If i were able to make changes...what would i do in the first few months of managing CO?.... hmmm.
*
wibbly wobbly wibbly wobbly*
Let us go...to an alternate dimension where things are different...
FSHOOOOOOM WOOOOOOOOOSH!
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STATE OF THE GAME - JUNE 2013
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POWERS
Any Damage Figures used on level 40 character with Heroic Level (rank 4) gear:
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Rocket Launcher: Cooldown Removed. Total cast time reduced to 2.5 seconds, from 3.5. Self-Root removed.
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Gas Arrow: Damage increased by 25% (Ticks for 375's instead of 300's). Increased from 15ft Sphere effect, to 30ft Sphere effect. Added 10% Chance to Paralyze for 1 sec on tick.
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Storm of Arrows: Better graphic, Visually Increased how many arrows are raining.
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Lightning Reflexes & Dodge Gear/Powers: Hard coded an 80% cap on chances to dodge. The 80% can ONLY be breached by an Active Defense.
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Force Geyser: Cooldown increased from 3 to 15 seconds.
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Strafing Run: 50% Damage Reduction. Changed to Ranged Piercing damage, from Fire damage. (will now react properly with Quarry and Kinetic Manipulation)
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Focused Shot: Damage increased to match the same damage as Sniper Rifle (the same power for Munitions) We finally realized there was no reason to differentiate these powers.
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Frenzy: Changed back to the OLD Frenzy, this attack gains Frenzy Tokens up to a maximum of x5 Tokens. Each token increases the Attack Speed of Frenzy.
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Sigils: New Advantage: "A Curse Upon Thee" Sigils will travel towards your Target and follow them, be it to protect an Ally or Effect an Enemy. Costs 2 Rank points.
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Fissure: DOT Damage increase by 50%
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Ascension: Travel power gained from Ascension will still ignore and break through the previous Travel Power Remove, but can now be removed if you are hit AGAIN by a TP remover.
*
Imbue: Breakfree recalculated and fixed.
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Ebon Rift: DoT increased by approx 180% (350 ticks increased to approx 1000), Cooldown increased from 15 to 20 seconds. We understand that darkness has been underperforming for quite some time.
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Lifedrain: 50% Damage increase, no change to heal amounts.
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Shadow Embrace: 50% Damage Increase to Minimum and Maximum Damage ramp.
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Havoc Stomp: New Advantage: "Stomp 'Em in the Nuts" Fully-Charged Havoc Stomps now pull up to 5 enemies in a 30ft Sphere Towards you. Applies a powerful minus-Repel that does not count as a Knock-Counter.
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Iron Chain / Lash: Increase both by 25% Damage. Iron Chain gains 25% to Apply Bleed. We understand that Chain type powers have been underperforming for a while now.
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Iron Cyclone / Viscous Cyclone: Both Powers Damage now matches, and increased by 25%. Iron Cyclone has been given a 10% Chance to apply Bleed.
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Force Eruption: Force Eruption's Knockback range has been increased by 50% to be more effective than Force Cascades knock.
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Crushing Wave: Energy Cost reduced 50%, but this power will now tick Damage and Energy consumption every 0.5 seconds, instead of 1 second.
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Massacre: Damage increased 15%
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Bullet Beatdown: Renamed to 'Bullet Ballet', 20% Damage Increase, now properly tagged as Ranged damage, not a mixture of Melee and Ranged.
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Power Armour Toggles: We realised that with many Energy-Return nerfs in the past, PA multiple maintains have become almost unmanageable without min maxing and the use of powers like Aura of Primal Majesty or Circle of Arcane power for examples. Thus, all Power Armour
Maintain-Toggles have been given a 20% Energy Cost reduction across the board to make them more reachable for everyone.
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Reconstruction Circuits: This heal may now Critical Hit.
*
Pets: Pet AI has been fixed, they will no longer bury themselves in the target, no longer stop working or stop attacking, and now respond properly to all UI commands.
In addition, summoned pets will Automatically De-Level and Up-Level so that you do not need to resummon them In-and-out of scaling content like Alerts.
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Munitions Bots: 25% Damage Increase, as these pets were vastly underperforming against others in DPS.
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Conviction: 50% Reduction in Self-healing, the extra advantage remaining the same. We found players being able to heal themselves for 12,000 every few seconds, was totally unacceptable in game balance.
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Bountiful Chi Resurgence: This power will no longer stack in multiples. Using this power will only refresh the current BCR. Removed the damage penalty.
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Empathic Healing: Self-heal aspect reduced 50%. Can now heal people up to 100ft.
This is to promote more Team healing, than Self healing.
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Mindful Reinforcement / Protection Field: 50% Energy Cost Reduction. Each shield now places a threshold counter onto the target or self. You can still apply both shields to a target, however you cannot re-apply these shields to this target again for 15 seconds. We realised that self healing, and re-shielding was making experienced players too survivable.
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Ego Sprites / Mental Leech / Mental Storm / Shadow of Doubt: 400% Damage increase. We realised that Ego DoT's were so low in damage that they mostly appeared as 1's when fighting many targets and opponents in PvP and did far too little damage in PVE, we have severely increased these DoT's to more realistic figures.
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Master of the Mind: We realised this was stupid and goes against everything this game says it is. Deleted it.
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Gas Pellets: No longer crit, 75% damage reduction. We realised that x8 Gas Pellets ticking around 3k each was a very stupid thing to do, thus we have stopped them critting and made sure each pellet will not perform any higher than a 500 damage DoT to prevent the occurence of insane DPS levels equivalent of over x70 Gas Arrows. We admit that we were wrong in our calculations.
*
Devour Essence / Ego Weaponry: 50% Reduction in Self Heal aspect.
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Redirected Force: 50% Energy Cost reduction, this power simply cost too much to be used by anyone. Unless they were specifically Int/Rec built or had a specific build. Thus, heavy reduction.
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Orbital Cannon: 200% Damage Increase of initial strike. We realised that this attack misses entirely too often for such a large setup requirement. Cooldown increase from 16 seconds to 30 seconds to compensate.
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Rebirth: Cooldown increase from 4 minutes, to 15 minutes, to prevent scenarios where groups could never lose by self-ressing too often.
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Shadow Strike: Tuned to instantly kill henchman, do great damage to villains, good damage to Super/mastervillains and above. This power will react differently on players and will do significantly less damage, to make it realistic for PvP balance.
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Thermal Reverberation: 30% Energy return increase, we realised that fire powers are expensive and needed a stronger return for the rare Clinging Flames.
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Heat Wave: Range increase to 100ft to compete with Lightning Arc.
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Pyre: Damage increase 15% of initial blast.
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Shatter: Returned shatter to its former glory with 300% damage increase, fixed the bug with Chilled not being consumed.
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Wall of Ice: 250% Increased Damage. This attack is too often unsuccessful, thus it will now do appropriate and more justifiable damage.
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Illumination: Will no longer grant infinite stacking capability gained from switching instances.
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Two-Gun Mojo: 10% Damage Reduction.
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Throwing Blades: Fixed exploit.
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Chain Lightning: Reworked the power to properly chain from target to target, with a Fixed amount of
Guaranteed Chains depending on Rank. Can only Chain if there are 2 enemy targets or more. 5 Chains per second. Guaranteed chains are as follows: | Rank 1: 5 | Rank 2: 10 | Rank 3: 15. Much Greater energy cost.
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Invocation of Storm Calling: 100% Damage increase.
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Burning Chi Fist: Fully charging this power now grants Rush Buff.
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Unleashed Rage: 20% Damage Reduction
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Fury of the Dragon: 25% Damage Increase
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Energy Storm: Completely changed, will apply a powerful AoE to an area that you select (like Strafing Run) in this area that lasts for 12 seconds, high damage will be dealt, will have a high energy cost, no maintain required, damage contains Lightning, Fire, Ice, Wind damage
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Planar Fracture: Applies 5 random conditions instead of 1. Advantage Double Vortex will cause 10 random conditions. We realised that because this T4 power is very weak in damage, that it should be able to cause more effective conditions on an opponent.
We realised that nobody stays in this area for long, thus the effects should be very potent: Conditions will include:
-Poison (random amount of stacks between 1-10)
-Bleed (random amount of stacks between 1-5)
-KnockDown -KnockUp (15ft) -Paralyze -Sleep -Disorient -Stagger -Shredded -Confuse -Energy Drain (-15 Energy) -Crippling Challenge -Challenging Strikes -Clinging Flames -Chilled -Ice Cage -Snare -50% Heal Reduction -0.7 Second Stun -0.7 Second Root -Teddy -Interrupt -Negative Ions.
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CONTENT
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Zombie Survival Mode and the more challenging
Viper Survival Mode is now back on schedule like we promised. Tumorboy has returned to the team to see it through.
We expect to have a prototype of Zombie Survival Mode up sometime next month.
*
Cosmics can now be fought by anyone. 1 Successful Cosmic of Each One per day with an Account-Lockout (not character lockout). SO per day you would be able to fight x1 Teleiosaurus, x1 Qwijibo, x1 Kigatilik, x1 Megalodon (<Finally readded, as we discovered he was an already functioning enemy).
Cosmics can be found in new instances throughout the game.
*
New PvP Mode coming,
'Cosmic Engagement'. The game is a battle between Qwijibo and Teleiosaurus, Balanced to be completely equal and have attacks which also endanger players and have 5,000,000 HP each. Players by team will be Teamed on Qwijibo's Side, or Teleiosaurus' Side.
The Winning team (of equal players per side), is the team which defeats the others Cosmic first. So will you try to damage the opponents cosmic? or will you defeat the other teams heroes to slow them down?
*
Simorph re-added to Monster Island, as we found he was already working as intended.
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Game Wide Doubling of in-game Global Earnings.
We realised that old exploit money is still in great circulation, and to lessen it's long lasting effects, more people in the game had to be given the opportunity to earn more G themselves MANUALLY. So we are Doubling all resource incomes.
*
Forum Malvanum Alert resource reward to be increased by 50%, Forum Malvanum alert will now also grant winners between 200-1500 questionite, depending on what round they finish.
*Lag when selecting any option in the Tailor has been fixed
*The fourth colour in the tailor now properly alters on-the-fly.
*Many fixes to tailor costume pieces, thanks to much user feedback.
*Most parts now support Cloth, Leather, Metal and Oiled, please let us know if any are missing.
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Therakiels Sword (dual blade) drop rate changed from
1/750 to 1/10
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Therakiels Sword (heavy weapon) re-added to the game, with a
1/10 drop rate.
*Beast heads and other unusual heads now allow for hats and helmets and hairstyles, please be aware not all of these are properly fitted, but we thought it would be a good idea to unlock the choices for you so that you can determine that for yourselves.
*Many
Open Mission devices have been returned to the game.
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DEVICES
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Eruption: Removed "Immune to All Damage" attribute.
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Neuro Electric Pulse Generator: 75% Damage reduction. We realised it wasnt cool that this device should be able to hit for over 12,000 damage, so we had to heavily reduce this. Cooldown increase to 45 seconds.
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Necrullitic Elixir: Only 1 stack of Necrullitic Elixir can exist, using such a device again will only refresh the timer. No longer will Necrullitic Elixir create multiple stacks from switching instances.
*
Ice Grenades: Cooldown increase from 30 seconds to 60 seconds.
***
PVP BALANCE MECHANISM: In PvP Arena's, only Device slot 1 is allowed to be used, device slot 2,3,4 and 5 are greyed out. PvP Games becoming a battle of devices was not an acceptable route, we want people to take their BUILDS in and enjoy using them to create a more balanced and globally enjoyable form of PvP.
We know there is a lot more to cover but this is what is coming in the next few months.....
...
...
...
...
FSHOOOOOOM WOOOOOOOOOSH!
...
...
AAAAAnd now back to normal CO : (
...sighhh....
Comments
Yes, even the Conviction nerf. I don't use it to heal absurd HP amounts per go since I generally use it on non-Pre DPSers and Tanks, but being able to self heal for all of your HP in seconds is absurd.
Also, that would make Gas Arrow actually useful. Rocket Launcher would be amazing like that, and Storm of Arrows would just feel better to use.
I do have one proposed thing to add to this gigantic wishlist of powers, though:
Explosive Arrow: Advantage "Where's the Kaboom?" will do all of its damage to the central target and do half of that damage to enemies within its usual AoE, because let's face it, it doesn't make sense for the central target of the explosive to split the damage he takes with his allies around him. Normal Explosive Arrow remains unchanged.
The Gas Arrow from Devanna Hawk is exactly the Gas Arrow we should have because the idea is you get CAUGHT in it, not just be able to jump out of it in milliseconds.
I really appreciate what you said there. And for the most part agree with all of your balance ideas.
I think instead of increasing Shatter's direct damage, increasing the Explosion of Ice Structures would be better (Cages and Barriers).
Also you didn't do much to help poor Fire's pyre patch powers that no longer scale with PRE and make you wish you were Warlord. For a stationary trap power, their damage is hilariously low.
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I see that you hate master of the mind but I do not. AND NOT just because its telepathy.. it is OP.. but it's a transform power, much like Vapor Form. It comes with some major OP but you are no longer your own character so it has to. (PS Give Vapor Form back its immunity!). I want to see more OP powers turned to Transforms (I'm looking directly at Ascension on this one).
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Finally my take on balance is not so much based on random performance but rather setting a baseline of Energy, Range, Cast Time, Effect and Cooldown. If they just Set a general cost standard to those 4 aspects I will be so happy.
EX: All 100+ Ft powers are stationary (except Archery as a special attribute)
All 50 ft Charge powers (including paralyzes) are mobile
All Melee Powers are fully mobile and can be cast when target is out of range. If attack "misses" there is no energy penalty.
Melee costs the least (MA < Beast < Might < Heavy Weapon) energy
Mid ranged powers cost more
Ranged Powers Cost Most
Number of targets matters in cost too ( 1 target < 3 Targets < 5 Targets < 10 Targets)
Single Hit < Line (sniper/ Force Cascade) < Cone < AoE
Now if they just give a NRG rating to each of those variable and then take cooldown into account and standardize charge-times there are still HUNDREDS of options.
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I want to, again but the current conditions of PvP are completely dishonourable no fun. Theres no honour in killing an AT with a FF using a NeuroElectric Pulse Generator whilst God-Mode on x5 Eruptions.
Give this man The Code, The Engine and The Server!
We friggin need this.
Finn out. And back to Lair of The Maaaaad Draaaaagooooooon!
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
'Wen considered the nature of time and understood that the universe is, instant by instant, recreated anew. Therefore, he understood, there is in truth no past, only a memory of the past. Blink your eyes, and the world you see next did not exist when you closed them. Therefore, he said, the only appropriate state of the mind is surprise. The only appropriate state of the heart is joy. The sky you see now, you have never seen before. The perfect moment is now. Be glad of it.' Terry Pratchet The Thief Of Time
Except for one minor disagreement with Conviction. The self heal should be reduced by 50% and leave the advantage AoE heal alone. I primarily use it to heal my team. In fact its my only heal on my healer (aside from specializations) as I bubble players while debuffing mobs.
Other than that, this posts looks like a major PTS push that should have happened last summer after On Alert went live and we felt its after effects. I'm subscribing to this thread.
I completely agree! I forgot to include that, ill edit the post.
And then I realized that we aren't in that dimension.
In this dimension, the one well-developed superhero game got turned off, and of the two that are left, one is gorgeous but vapid like a silicone blonde, and the other is a truly great IP that is full of potential but is alternatingly abusively neglected or actively abused like a red headed rented step-mule.
Seriously. is there any way to get Cryptic and/or Perfect World to refocus on this game? And what the hell is going on in the Superhero niche for MMO"s in general. It's a real niche, it exists, and while it isn't as huge as the fantasy niche, it's big enough to be worth doing and it's there for someone to do well and profit from.
Is there a portal to your dimension, researcher? I'm bout done with this one.
And then I realized that we aren't in that dimension.
In this dimension, the one well-developed superhero game got turned off, and of the two left, one is gorgeous but vapid like a silicone blonde, and the other is a truly great IP and full of potential but alternatingly abusively neglected or actively abused like a red headed rented step-mule.
Seriously. is there any way to get Cryptic and/or Perfect World to refocus on this game? And what the hell is going on in the Superhero niche for MMO"s in general. It's a real niche, it exists, and while it isn't as huge as the fantasy niche, it's big and it's there for someone to do well and profit from.
Is there a portal to your dimension, researcher? I'm bout done with this one.
Yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes!!!!!!
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
Rocket Launcher has a cast time of 4 seconds? Rocket launcher has a cool down yes.... But almost sure you mean Shoulder Launcher?
I'll add something to ROCKET LAUNCHER
+ Remove self root so you can move while charging
Woaahh bebe, I am not a fan of Force Geyser either, but 15 seconds seems harsh. ..
People deal insane damage with Strafing run with Quarry and it only buffs Elemental damage by small amount. Dunno much change this damage reduction will make for Quarry guys.
12,000? :biggrin: With almost everyone having trauma these days, you are lucky if you heal over 1k with your conviction. But maybe a small change should be in order
Dunno why stacking BCR is a problem, as it's not an OP heal, and will be destroyed by trauma.
Self healing with this is not a problem of any kind, so no reason to reduce it? Also
+ Remove self root while healing others (THIS IS SO ANNOYING)
Devour Essence's self heal is not that OP. Ego Weaponry on the other hand heals you for the crits and it's powerful.
LEL. I posted what I posted in the suggestion forum:
+ Remove build up time so it hit right after it has been charged
+ Reduce energy cost
+ BUFF DAMAGE PLZ
+ BUFF ANVIL OF DAWN and make it faster
30 Second cool down seems silly tho. and 200% damage increase is too much.
WHYYYYYYYYYYYY? self-ressing too often?!
Fix these damn damaging hold powers all together, thats what they need.
I can crit 5000-6000 dmg with Shatter now. How much would be 300% damage increase?
This silly power is almost next to nothing anyway. No need? Needs a complete overhaul.
20%*. I think they were planning to do this already.
+ Remove the advantage and make it part of the power (Damaging while charging the main blast)
Oh you PVP'ers WILL LOVE THIS ONE
PALLIATE:
Acts like Resurgence to most of the players and doesn't share a cooldown with Active Defenses like Resurgence does. The heal is based on your health (With resurgence it's CON, so yeah, health).
+ ADD A SHARED COOL DOWN WITH ACTIVE DEFENSES (GRRRR PFFFFT)
OR
+ MAKE IT NON SELF-HEAL
OR
+ CASTIN PALLIATE TO SELF MAKES YOUR PANTS WET AND YOU SUFFER Humiliation Damage over Time.
[SIGPIC][/SIGPIC]
@Pallih in game
suggestions/thoughts in red. cheers.
@serju
p.s: hopefully atleast some of this will get implented (hey! devs! right here! hint hint nudge nudge)
My build directory (work in progress)
Guide list
Freeform Builds
In loving memory of AngelofCaine.
But you forgot to fix Energy Storm and PFF and VIPER.
Add this in:
Personal Force Field: We realise how much crap PFF users had to put up with when facing VIPER and have fixed VIPER's Pulson Tech. Pulson Rifles now respect PFF and deal 95% of their damage on PFF and 5% of their damage to player, in like manner with all types of damage in CO vs PFF.
We also realised that Energy Storm is incorrectly treating PFF as a containment field and thus ABSORBS PFF upon usage of Consume Energy (the energy/buff ripping part of the power). We have now tagged PFF as a real passive and is no longer consumed/absorbed by Energy Storm, the Force Containment Field Buff, still applies to Protection Field, Containment Field and Mindful Reinforcement.
AoE Shielding Power!: *New Power* Force Barrier - We realised that players have been asking for this type of power for a while now and have been successfully able to stabilize the server so players can project AoE Dome shaped force fields, as an ally defense buff.
Redirected Force: Has been renamed to Allied Defense/Allied Force/Force Shells
For Content:
Mentalist Content: We realised how badly Mentalists are represented in CO content and in CO in general and have thus followed player ideas on how to improve such a pitiful experience. As a result Menton has FINALLY broken out of Stronghold and is making his way across the Desert, alongside mind controlled VIPER Agents, GROND and a few of his Stronghold lackeys, this instance is a Menton Rampage! And is a Rampage Alert with stages which is level gated in a similar fashion to Gravitar.
:biggrin::biggrin:
My Characters on PRIMUS
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I am @RavenForce in game
__________________________
Urgh tell me about it, I swear PvP is just a mass of devices now..
Kinda sad in a way. However still on the very rare occasion I can run into PVP with PFF and not get completely steam rolled for a time..
Oh btw I am VERY happy to see the nerf to cost on That AoE Force Shell power which I shall not speak of until they rename it to something sensible
EDIT: Empathic Healing: Leave this power alone, its fine, just remove the rooting when healing others on all ally healing powers. CO is a fast paced game, people will regularly move out of healing range. By the way...How would reducing the heal of this power promote team healing? Since the team healing is based on self heal value of Empathic Healing?
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I am @RavenForce in game
__________________________
Well obviously this is just a small forum post, i could go through every power but it would have been a full day just writing it all up. There's obviously LOTS more to think about changing. And i agree with a lot of the previous suggestions.
Wether some of these powers are changed <this way or that way> they just need to change, period.
EDIT: I am liking the Frenzy change, I know its on those werewolves in BM and its really cool
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I am @RavenForce in game
__________________________
Is this a serious question?
Is that a serious question?
I am joking lol
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I am @RavenForce in game
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>>Caliga's commercial<<
Based on quoted comment :biggrin:
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__________________________
Yeah I thought this was funny too because Cryptic employees also have no idea how to fix the powers HAHAHAHAHAHAHAHAHAH. OH SNAP.
[SIGPIC][/SIGPIC]
@Pallih in game
It's just too much preperation and like you say, the root stinks...
Well you gotta remember once people stack INT and cooldown reduction gear, thats still going to be around 7 seconds, as opposed to 2...2 being just rediculously abused.
If it's going to have a short cooldown, then maybe another idea is to reduce it to 50-60ft range.
Well the explanation for this is that people with Fire builds, or Fire Snake or any elemental debuffs, can make this thing hit too hard without even being a Technology toon. It hits too hard as it is!
By changing it to Ranged Piercing damage itll mean it's nowhere near as powerful to off-builds and primal majesty users etc, and WILL be effective for Quarry users. Quarry users who give up the survivability that Primal Majesty offers to become squishier but more effective DPSers, will be rewarded with THE CORRECT damage bonus.
Strafing Run will then correctly benefit people who build for it, not those who cherry pick it for insane damage. Making this thing hit for high damage would then only be attainable for those WHO ACTUALLY BUILD FOR IT.
My healer (Primal Majesty) who stacks healing gear (obviously) with dodge gear (45% dodge) recieves 482HP per 2 seconds from BCR, and another 482HP per 0.5 seconds when she dodges, when you have a lot of other things like shields and more defenses...that amount of healing ESPECIALLY MULTI-STACKING, is utterly absurd. I am not using Seraphim or Ascension here, so the figures can go much higher, but this is what i get with Primal Majesty and Compassion ONLY.
10 Seconds of x2 BCR:
482 hp x 5 = 2410 hp
482 hp x20 (Resurgent reiki) = 9640
9640 + 2410 = Up to 12050 HP
You can't tell me up to 12050 HP from using BCR Twice (can be triple or even quad stacked too) is balanced. This kind of self healing is bonkers! It IS a problem.
Very much agreed!
DE's heals crit too, which can be significantly ingreased in chance by specialisations.
Both of them heal too much. Shove any of these on a Defiance/passive defense and....well you know. /link to video showing x3 Shadow Collossus at once. Shouldnt be possible.
Eh, Palliate doesnt heal as much as Resurgence and it can be used on allies. Considering it wastes a whole powerslot it's not a major problem.
I would definitely say this, Palliate is capable of Critting....isnt this supposed to heal a strict percentage of health? It shouldnt crit if youre going to use %
LOL
On topic, I read through the SQRT( - SotG ) and cried a bit. If only.
Flare's guide to hosting and judging costume contests!
(link under construction)
I dunno. Or just lower the damage even more? Whats other peoples opinion on Strafing Run? Imagine self heals arent Instant-Full-Health when you think about this haha :P
Kinetic Manipulation is questionable...
Edit: then again you are quite a squishy toon with kinetic manipulation, so yeah, let that buff Strafing Run too? id say thats reasonable.
Great idea .. instead of closing such exploits let the exploiters still heal for 6.000 every second, while all "honest" players can only heal for 600 every 6 seconds. But of course no problem for you since you will of course still heal 6000 every second.
I didnt call them exploiters....and this is a debate, not me giving the Absolute Only Way.
Why do you have to bring that attitude over with you, leave it at home.
You got something better, SAY IT and stop hating on people for having their own opinion.