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PTS Update 7/2 TK Update Build FC.20.20110701a.0

Archived PostArchived Post Posts: 1,156,071 Arc User
edited July 2011 in PTS - The Archive
PTS Update 7/2 Build FC.20.20110701a.0
Current ETA 3:00PM PDT (GMT-7)

Known issues:
  • Graphics look strange with post-processing turned on.
  • Christmas presents may appear for some players.
  • Changing instances respawns player where they loaded in as opposed to the closest respawn point.
  • Icons for the new TK powers are placeholder.


Build Focus
This build is focused on the TK and Stat changes.
The Disciple (Thread)

As always feel free to post your feedback on these changes in this thread.

General Powers:
  • Aggressor, Aspect of the Bestial, and Aspect of the Infernal now all state that they are "Form" powers, and list that only one Form power can be active at a time in their description. This is just a description correction, the powers already behaved this way.
Telekinesis
  • Telekinesis Framework: Several advantages that had missing or incorrect icons have been corrected.
  • Ego/Id Blades: Being in Id Blade mode no longer provides bonus damage scaling with your Ego. Instead, this Ego damage scaling is included in the base version of all Ego Blade attacks, such that all Ego Blade attacks now always scale with Ego exactly like other melee attacks scale with Strength. Dual Id Blades vs a single Ego Blade is now an entirely cosmetic choice, and is selected via a 0 point advantage on the Ego Form power or the new toggle, Mental Discipline.
  • Ego Leech: This effect has been reworked. It no longer provides a debuff on foes and a buff on you, it only provides you with a buff. Instead of granting a small amount of Energy every few seconds, it now grants a Power Cost Discount to all Mentalist powers for each stack you have. It no longer grants Energy when defeating a target affected by Ego Leech, as targets are no longer affected by Ego Leech.
  • Mental Discipline: (New!) This toggle power increases all Melee Ego damage you deal while it is on, while increasing the Energy cost of your powers. It also increases your Crit Chance with all powers for every stack of Ego Leech you have. Has access to the Id Blades 0-point advantage, which grants dual Id Blade FX and animations for all Ego Blade attacks while the power is active.
  • Telekinetic Assault: (New!) This new Tier 0 power emits a maintained stream of TK blasts directed at your foe. Has access to the Accelerated Metabolism and Crippling Challenge advantages, as well as the custom advantage Explosive Potential, which adds an AoE damage component to the power.
  • Telekinetic Burst: (New!) This new Tier 1 power causes a burst of Telekinetic Blades on top of your foe, dealing AoE damage and potentially Disorienting your targets. Has access to the Accelerated Metabolism and Challenging Strikes advantages, as well as the custom advantage Sudden Impact, which adds Knock Down to the power.
  • Telekinetic Lance: (New!) This new tier 3 power launches a large TK Lance at your foe, dealing high damage and consuming your stacks of Ego Leech for an additional burst of damage to and around your target, as well as a short term buff based on the number of stacks consumed. Has access to the Accelerated Metabolism and Crippling Challenge advantages, as well as the custom advantage Id Infusion, which increases the effectiveness of the buff provided by consuming stacks of Ego Leech.
  • Telekinesis: This power has been reworked. It is now performed by targeting a nearby foe, and the power will automatically grab a nearby object and launch it at that target. Due to the changes to the power, and the fact it no longer needs to be activated twice (thus halving the total activation time... assuming you were really fast at swapping targets) the Energy cost has been increased from 20 to 30 Energy.
  • Ego Blade: Damage variance reduced from 10% to 5%.
  • Ego Blade: The initial attack of this Energy Builder now has a 15% chance to grant you a stack of Ego Leech.
  • Ego Blade: Leeching Strikes: (New!) This advantage gives every strike of your Ego Blade Energy Builder a 15% chance to grant Ego Leech, instead of just the initial attack.
  • Ego Weaponry: Damage variance reduced from 10% to 5%.
  • Ego Weaponry: Costing/damage for this power has been reworked. Damage was increased, cost was reduced. Net result is that this combo is ~30% higher DPS and has considerably better DPE.
  • Ego Weaponry: Previously, the base damage for the Id Blade version of this power was slightly lower DPS than the Ego Blade version due to the differences in activation timing for attacks. To remedy this, we have reworked the timing of the attacks to match in both versions. This changes the total activation time of both from 1.4 seconds to 1.5 seconds, but the damage was increased to compensate for this change.
  • Ego Weaponry: The third hit of the combo now has a 100% chance to apply Ego Leech, up from 50%.
  • Ego Weaponry: Instead of gaining increased damage for each stack of Ego Leech, this power now gets additional chance to Crit for each stack of Ego Leech.
  • Ego Blade Dash: Damage variance reduced from 10% to 5%.
  • Ego Blade Frenzy: Damage variance reduced from 10% to 5%.
  • Ego Blade Breach: Damage variance reduced from 10% to 5%.
  • Ego Blade Breach: Damage increased very slightly, cost reduced ~1 Energy at tap, and ~2 Energy at full charge.
  • Ego Blade Breach: Due to the changes to Ego Leech behavior, this power no longer guarantees an application of Ego Leech. Instead, it has a scaling chance to apply Ego Leech, from 34% at tap to 100% at full charge.
  • Ego Blade Annihilation: Damage variance reduced from 10% to 7.5%.
  • Ego Blade Annihilation: Now has a charge time of 0.5 seconds. The tap version of this power still does the same damage and has the same cost, but charging the power increases damage and cost like most charge powers.
  • Ego Blade Annihilation: No longer deals additional damage to targets with low health. Instead, fully charged this power now consumes all stacks of Ego Leech for a 10% damage increase for every stack consumed. In addition, this power no longer applies Ego Leech, but will refresh stacks of Ego Leech you already have.
  • Ego Blade Annihilation: Mindful Inversion: This advantage has been renamed Mental Acuity and the effect has been changed to work with the new version of the power. It now increases the bonus damage this power gets for consuming stacks of Ego Leech.
  • Telekinetic Eruption: Max charge time reduced from 2.33 seconds to 1.83 seconds, but DPS increased ~10%.
  • Telekinetic Eruption: Cost at tap reduced ~9 Energy. Full charge cost reduced ~16 Energy.
  • Telekinetic Eruption: Damage variance reduced from 20% to 10%.
  • Telekinetic Eruption: Due to the changes to Ego Leech, the way this power applies Ego Leech has changed. It now has a 30% chance to give you a stack of Ego Leech for each target hit.
  • Telekinetic Maelstrom: Cost at tap reduced ~7 Energy. Full charge cost reduced ~15 Energy.
  • Telekinetic Maelstrom: This power grants you a stack of Ego Leech for each target you hit.
  • Telekinetic Wave: Damage variance reduced from 20% to 10%.
  • Telekinetic Wave: Tap cost reduced by ~3 Energy, max charge cost reduced by ~5 Energy.
  • Telekinetic Wave: Due to the changes to Ego Leech, the way this power applies Ego Leech has changed. It now has a 30% chance to give you a stack of Ego Leech for each target hit.
  • Telekinetic Wave: Now has access to the Nailed to the Ground advantage.
  • Ego Form: Now increases all of your Paranormal (Dimensional, Ego, Magic) damage, instead of just your Ego damage.
  • Ego Reverberation: Instead of granting Energy based on how many stacks of Ego Leech you have whenever you attack, it now grants Energy whenever you gain a stack of Ego Leech. The amount of Energy gained is roughly the same as how much Energy was gained when you had 5 stacks of Ego Leech.
  • Ego Surge: No longer grants Id Blade mode, as this is now a purely cosmetic feature granted via other means.

Stat Changes
  • Strength: No longer states that it provides additional break free strength to "Tangible" holds, as the concept of Tangible vs. Intangible holds was removed during the Hold Review.
  • Strength: No longer increases Ranged Knock Back strength. (This is now provided by the Ego stat)
  • Strength: Melee Knock strength provided by this stat now also increases Melee Knock Up strength, though to a lesser degree than Knock Back.
  • Strength: The tooltip now shows how much bonus Melee damage you are receiving from your Strength. This is just a tooltip change, no change has been made to the bonus Melee damage scaling from Strength.
  • Strength: The tooltip now states "+ X% all Knock resistance" instead of separate entries for KnockBack and KnockUp resistance, as it also includes resistance to KnockTo. This is just a tooltip change.
  • Dexterity: Now provides less contribution to your critical chance, but also provides a bonus to your critical severity.
  • Ego: Now provides less contribution to your critical severity, but also provides a bonus to your critical chance.
  • Ego: No longer states that it provides additional break free strength to "Intangible" holds, as the concept of Tangible vs. Intangible holds was removed during the Hold Review.
  • Ego: Now provides some amount of Hold Resistance.
  • Ego: Now increases Ranged Knock strength. This affects Ranged Knock Back and Knock Up.
  • Presence: The tooltip now shows how much bonus Healing you are receiving from your Presence. This is just a tooltip change, no change has been made to the bonus Healing scaling from Presence.
  • Recovery: Now also provides a slight increase to your maximum Energy, at the rate of 1 Energy every 10 Recovery.

EDIT - Updated the list to make it a bit more legible. -Ame
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Hm. I'll have to crunch the numbers to figure out the magnitudes, but that does certainly sound like it makes ego more appealing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I assume the answer is no, but are Hideouts in this build?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Selona wrote:
    I assume the answer is no, but are Hideouts in this build?

    They are IN the build but not accessible.
    You will see a hideout button on the Main map and some hideout functionality in the right-click menu on yourself and player hud's

    The focus for this weekend should be the Tk changes.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    *reads the changes*

    . . .

    *stares at the patching progress*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The changes seem pretty interesting, specially that Ego Form has the same effect as Shadow Form now I can see which looks better with Id blades. =D
    Assuming the numbers from the two are the same/close along with said benefits.
    I love that appearance of the Ego Blades can be controlled.
    Now to wait for the server to come back on.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Well, this definitely covers a lot of the TK issues. It remains to be determined how Mental Discipline stacks up vs. Form of the Tempest, and Ego Form vs. Shadowform/Seraphim.

    This does make INT/EGO an interesting combination, especially in combination with Quarry.

    I wonder if this means SS EGO while gearing DEX will actually become statistically worthwhile.

    I'm still wary of Ego Leech, but the new mechanics/interactions look to be the way to make Ego Leech worthwhile.

    Lots of changes to test... hope the cost discounts are actually worthwhile this time around.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Looks good on paper so far, and as I' had surmised before, Ego leech is no longer a debuff on foes but a buff on self, now with synergies involving crit chance bonuses and energy return... looks interesting.

    Also, Dex now giving less crit chance but some crit value, made up by ego also sharing in this effect... Going ti upset the Duel Blades Dex - Int applecart a bit perhaps.

    Hopping onto PTS to take a closer look now!


    ..Or, I would be if the PTS sever were up! :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    RoBoBo wrote:
    They are IN the build but not accessible.
    You will see a hideout button on the Main map and some hideout functionality in the right-click menu on yourself and player hud's

    The focus for this weekend should be the Tk changes.

    Ok ok I won't play with the new toys *grumbles and pouts*

    Thanks for the reply, and I'll be a good tester *salutes* :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Good changes I read.

    And from reading alone it seems Telekinetic Maelstrom is the only thing left that needs some work as it hasn't changed that much, but we'll see.

    Also I love what they did with Telekinesis the power, it's exactly what I always suggested in all those Telekinesis threads. Makes me happy :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I have no words.

    This thread is more full of win than anything I have ever read.

    I do hope it'll be as good in practice. *crosses fingers*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    RoBoBo wrote:
    The focus for this weekend should be the Tk changes.

    /me agrees with RoBoBo

    We're very interested in getting feedback on how TK Blades feels, as well as how the now-considerably-more-viable TK Ranged build feels.

    I'm also very interested in feedback about the stat changes, though I'm sure we'll be getting feedback on that even without me mentioning it. :) We know that there will be some builds that may initially be worried - primarily builds that take Dex and don't take Ego, looking for procs based on crit, but not damage. Our testing so far indicates that even for these builds, this should largely be a buff for them, as the additional damage from Crit Severity more than makes up for the loss of Crit Chance, but we'll be watching.

    It's also worth mentioning, if you are someone that has equal amounts of Dex and Ego, your crit chance/severity numbers should be unchanged. I mean exactly equal in this instance, if one is slightly higher than the other (which is pretty likely even when going for parity) you will see slight numbers changes. However, you will of course now have the other advantages Ego brings as well.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Love the stat changes in theory though still think Rec could use a bit more buff. Also worried Str might not be worth it any more, hell possibly Dex too unless Stealth gets a rework soon...

    But for now... testing time!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Does this mean that ego will now become a offense stat
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ever so slightly off-topic, but if Aggressor has always been considered a form along with Aspects and MA Forms, why is it the only one that allows you to stack Enrage buffs?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Hmmm these stat changes would make an end/ego force user much more interesting. Too bad the impulse didn't go live with ego....

    Edit: On second thought that'd be hell on equpment still... Though I have pulled off a dual stacked on a single slot build before, just a PITA.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Some really nice changes.
    Ego Form: Now increases all of your Paranormal (Dimensional, Ego, Magic) damage, instead of just your Ego damage.
    Does it provide more damage than shadowform or seraphim?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Must. Patch. Faster.

    All of this looks really interesting, though, and I may have to bring back Liberty Auspex if the TK changes are as fun as they sound on paper. Or at least most of the way.

    EDIT: Stat changes faskinate me greatly. I may have to push Tsubaki over to Test and see how her numbers change...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ever so slightly off-topic, but if Aggressor has always been considered a form along with Aspects and MA Forms, why is it the only one that allows you to stack Enrage buffs?

    We're aware that it is abnormal. This change was largely to clarify why Power X turns off when you turn on Power Y, as that wasn't immediately apparent to everyone, since it did not say so. We need to look at Form powers as a whole, and they probably all need some minor tweaks, but now is not that time. It is on our list of things to do.


    ... It's a pretty big list. ;)
    Terror1 wrote:
    Does it provide more damage than shadowform or seraphim?

    No, our Energy Form offenses all follow the same damage and damage resistance patterns, with minor variations. Ego Form is in a bit of an odd position, as it is wanted by both Melee TK Blade builds and Ranged Mentalist (TK or TP) damage builds. Currently, Ego Form is potentially a bit underpowered compared to other Energy Form passives. We'll keep looking at it through the TK review.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I like the stats changes especially the range knock component scaling with ego.
    Look like my main force character is getting a buff :D.
    I'm a happy man \o/.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Oh, since we are fiddling with tooltips with the attributes. Would it be much trouble to insert a tooltip for PRE's boost to healing? I've been wanting to know how much of a bonus that is for ages and there's no indicator for that. Could that be added for consistency's sake?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ccelizic wrote:
    Oh, since we are fiddling with tooltips with the attributes. Would it be much trouble to insert a tooltip for PRE's boost to healing? I've been wanting to know how much of a bonus that is for ages and there's no indicator for that. Could that be added for consistency's sake?

    It is there.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ccelizic wrote:
    Oh, since we are fiddling with tooltips with the attributes. Would it be much trouble to insert a tooltip for PRE's boost to healing? I've been wanting to know how much of a bonus that is for ages and there's no indicator for that. Could that be added for consistency's sake?

    /me looks up
    RoBoBo wrote:
    • Presence: The tooltip now shows how much bonus Healing you are receiving from your Presence. This is just a tooltip change, no change has been made to the bonus Healing scaling from Presence.

    ;)

    It was a bit of trouble, but we also thought it was important to (finally) get in.

    EDIT - Beaten to the punch by Dardove! NOOOOoooooooo!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Terror1 wrote:
    Some really nice changes.


    Does it provide more damage than shadowform or seraphim?

    Should be the exact same. Each passive has it's own non-damage component that makes it unique. Ego Form reduces cost of Mentalist powers. Shadow Form has it's stealth and self-heal.

    Ame/RoBoBo: It would be great if, in conjunction with the Telekinesis (Power) changes, some objects were added to newer maps. I don't recall seeing any objects in Therakiel's Temple, for example.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Just finishedp atching and noticed pre bonus is there.

    Damn I'm a fool! Sorry.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame, my tool tips declare I am getting bonus Crit Chance with Dex with stacks of Audacity from Quarry.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame wrote:
    EDIT - Beaten to the punch by Dardove! NOOOOoooooooo!

    It is quite easy to do when you don't bother to get the actual quote. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Impressive, I like the changes to ego to make it a ranged equivilent to strength. I imagine soldiers will get more enjoyment from their shotguns now :D

    Oh and yeah...TK is looking far...far better.

    The only...the only request I can think of now for the set is to make tailoring functional with the blade types...but I know thats sort of an unlikely fix, at least in the short term.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Impressive, I like the changes to ego to make it a ranged equivilent to strength. I imagine soldiers will get more enjoyment from their shotguns now :D

    Oh and yeah...TK is looking far...far better.

    The only...the only request I can think of now for the set is to make tailoring functional with the blade types...but I know thats sort of an unlikely fix, at least in the short term.

    You may have already seen this, and I may be misinterpreting what you said, but Ame said that was going to be in, if not this patch, then the next one.

    Disregard if you've seen it already.

    Also, I heard something about the graphic for TK Lance being the wrong one? That's good, because it's basically Defile (even has the sound effect). Mechanically, I like it. Graphically, not so much.

    Other graphics issues:

    The blades that explode from your target after using TK Burst are still pink, even if the power's changed to another color.

    The flash of color as Mental Discipline is triggered is still pink, even if the power's changed to another color.

    TK Assault leaves ice particles (like from Avalanche) after hitting the target. Also, I realize this is minor and probably not possible...but can I request a casting animation change for this? It'd look SO much better if it used the Heatwave casting animation. (One hand held out). It looks odd with you all hunched over like that, holding the maintain.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The TK throw power isn't applying knock resistance, that might be a problem now that you can spam it rather nicely.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Looks good (apart from Strength losing something, but I guess it all comes out in the wash).

    Any chance though of:

    • Buffing Ego Form slightly to give somewhat of a defensive bonus? (Consider how awesome Quarry is for an offensive passive in this regard.)
    • Buffing Recovery a bit more, perhaps to create more of an equillibrium (no pun intended) with Endurance? (For example, you've now created a dex/ego equillibrium. Why not consider the same for end/rec?)

    I'm impressed by the changes to telekenesis power, as this was one of the main options suggested by a few of us. It's alway good to see when suggestions get read and implemented, as it definitely gives you dev-kudos-points™ ^_^

    A few more tweaks and buffs and you'll definitely be there.

    Also, if you get half a moment on a random power, apparently Unstoppable (in the brick tree) is causing NEGATIVE knockback resistance. Not tested this myself, but see here:

    http://forums.champions-online.com/showthread.php?t=132279
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Dr.Sage wrote:
    You may have already seen this, and I may be misinterpreting what you said, but Ame said that was going to be in, if not this patch, then the next one.

    Disregard if you've seen it already.

    Also, I heard something about the graphic for TK Lance being the wrong one? That's good, because it's basically Defile (even has the sound effect). Mechanically, I like it. Graphically, not so much.

    Other graphics issues:

    The blades that explode from your target after using TK Burst are still pink, even if the power's changed to another color.

    The flash of color as Mental Discipline is triggered is still pink, even if the power's changed to another color.

    TK Assault leaves ice particles (like from Avalanche) after hitting the target. Also, I realize this is minor and probably not possible...but can I request a casting animation change for this? It'd look SO much better if it used the Heatwave casting animation. (One hand held out). It looks odd with you all hunched over like that, holding the maintain.

    Nope, missed that from the notes. Thanks for pointing it out Doc.

    Reading Comprehension, my old Nemesis!

    Edit: Hmmm...can't find it...I'm speaking specificly of being able to choose which form your eago blades take, AKA I want to have my guy weild Psi katanas on all his attacks, even if he has level 3 everything.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    What does Telekinesis do with no objects nearby?

    Phantom damage? Failure? Rip open a dimensional pocket to the cardboard box universe?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ego Form still feels like it falls on the wrong side of glass cannon. I can't seem to place exactly what it needs, but it does feel like it's missing something.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I didn't see this mentioned anywhere - I like the change to the telekinesis power, but what happens if there's no nearby object to throw at the enemy? Does the power still cost energy, but fail, or does it simply not fire off?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I kind of like the Telekinetic changes, though I'm not sure I'm sold on TK Lance. I could hit almost as hard (barring Ego Leech bursts) with TK Burst, and it does it's damage in an AoE. :U I also had a devil of a time getting TK Lance/Maelstrom to unlock (usually I can get T3 powers by level 14, had to wait all the way out to 21 for both of those). Maybe something isn't flagged right there?

    TK Assault was pretty awesome though. I'll have to do more playing around with it all later, when I have more free time.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    biostem wrote:
    I didn't see this mentioned anywhere - I like the change to the telekinesis power, but what happens if there's no nearby object to throw at the enemy? Does the power still cost energy, but fail, or does it simply not fire off?

    It looked like it just flat out failed for Orange Juliette when I didn't have something to chuck at heads ready at hand - I wasn't watching my Energy, though. Was more waiting for the crate, then shrugged and used TK Lance instead. Goes through all of the motions, though, just no 'kaboom' so to speak.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    BUG:
    Eye accessory "robot eye" is warping into the characters face as he looks from left to right.
    Note: This bug only happens when using "robot eye" accessory with masked head "robot eye" looks normal on helmet heads.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Logged onto PTS with my (freeform) TK blades character, Mind Knight, andvplayed around a bit in the power house - will log in and do so morevreal play later.

    I like the changes - only "big" issue I see so far is that ego form is a bit weak still compared to almost every other passive - would be nice to give it a bit of a defensive boost (a la quarry, KM, targeting computer, way of the warrior et al.).

    Getting stacks of ego leach is pretty easy, which is nice.

    Looking forward to seeing what else is coming!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Nope, missed that from the notes. Thanks for pointing it out Doc.

    Reading Comprehension, my old Nemesis!

    Edit: Hmmm...can't find it...I'm speaking specificly of being able to choose which form your eago blades take, AKA I want to have my guy weild Psi katanas on all his attacks, even if he has level 3 everything.

    http://forums.champions-online.com/showthread.php?p=1874780#post1874780

    Rune's most recent post quotes it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Dr.Sage wrote:

    Well heck. That makes me far more interested in dual-Ego blades all of a sudden. Lack of customization was really my biggest dislike.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Well got some quick testing in on stats and TK the power. Here's my thoughts so far.

    Dex is now pointless to SS with anything BUT Ego and now Ego is capable of being paired with anything. This is simply due to the fact that Dex is basically 2x the crit chance but 1/10th the severity AND lacks completely in other effects compaired to Ego. Honestly what I'd do is simply take severity and crit chance out of ego and give it to dex and maybe give Ego a boost to mez duriation on top of mez resistance too. Basically make dex is the crit stat and ego is the 'effects' stat

    Strength is completely lacking now save for the use of getting 70 str for melee bonus and for melee knocking effects but knocks as a whole have the 'fun' issue of kb stacks. The fix to make knock ups boosted IS a great help but so long as knock resist remains unchanged knock increases are a gimmick if nothing else. And on the resistance side it doesn't matter much when in 3 hits your immune anyway. Perhaps make Str give some minor damage resistance perhaps at the same rate items give resist (ala 100 is about 20ish% more resist all)?

    Recovery is a nice boost but an extra 10-30 energy is nothing really and still will lag behind Endurance every time. if it was 1 per 5 points not 10 I THINK it should be good enough.

    Lastly TK the power, the changes to this are amazing! However a few slight issues. First the power works great in theory and in powerhouse, but outside in the real world and instances are a lack of objects to throw, ESPECIALLY heavy ones and heavy ones are what do the damage. Once in a real instance you find yourself doing squat for damage because you are throwing chairs at people not shipping containers. If this power could simply 'add up' to your total threshold per use ala if you can lift a size 3 object but the biggest one in range is a 2 and a ton of 1s, using the power would throw the 2 and a 1 at the same time, additional uses would then be 3 size 1 items. Second the advanced info in ranking tells you what size item you can lift but unfortunately it rounds so it might say 6 but you really are at 5.99 and thus trying to lift a 6 means you get confused when you cant. Lastly, throwing objects doesnt apply knock resist. I think its fine NOT doing that since theres a severe lack of items in many places and mostly small ones at that so letting it not apply resist atleast lets you have small knock downs once your real knocks have been used up.

    And one not bug but is bug problem with the power. It's capable of space/time paradoxes by attempting and successfully throwing an object into itself if you target the object and use tk on it. I expect the universe to implode shortly.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Whoa. I'm going to have to totally regear my main character. Not that I'm really complaining mind you, carrying around 100 points of strength purely for knock back on my force powers was never something I particularly liked doing. I'm going to have to see just how much crit chance I get with a "medium" ego stat, but I'm guessing that even if it's fairly limited it will still make him more powerful overall.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    So far from testing I see that the TK Lance is rather weak as a T3 power and Ego Blade Breach is still better than Ego Blade Annihilation. EBB does damage twice while EBA with r2 and the new advantage with 5 stacks of Leech does slightly more than EBB, but also needs more preparation while EBB can just be spammed with no down time.

    EBA seems more like the Bleed/Rupture mechanic only weaker.

    I see Telekinetic Maelstrom is still rather weak, would be cool if we could change it to a AoE version of Force Cascade where it consumes your energy form for less energy cost and also a higher damage to go with it.

    The Mental Discipline toggle holds no candle to Form of the Tempest while the extra crit chance it gives is nice, I'd stick with my Tempest.


    Ego Reverberation with Form of the Tempest is really great. It gives me endless energy for realz.


    This is what I got for now and what I feel about the changes. Overall it's pretty great.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Heres a PvP pro(bro)-tip

    Tk Burst probably shouldnt have an automatic chance for Ego Leech combined with an AoE knock down (on tap even!) advantage.

    *Edit*
    Also, I liked the old TK Annihilation better.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Quick Impressions:

    Ego Leech / Ego Reverb are useful. Consumption mechanics seem to work well. Might need some number adjustment on TK Lance.

    Mental Discipline is an Aggressor Clone, therefore to get returns comparable to a Martial Arts form, you need to use Enrage to bridge the gap. This is a poor design choice, imo. At bare minimum Mental Discipline should affect ALL Ego damage, not just Melee (as Infernal Aspect affects ALL Toxic damage). Essentially this power is exceptionally narrow in benefits compared to other Forms. DEX/EGO + Tempest Form + Ego Reverb is superior to equivalent using Mental Discipline. At least allow Mental Discipline to have a flexibility advantage.

    New powers give me some interesting options for additional Paranormal builds.

    There's a lot of graphical issues with the new powers, of which I'm sure you're aware. Seems like you've had your SFX Artist working overtime, though.

    I am a little underwhelmed with adding a whole slew of AE attacks in, though. At least they all offer extra benefits, but they all cost a significant amount of energy, too. Personally I'd like to see some more debuffing / buffing getting layered in. TK Burst sort of does this with Disorient, but we could use something new.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I'm not sure I'm sold on TK Lance. I could hit almost as hard (barring Ego Leech bursts) with TK Burst, and it does it's damage in an AoE.
    TK LANCE VISUALS:
    First of all the look of TK lance looks completely out of place. I hope this is just a place holder graphic (I was expecting some kind of sword/lance or physical looking projectile) and it doesn't color shade the same way the rest of the set does. Personally i would like the lance to stick in the targets body and remain there for a moment like archery powers do.

    TK LANCE PERFORMANCE:
    As far as performance, I cant imagine why i would take TK lance over the all powerful and flexible EBON RUIN considering that they both get buffed by the same passives and RUIN has two very useful secondary affects (the heal debuff and resist debuff).

    I also don't see TK lance being very useful outside of the TK framework (because of its relyance on ego leach) where as the competition (Defile, Ruin, FC, ect..) are ez to fit in a variety of builds because they are fairly self contained in their gimmicks or they have gimmicks that synergyze across several frameworks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Hm. I'm a bit concerned about Dex now. It appears that PTS dex counts 2/3 towards crit chance, 1/3 towards severity, and ego is the reverse, but the bonus to stealth (which is the other effect of dex) is generally less valuable than the bonus to knock strength and hold resistance.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ego is overbuffed, now everyone would be dex+ego once again spamming huge knocks and crits from range... like ebon ruin and undodgeble 4k tap ebon rift was not enough to buff ranged heroes...
    I'd say remove hold resistance at least, to make up for huge damage potential from fall damage+crits ego now provides. It's the only stat that provides 4 effects now(5 if you consider id blades) Isn't it too much?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Kien. wrote:
    Ego is overbuffed, now everyone would be dex+ego once again spamming huge knocks and crits from range... like ebon ruin and undodgeble 4k tap ebon rift was not enough to buff ranged heroes...
    I'd say remove hold resistance at least, to make up for huge damage potential from fall damage+crits ego now provides. It's the only stat that provides 4 effects now(5 if you consider id blades) Isn't it too much?

    The hold resist seems to not be doing anything, that I can tell. I may be testing it the wrong way. It doesn't help break out of maintains or charged holds any faster, nor does it seem to lower their duration.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Everything looks very good and I'm anxious to try it out.

    I was hoping Ego would increase the range of ranged attacks, but I can understand how it might be hard on some video cards (and probably some aggro) to be that far away and attacking.
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