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Powers Review Discussion Thread

kaiserin#0958 kaiserin Posts: 3,183 Cryptic Developer
edited February 2017 in PTS - The Archive
Please use this thread to discuss changes made to powers for this PTS update.



Misc
  • Fixed R3 Condemn from spouting presents on full charge.
  • Ego Blade Breach's sound fx for Rank3 will no longer paly Medusa's voice lines.
  • Reduced Gunslinger's Legacy device cooldown to 60 seconds (from 180) and corrected its tooltip.
  • Neuroelectric Pulse Generator device can now be colored.
  • Updated Nanomachine Pheromone's placate to not use the old version of the effect.
  • All munitions powers should now work with the Ascii mod.
  • Fixed a bug where Mechanical Monstrosity, Implosion Engine, Meltdown, Fire All Weapons, Showdown, Mind Link, Manipulator and Concentration did not count towards power count total for the purpose of unlocking new tiers of powers.
  • Fixed a bug where rank 2 and 3 of Chilled Form could detoggle itself.
  • Cut dependencies on many weapon replacers. What this means is many munitions based weapon replacers will no longer update their effects with any munitions power changes.
  • Slightly increased Soul Beam's damage.
  • Fixed a bug where Force Geyser lost its Hard Landing advantage.
  • Fixed a bug where Blazing Speed would backflip.



New Power: Composure
  • Munitions offensive passive.
  • Gives bonus damage to all technology powers.
  • Small dodge/avoidance boost.
  • Scaling knock resistance.
  • Gain energy when you dodge an attack. This effect has a higher internal cooldown and smaller amount than other passive energy gains.



New Power: Sharp Shooter
  • Munitions form toggle.
  • Scales off of Dexterity.
  • Gain a stack whenever you gain/refresh a Furious stack or critically hit a target while furious.



New Power: Parting Shot
  • Reverse Lunge. Knocks targets away.
  • Advantage: Changes this power into a threat wipe.



Furious
  • Lowered the amount of stacks Furious can have to 3.
  • Willpower can no longer stack.
  • Increased amount Willpower heals.
  • Increased Furious duration to 12 seconds.


New Power: Execution Shot
  • Deals increased damage versus low health targets.
  • New Advantage: If you defeat an enemy you get 3 stacks of Furious.
  • New Advantage: Applies fear to targets around your primary target.



New Power: Showdown
  • Technology Ultimate.
  • Heavy ranged cone damage.
  • Roots targets in place while using.



New Power: Trip Wire
  • Munitions.
  • Knocks target to you.
  • Has a chance to apply Disorient.
  • Advantage: Open Wound
  • Advantage: Stim Pack



New Power: Flamethrower
  • Munitions.
  • Cone fire damage. Chance to apply clinging flames every hit.
  • Advantage: Chance to stun targets. Automatically stuns feared targets.
  • Advantage: Increases base clinging flames chance. Guaranteed clinging flames if affected by furious.
  • Has limited customization options in the tailor. It is unlikely any more will be added this patch cycle.



New Power: Relentless
  • Energy Unlock
  • Martial Arts Shared
  • Grants energy when getting a critical hit against a wounded (bleeding, shredded) target.
  • Now scales primarily with Recovery and partially with Endurance.
  • Can now also trigger off of Open Wound and Deep Wound.
  • Fixed a bug where Relentless was only applying to melee critical hits.



Scything Blade
  • Changed to self-targeting pbaoe.
  • Now has a scaling chance to apply bleeding to all non-bleeding targets. Full charge is guaranteed.
  • Swallowtail Cut advantage: Now has a scaling chance to apply Swallowtail Cut to foes. Full charge is guaranteed. Against high ranking targets that Swallowtail cannot affect instead always applies a bleed regardless of charge time.
  • New advantage: Knocks down targets on full charge.
  • Fixed a bug where it could not deal damage.
  • Changed Swallowtail cut to apply even if your target is currently bleeding.


Eviscerate
  • Reduced damage and cost.
  • Increased Messy's advantage cost to 2.
  • Reduced the amount of time Messy refreshes the Shredded effect to 10 seconds (from 16).


New Power: Swift Strike
  • Single blade single target stun.


Force Snap
  • Cooldown increased to 10 seconds.
  • Lowered the activation time to 0.67 seconds (from 0.83) to make it feel more responsive.
  • The damage and cost on this power was redone for the new activation time.
  • Added Recharge advantage.


Pistol Whip
  • Fixed a bug where pistol whip was using the wrong damage multiplier.



Rocket
  • Added Scorched Ground advantage. This advantage applies a flashfire pit.



Steelhead Flamethrower Device
  • If you have wings they will no longer erupt into madness when using this device.



Smoke Grenade
  • Smoke Grenade's advantage now changes the power into a threat wipe.
  • Corrected cost of Smoke Grenade when the advantage is bought.



Assault Rifle
  • Changed Assault Rifle's damage formula from escalating to maintained, meaning it now deals a flat amount each tick instead of scaling up as you maintain it.
  • Moved Assault Rifle to Tier 3.
  • Advantage now turns the power into a cylinder attack.
  • New Advantage: Deals an extra 10% damage for every Furious stack on you.
  • Fixed a bug where it was not ranking up in damage.
  • Slightly increased the damage and cost.
  • Fixed a bug where it was using the wrong maintain cost.



Frag Grenade
  • Changed this power to deal Piercing damage over time.
  • Advantage: Changed to the apply Armor Piercing debuff.
  • Fixed a bug with its advantage applying shredded instead of armor piercing.
  • Updated tooltip to state that it cannot critically hit.
  • Added open wound advantage.



New Power: Incendiary Grenade
  • Deals fire damage. Applies Clinging Flames.
  • Advantage: Applies the No Quarter debuff.
  • Added Scorched Ground advantage. This advantage applies a flashfire pit.
  • Increased the damage and cost.



New Power: Concussion Grenade
  • Deals crushing damage and knocks back targets.
  • Advantage: Stuns targets instead of knocking them back.
  • Added Nailed to the Ground advantage.



Shotgun
  • Shotgun can now be charged.
  • Knocks targets down on tap, knocks back on full charge.
  • Advantage: Provides a 100% chance to knock secondary targets when they are affected by Armor Piercing. Refreshes Furious stacks.
  • New Advantage: Chance to Fear targets.
  • New Advantage: Now applies Armor Piercing to your primary target and has a chance to apply it to secondary.
  • Fixed a bug where it was using the wrong damage multiplier at higher ranks.



Minimines
  • Minimines is now considered to be melee damage.
  • Changed damage typing to pure crushing.
  • Added Stim Pack advantage.



Bullet Ballet
  • Removed the break the trigger advantage from bullet ballet.
  • All attacks are now considered melee damage.
  • Adjusted damage and cost of the power. Damage is slightly higher than before.
  • Added in cost decrease as you progress through the combo powers.
  • Updated the tooltip to state that the power is an area effect and that it refreshes Furious stacks on the last hit.



Submachinegun Burst
  • Moved to Tier 0.
  • New Advantage: Refreshes Armor Piercing on targets.
  • Dropped submachinegun's max target count to 3.
  • Gave it a chance to apply Furious per hit instead of on full maintain.
  • Lowered damage slightly, reduced cost moderately.
  • Increased Furious chance to 20% (from 10%)



Gatling Gun
  • Removed Furious stacking.
  • Now has a chance to apply Armor Piercing every hit.
  • Listen to reason advantage now has a chance to apply fear and refreshes your Furious stacks.
  • In addition to its chance to apply Armor piercing, if a target is already affected by Armor Piercing, refreshes the effect.
  • New Advantage: Repels targets away from you. Targets in melee range have a chance to be knocked down.



Burst Shot
  • Can now be charged.



Breakaway Shot
  • Now knocks down primary target and has a chance to knock down secondary targets.
  • Added a 6 second cooldown.
  • Microfilament Wire's range increased to 10ft (from 5ft). Guarantees knocking down secondary targets.



Killer Instinct
  • Changed to match newer energy returns. Now gives energy over time instead of single bursts.
  • Changed to scale with Recovery primarily and endurance partially.
  • Fixed a bug where Killer Instinct did not display a buff.



Concentration
  • Addressed a bug where it was not obeying its 4 second internal cooldown in between applying new stacks.
  • Updated tooltip to be better explain what it does.



Holdout Shot
  • Added Nailed to the Ground advantage.



Two Gun Mojo
  • Removed Nailed to the Ground advantage.
  • Returned back to single target.
  • Close the Gap: This advantage actually capped out at 28.5% bonus damage if you were 0 ft away from a target (which isn't terribly possible). It's been adjusted to hit its 30% cap at 7ft.
  • New Advantage: Turns the power into a cylinder attack.


Please format any bugs you find in the following format:
Bug
Where it happens
What happens

BBCode:
[color="#ff0000"]Bug
Where it happens
What happens[/color]

HTML:
<font color="#ff0000">Bug
Where it happens
What happens</font>

Please format any suggestions you have in the following format:
Suggestion
Your suggestion

BBCode:
[color="#4a86e8"]Suggestion
Your suggestion[/color]

HTML:
<font color="#4a86e8">Suggestion
Your suggestion</font>


​​
Post edited by kaiserin#0958 on
«13456

Comments

  • sinistro1978sinistro1978 Posts: 280 Arc User
    edited January 2017
    Increased amount Willpower heals.

    New Willpower gives 150 a tick. Old Willpower was 111 a tick, and stacked 3 times. Seems like a big nerf. Any chance we can get the new Willpower to at least scale with Pre and other heal bonuses?

    New Power: Relentless
    I was excited about this until I logged on and saw another EU that required Endurance. Why not Dex like Steadfast, or maybe even Str, which keeps getting overlooked with EUs.
    [SIGPIC][/SIGPIC]
  • avianosavianos Posts: 6,163 Arc User
    edited January 2017
    Minimines
    Minimines is now considered to be melee damage.
    Changed damage typing to pure crushing.
    :|
    Mini Mines are gettin worse and worse
    Assault Rifle
    Changed Assault Rifle's damage formula from escalating to maintained, meaning it now deals a flat amount each tick instead of scaling up as you maintain it.
    Moved Assault Rifle to Tier 3.
    Advantage now turns the power into a cylinder attack.
    New Advantage: Deals an extra 10% damage for every Furious stack on you.
    My Assault Riffle FF DPS is gonna rock that rank 3 AR now!
    actually nevermind I didn't read it right last night
    WHY is this Gimmicky Trash with Furious!? I don't like this
    AR NEEDS the escalating damage like all OTHER FREAKING MAINTAIN POWERS
    New Power: Relentless
    Energy Unlock
    Martial Arts Shared
    Grants energy when getting a critical hit against a wounded (bleeding, shredded) target.

    . . .
    What's the point of this?
    I don't get it, it sounds like a gimped version of steadfast
    it still has the critical hit requirements but now has the wounded addition
    Why would I pick this instead of steadfast? was it created to promote crossover powerframe synergy with bestial and Martial?

    If it was to grand energy when attacking a wounded enemy WITHOUT the critical hit requirement i would understand since it would be good for Single Blade and Fighting Claws, but doesnt sound exciting
    New Power: Relentless
    I was excited about this until I logged on and saw another EU that required Endurance. Why not Dex like Steadfast, or maybe even Str, which keeps getting overlooked with EUs
    .
    Oh, END focused, ok now that's interesting

    and it was propably made to promote END, it's really unpopular stat
    This could create some interesting NON-DEX and Focus Toggles builds​​
    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!
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited January 2017
    RIP Escape Artist. Wonder if Puppy Ninja is at fault? >w>



    PS - do something with Breakaway Shot.


    Bug
    Where it happens: Anywhere
    What happens: When I use Flamethrower my wings flap majestically even tho I am not flying. Seems like a fire hazard.


    Bug
    Where it happens: Anywhere
    What happens: Flamethrower does not show a maintain bar while maintained


    PS2 - Uncompromising advantage on AR seems like it's gonna be really awkward to use, especially at 100 range.

    Bug
    Where it happens: anywhere
    What happens: I can select Relentless even if I already have an energy unlock


    PS3 - can we get a damage increase on fully charged shotgun? could make it an advantage if that's needed... Fully Cocked ?
    Post edited by spinnytop on
  • yinjeighyinjeigh Posts: 225 Arc User
    edited January 2017
    Please keep Assault Rifle's Escalation. I'm testing currently, and I'm seeing a pretty large decrease in damage output. Live build crits around 2.3k regularly with Escalation. Current PTS build (same specs, etc) can't even go past 1.6k.
    What exactly was the reason for this change to begin with?
    @Jeighsun in-game. Feel free to add me!
  • kallethenkallethen Posts: 1,576 Arc User
    Why make Minimines melee damage? It just makes no sense to me. Only because it's a close range? This change messes with the Automaton AT, which is a ranged DPS AT.​​
    100% of the world is crazy, 95% are in denial.

    Get the Forums Enhancement Extension!
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited January 2017
    avianos said:


    What's the point of this?

    I don't get it, it sounds like a gimped version of steadfast

    it still has the critical hit requirements but now has the wounded addition

    Why would I pick this instead of steadfast? was it created to promote crossover powerframe synergy with bestial and Martial?

    Steadfast is restricted to MA powers.

    Relentless can proc off of ANY melee power. Bestial, Might, Heavy Weapons, Laser Sword... apply a bleed to a target and hit them with any of these attacks and you've got an energy builder. That's why you might pick it instead of Steadfast.
  • servantrulesservantrules Posts: 312 Arc User
    yinjeigh said:

    Please keep Assault Rifle's Escalation. I'm testing currently, and I'm seeing a pretty large decrease in damage output. Live build crits around 2.3k regularly with Escalation. Current PTS build (same specs, etc) can't even go past 1.6k.
    What exactly was the reason for this change to begin with?

    Does the live version already have the correction to the bug that reduced the diminishing returns for ATs on damage? If that correction isn't applied as of yet, that might be why the PTS version has lower damage.
  • sinistro1978sinistro1978 Posts: 280 Arc User
    edited January 2017
    I think what makes Relentless confusing is Wild Thing EU already exists. Relentless doesn't really bring anything new to the table. Scales with END and is bleed reliant.
    [SIGPIC][/SIGPIC]
  • baelogventurebaelogventure Posts: 520 Arc User
    Add Flamethrower to the list on this page

    Adjust Flamethrower to have a longer range than Fire Breath if it's going to keep it's 3ft cylinder, or give it a wider area of effect

    Increase Flamethrower's base damage

    Add Flamethrower skin to tailor for color adjustment

    Add more Flamethrower skins

    Swap the icon and in-game graphic for Frag Grenade, Incendiary Grenade, and Concussion Grenade. Frag Grenade should have the "Pineapple" Grenade, Concussion should have the Smooth Grenade, and Incendiary should have the Canister Grenade

    Change impact graphic between Frag and Concussion Grenade. Frag could have small bits of shrapnel in the explosion while Concussion could have a more pronounced blast wave

    Normalize energy cost across Frag, Incendiary, Concussion Grenades

    Frag Grenade: Cuts and Scrapes is applying Shredded instead of Armor Piercing

    Concussion Grenade:Stun Grenade. Tooltip for Concussion Grenade is not updating to display Stun property

  • avianosavianos Posts: 6,163 Arc User
    edited January 2017
    I will say this in advanced
    If we dont get new munition powers (especially SINGLE PISTOLS and the flamethrower) this will be dissapointing
    Suggestion

    1.Please make a Rifle version of Burst Shot, and it should have increased range, and it's really annoying consider Assault Riffle is 100feet while Burst Shot is 50feet
    2.More single pistol powers in the future


    Assault Rifle
    Changed Assault Rifle's damage formula from escalating to maintained, meaning it now deals a flat amount each tick instead of scaling up as you maintain it.
    Moved Assault Rifle to Tier 3.
    Advantage now turns the power into a cylinder attack.
    New Advantage: Deals an extra 10% damage for every Furious stack on you.
    Yes I totally want to turn my main themed Single target attack into an AoE /Sarcasm

    Submachinegun Burst
    Moved to Tier 0.
    Applies Furious to you when fully maintained.
    New Advantage: Refreshes Armor Piercing on targets.
    Known bug: Currently applies 3 stacks of furious, should only be 1.
    Please clarify
    Do you need to maintain Submachinegun Burst 3 times in the row to get 3 stacks?
    Or is 1 stack the highest you can go with this power no matter how much you use it?

    Is it currently bugged because it applies 3 stacks of furious ona single maintance? does it apply multiple stacks against multiply targets?

    Because if 1 stack is the max then what's the point? IT'S A WASTE OF ADV
    HOW the hell am I suppose to use Assault Riffle gimmicky furious adv if I cannot get more than 3 stacks with this power!? This makes no sense, DON'T Force me to use Gatling Gun
    I don't find any reason this power shouldn't stack furious to 3 considering a certain bestial aoe combo can
    and wasting power points for only 1 stack doesn't sound like a good deal
    spinnytop wrote: »
    Steadfast is restricted to MA powers.

    Relentless can proc off of ANY melee power. Bestial, Might, Heavy Weapons, Laser Sword... apply a bleed to a target and hit them with any of these attacks and you've got an energy builder. That's why you might pick it instead of Steadfast.
    I see
    So despite being a MA EU, it can work with all powerframes
    it was made indeed for Crossover synergy with other frameworks, thats nice​​
    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!
  • kaizerin wrote: »
    Shotgun
    • Advantage: Provides a 100% chance to knock secondary targets when they are affected by Armor Piercing. Refreshes Furious stacks.
    • New Advantage: Now applies Armor Piercing to your primary target and has a chance to aaply it to secondary.

    if these advantages are not called And Stay Back! and Shotgun Surgeon respectively, i will be EXTREMELY disappointed​​
    #LegalizeAwoo
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Some thoughts:

    1) Pls improve SMG Burst's base damage depending on proximity to the target and give it a chance to apply Fear. It's always the poor relation, damage-wise, and yet the Tommy Gun is such a cool weapon.

    2) Make Assault Rifle a cylinder by default (as it is in reality), and make a single target effect Advantage called Expertise - this should have increased single target damage and apply Armor Piercing to compensate for not being able to push the power to R3. I have no problem with the flat damage, either, can't see any reason why it should escalate...

    3) Give mini-mines a damage buff and make them knock up. They're really not much use at the moment.

    4) Is Relentless limited to MA powers or to Melee only? There are some munitions powers (SMG) which can apply bleeds, munitions gives a good change to crit, so this could be useful instead of overdrive or Killer Instinct....
  • notyuunotyuu Posts: 1,121 Arc User
    edited January 2017
    1: Given that you are reduced the maximum stacks of Furious, are you going to buff it's effect to keep the final result roughly constant with how it was [or are you going to leave it as is and take away the one thing 2GM had going for it anymore?]

    2: Cutting the power replacer dependencies... I know exactly why you did that.... meanie.

    3: You say you've slightly increased the damage on soul beam.. but on live I get 943 a tick.. and on PTS i get 943 a tick... soo, are you sure you implemented this?

    4: Relentless.. you say it's MA.. but if you're running MA you're going to be using dex.. which lets you crit.. so why not just run steadfast at that point...so when you think about it.. the only set that would really benefit from this EU would be the beastails et + crit gloves....but beastial already has 2 EUs.. why is it basically getting a thrid?

    4: smoke nade threat wipe...+yes

    5: the damage isn't increasing per rank atm, but past that it seems to be doing rather nicely.. for once.

    6: Frag nade.. a little surprized that we didn't get an adv that applies 1 stack of bleed but whatever.

    7: Incendiary nade...nice, concussion nade..also nice, btu I gotta ask, could we get a gas and cryo nade which applies poision and chill respectivally?

    8: changes to shotgun...more utility....but charge based... if you wanna go down this route, could we have the charge made faster please?

    9: Minimines.. tried em... and they suck less..but are still not viable..at all

    10: Bullet beatdown getting some love... hell yeah.

    11: SMG burst.....why not make the advntage refresh AP on full maintain and apply AP on full maintain if you have a stack of furious?

    12: gatling very much needs a mobility boost, esptiaclly when you consder the adv on AR makes it into basically gatling + movement.

    13: no flamethrower power? for shame..

    14: No 2GM tweak to make it not a underpreforming pile of junk? for shame

    15: No single pistol powers? for sahme..
    Post edited by notyuu on
    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?
  • sergeantmahoff1sergeantmahoff1 Posts: 140 Arc User
    edited January 2017
    Bug
    Where it happens: Anywhere.
    What happens: The munitions damage mod doesn't properly add damage to munitions powers.

    Bug
    Where it happens: Anywhere.
    What happens: Assault Rifle does not gain the benefits of Gloves of the Sniper.


    Additionally, not to be that guy, but...

    Suggestion
    Submachine Gun Burst should have an increasing chance per tick to grant Furious, instead of simply at the end of a maintain.


    Suggestion
    Assault Rifle's base damage should be increased to bring it in line with other Tier 3 maintains, or it's advantage should be given 15% per stack. Or both. I parsed with 600 ego and dex primary and only got 2.4k DPS. This may have also been because the ASCII mod wasn't working, but it shouldn't have to rely on it either.


    Suggestion
    Two Gun Mojo could probably see a bit of a change again. Maybe give it the same AoE adv that AR now has, and make it single target again.


    Suggestion
    I don't have a specific list, but more powers should add furious in general. So far, it feels a little strict on what any munitions build can take.


    EDIT: I'm not sure how that happened.
  • aiqaaiqa Posts: 2,620 Arc User
    edited January 2017
    Assault Riffle seems a bit weak and lacks proper synergies.

    First the dps compared to tgm (note that this build is a little better suited for AR due to 3 specs in single target crit specs and 2 in AoE, while for a normal tgm build you can just completely ignore the single target spec).

    AR (r2 + 30% damage adv)


    TGM (r3)


    Now AR has a 30% damage adv (that scales of furious stacks), which seems nice.
    But the best way to build furious stacks is tgm, and when you already have that why would you ever want AR?
    Also, all the furious refreshes and resistance debuffs are 50 feet, so even if you use AR you would be locked in a 50 feet range.

    Suggestion
    - increase AR damage
    - change Burst Shot to a single target 100 feet range (or add a new power with those properties and that uses a riffle)
    - add furious to Rocket, or something else with a 100 feet range, a cooldown, and that works on a tap
    Post edited by aiqa on
  • avianosavianos Posts: 6,163 Arc User
    edited January 2017
    Suggestions
    1. Give Assault Riffle Escalating damage to keep it in like with other maintained powers. IT NEEDS IT!
    2. Buff Assault Riffle base damage
    3. Adjust Furius stacks so they give the same critical chance at the cap of 3 targets as they do at the cap of 5 currently on live
    4. Give Gautling gun an advantage which applies RECKLESS stacks, for both offensive and deffensive aspects
    5. Make a riffle 100feet version of Burst Shot to fit the heavy munition themes
    6. More single pistols attacks please
    7. Make an Energy Builder which use Riffle
    8. Make a Riffle version of Holdout Shot
    9. BUFF Mini Mines base damage
    10. ALLOW Mini Mines to be able to CRITICAL HIT, Particle mine CAN crit so why can't mini mines?
    11. Give Rocket, Furious ADV


    always speaking from both theme and build efficiency​​
    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!
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited January 2017
    avianos said:


    Is it currently bugged because it applies 3 stacks of furious ona single maintance?

    Yes.


    4) Is Relentless limited to MA powers or to Melee only? There are some munitions powers (SMG) which can apply bleeds, munitions gives a good change to crit, so this could be useful instead of overdrive or Killer Instinct....

    Melee.

    I think what makes Relentless confusing is Wild Thing EU already exists. Relentless doesn't really bring anything new to the table. Scales with END and is bleed reliant.

    You don't need to apply a bleed every 6 seconds for Relentless to work continuously. Bleeds last 16 seconds, so one application carries you through almost 3 full cycles of Relentless, meaning you can just spam whatever melee attacks you wanna deal damage with.
  • orangeitisorangeitis Posts: 227 Arc User
    edited January 2017
    [color="#4a86e8"]Suggestion
    I am a firm believer that every power set should have its DPS / tank / healer /buffer / CC options. Munitions should be no exception. It may be too late, as you've already decided which Munitions powers to add to the Munitions update, but for this specific powerset, adding first aid-themed healing powers would fit, as soldiers IRL utilize such tools.[/color]

    Edit: This board has very fickle coding ever since y'all switched to Vanilla...
  • revanantmoriturirevanantmorituri Posts: 391 Arc User
    edited January 2017


    Cut dependencies on many weapon replacers. What this means is many munitions based weapon replacers will no longer update their effects with any munitions power changes.
    ​​
    Could we get a little more clarification here?

    ​​

    Assault Rifle
    • Changed Assault Rifle's damage formula from escalating to maintained, meaning it now deals a flat amount each tick instead of scaling up as you maintain it.
    • Moved Assault Rifle to Tier 3.
    • Advantage now turns the power into a cylinder attack.
    • New Advantage: Deals an extra 10% damage for every Furious stack on you.
    ​​
    So Assault Rifle gets blander, lower damage, and is moved up in tier so the fundamental attack of a Munitions (long arm) character is unavailable until the late teens or low twenties? And is the Furious-buffed advantage some sort of effort to get ranged characters inside Energy Builder range? Because as I recall, no power granting Furious has better than a 50 foot range.

    ​​
    Frag Grenade
    • Changed this power to deal Piercing damage over time.
    • Advantage: Changed to the apply Armor Piercing debuff.
    ​​
    Does this still retain the Incendiary Grenade advantage? If not, I will need to go over to the AT thread and suggest that the Incindiary Grenade option be added to The Soldier at level 11 with the other two grenade powers.

    ​​

    Shotgun
    • Shotgun can now be charged.
    • Knocks targets down on tap, knocks back on full charge.
    • Advantage: Provides a 100% chance to knock secondary targets when they are affected by Armor Piercing. Refreshes Furious stacks.
    • New Advantage: Chance to Fear targets.
    • New Advantage: Now applies Armor Piercing to your primary target and has a chance to aaply it to secondary.
    ​​
    Not happy with these changes. Shotgun Blast on live is an excellent battlefield control tool (with Breaching Round). While BR has been rolled into the power, I now have to take the time to charge it to get enemies out of my face, or tap to distract them with a knockdown, and hope their partial KB resistance doesn't kick in.

    [color="#4a86e8"]Suggestion
    Expand the Rifle skins onto the Submachine Gun category, so our characters aren't carryig around a duffel bag of different weapons like Deadpool.[/color]
    -
    Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.

    Supporter of the Titan Project.
  • zamuelpwezamuelpwe Posts: 668 Arc User

    Not happy with these changes. Shotgun Blast on live is an excellent battlefield control tool (with Breaching Round). While BR has been rolled into the power, I now have to take the time to charge it to get enemies out of my face, or tap to distract them with a knockdown, and hope their partial KB resistance doesn't kick in.

    Not just that, you have to have a debuff on them. So what used to be a useful utility attack for one advantage is now going to require two or three and you'll need to already be engaged in battle due to the debuff requirement. That's going to hurt the usefulness by a ton. What's sad is that I wouldn't be surprised if this is seen as a "buff" due to the uncharged KD instead of noting how it alters existing playstyles.
    "Interesting builds are born from limitations not by letting players put everything into one build."

    -Sterga
  • aesicaaesica Posts: 2,537 Arc User
    kaizerin wrote: »
    Shotgun
    • Shotgun can now be charged.
    • Knocks targets down on tap, knocks back on full charge.
    • Advantage: Provides a 100% chance to knock secondary targets when they are affected by Armor Piercing. Refreshes Furious stacks.
    • New Advantage: Chance to Fear targets.
    • New Advantage: Now applies Armor Piercing to your primary target and has a chance to aaply it to secondary.
    This is a straight-up nerf to this power in terms of using it as an emergency knockback/control ability, which is unfortunate.

    Suggestion
    I highly recommend adding an advantage to make it a click-only power that knocks back affected targets, similar to its functionality on live without the weird conditionals.


    There are already click-based knockback powers, such as Force Geyser/Detonation, so balancewise it would be just fine.
    kaizerin wrote: »
    Minimines
    • Minimines is now considered to be melee damage.
    • Changed damage typing to pure crushing.
    Suggestion
    If it's possible, powers such as this could really benefit from "scales with either your melee or ranged damage modifier, which ever is higher."
    ​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • aesicaaesica Posts: 2,537 Arc User
    avianos wrote: »
    Suggestions
    1. Give Assault Riffle Escalating damage to keep it in like with other maintained powers. IT NEEDS IT!
    Flat damage over ramp-up is actually a buff as long as if the damage is adjusted to compensate. Powers with ramping up damage per tick start out weak and require a full maintain to get the most out of them. Flat damage starts off at full power right at the start.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • lezard21lezard21 Posts: 1,510 Arc User
    edited January 2017
    Suggestion


    The following powers should be revised as they are worthless and underperforming:

    - Breakaway Shot (Either increase number of hits so that it makes sense with the animation, or increase the base damage. Plus a useful advantage could be added)

    - Rocket (Charge + Cooldown? No. The charge is already enough to simulate the loading of the weapon. Or if you want to keep the Charge + Cooldown, increase the base damage since Sniper Rifle is a much better option as it is. Maybe add No
  • aesicaaesica Posts: 2,537 Arc User
    ^ I wouldn't go so far as to say breakaway shot is worthless, as its current form seems like it could be a good gap opener for pvp vs a melee opponent. (I don't actually pvp in this game, so if I'm wrong, someone feel free to say so). Themewise, it's a really cool and unique power, and about all it really needs to have a valid pve use is a threat wipe advantage, similar to what Evasive Maneuvers has. Smoke Grenade's new advantage already jumped into that role, though.

    Rocket though? Yeah, it just needs to be redesigned. It should probably go the route of Orbital Cannon/Stafing Run, big damage, some useful secondary effect, and similar cooldown.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • avianosavianos Posts: 6,163 Arc User
    edited January 2017
    lezard21 wrote: »
    Suggestion


    The following powers should be revised as they are worthless and underperforming:

    - Breakaway Shot (Either increase number of hits so that it makes sense with the animation, or increase the base damage. Plus a useful advantage could be added)

    - Rocket (Charge + Cooldown? No. The charge is already enough to simulate the loading of the weapon. Or if you want to keep the Charge + Cooldown, increase the base damage since Sniper Rifle is a much better option as it is. Maybe add No

    Breakaway shot definitely NEEDS a buff, even though I get a nice 3000 critical hit as opening attack with it in my TGM DPS​​
    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!
  • criswolf09criswolf09 Posts: 758 Arc User
    edited January 2017
    I have to say that why do Emery Unlock powers keep requiring Endurance as a requirement? We already have Overdrive, Mephictic, Wild Thing, Ionic/Wind/Thermal Reverb and Icy Embrace scaling from it, so I think Relentless should scale with either Dexterity or Strength.

    Also about Rocket, please make it work like Shoulder Launcher, auto charge without the annoying Lockout.
    Useful Guides about Archetypes and General Gameplay of the Game Click Here
  • theravenforcetheravenforce Posts: 7,132 Arc User
    edited January 2017
    Suggestion
    Willpower change suggestion: Increase the heal granted from Willpower to 200 hp up from the current 150 hp, this will probably make the nerf/adjustment to Willpower more palatable/make the change easier to stomach, as effectively cutting it in half is a bit much. Also consider making it tick faster as well as it doesn't always register well when counteracting incoming hits.
    Bullet Beatdown
    Removed the break the trigger advantage from bullet beatdown.
    All attacks are now considered melee damage.
    Adjusted damage and cost of the power. Damage is slightly higher than before.
    Added in cost decrease as you progress through the combo powers.
    Updated the tooltip to state that the power is an area effect and that it refreshes Furious stacks on the last hit.
    Ever so slightly confused about this one, so perhaps someone could clarify?

    "Updated the tool tip to state that the power is an area effect and that it refreshes Furious stacks on the last hit." <- What does this mean for the Not Without Incident advantage (which I happened to pick up yesterday >_>). This advantage grants BB the ability to apply damage in a 10ft aoe (30% chance normally, 100% if Furious). If BB is now going to be innately AoE...the advantage will be...scrapped?

    Suggestion
    Bullet Beatdown change suggestion: Ensure that Bullet Beatdown damage ticks all count as munitions powers for the purposes of Killer's Instinct.


    Suggestion
    Furious change suggestion: Slightly increase the amount of % crit chance each stack of Furious can grant from 1% to 1.5% to off set this nerf/adjustment (unless the intent was purely to nerf it from granting 5% crit chance to 3% crit chance).


    Question
    Do you plan to grant Free Retroactive Continuity tokens ALL characters who are affected by these changes? (Please don't BS us with the one free token for the entire account.)
    Post edited by theravenforce on
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    re: Shotgun

    I've been testing the new Soldier AT build on PTS and as a tap power, Shotgun is great. Everything a shotgun should do - better damage than my SMG and a chance to knock down. It feels brutal, which is right.

    Charging seems a waste of time, though - the damage increase is moderate and with no knock boost as a result, there's a "Why bother?" element to it. I would suggest removing the Breaching Round advantage and increasing the knock chance based on the time the power is charged.

    Re: SMG B

    The energy consumption is a little high for a Tier 0 power; with the Soldier AT I kept running out of energy and unable to maintain for the full duration, even opening with an Energy Builder attack. Hell, I got defeated by Wayland Talos (first time ever, ever) because I couldn't maintain anything for more than half a tick. Found an interesting bug, too...
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Further feedback...

    Don't like the new Frag Grenade/Concussion Grenade at all.

    If I throw a Frag Grenade I want

    a) spike damage
    b) knockback

    A Concussion Grenade/Flashbang's job is to stun and keep enemies in place, so I can shoot them.

    So really Frag Grenade wants to be left alone, and Concussion Grenade wants to be Crushing Damage and a Stun....

  • nacito#6758 nacito Posts: 983 Arc User
    I love the change to smoke grenade making it a threat wipe, and the BB change is neat too, because lets be honest, why making it half ranged half melee?
    Just another reptile lover, known in game as @nacito
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  • draogndraogn Posts: 1,269 Arc User
    So will there be any rifle based powers replacing AR? Or are rifle themed character suck using smgs and shotguns until they can get tier 3 powers?
  • aesicaaesica Posts: 2,537 Arc User
    edited January 2017
    Further feedback...

    Don't like the new Frag Grenade/Concussion Grenade at all.

    If I throw a Frag Grenade I want

    a) spike damage
    b) knockback

    A Concussion Grenade/Flashbang's job is to stun and keep enemies in place, so I can shoot them.

    So really Frag Grenade wants to be left alone, and Concussion Grenade wants to be Crushing Damage and a Stun....
    What you described is pretty much Concussion Grenade--spike damage + knockback. With the right advantage selection, Concussion Grenade becomes the crushing damage + stun you want as well. I really like the idea of having multiple grenades to choose from, each with different mechanics.

    Edit: That said, I think perhaps the knockback portion should be an advantage (on all 3 grenades) and Concussion Grenade should probably be stun as default, rather than how it is now.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • baelogventurebaelogventure Posts: 520 Arc User
    edited January 2017
    2 point Flamethrower Advantage: Scorched Earth: Creates a burning patch under the primary target if fully maintained (similar to many Fire power set fire patches, has a internal cool down)

    2 point Flamethrower Advantage: Backburner: Deals 35% additional damage when attacking from the rear

    2 point Flamethrower Advantage: Stop, Drop, and Die: Flamethrower Fears and Stuns targets

    1 point Flamethrower Advantage: Dispersion Nozzle: Changes 3ft Cylinder to a 45 degree cone

    2 point Flamethrower Advantage: Napalm Additive: 100% chance to apply Napalm to targets (stronger version of Clinging Flames, stacks with Clinging Flames, does not count for Clinging Flames proc. Think Toxic Nanites stacking with Poison)

    2 point Flamethrower Advantage: Compressed Air Tank: Increases Flamethrower range to 100ft

    2 point Incendiary Grenade Advantage: Willie Pete: Increases AOE to 25ft, 100% chance to apply Clinging Flames to secondary targets, increases number of targets to 10

    2 point Shotgun Advantage: Dragon's Breath: Changes damage type to Fire, gives chance to apply Clinging Flames, removes Knock property

    Frag Grenade is unable to critically hit

    Frag Grenade lacks initial damage

    Clinging flames from Incendiary Grenade has a large damage variance

    Flamethrower does not trigger Killer Instinct

    Flamethrower is not affected by Targeting Computer
    Post edited by baelogventure on
  • carrionbaggagecarrionbaggage Posts: 729 Community Moderator
    edited January 2017
    Suggestion:

    - Increase the duration of Furious to either 12 or 16 seconds. Now that Assault Rifle's advantage depends on maintaining the Furious stack, 10 seconds seems too short a duration. 12 or 16 would be in-line with the advantage-dependent effects of other sets.
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    What you described is pretty much Concussion Grenade--spike damage + knockback. With the right advantage selection, Concussion Grenade becomes the crushing damage + stun you want as well. I really like the idea of having multiple grenades to choose from, each with different mechanics.

    Edit: That said, I think perhaps the knockback portion should be an advantage (on all 3 grenades) and Concussion Grenade should probably be stun as default, rather than how it is now.​​


    I'm never that keen on having to take advantages in order to make a power do the thing it logically should.

    Concussion Grenade should be Crushing Damage+Stun as default, Knockback with Advantage
    Frag Grenade should be Piercing Damage+KB, Bleed with Advantage
    Incendiary Grenade should be Fire Damage+Clinging Flames, or KB with Advantage

    Smoke Grenade as threat wipe is ideal, and I'm definitely with you on the Grenades for all power types, which would apply the relevant effect for the power set (Poison, Chill, etc) + Moderate damage.

  • thekrazzeethekrazzee Posts: 55 Arc User
    TL;DR: Assault Rifle, SMG, Shotgun, Gatling Gun, Grenades, Bullet Beatdown, and Mini Mines could definitely use more than what it's given here. Munitions could also use its own slotted passive and block.
    kaizerin said:


    Assault Rifle

    Changed Assault Rifle's damage formula from escalating to maintained, meaning it now deals a flat amount each tick instead of scaling up as you maintain it.
    Moved Assault Rifle to Tier 3.
    Advantage now turns the power into a cylinder attack.
    New Advantage: Deals an extra 10% damage for every Furious stack on you.

    ​​

    Suggestion
    Assault Rifle [Tier 2]
    The Assault Rifle is an adaptable and reliable weapon capable of unloading a steady stream of bullets at your foe.
    +Changed description.
    +Becomes a Tier 2 power.
    -No longer performs a high damage burst-fire on tap.
    -Power damage no longer innately increased with each pulse.
    +Base power damage set to the damage of the burst-fire on tap.
    +Assault Rifle's damage increases each pulse while you maintain it.
    +You move at full speed while maintaining Assault Rifle.
    Advantages
    (New Advantage) Laser Scope [2 Advantage Points]
    +Assault Rifle ignores 10% of your target's Dodge Chance.
    +Assault Rifle gains 1% Critical Chance each second its maintained.
    +FX Change: A laser is pointed at the target from the Assault Rifle weapon, while maintaining.
    Mow 'Em Down [2 Advantage Points]
    +Assault Rifle has a 10% chance to apply Armor Piercing on your target.
    (New Advantage) This is My Rifle [2 Advantage Points]
    +Assault Rifle has a 10% chance to apply Furious on you.

    kaizerin said:


    Frag Grenade

    Changed this power to deal Piercing damage over time.
    Advantage: Changed to the apply Armor Piercing debuff.

    ​​

    Suggestion
    Frag Grenade [Tier 2]
    You toss a Frag Grenade, damaging your foes and knocking them around.
    +Changed description.
    +Power damage increased.
    -Energy cost slightly increased.
    -Recharge increased to 15 seconds.
    Advantages
    (New Advantage) Shrapnel [2 Advantage Points]
    +Frag Grenade deals Piercing damage instead of Crushing damage.
    +Frag Grenade applies Cutting Shrapnel on affected targets. Cutting Shrapnel deals Piercing damage every second for 10 seconds.
    (New Advantage) Stun Grenade [2 Advantage Points]
    +Frag Grenade Disorients and Stuns affected targets instead of Knocking them Back.

    kaizerin said:


    New Power: Incendiary Grenade

    Deals fire damage. Applies Clinging Flames.
    Advantage: Applies the No Quarter debuff.

    ​​

    Suggestion
    Incendiary Grenade [Tier 2]
    You toss an Incendiary Grenade, damaging your foes and lighting them ablaze.
    +Changed description.
    -Energy cost slightly increased.
    -Recharge increased to 15 seconds.
    Advantages
    (New Advantage) 6th Degree Burns [2 Advantage Points]
    -Incendiary Grenade's recharge is increased to 25 seconds.
    +Incendiary Grenade deals 30% bonus base damage to targets affected by your Clinging Flames effect.
    Chemical Burn [2 Advantage Points]
    +Incendiary Grenade applies or refreshes the duration of your Malleable effect to affected targets. Malleable reduces the target's Crushing and Fire Damage Resistance by 15% for 15 seconds.
    (New Advantage) Napalm Grenade [2 Advantage Points]
    +Incendiary Grenade creates a Burning Patch at your target's location.

    kaizerin said:


    New Power: Concussion Grenade

    Deals crushing damage and knocks back targets.
    Advantage: Stuns targets instead of knocking them back.

    ​​

    This power can be spliced into Frag Grenade, with its functions added in as an Advantage(s). I personally don't see much reason for it to be its own power.
    kaizerin said:


    Shotgun

    Shotgun can now be charged.
    Knocks targets down on tap, knocks back on full charge.
    Advantage: Provides a 100% chance to knock secondary targets when they are affected by Armor Piercing. Refreshes Furious stacks.
    New Advantage: Chance to Fear targets.
    New Advantage: Now applies Armor Piercing to your primary target and has a chance to aaply it to secondary.

    ​​

    Suggestion
    Shotgun [Tier 0]
    +Renamed from Shotgun Blast.
    +Becomes a Tier 0 power.
    +Power damage slightly increased.
    +Deals bonus damage to Knock immune targets.
    -Energy cost slightly increased.
    -Breaching Round advantage removed.
    Advantages
    (New Advantage) Flechette Shells [3 Advantage Points]
    -Shotgun Blast no longer Knocks Back targets.
    +Shotgun Blast deals Piercing damage instead of Crushing damage.
    +Shotgun Blast applies or refreshes the duration of your Armor Piercing effect on affected targets.
    (New Advantage) Come Get Some! [2 Advantage Points]
    +Shotgun Blast has a 50% chance to apply or refresh the duration of stacks of Furious on you.
    (New Advantage) Incendiary Shells [3 Advantage Points]
    -Shotgun Blast's Knock Back strength is halved.
    +Shotgun Blast deals 50% of its damage as Fire damage.
    +Shotgun Blast has a 30% chance to apply Clinging Flames on affected targets.
    (New Advantage) Slug Shells [3 Advantage Points]
    +Shotgun Blast becomes a Cylinder AoE with a 2 foot Cylinder.
    +Shotgun Blast deals 30% bonus base damage.
    -Shotgun Blast has a 10% chance to Stun affected targets.
    (New Advantage) Wideshot Shells [3 Advantage Points]
    +Shotgun Blast's Cone radius is increased to 120 degrees.
    +Shotgun Blast has a 50% chance to instill Fear in affected targets.

    kaizerin said:


    Minimines

    Minimines is now considered to be melee damage.
    Changed damage typing to pure crushing.

    ​​

    Suggestion
    Mini Mines [Tier 2]
    +Power damage greatly increased.
    -Deals flat damage, not scaling with Strength nor Ego.
    -Energy cost slightly increased.
    -Recharge increased to 60 seconds.
    +Tosses out a cluster of 6/8/10 Mines, based on Rank.
    +Each mine detonates whenever a foe comes within 10 feet of it.
    -Each mine cannot Critically Hit.
    Advantages
    (New Advantage) Concussive Mines [2 Advantage Points]
    +Your Mines have a 5% chance to instill Fear in affected targets.
    +Your Mines have a 5% chance to apply or refresh the duration of your Armor Piercing effect on affected targets.
    (New Advantage) Seeker Drones [2 Advantage Points]
    +Your Mines slowly follow random foes within 50 feet of them.
    Wall of Fire [2 Advantage Points]
    +Your Mines deal Fire damage instead of Crushing damage.
    +Increases the chance your Mines have to apply Clinging Flames to 25%.

    kaizerin said:


    Bullet Beatdown

    Removed the break the trigger advantage from bullet beatdown.
    All attacks are now considered melee damage.
    Adjusted damage and cost of the power. Damage is slightly higher than before.
    Added in cost decrease as you progress through the combo powers.
    Updated the tooltip to state that the power is an area effect and that it refreshes Furious stacks on the last hit.

    ​​

    Suggestion
    Bullet Beatdown [Tier 2]
    Bullet Beatdown uses a combination of unarmed strikes and gunfire to put down your foe.
    +Changed description.
    Advantages
    Not Without Incident [2 Advantage Points]
    +Bullet Beatdown has a 25% (50% while you are Furious) chance to affect foes within 10 feet of your target.
    (New Advantage) Rebellious Fury [2 Advantage Points]
    +Bullet Beatdown gains 3% Damage Strength for each foe within 10 feet of you.
    +Finishing the Bullet Beatdown combo applies or refreshes the duration of your Armor Piercing effect on affected targets.
    (New Advantage) Tandem Assault [2 Advantage Points]
    +Bullet Beatdown's 1st and 3rd attacks have a 15% (30% while you are Furious) chance to deals 10% bonus base damage.
    +Bullet Beatdown's 2nd and 4th attacks have a 15% (30% while you are Furious) chance to deals 10% of its damage as Penetrating Damage.

    kaizerin said:


    Submachinegun Burst

    Moved to Tier 0.
    Applies Furious to you when fully maintained.
    New Advantage: Refreshes Armor Piercing on targets.
    Known bug: Currently applies 3 stacks of furious, should only be 1.

    ​​

    Suggestion
    Submachine Gun [Tier 1]
    +Renamed from Submachinegun Burst.
    +Power damage slightly increased.
    -Assault advantage removed.
    Advantages
    Aggression [2 Advantage Points]
    +Submachine Gun has a chance to apply Armor Piercing on affected targets based on how close they are to you, up to 30% chance at 5 feet.
    +Submachine Gun has a 10% chance to deal 25% bonus base damage.
    (New Advantage) Light 'Em Up [2 Advantage Points]
    +Submachine Gun has a 15% chance to apply Furious.
    +Fully maintaining Submachine Gun applies or refreshes the duration of stacks of Furious on you.
    (New Advantage) Wall of Bullets [2 Advantage Points]
    +Submachine Gun has a 10% chance to Stun affected targets. Targets Stunned by this effect become Feared.

    kaizerin said:


    Gatling Gun

    Advantage: Now applies Furious to you if you fully maintain the power instead of applying Concentration.

    ​​

    Suggestion
    Gatling Gun [Tier 2]
    +Power damage slightly increased.
    -Energy cost increased.
    +You can move while maintaining Gatling Gun, but at half speed.
    +5% chance to apply Armor Piercing on affected targets.
    Advantages
    (New Advantage) Ain't Got Time to Bleed [2 Advantage Points]
    +Gatling Gun has a 5% chance to heal you. This heal scales with your Constitution.
    +Gatling Gun has a 5% chance to apply Defiant on you.
    Listen to Reason [2 Advantage Points]
    +Gatling Gun has a 15% chance to apply Fear on affected targets.
    +Gatling Gun has a 5% chance to apply Furious on you.
    (New Advantage) Relentless Barrage [2 Advantage Points]
    -Gatling Gun's Energy cost is increased by 15%.
    +While you are Furious, Gatling Gun deals 10% of its damage as Penetrating Damage.



    Also, while we're giving Munitions some love...


    Suggestion
    (New Power) Munitions Expertise [Tier 1]
    Your training and combat experience has made you an expert when it comes to firearms and has hardened your body and mind.
    +Slotted Offensive Passive
    +Increases your Crushing, Piercing, and Fire damage. Scales with your Super Stats.
    +Provides some Damage Resistance. Scales with your Super Stats.
    +Provides some Knock and Hold Resistance. Scales with your Super Stats.
    +Generates some Energy whenever you gain a stack of Furious. Scales with your Ego. This effect can occur once every 3 seconds.


    (New Power) Grit [Tier 1]
    Grit hardens your resolve, your foes' attacks against you serving only to bolster your offense.
    Animation: One-armed Block stance. The user holds a Handgun weapon in the non-blocking hand.
    +Block
    +250%/300%/360% Bonus Damage Resistance, based on Rank.
    +Increases Knock and Hold Resistance.
    +Taking damage has a 15%/25%/35% chance to apply Furious on you, based on Rank.
    Advantages
    Suppression Fire [2 Advantage Points]
    +While blocking, taking damage while Furious has a 25% chance to counter attack, dealing Piercing damage to the attacker. This damage increases for each stack of Furious you have. That target is Feared.
    +FX Change: While Suppression Fire procs, the user performs the Steady Shot animation.
  • sinistro1978sinistro1978 Posts: 280 Arc User

    Suggestion
    Willpower change suggestion: Increase the heal granted from Willpower to 200 hp up from the current 150 hp, this will probably make the nerf/adjustment to Willpower more palatable/make the change easier to stomach, as effectively cutting it in half is a bit much. Also consider making it tick faster as well as it doesn't always register well when counteracting incoming hits.

    Although this isn't a bad suggestion, I think having the heal scale with bonuses would balance things out better. Prior to the nerf, Willpower with full stacks, was more powerful than BCR (w/o RR). Now it's more on par with BCR, but BCR's heal can be adjusted with bonuses, whereas Willpower's heal cannot. If they change that, things will be more balanced out, as they should be.

    [SIGPIC][/SIGPIC]
  • sepheliussephelius Posts: 30 Arc User
    edited January 2017
    Suggestion
    Submachine Gun Burst

    Machine Gun (2 Point Advantage)-Deals double damage per tick/No damage reduction due to number of targets hit. This will also change the VFX of the weapon skin to a machine gun. (there is already a machine gun skin in-game. Can be found at Hunter-Patriots training ground)</font

    With the revamp/review of the munitions powerset, are we gonna see an ultimate for this powerset?
    Post edited by sephelius on
  • vonqballvonqball Posts: 933 Arc User
    Bullet Beat Down being an AoE makes every attack the specialist has (barring burst shot), an AoE. Might want to give that AT a ST attack.
  • aesicaaesica Posts: 2,537 Arc User
    edited January 2017
    Okay, now that I've had a chance to play with these:

    Assault Rifle
    I'm loving the change to flat damage instead of ramp-up. Thank you! However, there's still some issues:

    1) Damage is pretty low for its tier
    2) Uncompromising is a really awkward (and bad) mechanic to work with, given the duration and means available for applying Furious.
    3) Mow 'em Down seems like a trap advantage, since this seems like it's supposed to be the main single target power for rifle-based Munitions and cylindrical aoe already exists in Gatling Gun.

    Consider giving Assault Rifle a 15% chance to apply Furious per tick (just like 2-Gun Mojo) and making Uncompromising an innate part of the power rather than an advantage. Currently, it competes with Rank 3 as an uninteresting, mandatory advantage for maximizing DPS.

    Flamethrower
    Yaay! Finally a flame thrower! :D
    1) The animation (cone) doesn't match the effect range (cylinder).
    2) Just like Fire Breath, the "flame" is really weird-looking and darker than it should be, appearing more like some sort of chemical spray or colored dirt blaster than actual flame.

    The range should probably be cone-based rather than cylinder-based, both because of the animation and because that's how flamethrowers work in general. It'd also be nice if the weapon model could be customized. If there's a different visual available besides Fire Breath's animation, this power would look a lot more like fire.

    Frag Grenade
    Rank 2 and Rank 3 have lower cooldowns than Rank 1.
    The dot doesn't give the target any sort of debuff icon.

    The lower cooldown is probably the best one to use for all 3 ranks of this power since it's dot-based, and more frequent use of it is a QoL improvement rather than a dps increase.

    Incendiary Grenade
    An advantage (Napalm would be a fitting name) to leave a fire patch on the ground, or increase the chance to apply clinging flames to secondary targets would improve the worth of this power.

    Shotgun Blast
    This power's kind of a mess right now. Generally, if you want to get things off you with knockback, a charge is a poor solution compared to something instant, so people wanting a knockback for control will pick something else. The charge also doesn't seem to increase the damage, so there's really no reason to charge this power in its current state. Its main role seems to be something you tap to apply Armor Piercing, so...based on that:

    Shotgun Blast: Click. 3 second cooldown. Deals Crushing damage to all targets. The primary target is affected by Armor Piercing, with a 20% chance to also affect secondary targets. All targets are also Repelled.

    (2) Breaching Rounds: Knocks back affected targets.
    (2) Mind the Uniform: Applies Fear to affected targets.
    (2) Sawed-Off Barrel: 100% chance to apply Armor Piercing to secondary targets.


    Gatling Gun
    This power has a long maintain, long enough that Listen to Reason will never be able to apply 3 stacks of Furious. It actually hovers between 1 and 2 stacks. That aside, this power is just kind of...lost in general. It doesn't really offer anything that other powers don't already offer--Submachinegun Burst and Flamethrower offer aoe, other powers offer debuffs and buffs Armor Piercing and Furious. What's the plan for this power? If anything at all?

    The only way for Listen to Reason to work properly as a Furious builder is if it also refreshes stacks of Furious in addition to applying a new stack. I don't know, maybe this power needs to forget about Furious interaction altogether. I'd hate to suggest giving it the 15% chance to apply Furious that 2-Gun Mojo has, since I already suggested that for a few other powers, but there's not much else it can really do with that particular buff.

    Some other ideas, not all of which need to be used together as either advantages or base effects. Truthfully, I really don't know what to do with this power:

    - Chance per tick to apply Armor Piercing
    - Repels targets each tick like Concussor Beam
    - Chance per tick to knock targets down.
    - Chance per tick to apply Bleeding

    - Critical chance with Gatling Gun increases per tick, resetting after the maintain ends.​​
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  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Further to the above:

    Submachine Gun Burst - needs energy cost lowering to be a reasonable Tier 0 power. The Soldier AT cannot maintain this weapon for the full duration until around level 15, which is a major handicap for one of the Silver ATs.

    Shotgun Blast - needs to apply Breaching Round (i.e 100% knockback) when fully charged. Otherwise there is no advantage to charging the weapon, as doing so doesn't seem to increase damage or % knockback chance.

    Flamethrower - has the usual problem with Fire effects which seem to be very fx intensive; I would worry that this power might cause slowdown if used by more than one player simultaneously.

    Frag Grenade - Piercing Damage and Knockback as default effect, please - other effects should be advantages

    Concussion Grenade - Crushing Damage and Stun as default, please, other effects as advantages

    Assault Rifle - Should have Mow' Em Down as default. The lowered damage to each enemy is more than compensated for by the ability to hit multiple targets. The power then becomes a useful long-range/high mobility attack with damage lower than 2GM, which seems fair as the user can snipe effectively from range. Replace Mow 'Em Down with Expertise advantage, which makes the weapon a single target attack with a damage buff and/or chance to apply Armor Piercing debuff per tick.

    Gatling Gun - This is just a scary bruteforce stream of bullets. Widen the effect cylinder, shorten the range, retain the self-root, give chance to apply Furious, with advantages to make enemies run away and hide (Duck and Cover advantage, Enemy effect is rather like the Cower power in that they run away out of range and are affected by Fear, but also have a chance to heal).
  • aiqaaiqa Posts: 2,620 Arc User
    Bug: Shotgun does next to no damage
  • yinjeighyinjeigh Posts: 225 Arc User
    edited January 2017
    aesica said:





    Flat damage over ramp-up is actually a buff as long as if the damage is adjusted to compensate. Powers with ramping up damage per tick start out weak and require a full maintain to get the most out of them. Flat damage starts off at full power right at the start.​​
    The issue I'm having is that the flat damage from Assault Rifle on PTS is lower than the escalation I receive after only 3 ticks on live. The damage NEEDS to be increased if the escalation is being removed, or better yet, keep the escalation!

    I'll post results of my testing.

    This is all without AO, with the same exact gear/mod layout between servers. 8 stacks of Concentration. R3 Assault Rifle and R3 Targeting Computer. Same exact build and gear, mind you.

    LIVE Maintain:
    [Combat (Self)] Your Assault Rifle deals 518 (570) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 1423 (1565) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 1728 (1901) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 2140 (2353) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 2395 (2634) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 2764 (3040) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 2498 (1647) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 3578 (3936) Piercing Damage to Test Dummy.

    A total of 17,044 Damage over 4 seconds. Consistently.

    PTS Maintain:

    TEST 1
    [Combat (Self)] Your Assault Rifle deals 715 (786) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 1483 (1631) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 712 (783) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 716 (787) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 1531 (1684) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 695 (765) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 683 (751) Piercing Damage to Test Dummy.
    [Combat (Self)] Your Assault Rifle deals 1425 (1568) Piercing Damage to Test Dummy.

    A total of 7,960 damage over 4 seconds. Consistently.

    Explain to me how this is better, please. This needs more tweaking, pleeassseee don't force it to LIVE as it stands.
    @Jeighsun in-game. Feel free to add me!
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    I actually like the cylinder effect for Flamethrower, which is much closer to how an actual flamethrower works--more of a jet of flame than a cone by far.

    May be change the Flamethrower animation to be narrower, so it more clearly matches its AoE.
    ___________________________________________________________

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  • aesicaaesica Posts: 2,537 Arc User
    edited January 2017
    yinjeigh wrote: »
    The issue I'm having is that the flat damage from Assault Rifle on PTS is lower than the escalation I receive after only 3 ticks on live.
    I tend to be more critical of mechanics in these power adjustments than actual numbers, since typically the design flow for these is mechanics first, then a tuning pass. (plus most people are more number-focused, so I'd rather let them do the heavy lifting)

    That said, I definitely agree with it needing a damage boost currently (just not ramp-up, ugh) especially since it's now a T3 power. Were those "big" hits critical hits? Also, you may want to do a bare test (no offensive passive, no form stacks, no gear) just to make sure the difference isn't because something else got nerfed. Also, are you testing on a Soldier AT?

    It seems to have the exact same damage values as Soul Beam right now, which is kind of silly when you consider that the mechanics of Soul Beam are based around having enchantments/curses active for it to operate at the intended damage output level.

    1) Furious as it stands now is a lot clunkier to deal with than enchantment/curse management since Furious has a very short duration and the stacks drop off independently of one another.

    2) The advantage competes with Rank 3, whereas Soul Beam's damage boost mechanic is baseline, allowing it to exist alongside Rank 3.​​
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  • mithrosnomoremithrosnomore Posts: 521 Arc User
    aesica said:


    Flamethrower

    Yaay! Finally a flame thrower! :D

    1) The animation (cone) doesn't match the effect range (cylinder).

    2) Just like Fire Breath, the "flame" is really weird-looking and darker than it should be, appearing more like some sort of chemical spray or colored dirt blaster than actual flame.



    The range should probably be cone-based rather than cylinder-based, both because of the animation and because that's how flamethrowers work in general. It'd also be nice if the weapon model could be customized. If there's a different visual available besides Fire Breath's animation, this power would look a lot more like fire.

    Flamethrowers do not normally spray a cone of fire; It is very much a cylindrical effect.

    Here's a fairly short video demonstration: https://www.youtube.com/watch?v=O2syJreKgKQ
  • aesicaaesica Posts: 2,537 Arc User
    edited January 2017
    Flamethrowers do not normally spray a cone of fire; It is very much a cylindrical effect.

    Here's a fairly short video demonstration: https://www.youtube.com/watch?v=O2syJreKgKQ
    It's a fairly narrow cone, but the end point still has a greater width than the point of origin. My main reasoning though involves the animation they chose to use, as its fairly awkward to see targets engulfed in fire, yet taking no damage. Also, the player animation involves swaying back and forth, implying an attempt to gain wider coverage.​​
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  • blumoon8blumoon8 Posts: 430 Arc User
    I unfortunately have no experience with Munitions so I don't have really anything to say about the majority of the changes. I am intrigued that Soul Beam has had its damage increased and I hear word of a flamethrower. I haven't hopped on PTS yet but how exciting! I was about to suggest, for the love of all things holy, to create a flamethrower because it has been long desired and seems easy enough to implement. You get bonus points for putting a Freeze Ray in Gadgeteering or a Frostthrower in Munitions in the near future (unless those already exist, then my bad).

    But these changes put a giant question mark above my head in regards to reducing Furious stacks and greatly reducing the healing. 3% vs 5%, it's hardly worth considering outside of the AR advantage. I had found the buff intriguing before, although it didn't offer much, but bumping it down to make it even worse... confuses me I guess? It seems tightly controlled in an odd way, but maybe there's something I'm not understanding. This change may have been implemented because of the AR advantage, which in itself I really like, but...

    Suggestion

    I think AR needs a little buffing for its new status as a T3 power.

    Also, consider further increasing the healing of Willpower.

    Others have demonstrated these points better than I can, but I agree with these suggestions.


    Also, while we're giving Munitions some love...


    Suggestion
    (New Power) Munitions Expertise [Tier 1]
    Your training and combat experience has made you an expert when it comes to firearms and has hardened your body and mind.
    +Slotted Offensive Passive
    +Increases your Crushing, Piercing, and Fire damage. Scales with your Super Stats.
    +Provides some Damage Resistance. Scales with your Super Stats.
    +Provides some Knock and Hold Resistance. Scales with your Super Stats.
    +Generates some Energy whenever you gain a stack of Furious. Scales with your Ego. This effect can occur once every 3 seconds.



    Please,please consider a passive along these lines. Munitions needs its own passive, and fire damage desperately needs to be represented in passives outside of Fire and Ice forms. A passive along these lines makes many builds possible, and even makes it usable as an unofficial Heavy Weapons passive, which is also needed. If this does not fit your plans for the Munition changes, please tuck it away for later consideration. Munitions needs it's own passive in general, but Fire needs to be included in more offensive passives and Heavy Weapons does not have a passive that fully realizes its synergy with fire.


    Thank you.

    I say stuff and I say things, sometimes together but only when I'm feeling adventurous.

    I'm @blu8 in game! :D
  • xrazamaxxrazamax Posts: 979 Arc User
    edited January 2017
    All these changes right when I was about finished updating Munitions on the wiki! :confounded:
    Oh well :tongue:
  • theravenforcetheravenforce Posts: 7,132 Arc User
    edited January 2017

    Suggestion
    Willpower change suggestion: Increase the heal granted from Willpower to 200 hp up from the current 150 hp, this will probably make the nerf/adjustment to Willpower more palatable/make the change easier to stomach, as effectively cutting it in half is a bit much. Also consider making it tick faster as well as it doesn't always register well when counteracting incoming hits.

    Although this isn't a bad suggestion, I think having the heal scale with bonuses would balance things out better. Prior to the nerf, Willpower with full stacks, was more powerful than BCR (w/o RR). Now it's more on par with BCR, but BCR's heal can be adjusted with bonuses, whereas Willpower's heal cannot. If they change that, things will be more balanced out, as they should be.

    My suggestion was based on the assumption that there is zero intention to change Willpower away from being a set value heal, as this nerf was intended to address the thought that Willpower was healing too much on LIVE. Making it scale with healing bonuses could then have the impact of making the nerf irrelevant or less impactful than intended.

    I must say, just so readers are clear, Im not a fan of this nerf, but at least suggesting something to make it slightly less severe is better than asking for something which is less likely to happen.
This discussion has been closed.