Power ChangesManipulator
- Changed the way Manipulator is triggered so that advantage based powers can trigger it.
- Updated Manipulator's description to state that the form triggers off of stun, paralyze, incapacitate, root, sleep and confuse as "control" wasn't very descriptive.
- Powers that do not apply a stun, paralyze, incapacitate, root, sleep or confuse will no longer trigger Manipulator.
- Updated the description to state that Manipulator increases stun, paralyze, incapacitate, root, sleep and confuse magnitude as "Hold" was too vague.
- Updated the description to state what damage Manipulator increases as its previous description suggested it increased all damage when it actually increases attacks typed as melee or ranged (there are some abilities typed as neither).
- Manipulator now has an internal cooldown of 4 seconds.
Misc
- Added Cut Down as an option for the Blade archetype.
- Fixed a bug where Open Wound wasn't proccing properly on Massacre and Gauntlet Chainsaw.
- Updated the soundfx on Vorpal Blade.
Misc Changes
Fixed a bug where the Teleiosaurus Hatchling in Teleios Ascendant would slide around.
Added Inmate costume set to the debugger.
- Currently this costume is only on females.
- Male versions and textures are still being worked on for this set.
- Known bug: The Inmate 4 mask is currently using the wrong texture.
Comments
Bye Ego Placate spam, I am ambivalent about your departure o3o
My super cool CC build and how to use it.
BUG: Mind Wipe is still listed as "Slip Your Mind" on the remove powers list.
BUG: Mental Storm STILL does not count as an initial Telepathy hold for the purposes of Telepathic Reverberation.
Request: Please upgrade [Psionic Accelerator] & [Telekinetic Force Field Inducer] Devices to Rank 3 Paralyzes. Currently Psionic is Rank 2 and TFFI is Rank 1.
Kaiserin, you may want to add to the OP that the bugs related to: Mind Break not rupturing Regret, Stress and Dependency have been resolved and Mind Break can properly rupture them again.
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Epic Stronghold
Block timing explained
The Inmate Boots look...square...as in rather bad in that blocky way.
Has anyone gone about testing to make sure all advantaged CCs are stacking and benefitting from Manipulator?
Also, either the stacking hold resistance mechanic needs to go away or Manipulator needs a longer duration. Most holds work on a much slower than 20 second beat on a control build, and are punished for trying to go faster. Either holds should be able to be spammed or not, right now it's in a broken middle ground where neither is true.
-Ogre
and I agree, CORRUPTION should be triggering Manipulator
Just saying for Penitent's AT Build
it's a known bug that Retaliation's (and HW Block) Retaliation buff get consumed by DoTs
and since this AT use Bleed, Poison and whatever else, this may be time to fix it, just saying
Suggestion: Please give Cut Down some special ADV effect
I kind of like the blocky shoes. Not only are they a fun callback to movies like Faceoff, but they should be able to be recolored and used as shoes for animated characters.
Suggestion: Please make the chain piece on inmate armored 3 chest piece a chest attachment and not part of the default costume piece. That would make it much more flexible in costume creation.
Here is a gallery of the whole costume set: http://postimg.org/gallery/3gpicgg2o/
Some screens:
That's a Very nice costume set, wasn't expecting something fancy from a Prisoner-themed costume
I think this might be what they were going for though:
https://goldinauctions.com/mobile/lotdetail.aspx?inventoryid=13926
MOTM uses it's own version of the TP dot powers to apply the debuffs. But now they debuffs are advantages. So does tht mean MOTM no longer applies debuffs? Or does it still apply them?
If it no longer applies them then MOTM has actually become worse. Which I'm hoping isn't true.
--
On another fun note, the Mental Weakness and Malaise debuffs being moved to advantages means of course that they've lost their Crowd Control Strength duration scaling anyway and are now fixed at 10 seconds.
This of course means that Rank 3 will naturally be superior...again...there was no reason to change them but...*shrugs*
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I compared it's LIVE cost to that on PTS and I thought maybe something was off...turns out...
Master of the Mind's energy cost has been INCREASED on PTS.
Base Cost of Master of The Mind on PTS is 226 energy without any super stats or gear (level 40, Hybrid Role 5 in every stat)
This comes pretty close to that of the base cost of Force Cascade which is 280 energy on PTS
I guess that's another nerf that wasn't mentioned.
--
@riverocean , Update - Master of The Mind applies the revised versions of the Malaise and Mental Weakness debuffs, so these do not have a duration which scales with Crowd Control Strength as that scaling has been destroyed and replaced with a static duration of 10 seconds (sound familiar ).
Master of The Mind, in many ways still requires a bit of work, it's empowered version of Mental Storm still applies the very first version of Mental Storm which is a stun.
It's mildly useful if you want to spam Hold Resistance stacks on your enemies so that you can stack Manipulator to apply your holds to enemies who are now immune to your CC
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You aren't helping me getting Detached from MSA, game
and Ego Placade will be a waste of power slot
I'm really regretting for making a "new" telepathy character
Epic Stronghold
Block timing explained
It's weird that the energy cost is so much lower on LIVE though. I'm sure an answer will be given soon enough
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I wouldn't be surprised if sooner or later Manipulator was removed and replaced with another form which boosted debuff durations, just so that Crowd Control can no longer be a focus.
Naturally there's no reason for that to happen but...clearly there doesn't need to be a reason, it can just happen.
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In a situation like an alert I'm pretty much throwing CCs around like mad anyway, because I have plenty of stuff to CC - in those situations I get more stacks more quickly and I actually benefit from them because my holds are more spread out so having their durations be longer is beneficial ( of course, it's an alert so my holds are of course still more of a luxury, but that's the case for tanks, healers, and dpsers too ). In a more controlled and focused situation, like dog tanking, I don't actually need max'd stacks - in fact it's possible I don't even need Manipulator at all ( BK CC's dogs with Compassion on I think ).
So the whole "I have to spam holds and make enemies immune to holds to stack manipulator" is sort of a moot point, since you in fact don't need to do that. That's why it is also irrelevant that Ego Placate stack spam is going away - we didn't need it to begin with.
As for MotM the same idea applies - if you don't want enemies CC immune, then just don't do that o3o *warms up tinfoil hat ray*
My super cool CC build and how to use it.
That is why what you quoted was in connection to how Master of The Mind had changed and how it functioned. Now that Manipulator has been "standardized" as a form power...is it not reasonable to want to be able to stack up to it's maximum as fast and as easily as you can with any other form power?
I could totally understand where you are coming from if every other form power was only stackable via powers which have a base cooldown of...8-15 seconds, but that's not the case.
I can maintain PBR or Lightning Arc or [Insert any power which stacks Concentration] and gain continual stacks without having to wait and achieve stacking faster than someone who has to sit there, hope that the target is still alive once they've released their CC (if it is a necessary charge CC power) and then wait for said power to recharge or find untouched enemies in a situation where other players may be demolishing targets very quickly.
It is not "irrelevant that Ego Placate spam is going away" because Placate was/is classed as a Crowd Control effect and now it has been axed to control (no pun intended) how Manipulator users stack and utilize Manipulator. I personally didn't need to spam Ego Placate (or use it) to stack Manipulator...but that was before the New Telepathy set was...for lack of a better term, savaged.
For me personally, it will be more difficult to stack Manipulator and will require me to likely slow my play style down further because I am not a Concentration Form using build.
You must understand, just because you see something one way...does not mean everyone else should feel the same way or see things that way.
I don't expect everyone to give a flying f**k about the nerfs and changes to Telepathy or Manipulator because it's not relevant to them because they either don't use it or don't use it enough to be greatly impacted by the changes. *ties up hair* If you are going to force me to wear something like that, I don't want my hair ruined
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My super cool CC build and how to use it.
You know as well as anyone else who can read what I type, that I did not imply nor state that anywhere.
I said that because some of what you type seems (at least to me having spoken to you) that because you see things one way that anyone else who sees things differently must be completely nutty or a conspiracy theorist...both of which you have implied about me...since I have a different take on what is happening.
It is not something I appreciate.
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Dps/healing is a fairly different mechanic from CC, so it makes sense that the forms for each would have different logistics. Stacking to full has different implications for both. If anything, Manipulator as a form is still too similar to the other two - I actually feel like it should be more like Aspect of the Machine and Mental Discipline. But as is it still works for what you need it for, and its effectiveness scales upwards as you need it to be more effective.
My super cool CC build and how to use it.
Bug?: The Inmate pants only has skin patterns as their attachments. It could use some tights patterns as well.
Suggestion: The inmate kneepads don't actually mount on the knees, rather they're set on the shins. It'd be nice if could be used on the knees as well.
My super cool CC build and how to use it.
If people are only using it for a tap damage and ranged ego damage debuff, then the chances are that the target they are attacking cannot be crowd controlled anyway.
If what you are suggesting was implemented, it would only serve to make stacking Manipulator with "New Telepathy" harder, since you wouldn't be able to do so anymore on tap.
The alternative of course is for players to simply not tap the power and full charge it.
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So.. it used to be that almost any power w/ a hold effect baseline could proc Manip w/ each use, even if the hold itself was a chance and didn't proc on every use. With these changes, one drawback is that now those powers only proc Manip when they successfully proc the effect, and not w/ each use. For ex. before Sonic Arrow could proc Manip even on tap, but now it only procs it on full charges cause that's what the actual Stun effect requires; lunges that can root or stun now only proc Manip when used >20ft away, etc.. Ofc, this is on top of Manip now getting the usual icd on stacking.
The uptick is that Manip indeed does proc on CC effects from special advs. It seems that the coding is more accurate to finding when CC effects occur for the toggle (ala knocks for Enrage), but the changes outlined above make this a 'one step forward, two steps back' kinda deal for Manip, imo.
Quickly going through each powerset for stuff that will proc Manip, special adv or not. Mine as well get this out of the way..
[ Tested powers that stack Manipulator ]
- Electricity - Electrocute, Thunderstike w/ Ionic Compression adv.
- Fire - Heat Wave (2 stacks per full channel).
- Force - Containment Field, Force Cascade w/ Containment Blast adv (full charge only).
- Wind - Twister.
- Ice - Ice Burst w/ 'Freeze Dirtbag' adv.
- Archery - Taser Arrow (on successful Paralyze only), Sonic Arrow (full charge only), Storm of Arrows w/ Achilles' Heel adv (2 per full channel).
- Gadgeteering - Experimental Blaster (on successful Stun_Confuse proc only, & charged only), Sonic Device, Tanglecoil Launcher, Bolas, Entangling Mesh.
- Munitions - Pistol Whip, Bullet Beatdown (when the Root or Stun effects proc only), Sniper Rifle.
- Power Armor - Lightspeed Dash (>20 feet away only), Binding Shot.
- Martial Arts (general) - Inexorable Tides w/ Instep Crush adv, Thunderbolt Lunge (>20ft away only), Smoke Bomb Lunge (>20ft away only).
- Dual Blades - Storm's Harvest.
- Fighting Claws - (none)
- Single Blade - Cut Down (>20ft away only).
- Unarmed - Crashing Wave Kick, Dragon Kick (full charge only).
- Telekinesis - TK Maelstrom, Ego Blade Dash (>20ft away only), Ego Blade Frenzy w/ Unnerving Rage adv (1 per full channel), Ego Blade Breech w/ Domineering Will adv (vs. block only), Ego Choke (2 per full channel), Ego Hold.
- We're Sorry, Raven - Ego Storm (2 per full channel- with or w/o MM adv), Mental Storm, Mind Lock.
- Heavy Weapons - Brute Strike, Decimate w/ Restraining Order adv (>20ft away only).
- Earth - Cave In (full charge on Staggered targets only), Fault Line w/ Compound Fracture adv (full charge only).
- Might - Roomsweeper w/ Concussive Blow adv, Mighty Leap (>20ft away only), Thunderclap.
- Celestial - Rebuke w/ Admonish adv (full charge only & w/ 2ndary targets only), Vengeance w/ Redemption Denied adv (full charge only).
-Darkness - Shadow Blast w/ Psychotic Break adv (full charge on Feared targets only), Grasping Shadows, Void Shift (>20ft away only).
- Sorcery - Eldritch Bolts (on successful Root w/ opening attack, and/or on successful Stun w/ the Wizard's Discretion adv), Eldritch Blast (on successful Root only), Binding of Aratron (2 per full channel), Skarn's Bane (when the Stun or Confuse proc only; the Root proc from Warlock's Malice adv can increase this chance), Urthona's Charm.
- Supernatural (general) - Soul Mesmerism (Glossolalia adv can proc Manip multiple times in AoE per use), Venomous Breath w/ Paralytic Bite adv (on successful Stun only).
- Bestial SN - Bite w/ Furor Venom adv (on successful Stun only), Feint.
- Infernal SN - Crippling Coils (2 per full channel), Locust Swarm, Devour Essence w/ Phlebotomist adv (2 on full channel), Condemn w/ Redemption Denied adv (full charge only).
Misc Stuff:
- As we've known, Shadow of Doubt, Mental Leech, and Ego Placate all lost their ability to proc Manip (even w/ special advs).
- Ice Cage cannot proc Manip anymore despite it being able to before, and this is w/ or w/o the interrupt adv. Prob due to it being a sep entity.
- Invocation of Storm Calling also cannot proc Manip anymore, when before it could proc on each tick and even w/o any targets (doesn't really help this already weak power, imo),
- Ice Objects also cannot proc Manip, but in being external sources of CC.. they prob never will.
- Gas Arrow w/ adv cannot proc Manip even when stunning, prob cause its a sep entity as well.
- same deal w/ Psychic Vortex's stun adv as w/ Gas Arrow's above.
- Mental Storm and Thunderbolt Lunge can finally proc Manip (yay).
- Thunderclap and TK Maelstrom can no longer trigger Manip w/o any targets hit (boo).
- Ego Storm can still stack Manip even w/o any targets being hit, though it only gets 2 stacks per full channel (as per the icd change).
- Head Trauma from Uppercut I don't think can proc Manip, but I'm not completely sure.
Misc bugs (not directly related to Manip; just were spotted along the way):
BUG: Breakaway Shot has 2 Accel Metabolism advs listed (can only get one).
BUG: Throwing Blade's casting anim doesn't show about half the time when tap-spamming it (other powers can suffer from this anim glitch, ofc, but usually not as bad).
BUG: Unified Theory's charging animation resets after a few sec (only matters when not using it w/ Accelerator to make it instant).
BUG?: Chest Beam's Point-Blank Blast enhancement description, Power Gauntlet's Downrange Disaster enh description, and Shoulder Launcher's Bunker Buster enh description don't detail the dmg or %dmg increases.
BUG?: special advs that apply Shredded don't detail the debuff's numbers in their description.
- Be safe and have fun, champs - for science!
Suggestion: Please put Debilitating poison debuff as an ADV for Infernal Blast
you aren't helping the whole "Blast will be used for Utility" very well
and I don't want to use Condemn for my infernal character, its ugly and break the Poison Floral theme
Placates
Interrupts
and even softer CC which affects movement speed.
If anything, as interrupt and Placate are CC effects they too should proc Manipulator.
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Helping Manip could mean simply adding more stuff like Feint/Brute Strike for Melee powersets, and also giving Ranged sets analogues (w/ a diff drawback to them, since they wouldn't be melee-range only).
- Be safe and have fun, champs - for science!
If so, how is this not a win/win? Tanks have been complaining about DPS with CC for pvp purposes stealing agro needlessly in pve. This fixes that. PVP has been complaining that CC is overpowered in pvp to the point that no one even bothers to block or take a block power for PVP. It seems like both sides are getting what they asked for.
Maybe I'm misunderstanding.
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.
It can work like Mental Discipline in this regard.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
It would make sense with the high amount of HoT healing powers that we've seen arrive in Champions Online recently.
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