PTS update FC.31.20120928.2
This build is scheduled to hit PTS by 9:00pm PST on 9/28/12
Greetings!
After some quiet time die to all of the Anniversary event happenings, we're back with some new goodness for you.
In today's PTS build, we roll out the first iteration of the next vehicle-centric mission, tentatively titled: "Until Carrier Defense"!
We're looking for feedback on this mission's difficulty level, and possible visual issues.
In addition to this mission, G-Crush has made some changes to Telepathy powers.
Please note that this build contains a different code base, and thus, you may notice random issues while playing though content.
Please format any bugs you find in the following format: Bug
Where it happens
What happens
"Until Carrier Defense"!
This all-new vehicle mission pits you, and nine of your fellow heroes against an onslaught of Destroyer bots hell-bent on taking down an Until air fortress along with everyone inside it. Survive 15 grueling minutes of an all-out onslaught, including a final boss appearance that will challenge even the most seasoned heroes.
Notes:
-You can find the instance in the Alerts menu (mission name "Carrier Defense")
-This mission requires 8 players to start, but is optimized for 10 skilled players.
-Please not that this mission requires either vehicles, or a flight travel power variant. Before embarking on this mission, please make sure you select a vehicle form Ren Center, or an appropriate flight travel power.
(Once this hits Live, player will be granted temporary vehicles)
Telepathy:
Mental Storm now paralyzes instead of stuns. This paralyze duration scales on charge time. This power now has a 1.83 second charge.
Celestial:
Imbue has now been reworked into an active offense. This power now grants up to 30% bonus critical chance and severity. This bonus is based upon your health at the time of activation.
Gadgeteering:
Bolas is now properly tagged as a control power.
Critters:
Shadow Destroyer (nemcon) should shift dimensions properly now.
Known Issues:
-The Carrier mission is an early build, so player may notice placeholder/incomplete assets(audio, geometry, costumes, etc.).
-The carrier's engine geometry is placeholder, so for now make sure you protect the fish trucks!(and pretend they're cryogenic rocket engines)
Oooh is it like Cloud Base from Captain Scarlet? Lemme get my angels to go see!
Imbue has now been reworked into an active offense. This power now grants up to 30% bonus critical chance and severity. This bonus is based upon your health at the time of activation.
Giggle giggle will this please everyone or no-one?
_____________
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
Celestial:
Imbue has now been reworked into an active offense. This power now grants up to 30% bonus critical chance and severity. This bonus is based upon your health at the time of activation.
Ok first...
YES ITS ABOUT TIME HURRAY!!!!!!!!!!
Second,
Looking at the numbers "grants up to" could use an elaboration, Whats the base? At what point does it max?
Word from peers is that "30% is reached with 40% hp, and at max hp it is 12%" The numbers sound like they need to be toned down, made more radical, I think it should be 30% at 30% hp and 8% at max hp, not only that, but this sounds like it obsoletes LocknLoad, can you do something about that?
Oh imbue. Will you finally be worth it to me and not be abusive as you were in the past?! And what of Unity mishes with vehicluar manslaughtering? did somebody say twisted metal referrences? ALL THIS AND MORE ON CHAMPIONS:ONLINE *dramatic pose*
Still though yea I am definitely visiting the PTS tonight it seems.
The carrier defense sounds cool. Would it be possible to make the carrier solid so players could, if they chose to, fight on its deck? What if we could man gun turrets on said carrier's deck?
Barring that, I suggest temporary UNTIL jetpacks, (possibly w/ a new unlockable jetpack costume piece(s)).
Another cool idea would be to have escort jets strategically placed around the carrier that heroes could fight on the backs of.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
The carrier defense sounds cool. Would it be possible to make the carrier solid so players could, if they chose to, fight on its deck? What if we could man gun turrets on said carrier's deck?
Barring that, I suggest temporary UNTIL jetpacks, (possibly w/ a new unlockable jetpack costume piece(s)).
Another cool idea would be to have escort jets strategically placed around teh carrier that heroes could fight on the backs of.
That is great to hear! Any chance of getting a teleporter up to said deck, kinda like how you get onto Cyberlord's skiff?
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
Welp, another power butchered thanks to a deluge of tears from a minority intent on whining until the destruction of every power worth a damn, one after another. No, fixing it wouldn't do, nerfing it wasn't enough, they had to take a hack saw to it and dismember it, because that's what Cryptic does best.
RIP On-Next-Hit powers, 9/28/2012.
Imbue will be remembered as the Alamo of On-Next-Hits, the one that held out valiantly, long after all else had fallen around it. Sadly, there will be no inspired rallying for a greater On-Next-Hit future, just the silent death cries of the last of its kind.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
Oh, and PS: I didn't even use this power, sans one character that I don't even play anymore. Almost never enough room for it, a selection of thematic attacks, the absolutely neccesary defensives, a form toggle and whatever odds and ends a build demands.
I just think it's pitiful, disgusting and utterly unsurprising that once again, as I had predicted- which is really no feat given the history of how cryptic handles power changes- another power gets hit with the idiocy of karmic balance and the heavy side of the nerf sledgehammer.
Meanwhile, unbreakable still blows, Thermal Reverb is still broken, etc.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
Oh, and PS: I didn't even use this power, sans one character that I don't even play anymore. Almost never enough room for it, a selection of thematic attacks, the absolutely neccesary defensives, a form toggle and whatever odds and ends a build demands.
I just think it's pitiful, disgusting and utterly unsurprising that once again, as I had predicted- which is really no feat given the history of how cryptic handles power changes- another power gets hit with the idiocy of karmic balance and the heavy side of the nerf sledgehammer.
Meanwhile, unbreakable still blows, Thermal Reverb is still broken, etc.
Imbue was a bad idea from the start - a power that guarantees that your next attack will crit... that didn't seem a bit "off" to you?
I just wish they'd give Celestial the full review it deserves...
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
Imbue was a bad idea from the start - a power that guarantees that your next attack will crit... that didn't seem a bit "off" to you?
I just wish they'd give Celestial the full review it deserves...
Not really. Everything that was wrong with the power was due to bugs. Gaining additional crit from your base severity and procing on multiple powers is why it was broken. Remove that and as best it's a boost to healing or damage on one power, which isn't exactly going to shoot you up the side of a DPS chart by itself. Heck, with every build in the game specing for crits now, it might actually nerf your DPS assuming it worked right and gave you the right amount of severity.
It was also the last viable On-Next-Hit, at least in PvE. There's a reason why you see Sonic Device and Toxic Nanites so rarely: It's because they suck.
I remember back when you could make interesting synergies and even full builds designed around On-Next-Hits. I had one that killed things with its energy builder. I had a guy that literally went around and used Gadgeteering's energy builder with Toxic Nanites and Sonic Device. It was awesome, it was thematic, it was fun. And then they killed it.
This is why we can't have nice things.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
Welp, another power butchered thanks to a deluge of tears from a minority intent on whining until the destruction of every power worth a damn, one after another. No, fixing it wouldn't do, nerfing it wasn't enough, they had to take a hack saw to it and dismember it, because that's what Cryptic does best.
RIP On-Next-Hit powers, 9/28/2012.
Imbue will be remembered as the Alamo of On-Next-Hits, the one that held out valiantly, long after all else had fallen around it. Sadly, there will be no inspired rallying for a greater On-Next-Hit future, just the silent death cries of the last of its kind.
Imbue grants 12% more crit chance and severity for 12 seconds, at rank 1, this is a nerf? This looks amazng for DPS builds, better than LocknLoad for sure.
Quit crying about this nerf/retool, Imbue's major issue was that it was bugged, yes, but there is also an issue that you can get its cooldown to below 20 seconds, making it recklessly effective.
Not really. Everything that was wrong with the power was due to bugs. Gaining additional crit from your base severity and procing on multiple powers is why it was broken. Remove that and as best it's a boost to healing or damage on one power, which isn't exactly going to shoot you up the side of a DPS chart by itself. Heck, with every build in the game specing for crits now, it might actually nerf your DPS assuming it worked right and gave you the right amount of severity.
Another issue was that it scaled on Con, the most defensive stat in the game, giving DPS to defense with an easy to click power isn't exactly fair.
It was also the last viable On-Next-Hit, at least in PvE. There's a reason why you see Sonic Device and Toxic Nanites so rarely: It's because they suck.
I'll give you toxic Nanites, but I see Sonic device fairly often, its an extra damage proc with a standard stun.
I remember back when you could make interesting synergies and even full builds designed around On-Next-Hits. I had one that killed things with its energy builder. I had a guy that literally went around and used Gadgeteering's energy builder with Toxic Nanites and Sonic Device. It was awesome, it was thematic, it was fun. And then they killed it.
This is why we can't have nice things.
Do you think that was balanced? Do you ever see WHY they change things?
Appears to be a lot of telepathy changes that weren't documented, can we get the notes updated in this thread?
EDIT: Speaking of Undocumented, now that imbue is an Active Offense, it needs to be standardized with other AOs, breakfree damage and +alldamage%, lower the crit/sev to compensate as needed, but I feel this is important to keep sandard with all AOs.
Imbue grants 12% more crit chance and severity for 12 seconds, at rank 1, this is a nerf? This looks amazng for DPS builds, better than LocknLoad for sure.
"Better than LocknLoad" isn't saying much. It's kinda funny you mentioned this, because given the builds LocknLoad is usually used it, they've managed to make the power sub par AND obsolete other sub par powers. It's so fun being someone who builds to theme, and watching an already underpowered power become out competed by something that doesn't really fit your character.
But hey, why not! I'm already using glowy **** Conviction on my Dual Pistol character, thanks to the fact there's so few good self healing options that don't have obnoxious auras or ridiculous requirements. Not like another aura on a character who I made a point of trying to make as auraless as possible to begin with matters at this point.
Quit crying about this nerf/retool, Imbue's major issue was that it was bugged, yes, but there is also an issue that you can get its cooldown to below 20 seconds, making it recklessly effective.
Quit crying about Imbue.
Anyway, let's consider your average build, shall we? Not those ridiculous broke as hell things that run about PvP or are used by people who really should find another game to play and stop ruining ours.
5K defile, that's not bad. That is over THREE TIMES the base damage of R3, IIRC. I picked Defile because it's not Force Cascade, but it's also not your ******n energy builder. Alright, Imbue pushes that to about double, on a 20 second timer. 10K hit, nice stuff. So every 20 seconds, you get an extra 5K damage. Divide that 5K by 20, to get your DPS, and you'll get... Well, a number that's pretty ****ing underwhelming. You could double that number, and only then would things start looking funky.
Note I used BROKEN IMBUE here. The one that's benefiting from base severity.
Another issue was that it scaled on Con, the most defensive stat in the game, giving DPS to defense with an easy to click power isn't exactly fair.
So does every offensive passive. Heck, you can stack stupid amounts of CON and STILL get good crits. You have no point. Wanna bring up toggles? Concentration scales to INT. INT does a WHOLE LOAD of awesome stuff.
I'll give you toxic Nanites, but I see Sonic device fairly often, its an extra damage proc with a standard stun.
Yeah, you see Sonic Device because you PvP. In PvE? Hahaha, don't make me laugh.
No, they really did put the final nail in the coffin for On-Next-Hits, while completely changing a power into something it's not, and many will take objection to. And that's what the biggest problem is here. It's something a good game developer just wouldn't do.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
I am an imbue cryer, cause I loved that power, course I never had a huge amount of crit severity to begin with due to using other mods. Oh well, another Build killed, wont be the last...back to TOR for me.
The PTS iteration of Imbue currently has a myriad of fantastic uses for everyone but Celestial itself at the moment.
If your group is overhealed, it never gets a chance to shine.
If your group is in need of healing and you are in great shape, you will get very little benefit out of this, unless...
You spam iniquity to engineer the low HP situation. This presents a problem. While you are doing this, it causes you to attract enemy fire fast, causing you to be obliterated before you can ride that awesome critical effect.
Possible solutions? (seperate and not simultaneous)
-Cause critical hits of iniquity to bounce health back. (slows down hp loss, least compatible with all builds)
-Cause imbue to phase the user, protecting them from harm for 2 sec.
or make all enemies forget threat from the user. Reference Escape Artist from Evasive Maneuvers.
-Bake the threat reduction into imbue and look for something more interesting to make into an advantage.
Celestial:
Imbue has now been reworked into an active offense. This power now grants up to 30% bonus critical chance and severity. This bonus is based upon your health at the time of activation.
Egads, another Active Offense, do we really need this?
I suspect this was all for ease of change, and that 'fixing' Imbue was like unfurling a mile of yarn or something. You guys have certainly been going horizontal in addressing it's issues. This is indeed the penultimate side-step.
Grats to those whose game-lives will improve due to this. Probably mostly PvPers. This'll certainly 'fix the bug' mmm?
On the new power:
It isn't an AO.
This doesn't act like any AO at all, it does nothing other than buff crits. No flat bonus, no break free. So lose the AO part entirely and reduce it's cooldown some. It shouldn't be competing with AOs at all.
Do not see how this outshines any AO including Lock n Load because it does not have those various components above nor Lock n Load's energy benefit (seems to be considered quite useful to some builds like PA DPS). Any comparison there is a stretch.
The effect of the new Imbue alone is marginal at full health. And ranks do far far far too little right now, guys. + 3 sec duration is laughably useless on it's own. Come on.
Suggest boosting it's base, it's base per rank, and it's max bonus. Ego Surge with ADV adds 30 - 40% (estimate here) crit chance with high CON (but no severity) and Ice Sheath adds base 17% to severity (increasing with rank), and these REAL AOs have their other benefits.
Maybe base 15%, and +5% per rank. Base max 40% depending on HP. Boosting max base with rank, up to 50%, at a low level of health.
Or shifting variance some, and making it 20% base, +5% per rank, max base 30%, boosting max base per rank, up to 40%.
Celestial:
Imbue has now been reworked into an active offense. This power now grants up to 30% bonus critical chance and severity. This bonus is based upon your health at the time of activation.
I liked being able to force a crit Resurgence for my tank. And the occasional crit on Annihilate. I guess I'll remove annihilate too because the damage is lackluster all the time now. I mean its only supposed to let you crit maybe once every 20 seconds. Imbue would be fine if its bugs gets fixed.
_____________
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
Celestial:[/B]
Imbue has now been reworked into an active offense. This power now grants up to 30% bonus critical chance and severity. This bonus is based upon your health at the time of activation.
So .. what about free retcons for characters who have that power ? I guess it will again
be the same like we didn't get any free retcon when we used Aspect of the Infernal before
that was turned into something that didn't worked at all with Devour Essence :rolleyes:
Btw.: Now its also time to turn Force Cascade into an active Offense, and maybe AoPM
into a form that give +5 to all stats
I haven't tried the new version yet, but I don't think I'm in favor of this change to Imbue.
Imbue provided a way for those who were not DPS/crit builds, typically tanks or healers, to periodically pull off a big attack or heal. Now it seems like there is there is only one route to those spike attack/heals >> superstat'ing DEX/EGO.
LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
There is sure to be an emotional responce to the imbue change. Because of that i dont think it will be effective to rationalise why the changes were made because it will fall on deaf ears if some one is raging and posibly side track this thread. I dont intend to argue with those who are mad about imbue changes but instead let them vent for now.
With imbue changed, i think that puts Shadow strike at an even higher status. Maybe its time to look into that bug with smoke bomb that doubles Shadow Strikes dmg (imbue style) as that seems to be one of the last things that do old imbue level (30k+) damage on demand.
Targets of Mental Storm don't play a "held" animation when paralyzed making it hard to know who was affected.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
I'm annoyed and irritated by the change. From what I could tell, there were two main issues occurring in imbue's current incarnation.
1. Imbue failed to consume on certain heals, particularly resurge and conviction.
2. It wasn't able to remove the base 50% crit sev inherent to all characters, so instead of the percentage shown, you'd actually get that and 50%. I actually did enjoy that aspect, as it still took heavy con or pre to actually hit over 100% sev regardless.
Instead of a nice guaranteed crit, we get a power of little use. Crit sev doesn't matter if the crits don't occur, and imbue was utilized primarily for the 100% chance above all else.
I see myself having to swap to ego surge until that gets a nerf, but also a gear swap to make up for the lost severity.
It's..lackluster and totally ruined an awesome build on one of my favorite characters.
[sarcasm]Instead of hitting for 18k I only have a chance to hit for 11k. I'm so sad [/sarcasm]
Because dealing 18k for having raised your... CON... was totally justified? There should be no offense compensation for min-maxing a defense stat. If you want to hit hard:
1/ use the apporiate role
2/ use offense stats (Dex/Str/Ego)
They "ruined" the all the super CON/PRE imbue win/win builds? I say they did well. You want to hit like a train and still have 13k hp or more? You'll have to think your builds better than just stacking Con mods and picking up the magic Imbue.
Imbue provided a way for those who were not DPS/crit builds, typically tanks or healers, to periodically pull off a big attack or heal. Now it seems like there is there is only one route to those spike attack/heals >> superstat'ing DEX/EGO.
This is the old story that made sense -before- On Alert. Now even without Dex you can reach 30% critical chance and the base severity has been raised to 50% (and you can raise it with mods or specs, you don't need EGO). So no Imbue is no longer the only way to deal decent damage with a tank or a heal. Second, since On alert you can reach much higher stats scores, 550/600 isn't rare now, Imbue was never meant to scale with so high stats (remember, reaching 400 was HARD). Keeping Imbue the way it is was a mistake, since even fully defensive/support builds have now access to decent critical rate and severity they don't need on top of that to be given the possibility to deal spike damage as high as DPS builds.
Probably this change for Imbue made CON mods very expensive.
That's another possible positive effect.
Though people might want to use Ego Surge instead... Another power that doesn't make sense at all: critical chance based on... CON. :rolleyes:
Once again thanks to the new cooldown reduction gear and the super high stats (getting over 500 CON is easy) you can reach a crit rate over 80% for 15s every 40s... Turning DEFENSIVE/Tank CON based builds into crit machines is just a very bad idea. Rewarding defense with more critical hits is plain nonesense. If people choose to give priority to defense and survivability they have to deal with their own choice and should not ask for a way to keep their dps high at the same time, everything must come with a price. If you want to hit hard, you make a DPS.
I don't see much reason to take the new Imbue, except possibly for maximizing toons that are already spec'd for high crits.
If you're not already spec'd for crits, then a 12% crit chance for 15 seconds with a long cooldown is not a particularly good investment, IMHO. Ego Surge or Lock & Load are much better choices.
Basically Imbue changes from a power that was useful for tanks and healers, to one that increases the marginal effectiveness of DPS builds.
LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
Imbue has now been reworked into an active offense. This power now grants up to 30% bonus critical chance and severity. This bonus is based upon your health at the time of activation.
Hum. I don't see the point here to be based on CON. Players ask you to have tanks who can do damage without crit and severity, and you're doing a new activable offense based on CON which give... crit and severity. No sense.
Stop to give at tanks and hybrids a dps which is too much more important regards to their defense capacity, please. Who're doing the 5 man's lairs, solo ? Certainly not the other roles than principally tanks and hybrids...
END or REC are two stats which almost not taken by the players. The END or REC mods have no value. Simply do imbue based on END or REC stat. They will perhaps have an utility now.
Hum. I don't see the point here to be based on CON. Players ask you to have tanks who can do damage without crit and severity, and you're doing a new activable offense based on CON which give... crit and severity. No sense.
Stop to give at tanks and hybrids a dps which is too much more important regards to their defense capacity, please. Who're doing the 5 man's lairs, solo ? Certainly not the other roles than principally tanks and hybrids...
END or REC are two stats which almost not taken by the players. The END or REC mods have no value. Simply do imbue based on END or REC stat. They will perhaps have an utility now.
The description is not very clear, but it seems the new Imbue effectiveness is not based on your nominal health value (i.e. it doesn't matter what your max health is). It's based upon your current health % of max health. So it is least effective when you are at max health and seems to be most effective when you are at about 1/3 health. So it is not really based on CON or any stat now.
LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
I don't see much reason to take the new Imbue, except possibly for maximizing toons that are already spec'd for high crits.
If you're not already spec'd for crits, then a 12% crit chance for 15 seconds with a long cooldown is not a particularly good investment, IMHO. Ego Surge or Lock & Load are much better choices.
Basically Imbue changes from a power that was useful for tanks and healers, to one that increases the marginal effectiveness of DPS builds.
Quasimojo uses BRAIN.
BRAIN grants 500% to INTELLIGENT POST.
Quasimojo's use of BRAIN makes most of the people on forums look like idiots.
...Quasimojo was ignored, anyway.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
The description is not very clear, but it seems the new Imbue effectiveness is not based on your nominal health value (i.e. it doesn't matter what your max health is). It's based upon your current health % of max health. So it is least effective when you are at max health and seems to be most effective when you are at about 1/3 health. So it is not really based on CON or any stat now.
Perhaps. I will test this later in the day.
But, if what you say is true, a tank with 13k HP have a good spike damage when he begins the fight (or in the fight after a resurgence or other ways to up their life at 100%).
This is, again, a way to do more damage with a tank. And again with crit and severity.
Are they really need that ?
I don't know any tanks who uses end or rec. I find this is the most easy way and this give interest to these disliked stats.
Now its also time to turn Force Cascade into an active Offense
Noooooo! Not when I've just got it working for me!
Think Imbue was based on Con coz it was one of the Stats most suitable for Celestial many many many moons ago.
The description is not very clear, but it seems the new Imbue effectiveness is not based on your nominal health value (i.e. it doesn't matter what your max health is). It's based upon your current health % of max health. So it is least effective when you are at max health and seems to be most effective when you are at about 1/3 health. So it is not really based on CON or any stat now.
I read this as it's a good thing for when you're toon is heavily engaged already (assuming you've got the right build for it)
_____________
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
Tanks were barely able to hold agro over DPSers even when trying their hardest, being in the right role and constantly using Crippling Challenge. Now it will be even harder to agro.
I see what you are doing, devs. You WANT players to stop using melee.
Perhaps. I will test this later in the day.
But, if what you say is true, a tank with 13k HP have a good spike damage when he begins the fight (or in the fight after a resurgence or other ways to up their life at 100%).
This is, again, a way to do more damage with a tank. And again with crit and severity.
This power will be again a power which will be more important for a tank than a healer/support. Again.
I don't know any tanks who uses end or rec. I find this is the most easy way and this give interest to these disliked stats.
Sorry, but I have to disagree. The new Imbue is most effective when you are at 1/3 health. For whom is it easier/more likely to be fighting at 1/3 health, a tank or a DPS character? I don't see this power being more useful for tanks AT ALL; in it's current form it will mostly be used to increase the crit severity of crit-based DPS toons.
LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
Comments
Giggle giggle will this please everyone or no-one?
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
Ok first...
YES ITS ABOUT TIME HURRAY!!!!!!!!!!
Second,
Looking at the numbers "grants up to" could use an elaboration, Whats the base? At what point does it max?
Word from peers is that "30% is reached with 40% hp, and at max hp it is 12%" The numbers sound like they need to be toned down, made more radical, I think it should be 30% at 30% hp and 8% at max hp, not only that, but this sounds like it obsoletes LocknLoad, can you do something about that?
Still though yea I am definitely visiting the PTS tonight it seems.
On Call FAQ found here:On Call FAQ
Snark never dies.
Yea, I am waiting for the Imbue crowd come in and cry foul shortly. *wonder's if she will be blamed for this one to*
Silverspar on PRIMUS
Get the Forums Enhancement Extension!
Barring that, I suggest temporary UNTIL jetpacks, (possibly w/ a new unlockable jetpack costume piece(s)).
Another cool idea would be to have escort jets strategically placed around the carrier that heroes could fight on the backs of.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
You totally can fight on the deck.
That is great to hear! Any chance of getting a teleporter up to said deck, kinda like how you get onto Cyberlord's skiff?
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Nu uh, I want credit for this one! I kept saying it should go the way of aggressor and I never get blamed for anything!
Snark never dies.
Can we get back DoTs and pseudo-pets that can crit now, please?
[SIGPIC][/SIGPIC]
They still have to add the option for those powers to crit per hit instead of per activation.
Guys, guys, I think credit needs to go where its deserved.
http://co-forum.perfectworld.com/showthread.php?t=169721
And to me...hey what have I been saying for months?
RIP On-Next-Hit powers, 9/28/2012.
Imbue will be remembered as the Alamo of On-Next-Hits, the one that held out valiantly, long after all else had fallen around it. Sadly, there will be no inspired rallying for a greater On-Next-Hit future, just the silent death cries of the last of its kind.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
I just think it's pitiful, disgusting and utterly unsurprising that once again, as I had predicted- which is really no feat given the history of how cryptic handles power changes- another power gets hit with the idiocy of karmic balance and the heavy side of the nerf sledgehammer.
Meanwhile, unbreakable still blows, Thermal Reverb is still broken, etc.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
Imbue was a bad idea from the start - a power that guarantees that your next attack will crit... that didn't seem a bit "off" to you?
I just wish they'd give Celestial the full review it deserves...
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Not really. Everything that was wrong with the power was due to bugs. Gaining additional crit from your base severity and procing on multiple powers is why it was broken. Remove that and as best it's a boost to healing or damage on one power, which isn't exactly going to shoot you up the side of a DPS chart by itself. Heck, with every build in the game specing for crits now, it might actually nerf your DPS assuming it worked right and gave you the right amount of severity.
It was also the last viable On-Next-Hit, at least in PvE. There's a reason why you see Sonic Device and Toxic Nanites so rarely: It's because they suck.
I remember back when you could make interesting synergies and even full builds designed around On-Next-Hits. I had one that killed things with its energy builder. I had a guy that literally went around and used Gadgeteering's energy builder with Toxic Nanites and Sonic Device. It was awesome, it was thematic, it was fun. And then they killed it.
This is why we can't have nice things.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
Imbue grants 12% more crit chance and severity for 12 seconds, at rank 1, this is a nerf? This looks amazng for DPS builds, better than LocknLoad for sure.
Quit crying about this nerf/retool, Imbue's major issue was that it was bugged, yes, but there is also an issue that you can get its cooldown to below 20 seconds, making it recklessly effective.
Do you think that was balanced? Do you ever see WHY they change things?
EDIT: Speaking of Undocumented, now that imbue is an Active Offense, it needs to be standardized with other AOs, breakfree damage and +alldamage%, lower the crit/sev to compensate as needed, but I feel this is important to keep sandard with all AOs.
On Call FAQ found here:On Call FAQ
"Better than LocknLoad" isn't saying much. It's kinda funny you mentioned this, because given the builds LocknLoad is usually used it, they've managed to make the power sub par AND obsolete other sub par powers. It's so fun being someone who builds to theme, and watching an already underpowered power become out competed by something that doesn't really fit your character.
But hey, why not! I'm already using glowy **** Conviction on my Dual Pistol character, thanks to the fact there's so few good self healing options that don't have obnoxious auras or ridiculous requirements. Not like another aura on a character who I made a point of trying to make as auraless as possible to begin with matters at this point.
Quit crying about Imbue.
Anyway, let's consider your average build, shall we? Not those ridiculous broke as hell things that run about PvP or are used by people who really should find another game to play and stop ruining ours.
5K defile, that's not bad. That is over THREE TIMES the base damage of R3, IIRC. I picked Defile because it's not Force Cascade, but it's also not your ******n energy builder. Alright, Imbue pushes that to about double, on a 20 second timer. 10K hit, nice stuff. So every 20 seconds, you get an extra 5K damage. Divide that 5K by 20, to get your DPS, and you'll get... Well, a number that's pretty ****ing underwhelming. You could double that number, and only then would things start looking funky.
Note I used BROKEN IMBUE here. The one that's benefiting from base severity.
So does every offensive passive. Heck, you can stack stupid amounts of CON and STILL get good crits. You have no point. Wanna bring up toggles? Concentration scales to INT. INT does a WHOLE LOAD of awesome stuff.
Yeah, you see Sonic Device because you PvP. In PvE? Hahaha, don't make me laugh.
No, they really did put the final nail in the coffin for On-Next-Hits, while completely changing a power into something it's not, and many will take objection to. And that's what the biggest problem is here. It's something a good game developer just wouldn't do.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
Good. Tap hold is what all paralyzes should be.
Now, if we can only undo that retarded change to maintained holds... Oh, I better call them "incapacitates" so I don't get misunderstood here.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
If your group is overhealed, it never gets a chance to shine.
If your group is in need of healing and you are in great shape, you will get very little benefit out of this, unless...
You spam iniquity to engineer the low HP situation. This presents a problem. While you are doing this, it causes you to attract enemy fire fast, causing you to be obliterated before you can ride that awesome critical effect.
Possible solutions? (seperate and not simultaneous)
-Cause critical hits of iniquity to bounce health back. (slows down hp loss, least compatible with all builds)
-Cause imbue to phase the user, protecting them from harm for 2 sec.
or make all enemies forget threat from the user. Reference Escape Artist from Evasive Maneuvers.
-Bake the threat reduction into imbue and look for something more interesting to make into an advantage.
Egads, another Active Offense, do we really need this?
I suspect this was all for ease of change, and that 'fixing' Imbue was like unfurling a mile of yarn or something. You guys have certainly been going horizontal in addressing it's issues. This is indeed the penultimate side-step.
Grats to those whose game-lives will improve due to this. Probably mostly PvPers. This'll certainly 'fix the bug' mmm?
On the new power:
It isn't an AO.
This doesn't act like any AO at all, it does nothing other than buff crits. No flat bonus, no break free. So lose the AO part entirely and reduce it's cooldown some. It shouldn't be competing with AOs at all.
Do not see how this outshines any AO including Lock n Load because it does not have those various components above nor Lock n Load's energy benefit (seems to be considered quite useful to some builds like PA DPS). Any comparison there is a stretch.
The effect of the new Imbue alone is marginal at full health. And ranks do far far far too little right now, guys. + 3 sec duration is laughably useless on it's own. Come on.
Suggest boosting it's base, it's base per rank, and it's max bonus. Ego Surge with ADV adds 30 - 40% (estimate here) crit chance with high CON (but no severity) and Ice Sheath adds base 17% to severity (increasing with rank), and these REAL AOs have their other benefits.
Maybe base 15%, and +5% per rank. Base max 40% depending on HP. Boosting max base with rank, up to 50%, at a low level of health.
Or shifting variance some, and making it 20% base, +5% per rank, max base 30%, boosting max base per rank, up to 40%.
At this moment in time, no.
It's..lackluster and totally ruined an awesome build on one of my favorite characters.
[sarcasm]Instead of hitting for 18k I only have a chance to hit for 11k. I'm so sad [/sarcasm]
Who makes these decisions anyways?
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
So .. what about free retcons for characters who have that power ? I guess it will again
be the same like we didn't get any free retcon when we used Aspect of the Infernal before
that was turned into something that didn't worked at all with Devour Essence :rolleyes:
Btw.: Now its also time to turn Force Cascade into an active Offense, and maybe AoPM
into a form that give +5 to all stats
Imbue provided a way for those who were not DPS/crit builds, typically tanks or healers, to periodically pull off a big attack or heal. Now it seems like there is there is only one route to those spike attack/heals >> superstat'ing DEX/EGO.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
With imbue changed, i think that puts Shadow strike at an even higher status.
Maybe its time to look into that bug with smoke bomb that doubles Shadow Strikes dmg (imbue style) as that seems to be one of the last things that do old imbue level (30k+) damage on demand.
Targets of Mental Storm don't play a "held" animation when paralyzed making it hard to know who was affected.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
1. Imbue failed to consume on certain heals, particularly resurge and conviction.
2. It wasn't able to remove the base 50% crit sev inherent to all characters, so instead of the percentage shown, you'd actually get that and 50%. I actually did enjoy that aspect, as it still took heavy con or pre to actually hit over 100% sev regardless.
Instead of a nice guaranteed crit, we get a power of little use. Crit sev doesn't matter if the crits don't occur, and imbue was utilized primarily for the 100% chance above all else.
I see myself having to swap to ego surge until that gets a nerf, but also a gear swap to make up for the lost severity.
1/ use the apporiate role
2/ use offense stats (Dex/Str/Ego)
They "ruined" the all the super CON/PRE imbue win/win builds? I say they did well. You want to hit like a train and still have 13k hp or more? You'll have to think your builds better than just stacking Con mods and picking up the magic Imbue.
This is the old story that made sense -before- On Alert. Now even without Dex you can reach 30% critical chance and the base severity has been raised to 50% (and you can raise it with mods or specs, you don't need EGO). So no Imbue is no longer the only way to deal decent damage with a tank or a heal. Second, since On alert you can reach much higher stats scores, 550/600 isn't rare now, Imbue was never meant to scale with so high stats (remember, reaching 400 was HARD). Keeping Imbue the way it is was a mistake, since even fully defensive/support builds have now access to decent critical rate and severity they don't need on top of that to be given the possibility to deal spike damage as high as DPS builds.
That's another possible positive effect.
Though people might want to use Ego Surge instead... Another power that doesn't make sense at all: critical chance based on... CON. :rolleyes:
Once again thanks to the new cooldown reduction gear and the super high stats (getting over 500 CON is easy) you can reach a crit rate over 80% for 15s every 40s... Turning DEFENSIVE/Tank CON based builds into crit machines is just a very bad idea. Rewarding defense with more critical hits is plain nonesense. If people choose to give priority to defense and survivability they have to deal with their own choice and should not ask for a way to keep their dps high at the same time, everything must come with a price. If you want to hit hard, you make a DPS.
I still think it should be a heal strength and crit buff rather than just crits, and it should be usable on other players.
Like, use it on yourself, you get the crit buff and heal buff.
Use it on a friend, they get the crit buff, you get the heal buff.
Holy crap, buffs? A staple of MMORPGs? WHY I NEVER
also I'm running a Con Dex/Int Wind/Ice ranged DPS and I'm doing great damage without Imbue. Heeheehee.
If you're not already spec'd for crits, then a 12% crit chance for 15 seconds with a long cooldown is not a particularly good investment, IMHO. Ego Surge or Lock & Load are much better choices.
Basically Imbue changes from a power that was useful for tanks and healers, to one that increases the marginal effectiveness of DPS builds.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
Hum. I don't see the point here to be based on CON.
Players ask you to have tanks who can do damage without crit and severity, and you're doing a new activable offense based on CON which give... crit and severity. No sense.
Stop to give at tanks and hybrids a dps which is too much more important regards to their defense capacity, please. Who're doing the 5 man's lairs, solo ? Certainly not the other roles than principally tanks and hybrids...
END or REC are two stats which almost not taken by the players. The END or REC mods have no value. Simply do imbue based on END or REC stat. They will perhaps have an utility now.
The description is not very clear, but it seems the new Imbue effectiveness is not based on your nominal health value (i.e. it doesn't matter what your max health is). It's based upon your current health % of max health. So it is least effective when you are at max health and seems to be most effective when you are at about 1/3 health. So it is not really based on CON or any stat now.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
Quasimojo uses BRAIN.
BRAIN grants 500% to INTELLIGENT POST.
Quasimojo's use of BRAIN makes most of the people on forums look like idiots.
...Quasimojo was ignored, anyway.
...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
Perhaps. I will test this later in the day.
But, if what you say is true, a tank with 13k HP have a good spike damage when he begins the fight (or in the fight after a resurgence or other ways to up their life at 100%).
This is, again, a way to do more damage with a tank. And again with crit and severity.
Are they really need that ?
I don't know any tanks who uses end or rec. I find this is the most easy way and this give interest to these disliked stats.
Think Imbue was based on Con coz it was one of the Stats most suitable for Celestial many many many moons ago.
I read this as it's a good thing for when you're toon is heavily engaged already (assuming you've got the right build for it)
P.S. it is all oobtrees fault
see i told you so
[SIGPIC][/SIGPIC]
The one who can't shut up formerly known as 4rksakes
About the @handle - it's a long story.
Profound quote.. "I'm not a complete idiot - several parts are missing."
I see what you are doing, devs. You WANT players to stop using melee.
Sorry, but I have to disagree. The new Imbue is most effective when you are at 1/3 health. For whom is it easier/more likely to be fighting at 1/3 health, a tank or a DPS character? I don't see this power being more useful for tanks AT ALL; in it's current form it will mostly be used to increase the crit severity of crit-based DPS toons.
"Without data, you're just another person with an opinion." -- W. Edwards Deming