The logic is based on the fix they did to the Teleiosarus Pheromones last year. They changed the cooldown from 30 minutes to 30 seconds, and fixed the issue of the item being disabled by holds.
If they decided that rare item should be powerful and useful, then why not the others? I'd like to see more consistent appreciation for the power of rare items.
By the way I missed a patch note:
Neuroelectric Pulse Generator: The knockback distance on this item has been reduced by half.
I understand.
I don't think even the worst of the Cryptic Defense Force would disagree with the statement:
Champions Online's Itemizaiton is one of the worst in the gaming industry.
Cryptic by its own admission doesn't have an Itemization developer anymore, and AME is doing the best he can with his "part time" swings at it.
I do understand how frustrating it is to have a hard worked for item reduced in effectiveness.
Also it bothers me when rare items that a few people have, that a few people complain about in direct relation to PvP, are a priority Dev fix when other issues go on for so long without getting any attention. It shows favoritism and poor prioritization.
I'd love to spend more time on fixing items, but they are generally very time consuming fixes, and eat at other tasks we are working on. So, we fix them when we have the ability to fix them. As for this being PvP related, I'm sure these were issues that PvPers had issue with as well, but these issues were brought up internally due to soloing PvE concerns. In general, it's rare for an issue that effects PvP to not also effect PvE, and vice versa. It's just that we haven't added the ability for our critters to come post on the forums when something unfair happens to them... yet.
The big issue with these powers (which includes several player powers, not just items) is that we currently have no way for Damage/Healing over Time items to crit properly - they either crit for the entire duration of the power, or not at all. The desire is that they crit on a per tick basis, but due to the way the DoT/HoT powers work, this is not an easy fix. When we eventually have that fix, these powers will most likely regain the ability to crit, on a per tick basis.
my main fear is that with the level cap increase coming around the corner what is going to happen to those items? im worried that new itemization is going to reduce these hard earned epic lewts into vanity items that have no use oither than saying neener neeener neeener look what i have.
The desire is that they crit on a per tick basis, but due to the way the DoT/HoT powers work, this is not an easy fix. When we eventually have that fix, these powers will most likely regain the ability to crit, on a per tick basis.
Which will probably cause them to crit 100% with imbue, unless you also have a way of linking to current crit chance (and other buffs). Btw, some random bugs: Orbital Cannon can crit (which isn't really a bug) but does not consume imbue (which is) Ice Storm cannot crit with imbue (it can crit normally), but consumes imbue. Ebon Rift (Vengeful Shadows) cannot crit on the base ebon rift, but vengeful shadows can crit.
my main fear is that with the level cap increase coming around the corner what is going to happen to those items? im worried that new itemization is going to reduce these hard earned epic lewts into vanity items that have no use oither than saying neener neeener neeener look what i have.
That is generally the point of a level cap increase.
New cap, new phat lewt to farm.
Its how these games keep players.
my main fear is that with the level cap increase coming around the corner what is going to happen to those items? im worried that new itemization is going to reduce these hard earned epic lewts into vanity items that have no use oither than saying neener neeener neeener look what i have.
But that's the POINT of level cap increases: to reset the gear grind.
That there are level 31 items that outperform anything else in the game is sorta a sign something went horribly pear-shaped in their design...
Thanks for the reply Ame. I can see how the elixir could create "soloing concerns", even though in truth all of the game's content can be soloed without items like this. The elixir was purely for added fun, and for making it possible to play hard content with weak passives and builds.
I'm also effected by the nerfs that were made to the Neuroelectric Pulse Generator. The activation time was raised from instant to 0.5 second, and the knockback distance was halfed.
I understand an instant damage/kb is very powerful, in fact it was unique in all of CO and it is what made this item "epic". That's what we call these rare items, "epics". One of my characters farmed Teleios Tower about 150 times to get the pulse generator, another character gave up after over 500 runs with no drop.
Ironically, the reason the pulse generator that's been in the game since launch became an issue in PvP is because of the broken hold mechanics. The item has only a 4ft range, so it requires broken holds like ego storm to use effectively in PvP. If maintain paralyze holds had been fixed the NPG never would have got so much attention. I'm scratching my head for why nerfing items that only a few people have, that they worked really hard for, is prioritized above fixing broken powers that we see constantly.
In summary, I understand some things are just too overpowered to be left as is. But we worked really hard to farm these items, the elixir and the pulse generator, they should remain valuable and fun. Maybe the elixir should have a lower cooldown? Maybe the NPG deserves an increase in range (it was designed back when melee was 7ft, afterall). Thanks for reading.
But that's the POINT of level cap increases: to reset the gear grind.
That there are level 31 items that outperform anything else in the game is sorta a sign something went horribly pear-shaped in their design...
Its a super rare drop that doesnt mean anything went wrong but that the devs were thinking of rewards for players who were willing to grind it out and strive for more.
That is generally the point of a level cap increase.
New cap, new phat lewt to farm.
Its how these games keep players.
WOW also constantly did level cap increases and after so many players complaining about the gear replaceing they finally allowed character to replace the new loook of gear with the old look if it was preferred eq2 also followed suite and allowed the same thing, in a game where item does not mean appearance the hope is that something else is done to the tiems so that they are not made completely worthless after all the time and effort into getting the item.
Its a super rare drop that doesnt mean anything went wrong but that the devs were thinking of rewards for players who were willing to grind it out and strive for more.
I'd say its more Anti-Proton didn't have a bloody clue about the consequences of some numbers seemingly picked with darts and a dart board. 0 second casting time... yeah, that should should have raised a flag and a FIX 20 months ago.
New cap, new phat lewt to farm.
Its how these games keep players.
The key word being NEW. Having old still be grossly out of scale... thats the point of the oft reviled but oft necessarry nerf bat. Which has been swung with fairly righteous cause in this case. But the people you need to make the case to is the Devs, not me. So what IS the case being made? 'It's ok because its rare' clearly ain't flying. Especially in light of how many ultra rare drops in this exact category suck eggs. Clearly rare =/= good.
WOW also constantly did level cap increases and after so many players complaining about the gear replaceing they finally allowed character to replace the new loook of gear with the old look if it was preferred
Players complaining and still paying for the privilege is one of those places where you must remember that player goals and Dev goals DO NOT COINCIDE. Making the one tenth of a percent that have the item unhappy, to sooth the two-and-a-quarter percent of the player base that get beaten over the head with it sounds like a pretty sound design and business decision.
WOW also constantly did level cap increases and after so many players complaining about the gear replaceing they finally allowed character to replace the new loook of gear with the old look if it was preferred eq2 also followed suite and allowed the same thing, in a game where item does not mean appearance the hope is that something else is done to the tiems so that they are not made completely worthless after all the time and effort into getting the item.
The point of raising the cap, as Nike said, is to allow the devs to regear the end game.
Along with that regearing, there will be new phat lewts to gain. The new timesink is pretty much entirely the point of this.
As the game grows, the old stuff fades replaced by the new gems. You should be excited IMO.
New juicy carrots for the mule to chase! Mhmmm MhmmmM!
And don't worry this is all at least six months away, and i expect more than a year.
I'd love to spend more time on fixing items, but they are generally very time consuming fixes, and eat at other tasks we are working on. So, we fix them when we have the ability to fix them. As for this being PvP related, I'm sure these were issues that PvPers had issue with as well, but these issues were brought up internally due to soloing PvE concerns. In general, it's rare for an issue that effects PvP to not also effect PvE, and vice versa. It's just that we haven't added the ability for our critters to come post on the forums when something unfair happens to them... yet.
The big issue with these powers (which includes several player powers, not just items) is that we currently have no way for Damage/Healing over Time items to crit properly - they either crit for the entire duration of the power, or not at all. The desire is that they crit on a per tick basis, but due to the way the DoT/HoT powers work, this is not an easy fix. When we eventually have that fix, these powers will most likely regain the ability to crit, on a per tick basis.
Regarding HoT, you could apply crits as a flat buff (1+chance*severity). I of course have no idea how difficult they would be to implement.
e.g.
Multiply DEX crit chance * EGO crit severity, add that as a bonus. So if DEX/EGO gives 30%/80% chance/severity, your HoT gets buffed by +24%. If possible, Imbue would be the same way but the chance would be divided by the number of ticks, 100%/(number of ticks)*CON severity.
Such a change would naturally make AoPM and Ego Surge+adv even more powerful, but that's true of any implementation of HoT crits.
In general, it's rare for an issue that effects PvP to not also effect PvE, and vice versa. It's just that we haven't added the ability for our critters to come post on the forums when something unfair happens to them... yet.
I'm scratching my head for why nerfing items that only a few people have, that they worked really hard for, is prioritized above fixing broken powers that we see constantly.
1 in 4 melee users I fight in pvp seems to be using this, maybe I'm jus lucky
Comments
I understand.
I don't think even the worst of the Cryptic Defense Force would disagree with the statement:
Champions Online's Itemizaiton is one of the worst in the gaming industry.
Cryptic by its own admission doesn't have an Itemization developer anymore, and AME is doing the best he can with his "part time" swings at it.
I do understand how frustrating it is to have a hard worked for item reduced in effectiveness.
I'd love to spend more time on fixing items, but they are generally very time consuming fixes, and eat at other tasks we are working on. So, we fix them when we have the ability to fix them. As for this being PvP related, I'm sure these were issues that PvPers had issue with as well, but these issues were brought up internally due to soloing PvE concerns. In general, it's rare for an issue that effects PvP to not also effect PvE, and vice versa. It's just that we haven't added the ability for our critters to come post on the forums when something unfair happens to them... yet.
The big issue with these powers (which includes several player powers, not just items) is that we currently have no way for Damage/Healing over Time items to crit properly - they either crit for the entire duration of the power, or not at all. The desire is that they crit on a per tick basis, but due to the way the DoT/HoT powers work, this is not an easy fix. When we eventually have that fix, these powers will most likely regain the ability to crit, on a per tick basis.
You guys gunna copy MARTy?
Orbital Cannon can crit (which isn't really a bug) but does not consume imbue (which is)
Ice Storm cannot crit with imbue (it can crit normally), but consumes imbue.
Ebon Rift (Vengeful Shadows) cannot crit on the base ebon rift, but vengeful shadows can crit.
That is generally the point of a level cap increase.
New cap, new phat lewt to farm.
Its how these games keep players.
But that's the POINT of level cap increases: to reset the gear grind.
That there are level 31 items that outperform anything else in the game is sorta a sign something went horribly pear-shaped in their design...
I'm also effected by the nerfs that were made to the Neuroelectric Pulse Generator. The activation time was raised from instant to 0.5 second, and the knockback distance was halfed.
I understand an instant damage/kb is very powerful, in fact it was unique in all of CO and it is what made this item "epic". That's what we call these rare items, "epics". One of my characters farmed Teleios Tower about 150 times to get the pulse generator, another character gave up after over 500 runs with no drop.
Ironically, the reason the pulse generator that's been in the game since launch became an issue in PvP is because of the broken hold mechanics. The item has only a 4ft range, so it requires broken holds like ego storm to use effectively in PvP. If maintain paralyze holds had been fixed the NPG never would have got so much attention. I'm scratching my head for why nerfing items that only a few people have, that they worked really hard for, is prioritized above fixing broken powers that we see constantly.
In summary, I understand some things are just too overpowered to be left as is. But we worked really hard to farm these items, the elixir and the pulse generator, they should remain valuable and fun. Maybe the elixir should have a lower cooldown? Maybe the NPG deserves an increase in range (it was designed back when melee was 7ft, afterall). Thanks for reading.
That there are level 31 items that outperform anything else in the game is sorta a sign something went horribly pear-shaped in their design...
Its a super rare drop that doesnt mean anything went wrong but that the devs were thinking of rewards for players who were willing to grind it out and strive for more.
That is generally the point of a level cap increase.
New cap, new phat lewt to farm.
Its how these games keep players.
WOW also constantly did level cap increases and after so many players complaining about the gear replaceing they finally allowed character to replace the new loook of gear with the old look if it was preferred eq2 also followed suite and allowed the same thing, in a game where item does not mean appearance the hope is that something else is done to the tiems so that they are not made completely worthless after all the time and effort into getting the item.
That would make those players who used hours to farm for one specific item happy.
I'd say its more Anti-Proton didn't have a bloody clue about the consequences of some numbers seemingly picked with darts and a dart board. 0 second casting time... yeah, that should should have raised a flag and a FIX 20 months ago.
The key word being NEW. Having old still be grossly out of scale... thats the point of the oft reviled but oft necessarry nerf bat. Which has been swung with fairly righteous cause in this case. But the people you need to make the case to is the Devs, not me. So what IS the case being made? 'It's ok because its rare' clearly ain't flying. Especially in light of how many ultra rare drops in this exact category suck eggs. Clearly rare =/= good.
Players complaining and still paying for the privilege is one of those places where you must remember that player goals and Dev goals DO NOT COINCIDE. Making the one tenth of a percent that have the item unhappy, to sooth the two-and-a-quarter percent of the player base that get beaten over the head with it sounds like a pretty sound design and business decision.
The point of raising the cap, as Nike said, is to allow the devs to regear the end game.
Along with that regearing, there will be new phat lewts to gain. The new timesink is pretty much entirely the point of this.
As the game grows, the old stuff fades replaced by the new gems. You should be excited IMO.
New juicy carrots for the mule to chase! Mhmmm MhmmmM!
And don't worry this is all at least six months away, and i expect more than a year.
Regarding HoT, you could apply crits as a flat buff (1+chance*severity). I of course have no idea how difficult they would be to implement.
e.g.
Multiply DEX crit chance * EGO crit severity, add that as a bonus. So if DEX/EGO gives 30%/80% chance/severity, your HoT gets buffed by +24%. If possible, Imbue would be the same way but the chance would be divided by the number of ticks, 100%/(number of ticks)*CON severity.
Such a change would naturally make AoPM and Ego Surge+adv even more powerful, but that's true of any implementation of HoT crits.
Ohhh, Manimal tears, om, nom, nom
C'mon someone had to say it!