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PTS Update 5/08/11 Build FC.16.20110507.0

Archived PostArchived Post Posts: 1,156,071 Arc User
edited May 2011 in PTS - The Archive
Here are the additional patch notes for the FC.16.20110507.0 update

Please use this thread to discuss these specific changes.

Feature
Note: Retrain will not be going LIVE with Resistance it will be on PTS for a bit First. If everything checks out it may hit LIVE sooner. Retrain Tokens will be added to the C-Store soon
Retrain:
The Retrain Option has been added to the Character Select Screen. You can now switch archetypes (or change to free-form if you're a Gold Member). Re-Train tokens are also purchasable from the C-Store.
When upgrading an account from Silver to Gold status, the characters that need to be converted from silver can be upgraded (and re-trained) for free.
Gold members can use the Re-Train system once for free on each character. However, it shares the same counter as the "Conversion" system. For example, if you converted a silver archetype character to freeform (or different archetype), you will not be able to use another free re-train on that character.

Archetype
The Disciple:
  • The innate talent for The Disciple is now named properly.

Powers
Telekinesis:
  • Ego Leech Debuff: Duration reduced to 15 seconds. Base Energy per stack on defeating a target reduced. Now also grants Energy over time for each stack of Ego Leech you apply, up to 5 stacks. This Energy return is affected by your Recovery.
  • Ego Weaponry: Increased damage from stacks of Ego Leech has been reduced to 5%.
  • Ego Weaponry: Now has a chance to apply stacks of Ego Leech. The first 2 swings have a 25%, while the last swing has a 50% chance.
  • Ego Weaponry: Description has been updated to match the updated power functionality.
  • Ego Form: Now grants a Power Cost Discount to all Mentalist powers.
  • Kinetic Reverberation: Has been renamed Ego Reverberation.

Items
Serpent Lantern/Demonflame:
  • Special named drops from Serpent Lantern and Demonflame no longer change names as you get higher level versions of them. For example, at level 11, you could previously get "Broken Dragon Scale", which had the same stat allotment (based on level) as the level as the higher level "Dragon Scale", "Large Dragon Scale", and "Rare Dragon Scale". Now, the item name will be "Dragon Scale" regardless of which level the item is. The stat values are unchanged by this change.
  • Special item drops (the randomly generated stat kind, that could get additional secondary stats in higher difficulty levels) and specially named drops (the kind mentioned in the previous patch note) in the Elite difficulty of these Adventure Packs are now more powerful than those found in the Very Hard version of the Adventure Pack.
  • The group of special rewards that drop in each of these instances now has 1 additional item in each Adventure Pack.

Demonflame:
  • In addition to Left Hand dropping special items that have bonus stats on them, Luther Black will now drop these in place of the green items he could drop. Knights of the Void and Bleak Harbingers also have a chance to drop these, in addition to their previous drops. These drops follow the same stat increases based on difficulty, including the new Elite difficulty bonus.
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Akinos and I will be watching this for Disciple and TK feedback.
    If you have some feedback on the latest changes please post it here.

    We will be finalizing changes this week. The Disciple and TK changes are scheduled to go LIVE with Resistance.

    Remember, nothing is final in the TK changes or the Disciple until it is LIVE. Your feedback is vital so keep it clean and on topic.

    Thanks a ton!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    I'm sorry, but I really don't get what you guys are doing on this one.

    So far the entire "TK review" has consisted of changing the energy return/ego leech mechanic and then tweaking costs across the board for TK powers to compensate. End result is a small net energy gain for pure TK characters, and a net loss for any toon trying to mix TK powers in as a secondary set.

    And, well, that's it.....


    I suppose a big part of what is giving me pause is how extensive the other power set reviews have been. You introduced new powers, re-balanced existing ones, completely overhauled passives that just didn't work, etc... And TK needs that kind of attention. It offers nothing that is not offered better, and for less, by multiple other frameworks. It's namesake power has been viewed as quite possibly the most borked and useless since launch, and in the course of this "review" it has received no more mention then to say you're probably getting to that one later.

    Kind of a disappointment guys.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    About the drops on higher difficulties, did you guys fix that the fact that secondaries are getting more bonus stats then they should?

    Blue drops from higher difficulties should contend with the harder to acquire purple drops from other places. With the way the secondaries from SL/DF on very hard work, this isn't true. The secondaries are far better than purples secondaries (like say the apoc purples from UNITY).

    To clarify. Secondaries currently get the exact same bonus on hard/very that primaries get. This amount should be scaled down to something more appropriate to secondaries.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Dardove wrote:
    About the drops on higher difficulties, did you guys fix that the fact that secondaries are getting more bonus stats then they should?

    Blue drops from higher difficulties should contend with the harder to acquire purple drops from other places. With the way the secondaries from SL/DF on very hard work, this isn't true. The secondaries are far better than purples secondaries (like say the apoc purples from UNITY).

    To clarify. Secondaries currently get the exact same bonus on hard/very that primaries get. This amount should be scaled down to something more appropriate to secondaries.

    That's a good question, to be honest. That said - in my (very limited) testing so far, it's not much of a bump up.

    First run on Elite, I got a +8/+29 Secondary. On VH, I would've gotten a +7/+28 Secondary. I'll test further, but if you 'only' get a boost of +1 per stat on Elite, it's really not worth running things for the very tiny boost.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    That's a good question, to be honest. That said - in my (very limited) testing so far, it's not much of a bump up.

    First run on Elite, I got a +8/+29 Secondary. On VH, I would've gotten a +7/+28 Secondary. I'll test further, but if you 'only' get a boost of +1 per stat on Elite, it's really not worth running things for the very tiny boost.

    Well, that answers the question. The bonus stats for secondaries remain in their broken state. The gear from Adventure packs should contend with gear from other sources (like UNITY gear) not make the other gear worthless.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Dayraven wrote:
    I'm sorry, but I really don't get what you guys are doing on this one.

    So far the entire "TK review" has consisted of changing the energy return/ego leech mechanic and then tweaking costs across the board for TK powers to compensate. End result is a small net energy gain for pure TK characters, and a net loss for any toon trying to mix TK powers in as a secondary set.

    And, well, that's it.....


    I suppose a big part of what is giving me pause is how extensive the other power set reviews have been. You introduced new powers, re-balanced existing ones, completely overhauled passives that just didn't work, etc... And TK needs that kind of attention. It offers nothing that is not offered better, and for less, by multiple other frameworks. It's namesake power has been viewed as quite possibly the most borked and useless since launch, and in the course of this "review" it has received no more mention then to say you're probably getting to that one later.

    Kind of a disappointment guys.

    Keep in mind it took them... ...What was it, a week and some to get the meat of the Elec changes out?

    Mind you, the Ego Blade set is still marked on the calender as coming out next week, but they might postpone if needed, or who knows, maybe any other big changes in the pipeline might get wrapped up by then.

    I don't actually have an Ego Blade character to really test the before and after effect of these changes with, and I'm by no means an expert of the set, but I do have one piece of feedback regarding the new energy unlock: Is there any chance we could change the damage type that procs Ego Reverb from Ego to Paranormal, possibly even including Crushing in there? It's not uncommon to see people mix either Force, Celestial or Darkness with TK for theme reasons, and I for one want to create a character that's Celestial and TK blades so I'm thinking ahead here.

    I still don't quite understand why secondary energy unlocks are limited to a single set or damage type since you can only have one and it looks like nearly ever set is getting one, but it's pretty limiting to many types of freeform combos. That's a rant for another day though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Tk changes...thats it?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Tk changes...thats it?

    The other thread with the patch notes for Resistance said exactly what else would be included in this thread.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Dardove wrote:
    The other thread with the patch notes for Resistance said exactly what else would be included in this thread.

    Yeah, but I think most people were assuming (myself included) that TK would actually be getting the attention some of the other powerset reworks got, and that this topic would be the first go at the remainder of those changes.

    Instead of "lol here's an ugly lunge and a reverb, go play".
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    I've posted this before, but maybe sticking it right here will help...

    TK underforms badly.

    The standard is set by the following powers:
    Ebon Ruin
    Gigabolt
    Chest Beam
    Force Cascade
    Dragon's Wrath
    Dragon's Claws
    Defile

    Any of those powers can be used in builds that produce 1000 points damage on tap or up to 10,000 points in spike. This does not take crazy uber stats or some mysterious sekrit build. It can be done using normal drops in an obvious builds. In fact, one of my toons actually manages 13k force cascades using normal drops.

    That should be the standard for every single DPS set. Telekenetic is nowhere near that level. That's why players keep saying they don't get what the devs are trying to do. You're making miniscule changes to a set that needs dramatic improvement

    Oh, and my suggestion for telekinesis the power...simplify how players use it. Instead of click power...get object...click target and whatnot (which right now would be an exercise in frustration with how messed up targeting is), just click power and it automatically finds the biggest object that the player COULD throw (check weight and range) and tosses it at the current target. So a high ego toon fighting next to a semi could just click telekinesis and blam...semi in the face of the bad guy.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Dardove wrote:
    Well, that answers the question. The bonus stats for secondaries remain in their broken state. The gear from Adventure packs should contend with gear from other sources (like UNITY gear) not make the other gear worthless.

    Make other gear better. Do not nerf existing gear.

    This could be done at the same time they make PvP rewards gear not a joke and not cost way more acclaim than the average toon will earn in two years of normal gameplay. Same with crafting. Make better.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Well, tested out the 2nd set of TK pass. I will admit that this time around, the pass is better than the first. I tested various power combos in the Battle room, Hard, 5-man. My toon had various different gear. I geared for min/max'n (292 dex/296 ego, 50ish equilibrium, 122 total end bar) and gear to be an all around'r (269 dex/259 ego, 100ish Equilibrium, 155 total end bar, Dodge upgrade).

    From what I can see that changed:

    1. Ego Form now granting 18% cost reduction on all mentalist powers is a big bonus (at rank 3) =D Sure does help somewhat as far as energy management goes.
    2. I wonder if it is just me, or does anyone else feel that applying ego leech is much faster now? It felt alot easier to apply now, and could easily maintain it without worrying too much. I dare say that I was able to spam EBB without Force Shield (on Live I currently use Force Shield/adv to spam EBB), and instead picked up Elusive Monk to improve survivability.
    3. Since I picked up Elusive Monk, I dropped Heal drones, and just relied on Bio Shielding. So I came up with this; Ego Leech energy management=More attack spam=more survivability.

    Suggestions:

    1. TK shield: The archetype will be rolling with this shield. Can you give it resistance to all dmg instead of just physical? it would be nice for TK reinforcement to do something else than just provide phydical dmg protection.
    2. Ego Blade: an adv? some sort of debuff or faster application of ego leech, something!
    3. TK Wave: I find it better than TK eruption IMO. It's a great alpha strike if you want to remain in-set. Cost considerably less too, and has the element of surprise. However, On the other side, TK Wave needs a better adv. In PvE, it's kinda worthless since mobs die sooo quick. Since I'm no expert in PvP, I couldn't say much there, but asking around I get "It sucks".

    Conclusion:

    I liked the new patch. I actually do. Ego Form now has a reason why you should pick it. I find that now I can play around with more powers to be more durable and energy efficient. On the flipside, and again I thought it was a decent new patch, I still find the review kinda lacking. There is no "wow" changes. I mean, on live, my TK Blades toon pretty much plays around the same way. The only thing really new is just Ego Leech. These changes still don't solve the "What IS the Mentalist Framework" question. Besides ego leech application and Ego Form cost reduction, there is no other synergy between TK Blades, TK Ranged, and Telepathy. Hopefully when the promised TK power makeover comes around, we'll get this question answered.

    Sorry if it has already been seen. just wanted to officially post my mini review from the other thread. :o
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Dardove wrote:
    Well, that answers the question. The bonus stats for secondaries remain in their broken state. The gear from Adventure packs should contend with gear from other sources (like UNITY gear) not make the other gear worthless.

    Do you mean broken compared to other rewards. Where broken is your assessment of the quality disparity between the AP rewards (past and Present) and UNITY gear?

    UNITY gear is not being reviewed in this pass. The goal is not to nerf or otherwise devalue gear from other sources but to improve the rewards based on difficulty for AP's. When we looked at the rewards for Resistance we noticed an inconsistency with the rewards for SL and DF. That has been corrected.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Xavori wrote:
    Make other gear better. Do not nerf existing gear.

    This could be done at the same time they make PvP rewards gear not a joke and not cost way more acclaim than the average toon will earn in two years of normal gameplay. Same with crafting. Make better.

    Doesn't matter to me whether they make other gear better or nerf adventure pack loot as long as they achieve the goal of making it so the different ways of getting top end loot contend with one another as opposed to the lopsided setup we have now where adventure pack loot trumps all.

    Of course, I think it would be far easier to adjust the bonus stats on secondary loot from higher difficulty adventure packs down so they are are inline rather than readjust all other gear up and then readjust the target scores to be inline with the new loot base lines. That's just me though.
    RoBoBo wrote:
    Do you mean broken compared to other rewards. Where broken is your assessment of the quality disparity between the AP rewards (past and Present) and UNITY gear?

    UNITY gear is not being reviewed in this pass. The goal is not to nerf or otherwise devalue gear from other sources but to improve the rewards based on difficulty for AP's. When we looked at the rewards for Resistance we noticed an inconsistency with the rewards for SL and DF. That has been corrected.

    Wasn't asking for Unity gear to be reviewed. I was asking for the fact that secondary and primary gear are receiving the same bonus on higher difficulties to be reviewed. This fact alone makes secondary gear from any other source not worth considering.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    I agree with Xavori. I too have toons that can outperform my tk blader. Heck, I have a con/pre toon that way outperforms my tk blader, and suffers less energy issues while at it. I proved this by "pseudo tanking" and still coming up 2nd in sheer dps against kigatilik while with a few experienced sg members.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    I'm to the point of seriously suggesting that you just kill off Ego and fold it's crit severity stat into something else.

    It's the root cause of why so many people say TK Blades and Ego Form suck. It's the anchor around TK Blades' neck, because it takes gear slots that should be used for energy stats and makes you sacrifice them for almost-comparable damage to other sets. Meaning you get a set that does mediocre damage without ego and has terrible energy management with its in-set tools (by comparison to pretty much any of the other reverbs) even with Ego.

    I'm rather afraid if this new TK set is going to be the benchmark for melee before the upcoming MA pass. That's going a bit too far back to the bad old days for my taste.

    Not to belabor the point, as this has been mentioned before, but I would be happier if you just delayed this "TK Pass" until you're ready and able to actually do it right. That means (in my overinflated self worth's opinion)...

    - De-couple the blade graphics from ranks. Period. For all powers.

    - Give us an ability to use the dual TK blade graphics without being tied to the worst stat in the game (Ego) and the worst offensive passive (Ego Form. Yes, even after the recent changes). Preferably as a toggle with some sort of damage boost or cost reduction or movement speed increase or something. But I would gladly pay a power point and advantage points even for just one visual toggle that gives equivalent graphics across all your Ego Blade powers

    - Make Ego Form worth taking for someone other than an Ego Blader or a masochist "ranged mentalist" character. While you're at it, might want to look into making ranged TK a viable option. Something like the mixed offense/defense boost from Quarry or Unstoppable would be great here.

    - Make Telekinesis, the power, not a worthless pile of steaming manure. I know, it's going to take new tech. That's fine. I'd rather wait and see it done right than see it ignored while the "TK Pass" is shoveled out the door, leaving it with no clear ETA.

    -Kill off Ego, or make it worth taking for something other than the backup singer to Dex's coke-snorting, groupie-banging lead. It's atrocious as-is, and being linked to it is a big part of why people look with disdain on Ego Form and this set in general.

    - Give the set an identity other than "dual-wielding neon toothpick man". I know you're capable of doing this. While not all the MA sets are equally good, Unarmed, Dual Blades and Single Blade all have their own niche, with slightly different things to recommend them. And, y'know, Dragon's Claws, with the other powers no one takes over there in the corner.

    Right now, TK is "low rent Dual Blades minus the defense or overall damage potential" coupled with "crappy ranged powers that date back to an implementation style from launch." Cooldowns suck, generally speaking. Powers without useful advantages suck. I know, balance, blahblah. But "ranged telekinetic/mentalist attacker" is a gaping thematic hole that the atrocious TK ranged powers do nothing to fill.

    I don't mean to disparage your hard work. I'm sure that trying the new rate of content alone is taking quite a bit of resources, and with your main powers guy being gone on his impending nuptials, that can't make it any easier. But I also know that when you put your mind to it, you're capable of taking even subpar sets and making them shine.

    Please don't rush this out without it being really ready.

    And for crying out loud...
    Change the animation on Ego Blade Dash! Reskinned mIghty leap whilst dual-wielding neon toothpicks is not cool!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    I'm not seeing a good path for these TK changes to take... Let's see if I can map it out.

    Original TK blades... Energy intensive and underperforming damage-wise

    1st round of TK changes... Increase in energy consumption and a modification to the energy return mechanics that did not make up for the energy increase at all.

    This round of TK changes... a drop in damage to one power making it even less appealing even though it is practically forced on us and IS forced on the AT. A drop in energy returns. The only positive that I'm seeing is the addition of a power discount mechanic for the slotted passive (Not sure how much as I haven't been on test to check it but it would have to be a pretty impressive discount to make the AT even remotely viable with the damage nerf to the t0 power).


    Not feeling the love that this set so desperately needs. Not sure what the ultimate goal is with these changes but if the goal is to make the set so disappointing that no one will bother taking it, then you are definitely going in the right direction.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Sidenote:

    At 255 both superstats, Ego Form R3 gives an 18% cost discount to all Mentalist powers.

    Woo hoo.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    For the 5th time, KILL EGO LEECH WITH FIRE.

    I am extremely annoyed that this artificial construct is tacked on to every single TK power inflating the energy costs when I can get better performance out of a +End on Kill gear, that I can DECIDE to use if I WANT to, rather than being forcibly assaulted with a sloppy energy return mechanic.

    Just let it die. Or turn Ego Leech into some other debuff that's actually useful. Disorient comes to mind.

    Also, none of these changes address the fact that TK still promotes a hybrid ranged/melee play style but has absolutely no synergy between those two aspects. And no, forcing the Ego Leech synergy is not an acceptable solution, because Ego Leech is terrible.

    Since the EGO Tax on Id Blades is going to be folded in to base Ego Blades, what's the point of even having Id Blades anymore? Can't Ego Form do something more useful than proccing Id Blades? Mechanically there isn't going to be a difference anymore.

    This whole TK Pass needs to be extended so it can be done properly. Pushing it out with Resistance is going to net us a rush job and a whole slew of changes that currently NO ONE is happy with.

    Btw Ego is still a worthless stat, so the more you try to force players into picking it, the more resistance you're going to find until some sort of solution for Ego is found.

    P.S. Did I mention to KILL EGO LEECH WITH FIRE?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Empyreal10 wrote:
    For the 5th time, KILL EGO LEECH WITH FIRE.

    I am extremely annoyed that this artificial construct is tacked on to every single TK power inflating the energy costs when I can get better performance out of a +End on Kill gear, that I can DECIDE to use if I WANT to, rather than being forcibly assaulted with a sloppy energy return mechanic.

    Just let it die. Or turn Ego Leech into some other debuff that's actually useful. Disorient comes to mind.

    Also, none of these changes address the fact that TK still promotes a hybrid ranged/melee play style but has absolutely no synergy between those two aspects. And no, forcing the Ego Leech synergy is not an acceptable solution, because Ego Leech is terrible.

    Since the EGO Tax on Id Blades is going to be folded in to base Ego Blades, what's the point of even having Id Blades anymore? Can't Ego Form do something more useful than proccing Id Blades? Mechanically there isn't going to be a difference anymore.

    This whole TK Pass needs to be extended so it can be done properly. Pushing it out with Resistance is going to net us a rush job and a whole slew of changes that currently NO ONE is happy with.

    Btw Ego is still a worthless stat, so the more you try to force players into picking it, the more resistance you're going to find until some sort of solution for Ego is found.

    P.S. Did I mention to KILL EGO LEECH WITH FIRE?

    His rant's much more succinct than mine. I like his better.

    Especially this bit.

    This whole TK Pass needs to be extended so it can be done properly. Pushing it out with Resistance is going to net us a rush job and a whole slew of changes that currently NO ONE is happy with.

    Btw Ego is still a worthless stat, so the more you try to force players into picking it, the more resistance you're going to find until some sort of solution for Ego is found.

    P.S. Did I mention to KILL EGO LEECH WITH FIRE?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Dr.Sage wrote:
    I'm rather afraid if this new TK set is going to be the benchmark for melee before the upcoming MA pass. That's going a bit too far back to the bad old days for my taste.
    Actually i think that the MA pass will be as good as the others.

    Lets face it, this pass is going to be limp because Ame is on his honeymoon. We can sit here and pretend that Ames absence wont affect this pass but that guy is way too active to leave without a gap being left in his place. This is not to say that the other devs aren't working hard to pick up the slack but man hours are man hours and expertise is expertise no mater how you cut it.

    I don't think cryptic should be to blame for that, it cant be helped.

    Devs are people too.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Dr.Sage wrote:
    I don't mean to disparage your hard work. I'm sure that trying the new rate of content alone is taking quite a bit of resources, and with your main powers guy being gone on his impending nuptials, that can't make it any easier. But I also know that when you put your mind to it, you're capable of taking even subpar sets and making them shine.

    Please don't rush this out without it being really ready.

    Yes, I'm quoting myself.

    Point still stands.

    Akinos is immensely capable, as I recall it being him and Ame that did the melee pass. But given the short time frame available to work in, that's not conducive to doing things right, even if your entire workforce would be available.

    Ame needs to go and enjoy his nuptials and the break from our particular brand of insanity that he's more than earned.

    But he also deserves to not have a rushed-out pass hanging over his head as a target when he gets back. And with the excellent work Akinos did on the melee pass (some may disagree, but it saved half my current 40s from the proverbial scrap heap), I know he (and Ame, when he gets back) could make TK as awesome as it should be, given time.

    I'd rather the TK pass get pushed back and done in a more comprehensive fashion than it be rushed out while they're also trying to do Resistance (which seems to be shaping up quite well), and they're a man down.

    And again, I don't begrudge Ame taking time to live his life. I don't think anyone should.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Dr.Sage wrote:
    Akinos is immensely capable, as I recall it being him and Ame that did the melee pass. But given the short time frame available to work in, that's not conducive to doing things right, even if your entire workforce would be available.

    This. I have faith in Akinos. I am worried that the entire TK pass was planned to go in a certain direction, and the community is up in arms about it (because so far, it solves none of the problems we actually have with TK). Thus I am worried that the TK pass is just going to go down its predetermined path because the schedule dictates "ship it" despite the community being dissatisfied with the changes.

    I know you guys really want to get a new AT out on the C-store, but no one's going to buy a gimptastic thing like the Disciple anyway, so you might as well give the TK pass the time it needs to really shine and fix the glaring problems TK still has after 2 weeks in. 3 weeks is not going to be enough to get it right.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Dr.Sage wrote:
    Yeah, but I think most people were assuming (myself included) that TK would actually be getting the attention some of the other powerset reworks got, and that this topic would be the first go at the remainder of those changes.

    Instead of "lol here's an ugly lunge and a reverb, go play".

    More like "Heres a rock, go play"

    TK -Needs-

    Linked with Telepathy ala the martial arts sets and tab (This goes with my suggestion about it's ranged powers below - make them count across both sets)
    More blade attacks

    Renamed

    Darts either removed, or completely remade (Utterly useless in this state)

    Ego blade EB Needs a named advantage

    TK "Ranged" powers need moved to Telepathy (this goes hand in hand with "MOAR BLADES")

    A Toggle form that grants some form of slight damage buff + ID Blades (EG: "Ego mastery: Increases your paranormal damage by X {Identical per-rank to the supernatural forms} and grants a stacking 1/1.5/2% buff each time you apply ego leech to a target, up to 5 stacks)

    Did i mention More blade attacks?

    Telekinesis (the power) Needs either rebuilt, removed, or just plain done SOMETHING with

    Ego blade annhilation needs a rework (right now, it's kinda "Eh")

    Ego weaponry needs fixed (ID blades dealing less damage than normal blade, for instance)

    Ego blade frenzy needs fixed (Currently, the hitbox for the power does not move with you, at all, but you can move while casting it)

    Ego blade Breech needs it's anti-block stun advantage fixed (It doesn't work, the protection from even basic block completely stops this advantage.)

    Ego lunge sucks, looks horrible, and makes no sense (Add a particle effect to the takeoff, make us fly through the air in the moving ego blade breech animation {the overhead stab} and have us land with the pounce animation end {The dual hand slash})

    Telekinesis energy unlock (And the telepathy one, for that matter) are still, both, pretty crap compared to other options (Better, but still lacking, requiring holds or defeats nullifies half the unlock or all of it against anything tougher than standard enemies, making it utterly useless on boss fights)

    And more, yo. i just really don't feel like typing it all out right now
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Whats the deal with telekinetic maelstrom not getting buffed by ego form?

    Unstoppable got changed so that it would work with the ranged heavy weapon power. Quarry is also a flexible power. Why is it so much of a stretch that the passive for telekinesis (the movement of physical matter) would be able to affect powers that do physical damage.

    A big thing people are complaining about with TK is that it doesn't encourage the use of any thing but the blades. Telekinetic maelstrom is the ranged big hitter for the framework and it isn't even affected by the passive? I don't think its too much to asked that ego form gives some kind of benefit to physical damage powers. This would give the set more synergy and may even open up possibility's for force and melee frameworks.

    Telekinesis is a range/melee ego/physical damage hybrid framework and its passive (the cornerstone of a framework) should reflect that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    I've got to say, so far the TK pass has been a bit of a trainwreck. I don't know what the timeline was on the other powerset reviews, but this is nothing but minor tweaks that don't even begin to address how dysfunctional TK is. If it doesn't get delayed for further work, I'll be very, very sad. This is the opportunity to take one of the coolest looking sets in the game, which has also been consistently one of the worst and make it a solid part of the increasingly cool custom power system.

    At launch, things were very, very Balkanized, with very few cross-set synergies. Heavy Weapons was the latest in a trend towards letting sets have those kind of synergies that make an ala carte power system worthwhile, but so far, the TK pass is shaping up to be either a huge step backwards on that path, or at best a band-aid on a sucking chest wound.

    This pass is also the perfect time to make EGO a good stat. Even the addition of a Form-toggle that has good scaling on it, and a good, versatile Energy Unlock would be something.

    Please, please give TK the time it needs. It's got loads of potential, it just needs love.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Empyreal10 wrote:
    I know you guys really want to get a new AT out on the C-store, but no one's going to buy a gimptastic thing like the Disciple anyway, so you might as well give the TK pass the time it needs to really shine and fix the glaring problems TK still has after 2 weeks in. 3 weeks is not going to be enough to get it right.

    I know the bean counters don't want to push any thing back and i understand if its not an option but you guys should at least wait until telekinesis (the power) is fixed before pushing this live.

    Imagine how much cooler the disciple At trailer will be when silvers see the disciple picking up objects with his mind and hurling them at mobs.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Zerethon wrote:
    Ego blade frenzy needs fixed (Currently, the hitbox for the power does not move with you, at all, but you can move while casting it)


    This. For the love of TK Blades I do not understand why this is not fixed. Running around slashing your blades, but no damage is dealt until you move back to the point when you first started slashing. Lame.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Don't rush the TK changes. The set doesn't need small adjustments, it needs to be fully revamped from the ground up.

    Otherwise you're making tiny adjustments to something that fundamentally sucks...

    If there's no synergy between the ranged and melee parts of the build and if the powers themselves deal laughable damage, given how squishy the Disciple is, it's not going to matter that they cost 18% less.

    It's nice that you heard us on the energy issues, but tweaking the set is not going to cut it. It needs to be rebuilt brick by brick.

    All of your passes have been great so far. Don't mess it up now. Delay the TK pass please.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    RoBoBo wrote:
    UNITY gear is not being reviewed in this pass. The goal is not to nerf or otherwise devalue gear from other sources but to improve the rewards based on difficulty for AP's. When we looked at the rewards for Resistance we noticed an inconsistency with the rewards for SL and DF. That has been corrected.

    Please by all means keep this philosophy of "not nerfing" but rather boosting what needs to be boosted.

    Nerfing the future AP drops will simply give people like me, with over one hundred AP drops stored in the bank in unbound state, an insurmountable advantage over new players.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    RoBoBo wrote:
    Do you mean broken compared to other rewards. Where broken is your assessment of the quality disparity between the AP rewards (past and Present) and UNITY gear?

    UNITY gear is not being reviewed in this pass. The goal is not to nerf or otherwise devalue gear from other sources but to improve the rewards based on difficulty for AP's. When we looked at the rewards for Resistance we noticed an inconsistency with the rewards for SL and DF. That has been corrected.

    Thank you for not nerfing AP gear.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    kamokami wrote:
    Delay the TK pass please.

    I can't agree more. So far the changes were not of an actual "pass" quality like we're used to. I don't mind if TK got a delay if it means it would get better. Current tweaks just won't cut it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    This is what they meant about the AP VH/E drops:

    From Antiproton, post departure:
    Antiproton wrote:
    yup, there is a bug with the SL drops which will have to be dealt with at some point either by fixing the SL drops or inflating the other drops so they are more closely balanced. SL wasn't meant to obsolete all other Upgrades in the game. Akinos knows about it, so I'm sure he'll figure out a way to handle it long term.

    That said, at this point, fixing the AP gear's stats would be swatting a bee hive in a bad way. Best off revising the purple-quality gear from Nemesis/UNITY at a later date than cutting down AP gear. The last thing the forums need is a new frothing rage from the playerbase. It's also one of those "rich get richer" scenarios. =\


    With regards to TK, these preliminary adjustments could be a great step in the right direction if there are significant beneficial changes coming down the pipe. The set could stand to see the kind of revisions that Electricity did when The Tempest was in development.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Please cancel the TK pass, if you are not up to the job.

    I am not passing judgement till its done but honestly things are not looking good at all.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Ok, we're allowed to doom now finally? *DOOOOOOOOOOOM TK BLADES*

    But seriously, don't try to get the TK pass and AT live in this state, there's no point, the only difference any of these changes have made is allow my toon to be able to fully maintain ego frenzy (which sort of almost makes up for it's massive damage loss from the debuff nerfs(lol no, not really)), instead of having to be slightly gimped being stuck spamming id weaponry on live since it only costs 7 energy there and deals fairly significant damage for the cost.

    Postpone the pass, rethink the whole set, and please, just please try to incorporate some of our feedback into it; form toggle equivalent or better than unleashed tempest (could be using ego leech just like focus where it gives us ego rushes granting massive burst of energy and power discount on full charge breach maybe?), ranged attacks worth something, telekinesis actually doing something, etc...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    If a TK AT is what's pushing these changes maybe it can released with the TK set as is and get changed when the TK changes are finalized? Barring that maybe a different type of AT could be released? I'm sure a Celestial/Darkness or Celestial/Telepathy Supprt AT would be welcomed as well.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    In earlier editions of the P&P game, STR contributed to PD while CON contributed to ED (in CO terms, energy and elemental damage resistance) and EGO contributed to "mental defense" (in CO terms, paranormal damage resistance). As well, DEX contributed to OCV and DCV (that is, chance of crits as well as dodge and evasion, all with respect to non-paranormal attacks) while EGO contributed to ECV (the same concept, but applied to the paranormal attacks).

    Perhaps CO's EGO could be given more value by emulating this a bit more: in addition to its existing uses, have EGO replace DEX in determining chance of crit, evasion, and avoidance when the attack is one that does paranormal damage; and have it replace STR when determining how much to boost the damage of melee-range paranormal attacks (which, admittedly, is a very short list - with TK Blades taking up most if not all of it).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    This is very unsettling. Last night I hopped onto PTS just to see if I noticed any differences with TK despite no notes being posted and my comment to my supergroup was, "I guess they didn't change anything yet."

    If this was the second pass, you've really dropped the ball. Completely, actually.

    Here's a thought for the bean counters. If you release the Disciple and it sucks, you're going to burn future sales. People are not going to spend more money if they pay for something and it blows.

    Yeah I can buy the $5 prime rib special, but if it makes me want to puke do you think I'm ever going to eat at that restaurant again?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Perhaps CO's EGO could be given more value by emulating this a bit more: in addition to its existing uses, have EGO replace DEX in determining chance of crit, evasion, and avoidance when the attack is one that does paranormal damage; and have it replace STR when determining how much to boost the damage of melee-range paranormal attacks (which, admittedly, is a very short list - with TK Blades taking up most if not all of it).
    Or even better ego increases your resistance by a % since anyone dex / ego is gonna b helluva a squishy.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    This is what they meant about the AP VH/E drops:

    From Antiproton, post departure:

    That said, at this point, fixing the AP gear's stats would be swatting a bee hive in a bad way. Best off revising the purple-quality gear from Nemesis/UNITY at a later date than cutting down AP gear. The last thing the forums need is a new frothing rage from the playerbase. It's also one of those "rich get richer" scenarios. =\.

    Agreed. Especially considering it's what a player in the know goes to do once they hit 40 to get better items as well. The RNG nature of all the loot (or buying it from the AH) keeps players coming back.

    And FYI - the boost to items between VH and Elite seem to be extremely minor. In the range of what looks to be like two stat points (so +8 to two stats instead of +7, and I think +4 for Hard). I haven't gotten a large enough test sample (because my builds really aren't designed for the carnage that is Elite), but that's how it seems to be working.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Or even better ego increases your resistance by a % since anyone dex / ego is gonna b helluva a squishy.

    How do you figure? Even if you consider a LR using char squishy, can't they also just take Invulnerability?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    I've written this before, but I'll paste it again.

    Make Telekinesis a PASSIVE move that does not need to be slotted to function. If you select an object (50 foot range perhaps?) or move near to an object (normal melee interaction range), an interaction menu will pop up giving you the option to lift the object, assuming you have enough Ego (in place of Strength) to lift the item. You will then hold the item until you throw it, as per a normal throw.

    Lifting with Telekinesis needs to be as easy as lifting with high Strength. Making this move into an unslotted passive like this to emulate high Strength will make it both fun and useful. Perhaps you could even add an advantage to Telekinesis where, during combat, the move will pick up a heavy object every so often (if one is within range) and fling it at the biggest threat enemy that is attacking you.


    Also, I know this is technically unrelated to TK and Resistance, but will you PLEASE fix the zoom bug with the next update so that this definitely makes its way to live ASAP?!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    To be honest, the biggest problem with TK blades as they exist on live is that Ego Form isn't as good as Way of the Warrior -- you can actually get pretty solid defenses with WotW, whereas it's essentially impossible to be anything but squishy using Ego Form.

    Radical suggestion here: completely remove the link between id blades and ego form; instead, make id blades an advantage on ego blade powers (say, 2p, and bump the stats of id blades a bit so they're actually worth a rank). Or make it a 1p advantage and leave stats as-is.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Pantagruel wrote:

    Radical suggestion here: completely remove the link between id blades and ego form
    ; instead, make id blades an advantage on ego blade powers (say, 2p, and bump the stats of id blades a bit so they're actually worth a rank). Or make it a 1p advantage and leave stats as-is.

    Yes, please.

    I still think it would be MUCH better to just make a toggle that triggers id blades. You could choose then if you want one or two blades, AND could change it whenever you want with just activating/deactivating the toggle.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    Blacklands wrote:
    Yes, please.

    I still think it would be MUCH better to just make a toggle that triggers id blades. You could choose then if you want one or two blades, AND could change it whenever you want with just activating/deactivating the toggle.

    THIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIS

    Making ID blades costs ADV Points is the stupidest idea i've ever heard, you already have to dump 4 points into the attacks to make them worth having (All the TK Blade advantages are useless, STILL) making it cost points to have the bonus from what is already passive would be a seriously unneeded nerf.

    Rather, make it a bloody toggle, Leave ID blades on ego form and ego surge, add the new ID blades/minor buff toggle, and then remake the freaking advantages so the blades aren't just damage and you might actually have to choose between R3 or a good advantage for once.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    I'm hopping on the "delay bandwagon", too.

    It's admirable that you guys want to get this out along with Resistance, but TK is like a broken arm: a band-aid's not going to fix it, it will need time and attention to get right. Finish Resistance, then work on improving Telekinesis. This set has the potential to work wonderfully, but it needs work.

    Also, +1 to flinging Ego Leech into the sun.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    P0t3mk1n wrote:
    I'm hopping on the "delay bandwagon", too.

    It's admirable that you guys want to get this out along with Resistance, but TK is like a broken arm: a band-aid's not going to fix it, it will need time and attention to get right. Finish Resistance, then work on improving Telekinesis. This set has the potential to work wonderfully, but it needs work.

    Also, +1 to flinging Ego Leech into the sun.

    +1'ing you, just to drive the point home

    I Think i'll be my usual self and go type up a massive thread on a potential rework the same way i made my elemental melee sets
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    If you want Ego Form to be popular, just make it grant immunity to the holds caused by Ego Storm. Yeah, I know Ego Storm is Telepathy, I don't care. Feel free to have Fire Form give immunity to the hold from Heatwave, Ice Form immune to Ice Cages, etc. I just want to walk 3 feet in Strong Hold without getting stunned by that floating piece of garbage. It's reached STC/Minidrive levels in T4. I'll play at least three Ego Form toons if that happens. I already have two, and I have a theme for the third.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    If you want Ego Form to be popular, just make it grant immunity to the holds caused by Ego Storm. Yeah, I know Ego Storm is Telepathy, I don't care. Feel free to have Fire Form give immunity to the hold from Heatwave, Ice Form immune to Ice Cages, etc. I just want to walk 3 feet in Strong Hold without getting stunned by that floating piece of garbage. It's reached STC/Minidrive levels in T4. I'll play at least three Ego Form toons if that happens. I already have two, and I have a theme for the third.

    Adding a hard-counter to a power that's degenerate (due to a bug no less) in PvP would only make it useful in PvP, and even then is not a good idea. Ego Storm should be fixed in general, giving Ego Form immunity would be a band-aid, and a poorly-placed one at that.

    Ego Form needs to be a good power in PvE as well, not just something people take to counter certain powers in PvP.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited May 2011
    RoBoBo wrote:
    Akinos and I will be watching this for Disciple and TK feedback.
    We will be finalizing changes this week. The Disciple and TK changes are scheduled to go LIVE with Resistance.

    Remember, nothing is final in the TK changes or the Disciple until it is LIVE. Your feedback is vital so keep it clean and on topic.

    You mean the AT will go dead at that date. The changes really haven't fixed the framework so much as throw a spotlight on how badly it's been lagging since the other melee frameworks got some attention.

    Please, please, PLEASE find a mechanical theme for the set other than some spotty and annoying energy return. There is nothing about "TK" that says "energy return", "energy efficiency", or "energy anything". It desperately need some flavor because right now its a plain vanilla melee set with contradictory stat dependencies and dismal comparitive performance. Its telekinesis - if it doesn't move stuff with your mind from time to time, it's kinda missed the mark :rolleyes:.
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