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PTS Update (7/8): FC.20.20110705.2

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Heh when I first played CO I always thought passive powers like Shadowform would actually affect all your powers, like shooting shadow bullets out of your gun and having your single blade attacks do dimensional damage with a black fx.

    Something like that would really be cool though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Xavori wrote:
    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.

    I will admit, its difficult mixing and matching powers in and out of the Mentalist set. The secondary energy unlock is as confined as the one in Darkness or Supernatural.. and reminds me of Heavy Weapons, oddly.

    The powers look, by and large, to be a great deal of fun.. I know my EGO/CON character will see far more playtime. But Heavy Weapons doesn't play well with Might (really no reason to mix and match between the two) and the Mentalist doesn't seem to play well with anyone else for similar, yet widely different reasons.

    I suppose... stat synergy.. Force? But there's nothing in there that you can take that would build off one another. Cherry pick Force Sheath... does Mindful Reinforcement count as a shield that can get busted with Force Detonation?

    This may be more than a little off topic but is the tech for Spirit Reverberation's Fear trigger still in development or was it halted when it was clamped down to proc only from Dimensional damage? Because I would _really_ like Havoc Stomp to have a word with it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    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?

    Or maybe trigger two smoking barrels also on ranged technology attacks ? Since else now its really a Dual
    Blade advantage because DB is the set where you get really the most of that advantage.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    segma wrote:
    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.

    It's not so much that it's inferior, it's that it's a highly situational power by nature. A lot of maps seem to lack a good amount of throwable objects. This affects both Strength and Telekinesis users, only Telekinesis users are more screwed over because they're potentially out one power slot and three advantage points. Why bother picking a power that you're not going to be able to use half the time when you could pick something that fits with your build better? There should be more incentive for people to choose Telekinesis. Maybe 150% was a bit overboard, but I still think that it should count more towards lifting objects than Strength at rank 3 for those reasons.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    It's not so much that it's inferior, it's that it's a highly situational power by nature. A lot of maps seem to lack a good amount of throwable objects. This affects both Strength and Telekinesis users, only Telekinesis users are more screwed over because they're potentially out one power slot and three advantage points. Why bother picking a power that you're not going to be able to use half the time when you could pick something that fits with your build better? There should be more incentive for people to choose Telekinesis. Maybe 150% was a bit overboard, but I still think that it should count more towards lifting objects than Strength at rank 3 for those reasons.

    Buffing Telekinesis doesn't add more throwable objects to the world.

    If the problem is that there isn't enough to pick up and throw then the solution should be, 'add more stuff to pick up and throw.' I sure as heck wouldn't mind. Also, Angel of Caine had a pretty solid idea.. if there's nothing around, have Telekinesis nail someone with a piece of floor.

    Mind you, if they implement that, there may no longer be an incentive to add more stuff to pick up and throw.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    blah blah

    In this pass we saw that ego form now grant bonus for physical damage as well.
    Meaning it will be easier and you will be less gimped by going out of this framework, so the way I see it in this pass we just got something that will help making cross-framework builds (force/munition/archery/might/HW/...)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Belreinuem wrote:
    In this pass we saw that ego form now grant bonus for physical damage as well.
    Meaning it will be easier and you will be less gimped by going out of this framework, so the way I see it in this pass we just got something that will help making cross-framework builds (force/munition/archery/might/HW/...)

    Ego Form + Burning Chi Fist is going to ROCK.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    oddTodd wrote:
    Ego Form + Burning Chi Fist is going to ROCK.

    Is the DOT on BCF so good that you would want to go so far out of your way to buff it? It seems to me that you would be better off just going for a higher physical damage buff.

    EDIT: I don't see the devs going back and adding throwable objects back into the game where it is missing. That sounds tedious and time consuming. It seems far more likely that they would add a 2ndary functionality for when no objects are around but im not convinced that they would do it before these changes go live.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Sigma7 wrote:
    Is the DOT on BCF so good that you would want to go so far out of your way to buff it? It seems to me that you would be better off just going for a higher physical damage buff.

    Burning Chi Fist is the highest DPS punching attack in the game and also the most energy-efficient. I suspect, although I haven't tested, that using Ego Form will increase the DPS of fully-charged BCFs even more relative to Unstoppable. (Big boost to DOT in exchange for smaller boost to the Crushing portion of the attack.)

    EDIT: Regardless, this is getting off-topic. My point is that there is more new out-of-framework synergy than it seems at first glance.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Yes more is good.
    I can already see an TK/unarmed with BCF+Adv. adding 50% chance of dimensional damage to each melee attack, it could be some fun.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Sigma7 wrote:
    EDIT: I don't see the devs going back and adding throwable objects back into the game where it is missing. That sounds tedious and time consuming.

    Tedious? Sure.

    Time Consuming? Probably.

    Is it their fault? Oh HECK yes.

    They've had the Pick Up and Throw mechanic in-game since Day 1. This ability isn't new.. It has _always_ been a feature and one of main reasons to superstat STR, pre-Enrage, was to go around to pick up things to beat people with.

    They chose, at some point during their development, to reduce or outright eliminate big ticket items for people to throw. And it's not as if they don't exist.. they just aren't liftable.

    Take the UNITY mission where you have to escort Defender around while he texts Witchcraft. Rubble is strewn all _over_ that temple floor. And guess what..? YOU CAN HIT PEOPLE WITH IT! Why is that less and less common in the missions that came afterward?

    It's reached the point where you can't lift non-critter Resistance tanks and rubble in general is just a pretty pile of rocks you can't interact with.

    Why?

    I sure as heck don't know.

    But something _needs_ to be done about it.

    If anything, I imagine its because only a quiet few cared about the Pick Up and Throw mechanic because every interaction and power that utilized it ranged from lackluster to outright terrible. Now that Telekinesis is awesome, suddenly.. the Pick Up and Throw mechanic matters.

    I hope that since it now matters, they go over every map and take every vehicle that is a non-NPC and toggle whatever flag there is to make them interactable, much like how they made the chairs in Caprice non-interactable. That would be a nice start, at least.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    segma wrote:
    Why?

    I sure as heck don't know.
    Well, given the amount of forum complaints I've heard about lack of throwables (basically none until very recently), and the amount I've heard about annoying throwables (mostly in social zones, but also adjacent to any interactive object), it's not surprising that new throwable objects hasn't been a big priority.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    BUG:

    Celestial Cleansing works at 10 ft instead of 100 ft.. Again
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    BUG? Objects thrown by telekinesis do not turn off travel powers.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    BUG:

    Lightning reflexes scales with dex at rank 3 instead of your chosen super stats.


    It's been on PTS and live for a while now.
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