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Items Discussion Thread

Archived PostArchived Post Posts: 1,156,071 Arc User
edited April 2012 in PTS - The Archive
Hello PTS!

Current status with Items:
  • The new items on PTS are for levels 1-15 in mission rewards.
  • For completed missions, you will also have the option to pick a accessory box which contains a random green item.
  • Also for completed missions, you will have the option to pick tokens to be used to purchase items from a vendor. (Vendors are not in yet)
  • Items have additional stats which give increased offense, defense and utility to their appropriate item type.
What we're looking for:

It would be great to get feedback on any changes the items make on the difficulty of the game and the basic functions of items such as equipping/unequiping/selling. Feedback on if all the missions in Westside are giving out the new items and if the accessory boxes are giving out the right item types will be a big help.

Items in the future:

This is just the beginning of the update on items in Champs. Future updates will include mission rewards beyond level 15 and Westside as well as drops off of the critters throughout the world. Our focus right now is the beginning tier of the game.

Please use this thread for all issues and feedback regarding the new Items.


Please format any bugs you find in the following format:
Bug
Where it happens
What happens


Known Issues:
  • Old items still drop from mobs.
  • Most new items do not have finalized icon art
  • Numerous missions from Kodiak still have old item rewards.
  • The item package you receive upon completing the tutorial still has old items.
Post edited by Archived Post on
«13456

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    In addition to mission rewards, you can also get these new items from the "Local Recognition Vendor" near the powerhouse in Ren Cen. He can give you the tokens you need to get the items! Please be aware that not all stats are showing in tooltips and some items will be working but appear incorrectly!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Why not use the Hero Games vendor behind the science building? Its just sitting there empty
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    In addition to mission rewards, you can also get these new items from the "Local Recognition Vendor" near the powerhouse in Ren Cen. He can give you the tokens you need to get the items! Please be aware that not all stats are showing in tooltips and some items will be working but appear incorrectly!

    Yep, we figured that out last night (about the vendor). Until everything is hooked up, it's sort of meh.

    Did you go through and replace all of the old upgrades and click items from old missions already?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Jaybezz wrote:
    Why not use the Hero Games vendor behind the science building? Its just sitting there empty

    Putting the vendor at the powerhouse strikes me as more convenient than putting them far away from it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Lohr wrote:
    Yep, we figured that out last night (about the vendor). Until everything is hooked up, it's sort of meh.

    Did you go through and replace all of the old upgrades and click items from old missions already?

    Not yet. Only 1~15 have had a rewards pass. And never fear! Clickies aren't going away! I just need to find a new home for them to make them more accessible!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Not yet. Only 1~15 have had a rewards pass. And never fear! Clickies aren't going away! I just need to find a new home for them to make them more accessible!

    Boom. There it is. Crisis over lol.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Not yet. Only 1~15 have had a rewards pass. And never fear! Clickies aren't going away! I just need to find a new home for them to make them more accessible!

    I love you.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Not yet. Only 1~15 have had a rewards pass. And never fear! Clickies aren't going away! I just need to find a new home for them to make them more accessible!

    Awesome. To the max.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Not yet. Only 1~15 have had a rewards pass. And never fear! Clickies aren't going away! I just need to find a new home for them to make them more accessible!

    Thank you. (Well if you see what I said anyway XD)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Not yet. Only 1~15 have had a rewards pass. And never fear! Clickies aren't going away! I just need to find a new home for them to make them more accessible!

    Thanks for the info G-Crush ^^
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    After checking on the PTS: a couple of questions:

    Will the vendor remain in its current / similar form?
    What I mean is: will we be able to actually see what we "buy" with the tokens or will it remain random like now?
    I was under the impression, from what you told us that we'd be able to select the item we want with the stats we desire...
    Here, it's more we select a slot and hope it's of any use to us.
    I know it just the same as having luck with a drop, but the fact we have to "pay", makes it feel grabbag-y.
    And you do know how I hate the things with a passion, right? ^_^

    Also, will we be able to get something else than gear from such a vendor?
    I like fluff, a lot...

    Also, will the crafting change hit at the same time as the gear review or at a later time?
    What is to become of the unlocks we could craft?
    Same question for the CTP, AF, etc...
    Has the craft review already started or are you still in the brainstorming phase?

    I know it's all still in test phase, and that I'm looking too far in the future.
    I'm not taping my foot in a "Not here yet fashion", so don't worry.
    Lil answers will do, after all M'Brainz Es-Taini... XD
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    After checking on the PTS: a couple of questions:

    Will the vendor remain in its current / similar form?
    What I mean is: will we be able to actually see what we "buy" with the tokens or will it remain random like now?
    I was under the impression, from what you told us that we'd be able to select the item we want with the stats we desire...
    Here, it's more we select a slot and hope it's of any use to us.
    I know it just the same as having luck with a drop, but the fact we have to "pay", makes it feel grabbag-y.
    And you do know how I hate the things with a passion, right? ^_^

    Also, will we be able to get something else than gear from such a vendor?
    I like fluff, a lot...

    Also, will the crafting change hit at the same time as the gear review or at a later time?
    What is to become of the unlocks we could craft?
    Same question for the CTP, AF, etc...
    Has the craft review already started or are you still in the brainstorming phase?

    I know it's all still in test phase, and that I'm looking too far in the future.
    I'm not taping my foot in a "Not here yet fashion", so don't worry.
    Lil answers will do, after all M'Brainz Es-Taini... XD



    Ok, super long quote. Ill try and answer succinctly. The vendor there is temporary(in his current state), but because he is targeted at lower level players the random bags will remain. Higher level players will have more choice open up to them as you progress.

    As far as crafting, Im keeping a lid on that for now until I hear more from Ame about what I can say on it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Is the "1 recognition per alert" thing going to stay? If so, this is looking to be about on par with the Unity grind, and that's not something I'm particularly looking forward to. Especially if you end up implementing daily caps.

    Other than that, I like the Alerts so far. I can just see myself eventually having an intense dislike for them if they get that grindy.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Dr.Sage wrote:
    Is the "1 recognition per alert" thing going to stay? If so, this is looking to be about on par with the Unity grind, and that's not something I'm particularly looking forward to. Especially if you end up implementing daily caps.

    Other than that, I like the Alerts so far. I can just see myself eventually having an intense dislike for them if they get that grindy.

    With rewards stated as not finalized, I'm going to trust that Crush won't repeat the atrocity that is UNITY.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Recog vendors will indeed have things like costumes, shinies, loots, gear and I wouldn't be surprised if some special items are recog only. Of course we will need to wait and see what GMC comes up with.

    GMC is now the shorthand for the gentleman with the crushes.. ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Yep, this shiny new vendor is not related to alerts. How you attain recognition *should* be apparent if you run Westside though ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Not yet. Only 1~15 have had a rewards pass. And never fear! Clickies aren't going away! I just need to find a new home for them to make them more accessible!

    ...might I suggest they be considered for endgame recipes/rewards?

    Actual powers that break budget rules just a little bit? Maybe some exclusive Offense, Defense, or Utility click that makes your choice of Research and Development school that much more important?

    You can make them not scale with level cap raises so we can discard them when expansions come.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    RoBoBo wrote:
    ...GMC is now the shorthand for the gentleman with the crushes...
    1. Gentle Mancrush (@KenpoJuJitsu3)
    2. G-Crush (@AngelOfCaine, :p )
    3. GMC (RoBo-BoBo, :D )
    ...Well, that's 3 :eek:

    Hey, did i miss this when it happened?
    I noticed on LIVE (in the AH) SOME items have the "major" stat prefix preceeding the gear title.

    Like "Legendary-Staff-Of-GentleMancrush" is now "END-Legendary-Staff-Of-GentleMancrush".
    When did this happen, or is it a leak from the current PTS?

    EDIT: And why did the general PTS current build thread get closed in favor of specific topic threads?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    1. Gentle Mancrush (@KenpoJuJitsu3)
    2. G-Crush (@AngelOfCaine, :p )
    3. GMC (RoBo-BoBo, :D )
    ...Well, that's 3 :eek:

    Hey, did i miss this when it happened?
    I noticed on LIVE (in the AH) SOME items have the "major" stat prefix preceeding the gear title.

    Like "Legendary-Staff-Of-GentleMancrush" is now "END-Legendary-Staff-Of-GentleMancrush".
    When did this happen, or is it a leak from the current PTS?

    EDIT: And why did the general PTS current build thread get closed in favor of specific topic threads?

    Probably so the conversations don't get as sidetracked and lost as in the previous build. I got worried too for a sec, but it makes more sense this way.

    The "major" bits have been in for a good while now, I thought they were weird but it least it clarified something, and usually they were a little bit higher than their peers I think.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    New gear looks great, love the freedom of stats distribution. also worth mentioning is that the current green gear is almost on par with the SL blues or pvp purples, am i correct to assume that the new SL elites and pvp purples would have as much of a gap between green vs sl elite blues quality gear as the old greens vs sl elites did? If so that would allow so much more possible builds and space for exploration it's awesome.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Not really interested in 1-39 play any more as I won't be making any new toons. ( I have a warehouse of 40s with no selected powers in the powerhouse).

    Not very encouraged at the moment. Hopefully the Cryptic Point infused Crafting makes up the slack.
    hraughr wrote:
    New gear looks great, love the freedom of stats distribution. also worth mentioning is that the current green gear is almost on par with the SL blues or pvp purples, am i correct to assume that the new SL elites and pvp purples would have as much of a gap between green vs sl elite blues quality gear as the old greens vs sl elites did? If so that would allow so much more possible builds and space for exploration it's awesome.

    If they are in fact trying to normalize the game (which I can't even tell anymore, since the optimal builds are single stat loaders right now...) the buff you get from purple vs green gear should be noticable, but not severe enough to becoem necessary.

    Greenies should be competative with Purplenurples.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    The_Last wrote:
    Not really interested in 1-39 play any more as I won't be making any new toons. ( I have a warehouse of 40s with no selected powers in the powerhouse).

    Not very encouraged at the moment. Hopefully the Cryptic Point infused Crafting makes up the slack.



    If they are in fact trying to normalize the game (which I can't even tell anymore, since the optimal builds are single stat loaders right now...) the buff you get from purple vs green gear should be noticable, but not severe enough to becoem necessary.

    Greenies should be competative with Purplenurples.

    No not really (i'm referring to you statement about single stat maxers being optimal), you can clearly see that having several stats is very important, that's the reason AoPM is so popular.

    When doing a build you have to think about:

    a) damage - high STR or DEX (or both) and EGO for crit severity + ranged knockback (now only because of ranged knockback, though would never slot it with gear as it is in pts)
    b) energy efficiency INT is enough if using AoPM/Infernal set/Martial arts, for others you need to add REC and sometimes END
    c) survival - High CON, INT (because of the faster recharge on AD's and AO's)
    d) (if pvp toon) perception gear, INT (to support perception)

    So you need at least 3 stats to have an overall good toon, for more unusual builds 4/5 stats are needed to make them viable.

    So what these changes do is actually make more builds viable, AoPM/Infernal/Martial arts no longer will be far more effective/easier to use choices than the rest.

    (This applies to offensive builds, healers have different stat setups and as i haven't made a healer i can't comment on those with high confidence)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    hraughr wrote:
    So what these changes do is actually make more builds viable, AoPM/Infernal/Martial arts no longer will be far more effective/easier to use choices than the rest.

    Gotta disagree about AoPM. It's already the best passive in the game on Live. If left alone, it much more easily eclipses everything else on PTS given the stat/role/gear changes.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    kamokami wrote:
    Gotta disagree about AoPM. It's already the best passive in the game on Live. If left alone, it much more easily eclipses everything else on PTS given the stat/role/gear changes.

    It is the best choice on live atm? partly agree on that (it's the most balanced for overall performance), pestilence takes the cake in 1 v 1 and bash though (luckily the added stats would not increase it's effectiveness as much as it would help other sets because it's already energy efficient), but with the gear changes if you can pull of lets say
    300 str 300 con 200 int 100 rec 100 end, there is little need to stick to AoPM since the added stats won't make such a huge difference, the only real reason why so much people are running AoPM is just because it gives energy efficiency, if that can be solved in other ways, more people will use different passives and if the new sl elite blues will be just as much better then the greens as they are in live, then this is doable and we will see a way more different array of builds then we have now.

    Heh just yesterday i had a pvp match that perfectly illustrates the whole situation on live, in Bash there were ~5 AoPM's 1 pestilence, 1-2 defiants :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Items in the future:

    This is just the beginning of the update on items in Champs. Future updates will include mission rewards beyond level 15 and Westside as well as drops off of the critters throughout the world. Our focus right now is the beginning tier of the game.

    I have one question, that is really important for me : Will Nemesis Gear also get an Update ?

    Please please .. don't forget that, since as hunting my Nemeses is what i do most of the time, it would make me
    very very sad if all these tokens are still worth nothing :o
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Ok, super long quote. Ill try and answer succinctly. The vendor there is temporary(in his current state), but because he is targeted at lower level players the random bags will remain. Higher level players will have more choice open up to them as you progress.

    Moar for the froobs!!!
    (Gee, they really want me to fall into the Pits of Alt-Haria again...)
    As far as crafting, Im keeping a lid on that for now until I hear more from Ame about what I can say on it.

    Ok, no worries, waiting the the green light then.
    In the meanwhile, so you at least know what to ask him, as far as clearance goes:
    • Will there be unlocks to craft again?
      The same? Others? If others, what becomes of the current?
    • Will there be travel powers to craft again?
      The same? Others? If others, what becomes of the current?
    • Will there be action figures to craft again?
      The same? Others? If others, what becomes of the current?
      (Pretty much the same question, applied to all 3 exclusive categories)
    • Will the base materials change?
      In other words, is there any use for us to keep hoarding the current ones.
    • What will become of the intermediary material / components?
      Lil example: I have a bunch of Warlock Hexes and Icarus Invocation (names might be off, whatever) that cost me quite a bit of Globals and time to make for my Mystical Flight...
      All for nothing? (Hint: It's a trap! XD)

    As far as me, my LTS and I are concerned, those are the answers I'd like.
    Now, for my Silver account, will we still be able to craft the heals and/or shields?

    I know it's all a big can of worms... with a few venomous snakes thrown in, for fun, but there you have it.
    Now, if you'll excuse me...

    -runs around flailing arms- DooM! DooM! DooM! DooM! DooM! DooM! DooM! DooM! DooM! DooM!
    Still unfazed?
    (That's the spelling btw, but in your case, wouldn't un-FEZ-ed be more appropriate? XD)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Yay for tablets! Only slightly less obnoxious to post from than cell phones!

    Anyways. I'm going to assume recog vender gear is rather sharply over weighted for its rarity tier at the moment for purposes of testing. If not, we may have a bit of a sticky. Alexander performed significantly better with just the new gear and SS structure alone during my testing in Alerts. Combine that with a new customizatoon layer and more effective crafting, and we're looking at most ordinary content becoming trivial rather than just casual.

    Don't get me wrpng, I like casual as much as the next guy, but there comes a point where the power's crept too far and there's little point in even pretending anything less than legendaries pose any credible threat to your existence. I know, I know, superhero game, we're all supposed to be invincible. I suppose I just worry that invincible will get boring after a while. Or right away, for some of us.

    Any sootjing words to allay my hopefully groundless concerns, Cryptic?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    The current state of power-creep also concerns me.

    I think what we might see is "all the features" implemented to mold the shape of the "power curve," and then blanket nerfs until it's relative height is either properly normalized or matches content difficulty more appropriately. This strategy is a little reminiscent of ... some past actions, and could stir up forum sensationalism if not cut off at the head.

    Though to be fair, we'll look for any reason to shout DOOM! ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Empyreal10 wrote:
    The current state of power-creep also concerns me.

    I think what we might see is "all the features" implemented to mold the shape of the "power curve," and then blanket nerfs until it's relative height is either properly normalized or matches content difficulty more appropriately. This strategy is a little reminiscent of ... some past actions, and could stir up forum sensationalism if not cut off at the head.

    Though to be fair, we'll look for any reason to shout DOOM! ;)

    The alternative solution being to ramp up the life, defense, and offense of enemies across the board. I guess that depends on which is easier, and whether or not they have to tweak enemy stats individually (argh) or have some sort of overarching structure to adjust critters on a wide scale. Personally, I'd rather see enemies tweaked up, if power creep becomes a real issue. Nerfs, justified or not, often incite cries of DOOM.

    Third alternative would be to leave general world critters as is (maybe buffing legendary/cosmic) and then make the Hard/VH/Elite mode buffs stronger yet.

    We'll see what they do to address the power creep.


    As for the items themselves, I'm REALLY liking what I see so far. When the Power Cost Discount items were changed from a percentage (which was OP) to a point-based system that mirrored the cost reduction of INT, it was underdone. Power Cost Discount was treated as giving something like two or three more points, which was a terrible bonus for giving up raw INT. On these new items, I see a genuinely beefy increase in the amount of non-raw stats being given.

    For instance, on Primary Offense, the split being 47/47 + 53 OR. Giving up 47 raw stat converts to a whopping 74 Crit Rating -- a worthy increase for giving up what is likely 47 pure DEX. So far, so good.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    The alternative solution being to ramp up the life, defense, and offense of enemies across the board.

    Higher offense?
    Yes.

    Higher defense?
    Yes.

    Better, smarter, faster, improved A.I.?
    Oh, yes, pleaaaaase, make the fights a lil smarter than "Haaaaaalk SMASH!"

    Higher life?
    Noooooooooooooooo!
    The HP amounts are already ridiculously high.
    Staying for two days in front of a mob that can't dent my life beyond 50% is not harder than a 5 minutes fight with the same damage power.
    Just freaking boring and tedious.

    Look at the Endbringer on leet, or baby dino in Demogaard's lab: I can kill them with regen and my block only if I want... well rather if I wanna sleep in front of the comp.
    That doesn't make for a hard or challenging fight, just a mindless grind.

    On the other hand, check the yeti in W.O.: doesn't have that many HP... but it keeps you on your toes...
    (Well it did for me)


    Side-note here, yesterday I messed a bit in the new desert... Viper targeting laser... Is that a new ability, or did I just fail to notice it till now?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    I concur, AI is notoriously difficult to improve, especially in MMOs.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Will all our items get deleted when this hits the real server?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    NotFamous wrote:
    Will all our items get deleted when this hits the real server?

    No, no existing gear is getting changed at all.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Yes, your existing gear will still exist, but it will be decidedly sub optimal. We are aware of the power creep and have some plans for that as well! In addition crafting will be fundamentally changing, but we are keeping it all hush hush for the moment so we can have a nice big reveal on it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Are there plans to make the mobs stronger/more challenging then? They don't need to be hardcore challenging obviously, but if there's going to be a power creep, then IMO that needs to be done. Making mobs more powerful could also make CC more worthwhile in PvE aswell, so it's a good plus.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    will the new items drop from things like holiday crackers and stuff or will those drop the old items still?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    The-Mender wrote:
    will the new items drop from things like holiday crackers and stuff or will those drop the old items still?

    I asked him yesterday in chat, and gear-granting items were still a maybe as of then.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    I was hunting for a Primary Defense item with Dodge and Avoidvance. So far I have only found dodge or avoidance.

    Did I miss a discussion? Or are they simply not in the game yet?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Some stats are mutually exclusive-ish (its a bit complicated to explain at this time). In the items you guys have access to there are stat limitations on the substats. Higher level gear will have ways around this though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Some stats are mutually exclusive-ish (its a bit complicated to explain at this time). In the items you guys have access to there are stat limitations on the substats. Higher level gear will have ways around this though.

    Defense gear in general seems somewhat sub-par compared to Offense or Utility, but I may be looking at it the wrong way. Seems like the only defensive substats are dodge, avoidance and very minor amounts of extra HP. Am I missing any? (I think CC resistance might be baked in to some of the Defense gear, somewhere).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Dr.Sage wrote:
    Defense gear in general seems somewhat sub-par compared to Offense or Utility, but I may be looking at it the wrong way. Seems like the only defensive substats are dodge, avoidance and very minor amounts of extra HP. Am I missing any? (I think CC resistance might be baked in to some of the Defense gear, somewhere).

    That is correct. I will be tinkering with the values various stats give as this all goes. I realize that defenses feel a little underwhelming at this time, but they are a tricky set to play with because they compound very very fast with powers.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    That is correct. I will be tinkering with the values various stats give as this all goes. I realize that defenses feel a little underwhelming at this time, but they are a tricky set to play with because they compound very very fast with powers.
    That's fixable. Change the way avoidance works so that it's additive with damage resistance instead of multiplicative. If you have 100% damage resistance from your invulnerability+PD/ED, 33% damage resistance (blocking) from Laser Knight, and 67% damage resistance (avoidance) from a purple dodge primary, currently would reduce a 3,000 point hit down to 675 (3000 * 100/(100+100) * 100/(100+33) * (100/(100+67)). Merge the three types of damage resistance and it would be a 1,000 point hit instead.

    Could do the same thing with attacks -- rather than a crit being x1.5 damage, it could be a +100% damage bonus (stacking with your other damage bonuses). In normal use that's about the same increase as currently, but on a character with a 300% damage bonus from superstats, offensive passive, and form stacks, it's only a 25% increase.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Pantagruel wrote:
    That's fixable. Change the way avoidance works so that it's additive with damage resistance instead of multiplicative. If you have 100% damage resistance from your invulnerability+PD/ED, 33% damage resistance (blocking) from Laser Knight, and 67% damage resistance (avoidance) from a purple dodge primary, currently would reduce a 3,000 point hit down to 675 (3000 * 100/(100+100) * 100/(100+33) * (100/(100+67)). Merge the three types of damage resistance and it would be a 1,000 point hit instead.

    Could do the same thing with attacks -- rather than a crit being x1.5 damage, it could be a +100% damage bonus (stacking with your other damage bonuses). In normal use that's about the same increase as currently, but on a character with a 300% damage bonus from superstats, offensive passive, and form stacks, it's only a 25% increase.

    While that would work, completely restructuring avoidance isn't really part of the item discussion. And I could just have the items give relatively less D/A so they provide bonuses that are similar to what is lost (I just have to decide how far up I want that balance point to sit)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    While that would work, completely restructuring avoidance isn't really part of the item discussion.

    lol

    My suggestion to fixing the defense adds: make a new game.

    Problem solved!

    (disclaimer: being completely facetious of course. :p)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Yes, your existing gear will still exist, but it will be decidedly sub optimal. We are aware of the power creep and have some plans for that as well! In addition crafting will be fundamentally changing, but we are keeping it all hush hush for the moment so we can have a nice big reveal on it.

    Since your actually active in this tread at the moment .. can you please answer to my question that really
    is the most important for me now :

    Will NEMESIS Gear also be upgraded to the new system ?

    Hunting my Nemesis is really my personal Endgame, and i would really be annoyed if all my tokens are still worthless
    after the Item review :o
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    While that would work, completely restructuring avoidance isn't really part of the item discussion. And I could just have the items give relatively less D/A so they provide bonuses that are similar to what is lost (I just have to decide how far up I want that balance point to sit)


    Don't forget the HP regen gears. While dodge/avoidance can always be applied, HP regen gears should be applied in any time. And also .... the heal of after-defeat and HP regen may also need to be rejudge. It is pity that the buff from science objects can do much better heal.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    Just throwing a random idea out in the dark but what about taking physical / energy resist off all items and making a simple 'resist all' as one of the possible defense bonuses?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    hraughr wrote:
    It is the best choice on live atm? partly agree on that (it's the most balanced for overall performance), pestilence takes the cake in 1 v 1 and bash though (luckily the added stats would not increase it's effectiveness as much as it would help other sets because it's already energy efficient), but with the gear changes if you can pull of lets say
    300 str 300 con 200 int 100 rec 100 end, there is little need to stick to AoPM since the added stats won't make such a huge difference, the only real reason why so much people are running AoPM is just because it gives energy efficiency, if that can be solved in other ways, more people will use different passives and if the new sl elite blues will be just as much better then the greens as they are in live, then this is doable and we will see a way more different array of builds then we have now.

    Heh just yesterday i had a pvp match that perfectly illustrates the whole situation on live, in Bash there were ~5 AoPM's 1 pestilence, 1-2 defiants :D

    Bash is irrelevant. Vixy was refering to the whole game - most of which is pve. AoPM stomps Pestilence into the ground. And DR is easily circumvented.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    kamokami wrote:
    Bash is irrelevant. Vixy was refering to the whole game - most of which is pve. AoPM stomps Pestilence into the ground. And DR is easily circumvented.

    Talking pve you can't be more wrong, even with no stacks of enraged with pest on elite clearing sl bunkers is ~2 minutes, with AoPM way slower, pest takes the cake hands down, no competition. That's for pretty much every content there is since it's best AoE "buff", only boss fights are a different story, and there AoPM also comes second, 1st being Quarry with Dclaws that was prooven many times over in Tako events.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited February 2012
    hraughr wrote:
    Talking pve you can't be more wrong, even with no stacks of enraged with pest on elite clearing sl bunkers is 2-3 minutes, with AoPM way slower, pest takes the cake hands down, no competition.

    Err that's like saying, "I clear regular zone mobs with pest way faster" - it doesn't matter.

    Try Elite scaled TT. For anything that involves a team, AoPM is the obvious choice. And even going solo, nothing beats crits + Enrage + Toggle.

    There is absolutely no reason to take any other passive as things stand when it comes to high-end gameplay.

    TLDR: AoPM definitely competes against the best passives solo....as soon as you add in a team it totally destroys them. On PTS this effect will be even more pronounced due to the new gear and the number of useful effects that scale with your SS via the role changes.
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