On the character select screen, you fixed the characters clipping into the roof....but now they're hovering a few feet above it. Not all of my characters have flight ;P.
The hold immunity seems to be for preventing chain holding... Which was a HORRIBLE thing and the WORST PART of Holds last I checked...
Problem is, preventing chain holds isn't the only thing the change is doing.
The last thing that should be happening is that a mob or player gains an advantage because you tried to hold them, someone resisted it (particularly for AOE holds), they gain immediate immunity and your hold goes on cooldown as insult to injury.
So you use a power, they get immediate immunity to that power and any other hold, you wasted the energy on the power and it goes on cooldown so you can't use it for a while. The real kicker? They didn't have to do anything to gain this advantage other than slotting some gear and maybe making a menacing look at their keyboard...maybe, not sure on the last part.
I don't use holds, but I am certainly used to being on the receiving end of them. I like the new changes in that it prevents the cheesy infinite holding/stunning/para routine some people rely on. That said, I think this change coupled with the CC resist gear is a bit too much.
I think the new changes without the cc resist gear is a better overall balance.
The real kicker? They didn't have to do anything to gain this advantage other than slotting some gear and maybe making a menacing look at their keyboard...maybe, not sure on the last part.
Well, the CC Resist gear is a bad idea, and has always been. The problem with AoE holds (Mainly Ego Storm) is also a very real one. However, if someone breaks free of a hold I think it's right that they won't be able to be held right away. People will still be able to fire off some high-damage attack, or knock them away for another type of CC.
Problem is, preventing chain holds isn't the only thing the change is doing.
The last thing that should be happening is that a mob or player gains an advantage because you tried to hold them, someone resisted it (particularly for AOE holds), they gain immediate immunity and your hold goes on cooldown as insult to injury.
So you use a power, they get immediate immunity to that power and any other hold, you wasted the energy on the power and it goes on cooldown so you can't use it for a while. The real kicker? They didn't have to do anything to gain this advantage other than slotting some gear and maybe making a menacing look at their keyboard...maybe, not sure on the last part.
Problem is caused by Stun. Stun should not be considered as a sort of HOLD.
Well, the CC Resist gear is a bad idea, and has always been. The problem with AoE holds (Mainly Ego Storm) is also a very real one. However, if someone breaks free of a hold I think it's right that they won't be able to be held right away. People will still be able to fire off some high-damage attack, or knock them away for another type of CC.
From my view, CC strength and resist should work like:
Assume a power has "basic CC duration" and "basic CC Strength"
The duration on target can be: (Basic CC Duration) x (1 + Caster's CC strength Bouns - Target's CC resist)
The strength of escape : (Basic Escape Strength) x (1 + Influenced Target's CC Resist - Power's Basic CC strength)
----
I think the gears are fine. Problem is that Cryptic doesn't make it work well. Worst is the hold change completely kills all hold/stun effects.
This would actually be a positive change in my view. Then they could nuke Focus.
An then nuke everything else that is maybe still fun in the game, so that the grind is all thats left, and we
need 2 minutes to kill one henchmen .. wouldn't that be great
Was I the only person who took crippling coils or binding of aratron BECAUSE they didn't have recharge times on them? I could jump into a group, quickly hold 2 enemies and work on the 3rd. Why add damage to powers that aren't meant to be damaging powers? If I wanted to damage the enemy, guess what - I'd use an actual attack on them! How about adding some AoE holds if you're going to start tacking cooldowns on every control power. How about you look at uppercut and all those other KU powers that have zero cooldowns?
Seriously... is CO going to become "City of Cooldowns" like their previous game???
Taser Arrow: No cooldown, deals damage, deals endurance damage, and paralyzes. The paralysis can even happen on a tap, though it's random chance. At full charge paralyze chance is 100%. If you want a debuff vehicle, this is it.
Also check ice-burst with "Freeze Dirtbag" is an instant firing paralyze, deals damage, deals damage in an AOE, and tosses everything near the primary target. I used to use that all the time as an interrupt. It has a cooldown, but it is a .5 second paralyze.
Something I thought of over the night is taking those spec skills, taking electrocute with superconductors. Zapping a foe, and then blasting away with lightning arc. Might be interesting. I haven't tried yet.
As someone who likes to abuse gas arrows, I would rather much like to see stun and paralyze resistances on seperate tracks. That way I don't screw over any chance of tactical control if I lead off with a broad area randomized stun like gas arrows with advantage.
A lot of those spec tree skills I was talking about earlier apply on other ontrols. Paralyze seems to apply on all 3, but if you snare, root, or sleep you get some credit too on that build. Heck, frost breath with frost bite might have some interesting applications there.
Incaps are pretty darn nerfed. They need to be built back some. First off, work it into some of the spec tree stuff so you get bonuses applied for using it as a control-specced character like other CC options. Secondly, interrupt on break free needs some work, ego storm specifically is taking the short end of the stick on this deal. Granted ego storm before nerfs was a bit much, adjusting it is a step in the right direction, it just needs further adjustements back up.
Trying to zone to Monster Island from Millennium City D/Cs you. Upon logging back in, it's taking an abnormally long time to load.
May be the typical "no one's been to the zone yet so it has to load the entire zone" thing, but I'm surprised that no one's been to MI yet on this PTS build, since I know people were farming enemies there late last night.
Let me restate. Your new hold system sucks. As someone who picked UP this game to play a mez telepath you have lost all my faith in the ability to provide this experience.
You want Specific Feedback "constructive" feedback?
Holds take 1 second to take effect? In a game where rapid response time is key, waiting a FULL second for anything is the difference between life and death for squishy toons. Since Support is the role encouraged for maximum holds and is generally squishy this is a huge "nerf". In PvP it makes all holds pointless because by the time my hold takes effect the opponent is already stabbing me to death.
Hold Strength does not increase the STRENGTH of the hold (the amount of effort it takes to breakfree) but hold hold resistance DOES affect the STRENGTH of the hold. This is an apples and oranges system. You can buy as many oranges as you want and it DOES cost you the ability to do other things (cant slot +CCStrength for free can we?) but it will not make an apple pie. How do these two functions not even correlate to each other?
I spend a power point and probably 4-5 advantages in a power and the power has a huge cooldown.. but whenever I use it it doesn't even HIT the target because they've broken free and my power is broken.
You added a root to ego choke while simultaneously making the enemy break free after a mandatory time period.. So I can hold them but by the time the hold is over I can't even get to them oh and now they're immune and more resistant to being held again. So I am vulnerable to any and everything while using the power and the power wont even give every tick of the hold NOR the damage.
Bindings vs any other single target hold.. No cooldown? and it's not even in telepathy.. the set expected to have the best holds.
Champions Online: We hate telepaths (but love stabby ninjas and poison)
Let me sum that up for you - Psi Lash, nerfed. Ego Blast, nerfed. Ego Placate nerfed. Mind Lock, nerfed. Psychic Vortex, nerfed. Collective will, nerfed. Ego Storm, nerfed. All nerfed to complete uselessness.
So we're left with Empathic Healing, Ego sprites, Psionic Healing, Mindful Reinforcement and Mind Link.. if i were to play a healer why would I choose ANY of these powers over their alternatives.
Oh yeah.. were not gonna give you a passive, active offense nor active defense in set so have fun with level progression using all those useless powers.
I have been saying the SAME thing about this game since launch and it falls on deafer and deafer ears. You have no intention of "gettting it right" so I suppose you intend to get left.
Agree this is a terrible update to CC, this not only makes a whole section of powers useless, but makes a whole playstyle unavailable, you can no longer control the battlefield/fight multiple opponents using your brain and some tactics, it forces you to tank up and dumb down your tactics completely... I mean this patch is trying to make everyone get a unleashed rage defiant (yes, just get that and run ignoring CC and brushing of damage easy one shotting any non tank)... it systematically destroys any other playstyle/mechanic that lets you have diversity with equal viability.
Exactly, it takes an entire playstyle that was barely even represented in CO and completely throws it out the window.
It seems like the ONLY type of player feedback that went into these changes was "being held is not fun", so they gave them hold immunity and made the holds even crappier than ever in case that immunity wasn't enough. Which goes along nicely with the ONLY type of tactic or playstyle Cryptic dev's seem to understand--tank'em and spank'em!
Let me restate. Your new hold system sucks. As someone who picked UP this game to play a mez telepath you have lost all my faith in the ability to provide this experience.
This. I know you cryptic guys really don't care about pvp but this is ridiculous. Even in PvE the holds are worthless now, as I imagine are THOUSANDS of peoples concept toons. Who on your dev team thought these changes to holds were even remotely close to being a good idea? This build is terrible, and if no one starts a petition to have these changes revoked I gladly will.
Also, as someone stated earlier, stuns shouldn't be considered a type of hold or CC.
Let me restate. Your new hold system sucks. As someone who picked UP this game to play a mez telepath you have lost all my faith in the ability to provide this experience.
You want Specific Feedback "constructive" feedback?
Holds take 1 second to take effect? In a game where rapid response time is key, waiting a FULL second for anything is the difference between life and death for squishy toons. Since Support is the role encouraged for maximum holds and is generally squishy this is a huge "nerf". In PvP it makes all holds pointless because by the time my hold takes effect the opponent is already stabbing me to death.
Hold Strength does not increase the STRENGTH of the hold (the amount of effort it takes to breakfree) but hold hold resistance DOES affect the STRENGTH of the hold. This is an apples and oranges system. You can buy as many oranges as you want and it DOES cost you the ability to do other things (cant slot +CCStrength for free can we?) but it will not make an apple pie. How do these two functions not even correlate to each other?
I spend a power point and probably 4-5 advantages in a power and the power has a huge cooldown.. but whenever I use it it doesn't even HIT the target because they've broken free and my power is broken.
You added a root to ego choke while simultaneously making the enemy break free after a mandatory time period.. So I can hold them but by the time the hold is over I can't even get to them oh and now they're immune and more resistant to being held again. So I am vulnerable to any and everything while using the power and the power wont even give every tick of the hold NOR the damage.
Bindings vs any other single target hold.. No cooldown? and it's not even in telepathy.. the set expected to have the best holds.
Champions Online: We hate telepaths (but love stabby ninjas and poison)
Let me sum that up for you - Psi Lash, nerfed. Ego Blast, nerfed. Ego Placate nerfed. Mind Lock, nerfed. Psychic Vortex, nerfed. Collective will, nerfed. Ego Storm, nerfed. All nerfed to complete uselessness.
So we're left with Empathic Healing, Ego sprites, Psionic Healing, Mindful Reinforcement and Mind Link.. if i were to play a healer why would I choose ANY of these powers over their alternatives.
Oh yeah.. were not gonna give you a passive, active offense nor active defense in set so have fun with level progression using all those useless powers.
I have been saying the SAME thing about this game since launch and it falls on deafer and deafer ears. You have no intention of "gettting it right" so I suppose you intend to get left.
I thin there is bug in the forum software as a lot of feedback is disapearing. :rolleyes:
The devs have shown that they love the tank and spank playstyle, evidenced by the alerts.
Complex gameplay is not Cryptic's strong point as a developer, if you are looking for that gameplay I suggest you begin to seek it elsewhere.
I like that the spec talent debuffs that apply on holds now seem to be working on hold attempts. It gives a nice use against things that are otherwise hold-immune.
But the rest? Not so much. You've given them a purpose against things that can't be held...but then completely gutted their original purpose.
I like expanding our arsenal of available debuffs, but I'd rather you not completely nuke holds into uselessness.
Also, please fix the hold specs to work with Stuns.
Let me restate. Your new hold system sucks. As someone who picked UP this game to play a mez telepath you have lost all my faith in the ability to provide this experience.
You want Specific Feedback "constructive" feedback?
Holds take 1 second to take effect? In a game where rapid response time is key, waiting a FULL second for anything is the difference between life and death for squishy toons. Since Support is the role encouraged for maximum holds and is generally squishy this is a huge "nerf". In PvP it makes all holds pointless because by the time my hold takes effect the opponent is already stabbing me to death.
Hold Strength does not increase the STRENGTH of the hold (the amount of effort it takes to breakfree) but hold hold resistance DOES affect the STRENGTH of the hold. This is an apples and oranges system. You can buy as many oranges as you want and it DOES cost you the ability to do other things (cant slot +CCStrength for free can we?) but it will not make an apple pie. How do these two functions not even correlate to each other?
I spend a power point and probably 4-5 advantages in a power and the power has a huge cooldown.. but whenever I use it it doesn't even HIT the target because they've broken free and my power is broken.
You added a root to ego choke while simultaneously making the enemy break free after a mandatory time period.. So I can hold them but by the time the hold is over I can't even get to them oh and now they're immune and more resistant to being held again. So I am vulnerable to any and everything while using the power and the power wont even give every tick of the hold NOR the damage.
Bindings vs any other single target hold.. No cooldown? and it's not even in telepathy.. the set expected to have the best holds.
Champions Online: We hate telepaths (but love stabby ninjas and poison)
Let me sum that up for you - Psi Lash, nerfed. Ego Blast, nerfed. Ego Placate nerfed. Mind Lock, nerfed. Psychic Vortex, nerfed. Collective will, nerfed. Ego Storm, nerfed. All nerfed to complete uselessness.
So we're left with Empathic Healing, Ego sprites, Psionic Healing, Mindful Reinforcement and Mind Link.. if i were to play a healer why would I choose ANY of these powers over their alternatives.
Oh yeah.. were not gonna give you a passive, active offense nor active defense in set so have fun with level progression using all those useless powers.
I have been saying the SAME thing about this game since launch and it falls on deafer and deafer ears. You have no intention of "gettting it right" so I suppose you intend to get left.
Get away from the Quantitative hold system that counts how MANY holds are placed on a target, and get to a qualitative system where the quality of your hold (and your opponents hold resistance) is important.
I agree with MUCH of @Wickedwillows suggestion in these forums. One hold who's strength can be added or subtracted. Then grant 6 seconds of ONE buff of hold immunity. If that 200HS hold is a stun, then it's not going to be as effective as a 1200HS Electrocute. if you put points in HS then they should be counted.
I think a lot of changes would pass better (or at least, get less hostility, justified or not) if at least the higher-dev responsible for those EXPLAINED clearly what was the idea behind all of these controversial changes and why he thought they would be good enough to be applied.
Well, the CC Resist gear is a bad idea, and has always been. The problem with AoE holds (Mainly Ego Storm) is also a very real one. However, if someone breaks free of a hold I think it's right that they won't be able to be held right away. People will still be able to fire off some high-damage attack, or knock them away for another type of CC.
The problem with Ego Storm is if I slap it on you and four other people and only you resist it immediately everyone is set free and now hold immune. Everyone else should still be held if only you resisted, the hold shouldn't be rendered completely inert because of one target.
The problem with Ego Storm is if I slap it on you and four other people and only you resist it immediately everyone is set free and now hold immune. Everyone else should still be held if only you resisted, the hold shouldn't be rendered completely inert because of one target.
BUG: Xbox 360 gamepad is no longer properly working in ALERTS. Pushing "x" did not toggle my energy builder on, right button tab targeting didn't work, and up on the d-pad didn't work to get my items.
Best part about the CC changes: Mobs still don't even follow any of the rules at all. They're still chain stunning, knocking, and holding me just as much as on live, GJ.
Taser Arrow, Glossolalia, TK Maelstrom and more do not proc Sentinel Mastery.
Locust Swarm and Tanglecoil Launcher do not deal damage as long as the target is paralyzed despite the tooltip saying so. The damage lasts for a set duration, which may be much shorter than the paralyze depending on gear/spec, or until the paralyze is broken... whichever happens first.
Confuses are not affected by +CC Str.
Hold mechanics:
It still takes 3 stacks of hold resist to be immune to holds, except for the 2 second window between each stack gain. The same code is supposed to be in place for knocks. It's all designed to prevent perma-lockdowns until defeat, which is something many people (myself included) have asked for.
Against even Villain level mobs hold health is substantially increased. I was able to deal just over 6k damage (in 1.5k hits fully charging Dragon's Claws) before breaking a rank 3 Electrocute. Before it would only take around 1.5k damage.
Even active offenses are not enough to break rank 3 paralyze or incapacitate type holds leading me to believe hold health vs players has also been increased.
Incapacitates:
I like the maintained hold -> incapacitate change for the most part. Ideally the damage would continue to tick even after the hold is broken. However, assuming CC resist gear/specs get fixed they'll still be difficult to break out of, keeping their usefulness even in PvP. They're no longer IWIN or lolockdown buttons. That's a good thing.
As far as Ego Storm is concerned just because one target breaks free does not mean the others are not held anymore. The maintain ends but the hold is still there unless all targets were damaged equally by some other power besides Ego Storm.
At least for PvE purposes the damage on the incapacitates is not inconsequential either.
Stuns
The problem as I see it now is what to do about stuns. Properly specced/geared stun duration can be over 8 seconds. Most stuns are also instant. Given the nature of stuns not breaking on damage I fully expect them to take the place of old style maintained holds.
Taser Arrow, Glossolalia, TK Maelstrom and more do not proc Sentinel Mastery.
Locust Swarm and Tanglecoil Launcher do not deal damage as long as the target is paralyzed despite the tooltip saying so. The damage lasts for a set duration, which may be much shorter than the paralyze depending on gear/spec, or until the paralyze is broken... whichever happens first.
Confuses are not affected by +CC Str.
Hold mechanics:
It still takes 3 stacks of hold resist to be immune to holds, except for the 2 second window between each stack gain. The same code is supposed to be in place for knocks. It's all designed to prevent perma-lockdowns until defeat, which is something many people (myself included) have asked for.
Against even Villain level mobs hold health is substantially increased. I was able to deal just over 6k damage (in 1.5k hits fully charging Dragon's Claws) before breaking a rank 3 Electrocute. Before it would only take around 1.5k damage.
Even active offenses are not enough to break rank 3 paralyze or incapacitate type holds leading me to believe hold health vs players has also been increased.
Incapacitates:
I like the maintained hold -> incapacitate change for the most part. Ideally the damage would continue to tick even after the hold is broken. However, assuming CC resist gear/specs get fixed they'll still be difficult to break out of, keeping their usefulness even in PvP. They're no longer IWIN or lolockdown buttons. That's a good thing.
As far as Ego Storm is concerned just because one target breaks free does not mean the others are not held anymore. The maintain ends but the hold is still there unless all targets were damaged equally by some other power besides Ego Storm.
At least for PvE purposes the damage on the incapacitates is not inconsequential either.
Stuns
The problem as I see it now is what to do about stuns. Properly specced/geared stun duration can be over 8 seconds. Most stuns are also instant. Given the nature of stuns not breaking on damage I fully expect them to take the place of old style maintained holds.
Did something change since testing it just yesterday? I will gladly go retest, but the strength of the hold was in fact NOT affected when i tried it pre and post patch. My toon has more "incipacitates" than pure single target holds, but perhaps the holdstrength formula is broken against incapacitates and hot holds themselves? Ugh.. i don't even want to log in to test after seeing my character decimated.. but i will.. For Science.
Again you CAN NOT undo specializations without doing a full reset from the debugger guy outside the power house. I was wanting to test pretty much the same spec tree with 2 different passive and when i went to undo it only showed the last power i picked and not the specializations. Now i have to do a full reset again before i can change any of the choices. There has got to be a better way to redo specializations. This is getting frustrating. And i'm sure on live it will be even worse.. Can't change 1 spec to see how it performs without doing a full retcon.
After playing around with it some more i realized it would bug out even if i didn't change any of the stats. Once i committed specs if i undid 1 power choice the stat choices would get messed up again. I accidentally picked field surge and when i took it off i noticed the specialization option was there again next to train up and when i selected it my spec choices were missing again.
Wwwoow... People ask that they make holds more valuable in PvE and they in turn make another class of holds completely useless. Now it's basically Stuns, Knocks or GTFO. Seriously, I'm getting up to 4 second stuns without trying, and they go and gimp maintained holds for no goddamn reason.
Ok, where to start... Holds don't need to be stronger on Henchmen, they need to have some sort of effect on Supervillain and higher enemies. Even in CoX they didn't have full CC immunity, AVs and the like would get periods of very high resistance and periods of low resistance that could be easily broken through.
Having maintained holds break when the target breaks free is the MOST IDIOTIC idea I've EVER seen. It needs to DIE IN A FIRE WHILE BEING SHOT BY LASERS. It's bad enough that teammates can make a target hold immune with weak holds so when you drop your stronger one on them it doesn't do jack squat, but now just by your target breaking out it can completely stop your maintain? I didn't think I'd ever say this, but I'll be retconning out of... Well, everything of the type if this goes live, and putting them in the "this power is useless" box.
Nice to know my fire character now has two, possibly three powers there's no point to having in his build. Heatwave's been gutted, Flashfire's been gutted, and Pyre has been partially gutted.
EDIT: Quoting for truth a bit of text from another thread.
New Patch has all the same math as above. It also adds "Inturrupt" hold type. And this "new" gem.. "If ANYONE breaks free of your hold the power is inturrupted"..
So I Ego Storm a group of opposing players.. ONE of them has CC resist gear. My Ego Storm breaks and goes back to a 16 second cooldown. Also ALL the players recieve a stack of hold resistance making them more likely to break free of any subsequent holds.
- -
This is the dumbest most asinine bull**** I've ever seen. I am not renewing my subscription champions online because of it. You would have done better to remove all hold powers completely. At least then I wouldn't be allowed to think that "be the hero you want to be" is even an OPTION.
When I'm agreeing fully with Jaybezz, it's a pretty good sign the pooch, hath been screwed. This. This 100 times over.
Personal Force Field is not scaling with tank role. the amount of HP you have changes but the amount of persona force field hp. Besides all the other issues that make it a weak pick as a defensive power at least make it scale correctly with its role.
Missions from SOCRATES Alert: Grab, Smash and Burst are completing with only one Alert completion instead of 3 as the mission suggests needs to be done.
With the patch going live Friday, it seems late in the game to be revamping CC.
I can tell the devs are working hard, but its looking like they are going to have to drop another "kitchen sink" patch on Friday and clean up the fallout over the fallowing months.
Huh... briefly lookin at those Incapacitate powers.... All but Ego Storm look like they are single target attacks. The rules for Incapacitate being interrupted would be fine for that, but certainly kills Ego Storm since it's an AoE.
Ugh. I can now sympathize with the Muni crowd...
When they came for munitions i said nothing because I was not a munitions player.
When they came for telepathy i said nothing because i was not a telepathy player.
..
When they came for.. wait are there any players left?
Taser Arrow, Glossolalia, TK Maelstrom and more do not proc Sentinel Mastery.
Locust Swarm and Tanglecoil Launcher do not deal damage as long as the target is paralyzed despite the tooltip saying so. The damage lasts for a set duration, which may be much shorter than the paralyze depending on gear/spec, or until the paralyze is broken... whichever happens first.
Confuses are not affected by +CC Str.
Hold mechanics:
It still takes 3 stacks of hold resist to be immune to holds, except for the 2 second window between each stack gain. The same code is supposed to be in place for knocks. It's all designed to prevent perma-lockdowns until defeat, which is something many people (myself included) have asked for.
Against even Villain level mobs hold health is substantially increased. I was able to deal just over 6k damage (in 1.5k hits fully charging Dragon's Claws) before breaking a rank 3 Electrocute. Before it would only take around 1.5k damage.
Even active offenses are not enough to break rank 3 paralyze or incapacitate type holds leading me to believe hold health vs players has also been increased.
Incapacitates:
I like the maintained hold -> incapacitate change for the most part. Ideally the damage would continue to tick even after the hold is broken. However, assuming CC resist gear/specs get fixed they'll still be difficult to break out of, keeping their usefulness even in PvP. They're no longer IWIN or lolockdown buttons. That's a good thing.
As far as Ego Storm is concerned just because one target breaks free does not mean the others are not held anymore. The maintain ends but the hold is still there unless all targets were damaged equally by some other power besides Ego Storm.
At least for PvE purposes the damage on the incapacitates is not inconsequential either.
Stuns
The problem as I see it now is what to do about stuns. Properly specced/geared stun duration can be over 8 seconds. Most stuns are also instant. Given the nature of stuns not breaking on damage I fully expect them to take the place of old style maintained holds.
Hmm.. Kontrol doesn't have any damage dealing powers that aren't holds so it's impossible for me to test myself. perhaps someone with low DPS will test with me?
Radiance (energy builder) still does not proc revitalize specialization under INT mastery tree and rmoving powers still causes the allocated specs points to be removed and no way to reallocate them back.
also not working wich Kinetic Darts.
and guys i know your working hard but fix that sentinal aura realy its a big pvp problem
and guys i know your working hard but fix that sentinal aura realy its a big pvp problem
I'm concerned about Open mission math. Please tell me that these points will not be included. It's already a huge bug to have Illumination while playing in Takofanes etc. but worse now you add sentinel mastery and DPS/Tanking will never get first place.
Open mission competition is a fun unique system to your game. Don't kill it by allowing people to win just by showing up and using Sentinel Mastery/Illumination
Some of the costume unlocks from the recognition vendors are male only, and some of them have names that don't clearly match up with what's being unlocked. Either the names of the items, or the names of the unlocks in the tailor should be changed to line up with the other, and if the items that are male only aren't going to also be available to female characters, this should also be marked in the name of the item that unlocks the piece.
Taser Arrow, Glossolalia, TK Maelstrom and more do not proc Sentinel Mastery.
Locust Swarm and Tanglecoil Launcher do not deal damage as long as the target is paralyzed despite the tooltip saying so. The damage lasts for a set duration, which may be much shorter than the paralyze depending on gear/spec, or until the paralyze is broken... whichever happens first.
Confuses are not affected by +CC Str.
Hold mechanics:
It still takes 3 stacks of hold resist to be immune to holds, except for the 2 second window between each stack gain. The same code is supposed to be in place for knocks. It's all designed to prevent perma-lockdowns until defeat, which is something many people (myself included) have asked for.
Against even Villain level mobs hold health is substantially increased. I was able to deal just over 6k damage (in 1.5k hits fully charging Dragon's Claws) before breaking a rank 3 Electrocute. Before it would only take around 1.5k damage.
Even active offenses are not enough to break rank 3 paralyze or incapacitate type holds leading me to believe hold health vs players has also been increased.
Incapacitates:
I like the maintained hold -> incapacitate change for the most part. Ideally the damage would continue to tick even after the hold is broken. However, assuming CC resist gear/specs get fixed they'll still be difficult to break out of, keeping their usefulness even in PvP. They're no longer IWIN or lolockdown buttons. That's a good thing.
As far as Ego Storm is concerned just because one target breaks free does not mean the others are not held anymore. The maintain ends but the hold is still there unless all targets were damaged equally by some other power besides Ego Storm.
At least for PvE purposes the damage on the incapacitates is not inconsequential either.
Stuns
The problem as I see it now is what to do about stuns. Properly specced/geared stun duration can be over 8 seconds. Most stuns are also instant. Given the nature of stuns not breaking on damage I fully expect them to take the place of old style maintained holds.
Far more eloquent then anything I'd write. I'm kinda feeling a similar groove. Hadn't had a chance to change my "Haha debuffs!" build from ego hold to taser arrows to see if the other things don't proc or do proc.... would you know off-hand if wither/trapped/vulnerability are working with the arrows? If not I'll just throw together something to test it.
I still think it's odd that I'll lose my ego storm a couple ticks in if something drops dead.
Personal Force Field is not scaling with tank role. the amount of HP you have changes but the amount of persona force field hp. Besides all the other issues that make it a weak pick as a defensive power at least make it scale correctly with its role.
Sorry, but I don't think there is any passive scaled by role.
With the patch going live Friday, it seems late in the game to be revamping CC.
I can tell the devs are working hard, but its looking like they are going to have to drop another "kitchen sink" patch on Friday and clean up the fallout over the fallowing months.
Nonono ... it means "you guys can blame as much as you can during this weekend -- before somebody can change it."
Some of the costume unlocks from the recognition vendors are male only, and some of them have names that don't clearly match up with what's being unlocked. Either the names of the items, or the names of the unlocks in the tailor should be changed to line up with the other, and if the items that are male only aren't going to also be available to female characters, this should also be marked in the name of the item that unlocks the piece.
Using the default Akira Jazz costume and only swapping the head type made it so that when he did the Stand Still Head Animations, his head would bleed through, if I made his head really small and puffed out the chest, he would be okay but looked weird/out of scale. Sadly, I am not sure if this is a bug so much as an expected clipping issue that we have been long warned about that we would get if Cryptic gave us all the parts we wanted.
Comments
Bug:
On the character select screen, you fixed the characters clipping into the roof....but now they're hovering a few feet above it. Not all of my characters have flight ;P.
Problem is, preventing chain holds isn't the only thing the change is doing.
The last thing that should be happening is that a mob or player gains an advantage because you tried to hold them, someone resisted it (particularly for AOE holds), they gain immediate immunity and your hold goes on cooldown as insult to injury.
So you use a power, they get immediate immunity to that power and any other hold, you wasted the energy on the power and it goes on cooldown so you can't use it for a while. The real kicker? They didn't have to do anything to gain this advantage other than slotting some gear and maybe making a menacing look at their keyboard...maybe, not sure on the last part.
I think the new changes without the cc resist gear is a better overall balance.
Let me guess, Enrage is going to be an on-next hit power which boosts single target melee crushing damage based on STR and has a 1 minute cooldown?
Problem is caused by Stun. Stun should not be considered as a sort of HOLD.
From my view, CC strength and resist should work like:
Assume a power has "basic CC duration" and "basic CC Strength"
The duration on target can be: (Basic CC Duration) x (1 + Caster's CC strength Bouns - Target's CC resist)
The strength of escape : (Basic Escape Strength) x (1 + Influenced Target's CC Resist - Power's Basic CC strength)
----
I think the gears are fine. Problem is that Cryptic doesn't make it work well. Worst is the hold change completely kills all hold/stun effects.
Actually, it seems like no stuns are.
Aside from that, the stun changes seem fine in PvE (because they weren't changed much).
The hold changes, as much as I hate Ego Storm, are way overboard.
At the very least, remove the "breaking the hold interrupts the maintain" thing. That's just asinine.
This would actually be a positive change in my view. Then they could nuke Focus.
An then nuke everything else that is maybe still fun in the game, so that the grind is all thats left, and we
need 2 minutes to kill one henchmen .. wouldn't that be great
Taser Arrow: No cooldown, deals damage, deals endurance damage, and paralyzes. The paralysis can even happen on a tap, though it's random chance. At full charge paralyze chance is 100%. If you want a debuff vehicle, this is it.
Also check ice-burst with "Freeze Dirtbag" is an instant firing paralyze, deals damage, deals damage in an AOE, and tosses everything near the primary target. I used to use that all the time as an interrupt. It has a cooldown, but it is a .5 second paralyze.
Something I thought of over the night is taking those spec skills, taking electrocute with superconductors. Zapping a foe, and then blasting away with lightning arc. Might be interesting. I haven't tried yet.
As someone who likes to abuse gas arrows, I would rather much like to see stun and paralyze resistances on seperate tracks. That way I don't screw over any chance of tactical control if I lead off with a broad area randomized stun like gas arrows with advantage.
A lot of those spec tree skills I was talking about earlier apply on other ontrols. Paralyze seems to apply on all 3, but if you snare, root, or sleep you get some credit too on that build. Heck, frost breath with frost bite might have some interesting applications there.
Incaps are pretty darn nerfed. They need to be built back some. First off, work it into some of the spec tree stuff so you get bonuses applied for using it as a control-specced character like other CC options. Secondly, interrupt on break free needs some work, ego storm specifically is taking the short end of the stick on this deal. Granted ego storm before nerfs was a bit much, adjusting it is a step in the right direction, it just needs further adjustements back up.
That enrage change sounds great!
Do the same thing to focus!
Sekimen wow kudos on the great idea!
May be the typical "no one's been to the zone yet so it has to load the entire zone" thing, but I'm surprised that no one's been to MI yet on this PTS build, since I know people were farming enemies there late last night.
Let me restate. Your new hold system sucks. As someone who picked UP this game to play a mez telepath you have lost all my faith in the ability to provide this experience.
You want Specific Feedback "constructive" feedback?
Holds take 1 second to take effect? In a game where rapid response time is key, waiting a FULL second for anything is the difference between life and death for squishy toons. Since Support is the role encouraged for maximum holds and is generally squishy this is a huge "nerf". In PvP it makes all holds pointless because by the time my hold takes effect the opponent is already stabbing me to death.
Hold Strength does not increase the STRENGTH of the hold (the amount of effort it takes to breakfree) but hold hold resistance DOES affect the STRENGTH of the hold. This is an apples and oranges system. You can buy as many oranges as you want and it DOES cost you the ability to do other things (cant slot +CCStrength for free can we?) but it will not make an apple pie. How do these two functions not even correlate to each other?
I spend a power point and probably 4-5 advantages in a power and the power has a huge cooldown.. but whenever I use it it doesn't even HIT the target because they've broken free and my power is broken.
You added a root to ego choke while simultaneously making the enemy break free after a mandatory time period.. So I can hold them but by the time the hold is over I can't even get to them oh and now they're immune and more resistant to being held again. So I am vulnerable to any and everything while using the power and the power wont even give every tick of the hold NOR the damage.
Bindings vs any other single target hold.. No cooldown? and it's not even in telepathy.. the set expected to have the best holds.
Champions Online: We hate telepaths (but love stabby ninjas and poison)
Let me sum that up for you - Psi Lash, nerfed. Ego Blast, nerfed. Ego Placate nerfed. Mind Lock, nerfed. Psychic Vortex, nerfed. Collective will, nerfed. Ego Storm, nerfed. All nerfed to complete uselessness.
So we're left with Empathic Healing, Ego sprites, Psionic Healing, Mindful Reinforcement and Mind Link.. if i were to play a healer why would I choose ANY of these powers over their alternatives.
Oh yeah.. were not gonna give you a passive, active offense nor active defense in set so have fun with level progression using all those useless powers.
I have been saying the SAME thing about this game since launch and it falls on deafer and deafer ears. You have no intention of "gettting it right" so I suppose you intend to get left.
Exactly, it takes an entire playstyle that was barely even represented in CO and completely throws it out the window.
It seems like the ONLY type of player feedback that went into these changes was "being held is not fun", so they gave them hold immunity and made the holds even crappier than ever in case that immunity wasn't enough. Which goes along nicely with the ONLY type of tactic or playstyle Cryptic dev's seem to understand--tank'em and spank'em!
This. I know you cryptic guys really don't care about pvp but this is ridiculous. Even in PvE the holds are worthless now, as I imagine are THOUSANDS of peoples concept toons. Who on your dev team thought these changes to holds were even remotely close to being a good idea? This build is terrible, and if no one starts a petition to have these changes revoked I gladly will.
Also, as someone stated earlier, stuns shouldn't be considered a type of hold or CC.
I thin there is bug in the forum software as a lot of feedback is disapearing. :rolleyes:
The devs have shown that they love the tank and spank playstyle, evidenced by the alerts.
Complex gameplay is not Cryptic's strong point as a developer, if you are looking for that gameplay I suggest you begin to seek it elsewhere.
But the rest? Not so much. You've given them a purpose against things that can't be held...but then completely gutted their original purpose.
I like expanding our arsenal of available debuffs, but I'd rather you not completely nuke holds into uselessness.
Also, please fix the hold specs to work with Stuns.
What is your propsed solution?
I had "The Greyskull" and his chest was empty/not flashing when defeated.
Also, are we no longer getting any tokens or recognition for defeating Shadow Destroyer, all he dropped for whole team was a single 12% catalyst item?
Get away from the Quantitative hold system that counts how MANY holds are placed on a target, and get to a qualitative system where the quality of your hold (and your opponents hold resistance) is important.
I agree with MUCH of @Wickedwillows suggestion in these forums. One hold who's strength can be added or subtracted. Then grant 6 seconds of ONE buff of hold immunity. If that 200HS hold is a stun, then it's not going to be as effective as a 1200HS Electrocute. if you put points in HS then they should be counted.
The problem with Ego Storm is if I slap it on you and four other people and only you resist it immediately everyone is set free and now hold immune. Everyone else should still be held if only you resisted, the hold shouldn't be rendered completely inert because of one target.
Good news though everyone! Confuses remain the same.
Your The_Last is showing, LOL.
Locust Swarm and Tanglecoil Launcher do not deal damage as long as the target is paralyzed despite the tooltip saying so. The damage lasts for a set duration, which may be much shorter than the paralyze depending on gear/spec, or until the paralyze is broken... whichever happens first.
Confuses are not affected by +CC Str.
Hold mechanics:
It still takes 3 stacks of hold resist to be immune to holds, except for the 2 second window between each stack gain. The same code is supposed to be in place for knocks. It's all designed to prevent perma-lockdowns until defeat, which is something many people (myself included) have asked for.
Against even Villain level mobs hold health is substantially increased. I was able to deal just over 6k damage (in 1.5k hits fully charging Dragon's Claws) before breaking a rank 3 Electrocute. Before it would only take around 1.5k damage.
Even active offenses are not enough to break rank 3 paralyze or incapacitate type holds leading me to believe hold health vs players has also been increased.
Incapacitates:
I like the maintained hold -> incapacitate change for the most part. Ideally the damage would continue to tick even after the hold is broken. However, assuming CC resist gear/specs get fixed they'll still be difficult to break out of, keeping their usefulness even in PvP. They're no longer IWIN or lolockdown buttons. That's a good thing.
As far as Ego Storm is concerned just because one target breaks free does not mean the others are not held anymore. The maintain ends but the hold is still there unless all targets were damaged equally by some other power besides Ego Storm.
At least for PvE purposes the damage on the incapacitates is not inconsequential either.
Stuns
The problem as I see it now is what to do about stuns. Properly specced/geared stun duration can be over 8 seconds. Most stuns are also instant. Given the nature of stuns not breaking on damage I fully expect them to take the place of old style maintained holds.
lol wheres the Futurama PvP game?
you are confused if you think confuses are the top tier of crowd control.. i'm afraid the answer you were looking for is knock-up/back.
Did something change since testing it just yesterday? I will gladly go retest, but the strength of the hold was in fact NOT affected when i tried it pre and post patch. My toon has more "incipacitates" than pure single target holds, but perhaps the holdstrength formula is broken against incapacitates and hot holds themselves? Ugh.. i don't even want to log in to test after seeing my character decimated.. but i will.. For Science.
Its a suppository.
After playing around with it some more i realized it would bug out even if i didn't change any of the stats. Once i committed specs if i undid 1 power choice the stat choices would get messed up again. I accidentally picked field surge and when i took it off i noticed the specialization option was there again next to train up and when i selected it my spec choices were missing again.
Ok, where to start... Holds don't need to be stronger on Henchmen, they need to have some sort of effect on Supervillain and higher enemies. Even in CoX they didn't have full CC immunity, AVs and the like would get periods of very high resistance and periods of low resistance that could be easily broken through.
Having maintained holds break when the target breaks free is the MOST IDIOTIC idea I've EVER seen. It needs to DIE IN A FIRE WHILE BEING SHOT BY LASERS. It's bad enough that teammates can make a target hold immune with weak holds so when you drop your stronger one on them it doesn't do jack squat, but now just by your target breaking out it can completely stop your maintain? I didn't think I'd ever say this, but I'll be retconning out of... Well, everything of the type if this goes live, and putting them in the "this power is useless" box.
Nice to know my fire character now has two, possibly three powers there's no point to having in his build. Heatwave's been gutted, Flashfire's been gutted, and Pyre has been partially gutted.
EDIT: Quoting for truth a bit of text from another thread.
When I'm agreeing fully with Jaybezz, it's a pretty good sign the pooch, hath been screwed. This. This 100 times over.
Missions from SOCRATES Alert: Grab, Smash and Burst are completing with only one Alert completion instead of 3 as the mission suggests needs to be done.
I can tell the devs are working hard, but its looking like they are going to have to drop another "kitchen sink" patch on Friday and clean up the fallout over the fallowing months.
When they came for munitions i said nothing because I was not a munitions player.
When they came for telepathy i said nothing because i was not a telepathy player.
..
When they came for.. wait are there any players left?
Hmm.. Kontrol doesn't have any damage dealing powers that aren't holds so it's impossible for me to test myself. perhaps someone with low DPS will test with me?
Frenzy in Supernatural Bestial is not classified as a combo power even though it clearly is a combo power.
Was just getting ready to post this myself.
also not working wich Kinetic Darts.
and guys i know your working hard but fix that sentinal aura realy its a big pvp problem
I'm concerned about Open mission math. Please tell me that these points will not be included. It's already a huge bug to have Illumination while playing in Takofanes etc. but worse now you add sentinel mastery and DPS/Tanking will never get first place.
Open mission competition is a fun unique system to your game. Don't kill it by allowing people to win just by showing up and using Sentinel Mastery/Illumination
Some of the costume unlocks from the recognition vendors are male only, and some of them have names that don't clearly match up with what's being unlocked. Either the names of the items, or the names of the unlocks in the tailor should be changed to line up with the other, and if the items that are male only aren't going to also be available to female characters, this should also be marked in the name of the item that unlocks the piece.
Far more eloquent then anything I'd write. I'm kinda feeling a similar groove. Hadn't had a chance to change my "Haha debuffs!" build from ego hold to taser arrows to see if the other things don't proc or do proc.... would you know off-hand if wither/trapped/vulnerability are working with the arrows? If not I'll just throw together something to test it.
I still think it's odd that I'll lose my ego storm a couple ticks in if something drops dead.
Sorry, but I don't think there is any passive scaled by role.
Nonono ... it means "you guys can blame as much as you can during this weekend -- before somebody can change it."
...ugh. Or they could make them for both genders.
Barring that, I am behind this request.
http://i.imgur.com/jHxuU.jpg
BUG? Animation issues with Superconductor Helmet
Using the default Akira Jazz costume and only swapping the head type made it so that when he did the Stand Still Head Animations, his head would bleed through, if I made his head really small and puffed out the chest, he would be okay but looked weird/out of scale. Sadly, I am not sure if this is a bug so much as an expected clipping issue that we have been long warned about that we would get if Cryptic gave us all the parts we wanted.