon​​
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  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    edited August 2019
    avianos wrote: »
    So... Might always had the bad reputation of being annoying with the very few AoE Attacks, and Roomsweeper is the reason why, scattering mobs like that is horrible! and not all of us are fan of Thunderclap

    so i'm backing up my suggestion to make tap causing knock down

    Or I'm just gonna stick with Brimstone from HW with invisible weapon​​

    Use a root or cc effect so they would knock upwards. Thunderclap and that I.Tides in Unarmed works great. I.Tides is better since your can just stack KR and then use Roomsweeper w/o knocking them away.

    Anyway, Retaliation Buff still getting consumed by DoTs. Is this really intended?
    Post edited by chaosdrgnz43 on
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  • oyo32oyo32 Posts: 141 Arc User
    Have to retype this entire thing since the forums ate the post seconds after it was posted and I didn't save it. Thanks forums. :)


    General thoughts and ramblings on the Might changes. Beware the wall of text here:
    • Reckless is a odd buff now, and a clunky one to deal with given Might's current tools. Since Bastion applies on only one stack of Reckless, there's not much of a reason to stack it. After all, you only need one stack of Reckless for the Haymaker conditional advantage. There is the stacking knockback resist aspect of it, but that is somewhat redundant on a STR-stacking Might toon. Even more so if they are taking Unstoppable. There's also the unreliable nature of KB resist, but that is a whole 'nother can of worms I'm not going to open here. Also both Reckless and the newly buffed Onslaught Gloves of the Defender kinda step on each others' toes here. They both provide nearly identical effects. This means tanks don't even need to bother with Reckless, since they can get it for free with gear. Well, except if you're a Might tank because Haymaker conditional. The Bastion effect is quite good in my opinion, and probably a bit too good for DPS builds. DPS can build decently hearty shields with only one stack of Reckless. To me at least, Bastion should remain an effect exclusive to Onslaught Defender's, and Reckless changed to something else.
    • Might still has no in-set way of quickly refreshing Demolish. It does have a decent amount of Demolish appliers now, but unfortunately it still looks like Might will have to dip into Unarmed MA for a good refresher.
    • Speaking of refreshers, this brings me to what I think is the biggest oversight of Revamped Might right now: Might currently has no power that both quickly refreshes Demolish and Reckless. Other revamped melee sets have some sort of power that allows them to quickly refresh their "essential" buffs/debuffs. Some quick examples of this: Unarmed MA has multiple powers that can refresh Chi Flame and Demolish (Inexorable Tides, Rising Knee, Backhand Chop), Laser Sword can refresh Plasma Burn stacks and Disintegrate with Lightwave Slash, and Bestial can refresh Bleed stacks and Shredded with Eviscerate. Might is completely lacking a power like this, and as a result it makes the rotation much more clunky, and unfairly so. The closest thing Revamped Might has is Beatdown, which will only refresh if you do the complete combo. Meanwhile the powers from other sets I listed are either tap powers, or charges that will refresh on tap.
    • Both Beatdown and Defensive Combo cannot apply Demolish.
    • Defensive Combo is in a pretty weak spot now. The shield it provides is very weak, and doesn't last very long whatsoever. Ironically, this has the effect of making Beatdown a better defensive combo than Defensive Combo. Beatdown applies Reckless which in turns apply Bastion, and Bastion is a much stronger effect and will last so long as you have Reckless applied.
    • Ultimate Haymaker is very undesirable right now. This power ends up shining light on a pretty big issue with Might: Might has no alternate alpha strike power, or alternative DPS rotation outside of Haymaker spam. Once again, comparing Might to the other revamped melee sets here: Unarmed MA can use Dragon Uppercut or Open Palm Strike spam, Laser Sword can switch to a rupture-style rotation using Plasma Cutter. As it is now, Ultimate Haymaker will end up completely killing your DPS, as it will take away your only viable damaging move, lock out your other Ultimates, and leave you with no form stacks.
    • Defiance being changed to require ranking to 3 and losing the energy unlock mechanic was to be expected. However, in my opinion, keeping Defiance's stacking form mechanic is too much. Defiance should just be a normal passive now, with no stacking mechanic. If we are going to standardize Defiance, please standardize all of it. Please do not just nerf the good unusual aspects of it, while keeping the bad unusual aspects.
    • Now that Unstoppable and Way of the Warrior provide identical damage boosts and Unstoppable no longer provides energy-on-knock-attempt, there is frankly no reason to take Unstoppable over Way of the Warrior. The damage absorption Unstoppable offers is pitiful compared to the decent amount of +Dodge Chance and +Avoidance Way of the Warrior provides. While Unstoppable does offer knockback resistance, as things are right now, it is redundant. Remember, Might builds will be stacking STR to boost Enrage's damage, and will be stacking Reckless now for Haymaker's conditional.
    • Adding a short CD to Havoc Stomp seems unnecessary. I'm not sure why this was done, especially when higher PBAoE DPS powers with better/less disruptive secondary effects exist. The main offender being Dragon Kick, which charges faster, does more damage, has more utility, and stuns all without having a short CD on the power.
    • The Brute Force energy unlock seems like a poor match for a set focused around long charges.
    • Currently, Might has a lot of fluff powers (Hurl, Mighty Kick, Head Butt for example) that aren't being put to good use.
    • Uppercut is sorta just...there. There's not much point to it outside of Setup.



    With that giant wall of text out of the way, here is another giant wall of text of suggestions. The overall goals being to change Reckless into a more interesting buff, give Might more options of stacking and refreshing Reckless, give Might an alternative DPS rotation that isn't just Haymaker spam, give some usefulness to those fluff powers I mentioned earlier, and give Might a unique gimmick of its own:
    • Reckless is now a stacking a self-buff that gives a small amount of +Charge Speed% and +Defense with each stack. This power stacks to 5 stacks. The +Charge Speed% this buff provides will only affect powers within the Brick powerset. The +Charge Speed% this buff does not stack with Night Warrior's +Charge Speed% buff and instead will overwrite it. I see you there Night Warrior builders, sneaking in the background, don't think I forgot about you.
    • Defiance is now a normal passive, with no stacking mechanic
    • Unstoppable now grants a small amount of +Resistance%. This power no longer grants bonus knockback resistance. Essentially, Unstoppable should provide a "mini-Invulnerability" similar to how Way of the Warrior provides a "mini-Lighting Reflexes"
    • Beatdown:
      • Beatdown now knocks down on the final hit of the combo.
      • Slight damage boost.
      • Pummel: This advantage now gives Beatdown the chance to apply Reckless on each hit, but only if you are under the effects of Enrage.
      • New 2-Point Advantage: This advantage will make Beatdown apply Demolish on the final hit of the combo.
    • Defensive Combo:
      • The shield this power grants has been buffed. The duration of the shield increased to 10 seconds.
      • Surge of Strength: This power no longer refreshes Defiance, but will now apply the Aegis defensive buff on the final hit of the combo.
      • Pummel: This advantage gives Defensive Combo the chance to apply Reckless on each hit, but only if you are under the effects of Aegis.
      • New 2-Point Advantage: This advantage will make Defensive Combo apply Demolish on the final hit of the combo. If this advantage is selected, Defensive Combo will no longer apply its shield.
    • Mighty Kick:
      • This power is now a tap Interrupt with a small Repel effect, and a suitable cooldown.
      • Boot to the Head: This advantage now refreshes any stacks of Reckless currently on you.
      • Madness!?: This advantage now refreshes any instance of Aegis currently on you.
      • New 2-Point Advantage: This advantage will make Mighty Kick refresh the duration of your Demolish debuff on your target.
      • New 1-Point Advantage: This advantage turns Mighty Kick back into a Charge power with no Interrupt effect.
      • These changes essentially turn Mighty Kick into Might's version of Backhand Chop, with the ability to turn back to its current version in case players like the current Mighty Kick. This also lets people use Mighty Kick without fear of messing Interrupt timing at Kiga's dogs.
    • Head Butt:
      • New 2-Point Advantage: This advantage will make Head Butt refresh any stacks of Reckless currently on you.
      • New 2-Point Advantage: This advantage will make Head Butt refresh the duration of your Demolish debuff on your primary target.
    • Hurl:
      • Hurl is now a spherical AoE centered around your primary target that knocks down.
      • Rubble Trubble: This advantage now costs 3 points. This advantage will grant you one stack of Reckless for hitting your primary target, and has a 50% chance of applying a bonus stack of Reckless for each target you knock down besides the primary target.
      • Nailed to the Ground: This advantage will only disable the travel power of your primary target.
      • New 2-Point Advantage: This advantage will make Hurl refresh the duration of your Demolish debuff on your primary target.
    • Roomsweeper:
      • New 3-Point Advantage: This advantage will grant you one stack of Reckless for hitting your primary target, and has a 50% chance of applying a bonus stack of Reckless for each target you knock besides the primary target.
    • Havoc Stomp:
      • This power no longer has a short cooldown.
      • This power no longer has a chance to knock on tap. When charged beyond 25%, this power gains a chance to knock up. When charged beyond 90% this power gains a chance to knock away.
    • Uppercut:
      • The damage this power deals has been buffed
      • On a full charge, this power will grant one stack of Reckless, but has an internal cooldown on this effect.
      • Setup: This advantage has been removed from Uppercut.
      • The idea here is to turn Uppercut into Might's alternative alpha strike power. The overall DPS this power deals should be less than Haymaker R2 + Reckless conditional advantage, but still high enough to be considered a viable alternative.[/color]
    • Demolish:
      • Demolish now gains the Setup advantage
    • Aggressor:
      • This power now grants 1 stack of Reckless at Rank 1, 2 stacks of Reckless at Rank 2, and 3 stacks of Reckless at Rank 3.
      • This power no longer grants bonus +STR or +CON.
    • Haymaker:
      • One Punch is All I Need: This advantage now scales off of the amount of Reckless stacks currently on you. Instead of consuming your stacks of Enrage, it will consume your stacks of Reckless. Using this power will place other Ultimates on cooldown. Using this power places Shadow Strike on cooldown.
    AOyJ2f6.png
  • andondarkmoreandondarkmore Posts: 678 Arc User
    Keep haymaker as is.
    Add a new ultimate "Meteor Punch" = Haymaker with 5pt advantage.
    What might "punch" power will be able to be used in original HAYMAKER's place?
  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    Bug
    Unleashed Rage
    Seems to be hitting twice (Crushing/Sonic) even w/o the adv.

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  • avianosavianos Posts: 6,195 Arc User
    New Power: Impressive Physique
    Might Framework
    Maintained Heal
    Heals nearby allies. Does not heal yourself.
    Heal scales with your Strength instead of Presence.
    Shields you while maintaining.
    Advantage (2): Greatly increases knock resistance while maintaining.
    Advantage (2): Chance to stun targets while maintaining.
    Suggestion: Give Impressive Physique a 1-point adv that makes it scale with PRE instead

    Nice power, this is something close to what I suggested ages ago (as a self heal) ...but... WHY STR-scaled AoE HEALING?
    are you trying to make STR healers a thing? Are going to expected a STR-scaled Healing toggle too?
    This Novelty is weirdonion-13.gif​​
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited August 2019
    Suggestion: the 'free stacks' mechanic (for both Defiance and Forms) has always been a bit glitchy. Why not reduce the stack cap to 5 and add one stack worth of resistance to the base power? (alternately, get rid of having different ranks of the defiant buff and build 1-3 stacks into the base power; this would mean advantages could apply defiant again and have it be coherent).
  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    avianos wrote: »
    New Power: Impressive Physique
    Might Framework
    Maintained Heal
    Heals nearby allies. Does not heal yourself.
    Heal scales with your Strength instead of Presence.
    Shields you while maintaining.
    Advantage (2): Greatly increases knock resistance while maintaining.
    Advantage (2): Chance to stun targets while maintaining.
    Suggestion: Give Impressive Physique a 1-point adv that makes it scale with PRE instead

    Nice power, this is something close to what I suggested ages ago (as a self heal) ...but... WHY STR-scaled AoE HEALING?
    are you trying to make STR healers a thing? Are going to expected a STR-scaled Healing toggle too?
    This Novelty is weirdonion-13.gif​​

    Think it was meant to be a melee aoe heal thing. We already have CRAPLOAD of heals that scales with PRE. This power scaling with STR is quite interesting and unique since it's the only one that scales with your dmg SS. Other heals will just heal you like a used bandaid unless you have PRE SS. (Looking at you Moonstruck)

    I'd really like it to stay STR-based. After all you're flexing your muscles!
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  • spinnytopspinnytop Posts: 16,450 Arc User
    avianos wrote: »
    Suggestion: Give Impressive Physique a 1-point adv that makes it scale with PRE instead

    Nice power, this is something close to what I suggested ages ago (as a self heal) ...but... WHY STR-scaled AoE HEALING?
    are you trying to make STR healers a thing? Are going to expected a STR-scaled Healing toggle too?
    This Novelty is weirdonion-13.gif​​

    It seems more like they did that so Might toons can make use of the heal without having to become healers. I think this power is great as-is. The shield is a clever way to make it so we're not just piling on even more self-healing, and the chance to stun targets around you means it's still potentially useful solo, even if it is going to look really goofy flexing at QWZ stuff randomly in the middle of a battle lol
  • bluhmanbluhman Posts: 2,410 Arc User
    Blindside Blow: Removed damage bonus effect. Now applies Blindside when finishing this power's combo, which increases the base damage of your next Brick Framework attack based on the number of Enrage stacks on you but reduces any other attack damage. Also partially refreshes the duration of Demolish.

    Suggestion
    So, what's exactly the point of the bolded part here? It could just be as easy to have Blindside's damage bonus just not apply to any other attacks, but why make it actively penalize using non-brick powers?
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  • We're Juggernaut now lol

    We got the brass knuckles from the new missions too

  • aesicaaesica Posts: 2,537 Arc User
    avianos wrote: »
    Suggestion: Give Impressive Physique a 1-point adv that makes it scale with PRE instead

    Nice power, this is something close to what I suggested ages ago (as a self heal) ...but... WHY STR-scaled AoE HEALING?
    are you trying to make STR healers a thing? Are going to expected a STR-scaled Healing toggle too?
    This Novelty is weirdonion-13.gif​​
    Impressive Physique is probably fine being not tied into Presence. It's worth noting that a healer can still use it because it gets benefits from healing% effects (healer gloves, presence PSS specializations, healer forms/passives, etc)
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  • avianosavianos Posts: 6,195 Arc User
    Defensive Combo
    New Advantage (2): Chance to knock down targets on last hit. Chance on primary target increases if affected by Enrage. Last hit becomes a knock upward if target is affected by a hold effect or hold resistance.

    Beatdown
    New Advantage (2): Chance to knock down targets on last hit. Chance on primary target increases if affected by Enrage. Last hit becomes a knock upward if target is affected by hold resistance.

    BUG: The Pummel ADV on both Defensive Combo and Beatdown doesn't work
    There is no Knock at the end of the combo with Enraged active or not


    Only the Knock against enemies with Knock resistance stacks work fine​​
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  • avianosavianos Posts: 6,195 Arc User
    edited August 2019
    For the time being I haven't got any other bug to report
    but with the chance of Might get revamped we could use new powers using existing animations
    Suggestion: Can we please get this power available for players? Punch the Ground in AoE circle
    It can work exactly like Havoc Stomp with differences and can be part of AT's choice between Havoc Stomp and this

    [Gif file after this point]
    ROyHmuk.gif

    I really hope this updates add even more new powers in general... i doubt it will be kicks​​
    Post edited by avianos on
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  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    edited August 2019
    avianos wrote: »
    For the time being I haven't got any other bug to report
    but with the chance of Might get revamped we could use new powers using existing animations
    Suggestion: Can we please get this power available for players? Punch the Ground in AoE circle
    It can work exactly like Havoc Stomp with differences and can be part of AT's choice between Havoc Stomp and this


    I really hope this updates add even more new powers in general... i doubt it will be kicks​​

    I second this! Been wanting an aoe ground pound that isn't Brimestone with Imaginary Weapons. The animation looks kind of Nuclear Shockwave but I'll tak what I can get. You could just recycle Energy Wave's animation and add some shockwave/crack fx and change it to Crushing dmg!

    EDIT:
    Suggestion
    Beatdown
    Can we have a 2-pt Demolish adv on finishing the combo? I've been testing with Iron Chain and it seems to be the best one for Haymaker(imo) since it's both applies Demolish and Reckless. I know we can just pick Iron Chain but Beatdown truly feels the Might aspect. Iron chain is just....chain-mleming. I may be asking too much but gonna chuck this suggestion in.
    Post edited by chaosdrgnz43 on
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  • Might's only maintain attack power punches the ground instead of enemies, if they create and add this power the Psi villain is using then it will have two floor punches, plus there's the Fists of Compliance device as well. These would work fine for a meta human but not for a non superpowered hero.

    Suggestion
    Create a punching maintain attack power for the new AT


    Maybe the visual could look like Wield Earth's melee animation, something that alternates left and right punches thrown at the villain instead of the ground.
  • lunnylunnylunnylunny Posts: 187 Arc User
    With what the others have said in mind, a Maintain Attack would be a nice addition as a second 'single target' attack that isn't Haymaker, which I feel is important to have for build diversity and mainly to fix the issue that grabbing the 5 pt Adv on Haymaker brings: you don't have anything else to hit with aside from Demolish which is a bit under the DPS value (as it should be since its purpose is to debuff).

    Also Uppercut is terrible. You do more damage in shorter time with Dragon Uppercut, ironically.
  • lunnylunny wrote: »
    With what the others have said in mind, a Maintain Attack would be a nice addition as a second 'single target' attack that isn't Haymaker, which I feel is important to have for build diversity and mainly to fix the issue that grabbing the 5 pt Adv on Haymaker brings: you don't have anything else to hit with aside from Demolish which is a bit under the DPS value (as it should be since its purpose is to debuff).

    Also Uppercut is terrible. You do more damage in shorter time with Dragon Uppercut, ironically.

    That's the way I see it too; hold a maintain attack power to build stacks of buffs then use a heavier punch to finish off the enemy. It's similar to how my Munitions toon works where I use SMG to build 3 stacks of Furious then switch to Assault Rifle to do maximum damage per second.
  • avianosavianos Posts: 6,195 Arc User
    I still don't understand any reasoning why would anyone want to make Haymaker into an ultimate when there is no Alternative main focus MIGHT Power. ESPECIALLY Behemoth AT, which doesn't have to pick either Haymaker or Uppercut
    and Uppercut's DPS is way inferior choice

    HMMM yes I want to make my main Alpha Strike power a 90 seconds ultimate, this makes sense dd3.png


    If Anything I would Suggestion: Scrap the 5 point One Punch Is All I Need ADV from Haymaker and make it an entire new FREE ultimate, giving it to Behemoth! Just a reskin power

    At least Heavy Weapons have 2 different Alpha strike choices Annihilate and Skewer
    Nuclear Shockwave
    No longer needs to be charged.
    Reduced radius to 10ft (from 20).
    Increased target cap to 7 (from 5).
    Increased damage and cost.
    Increased cooldown to 30 seconds (from 0).
    Now has a chance to apply Particle Burn based on rank.
    Now Knocks back, down or repels targets based on distance from you.
    Updated visuals.
    New Advantage (2): Applies Disintegrate to targets.
    The change is still mind boggling and I don't understand the reason for giving this power 30 seconds CD for so few effects

    Congratulations your Wet Noodle power is slighty stronger Wet noodle but has 30 cd which doesn't make sense
    This power already suffered enough for years being the worst OSV power and being behind a Regognizion Wall
    bluhman wrote: »
    Blindside Blow: Removed damage bonus effect. Now applies Blindside when finishing this power's combo, which increases the base damage of your next Brick Framework attack based on the number of Enrage stacks on you but reduces any other attack damage. Also partially refreshes the duration of Demolish.

    Suggestion
    So, what's exactly the point of the bolded part here? It could just be as easy to have Blindside's damage bonus just not apply to any other attacks, but why make it actively penalize using non-brick powers?
    Another thing I noticed and forgot to mention, what's the reasoning behind this? I'm ok with Powerframe-exlusive buffs but why would you penaltize Freeform builds which use multiple powerframes?​​
    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!
  • xcaligaxxcaligax Posts: 1,096 Arc User
    avianos wrote: »

    BUG: The Pummel ADV on both Defensive Combo and Beatdown doesn't work
    There is no Knock at the end of the combo with Enraged active or not


    Only the Knock against enemies with Knock resistance stacks work fine​​

    The knock works on secondary targets only, and stacks enrage that way. Kai is aware of the bug and I think will implement a fix early in the week.

  • championshewolfchampionshewolf Posts: 4,375 Arc User
    Thoughts on Defiance;
    My problem with Defiance in a nut shell has been it's starting out vulnerability. While big resist sounds fine and dandy on paper, Defiance is fairly weak to small damage and gets shredded by it fairly quickly. It also has the issue of not starting out with a semi decent level of resistance versus every other passive, at least in regards to being defensive to itself and takes a significant amount of time for ramp up, versus other passives. The current set up, if ranks were taken (and I know it is something players currently do not do), is that a base 60% resistance would be had if someone actually took rank 3 of Defiance. But that is not possible with new Defiance. I think a compromise is in order around somewhere.

    Currently, with mostly rank 7 mods slotted, a rank 3 Defiance can get 23% resistance per stack, or 138% resistance in total when all 6 stacks are together. How about as a compromise that the player starts with half that value of 138% (thus 69%) at rank 3 and rank 7 mods, and gains 11.5% per stack of Defiance. or there abouts. This provides the similar effect but doesn't have the downside of such a severe ramp up. As Defiance lacks the ability, on its own, to withstand small arms damage and is more designed for big mass hits, this would give a better leading edge towards that factor.
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  • spinnytopspinnytop Posts: 16,450 Arc User
    avianos wrote: »
    I still don't understand any reasoning why would anyone want to make Haymaker into an ultimate when there is no Alternative main focus MIGHT Power.​​

    psssst.... martial arts x might builds. One Punch Man ;)
  • flowcytoflowcyto Posts: 12,858 Arc User
    edited August 2019
    Bug: Rank 1 of Defiance is not stacking properly upon being hit. (other ranks are fine).

    Bug: Unstoppable is still giving energy when you attempt to knock instead of when you are knocked.

    Bug: Defensive Combo is not procing Warden Mastery. (it is working w/ Brawler's Setup; unsure w/ Warden's Slaughter)

    Typo: Defensive Combo's description implies that the dmg shield only applies when finishing the combo, when this is not the case.
    (also: if it's intended, then it may be worth mentioning somewhere that Defense Combo's dmg shield doesn't scale w/ any stats)

    Bug?: Mighty Leap's innate stun only lasts as long as the 'Here I Am' adv AoE stun (1 sec) and also doesn't scale, but unlike the adv this isn't mentioned anywhere so I'm not sure if it's intended.
    -Might Leap's Bull Rush and 'Here I Am' advs could have self-debuffs associated w/ their effects if they have a long cd (10sec).

    Bug: the Destructive Force adv for Aggressor doesn't seem to be working.

    Bug?: Endorphin Rush's Recovery scaling seems to be quite weaker than its Constitution scaling.

    Bug: The damage from Shockwave's melee portion gets the Ranged dps role's 25% dmg rather than the Melee role's. (the melee portion still seems to scale w/ Str, at least)
    Bug: Shockwave has no sound effect (at all ranks).

    Bug: Havoc Stomp's Reckless Endangerment adv doesn't seem to be working. (Shockwave's seems fine)
    -It may be nice to increase Havoc Stomp's radius if it's becoming a cd power that still roots you- esp in light of the pull-in adv.

    Bug: Unleashed Rage seems to hit with both Sonic and Crushing dmg, and even w/o taking the Sonic dmg adv. (the tooltip doesn't also get updated w/ the adv)


    Misc Feedback:
    For Beatdown, I feel like Reckless should be a special adv for this attack and instead the Pummel/knock adv be made innate- as 'Reckless' is now defensive in nature (knock resist and dmg shield).

    I'd suggest lowering the base cds of Howl and War Cry a bit, if ranks are no longer doing that.

    I'm not a huge fan of Brute Force's stacking mechanic, but I think it's base number and scaling could be buffed up a bit.

    Impressive Physique is a neat concept. I hope we can get more support-type stuff that mixes things up a bit.

    And yeah I generally agree that Defiance's stacking mechanic should be given another look if its losing its unique perks. Eliminating the stack mechanic could obsolete any 'refreshes Defiance' sort of effects, but I don't think that's a big deal either. Unstoppable could maybe also stand to be buffed w/ the loss of energy on knocking offensively.
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  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    Suggestion
    Nuclear Shockwave
    -Please remove the 30 sec cooldown or at least reduce it to 10-15secs. It is way too long and it doesn't get reduced when your rank it up.
    -Instead of Disintegrate, replace it with Burn Through which is a Particle/Crushing debuff. PA might have some use for it.

    This power is an OV power unlock and it takes forever to farm for it. Lance Rain seems to be given good revamp, it's only fair for NS to get the same treatment. So should Gravitic Ripple when Force revamp comes but let's set that aside for now. Please make these powers worthwhile to use.
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  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    No knock-based Toggle Form? That's a shame.
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited August 2019
  • flowcytoflowcyto Posts: 12,858 Arc User
    Suggestion
    Nuclear Shockwave
    -Please remove the 30 sec cooldown or at least reduce it to 10-15secs. It is way too long and it doesn't get reduced when your rank it up.
    -Instead of Disintegrate, replace it with Burn Through which is a Particle/Crushing debuff. PA might have some use for it.

    This power is an OV power unlock and it takes forever to farm for it. Lance Rain seems to be given good revamp, it's only fair for NS to get the same treatment. So should Gravitic Ripple when Force revamp comes but let's set that aside for now. Please make these powers worthwhile to use.
    Nuclear Shockwave has some odd properties that make it pretty interesting (Particle dmg + PA/LS debuffs.. in Might, 75ft range, 7-target cap, is player-aimed ala Plasma Beam), but yeah its cd is too long for what it does, imo. A cd in the 10-15 sec range could at least mean that debuffs could be rolled w/ it.
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  • kaiserin#0958 kaiserin Posts: 3,210 Cryptic Developer

    FC.31.20190810.5
This discussion has been closed.