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PTS Update (7/8): FC.20.20110705.2

Archived PostArchived Post Posts: 1,156,071 Arc User
edited July 2011 in PTS - The Archive
FC.20.20110705.2 Patch Notes
ETA: 8:00 PM PST (GMT-7)

Hey all,

This patch does not come with many patch notes as most of the adjustments have been under the hood (server stability, etc.). Here's the rest:

General Gameplay:
Monster Island
  • Moreau's Lab: The Draysha cannisters that Moreau builds will no longer appear and won't be usable by rats until he's done building them. Also, a buff icon to rats affected by Moreau's Draysha cannisters has been added.

Tailor:
Dark Ages Fantasy costume set
  • The male shoulder pad pattern is now available.
  • The male striped arm accessory is now available.
  • The female sheer shoulder piece has been added.
  • The following female extra long glove and 5 fingers patterns are now available: Fantasy, Fantasy Stripes, Fanatsy with Nails, Fantasy Stripes with Nails.

Known Issues:
  • Known issues will be posted here.

Also, when posting bugs in this thread, please write in red text so issues are easier for me to see. Thanks, all. :)
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Did Ame's fix to melee passives make it in?

    Also, did the fix for Ego Form's reported damage on tooltip go in?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I'm still hoping for...

    1. Mental Discipline to apply to all ego damage instead of just melee. Seems more similar to Aspect of the Infernal/Bestial than Aggressor, after all.

    2. TK Lance getting an effect to make it more useful with a full charge rather than being worse with a full charge.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Telekinetic Maelstrom is astoundingly lackluster. It does half the damage of Telekinetic Eruption at the same energy cost for the same area effect.. and comes with a 10 second cooldown.. why? Is it because of the stun? I can't imagine 2 seconds of stun is worth all THAT.

    I recommend removing the stun (and turn it into an advantage),dropping the cooldown to about 6 seconds.. and make Maelstrom hit like a truck. Hurled by Grond. Boost the energy requirements for a full charge if you have to. If this is meant as a power of last resort, make it one. Because as it stands now, the power is dumb.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    segma wrote:
    Telekinetic Maelstrom is astoundingly lackluster. It does half the damage of Telekinetic Eruption at the same energy cost for the same area effect.. and comes with a 10 second cooldown.. why? Is it because of the stun? I can't imagine 2 seconds of stun is worth all THAT.

    I recommend removing the stun (and turn it into an advantage),dropping the cooldown to about 6 seconds.. and make Maelstrom hit like a truck. Hurled by Grond. Boost the energy requirements for a full charge if you have to. If this is meant as a power of last resort, make it one. Because as it stands now, the power is dumb.

    Hmm.. you may be on to something here. I approve of this.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Male Fantasy shoulder patterns aren't working for me.

    Also, could we get the skirt for Males? I have a Spellsword that it would just be PERFECT for!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Loganius wrote:
    Male Fantasy shoulder patterns aren't working for me.

    Also, could we get the skirt for Males? I have a Spellsword that it would just be PERFECT for!

    Honestly, I think the entire Harajuka set should be made available to males along with the entire fantasy set. Heck, I'm actually okay with getting rid of all of the gender seperations.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Xavori wrote:
    Honestly, I think the entire Harajuka set should be made available to males along with the entire fantasy set. Heck, I'm actually okay with getting rid of all of the gender seperations.

    Totally different skeleton models. Won't happen so fast or ever.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    segma wrote:
    Telekinetic Maelstrom is astoundingly lackluster. It does half the damage of Telekinetic Eruption at the same energy cost for the same area effect.. and comes with a 10 second cooldown.. why? Is it because of the stun? I can't imagine 2 seconds of stun is worth all THAT.

    I recommend removing the stun (and turn it into an advantage),dropping the cooldown to about 6 seconds.. and make Maelstrom hit like a truck. Hurled by Grond. Boost the energy requirements for a full charge if you have to. If this is meant as a power of last resort, make it one. Because as it stands now, the power is dumb.

    Very much this. Make it the equivalent of Force Cascade having an initial high cost and damage while energy forms reduce the cost and cancel it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    TK Maelstrom getting buffed and Ego Infusion not being pointless would make this a perfect TK pass. Very nice work, I must say.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    TK Maelstrom isn't as terrible as people think it is for the cost. A massive AoE stun bomb, with enough crit chance behind it, actually does considerable damage. It could use some help, true...but its heart is in the right place.

    TK Lance on the other hand, that does about half the damage right now as it should be doing. For the love of Mike, give it an advantage that seriously ups the crit change and damage when it consumes your Ego Leech stacks. Right now it pales in comparison to Defile, Ebon Ruin, or even Fireball for damage.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    TK Maelstrom isn't as terrible as people think it is for the cost. A massive AoE stun bomb, with enough crit chance behind it, actually does considerable damage. It could use some help, true...but its heart is in the right place.
    Make it usable when held and it becomes a decent counter to ego storm.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    TK Lance on the other hand, that does about half the damage right now as it should be doing. For the love of Mike, give it an advantage that seriously ups the crit change and damage when it consumes your Ego Leech stacks. Right now it pales in comparison to Defile, Ebon Ruin, or even Fireball[b/] for damage.

    That part makes me very sad. TK Lance really needs something other than looking awesome to warrant its status as a tier 3 power.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Erm...

    Isn't Telekinetic Maelstrom the fastest way to build Ego lLeech Stacks? On the PTS at the minute, my tk-blader just taps it in any fight, and between barrels and mobs, instant 5 charges of Ego Leech for very little energy. Great for making EBA competitive, I found.

    Making it very high damage would necessarily impact this utility - probably by ramping up the costs - and make 5 charges a lot more arduous. I find it incredibly useful as is - with the advantage, a great minor-panic button and damage charger - and would regret the changes.

    Otterman
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Otterman wrote:
    Erm...

    Isn't Telekinetic Maelstrom the fastest way to build Ego lLeech Stacks? On the PTS at the minute, my tk-blader just taps it in any fight, and between barrels and mobs, instant 5 charges of Ego Leech for very little energy. Great for making EBA competitive, I found.

    Making it very high damage would necessarily impact this utility - probably by ramping up the costs - and make 5 charges a lot more arduous. I find it incredibly useful as is - with the advantage, a great minor-panic button and damage charger - and would regret the changes.

    Otterman

    Ego Reverb and tapping TK Burst five times is faster and leaves you with more energy. At least, if you have some Ego.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Disregard, double-post
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    TK Maelstrom isn't as terrible as people think it is for the cost. A massive AoE stun bomb, with enough crit chance behind it, actually does considerable damage. It could use some help, true...but its heart is in the right place.

    But is it doing enough damage? It does Crushing damage and gets no boost at all from Ego Form or any Mentalist buff. This needs to be changed. As it is, it has no synergy with the rest of the framework. Any Ego Leech stacks it can give you can be achieved with Telekinetic Burst with much lower energy requirements. Swap Crushing damage for Ego. Otherwise, there's no reason for its energy cost to be so high.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    But is it doing enough damage? It does Crushing damage and gets no boost at all from Ego Form or any Mentalist buff. This needs to be changed. As it is, it has no synergy with the rest of the framework. Any Ego Leech stacks it can give you can be achieved with Telekinetic Burst with much lower energy requirements. Swap Crushing damage for Ego. Otherwise, there's no reason for its energy cost to be so high.

    A. It does half Ego/half Crushing damage.

    B. Ego Form buffs Physical Damage a little.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Xavori wrote:
    Did Ame's fix to melee passives make it in?

    Also, did the fix for Ego Form's reported damage on tooltip go in?

    If this build was gonna be ready around 8pm last night, my changes did not make it in, as they weren't done until too close to that time to make it. I'll just discuss some of the highlights real quick to tide you over. :)

    - Melee Passive changes. The basic idea behind the new formula is that the melee passives will provide ~15% more of a damage boost than an equivalent "ranged" passive does. Obviously, the only real direct comparison currently in game will be Ego Form and Id Mastery.

    - Lock N Load no longer has Technology specific buffs, but the Cost Reduction and Crit bonus have been reduced slightly. I expect this will make Lock N Load even more popular, and some of the other Active Offenses will need some love, which probably won't happen with this patch, but will happen soon.

    - Incisive Wits proc no longer counts as an Energy Form, and are no longer prevented by them.

    - The amount of Ego required to throw things with the Telekinesis power has been reduced. At Rank 3, the amount of Ego required is equivalent to the amount of Strength required for normal pickup and throw.

    - TK Shield, TK Reinforcement had it's damage resistance amount reduced slightly, but it now affects all damage types.

    - Mental Discipline now affects all Ego damage, instead of just melee, but the amount has been reduced slightly (to match the boost Infernal Aspect gives).

    I think that's the majority of the big ones.

    Also, we're still looking at the balance on some of the newer powers/changed powers, specifically TK Lance and EBA. I know a lot of comments have been coming in about them, and hopefully we'll have some changes coming for them shortly.

    As for TK Maelstrom, we can take another look, but we're pretty happy with it. An AoE stun and the ability to generate 5 stacks of Ego Leech in under a second is pretty excellent. I always take it on my TK Blades character in tests, as the utility of those 2 things combined is an excellent way to start group fights. I do pretty much only use it for taps, though, so something could still potentially be done about charging it.

    Also, people have been asking about retcons, as lots of big changes that affect many people (stat changes and melee passive changes) are happening with this patch, and we plan on taking care of people with this patch. Exact plans are still being decided on, but I think everyone should be pretty happy with how we handle it.

    As always, thanks for all of the feedback. The response to this push has been excellent, and we've gotten a lot of great input on all of these large changes.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    TK Maelstrom isn't as terrible as people think it is for the cost. A massive AoE stun bomb, with enough crit chance behind it, actually does considerable damage. It could use some help, true...but its heart is in the right place.

    If i wanted an AOE CC that does good damage i could just get Ego Storm. Better crowd control and the dmg ticks make it more crit friendly. (and thats not even considering the advantage)

    TK maelstrom, ego blade annihilation and especially TK lance are hurting...

    EDIT:
    *looks up at Ame's post and feels a small glimmer of hope*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    As for TK Maelstrom, we can take another look, but we're pretty happy with it. An AoE stun and the ability to generate 5 stacks of Ego Leech in under a second is pretty excellent. I always take it on my TK Blades character in tests, as the utility of those 2 things combined is an excellent way to start group fights. I do pretty much only use it for taps, though, so something could still potentially be done about charging it.
    I think one has to put aside the utility charge times etc and just use the animation for the damage it should be doing. Its a motherfricking explosion of mental energy, I'd rather it does tons of damage than it cc'ed everything in the game at once :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame wrote:

    - Incisive Wits proc no longer counts as an Energy Form, and are no longer prevented by them.

    Nice! so we're getting the old Incisive wits back?!
    Ame wrote:
    - TK Shield, TK Reinforcement had it's damage resistance amount reduced slightly, but it now affects all damage types.

    Thanks!! This change alone will improve the AT playability and the defensive capabilities of those trying to stay in framework.
    Ame wrote:
    As always, thanks for all of the feedback. The response to this push has been excellent, and we've gotten a lot of great input on all of these large changes.

    And thank you and your team for your hard work and dedication =D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Dr.Sage wrote:
    Ego Reverb and tapping TK Burst five times is faster and leaves you with more energy. At least, if you have some Ego.

    Really? Than tapping TK Maelstrom once? It takes less than a second - I doubt I could tap a button 5 times in that time.

    Otterman
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    EDIT2: Ignore. Caught myself up in the other thread, question had been answered. Heh...silly Laser. Good work Ame and co., carry on.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame wrote:
    If this build was gonna be ready around 8pm last night, my changes did not make it in, as they weren't done until too close to that time to make it. I'll just discuss some of the highlights real quick to tide you over. :)

    - Melee Passive changes. The basic idea behind the new formula is that the melee passives will provide ~15% more of a damage boost than an equivalent "ranged" passive does. Obviously, the only real direct comparison currently in game will be Ego Form and Id Mastery.

    So we get a dex/ego buff and a melee toggle buff.

    *hugs Ame*

    You is da bestest.
    - Lock N Load no longer has Technology specific buffs, but the Cost Reduction and Crit bonus have been reduced slightly. I expect this will make Lock N Load even more popular, and some of the other Active Offenses will need some love, which probably won't happen with this patch, but will happen soon.

    How about instead of break free from holds (which with current resist mechanics is almost useless against maintained holds), it becomes immunity to holds while active?
    - The amount of Ego required to throw things with the Telekinesis power has been reduced. At Rank 3, the amount of Ego required is equivalent to the amount of Strength required for normal pickup and throw.

    Now go get Tumerboy help sticking throwables in all the instance maps. (PvP maps are already pretty good in this regard and should prolly be used as the standard to which all other instances should meet)
    - TK Shield, TK Reinforcement had it's damage resistance amount reduced slightly, but it now affects all damage types.

    Maybe also a 3 point advantage as well that gives TK Shield a Laser Knight/Elusive Monk type melee activation effect?
    Mental Discipline now affects all Ego damage, instead of just melee, but the amount has been reduced slightly (to match the boost Infernal Aspect gives).

    Does this mean we can talk you into toggles for elemental damage types too? :D
    I think that's the majority of the big ones.

    Also, we're still looking at the balance on some of the newer powers/changed powers, specifically TK Lance and EBA. I know a lot of comments have been coming in about them, and hopefully we'll have some changes coming for them shortly.

    TK Lance needs lots of love. I personally think all the T3 ranged attacks should be roughly equivalent in damage with variation in side effects (gigabolt arcs, force cascade knock back, defile toxic debuff, ebon ruin DoT/healing debuff). How about TK Lance gets damage buffed up to the level of the other T3 ranged attacks but with a 5 sec root followed by 10 sec snare making it a great set up power for TK bladers and a good power to help ranged toons stay at range.
    As for TK Maelstrom, we can take another look, but we're pretty happy with it. An AoE stun and the ability to generate 5 stacks of Ego Leech in under a second is pretty excellent. I always take it on my TK Blades character in tests, as the utility of those 2 things combined is an excellent way to start group fights. I do pretty much only use it for taps, though, so something could still potentially be done about charging it.

    I'm sure some people will use it like you describe. It's a set-up power like TK Burst. Gives people options for how they want to go about setting up fights.
    Also, people have been asking about retcons, as lots of big changes that affect many people (stat changes and melee passive changes) are happening with this patch, and we plan on taking care of people with this patch. Exact plans are still being decided on, but I think everyone should be pretty happy with how we handle it.

    Well, I guess you could just give retcons to people who use TK powers, have taken SS DEX, EGO, have taken DEX or EGO based talents, or you could just give everyone a retcon token ala veteran's reward tokens. I suspect the last choice would be easiest and make everyone happy :p
    As always, thanks for all of the feedback. The response to this push has been excellent, and we've gotten a lot of great input on all of these large changes.

    Maybe you should threaten to nerf one of the most popular superstats more often ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Awesome news about TK Lance and EBA getting some attention.

    Also for TK Maelstrom it's fine as a tap, make it do huuuuge damage on a full charge and as a side effect let it cancel your energy form just like Force Cascade. It just looks too cool not to take and I've always hoped since day one that this power would be worth using.


    As always thanks Ame!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Nice! so we're getting the old Incisive wits back?!
    Probably still retains the 30s cooldown. If not, aiii.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I am pleased with all these things I am hearing. I tip my hat to you, sirs and or madams.



    ... Fffffff who am I kidding. There's no such thing as females on the internet.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame wrote:
    As for TK Maelstrom, we can take another look, but we're pretty happy with it. An AoE stun and the ability to generate 5 stacks of Ego Leech in under a second is pretty excellent. I always take it on my TK Blades character in tests, as the utility of those 2 things combined is an excellent way to start group fights. I do pretty much only use it for taps, though, so something could still potentially be done about charging it.

    If TK Maelstrom's performance is balanced around it being a Ego Leech generator and the combination of that plus the stun is what keeps its damage in the gutter, then I feel we'll have to agree to disagree. If anything, the role of TK Eruption and TK Maelstrom should be reversed.

    TK Eruption:
    • is quicker in both animation and activation,
    • won't clip into your melee animation,
    • will also grant a sizable damage resistance and damage dealing buff,
    • can be done while moving.
    All of that, I imagine, is pretty ideal for someone who is going to wade into the thick of melee and stay there. I also don't think I'm going out on a limb when I say this but that 15 seconds of damage resistance is more useful to a squishy melee than a stun that wears off one second after you regain control of your character. The only anti-melee thing it has.. is its knock. Overall, I feel It is far better suited to the role you currently have set for TK Maelstrom.

    Now, with TK Maelstrom, you are stuck with this arms crossed, visually intense spectacle which also has a built in wind-down animation for, what should be, a devastating attack.

    Everything it isn't.

    Don't get me wrong though. I love TK Maelstrom's animation and I don't think I could stand to see it made less awesome. So, this is what I propose:

    TK Eruption:
    • should inherit TK Maelstrom's damage,
    • retain the damage resistance and damage dealing boost,
    • improve its ability to gain Ego Leech stacks,
    • lose the knock.
    TK Maelstrom:
    • should gain TK Eruption's current damage,
    • worsen its ability to generate Ego Leech stacks,
    • gains TK Eruption's knock,
    • keeps the root.
    Also, irregardless of which course of action you take, you may wish to re-tweak Maelstrom's root so that it lasts a half second after you use the power to eliminate its odd behaviour while running. At the moment, activating it while moving will cause you to float and throw rocks, drop to the ground and jog then float again. Sometimes you drop, jog, and then float again a third time.

    It's.. really awkward.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Does seem to make more sense to have Maelstrom be the wide-area Doomblast, with Eruption being the skirmisher's choice. I think we're stuck insofar as knocks/stuns go between the two, but adjusting Maelstrom to be the big-punch blast whilst making Eruption the go-to choice for Ego Leech would fit better thematically. After all, a purely ego-based attack like Eruption would be more mobile, and more likely to carry/incite additional ego effects, than hurling a bunch of big ol' rocks at someone is.

    That said...I'm pretty sure we're stuck for what we've got, Seg. Ah well. it may not work as slick, but at least the options are there.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Nuclear Bug Detected

    On the character creation screen, if you create a character who uses weapons, they will not render; the character will pose as if holding a weapon, but none is shown in their hands. Ingame and inside the ingame tailor, the weapons appear properly.

    Also, what cape is the disciple archetype model using there? It looks like a waist-cape without the normal skirt model attached to it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Bug:
    The swords from TK Burst don't change color when the power itself changes color. They stay pink.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ego Reverberation is still not being locked out after selecting another energy unlock.

    Selecting Ego Reverberation first will disable the selection of other energy unlocks though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame wrote:
    - Lock N Load no longer has Technology specific buffs, but the Cost Reduction and Crit bonus have been reduced slightly. I expect this will make Lock N Load even more popular, and some of the other Active Offenses will need some love, which probably won't happen with this patch, but will happen soon.

    So since people actually using lock n load for it's intended set got a nerf, does that mean you can give us a boost to targeting computer's crit chance and/or severity increase after lock on in order to make up for losing crit chance/cost reduction on our AO to make melee even more powerful now?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Unstoppable is removing kb resistance.
    read this thread
    http://forums.champions-online.com/showthread.php?t=132279



    I haven't been on pts in a couple of days. Have they done anything to tk lance to make it good?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    segma wrote:

    TK Eruption:
    • should inherit TK Maelstrom's damage,
    • retain the damage resistance and damage dealing boost,
    • improve its ability to gain Ego Leech stacks,
    • lose the knock.
    TK Maelstrom:
    • should gain TK Eruption's current damage,
    • worsen its ability to generate Ego Leech stacks,
    • gains TK Eruption's knock,
    • keeps the root.

    I hate to be captain cosign but **** it....
    *puts on cape, cosigns quote and fly's away backwards*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame wrote:
    - The amount of Ego required to throw things with the Telekinesis power has been reduced. At Rank 3, the amount of Ego required is equivalent to the amount of Strength required for normal pickup and throw.

    That should be changed to rank 2. Pick up and throw is an innate ability. Telekinesis requires a power slot and three advantage points to do the same thing, as well as a super-stat and several talents to get the most out of it. You could argue the same thing for Strength-based heroes, but they have an innate skill that lets them lift objects. Make rank 1 50% of normal, rank 2 100%, and rank 3 150%.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    You may have to spend 1 power point and 4 advantage points, but you also just need to click 1 button, where the normal pickup and throw need some time to lift the bigger object.
    So the way I see it it's not so bad to be equal.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Belreinuem wrote:
    You may have to spend 1 power point and 4 advantage points, but you also just need to click 1 button, where the normal pickup and throw need some time to lift the bigger object.
    So the way I see it it's not so bad to be equal.

    Except power choices in a build are a lot more valuable than the time it takes to pick up and throw something, since (in almost all cases) you can do the picking-up part before combat even starts.

    TK characters are having to sacrifice a power point and advantage points for something that, a lot of time, is just thematic.

    Str-superstatted characters get the same ability by building for their lolEnrage, which is likely the reason 99% of them take Superstat Str in the first place.

    Decouple Str from Enrage and I'd be far more inclined to agree with you that Ego shouldn't get a boost to picking up stuff and should be equal to Str at R3.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I still think TK should be able to throw something when there's nothing around to throw (Ala "Hurl" mechanics.)
    Maybe an advantage?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Stat suggestion:

    How about making Rec give +Offense? Something like 4 Rec/1 Offense. It'd give it an actual-damage-boosting effect (since it shares slots with Dex/Crits and Str/Enrage/melee boost), and might make Rec/End characters actually able to get enough damage to be worth taking over Con/End, Pre/End, Con/Int or Pre/Int.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Dr.Sage wrote:
    Except power choices in a build are a lot more valuable than the time it takes to pick up and throw something, since (in almost all cases) you can do the picking-up part before combat even starts.

    TK characters are having to sacrifice a power point and advantage points for something that, a lot of time, is just thematic.

    Str-superstatted characters get the same ability by building for their lolEnrage, which is likely the reason 99% of them take Superstat Str in the first place.

    Decouple Str from Enrage and I'd be far more inclined to agree with you that Ego shouldn't get a boost to picking up stuff and should be equal to Str at R3.

    I think the reason Ame thinks its better than "pick up and throw" is that you can move around and spam heavy objects in combat for knock back and (depending on what your throwing) good (single target/AOE) damage. I was testing it in the power house and when you have good ammunition to feed it, its pretty good.

    There are many times when it will be useless (when no objects are around) but when there are lots of things to throw around, it pwnz. As far as i can tell this is the only option that makes throwable objects useful after the fight has begun.

    I don't expect to see it scale better than STR because it could start to be too good in some situations (not to mention, i think Ame's spreadsheets would explode).

    If this power did a single target knock back when no objects are around (enough to induce respectable fall damage without the power itself doing any damage) I would call it perfect
    , and worth the ranks. If not, I (personally) cant justify the power picks and ranks for such a situational power (even if its great under the right circumstances)

    AME (or whoever is listening) it would be real good of you, if you would go down the hall and remind the people who do the Comic Series art to remember to put throwable objects in the CS missions.

    I would also love to see manual "pick up and throw" updated to be usable without switching targets. That was supposed to be a major feature of the game once upon a time. Who uses it now?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    That should be changed to rank 2. Pick up and throw is an innate ability. Telekinesis requires a power slot and three advantage points to do the same thing, as well as a super-stat and several talents to get the most out of it.

    On this, I don't agree. You may argue it's a stat investment plus power point and advantage sink for Telekinesis users, but you get this:
    • Telekinesis doesn't have to find or move to an object to lift it. Do not underestimate the value of this. Time spent finding something to hit someone with is time spent not hitting them and people using STR for their pick up and throw cannot continue to melee a target while they hit it with a random object as a person with Telekinesis can.
    • Telekinesis does not have a progress bar for lifting heavy objects. At least, not to my knowledge.
    • Telekinesis cannot be interrupted by a sneeze. Or fail at random. Or both.
    • Your pick up and throw is accomplished with one press of the button, not the two (or three) it requires to accomplish a full pick up and throw due to how the UI responds.
    • And the biggie, Telekinesis ENHANCES the damage of the thrown object. Conventional pick up and throw does NOT do that. I can whango someone with a book backed by 400+ STR, and it will do about 500 damage. Whee.
    If the STR Pick Up and Throw mechanic is revisited and I can automagically suck objects in and not have to deal with actual targeting or range to grab something, then sure.. I would firmly back Telekinesis being inferior.

    As it stands though, the existing STR-based Pick Up and Throw mechanic is not very good.
    Sigma7 wrote:
    I would also love to see manual "pick up and throw" updated to be usable without switching targets. That was supposed to be a major feature of the game once upon a time. Who uses it now?

    I...

    No, I don't. Once I'm done with Millennium City's West Side, there's nothing to lift. =/
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    VERY good definition of how the neww TK mechanics work @segma.
    You may of actually won me over to your side of the argument... :D

    ...Maybe :p

    I'd still like an advantage that acts like "Hurl" when there's nothing to throw though :D

    *gestures with hand, a portion of the ground lifts up and hurtles towards target*

    Come on! It would be cool and you know it! ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    segma wrote:

    No, I don't. Once I'm done with Millennium City's West Side, there's nothing to lift. =/

    Actually it's City Center. There are lots of parked cars and trucks which make a respectable alpha strike for a teens level superstrength hero. In the same level range in the Desert there are Viper vehicles which serve the same purpose.

    Past that point (level 19-20) there's nothing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Something I just noticed....

    Currently on PTS TK Lance has Crippling Challenge available as a 1 pt. advantage.

    That is huge. And either that is a mistake, or that is intended as part of the trade off for doing much lower damage than other Tier 3 single target attacks.

    If that is intended as part of the trade off for low damage... interesting choice. Not sure what my opinion is on that yet.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Actually it's City Center. There are lots of parked cars and trucks which make a respectable alpha strike for a teens level superstrength hero. In the same level range in the Desert there are Viper vehicles which serve the same purpose.

    Past that point (level 19-20) there's nothing.
    The power should come with an advantage that lets you respec out of it once you hit the part of the game where useful objects to throw taper off.

    I would like to know what the devs think about Telekinesis being unusable in some parts of the game.

    . Are you ok with TK being so situational? Do you feel that there are enough situations where it is useful that the times when it is not usable are insignificant?

    . Are there any plans to give TK a secondary function for when no throwable objects are around?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame wrote:
    If this build was gonna be ready around 8pm last night, my changes did not make it in, as they weren't done until too close to that time to make it. I'll just discuss some of the highlights real quick to tide you over. :)

    - Melee Passive changes. The basic idea behind the new formula is that the melee passives will provide ~15% more of a damage boost than an equivalent "ranged" passive does. Obviously, the only real direct comparison currently in game will be Ego Form and Id Mastery.

    - Lock N Load no longer has Technology specific buffs, but the Cost Reduction and Crit bonus have been reduced slightly. I expect this will make Lock N Load even more popular, and some of the other Active Offenses will need some love, which probably won't happen with this patch, but will happen soon.

    - Incisive Wits proc no longer counts as an Energy Form, and are no longer prevented by them.

    - The amount of Ego required to throw things with the Telekinesis power has been reduced. At Rank 3, the amount of Ego required is equivalent to the amount of Strength required for normal pickup and throw.

    - TK Shield, TK Reinforcement had it's damage resistance amount reduced slightly, but it now affects all damage types.

    - Mental Discipline now affects all Ego damage, instead of just melee, but the amount has been reduced slightly (to match the boost Infernal Aspect gives).

    I think that's the majority of the big ones.

    Also, we're still looking at the balance on some of the newer powers/changed powers, specifically TK Lance and EBA. I know a lot of comments have been coming in about them, and hopefully we'll have some changes coming for them shortly.

    As for TK Maelstrom, we can take another look, but we're pretty happy with it. An AoE stun and the ability to generate 5 stacks of Ego Leech in under a second is pretty excellent. I always take it on my TK Blades character in tests, as the utility of those 2 things combined is an excellent way to start group fights. I do pretty much only use it for taps, though, so something could still potentially be done about charging it.

    Also, people have been asking about retcons, as lots of big changes that affect many people (stat changes and melee passive changes) are happening with this patch, and we plan on taking care of people with this patch. Exact plans are still being decided on, but I think everyone should be pretty happy with how we handle it.

    As always, thanks for all of the feedback. The response to this push has been excellent, and we've gotten a lot of great input on all of these large changes.

    Ame,

    Sorry for being slightly off-topic, but don't you think that these powerset passes are focusing a little too much on single-framework synergies?

    I play this game since launch and allways loved hybrid builds, but every time a new patch goes live, it gets a little hard to come up with one. Slotted passives are closed enough, and these toggle passive can get as specific as buffing only "melee crushing damage" and activating only with knockbacks or whatever.

    I guess it's too late to ask for it for this TK pass, but please, next time you'll make a power pass, please consider giving us a few more generic tools to make less restricted builds.

    Pestilence, Quarry, Molecular Assembly are some good examples. Pretty much all offensive toggles until now are bad examples :(
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame,

    Sorry for being slightly off-topic, but don't you think that these powerset passes are focusing a little too much on single-framework synergies?

    I play this game since launch and allways loved hybrid builds, but every time a new patch goes live, it gets a little hard to come up with one. Slotted passives are closed enough, and these toggle passive can get as specific as buffing only "melee crushing damage" and activating only with knockbacks or whatever.

    I guess it's too late to ask for it for this TK pass, but please, next time you'll make a power pass, please consider giving us a few more generic tools to make less restricted builds.

    Pestilence, Quarry, Molecular Assembly are some good examples. Pretty much all offensive toggles until now are bad examples :(

    TK Burst (or Maelstrom), Ego Reverb and Mental Discipline would all be pretty good additions to Dex/Ego builds, even those that run other main attacks. Nice ranged AoE control that gives energy and buffs your crit rate.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I'd still like an advantage that acts like "Hurl" when there's nothing to throw though :D

    *gestures with hand, a portion of the ground lifts up and hurtles towards target*

    Come on! It would be cool and you know it! ;)

    That would indeed be spiffy. d<_<

    If this chunk resembles anything what Hurl used to hurl before it was... altered... from bad to worse, I WILL BE VERY CROSS! >_<
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame,

    Sorry for being slightly off-topic, but don't you think that these powerset passes are focusing a little too much on single-framework synergies?

    I play this game since launch and allways loved hybrid builds, but every time a new patch goes live, it gets a little hard to come up with one. Slotted passives are closed enough, and these toggle passive can get as specific as buffing only "melee crushing damage" and activating only with knockbacks or whatever.

    I guess it's too late to ask for it for this TK pass, but please, next time you'll make a power pass, please consider giving us a few more generic tools to make less restricted builds.

    Pestilence, Quarry, Molecular Assembly are some good examples. Pretty much all offensive toggles until now are bad examples :(

    The challenge trying to do that with this set is that the Mentalist framework is it for ego based attacks, and it's a hard sell to create ego based attacks in say, electric, or fire, or gadgeteer or anything.

    Contrast this with say fire that shows up in multiple sets. Or toxic which gets buffed by both fire form and ice form as well as the infernal toggle. And that infernal toggle also helps pesti and toxic nanites and gas arrow. So those kinds of things already spread out.

    That said, Shadow Form has always been a tempting alternative for ego bladers. Ego Mastery and Mental Discipline will both work in telepathy fairly okay, espec if making a hybrid using both Mentalist sets.

    What I think would drastically improve the ability to "think outside the box" in terms of cross-build synergy is eliminating the completely worthless power replacer gear and adding a new "power-changer" slot that is seperate from the other 9 gear slots. This slot would change all your attack damage based on whatever gear you stick in that slot.

    This means that instead of having to create a whole fire melee set, they just create a power changer that transforms melee attack damage into fire damage. Or, they can more specialized items like a radioactive change that turns all fire damage into toxic damage while leaving other damage types alone.
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