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FC.31.20160702.1520.1 - Power Changes

kaiserin#0958 kaiserin Posts: 3,185 Cryptic Developer
edited July 2016 in PTS - The Archive
Powers
  • The Powers UI is slowly going through some visual revisions to make it easier to read. You may notice some different fonts being used and better spacing between advantages and power effects. This will be done over time to all powers.
  • Some sound and FX are still being worked on for the new powers.


Global Advantages
Challenging Strikes
  • Renamed to Challenge!
  • Now applies flat threat over time that varies based on primary and secondary targets.



Crippling Challenge
  • Renamed to Break Through.
  • Threat mechanics of this power have been removed.
  • Can only disable block when used against blocking targets.
  • Block disabling portion lasts 10 seconds. Afterwards applies a 10 second buff that prevents the target's block from being disabled.
  • Also applies a damage, heal, defense and dodge debuff when you successfully apply the block disable. This debuff can be removed if your target damages you and cannot be stacked from any source.
  • If used against a non-blocking target, applies a temporary buff that prevents their block from being disabled.





Energy Projector Framework
Fire
Rimefire Burst
  • Increased cost.
  • Will only consume your Chill or Clinging Flames.


Conflagration
  • The Burning Rain advantage has been integrated into the base version of this power to fix some tracking issues the power had and to put it in line with similar powers (Lightning Storm, Avalanche).
  • Known Issue: The advantage for this power has not been updated and currently does nothing.



Ice
Ice Blast
  • Hard Frost Debuff: Can now stack a maximum of 3 times from all players.


Icicle Spear
  • Decreased cost.


Fractal Aegis
  • Cool down is now 90 seconds across ranks.
  • Decreased cost.
  • Increased buff duration to 20 seconds.



Force
Gravity Driver
  • Increased cost.
  • Charge time reduced to 2.5 seconds (from 3).



Electricity
Neuroelectric Pulse
  • New Advantage: Recharge: Applies a heal over time to the player and heals an additional amount if the player is below 20% health. This effect has a internal cooldown of 4 seconds.





Technology Framework
Archery
Evasive Maneuvers
  • Dodge bonus duration reduced to 6 seconds.
  • New Advantage: Stim Pack: Stim Pack applies a heal over time to the player and heals an additional amount if the player is below 20% health. This effect has a internal cooldown of 4 seconds.
  • Sleight of Mind advantage: Now changes Evasive Manuevers into a threat wipe ability with a 45 second cooldown.



Gadgeteering
Throwing Blades
  • The damage and cost for this power have been recalculated to bring it in line with other powers.
  • Tooltips now state what damage it deals from stealth.
  • Damage changed to slashing.
  • This power no longer needs to be half charged to use.
  • Changed the critical severity buff it gave to instead apply "Sudden Strike." Sudden Strike makes your next critical hit have an additional 15% severity.
  • This power now self roots while charging.
  • Updated the way this power checks to see if you're stealthed for its bonus damage. This change should allow the power to be paired with more stealth granting abilities.
  • New Advantage: Aggression. If fully charged applies Bleed to targets not affected by bleeds. If used in melee applies the bleeds on tap.


Boomerang toss
  • Changed to slashing damage.


Richochet Throw
  • The damage and cost for this power have been recalculated to bring it in line with other Blasts.
  • Tooltips now state what damage it deals from stealth.
  • This power now self roots while charging.
  • Damage changed to slashing.
  • Updated the way this power checks to see if you're stealthed for its bonus damage. This change should allow the power to be paired with more stealth granting abilities.


Gauntlet Chainsaw
  • Ripsaw Advantage: Made the bonus to base damage.


Implosion Engine
  • Reduced cooldown to 90 seconds (from 120).
  • Slightly increased cost.



Power Armor
  • Updated the descriptions on many Power Armor abilities to clearly state what slot they belong to.


Rocket Punch
  • Increased Cylinder radius to 2ft (from 1)
  • Reduced target cap to 3.
  • Lowered damage slightly to bring it in line with other Blast powers.



Munitions
Burst Shot
  • Slightly increased cost.


Holdout Shot
  • Stim Pack Advantage: The heal on this advantage now has an internal cooldown of 4 seconds.
  • New Advantage: Open Wound: Has a chance to cause additional bleeds over time.





Martial Arts Framework
Martial Arts: Single Blade
New Ultimate Power: Vorpal Blade
  • Type: Melee Slashing Damage
  • Range: 15' Range, 15' AoE
  • Cooldown: 60 seconds
  • Deals damage in a 15' sphere 5 times.
  • Applies Bleed for each hit.
  • Damage scales off of your Focus stacks.


New Power: Slash
  • Type: Melee Combo
  • Very similar to Reaper's Caress, has a chance to cause Bleed each hit.
  • Advantage: Serrated Blade: Applies Shredded on the last hit.


New Power: Cut down
  • Type: Lunge
  • Roots targets if lunging from more than 20ft away.


Reaper's Touch
  • Three Edged Blade advantage: No longer applies focus. Now has a chance to apply Bleed.



Martial Arts: Shared
Shuriken Throw
  • Damage changed to slashing.
  • New advantage: Poisoned Shuriken: 10% chance to apply deadly poison.
  • New advantage: Serrated Edges: 10% chance to apply bleed.


New Power: Chained Kunai
  • This is a seperate power from the Chained Kunai advantage on Shurkien Throw.
  • Range: 25'
  • Type: Melee Slashing damage
  • Cooldown: 10 seconds
  • Pulls targets to you.
  • Advantage: Open Wound: Has a chance to cause additional bleeds over time.
  • Advantage: Fine Cuts: Fully charging the power applies the Shredded debuff.
  • Advantage: Weak Points: Fully charging the power refreshes all bleeds.
  • Advantage: Inner Peace: Applies a heal over time to the player and heals an additional amount if the player is below 20% health. This effect has a internal cooldown of 4 seconds.


Fury of the Dragon
  • Fixed a bug where the focus stack scaling was based on your target's focus stacks, not yours. Whoops.
  • Because the player is the source of the damage (not the dragon that is summoned) this power now roots you in place to make it visually clear where the damage is coming from.
  • The snare no longer requires you to be focused to apply.
  • Now applies Clinging Flames.
  • Reduced cooldown to 60 seconds.
  • Increased cost.


Smoke Bomb Lunge
  • Sudden Strike Advantage: Now applies the Sudden Strike buff which makes your next critical hit have an additional 15% severity.
  • Corrected the tooltip to state that this applies to any ability that crits. Previously the tooltip stated it only applied to melee single target attacks which was not true.


Smoke Bomb
  • Power now has a flat cost instead of being based off of your equilibrium.
  • Power will now actually wipe your threat.
  • Now counts as a threat wipe ability and will place all other Threat Wipes on a 30 second cooldown.


Shadow Strike
  • Updated the way this power checks to see if you're stealthed for its bonus damage. This change should allow the power to be paired with more stealth granting abilities.
​​
«134

Comments

  • kaiserin#0958 kaiserin Posts: 3,185 Cryptic Developer

    Mentalist Framework
    Telepathy
    New Power: Mind Wipe
    • Type: Threat Wipe
    • Range: 50'
    • Cooldown: 45 Seconds
    • Wipes all of your threat from the target. Places all other threat wipe abilities on a 30 second cooldown.
    • Advantage: Free Your Mind!: Helps players nearby your main target break free of holds.



    Mental Storm
    • Cost Increased.
    • Slightly increased damage.
    • Damage over time portion of this attack can no longer be stacked by the same player.



    Mental Leech
    • Slightly increased damage.
    • Cost reduced.
    • Cooldown set to 8 seconds for all ranks.
    • Damage over time portion of this attack can no longer be stacked by the same player.
    • Corrected a bug where the power was using the wrong activation time. It now has an activation time of 0.67 seconds.
    • The Mental Weakness debuff has been removed from being innate to this ability and made into an advantage.



    Shadow of Doubt
    • Slightly increased damage.
    • Cost increased.
    • Cooldown set to 8 seconds for all ranks.
    • Move this power over to the Ranged Area attack section.
    • No longer has access to the Break Through advantage.
    • Now has access to the Challenge! Advantage.
    • Corrected a bug where the power was using the wrong activation time. It now has an activation time of 0.67 seconds.
    • Damage over time portion of this attack can no longer be stacked by the same player.
    • The Malaise debuff has been removed from being innate to this ability and made into an advantage.



    Placate
    • Now applies Disorient instead of the generic damage debuff.
    • Now has a flat threat reduction on top of the placate.
    • Svengalis Guile advantage: No longer applies a resistance debuff. Instead partially refreshes the duration of Stress, Dependency and Regret.



    Collective Will
    • Consume Will advantage now applies the Stress debuff.
    • Made some changes to how the advantage works so that the entities summoned reliably apply the debuff.



    Psionic Accelerator Device
    Device was using an old hold mechanic. Updated it to use Paralyze instead.




    Brick Framework
    Might
    Iron Cyclone
    • Slightly increased damage.
    • Slightly increased cost.
    • Now has a chance to Disorient.
    • Vortex Technique Advantage no longer applies or refreshes Enrage. It instead applied Furious when fully maintained.


    Iron Chain
    • Changed into a combo power.
    • 25ft range but counts as melee damage.
    • Damage and cost recalculated for being a combo power.
    • First two hits are single target, last hit is a 30' cone.
    • Applies knock down with the first two hits and knock upwards on the third.
    • New Advantage: Demolition: Applies the Demolish debuff to your primary target when finishing the combo.
    • New Advantage: Rampant: Each swing applies the Reckless buff.


    Iron Lariat
    • Can now be charged.
    • 25ft range but counts as melee damage.
    • Damage and cost recalculated for the charge time.
    • Removed the Kyoketsu Shoge advantage.
    • Increased cooldown to 10 seconds.
    • New Advantage: Intimidate: Applies Fear to target.
    • New Advantage: Red Hot: Applies Clinging Flames to target.
    • New Advantage: Work Up: Applies a heal over time to the player and heals an additional amount if the player is below 20% health. This effect has a internal cooldown of 4 seconds.


    Enrage
    • Moved to Tier 1.



    Heavy Weapons
    Cleave
    • Changed Cleave's tooltip for the Defensive Stance advantage to state that finishing the combo applies Defiance. Beforehand it stated that the target needed to be Disoriented, this is just a tooltip change.


    Vicious Descent
    • New Advantage: Work Up: Applies a heal over time to the player and heals an additional amount if the player is below 20% health. This effect has a internal cooldown of 4 seconds.






    Mystic Framework
    Supernatural Bestial
    New Power: Barbed Chain
    • Type: Melee Slashing Damage Combo
    • Range: 25'
    • Chance to bleed with each hit.
    • Advantage: Sever: On the last hit applies Shredded.
    • Advantage: Wild Slashes: 25% chance to apply Furious every hit.


    New Power: Barbed Lariat
    • Type: Melee Slashing Damage
    • Range: 25'
    • Cooldown: 10 seconds
    • Knocks targets towards you.
    • Chance to apply Bleed.
    • Advantage: Work Up: Applies a heal over time to the player and heals an additional amount if the player is below 20% health. This effect has a internal cooldown of 4 seconds.
    • Advantage: Open Wound: Has a chance for additional bleeds over time.
    • Advantage: Messy: Fully charging the power refreshes the Shredded debuff.
    • Advantage: Slice and Dice: Fully charging the power refreshes all bleeds on the target.



    New Power: Lacerating Cyclone
    • Type: Ranged PBAoE Slashing Damage
    • Range: 25' PbAoE
    • Knocks enemies.
    • Chance to apply Bleed.
    • Advantage: Vortex Technique: Knocks targets towards you instead of away. If fully maintained applies Furious.



    New Power: Wild Thing
    • Type: Energy Unlock
    • Grants the player energy over time when they apply a Bleed.
    • Scales off of Endurance.



    New Power: Cower
    • Type: Threat Wipe
    • Cooldown: 90 Seconds
    • Range: 35' PBAoE
    • Wipes all of your threat from all nearby targets and applies Placate to them.
    • Applies Fear to you.
    • Places all other threat wipe abilities on a 30 second cooldown.
    • Advantage: Run Away!: Increases your run and jump speed significantly for a short time.



    Howl
    • No longer applies Enrage. Instead applies Furious.
    • Added Challenge! advantage to howl.
    • Make them Tremble advantage additionally roots targets.
    • New Advantage: Intimidating Force. Howl now knocks down targets.


    Aspect of the Bestial
    • Moved to Tier 1.



    Supernatural Infernal
    Debilitating Poison
    • Now debuff Toxic resistance by 12% and Elemental resistance by 8%.


    New Power: Mephitic
    • Type: Energy Unlock
    • Grants the player energy over time whenever they apply a poison.
    • Scales off of Endurance.


    New Power: Entrancing
    • Type: Threat Wipe
    • Cooldown: 45 Seconds
    • Wipes all of your threat from the target.
    • Places all other threat wipe abilities on a 30 second cooldown.


    Lash
    • Changed into a combo power.
    • Removed bonus damage based off of poison stacks scaling.
    • Damage and cost recalculated for being a combo power.
    • First two hits are single target, last hit is a 30' cone.
    • Chance to apply Deadly Poison with each hit.
    • New Advantage: Decay: Applies Debilitating Poison on the last hit.


    Vile Lariat
    • Can now be charged.
    • Damage and cost recalculated for the charge time.
    • Removed bonus damage based off of poison stacks scaling.
    • Removed the Kyoketsu Shoge advantage.
    • Increased cd to 10 seconds
    • New Advantage: Work Up: Applies a heal over time to the player and heals an additional amount if the player is below 20% health. This effect has a internal cooldown of 4 seconds.
    • New Advantage: Fester: Applies a damage debuff based on the number of poison stacks on the target.
    • New Advantage: Viral: Has a chance for more poison stacks to apply on the target.


    Vicious Cyclone
    • Removed bonus damage based off of poison stacks scaling.
    • Vortex Technique Advantage no longer applies or refreshes Enrage. It instead applied Furious if fully maintained.


    Defile
    • Removed the debilitating poison debuff.
    • Added chance to apply Deadly Poison in its place.
    • Reduced cost.


    Infernal Blast
    • Slightly increased cost.


    Condemn
    • New Advantage: Corrupting Force: Applies Debilitating Poison on full charge.


    Aspect of the Infernal
    • Added refresh poison as a proc criteria.
    • Now has an internal cooldown of 4 seconds.
    • Moved to Tier 1.



    Sorcery
    Hex of Suffering
    • The Magic resistance debuff this power applies is now named Hexed.
    • Made it so the Hexed debuff cannot stack more than 3 times from all players.
    • The damage over time effect of Hex of Suffering can no longer be stacked by the same player.



    Darkness
    Endbringer's Grasp
    • Cooldown is now a flat 90 seconds across ranks.
    • Cost reduced.


    Ebon Ruin
    • Slightly reduced cost.


    Soul Vortex
    • Slightly increased damage.
    • Slightly increased cost.
    • The effects of this ability can no longer be stacked by the same player.

    ​​
  • chimerafreekchimerafreek Posts: 397 Arc User
    kaizerin said:


    Enrage

    • Moved to Tier 1.
    • ​​
    Thaaaaank yoooooou vm
    __________________
    @Chimerafreek
  • purin1purin1 Posts: 433 Arc User
    These are some insane changes, can't wait to try them all. Rest in Peace to the Kyoketsu Shoge advantage, but it looks like many things have been added to take its place. Good work on all of this.
    I strive to be the strongest swordsman alive.
  • kazecatkazecat Posts: 35 Arc User
    I'm so hyped to see these changes in action. There are so many widespread changes that will effect so many characters. I'm gonna need to ask if we will get retcon tokens for all characters when this goes live. Even if a character may not have one of the moves above I may wanna switch to em with these changes.
  • chaelkchaelk Posts: 7,732 Arc User
    edited July 2016
    Finally ricochet shot gets adjusted. still wont change my builds
    hopefully the CC change will stop the oops moments with the cosmic fights​​
    Stuffing up Freeform builds since Mid 2011
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  • spinnytopspinnytop Posts: 16,450 Arc User
    edited July 2016
    TYPO: Viral on Vile Lariet says it applys bleeds. The power does actually apply poison tho.

    BUG: The third hit of Lash, when you have the Decay advantage, shoots out a Defile VFX.
    Post edited by spinnytop on
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited July 2016
    kaizerin wrote: »
    Crippling Challenge
    • Renamed to Break Through.
    • Threat mechanics of this power have been removed.
    • Can only disable block when used against blocking targets.
    • Block disabling portion lasts 10 seconds. Afterwards applies a 10 second buff that prevents the target's block from being disabled.
    • Also applies a damage, heal, defense and dodge debuff when you successfully apply the block disable. This debuff can be removed if your target damages you and cannot be stacked from any source.
    • If used against a non-blocking target, applies a temporary buff that prevents their block from being disabled.
    I don't really get this change. Half the use of cripple is predictive to prevent your opponent from doing something annoying. I guess the point is 'if someone camps on block, you can break block'? Doesn't actually seem worth having.
    kaizerin wrote: »
    Evasive Maneuvers
    • Dodge bonus duration reduced to 6 seconds.
    I guess the purpose is to make ranged dodge tanks impossible? Almost no-one took the power for the dodge buff anyway.
    kaizerin wrote: »
    Debilitating Poison
    Put this on a more reasonable power, like infernal blast; chains don't fit a lot of concepts (everything else in the set looks like watery) and adding a single target debuff onto an area power basically means you have a power that's bad at everything (and is also a super-slow self-root).​​
  • aiqaaiqa Posts: 2,620 Arc User
    edited July 2016
    Bug:
    The Rainy Day aura does nothing in a normal aura slot, but does work in the in-combat slots.
  • revanantmoriturirevanantmorituri Posts: 391 Arc User
    kaizerin wrote: »


    Brick Framework
    Might
    Iron Cyclone
    • Slightly increased damage.
    • Slightly increased cost.
    • Now has a chance to Disorient.
    • Vortex Technique Advantage no longer applies or refreshes Enrage. It instead applied Furious when fully maintained.


    Seriously? I have enough trouble stacking Enrage on my Might tank as it is, this just cripples her. Unless Enrage has been changed somewhere and I missed it, I am going to have to swap to the bestial Supernatural Toggle, and get one of those cutting chains. (Character concept requires the Growth).​​
    -
    Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.

    Supporter of the Titan Project.
  • thebuckeyethebuckeye Posts: 814 Arc User
    edited July 2016



    kaizerin wrote: »







    Brick Framework


    Might


    Iron Cyclone
    • Slightly increased damage.
    • Slightly increased cost.
    • Now has a chance to Disorient.
    • Vortex Technique Advantage no longer applies or refreshes Enrage. It instead applied Furious when fully maintained.





    Seriously? I have enough trouble stacking Enrage on my Might tank as it is, this just cripples her. Unless Enrage has been changed somewhere and I missed it, I am going to have to swap to the bestial Supernatural Toggle, and get one of those cutting chains. (Character concept requires the Growth).​​
    I think that means it will no longer innately do it, but since it's still a Knock it should still proc/refresh through the normal means of the power....

    That said, can we get Iron Chain changed from T2 down to T1 to bring it in line with the other Chain Combo attacks...

    Also I think by changing Crippling Challenge you are breaking a Specialization in the Protector Tree "Debilitating Challenge" the one that debuffed targets when you applied the Crippling Challenge...

    Post edited by thebuckeye on
  • xcaligaxxcaligax Posts: 1,096 Arc User
    edited July 2016


    Seriously? I have enough trouble stacking Enrage on my Might tank as it is, this just cripples her. Unless Enrage has been changed somewhere and I missed it, I am going to have to swap to the bestial Supernatural Toggle, and get one of those cutting chains. (Character concept requires the Growth).​​

    You should test it before you post. Iron Cyclone still stacks enrage. The advantage does not, because the innate knock of the power itself already stacks it. She removed a redundancy.
  • kamokamikamokami Posts: 1,633 Arc User
    There are a lot of changes here....it's hard to call things out (with the exception of bugs) when the meta with regards to AOs and flat crit chance buffs is still in place.

    If you're looking purely for a bug hunt that's very doable, but for overall feedback I'm not sure if most of it would make sense until changes come down for things like Nimble Mind.
  • sykovsykov Posts: 131 Arc User
    BTW, what would Debilitating Challenge in the Protector tree spec scale with now that Crippling Challenge technically doesn't exist anymore? Would it be Challenge! or Break Through?
    It's a game, not a ****. Don't choke on it.


    I own Koda Ortega. Yeah...




  • purin1purin1 Posts: 433 Arc User
    Here's a short video showcasing the new ultimate power, Vorpal Blade for anyone who is curious or does not have access to the PTS:

    https://www.youtube.com/watch?v=IC8EKP0XKJ4
    I strive to be the strongest swordsman alive.
  • theravenforcetheravenforce Posts: 7,132 Arc User
    purin1 said:

    Here's a short video showcasing the new ultimate power, Vorpal Blade for anyone who is curious or does not have access to the PTS:

    https://www.youtube.com/watch?v=IC8EKP0XKJ4

    Thanks!

    Now all you need to do is bind: "Ryujin no ken wo kurae!" to its activation :tongue:
  • kyastralkyastral Posts: 342 Arc User
    WOW! Lots of changes. Will comment on a few for now.

    Personally I LOVE the change to Crippling Challenge and Challenging Strikes.. I may consider playing a tank/melee power more.. :smile:

    Gageteering:
    I do not understand the reason behind changing Throwing Knives, Ricochet Throw and Boomerang Toss' damage to Slashing Damage. What is being slashed? Why the hard hit to the crit buff? Is the self rooting of these powers necessary? Ahh well, I guess thats more characters for me to retcon...

    Munitions:
    Holdout Shot: This power already has a cooldown; does this mean that there will be ANOTHER one on top of it? If so, thats one more character I will have to retcon... again...

    Martial Arts: Shared
    Shuriken Throw.. another power with its damage changed to slashing.. I dont understand it. Shurikens stick to you, not slash you. Heh, another retcon.

    Telepathy:
    Shadow of Doubt and Mental Leech: Wow... Really? Their innate powers will now be advantages? One of the main reasons why I took these powers was because their innates freed up advantage points. Ah well, gotta retcon out of those as well.

    Chain Powers:
    Wow, I am on the fence with the changes to these powers. On the one hand, I do like some of the new advantages. On the other, I dont like the new execution (combo and charge), the reduction in melee damage (due to the removal of the poison stack bonus damage) and the removal of the single target attack on Iron Chain and Lash. Looks like another retcon may happen for a few characters.

    Hopefully testing out the other new changes will be more encouraging.. :smile:
  • darqaura2darqaura2 Posts: 932 Arc User
    purin1 said:

    Here's a short video showcasing the new ultimate power, Vorpal Blade for anyone who is curious or does not have access to the PTS:

    https://www.youtube.com/watch?v=IC8EKP0XKJ4

    Me likey!
  • darqaura2darqaura2 Posts: 932 Arc User
    edited July 2016
    All around great work CO team. Nice to see changes to various abilities.
    The Challenge change is a welcome one, especially for our Cosmic Groups.
  • crashjrivecrashjrive Posts: 47 Arc User
    I think the animations for Barbed Chain and the similar chain powers need to be worked on. They don't flow smoothly or look very neat in general.
  • sepheliussephelius Posts: 30 Arc User
    Well... I'm guessing the new Ultimate will be in a new lockbox as usual. But great to see a single blade lunge at last.
  • friezalivesonfriezaliveson Posts: 219 Arc User
    edited July 2016



    kaizerin wrote: »

    Crippling Challenge
    • Renamed to Break Through.
    • Threat mechanics of this power have been removed.
    • Can only disable block when used against blocking targets.
    • Block disabling portion lasts 10 seconds. Afterwards applies a 10 second buff that prevents the target's block from being disabled.
    • Also applies a damage, heal, defense and dodge debuff when you successfully apply the block disable. This debuff can be removed if your target damages you and cannot be stacked from any source.
    • If used against a non-blocking target, applies a temporary buff that prevents their block from being disabled.

    I don't approve of this. At all. Way to remove the only viable Tank that I was working on for the last 3/4 weeks and was nearing completion. Considering the fact that Challenging Strikes was basically worthless to being with on Tanks, wouldn've been better to just make it in-line with CC instead of putting it all over there for CS.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited July 2016
    BUG: Ricochet Throw does not self root while charging


    So let's talk about boomerangs.

    The nerf to Ricochet Throw's tap damage was obviously needed, and conserving its full charge damage was also a good move since it preserves what is really the most fun aspect of the power.

    Now the issue is that we have these two boomerang powers and you really never have a reason to take both( this was actually a problem before too, but is now more apparent ). They're both basically aoe powers that largely do the same thing, just in slightly different ways. They have no synergy with one another, and both will generally be an aoe power taken by a build that is going to get its single target damage elsewhere. I think that could be changed very simply, and doing so would ensure that we still have a reason to create boomerang-centric characters.

    As it is right now out of the two powers Ricochet Throw wins when it comes to being an aoe. For its shorter range, Throwing Blades gets a meager 10% more dps. Lets put Throwing Blades not only back in the running but also make it the single target power out of the two by making it deal more damage the less targets it's hitting, similar to powers like SMG Burst and 2 Gun Mojo. Throwing Blades is after all in the same tier as heavy hitters like Conflagration - which is a power that gets to do its full, impressive dps to every target in its area. Conflagration does require more setup than Throwing Blades, but Throwing Blades suffers the lack of an on-hit Energy Unlock, and also lacks a ranged slashing damage debuff to work with, and currently uses up more energy than conflagration ( its only slightly more, but it is more ). This turns the general gameplay flow of a boomerang character into using Ricochet Throw as an opener and long range/lower damage attack, while Throwing Blades is the close range nuke/finisher.

    I also think that now that they self root, both powers should do better dps when charged than they do on tap.


    PS - Any chance the knockback could be removed from Boomerang Toss?
  • jonsillsjonsills Posts: 6,318 Arc User
    purin1 wrote: »
    Here's a short video showcasing the new ultimate power, Vorpal Blade for anyone who is curious or does not have access to the PTS:

    https://www.youtube.com/watch?v=IC8EKP0XKJ4
    One two! One two! And through and through
    His vorpal blade went snicker-snack!
    He left it dead, and with its head
    He went galumphing back.
    ​​
    "Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"

    - David Brin, "Those Eyes"
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  • sigmaseven0sigmaseven0 Posts: 714 Arc User
    What do the new threat wipe powers do in pvp?

    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.
  • vitalityprimevitalityprime Posts: 478 Arc User
    edited July 2016
    Awesome, thank you for removing the threat component to Crippling Challenge.

    Decision to not be a tank anymore...validated.

    EDIT: I've heard actually numbers on the CS changes from someone, other than a dev, unfortunately. However, if the numbers I am hearing are true, then I apologize for my initial remarks...as the actual numbers tell a different story, and show that the devs are actually trying to make it easier for tanks to hold threat.
    Post edited by vitalityprime on
    _________
    VARIANT



    "Nearly all men can withstand adversity, but if you want to test a man's character, give him power."

    -Abraham Lincoln-
  • jennymachxjennymachx Posts: 3,000 Arc User
    edited July 2016
    Please tell me that the taunt component of crippling challenge now called Break Through is not going to be removed? Because if it's going to be, what?
  • spinnytopspinnytop Posts: 16,450 Arc User
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited July 2016

    ​​

    o.o

    Please tell me that the taunt component of crippling challenge now called Break Through is not going to be removed? Because if it's going to be, what?

    Yep, the hard taunt is gone. Break Through is now solely for breaking through blocks, aka a pvp power ( vaguely useful for PVE but not really ).
  • xrazamaxxrazamax Posts: 979 Arc User
    I have been saying forever that the animation for vorpal blade should be used! It was used finally and in a great way!
  • This content has been removed.
  • vitalityprimevitalityprime Posts: 478 Arc User

    Guys? Guys? There's a new Single Blade default weapon skin! A knife!

    Also the characteristicfor the Penitent.. which is not rmotelylooking to be Celestial-based.. Str/Dex/End....

    A REQUEST!

    There is some deepy great stuff, in this update.. but I have a tiiiny observation/request?

    Is it possible to get chain-power energy builders, at all?

    Well, the new beastial chain powers have a chance to apply bleeds, and beastial now has a new energy unlock that works off of bleeds.

    _________
    VARIANT



    "Nearly all men can withstand adversity, but if you want to test a man's character, give him power."

    -Abraham Lincoln-
  • kunkanekokunkaneko Posts: 17 Arc User
    edited July 2016
    ::BUGS::
    Single Blade - Cut Down:
    - This power seems to be copy-pasted from the dual-blades lunge, including the power-colored afterimage of the second blade, which of course shouldn't be there. Maybe you should try copy-pasting the Power Armor's Laser Sword lunge instead, which looks a million times better, or at least remove the glow from the non-existant second blade. Terrible animation, btw...
    - It says it's got 2 ranks already trained, so you only have 3 ranks left to train...

    https://s31.postimg.org/6g2fwlbrf/CO_Cut_Bug.jpg






  • morigosamorigosa Posts: 710 Arc User
    Did some testing; the new supernatural energy unlocks are both rather meh. If you've got enough endurance to get even vaguely decent returns from them, you've also got enough endurance to be getting slightly better (and vastly more reliable) results from Supernatural Power.

    Also, the changes to Defile and Aspect of the Infernal combine to make for a really harsh hit to energy management with these powers - you're going from getting the form energy return on every hit to having both an internal cooldown and a low chance to proc poison.
  • avianosavianos Posts: 6,163 Arc User
    edited July 2016
    Still No energy unlocks for Force, Might, Earth and Sorcery
    and Infernal got 2... making it 3 in total
    pig-24.gif
    At least it will help my Infernal DPS
    Jolly Good updates so far
    Martial Arts: Single Blade
    New Ultimate Power: Vorpal Blade
    Type: Melee Slashing Damage
    Range: 15' Range, 15' AoE
    Cooldown: 60 seconds
    Deals damage in a 15' sphere 5 times.
    Applies Bleed for each hit.
    Damage scales off of your Focus stacks.
    New Power: Cut down
    Type: Lunge
    Roots targets if lunging from more than 20ft away.
    purin1 wrote: »
    Here's a short video showcasing the new ultimate power, Vorpal Blade for anyone who is curious or does not have access to the PTS:

    https://www.youtube.com/watch?v=IC8EKP0XKJ4

    65c.png
    This is so satisfying!
    Best Birthday gift ever!​​
    Post edited by avianos on
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • lunnylunnylunnylunny Posts: 187 Arc User
    edited July 2016
    Any chance of some powers that currently having Crippling Challenge change to Challenge! ? (Edit: Or maybe have both options?)

    As it stands from this change on, it seems all tanks will have to suddenly tap their AoEs for the bonus agro, instead of having it innately on a Maintain or combo powers (powers used to set up for the next attack).

    Not complaining though, the changes were needed and wanted, I'd put Break through only on powerful charge skills or instant skills though: one to hurt the opponent if they block our big charged power and the other for a quicker instinct (I don't PvP though so I can't speak for them).

    In any case, loving the changes, the new powers and the new advantages!
  • avianosavianos Posts: 6,163 Arc User
    edited July 2016
    Defile
    Removed the debilitating poison debuff.
    Lash
    New Advantage: Decay: Applies Debilitating Poison on the last hit.
    Condemn
    New Advantage: Corrupting Force: Applies Debilitating Poison on full charge.
    Ehm... wouldn't it be better if Infernal Blast had Debilitating poison as Adv?

    All Blasts need to have an Utility

    [color="#ff9900"]Suggestion:[/color]
    please add Debilitating poison to infernal blast as an ADV​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • avianosavianos Posts: 6,163 Arc User
    edited July 2016
    Eh? there is a new lockbox in PTS? why wasn't this on the PTS Notes?

    Suggestion: please add Debilitating poison debuff as an ADV for Infernal Blast
    Blasts needs that utility more
    Endbringer's Grasp
    Cooldown is now a flat 90 seconds across ranks.
    Cost reduced.
    Suggestion: Please add the Damage-on-Expire for corrupted enemies, like the OTHER corruption effects have

    Suggestion: Please REMOVE the visuals from Aspect of Infernal​​
    Post edited by avianos on
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • jaazaniah1jaazaniah1 Posts: 5,535 Arc User
    So, is Challenge! going to be the only way for tanks to boost their aggro?

    Guessing that retcon tokens will be raining from the sky?
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • soulforgersoulforger Posts: 1,649 Arc User
    edited July 2016
    avianos said:

    Eh? there is a new lockbox in PTS? why wasn't this on the PTS Notes?

    Actually, there are two patch notes for this patch, one for the power changes (long list), and one for the lockbox and other various non-power changes.

    http://www.arcgames.com/en/forums/championsonline#/discussion/1205808/fc-31-20160702-1520-1-mayhem-lockbox-penitent-archetype

  • aiqaaiqa Posts: 2,620 Arc User
    Suggestion:
    Since Break Through is much more limited than the old Crippling Challenge, I think it's fair to lower the cost a bit. 3 adv points seems a bit harsh for an adv that you need to really time well and is so situational. In my opinion even 2 points would be a bit much for it now, and I'd prefer to have it lowered to 1 point.
  • draogndraogn Posts: 1,269 Arc User
    Can challenge be added to abilities that had crippling challenge or to more abilities to make up for the loss of crippling challenge?

    Also since those advantages are changing, and in the case of break through quite significantly, will we be given a retcon for characters affected?
  • notyuunotyuu Posts: 1,121 Arc User
    Also, wouldn't it make more sense from a balance standpoint to have slash as a single target high damage combo, due to the fact that we already have Reapers Caress for the AoE single blade combo
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

    eOGi6Cv.png9rfvawn.pngr3iD4nS.png


    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
  • theravenforcetheravenforce Posts: 7,132 Arc User
    edited July 2016
    kaizerin said:




    Mentalist Framework


    Telepathy


    New Power: Mind Wipe
    • Type: Threat Wipe
    • Range: 50'
    • Cooldown: 45 Seconds
    • Wipes all of your threat from the target. Places all other threat wipe abilities on a 30 second cooldown.
    • Advantage: Free Your Mind!: Helps players nearby your main target break free of holds.
    Well, I'm very surprised to see this ability make a return from the dead.
    kaizerin said:

    Mental Storm

    • Cost Increased.
    • Slightly increased damage.
    • Damage over time portion of this attack can no longer be stacked by the same player.
    Cost increase was a little unnecessary but its not massive...
    kaizerin said:

    Mental Leech

    • Slightly increased damage.
    • Cost reduced.
    • Cooldown set to 8 seconds for all ranks.
    • Damage over time portion of this attack can no longer be stacked by the same player.
    • Corrected a bug where the power was using the wrong activation time. It now has an activation time of 0.67 seconds.
    • The Mental Weakness debuff has been removed from being innate to this ability and made into an advantage.
    Bad move. With the removal of Mental Weakness you have actually decimated the usefulness of this power for stacking Manipulator, as it no longer counts as any sort of CC power innately.
    kaizerin said:

    Shadow of Doubt

    • Slightly increased damage.
    • Cost increased.
    • Cooldown set to 8 seconds for all ranks.
    • Move this power over to the Ranged Area attack section.
    • No longer has access to the Break Through advantage.
    • Now has access to the Challenge! Advantage.
    • Corrected a bug where the power was using the wrong activation time. It now has an activation time of 0.67 seconds.
    • Damage over time portion of this attack can no longer be stacked by the same player.
    • The Malaise debuff has been removed from being innate to this ability and made into an advantage.

    Bad move. With the removal of Malaise you have actually decimated the usefulness of this power for stacking Manipulator, as it no longer counts as any sort of CC power innately.

    kaizerin said:

    Psionic Accelerator Device

    Device was using an old hold mechanic. Updated it to use Paralyze instead.
    ​​

    This paralyze needs to be a rank 3 paralyze. It is currently a rank 2 one. Please update. (It costs quite a lot of Questionite, it should be worth the investment.)

    So once again...nerfs! Not surprising really, but still a shame to see happen time and time again to this power set.
    Post edited by theravenforce on
  • avianosavianos Posts: 6,163 Arc User
    edited July 2016
    If we don't get free Retcons with those changes I will be pissed

    Telepathy Nerfs once again are gonna ruin Zackary's build

    freaking hell

    and let me guess, Telepathic Reverb still doesn't work with new telepathy​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • theravenforcetheravenforce Posts: 7,132 Arc User
    avianos said:


    and let me guess, Telepathic Reverb still doesn't work with new telepathy​​

    Oh that's another thing to point out... Mental Storm STILL does not count as an initial Telepathy hold for the purposes of Telepathic Reverberation.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited July 2016
    BUG: The debuff icons for Challenge! never go away, and they both say Crippling Strikes on them. This seems to happen randomly.
  • aiqaaiqa Posts: 2,620 Arc User
    Bug:
    The description of challenge says it lasts 4 seconds on your primary target, but it lasts 10 seconds.
  • theravenforcetheravenforce Posts: 7,132 Arc User
    edited July 2016
    Few things...

    Power Armor


    BUG: Mini Gun is draining ridiculous amounts of energy when used. (my max is 427, I am drained for 467 energy per tick)


    Telepathy


    BUG: Mind Wipe is still listed as "Slip Your Mind" (it's original name) on the retcon list.

    BUG: Mind Drain cannot be ranked up and auto completes to 4/5 advantage points when initially picked up.

    BUG: Mental Leech no longer stacks Manipulator because it is lacking Mental Weakness. This nerf further ruins Manipulator based Telepathy builds. If this is intended and not an oversight please state.

    BUG: Shadow of Doubt no longer stacks Manipulator because it is lacking Malaise. This nerf further ruins Manipulator based Telepathy builds. If this is intended and not an oversight please state.

    BUG: Mind Break's unique interactions have suffered because of this nerf;

    BUG: Mind Break can no longer rupture Regret.

    BUG: Mind Break can no longer rupture Stress.

    BUG: Mental Leech is now creating two separate stacks of Dependency on a target, one stack can be ruptured the other stack cannot be ruptured. This means Dependency can stack to 8.

    BUG: Mental Storm STILL does not count as an initial Telepathy hold for the purposes of Telepathic Reverberation.

    BUG: Mind Drain's animation, whilst great, may require a few adjustments so that it doesn't look like your character is shoving their fingers into their face (by their eye).

    Request: Please alter the VFX and SFX for Mind Drain to be less Devour Essence and more "Telepathy". Perhaps use Energy Storm's VFX? Or perhaps Courtney Olmacher's psychic bond VFX? As for the SFX...perhaps something similar to Telekinetic Assault's SFX.

    Request: Please upgrade [Psionic Accelerator] & [Telekinetic Force Field Inducer] Devices to Rank 3 Paralyzes. Currently Psionic is Rank 2 and TFFI is Rank 1.


    Single Blade

    Request: Would it be possible to get a single blade block into this update? Perhaps one that regularly changes position when you have incoming damage (as if you are deflecting hits) and returns a small portion of incoming damage to the attacker? (Similar to Ebon Void but without the heal).

    Post edited by theravenforce on
  • edited July 2016
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  • xrazamaxxrazamax Posts: 979 Arc User
    edited July 2016
    Suggestion: With these major updates, please considering revising Trauma's effect on players. There are many HoT powers and advantages, but all of these are nullified when a player suffers trauma and cause players to gravitate towards powers that do burst of healing instead (i.e. conviction). I believe the halving of healing is sufficient and players do not need to see their HoT completely stopped due to the effect of trauma.
This discussion has been closed.