The 4 new TK powers should now properly count for unlocking additional TK powers and Mind Link.
Ego/Id Blades: You should now be able to select which costume you would like to use for your Ego/Id blades powers. Note that this functionality is not final, and you currently cannot see the geometry for the blade you are selecting in the Tailor window.
Ego Blade/Kinetic Darts: Both of these powers now have access to both custom advantages - Incisive Wit, and Leeching Strikes. In addition, Incisive Wit has been updated slightly, and now has a more accurate description (it previously stated it had BreakFree effects and would activate the Active Offense recharge, but neither of these were true).
Id Mastery (New!): A new Offensive Passive, this power increases your Paranormal Melee damage, and increases all other Paranormal damage by half that amount. It also provides a small amount of damage resistance to all damage, and reduces the cost of all Mentalist powers.
Ego Blade Dash: Head Shot (New!): This advantage causes Ego Blade Dash to Disorient your target when you lunge from more than 20 feet away.
Ego Form: Instead of granting some resistance to Paranormal and Physical damage, it now grants a slightly reduced amount of resistance to all damage. The large amount of bonus resistance to Ego damage is unchanged.
Ego Form: In addition to the bonus Paranormal damage this power grants, it now also grants half of that bonus to Physical damage.
Ego Surge: Now affects all damage, instead of just Ego Damage.
Ego Surge: Now grants an amount of Ego, based on your level.
Telekinetic Lance: The proper FX for this power is now in place. The animation is not finalized.
Mental Discipline: Id Blades: This advantage should now work properly with this power.
Telekinetic Maelstrom: This power now deals half its damage as Ego, and half as Crushing. Damage increased ~6%. Cost at tap reduced slightly, full charge cost remains the same.
Telekinetic Maelstrom: Damage variance reduced from 20% to 10%.
Telekinetic Burst: The long description for this power has been corrected, and is no longer a copy of the description from Telekinetic Eruption.
Ice Sheath: The description now states "increase to all damage" instead of "increase to Elemental Damage." This was just a tooltip change, the power already behaved this way.
Munitions
Lock N Load: Instead of granting bonus damage to all Ranged Technology Attacks, it now grants that bonus damage to all attacks. Instead of granting a cost reduction and bonus crit chance to all attacks, it now grants cost reduction and bonus crit chance to all Technology attacks.
Brick
Unstoppable: Fixed an error in the long description. It was missing information about increasing all Melee damage, in additional to the larger increase to Physical Melee damage.
Stats:
Dexterity: The contribution from Dexterity to critical hit chance has been increased from where it was with the last PTS patch. The contribution to crit chance from Ego is unchanged. This means if your Dex and Ego are equal, you will now have a higher critical hit chance than you do on Live.
Ego: The contribution from Ego to critical hit severity has been increased from where it was with the last PTS patch. The contribution to crit severity from Dex is unchanged. This means if your Dex and Ego are equal, you will now have a higher critical hit severity than you do on Live.
Ego: Hold Resistance granted from Ego has been increased.
Items:
Toxic Waste Barrels/Radioactive Warheads: These items no longer deal Toxic or Particle damage. Instead, they cause direct loss of life. This will prevent the items from triggering effects based on taking damage. The damage the Toxic Waste Barrel deals has been reduced by 1/3 as well.
Toxic Waste Barrels/Radioactive Warheads: These items no longer deal Toxic or Particle damage. Instead, they cause direct loss of life. This will prevent the items from triggering effects based on taking damage. The damage the Toxic Waste Barrel deals has been reduced by 1/3 as well.
Kind of wish I'd kept Gigas in her Force Cascade build now. :U Would have been so much easier to track how her crit chance/severity changed. Still, interesting set of changes. I'll have to play around with TK again a little bit later.
The Lock N Load change is going to annoy a lot of people.
Oh yeah... this is going to be fun to read later on in this thread. Nice to see an active offense mini-pass though.
Think we can get advantages added to Ego Form and Id Mastery? By the way, how many melee paranormal powers are there besides the TK blades?
EDIT: Will there be more animations for Lock N Load when non-munition weapons are out? Currently, I like how Lock N Load has a different animation depending on what type of gun you have out.
It is not clear at all what the advantage of Id Mastery is over Ego Form based on these patch notes. Did the mentalist cost reduction get taken away from Ego Form? Is the Id Mastery paranormal melee bonus damage going to be larger than the typical offensive passive damage bonus? Can't wait to get home and test this stuff out!
It is not clear at all what the advantage of Id Mastery is over Ego Form based on these patch notes. Did the mentalist cost reduction get taken away from Ego Form? Is the Id Mastery paranormal melee bonus damage going to be larger than the typical offensive passive damage bonus? Can't wait to get home and test this stuff out!
Id Mastery has damage buffs inline with Way of the Warrior and Unstoppable, instead of inline with the typically ranged Energy Form passives.
Couple of quick notes:
Known Issue - Id Mastery currently shares an icon with Ego Form.
The Active Offense "mini-pass" happened because we were looking at Ego Surge, and when comparing between them, found inconsistencies that didn't make a whole lot of sense. Lock N Load gets the biggest potential "hit" because of these changes, IF you were someone that was specifically using it to up your crit chance with non-Technology powers. However, if you were using Lock N Load as an Active Offense, which comes with a shared cooldown, to increase your crit chance by a fairly small amount instead of using say, Immolation, to get a much larger damage boost, that probably wouldn't be the best use of the power. If you were using Lock N Load as a primarily Technology character, this is almost always a buff, as it no longer cares about ranged vs. melee, and allows you to get bonus damage outside of the Tech trees.
The Active Offense "mini-pass" happened because we were looking at Ego Surge, and when comparing between them, found inconsistencies that didn't make a whole lot of sense. Lock N Load gets the biggest potential "hit" because of these changes, IF you were someone that was specifically using it to up your crit chance with non-Technology powers. However, if you were using Lock N Load as an Active Offense, which comes with a shared cooldown, to increase your crit chance by a fairly small amount instead of using say, Immolation, to get a much larger damage boost, that probably wouldn't be the best use of the power. If you were using Lock N Load as a primarily Technology character, this is almost always a buff, as it no longer cares about ranged vs. melee, and allows you to get bonus damage outside of the Tech trees.
Lock n Load was chosen more for the power cost reduction and because with the advantage you could spam the power if you used a fast-ticking AoE melee power like Sword Cyclone. It may be even more valuable to have the damage bonus combined with the spammability, come to think of it.
Toxic Waste Barrels/Radioactive Warheads: These items no longer deal Toxic or Particle damage. Instead, they cause direct loss of life. This will prevent the items from triggering effects based on taking damage. The damage the Toxic Waste Barrel deals has been reduced by 1/3 as well.
Glad to see this FINALY taken care of, Good job.
With this pass are you folks going to look into Ego Storm soon or let it continue like the above barrels?
Looking good to me. I'll have to play around with the new passive.
Still hoping for a buff to TK Lance, though. As it is, there's not much reason to take it over Ebon Ruin or Defile. Ebon Ruin has more utility/DOT, Defile has more pure damage. Lance has... A self-gimping full charge and reduced energy costs.
Looks like some pretty awesomebiscuit changes there overall.
Just a quick thought:
Pandas.
Wait, that's the wrong thing entirely. Now I'm going to be thinking of pandas. Damn my mind!
What I meant to write was:
Isn't Ego Form the offensive passive for this set already?
I'm not complaining at all about ID Mastery, but it seems odd to have two offensive passives. Could, and I know some might disagree, Ego Form become a defensive passive for the set with ID Mastery as the offensive one?
Just an idea and I've not thought about it for long. I'm sure players will point out that we have tonnes of defensive passives already for a hero to take, but it would be nice to have a defensive AND offensive passive without the framework for thematic purposes. I would love to see Ego Form transformed into something less damaging but more defensive or perhaps somewhere in-between.
Also, just as an idea:
Any thoughts on giving damage absorbing abilities to any TK blade attacks à la Dual Blades' Eye Of The Storm?
Looks like some pretty awesomebiscuit changes there overall.
Just a quick thought:
Pandas.
Wait, that's the wrong thing entirely. Now I'm going to be thinking of pandas. Damn my mind!
What I meant to write was:
Isn't Ego Form the offensive passive for this set already?
I'm not complaining at all about ID Mastery, but it seems odd to have two offensive passives. Could, and I know some might disagree, Ego Form become a defensive passive for the set with ID Mastery as the offensive one?
Just an idea and I've not thought about it for long. I'm sure players will point out that we have tonnes of defensive passives already for a hero to take, but it would be nice to have a defensive AND offensive passive without the framework for thematic purposes. I would love to see Ego Form transformed into something less damaging but more defensive or perhaps somewhere in-between.
Also, just as an idea:
Any thoughts on giving damage absorbing abilities to any TK blade attacks à la Dual Blades' Eye Of The Storm?
I know at least one person who would very much like a support passive in the mentalist framework for Telepathy.
-edit-
That said, Telekinesis is unquestionably a damage oriented set. I don't see a place in it for anything other than offensive passives.
TK Assault would make for a realy good Crippling Challenge applier with Ego Blade Frenzy or possibly TK Burst for Challenging Strikes. Can't remember offhand if TK Burst or TK Wave can even get Challenging Strikes, but they could fill that role rather nicely.
Then you have the defense buff from TK Eruption (or was it Maelstrom?) to boost your defenses even further, then the shielding/heals from the TP set to boost your survivability.
That said, Telekinesis is unquestionably a damage oriented set. I don't see a place in it for anything other than offensive passives.
Perhaps, but there are sets with both defensive and offensive passives now. (Okay, PFF is currently lame, but eventually it will be buffed massively and work perfectly alongside Kinetic Manipulation, giving a perfect example of how useful this can be for players.)
Besides, I think it makes perfect sense to use your mind to protect you from damage
Perhaps, but there are sets with both defensive and offensive passives now. (Okay, PFF is currently lame, but eventually it will be buffed massively and work perfectly alongside Kinetic Manipulation, giving a perfect example of how useful this can be for players.)
Besides, I think it makes perfect sense to use your mind to protect you from damage
Force is far more a hybrid set than TK. It has bubbles, and a whole hell of a lot more control powers (via knockback). I understand what you're saying, but the goal here with the split passives wasn't to give two entirely different flavors to the set, but rather to cater to both ranged and melee playstyles. The set remains a squish-fest though, and that's kind of always been the charm.
Toxic Waste Barrels/Radioactive Warheads: These items no longer deal Toxic or Particle damage. Instead, they cause direct loss of life. This will prevent the items from triggering effects based on taking damage. The damage the Toxic Waste Barrel deals has been reduced by 1/3 as well.
[/LIST]
What happens if you have a mission that requires you to get the barrels like the one from, I think its floodgate?
Isn't Ego Form the offensive passive for this set already?
Well, TK is a bit of an oddball set in the game, as it is the only framework that can (now) effectively build as a ranged DPS build, a melee DPS build, or a hybrid DPS build. (Infernal is clearly trying as well, but isn't there yet) We discussed making Ego Form be "more hybrid-y" but there are plenty of players that want to play TK as just TK Blades, and lots that want to be a pure ranged TK character. We think having both of these passives allows for that, and each of them provides a differing form of hybrid DPS potential, depending on which you like more.
While some more passive defenses would probably be liked by some people, I think the ones we have are theme-neutral enough (especially Invulnerability) to be picked up by anyone and still remain in theme. This isn't to say we don't want to make more passive defenses in the future (we have discussed several) but... the passive defenses are much trickier than the offenses, currently. All of our offensive passives follow a pretty basic formula, which can be duplicated out to various sets with minor variation. But the differences between Invulnerability, Defiance, Regeneration, and Personal Force Field are all big differences. And I think if you ask around, people might have something to say about the current balance of those 4 defensive passives, let alone what would happen if we introduced new ones.
What happens if you have a mission that requires you to get the barrels like the one from, I think its floodgate?
I don't think I understand your question? They are still mission items, and still function the same, other than no longer triggering effects that are triggered via taking damage.
Id Mastery has damage buffs inline with Way of the Warrior and Unstoppable, instead of inline with the typically ranged Energy Form passives.
Couple of quick notes:
Known Issue - Id Mastery currently shares an icon with Ego Form.
The Active Offense "mini-pass" happened because we were looking at Ego Surge, and when comparing between them, found inconsistencies that didn't make a whole lot of sense. Lock N Load gets the biggest potential "hit" because of these changes, IF you were someone that was specifically using it to up your crit chance with non-Technology powers. However, if you were using Lock N Load as an Active Offense, which comes with a shared cooldown, to increase your crit chance by a fairly small amount instead of using say, Immolation, to get a much larger damage boost, that probably wouldn't be the best use of the power. If you were using Lock N Load as a primarily Technology character, this is almost always a buff, as it no longer cares about ranged vs. melee, and allows you to get bonus damage outside of the Tech trees.
Hey Ame, while your in the fix it mood i have one more power to tell you about.
(flame shield activate)
Ebon Rifts advantage Vengeful Shadows is still being buffed and classified as a melee power, even though its a 50 ft attack
Its being buffed by strength and brawler, and can also go through dodge.
There's a limit to options for passive defenses, though it would be interesting to see a power that functioned like the adaptive defenses on primal summoning.
There's a limit to options for passive defenses, though it would be interesting to see a power that functioned like the adaptive defenses on primal summoning.
Wouldn't that essentially be Defiance, then? o.o Builds up as combat goes on, but it seems like the Primal summon gets a huge amount of stacks of the buff compared to Defiance's.
Ebon Rifts advantage Vengeful Shadows is still being buffed and classified as a melee power, even though its a 50 ft attackIts being buffed by strength and brawler, and can also go through dodge.
Wouldn't that essentially be Defiance, then? o.o Builds up as combat goes on, but it seems like the Primal summon gets a huge amount of stacks of the buff compared to Defiance's.
Defiance is generic damage resistance over time, this would be adaptive against damage types, like borg over in STO. Spam fire based attacks against someone and you'd get to the point where you're doing no damage, switch to magic attacks and you're dealing full damage against them.
It's certainly an interesting concept for consideration by the devs.
Defiance is generic damage resistance over time, this would be adaptive against damage types, like borg over in STO. Spam fire based attacks against someone and you'd get to the point where you're doing no damage, switch to magic attacks and you're dealing full damage against them.
It's certainly an interesting concept for consideration by the devs.
Ahaah. That actually sounds rather interesting. I'm thinking a higher base defense/buildup total than Defiance, but with the weakness of being weaker against enemies with multiple damage types since they could just keep switching once one form of defense becomes too powerful.
Wouldn't that essentially be Defiance, then? o.o Builds up as combat goes on, but it seems like the Primal summon gets a huge amount of stacks of the buff compared to Defiance's.
Unlike Defiance, it builds up resistance separately for different damage types (there's a critter in Demonflame who does that too).
Unlike Defiance, it builds up resistance separately for different damage types (there's a critter in Demonflame who does that too).
I am DJ Winza, and I approve this idea. It'd be different, Have it start with about 10% resist to all, have it gain say up to about 3 stacks that added 25% each for every attack of the same type that hits you or something like that? Yeah, I think that's more or less enough like Defiance... but if there was one that had better... no, I still can't come up with a good idea, but I LOVE the idea of it... but have no idea how to implement it...
I am DJ Winza, and I approve this idea. It'd be different, Have it start with about 10% resist to all, have it gain say up to about 3 stacks that added 25% each for every attack of the same type that hits you or something like that? Yeah, I think that's more or less enough like Defiance... but if there was one that had better... no, I still can't come up with a good idea, but I LOVE the idea of it... but have no idea how to implement it...
It's something that would need a great deal of testing to find a correct balance between base resist, max resist, linger time on the stacks, and max number of types that can hold stacks at once.
Yeah, the idea of an Adaptive Defense would walk a fine line between overpowered, and utter trash. The idea is really neat though, and I'd love to see it implemented properly.
It's something that would need a great deal of testing to find a correct balance between base resist, max resist, linger time on the stacks, and max number of types that can hold stacks at once.
Yeah, I mentioned it less as something to do at once, as as an idea for a defensive passive that's actually meaningfully distinct from existing passives.
As a ranged heavy hitter Ebon Ruin (and others) still blows it out of the water
Ebon Ruin still has the best debuffs as well
the consuming of Ego Leech is an incentive not to even charge it
The power seems to be purposed for tap spamming but you still get rooted for tapping.
TK Assault seems to be the better choice if im standing at 100 ft and i want to dps something with consecutive small ticks
Suggestions:
Give TK Lance some kind of soft control on full charge (like a root/snare) to make up for the consuming of ego leech (that little AOE splash isn't useful or very noticeable)
remove the root from tapping Ego Lance
Maybe give Ego Lance a bonus to crit severity?(to give it some teeth)
At least the power looks roughly how i imagined it would now.
If I wanted to play TK blades, why would I choose Id Mastery, which is paranormal melee only, when it gives 5-6% less damage than ego form which will boost Tk blades as well as other things.
If I wanted to play TK blades, why would I choose Id Mastery, which is paranormal melee only, when it gives 5-6% less damage than ego form which will boost Tk blades as well as other things.
Edit*
No idea if the pictures came out. But R3 Id Mastery gives 79% damage buff and Ego form gives 85% buff with my stats, both R3
I'm not saying you don't have a point but i took ID Mastery for the resist to see if i could get some survivability on a ranged tk build. I didn't test it much but it seemed ok.
I'm not sure what's happened yet, but Ego Form somehow got a large buff to the amount of Paranormal Damage it should be granting with the most recent PTS patch. For example, when it should be granting 56% (as on Live) it is instead granting 76%.
That's going to skew your testing, my apologies, we'll get it fixed as soon as we can.
EDIT - Correction - sometimes. Sometimes this is happening. /me runs around screaming
TK shield advantage should be buffed/changed somehow. a lingering dmg resistance to only physical dmg is not really, err not all that great. not all mobs hit with physical dmg, thus really rendering the dmg resistance of this adv work in certain situations. The adv could instead provide a lingering resistance to all dmg, or something that will help the framework.
I'm surprised that this hasn't really gotten much support. =/
The Lock N Load change is going to annoy a lot of people.
Seconded. Please, don't make this live. It's also going to severely hurt the Specialist archetype which has mixed attacks. My Specialist is level six but I'm already sad.
All the TK changes look awesome. Well, the Ego Form change is so so. Seems to have not much distinct stuff from Shadow Form anymore. At least previously Ego Form was the go to form for making blades, but with that changed to cosmetic these two forms are too similar now.
The Active Offense "mini-pass" happened because we were looking at Ego Surge, and when comparing between them, found inconsistencies that didn't make a whole lot of sense.
Maybe this has already been mentioned or resolved, but it's not clear why on live ego surge and lock and load are tier 2 abilities while ice sheath, immolation, electric sheath, and shadow shroud are tier 1s.
Seconded. Please, don't make this live. It's also going to severely hurt the Specialist archetype which has mixed attacks. My Specialist is level six but I'm already sad.
I'm not sure I agree. On Live, all of the Dual Blade attacks don't get any of the damage bonus from Lock N Load, they only get bonus crit and cost reduction. With these changes, the opposite is true - they get a damage bonus, but don't get the bonus crit and cost reduction. In what cases do you think this will be an issue for the Specialist, and not a net buff?
Half the powers for the archetype don't get the benefits of higher critrate with this change. With Dex Ego super stats, don't you want more crits for the Specialist, not less? Less of the powers get the crit bonus.
Unless you think the overall damage boost from the power and it affecting all of the Specialist's attacks is enough to offset less crits from half the powers?
I'm not sure what's happened yet, but Ego Form somehow got a large buff to the amount of Paranormal Damage it should be granting with the most recent PTS patch. For example, when it should be granting 56% (as on Live) it is instead granting 76%.
That's going to skew your testing, my apologies, we'll get it fixed as soon as we can.
EDIT - Correction - sometimes. Sometimes this is happening. /me runs around screaming
Hi!
I went back and looked at it more and the scaling is weird with Id Mastery
Half the powers for the archetype don't get the benefits of higher critrate with this change. With Dex Ego super stats, don't you want more crits for the Specialist, not less? Less of the powers get the crit bonus.
Yes, but they get the damage bonus now. Instead of getting an 8% bonus to crit chance, they get a 42% increase to damage.
umm aren't we forgetting one lone power here namely Mind Link? What is the plan with that?
Also the Ego Blade Breach vs Ego Blade Annihilation should be looked at and then TK Lance needs a buff so it's more on par with Ebon Ruin and the like since there are tier 1 powers that are even far better than TK Lance which is a tier 3.
My suggestion would be to make no single TK power consume any stacks of Ego Leech or let each stack of Ego Leech be the same as what 5 stacks are now, but whenever you use a power that consumes Ego Leech let it only consume 1 stack each time.
Mental Discipline needs some kind of energy return mechanic as well otherwise most people would just use Form of the Tempest+Ego Reverb for all their energy purposes leaving Mental Discipline in the water...maybe a lesser form of energy return than form of the tempest?
oh and I forgot, so far the changes are really good, I especially like what you've done with Ego Surge and Lock'n load.
Comments
*has a party*
Maybe. I'm sad to see my melee guy not take advantage of the cost redux, but the extra damage vs crit chance is a plus in my opinion.
Oh yeah... this is going to be fun to read later on in this thread. Nice to see an active offense mini-pass though.
Think we can get advantages added to Ego Form and Id Mastery? By the way, how many melee paranormal powers are there besides the TK blades?
EDIT: Will there be more animations for Lock N Load when non-munition weapons are out? Currently, I like how Lock N Load has a different animation depending on what type of gun you have out.
Id Mastery has damage buffs inline with Way of the Warrior and Unstoppable, instead of inline with the typically ranged Energy Form passives.
Couple of quick notes:
Known Issue - Id Mastery currently shares an icon with Ego Form.
The Active Offense "mini-pass" happened because we were looking at Ego Surge, and when comparing between them, found inconsistencies that didn't make a whole lot of sense. Lock N Load gets the biggest potential "hit" because of these changes, IF you were someone that was specifically using it to up your crit chance with non-Technology powers. However, if you were using Lock N Load as an Active Offense, which comes with a shared cooldown, to increase your crit chance by a fairly small amount instead of using say, Immolation, to get a much larger damage boost, that probably wouldn't be the best use of the power. If you were using Lock N Load as a primarily Technology character, this is almost always a buff, as it no longer cares about ranged vs. melee, and allows you to get bonus damage outside of the Tech trees.
Lock n Load was chosen more for the power cost reduction and because with the advantage you could spam the power if you used a fast-ticking AoE melee power like Sword Cyclone. It may be even more valuable to have the damage bonus combined with the spammability, come to think of it.
Glad to see this FINALY taken care of, Good job.
With this pass are you folks going to look into Ego Storm soon or let it continue like the above barrels?
Still hoping for a buff to TK Lance, though. As it is, there's not much reason to take it over Ebon Ruin or Defile. Ebon Ruin has more utility/DOT, Defile has more pure damage. Lance has... A self-gimping full charge and reduced energy costs.
Just a quick thought:
Pandas.
Wait, that's the wrong thing entirely. Now I'm going to be thinking of pandas. Damn my mind!
What I meant to write was:
Isn't Ego Form the offensive passive for this set already?
I'm not complaining at all about ID Mastery, but it seems odd to have two offensive passives. Could, and I know some might disagree, Ego Form become a defensive passive for the set with ID Mastery as the offensive one?
Just an idea and I've not thought about it for long. I'm sure players will point out that we have tonnes of defensive passives already for a hero to take, but it would be nice to have a defensive AND offensive passive without the framework for thematic purposes. I would love to see Ego Form transformed into something less damaging but more defensive or perhaps somewhere in-between.
Also, just as an idea:
Any thoughts on giving damage absorbing abilities to any TK blade attacks à la Dual Blades' Eye Of The Storm?
I know at least one person who would very much like a support passive in the mentalist framework for Telepathy.
-edit-
That said, Telekinesis is unquestionably a damage oriented set. I don't see a place in it for anything other than offensive passives.
Then you have the defense buff from TK Eruption (or was it Maelstrom?) to boost your defenses even further, then the shielding/heals from the TP set to boost your survivability.
Perhaps, but there are sets with both defensive and offensive passives now. (Okay, PFF is currently lame, but eventually it will be buffed massively and work perfectly alongside Kinetic Manipulation, giving a perfect example of how useful this can be for players.)
Besides, I think it makes perfect sense to use your mind to protect you from damage
Force is far more a hybrid set than TK. It has bubbles, and a whole hell of a lot more control powers (via knockback). I understand what you're saying, but the goal here with the split passives wasn't to give two entirely different flavors to the set, but rather to cater to both ranged and melee playstyles. The set remains a squish-fest though, and that's kind of always been the charm.
What happens if you have a mission that requires you to get the barrels like the one from, I think its floodgate?
Well, TK is a bit of an oddball set in the game, as it is the only framework that can (now) effectively build as a ranged DPS build, a melee DPS build, or a hybrid DPS build. (Infernal is clearly trying as well, but isn't there yet) We discussed making Ego Form be "more hybrid-y" but there are plenty of players that want to play TK as just TK Blades, and lots that want to be a pure ranged TK character. We think having both of these passives allows for that, and each of them provides a differing form of hybrid DPS potential, depending on which you like more.
While some more passive defenses would probably be liked by some people, I think the ones we have are theme-neutral enough (especially Invulnerability) to be picked up by anyone and still remain in theme. This isn't to say we don't want to make more passive defenses in the future (we have discussed several) but... the passive defenses are much trickier than the offenses, currently. All of our offensive passives follow a pretty basic formula, which can be duplicated out to various sets with minor variation. But the differences between Invulnerability, Defiance, Regeneration, and Personal Force Field are all big differences. And I think if you ask around, people might have something to say about the current balance of those 4 defensive passives, let alone what would happen if we introduced new ones.
I don't think I understand your question? They are still mission items, and still function the same, other than no longer triggering effects that are triggered via taking damage.
Hey Ame, while your in the fix it mood i have one more power to tell you about.
(flame shield activate)
Ebon Rifts advantage Vengeful Shadows is still being buffed and classified as a melee power, even though its a 50 ft attack
Its being buffed by strength and brawler, and can also go through dodge.
Dunno if thats intended or not
Wouldn't that essentially be Defiance, then? o.o Builds up as combat goes on, but it seems like the Primal summon gets a huge amount of stacks of the buff compared to Defiance's.
That is all.
Noted.
Doh! This has been fixed internally, and will be included with the next PTS push.
Defiance is generic damage resistance over time, this would be adaptive against damage types, like borg over in STO. Spam fire based attacks against someone and you'd get to the point where you're doing no damage, switch to magic attacks and you're dealing full damage against them.
It's certainly an interesting concept for consideration by the devs.
Ahaah. That actually sounds rather interesting. I'm thinking a higher base defense/buildup total than Defiance, but with the weakness of being weaker against enemies with multiple damage types since they could just keep switching once one form of defense becomes too powerful.
I am DJ Winza, and I approve this idea. It'd be different, Have it start with about 10% resist to all, have it gain say up to about 3 stacks that added 25% each for every attack of the same type that hits you or something like that? Yeah, I think that's more or less enough like Defiance... but if there was one that had better... no, I still can't come up with a good idea, but I LOVE the idea of it... but have no idea how to implement it...
It's something that would need a great deal of testing to find a correct balance between base resist, max resist, linger time on the stacks, and max number of types that can hold stacks at once.
Still seems to be looking for a niche:
Suggestions:
At least the power looks roughly how i imagined it would now.
If I wanted to play TK blades, why would I choose Id Mastery, which is paranormal melee only, when it gives 5-6% less damage than ego form which will boost Tk blades as well as other things.
Attachment not found.
Attachment not found.
I would just get Ego Form...
Edit*
No idea if the pictures came out. But R3 Id Mastery gives 79% damage buff and Ego form gives 85% buff with my stats, both R3
I'm not saying you don't have a point but i took ID Mastery for the resist to see if i could get some survivability on a ranged tk build. I didn't test it much but it seemed ok.
I'm not sure what's happened yet, but Ego Form somehow got a large buff to the amount of Paranormal Damage it should be granting with the most recent PTS patch. For example, when it should be granting 56% (as on Live) it is instead granting 76%.
That's going to skew your testing, my apologies, we'll get it fixed as soon as we can.
EDIT - Correction - sometimes. Sometimes this is happening. /me runs around screaming
awesome work! can't wait to test these out.
TK shield advantage should be buffed/changed somehow. a lingering dmg resistance to only physical dmg is not really, err not all that great. not all mobs hit with physical dmg, thus really rendering the dmg resistance of this adv work in certain situations. The adv could instead provide a lingering resistance to all dmg, or something that will help the framework.
I'm surprised that this hasn't really gotten much support. =/
All the TK changes look awesome. Well, the Ego Form change is so so. Seems to have not much distinct stuff from Shadow Form anymore. At least previously Ego Form was the go to form for making blades, but with that changed to cosmetic these two forms are too similar now.
Maybe this has already been mentioned or resolved, but it's not clear why on live ego surge and lock and load are tier 2 abilities while ice sheath, immolation, electric sheath, and shadow shroud are tier 1s.
[Robot Eye] eye accessory is still clipping on masked heads:(
I'm not sure I agree. On Live, all of the Dual Blade attacks don't get any of the damage bonus from Lock N Load, they only get bonus crit and cost reduction. With these changes, the opposite is true - they get a damage bonus, but don't get the bonus crit and cost reduction. In what cases do you think this will be an issue for the Specialist, and not a net buff?
Unless you think the overall damage boost from the power and it affecting all of the Specialist's attacks is enough to offset less crits from half the powers?
Hi!
I went back and looked at it more and the scaling is weird with Id Mastery
R1-71%
R2-74%
R3-78%
Thanks!
Yes, but they get the damage bonus now. Instead of getting an 8% bonus to crit chance, they get a 42% increase to damage.
A Melee Passive and a Ranged Passive!
Makes me all giddy!
Would be cool, in my opinion, if Ego Form boosted Ego & Crushing Damage equally, to mix with Force easily :-)
TK Assault still be invisable.
Also the Ego Blade Breach vs Ego Blade Annihilation should be looked at and then TK Lance needs a buff so it's more on par with Ebon Ruin and the like since there are tier 1 powers that are even far better than TK Lance which is a tier 3.
My suggestion would be to make no single TK power consume any stacks of Ego Leech or let each stack of Ego Leech be the same as what 5 stacks are now, but whenever you use a power that consumes Ego Leech let it only consume 1 stack each time.
Mental Discipline needs some kind of energy return mechanic as well otherwise most people would just use Form of the Tempest+Ego Reverb for all their energy purposes leaving Mental Discipline in the water...maybe a lesser form of energy return than form of the tempest?
oh and I forgot, so far the changes are really good, I especially like what you've done with Ego Surge and Lock'n load.