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PTS Update (7/19): FC.20.20110718.1

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Allow a drop down menu for the appearance of the blades, even if the animation is fixed the swords don't look too good to be used with many builds.

    And I would really love this to be thrown into my soon to be built Fire/HW that runs in a sumarui concept. Also they deserve a one point advantage that adds Clinging Flames or Bleeding or some status effect.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    So 'twas testing the ranged half of TK...

    TK Assault is awesome, almost bordering on too awesome. Almost as much damage as lightning arc, but without LA's self-root. Oh, and it readily adapts to being your AoE anti-trash mob attack.

    TK Lance...is kinda broken. It's stillnot giving back all the stacks of ego leech because effusion seems to be dropping off too fast or not applying the stacks fast enough. Weird since it shows it should last 10 seconds, and should be giving back a stack every 2 seconds. That should work out to 5 stacks. It doesn't. (Ego Blade Annihilation did this just fine on the last build...didn't check to see it wasn't broken on this one yet tho)

    The damage for TK Lance is finally close to the other R3 powers, provided you go overboard on buffs for it. Using Incisive Wit, TK Eruption, Mental Discipline, Ego Form, avenger role, and 5 stacks of ego leech, I hit a full charged 7k TK Lance. Using the exact same toon with the exact same stats, I hit a half charge gigabolt (half-charge because without END, you aren't fully charging gigabolts) for the same damage using nothing but electric form (perhaps I should make a dex/ego electric toon and actually give it enough END for full gigabolts...)

    But of course getting to "close" required a lot more setup, a lot more buffs, and meant I was going to be waiting a few seconds to rebuild leech and hope for incisive wit to proc to get back most of that top damage. Using three AD's, you could then alternate between them to keep TK Lance's damage up for 50% of the time.

    Or you could just use gigabolts.

    Or, even easier, just use TK Assault which with all that those buffs I just mentioned was hitting 1500 to 1900 per tick and since it's building ego leech stacks that with the tweaks to TK reverb give back more than enough energy to maintain TK Assault forever, you can blow TK Lance's DPS out of the water.

    So while TK Lance is better, there just isn't any reason to take it versus any other T3 100' ranged power, or even the T0 power in its own set. It's still lower damage, more hassle, and self-rooting.

    At this point, I'd say a ranged TK toon is definitely buildable, and ironically, would actually be one of the most flexible builds you can start with just because you're only going to need one attack. This frees up all your other powers for stuff you want, rather than need. Throw a couple AD's on, IDF, maybe some support drones for both targeting chaff and healing, and you'd even have yourself a workable PvP toon. Heck, you could take the power Telekinesis because PvP maps all have tons of stuff for it to throw.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Has any one tried using TK Lance strictly for a ranged crippling challenge and damage buff?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Sigma7 wrote:
    Has any one tried using TK Lance strictly for a ranged crippling challenge and damage buff?

    Mild absurdity: Wanting to take the R3 power not for damage, but almost strictly for CC, and wanting to take the R0 power not for CC but for raw damage.

    I'm almost going to suggest upping the max charge time on TK Lance to something like 2.5 seconds, with an appropriate damage/max energy cost boost. TK Assault is to TK what Chainsaw is to Gadgets or Submachinegun Burst is to Munitions: about the only power in the set worth taking and something you can level up to 40 with by using almost exclusively.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    "I'm almost going to suggest upping the max charge time on TK Lance to something like 2.5 seconds, with an appropriate damage/max energy cost boost. TK Assault is to TK what Chainsaw is to Gadgets or Submachinegun Burst is to Munitions: about the only power in the set worth taking and something you can level up to 40 with by using almost exclusively. "

    That's true of most frameworks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Alright, well I tested the new TK Lance and here is what I came up with..

    Using SS Dex 246 and Ego 238, using Ego Form+Mental Discipline+5 stacks of Ego Leech and I got around 5000-5500 damage pretty consistently. When I was able to crit, I hit the 8000-9000 damage range.

    Note: I don't think I ever saw the bonus damage from stacks of Ego Leech on TK Lance crit. Is this a bug?

    Now, when comparing to other powers mentioned, Defile and Ebon Ruin, TK Lance was the highest in terms of damage with Ego Form/Mental Discipline/5 stacks leach. Defile came in second with Aspect 5 stacks, and Ebon Ruin in last. To keep adding to TK Lance's dominance, it has the lowest charge time of the 3, and has the lowest energy cost of the 3 by far. These all contribute to higher DPS.

    The only big downside to this power is the rooting. Being able to move while tapping or charging would set this power straight IMO.

    As for TK Assault, I was seeing around 9000-12000 damage over the full maintain (4 Seconds) with the same character/buffs as TK Lance. Pretty damn crazy for a T0 Power lol.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Is the EGO hold resistance working correctly now? I'm too lazy to test.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Just a thought but... would making Lance chargeable while moving and reverting Assault back to rooting help the issue at all? I haven't been able to test lately, but it just seems like Assault is getting a little too awesome from the feedback I'm reading, while Lance can't really figure out what it's even for.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Musa wrote:
    "I'm almost going to suggest upping the max charge time on TK Lance to something like 2.5 seconds, with an appropriate damage/max energy cost boost. TK Assault is to TK what Chainsaw is to Gadgets or Submachinegun Burst is to Munitions: about the only power in the set worth taking and something you can level up to 40 with by using almost exclusively. "

    That's true of most frameworks.

    Not disagreeing with you, but then that's indicative of a larger game balance issue.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Cannot wait for the Zone # fix to go live.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Oh, and while we're at it, have we fixed the queue wait issue on live yet?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I fear the reason TK Lance remains self rooting is strictly because of the animation. Analogous to why Bullet Ballet is still self-rooting -- it's an issue of "pretty vs. practical." The TK Lance animation won't look right if you can move while using it.

    That's fine, because the TK Lance animation looks ridiculous anyway.

    If I'm going to "lance" someone with a high-powered telekinetic spear, I am NOT going to lean back and then thrust forward like an idiot. I'm going to chuck it like a freaking javelin.

    Since continuing to fiddle with TK Lance in its current state remains lackluster, I propose morphing it a bit while there's still time:

    Remove the Charge time. Make it click-only with a 5 second cooldown (possibly more)
    Increase the base damage to about half of the charge time currently, increase base cost to compensate (factored by cooldown; may need to increase cooldown)
    Change AE type from single-target + AE damage to 5' Cylinder with target cap 5
    -- each enemy hit in the cylinder takes the full extra damage based on Ego Leech stacks
    Keep Mental Infusion as the latest iteration (but fixed to operate as the description)

    TK Lance is supposed to be a finisher, like EBA, right? So make it end things.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Tekkenrift wrote:
    Alright, well I tested the new TK Lance and here is what I came up with..

    Using SS Dex 246 and Ego 238, using Ego Form+Mental Discipline+5 stacks of Ego Leech and I got around 5000-5500 damage pretty consistently. When I was able to crit, I hit the 8000-9000 damage range.

    Note: I don't think I ever saw the bonus damage from stacks of Ego Leech on TK Lance crit. Is this a bug?

    Now, when comparing to other powers mentioned, Defile and Ebon Ruin, TK Lance was the highest in terms of damage with Ego Form/Mental Discipline/5 stacks leach. Defile came in second with Aspect 5 stacks, and Ebon Ruin in last. To keep adding to TK Lance's dominance, it has the lowest charge time of the 3, and has the lowest energy cost of the 3 by far. These all contribute to higher DPS.

    The only big downside to this power is the rooting. Being able to move while tapping or charging would set this power straight IMO.

    As for TK Assault, I was seeing around 9000-12000 damage over the full maintain (4 Seconds) with the same character/buffs as TK Lance. Pretty damn crazy for a T0 Power lol.

    Is Ego Form buffing more than Seraphim now ? Tool tip says the bonus is the same but I'm hitting 2.4-3.2k with lance with 5 stacks of leech and discipline, when I crit its around 3.4-4.3k.
    My stats are almost the same, just around 15 less in each case.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Empyreal10 wrote:
    I fear the reason TK Lance remains self rooting is strictly because of the animation. Analogous to why Bullet Ballet is still self-rooting -- it's an issue of "pretty vs. practical." The TK Lance animation won't look right if you can move while using it.

    That's fine, because the TK Lance animation looks ridiculous anyway.

    If I'm going to "lance" someone with a high-powered telekinetic spear, I am NOT going to lean back and then thrust forward like an idiot. I'm going to chuck it like a freaking javelin.

    I agree I think the animation of the Lance is kinda wonky. Treating it like a real live solid lance that you physically throw seems just odd to me. But then again I think the knives on TK Burst also look wonky, so what do I know?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Cannot wait for the Zone # fix to go live.

    The zone thing is well and truly fixed in this one or no?
    I agree I think the animation of the Lance is kinda wonky. Treating it like a real live solid lance that you physically throw seems just odd to me. But then again I think the knives on TK Burst also look wonky, so what do I know?

    I believe it should be hurled like a javelin (see Diablo 2 Amazon) but I have no idea how long it takes to get such a thing moving behind the scenes.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    segma wrote:
    I believe it should be hurled like a javelin (see Diablo 2 Amazon) but I have no idea how long it takes to get such a thing moving behind the scenes.

    I think making a new animation is much more time consuming than just making a new shooty effect. That's why they recycle the casting animations much more than they do the actual power effects. TK Lance uses the animation from Skewer (I think) which also self-roots. I don't think it's going to lose the self-root any time soon.

    Back during the HW review we asked for Skewer to not self-root and it couldn't happen, what we got instead was awesome damage to compensate. So Skewer is still really worthwhile, but enemies do back out of it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Falchoin wrote:
    TK Lance is still considered AoE damage even on tap.

    I'm not able to reproduce this - where are you seeing this issue?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I was just playing around with the Djinn device, and he has the Pyromancer Blades as a power, and they look AWESOME.

    One little bug I noticed, and I don't know if this is common to all transform devices, but if you have the device active and you swap it out of your tray with something else it will stay running, and the device you put in that slot won't work; clicking that slot does nothing, not even turn off the device. You have to put the device back into the same slot to deactivate it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame wrote:
    I'm not able to reproduce this - where are you seeing this issue?

    If you use it on one lone target it will do the full damage, but if you use it on a group of enemies then everyone will get the reduced damage including your main target.


    Also I think TK Lance's damage variance is a bit too high.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame wrote:
    I'm not able to reproduce this - where are you seeing this issue?

    Use TK Lance on tap against a player pet. It does drastically reduced damage.

    EDIT: Pics so it really did happen:
    http://i999.photobucket.com/albums/af113/Falchoin/Misc%20Champions%20Online%20Screenies/TKLanceTest.jpg

    On a side note, it's impossible to take a screenshot of the UI without having the chat/combat log scroll to the bottom. I had to use Fraps to capture this screenie and for some reason it hue shifted everything.

    EDIT2: The hue shift seems to be due to DX11. No hue shifting occurs with DX9.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Tekkenrift wrote:
    Alright, well I tested the new TK Lance and here is what I came up with..

    Using SS Dex 246 and Ego 238, using Ego Form+Mental Discipline+5 stacks of Ego Leech and I got around 5000-5500 damage pretty consistently. When I was able to crit, I hit the 8000-9000 damage range.

    Note: I don't think I ever saw the bonus damage from stacks of Ego Leech on TK Lance crit. Is this a bug?

    Now, when comparing to other powers mentioned, Defile and Ebon Ruin, TK Lance was the highest in terms of damage with Ego Form/Mental Discipline/5 stacks leach. Defile came in second with Aspect 5 stacks, and Ebon Ruin in last. To keep adding to TK Lance's dominance, it has the lowest charge time of the 3, and has the lowest energy cost of the 3 by far. These all contribute to higher DPS.

    The only big downside to this power is the rooting. Being able to move while tapping or charging would set this power straight IMO.

    As for TK Assault, I was seeing around 9000-12000 damage over the full maintain (4 Seconds) with the same character/buffs as TK Lance. Pretty damn crazy for a T0 Power lol.

    Okay, I feel sheepish at the moment :D

    Saw your numbers and was trying to figure out how I was so much lower with TK Lance. So went and re-tested and during the new tests realized that I hadn't been counting the second hit for the main target since I'd just figured it was part of the AoE hitting other targets. Correcting for that, and my numbers and yours are pretty much in line.

    At that point, went and started TK stabbing the lone dummies to see about the crit thing on the second hit. Thing is, I do think it's crit'ing just not displaying CRITICAL as part of the attack report. Either that, or it has insanely wild damage variance because I was getting the occasional second hit at almost double damage the average second hit. Admittedly, I didn't do anywhere near enough testing to be sure, but since there are any number of powers that can crit but not display, I figured this to be a likely culprit.

    Based on new results, TK Lance is prolly fine damage-wise for a finishing move. The only remaining problem is self-root on tap, and the oddity Kali posted about.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The TK Lance extra damage proc "crits" when the main damage crits, it just won't say "Critical - "
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Superjump has an occasional double-crunch sound effect that makes it sound as if you're stumbling or something.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Knockbacks still boomerang if they are being 'knocked up'. Tested with Haymaker and Roomsweeper.

    EDIT: For some reason, this behaviour is present even if I walk up to someone and punch them in the face with no movement-impairing debuff attached.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Tornado effects of all Djinn devices do NOT scale with paired with the super-enlarger. You wind up with a tiny funnel cloud hovering far below the character's waist.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    segma wrote:
    ... this behaviour is present even if I walk up to someone and punch them in the face with no movement-impairing debuff attached.

    Looking at your avatar and picturing you casually walking up to someone and punching them in the face makes me giggle :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ironswan and/or Ame:

    Is there any chance of PLEASE re-considering the choice to give The Disciple REC as a secondary superstat?

    In its place, please consider any of DEX, CON or even INT.

    REC just isn't good enough still, in spite of the slight improvement made to it, to justify the inability to take lots of DEX on The Disciple with REC taking up the DEX slots and preventing a player from pushing it hard.

    Making the AT a bit of a glass cannon won't stop players from upgrading to gold membership and won't break the game.

    Alternatively, REC needs something like a bonus to offence (since it's going to take up a primary offence slot) to make it worthwhile. You've boosted EGO, but REC is still lacking.

    Kind regards
    llesna
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The problem with Rec is secondary energy unlocks. The basic benefit of Rec is that you start out with more energy, and you get more energy from your energy builder, but if you already get as much energy as you need from an secondary energy unlock, who needs Rec?

    If you would spend 0.5 seconds energy building for every second spent attacking, superstat Rec would reduce that to 0.25 seconds, increasing your overall time spent attacking from 66% to 80% (a 20% increase), which is competitive with the benefits of superstat Dex. If you spend less time than that energy building, Rec underperforms; if you spend more, Rec is great. Without an extensive nerf to secondary energy unlocks, however, Rec is likely to remain underperforming (End has the same problem).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Can we get the TK Assault casting animation changed to be like Ego Lash or Heatwave? One hand outstretched sorta thing.

    Also, Rec/Ego would be a much better choice for The Disciple if you could add some actual offensive buff to Rec. Like Offense, the stat. And it'd make taking Rec as a superstat more worth it, as right now people only take enough Rec from gear/talents to use their attacks, then take Dex/Str, as Rec adds nothing to offense after you've got enough of it to open with your attacks. Which is a bad thing when it's competing against the two big damage stats.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    There should be no guess work when thinking of replacing REC with DEX as a superstate with the TK Blades AT. As I've said before, Rec is one of those stats you gear/talent for, and that's about it.

    Please do not send this AT live with REC as it's superstat. You can manage just fine by gearing/talent for Rec or End and Con while having Dex/Ego as superstats. The set is already squishy as hell so it needs to have those reliable crits to pump out decent damage.

    And lastly, I really wish the devs would include AT LEAST one defensive power to a number of squishy ATs. I couldn't tell you how happy i'd be if I could have Unbreakable or Resurgence or some other clickable defensive power to help if i'm playing the Disciple.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Tekkenrift wrote:
    There should be no guess work when thinking of replacing REC with DEX as a superstate with the TK Blades AT. As I've said before, Rec is one of those stats you gear/talent for, and that's about it.

    Please do not send this AT live with REC as it's superstat. You can manage just fine by gearing/talent for Rec or End and Con while having Dex/Ego as superstats. The set is already squishy as hell so it needs to have those reliable crits to pump out decent damage.

    And lastly, I really wish the devs would include AT LEAST one defensive power to a number of squishy ATs. I couldn't tell you how happy i'd be if I could have Unbreakable or Resurgence or some other clickable defensive power to help if i'm playing the Disciple.

    I agree, CON or DEX much better than REC for TK Blades.

    I agree, squishie ATs need a Defensive Clickie, especially a melee one!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I agree, CON or DEX much better than REC for TK Blades.

    I agree, squishie ATs need a Defensive Clickie, especially a melee one!

    I think at this point Elvis has left the building. It wouldn't be right to start including active defenses or heals for squishy ATs now when so many other previous ones didn't. Honestly, 99% of the game doesn't require you to have a defensive power. And for the times that you do you can get a friend or use one of the many consumables available.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Bug: Telekinetic Burst doesn't count as a non-energy builder for the purposes for giving a stack of Quarry's Audacity.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I think at this point Elvis has left the building. It wouldn't be right to start including active defenses or heals for squishy ATs now when so many other previous ones didn't. Honestly, 99% of the game require you to have a defensive power. And for the times that you do you can get a friend or use one of the many consumables available.

    So... because people have gotten used to an inferior product Cryptic should keep making more inferior products? AT's are already gimped by 3 fewer power choices. There's no need to make them even worse by not min/maxing within the given limits and concept.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I think at this point Elvis has left the building. It wouldn't be right to start including active defenses or heals for squishy ATs now when so many other previous ones didn't. Honestly, 99% of the game require you to have a defensive power. And for the times that you do you can get a friend or use one of the many consumables available.

    I have done all the content of the game with an offensive passive.

    I can say that NONE of my toons currently use Defensive passives.
    Maybe you require a defensive passive for 99% of the game but please
    don't speak for the rest of the playerbase... Captain.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The_Last wrote:
    I have done all the content of the game with an offensive passive.

    I can say that NONE of my toons currently use Defensive passives.
    Maybe you require a defensive passive for 99% of the game but please
    don't speak for the rest of the playerbase... Captain.

    Actually, that was a typo. It should have read

    "Honestly, 99% of the game doesn't require you to have a defensive power"

    So as much as it pains me to admit it, we agree on this :eek:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The_Last wrote:
    I have done all the content of the game with an offensive passive.

    I can say that NONE of my toons currently use Defensive passives.
    Maybe you require a defensive passive for 99% of the game but please
    don't speak for the rest of the playerbase... Captain.


    Active defense =/= defensive passive
    Heal =/= defensive passive
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The_Last wrote:
    I have done all the content of the game with an offensive passive.

    I can say that NONE of my toons currently use Defensive passives.
    Maybe you require a defensive passive for 99% of the game but please
    don't speak for the rest of the playerbase... Captain.

    He didnt say anything about Defensive Passives, he said everyone needs a Defensive Power...

    All my squishies have some sort of Defensive clickie/heal....
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Falchoin wrote:
    So... because people have gotten used to an inferior product Cryptic should keep making more inferior products? AT's are already gimped by 3 fewer power choices. There's no need to make them even worse by not min/maxing within the given limits and concept.
    It's hard to put a 'special' pick at level 40 without kinda gimping low level.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Falchoin wrote:
    So... because people have gotten used to an inferior product Cryptic should keep making more inferior products? AT's are already gimped by 3 fewer power choices. There's no need to make them even worse by not min/maxing within the given limits and concept.

    ATs are not inferior nor gimped. The are perfectly capable of tackling 99% of the game's content with little to no difficulty.

    Giving defensive/healing powers to support and tanky ATs is fine. But offensive ATs don't need them. Yeah, it's a little old-school MMO, but there's nothing wrong with that either.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    He didnt say anything about Defensive Passives, he said everyone needs a Defensive Power...

    All my squishies have some sort of Defensive clickie/heal....

    I didn't need any kind of heal or active defense on my offensive toons until I started doing more difficult content like 5-man instances and adventure packs, where the bosses will just pick your bones clean in under 15 seconds. Sure, having them doesn't hurt for regular content, but I don't think they're absolutely necessary.

    That being said, I do usually try to squeeze at least one in, mostly cause I can, and typically only when I don't have anything better to take. But if I couldn't it wouldn't be a big deal as consumables work pretty well in a pinch.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ATs are not inferior nor gimped. ...
    Even Cryptic knows AT's are inferior to freeforms. They wouldn't have bothered with separate PvP queues otherwise. I do agree AT's not truly gimped as that would imply they cannot function in game at all.
    ..The are perfectly capable of tackling 99% of the game's content with little to no difficulty. ...
    This I agree with.
    ...Giving defensive/healing powers to support and tanky ATs is fine. But offensive ATs don't need them. Yeah, it's a little old-school MMO, but there's nothing wrong with that either.
    Maybe it's because I like the fact that CO isn't "old-school MMO" that I don't feel AT's should be shoe-horned into the classic MMO trinity roles.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Falchoin wrote:
    Even Cryptic knows AT's are inferior to freeforms.

    Well that's a completely different ball of wax, and not what you originally said. You stated they were an "inferior product", insinuating they are defective in some way and/or incapable of performing the tasks expected of them. Which is just not true.

    Now if you want to compare them to freeform builds, then yes, they are clearly inferior to even a moderately well-built freeform. But that's 100% completely by design. If they were just as good as freeforms there would be no incentive to subscribe.
    Maybe it's because I like the fact that CO isn't "old-school MMO" that I don't feel AT's should be shoe-horned into the classic MMO trinity roles.

    Well that's just another advantage of being a gold member, the ability to break free from the holy trinity. Silvers get the bare minimum necessary to play the game. Anything beyond that and they need to subscribe.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Probably a poor choice of words on my part, but inferior does not mean inadequate. Then again, it doesn't take much to have an "adequate" build to run normal content in CO.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ego/Id Blades costume options don't display in the character creator. The drop down menu is there, but all the choices show the character holding nothing. These options do display at the tailor.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Can someone take a look at Ebon Ruin.

    My R3 ER is displaying the R1 animation. Not sure why, started with the kitchen sink patch.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    You need to change Killer instinct and hunter's instinct back to the way they used to be.

    Before this push i was getting 61 energy return once per maintain of a power with the 4 second internal cooldown.

    Now i'm getting 49 energy once per maintain with the supposed 3 second internal cooldown (the tooltip still says 4 seconds)...

    This is a flat out nerf, completely and utterly... It was already hard enough to maintain the powers getting 61 energy back per maintain depending on when a crit procced it during the maintain, now it's nearly impossible for a pure dex/ego munitions toon to fully maintain any number of powers without starting out at maximum energy... Which in my case is only 126 energy...

    *added then took out pointless math rant... No one ever reads them anyways.*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    You need to change Killer instinct and hunter's instinct back to the way they used to be.

    Before this push i was getting 61 energy return once per maintain of a power with the 4 second internal cooldown.

    Now i'm getting 49 energy once per maintain with the supposed 3 second internal cooldown (the tooltip still says 4 seconds)...

    This is a flat out nerf, completely and utterly... It was already hard enough to maintain the powers getting 61 energy back per maintain depending on when a crit procced it during the maintain, now it's nearly impossible for a pure dex/ego munitions toon to fully maintain any number of powers without starting out at maximum energy... Which in my case is only 126 energy...

    Ooh, I didn't consider this!

    I was running my testing on a Dex/Int-Ego toon and I was ok but Its an entirely different world than a Pure dex/ego :(

    Sanguine, put it in red.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Not queite the celestial blades attack I've been pushing for, but a nice addition anyway :)

    Does it scale off of ego, or strength?

    considering theyre pets they scale off INT and PRE
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    apygoos wrote:
    considering theyre pets they scale off INT and PRE

    Not been that way for AGES.

    Pets scale with superstats. PRE and INT don't figure into it... unless they're your superstats.
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