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  • flowcytoflowcyto Posts: 12,846 Arc User
    edited February 2017
    I would be happy to return SMG back to t1 and keep its old target cap and dps/eps- it was actually pretty well balanced overall compared to other t1-2 cone AoE. Muni already has a t0 starter power, and most other sets only have one of these as well (usually a blast or combo) and its been fine for the majority of sets. If the change is to differentiate pistols vs. other munitions, then a new t0 blast like 'rifle burst' could be added instead (though imo that's not really necessary either).
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  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    No love for the SMG changes here, either - it needs to be a 5 target, spray and pray power, and reducing the damage seems to be unnecessary.
  • avianosavianos Posts: 6,163 Arc User
    Suggestion:
    Turn Submachinegun Burst BACK to max 5 targets
    The power's main focus has been always been an AoE, the power it self is underwhelming already but has been one of the best thematic Munition AoEs

    The aoe nerf for the sake of the Furious utility does NOT justify this action, there are players whose build do not ever want/need/utilitize Furious

    turn back to the original plan and make the Furious into an ADV for the power


    and yes this upset me, You cannot just downgrade an excellent thematic AoE like this and expect players to accept it

    the 3 limit will turn the power useless for parts of the game where the AoE is needed (alerts and endgame)

    Heck even TANKS who need it to gain agro will have issues

    Change it back​​
    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!
  • kamokamikamokami Posts: 1,633 Arc User
    I really like the addition of all of these advantages bringing some of the cross-set synergies back. It's a great trend if the Sorcery and Muni passes are to be any indication.
  • bluhmanbluhman Posts: 2,410 Arc User
    At this rate there should just be a different T0 ability. Still think it should be a single-shot from a rifle. But if you don't do that at least include this:

    Suggestion
    Give SMG a 1-point advantage that raises its target cap to 5 instead of 3.
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  • sepheliussephelius Posts: 30 Arc User
    I'm amazed nobody suggested this yet

    Suggestion
    Medpack (tier 1)
    Self-heal power like conviction
    Advantage
    Painkiller(3 point Adv)-adds 5sec HOT for every 1sec


    and I'll keep suggesting this

    Suggestion
    Machine Gun/Spray and Pray(New Power tier 2)
    70ft
    5sec maintain, double damage per tick
    45 degree cone AOE with 20% chance to knockdown targets
    5 target max
    Your suggestion
  • thekrazzeethekrazzee Posts: 55 Arc User
    I had a bunch of other suggestions for Munitions, so I'm just gonna throw 'em out here and perform blood rituals in the hopes that they get noticed.
    Suggestion
    Gunslinger [Tier 0]
    Advantages
    Trick Shot [2 Advantage Points]
    +Gunslinger has a 50% chance to chain its effect to an additional target within 10 feet of the target.
    +This chance is doubled if you are Furious.
    -This can occur once every 4 seconds.

    Steady Shot [Tier 0]
    Animation Change: The animation is changed to the two-handed pistol firing animation used by Cleaners
    +Activation time reduced to 0.5 sec
    Advantages
    Paint the Target [2 Advantage Points]
    +Steady Shot applies Paint the Target on you. Paint the Target increases your Critical Chance and Critical Severity by 3% for your next non Energy-building power for 15 seconds. Stacks up to 5 times.

    Pistol Whip [Tier 1]
    Pistol Whip strikes your foe's head with the grip of your pistol, leaving them dazed.
    +Changed description.
    +Power damage slightly increased.
    -Now has a 15 second recharge.
    +Stuns the target for 3/4/5 seconds, based on Rank.
    Advantages
    (New Advantage) Never Without an Out [2 Advantage Points]
    +Pistol Whip deals 10% bonus base damage for each stack of Furious you have.
    +Pistol Whip applies or refreshes the duration of your stacks of Furious on you.
    They Never Go Easy [2 Advantage Points]
    +Pistol Whip Disorients on your target.
    +Pistol Whip applies or refreshes the duration of your Trauma effect on your target.

    Rifle Butt [Tier 1]
    Rifle Butt strikes your foe's head with the stock of your assault rifle, knocking them unconscious.
    +Changed description.
    +Power damage slightly increased.
    -Now has a 15 second recharge.
    +Stuns the target for 3/4/5 seconds, based on Rank.
    -Concussion advantage removed.
    Advantages
    (New Advantage) Kill Confirmed [2 Advantage Points]
    +Rifle Butt has a 5% chance to instantly kill your target.
    -This cannot occur if your target's Rank is Master Villain or higher.
    (New Advantage) Stay Down [2 Advantage Points]
    +Rifle Butt applies or refreshes the duration of stacks of Furious on you.
    +Rifle Butt applies or refreshes the duration of your Trauma effect on your target.

    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 Energy Cost is increased by 15%.
    +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.

    (New Power) Burst Shots [Tier 1]
    Burst Shots fires your pistol three times at your target.
    Animation: The user fires their pistol in the same manner as Cleaners do when firing three shots
    +Ranged Damage
    +50 feet
    +Click
    -5 second recharge
    +Deals Piercing damage to your target three times.
    +Deals 10%/15%/20% bonus base damage if you are Furious, based on Rank.
    Advantages
    Extended Magazine [2 Advantage Points]
    -Burst Shots' Energy Cost is increased by 30%.
    -Burst Shots' recharge is increased to 10 seconds.
    +Burst Shots hits five times.
    Hollowpoint [2 Advantage Points]
    +Burst Shots deal 10% bonus base damage to targets affected by your Armor Piercing.
    Spray and Pray [2 Advantage Points]
    +Burst Shots has 30% (100% while you are Furious) chance to affect foes within 10 feet of your target.

    Holdout Shot [Tier 1]
    -Energy cost slightly increased.
    +Holdout Shot costs 90% less Energy when used while you have less than 20% Energy.
    -Open Wound advantage removed.
    Advantages
    (New Advantage) Dead Man's Ten [2 Advantage Points]
    +Holdout Shot automatically Critically Hits when used while you have less than 20% Health.
    (New Advantage) One in the Chamber [2 Advantage Points]
    +Holdout Shot applies or refreshes the duration of your Armor Piercing effect on your target.

    Sniper Rifle [Tier 3]
    +Power damage slightly increased.
    -Now has a 20 second recharge.
    Advantages
    (New Advantage) Explosive Shot [2 Advantage Points]
    +Sniper Rifle deals Fire damage in a 10 foot Sphere around your target.
    +Sniper Rifle applies or refreshes the duration of your Clinging Flames effect on your target.
    +FX Change: An explosion akin to the one caused by Magma Burst occurs around the target.
    (New Advantage) One Shot, One Kill [2 Advantage Points]
    -Sniper Rifle's recharge is increased to 30 seconds.
    +Sniple Rifle deals bonus base damage based on your Critical Chance.
    +Sniper Rifle applies 2 stacks of Furious on you.
    (New Advantage) Suppressed Rifle [2 Advantage Points]
    +Sniper Rifle's charge time is reduced by 30% while you are in Stealth.
    +Sniper Rifle deals 30% bonus base damage while you are in Stealth.
    +Sniper Rifle generates 75% less Threat.
    Tungsten Rounds [2 Advantage Points]
    +Sniper Rifle Knocks Down your target.
    +Sniper Rifle applies or refreshes the duration of your Armor Piercing effect on your target.

    Dual Shot [Tier 0]
    Dual Shot uses your pistols to fire two powerful shots that leave your foes' armor less effective.
    +Renamed from Burst Shot.
    +Changed description.
    Advantages
    Off your Feet [2 Advantage Points]
    +Dual Shot has a 50% chance to Knock Down affected targets.
    (New Advantage) Reach for the Sky [2 Advantage Points]
    +Dual Shot has a 50% chance to instill Fear in affected targets.
    +Dual Shot has a 10% chance to Stun affected targets.
    Taking Names [2 Advantage Points]
    +If you aren't affected by Furious, Dual Shot applies Furious on you.
    +If you are affected by Furious, Dual Shot deals 20% bonus base damage.

    Flamethrower [Tier 3]
    Bullets and explosives pack a punch, but don't have that factor of fear and devastation that a Flamethrower has.
    +Changed description.
    -Becomes a Tier 3 power.
    +Becomes Cone AoE Damage power with a 60 degree Cone.
    Advantages
    (New Advantage) Burn to the Bone [2 Advantage Points]
    +Fully maintaining Flamethrower deals additional Fire damage to affected targets.
    +Fully maintaining Flamethrower applies Unstable Accelerant on your target. Unstable Accelerant lowers resistance to Burning effects for 10 seconds.
    (New Advantage) Inferno Wielder [2 Advantage Points]
    +Flamethrower has a 10% chance to instill Fear in affected targets.
    +Flamethrower deals 15% bonus base damage to target affected by your Clinging Flames effect.
    (New Advantage) Smell of Napalm [2 Advantage Points]
    +Flamethrower has a 10% chance to apply Furious on you.
    +Fully maintaining Flamethrower applies or refreshes the duration of stacks of Furious on you.

    Two-Gun Mojo [Tier 3]
    +Energy cost slightly decreased.
    Advantages
    (New Advantage) Tear 'Em Apart [2 Advantage Points]
    +Two-Gun Mojo has a 10% chance to cause affected targets to Bleed.
    (New Advantage) Full Metal Jacket [2 Advantage Points]
    +Two-Gun Mojo ignores 10% of affected targets' Damage Resistance.

    Breakaway Shot [Tier 2]
    -Now has a 15 second recharge.
    -Power damage decreased.
    +Breakaway Shot applies Defiant on you for each target hit.
    Advantages
    (New Advantage) Bouncing Bullets [2 Advantage Points]
    +Breakaway Shot has a 15% (30% while you are Furious) to deal Piercing damage to affected targets.
    +If an enemy Dodges your Breakaway Shot, it deals additional Piercing Damage and become Feared.
    Microfilament Wire [2 Advantage Points]
    +Breakaway Shot Knocks your target towards you once you land.
    +If your target is Knock immune, Breakaway Shot deals 10% bonus base damage and Roots your target.
    (New Advantage) Wild Backflip [2 Advantage Points]
    -Breakaway Shot's recharge increased to 20 seconds.
    +Breakaway Shot applies or refreshes the duration of stacks of Furious on you.

    Smoke Grenade [Tier 2]
    -Range reduced to 50 feet.
    Advantages
    (New Advantage) Phosphine Gas [2 Advantage Points]
    +Foes inside or entering your Smoke Cloud have a 10% chance to become Disoriented. Those targets also become affected by Clinging Flames.
    (New Advantage) Tear Gas [2 Advantage Points]
    +Foes inside or entering your Smoke Cloud have a 10% chance to become Incapacitated.

    Lock n Load [Tier 2]
    Advantages
    (New Advantage) Do or Die [2 Advantage Points]
    +Activating Lock n Load heals you. This heal is doubled if you are Furious.

    (New Power) Gun Kata [Tier 1]
    You've trained yourself in using dual pistols in a way few can, your concentration focused on empowering your proficiency with them.
    +Buff - Form
    +Charge
    -Must be fully charged.
    +Activating this power grants a stack of Gun Kata, increasing your Ranged and Melee damage equally. Gun Kata scales with your Strength or Ego (whichever is higher).
    +Grants you Energy whenever you gain a stack of Gun Kata.
    +While you maintain this Form, you gain another stack of Gun Kata whenever you land a Critical Hit within 50 feet of a foe.
    -You can only gain a stack of Gun Kata once every 4 seconds.
    +At Rank Two, two stacks of the Gun Kata buff are granted at activation. At Rank Three, you gain three stacks on activation.
    Advantages
    Total Weapon [2 Advantage Points]
    +While active, Gun Kata increases the damage of your attacks on targets based on how close they are to you, up to 10% bonus damage at 5 feet.
    -This effect does not include damage you deal that's farther than 50 feet.

    Strafing Run [Ultimate]
    You call in support from your high tech jet, which flies in for a Strafing Run. Your jet fires high-caliber bullets, cannon fire, and drops explosives in a targeted area.
    +Becomes a Munitions power.
    -Becomes an Ultimate power.
    +Changed description.
    +Power damage increased.
    -Energy cost increased.
    -Recharge becomes 90 seconds.
    +Area of effect is a 25 foot Sphere.
    +Now deals damage in three waves over 6 seconds.
    +1st wave: Deals Crushing damage twice to targets within the area of effect. 50%/75%/100% chance to Knock Down all targets, based on Rank.
    +2nd wave: Deals Piercing damage eight times to targets within the area of effect. 10%/20%/30% of this damage is dealt as Penetrating Damage, based on Rank.
    +3rd wave: Deals Crushing and Fire damage to targets within the target area. 50%/75%/100% chance to apply Clinging Flames, based on Rank. Creates a Burning Patch.
    Advantages
    (New Advantage) War Dogs [2 Advantage Points]
    +Strafing Run has a 20% chance to gain an additional effect on each wave for each stack of Furious you have.
    +1st wave: Strafing Run applies or refreshes the duration of your Armor Piercing effect on affected targets.
    +2nd wave: Strafing Run gains 5% Critical Chance.
    +3rd wave: Strafing Run deals Crushing and Fire damage to targets within the target area twice.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    I'm not sure why it's important for SMG to be t0 anyway. It's not like it's illegal to have a T1 power as your first power after energy builder.
  • orangeitisorangeitis Posts: 227 Arc User
    sephelius said:

    I'm amazed nobody suggested this yet

    Suggestion
    Medpack (tier 1)
    Self-heal power like conviction
    Advantage
    Painkiller(3 point Adv)-adds 5sec HOT for every 1sec

    But I did.

    Looks like it was deleted for some reason though.
  • sinistro1978sinistro1978 Posts: 280 Arc User
    I noted this in the suggestion forums as well:

    We have Energy Unlocks that scale with REC, END, INT, PRE, DEX and Ego. So what gives with the lack of STR? Relentless (MA) on PTS seems like a missed opportunity, with the devs once again giving us END. Could we please get one EU that scales with STR and is somewhat worthwhile?

    Please reconsider having Relentless scale with STR. It makes more sense that a MA/Bestial build would pick STR up than END. Not to mention it gives STR a EU of it's own, and makes it less of a carbon copy of Wild Thing EU.
    [SIGPIC][/SIGPIC]
  • aesicaaesica Posts: 2,537 Arc User
    I noted this in the suggestion forums as well:

    We have Energy Unlocks that scale with REC, END, INT, PRE, DEX and Ego. So what gives with the lack of STR? Relentless (MA) on PTS seems like a missed opportunity, with the devs once again giving us END. Could we please get one EU that scales with STR and is somewhat worthwhile?

    Please reconsider having Relentless scale with STR. It makes more sense that a MA/Bestial build would pick STR up than END. Not to mention it gives STR a EU of it's own, and makes it less of a carbon copy of Wild Thing EU.
    In fairness, the EUs available for Ego are so narrow in focus that you won't likely be using them unless you're using powers almost exclusively from their respective frameworks--Telekinesis, Archery, Munitions. In contrast, Relentless is one that looks to be quite flexible, around the level of MSA. Given how overpowered Str currently is, I'm not so sure it should have such a flexible EU.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • servantrulesservantrules Posts: 312 Arc User

    I noted this in the suggestion forums as well:

    We have Energy Unlocks that scale with REC, END, INT, PRE, DEX and Ego. So what gives with the lack of STR? Relentless (MA) on PTS seems like a missed opportunity, with the devs once again giving us END. Could we please get one EU that scales with STR and is somewhat worthwhile?

    Please reconsider having Relentless scale with STR. It makes more sense that a MA/Bestial build would pick STR up than END. Not to mention it gives STR a EU of it's own, and makes it less of a carbon copy of Wild Thing EU.

    While I agree STR needs an EU that scales with it, Relentless would have to be tweaked to activate not just on bleeds and shredded but at least one other debuff like Disorient or Staggered. That or make a separate EU that does so (which is probably likely).
  • thekrazzeethekrazzee Posts: 55 Arc User
    edited February 2017
    Suggestion
    Relentless [Tier 1]
    Mercy is foreign to you in the midst of combat, your desire to see your foe's end fueling your attacks as you capitalize on their weakened state.
    +Changed description.
    +Generates Energy whenever you score a Critical Hit on a Wounded or Weakened* target.
    *Weakness would be a tag to place on debuffs such as Disorient and Stagger.
    +Scales best with your Strength, but is still affected by your Recovery.


    Intensity and Masterful Dodge couldn't hurt to get a little something something too.

    Intensity [Tier 2]
    -Becomes a Tier 2 power.
    +Grants 1/2/3 stacks of Focus, based on Rank, upon activation. Only occurs if you have a Martial Arts Form active.
    Advantages
    (New Advantage) Against All Odds [2 Advantage Points]
    +Intensity grants you 4% Damage Strength for each foe within 15 feet of you, up to 20% Damage Strength while there are 5 foes near you.

    Masterful Dodge [Tier 2]
    -Dodge Buff decreased to 50%/75%/100%, based on Rank.
    +Grants you 100%/200%/300% Snare and Root Resistance for 15 seconds.
    Advantages
    Unfettered Strikes [2 Advantage Points]
    +Masterful Dodge applies Opportunity on you whenever you Dodge an attack. Opportunity increases the Damage Strength of your next non Energy-building attack by 20%.
    -This can occur once every 3 seconds.
  • thekrazzeethekrazzee Posts: 55 Arc User
    Bug
    Where it happens: Whenever you decide to slot Showdown
    What happens: You cannot slot Showdown


    Also, I love the changes and additions to the pistol powers, Execution Shot, Breakaway Shot, and Burst Shot especially. Here's some ideas for Execution Shot and Showdown.
    Suggestion
    Execution Shot [Tier 2]
    Execution Shot fires a well-placed bullet at your foe at point-blank range, putting them out of their misery.
    +Changed description.
    Advantages
    Lead Poisoning [2 Advantage Points]
    +Execution Shot refreshes the duration of your Armor Piercing effect on your target.
    Put Up or Shut Up [2 Advantage Points]
    +Execution Shot Knocks Down and instills Fear in your target.
    Street Cred [2 Advantage Points]
    +Landing a Killing Blow with Execution Shot heals you. This heal is doubled if you are Furious. Scales with your Ego.

    Showdown [Ultimate]
    It's high noon. Showdown draws your pair of pistols and unloads a hail of bullets upon anyone foolhardy enough to challenge you.
    +Changed description.
    +15% chance to instill Fear in affected targets.
    +Deals 10%/15%/20% bonus base damage if you are Furious, based on Rank.
  • sepheliussephelius Posts: 30 Arc User
    edited February 2017
    Loving the Gatling Gun Adv that repels targets. Don't know if it's because I suggested it but still loving it. Really fits the Gatling Gun theme.

    Still want a Machine Gun power cause Gatling gun doesn't fit all theme/concepts.
    Also a quick shot for assault rifle like in the Archery Set for a lower tier power since Assault Rifle is moving up in power tier.
  • sinistro1978sinistro1978 Posts: 280 Arc User
    edited February 2017
    Scything Blade: Since this power is being reviewed, I wanted to point out Swallowtail Cut will still not apply with pre-existing normal bleeds. This has always been a huge flaw with the advantage, and now with the new charge time, it seems like too many things need to be in sync just to get it to work. One suggestion is changing the mechanics and specifying Swallowtail Cut will not apply on a target with the same effect, but it can be applied on a target with a normal bleed.
    Post edited by sinistro1978 on
    [SIGPIC][/SIGPIC]
  • aesicaaesica Posts: 2,537 Arc User
    Scything Blade: Since this power is being reviewed, I wanted to point out Swallowtail Cut will still not apply with pre-existing normal bleeds. This has always been a huge flaw with the advantage, and now with the new charge time, it seems like too many things need to be in sync just to get it to work. One suggestion is changing the mechanics and specifying Swallowtail Cut will not apply on a target with the same effect, but it can be applied on a target with a normal bleed.
    Not only that, but it's really okay if a player is able to refresh their Swallowtail Cut, or other debuffs. This is 2017 after all, so mechanics which "only apply X if the target isn't already affected by it" are a bit perplexing.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • thekrazzeethekrazzee Posts: 55 Arc User
    aesica said:


    Not only that, but it's really okay if a player is able to refresh their Swallowtail Cut, or other debuffs. This is 2017 after all, so mechanics which "only apply X if the target isn't already affected by it" are a bit perplexing.​​

    Having a mechanic that applies whatever if the target(s) aren't already affected by that whatever is fine so long as it does something else if that target's already affected, that way the power is more than just an initiator. Here's what I think can be done with the power.

    Suggestion
    Reaper's Harvest [Tier 1]
    Reaper's Harvest swings your blade all around you, slicing away at anyone and everyone near you.
    +Renamed from Scything Blade.
    +Changed description.
    +Power damage slightly increased.
    -Energy cost slightly increased.
    -Now has a 8 second recharge.
    +If the target(s) is Bleeding: Reaper's Harvest deals additional Slashing damage.
    Advantages
    Grim Harvest [2 Advantage Points]
    +Reaper's Harvest deals its additional damage dealt to Bleeding target as Penetrating Damage.
    Swallowtail Cut [2 Advantage Points]
    +Reaper's Harvest applies or refreshes the duration of your Swallowtail Cut effect instead of Bleed.
    +Swallowtail Cut is a type of Wound.
  • sinistro1978sinistro1978 Posts: 280 Arc User

    aesica said:


    Having a mechanic that applies whatever if the target(s) aren't already affected by that whatever is fine so long as it does something else if that target's already affected, that way the power is more than just an initiator. Here's what I think can be done with the power.

    Swallowtail Cut being an opener only is the main reason I made the suggestion. I have to drop Three Edged Blade advantage from Reaper's Touch because proccing bleeds with an auto attack is a penalty with Swallowtail. It just seems like poor mechanics when one advantage from Single Blade's powers has to be dropped just to make another one more reliable.

    [SIGPIC][/SIGPIC]
  • kaiserin#0958 kaiserin Posts: 3,183 Cryptic Developer
    Build FC.31.20170112.0058d.13 ======================================​​
  • aesicaaesica Posts: 2,537 Arc User
    thekrazzee wrote: »
    Having a mechanic that applies whatever if the target(s) aren't already affected by that whatever is fine so long as it does something else if that target's already affected, that way the power is more than just an initiator. Here's what I think can be done with the power.
    Most modern games have abandoned the practice of not affecting a target with a buff/debuff if that effect is already up, as the standard practice now is to refresh the duration if it's already up. It's a quality of life issue, especially when the game in question has no way to reasonably filter the debuff display to only show ones you've applied. (such as this one) In the case of Swallowtail Cut in particular, it's something we can maintain 100% of the time, so it's not like the restriction needs to exist as some sort of limiting factor. All it really does is make the gameplay less fluid.

    As for "if (not affected, apply effect) else (interact with said effect)" I'd never recommend designing such a power because even though it appears to add depth to the gameplay, it's really just a matter of using it whenever it's off cooldown. It's far better to have a debuff power, followed by a power which interacts with said debuff somehow.​​
    (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
    kaizerin said:

    Build FC.31.20170112.0058d.13 ======================================
    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.

    ​​

    RIP Killer Instinct and Munition builds.

  • aesicaaesica Posts: 2,537 Arc User
    Why does Breakaway Shot now have a 6 second cooldown? 3 seconds I can understand, as that puts it in line with the assortment of lunge-to powers (which are arguably more powerful/useful). 6 seconds seems excessive though.​​
    (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
    Adjust the animation on Execution Shot so your character looks like he knows how to wield a firearm

    None of the new Defense and Utility Cores are properly applying their stats when slotted into Cosmic Secondaries
  • draogndraogn Posts: 1,269 Arc User
    edited February 2017
    Yay more munition nerfs, even though munitions has suffered enough.

    Hopefully energy costs for munition powers will be adjusted accordingly to take into account the huge to KI.

    Why remove nailed to the ground from powers, it is useful for keeping mobs on the ground when your team has a mix of fliers and ground based heroes. There have been many times when viper units (as an example) will take to the air chasing after someone with flight, which forces those without any ranged abilities or flight to either stand around watching or hope they can jump high enough to hit them.

    Will burst shot ever have its animation changed? Perhaps something to match the name or at least something that isn't so boring/lame?
    Post edited by draogn on
  • sepheliussephelius Posts: 30 Arc User
    Suggestion
    Showdown (tier 2 power)
    I know the western lockbox is coming out but still a munitions ultimate should complement the whole powerset rather than one theme/concept.

    Gunship(Ultimate)
    Call in a Gunship as you tag your targets with your laser.
    Deals high Crushing and Piercing damage with 100% chance of knockdown.
  • soulforgersoulforger Posts: 1,649 Arc User
    In the new patch notes:
    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.

    Nuff said.
  • jennymachxjennymachx Posts: 3,000 Arc User
    edited February 2017
    I'm genuinely upset at the proposed changes for Killer Instinct. I hope you guys at Cryptic realize how much you're going to gut Munitions players' builds.

    The point of munitions has always been about rapid tick crit damage. Bread-and-butter attack powers like TGM, AR, SMG, Gattling Gun all benefit from crits and Killer Instinct energy returns based on crits always made sense. KI's energy returns now going to primarily scale from REC? Why? Someone going with a Munitions-Quarry build will most likely than not go with DEX/EGO/INT, or EGO/DEX/INT, then rely on crits for KI to help keep their energy up with energy returns scaling of EGO, which gee, seems to make damn perfect sense since KI is an energy unlock for a ranged-primary DPS powerset and ranged damage having absolutely nothing to do with REC. It's no more baffling than if Concentration's energy returns scaled primarily off REC instead of EGO.

    There was never anything especially broken and in need of a fix with this. If you guys wanted KI to give better energy returns, then buff KI's current energy returns and leave them based on munition power crits.
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Well.... it doesn't nerf the build or mean you have to change SS.... it just means that you'll probably have to invest some gear mods in boosting REC or END. This is intentional, I think: the idea being to make energy generation based around the same stats for all powersets and to prevent people receiving unexpected energy or power boosts from stat or property maxing. If you're already receiving massive increases in damage from Crits then it does seem a little excessive to allow them to generate masses of energy as well. But I'd like to see how this plays out with the Marksman AT....
  • carrionbaggagecarrionbaggage Posts: 729 Community Moderator
    BUG:
    Killer Instinct does not have a buff icon to show that it is active. The 6-second energy return does work properly, though.
  • rtmartma Posts: 1,198 Arc User
    @jennymachx Well considering Rec/End are Energy Stats and EU's are about giving energy so intuitively EU's Scale with it. o.3.o
    Want to get to know me a bit better, Click me and take a read of My Dragon Profile Page, it's a bit dated but still relevant.

    I take this quote from a review that I agree with.

    "customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
  • baelogventurebaelogventure Posts: 520 Arc User
    edited February 2017
    All of my previous Flamethrower suggestions pls

    Increase Flamethrower damage across all ranks

    1 Point Flamethrower Advantage: Toxin Sprayer: Changes damage type to Toxic and Clinging Flames chance to Poison. Color defaults to green.

    2 Point Flamethrower Advantage: Fueling The Fire: Flamethrower deals more damage to targets that have Clinging Flames from another source

    2 Point Flamethrower Advantage: Let 'em Burn: Clinging Flames from Flamethrower gain double the duration

    2 Point Execution Shot Advantage: Do You Feel Lucky?: Enemies within 15ft of target are feared

    2 Point Execution Shot Advantage: Clean Suit: Increases Execution Shot to 25ft and changes damage to Ranged

    2 Point Execution Shot Advantage: Stimpack

    1 Point Execution Shot Advantage: Huckleberry: Threat Advantage, stacks with Challenge

    2 Point Execution Shot Advantage: You're No Daisy: Changes Execution Shot extra damage requirements to 35%

    2 Point Execution Shot Advantage: Play For Blood: Adds Open Wound to Execution Shot

    2 Point Execution Shot Advantage: Say When: Reduces Execution Shot activation (and preferably changes the animation to a quickdraw from a holster)
  • aiqaaiqa Posts: 2,620 Arc User
    At least with endgame gear, KI works fine for any munitions power. But I don't really like the homogenization of all the sets, this takes away much of what makes CO interesting.
  • avianosavianos Posts: 6,163 Arc User
    edited February 2017
    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.

    I TRUSTED YOU!
    I rebuild my TGM Characters to fit and adapt the changes and now YOU ARE CHANGING IT AGAIN!?
    What am I going to even do with my ranged Dodge tank with this? She needs to have DEX primary and CON/EGO secondaries

    Also, i assume KI still gets triggered with Critical Hits... this is kinda counterpoints the fact that you NEED the DEX's secondary critical chance
    aiqa wrote: »
    At least with endgame gear, KI works fine for any munitions power. But I don't really like the homogenization of all the sets, this takes away much of what makes CO interesting.

    I Agree with Aqa, you are turning unique EUs into copy-paste of the same mechanic and scaling
    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.

    Another dumb change which makes no sense consider this powers wasn't that powerful to beging with

    at least reduce the CD to 3 seconds

    Suggestion:
    Give Breakaway Shot 3 seconds CD


    God damn it, and I leveled up my TGM DPS last Month
    Minimines
    Minimines is now considered to be melee damage.
    Changed damage typing to pure crushing.
    Added Stim Pack advantage.
    Oh hey, not entire useless​​
    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!
  • draogndraogn Posts: 1,269 Arc User
    They're doing the same thing to each of the powersets as well (*the homogenization*) with each set being turned into build x amount y stack then rupture with z. Making CO's combat boring and monotonous you are just making all the grinding that much worse. Please try to preserve some kind of identity/uniqueness for each power set.
  • kyastralkyastral Posts: 342 Arc User
    *Sigh* more munitions changes; figures.

    New Power: Execution Shot •Deals increased damage versus low health targets.
    Suggestion: This power should be an included (not advantage) ability for Sniper Rifle.

    This power is definately for solo play, in my opinion. I am sure it will not work against Cosmic or Legendary tagged bosses and in group play the action happens too fast for a player to effectively use it.


    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.

    Wow...so this means that Freeform munitions toons that are optimized for damage will have to rely on more devices for energy returns and crit advantages (if they exist). Gotcha.


    Two Gun Mojo •Removed Nailed to the Ground advantage.

    Hasn't this power suffered enough?

  • zamuelpwezamuelpwe Posts: 668 Arc User
    Killer Instinct
    Changed to match newer energy returns. Now gives energy over time instead of single bursts.

    Is this an intentional nerf? I ask since if it is, it doesn't make sense considering Munitions isn't overpowered. If it isn't, it should really be reverted back. It feels like how Ego Sprites were made melee a while back in the vein that it's changing the playstyle away from what people who are already using the power for are using it. As people have stated, the singular bursts of energy work for the set.
    "Interesting builds are born from limitations not by letting players put everything into one build."

    -Sterga
  • jonesing4jonesing4 Posts: 800 Arc User
    Cursing myself more and more everyday that I got my only set of Justice Gear on a pistols toon.
  • andondarkmoreandondarkmore Posts: 678 Arc User
    There goes my builds and play style.
  • spinnytopspinnytop Posts: 16,450 Arc User

    There goes my builds and play style.

    What was your playstyle? Only slotting Ego?
  • sinistro1978sinistro1978 Posts: 280 Arc User
    edited February 2017
    After further testing Scything Blade on both live and PTS, I can honestly say that the PTS version is clunky and unreliable. The 50-100% chance with charge addition and the pre-existing Swallowtail Cut not applying with normal bleeds just makes the advantage too much of a gamble. So here are my suggestions:

    1) Swallowtail Cut can now be applied regardless if there is a bleed effect on the target.
    2) Swallowtail Cut can now be applied to higher ranking enemies, but it's damage is similar to a normal bleed effect. This allows it to count as a sixth bleed to boost rupture damage.

    If 1) is not possible, then I suggest removing charge percentage that was recently added. There's just too many requirements to make Swallowtail Cut land now.

    Personally, I'd rather keep the new charge percentage, and have Swallowtail apply regardless of a bleed effect on the target. With such change, other advantages like Three Edged Blade and Open Wound are no longer a penalty to builds.
    [SIGPIC][/SIGPIC]
  • aiqaaiqa Posts: 2,620 Arc User
    edited February 2017
    avianos said:


    I TRUSTED YOU! I rebuild my TGM Characters to fit and adapt the changes and now YOU ARE CHANGING IT AGAIN!?
    What am I going to even do with my ranged Dodge tank with this? She needs to have DEX primary and CON/EGO secondaries

    Also, i assume KI still gets triggered with Critical Hits... this is kinda counterpoints the fact that you NEED the DEX's secondary critical chance​​

    Stuff like this is the reason why changing stat scaling should only be done when the original scaling would completely OP (like nimble mind... priorities?). And since it's breaking builds, is certainly not something that should be done this casually. Munitions wasn't terribly overpowered with KI scaling off EGO, even though that meant you didn't need any energy stat.
  • spinnytopspinnytop Posts: 16,450 Arc User
    I rebuilt a toon on pts to a 2gm tank build with KI. I slotted 1 recovery mod and was able to mojo it up just fine. Think people might be doin' the drama llama thing here. Why does 2gm seem to inspire the most over-the-top reactions in people?
  • aesicaaesica Posts: 2,537 Arc User
    edited February 2017
    I agree completely about stat scaling changes not being something to be tossed around lightly. While sure, it's easy to say "free respecs for anyone who has it!" but it's also worth considering the costs associated with getting new mods, re-planning the build, and everything else like that.

    I don't use that EU so it doesn't affect me, but if I did, and I'd just spent a ton on top-rank mods only to have the stats I was building around invalidated, I'd be pretty pissed off.

    Killer Instinct is a very limited-scope EU since it only works with Munitions critical hits. As such, I don't see what harm would come from having it work like this: "Scales with your Ego or Recovery, whichever is higher. Also scales with your Endurance to a lesser degree."​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    I rebuilt a toon on pts to a 2gm tank build with KI. I slotted 1 recovery mod and was able to mojo it up just fine. Think people might be doin' the drama llama thing here. Why does 2gm seem to inspire the most over-the-top reactions in people?

    Because they've nerfed the damage. Then increased the energy cost. And changed the Tier. And then nerfed the EU that worked best with it. And then nerfed the other EU that worked with it. As well as fiddling around with the other Munitions powers. And every time they do that it's back to the Powerhouse for half-a-dozen alts and an indefinite amount of faffigf around with builds that used to be sorted but which now aren't. And that means SS changes, and gear changes, and spending resources on mods, and gear, and lord knows what (and not all of us have infinite amounts of time and resource for this game). . All of which is time not spent playing and so not especially constructive or fun (and that's why we play).
  • aiqaaiqa Posts: 2,620 Arc User
    edited February 2017
    spinnytop said:

    I rebuilt a toon on pts to a 2gm tank build with KI. I slotted 1 recovery mod and was able to mojo it up just fine. Think people might be doin' the drama llama thing here. Why does 2gm seem to inspire the most over-the-top reactions in people?

    On a build like Avi's?

    The changes to Overdrive scaling got such a negative response, it's a big surprise to see another one of those. Both are quite pointless changes that just cause a lot of upset.
  • avianosavianos Posts: 6,163 Arc User
    edited February 2017
    aesica wrote: »
    Killer Instinct is a very limited-scope EU since it only works with Munitions critical hits. As such, I don't see what harm would come from having it work like this: "Scales with your Ego or Recovery, whichever is higher. Also scales with your Endurance to a lesser degree."

    I SECOND THIS^ Please do that
    spinnytop wrote: »
    I rebuilt a toon on pts to a 2gm tank build with KI. I slotted 1 recovery mod and was able to mojo it up just fine. Think people might be doin' the drama llama thing here. Why does 2gm seem to inspire the most over-the-top reactions in people?
    Because TGM in particular forced you to BUILD around it, destroying a lot of builds in the progress (mostly my Melee-Range ones, yeah that Devil May Cry/Bayonetta theme build? yEAH SCREW YOU THEME)
    It got reduced damage, higher energy cost, higher tier

    Now I have two builds with TGM
    • One Lighting Reflexes offtank (DEX-CON/EGO KI, CHILLED FORM)
    this build used to be DEX/CON/INT before the change, it used dual blades, Bullet Balleto and heavy weapons, after the change the build was washed down to focus ONLY on dual pistols

    and the other a DPS specialised with TGM (which along 4 other characters, I leveled last month)
    • Targeting Competer DPS (EGO-DEX/CON, KI, CONCETRATION)
    this build wont have any problem if i swap DEX for REC (i think) but the first build will be forced to change for ONCE AGAIN builds and set ups, may end up being the same build with the DPS

    RANGE tanks, and especially DODGE tanks, are already screwed for endgame and THIS WONT make things easier
    Ηypothetically speaking, imagine if they changed STEADFAST to scale with REC and END instead of DEX (ps DON'T DO THAT)

    Suddenly certain builds get destroyed, like my Single Sword Tank (STR/CON/DEX Form of the Swordman) which I'm proud of for doing
    Now Im forced to get Rec

    And don't you dare to tell me to swap builds, because back then with the bleed changes, you told me to retcon from Aspect of the Beast to Form of the Swordman
    • I may lose my STR spec bonuses for Defence and Tanking
    • I may lose my CON hp for tanking (not a good idea for tank)
    • I may lose my DEX for Form of the Swordman (or any other MA) which goes spot on with the build and the theme (100% Bleeds ARE required, Aspect of Bestial don't give me bonuses so get screwed up)
    all this to get REC and END stupid stats, I would be screwed and I followed the theme building without using other powerframes
    Because they've nerfed the damage. Then increased the energy cost. And changed the Tier. And then nerfed the EU that worked best with it. And then nerfed the other EU that worked with it. As well as fiddling around with the other Munitions powers. And every time they do that it's back to the Powerhouse for half-a-dozen alts and an indefinite amount of faffigf around with builds that used to be sorted but which now aren't. And that means SS changes, and gear changes, and spending resources on mods, and gear, and lord knows what (and not all of us have infinite amounts of time and resource for this game). . All of which is time not spent playing and so not especially constructive or fun (and that's why we play).
    I will never forget that I have spend 8 hours inside Power House to retcon all my magic characters during the Sorcery revamp instead of actually playing the game
    That wasn't fun at all, and it WASN'T cheap either
    zamuelpwe wrote: »
    It feels like how Ego Sprites were made melee a while back in the vein that it's changing the playstyle away from what people who are already using the power for are using it. As people have stated, the singular bursts of energy work for the set.
    I HATED the ego sprites change, it was one of my thematic builds for my Telepathy DOT DPS, it was a complety change of playstyle which i never agreed with​​
    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!
  • flowcytoflowcyto Posts: 12,846 Arc User
    edited February 2017
    I'm not sure about the KI change as long as the 'on crit' clause still stands and also as long as its Muni-specific. MA and Dex have a much more efficient interaction where w/ Steadfast you can consolidate on Dex, but at the same time that's counter-balanced by Steadfast being specific to MA, and w/ crits not being reliable innately (you can make them mroe reliable, but that's build/gear-specific). KI also has that rng factor w/ the crit clause, and a powerset limitation (that's even more limited than Steadfast w/ MA), but now scales w/ a stat disparate to its best toggles. At least w/ Ego-specific scaling, you could make the argument that mixing 'on crit' w/ Ego (a stat that doesn't innately give crit) is alright cause Muni's 2 best toggles can scale w/ Ego.

    On the other side of it, though, I wouldn't be surprised if part of the reason this change isn't so bad to some builds is cause it makes KI tick more often- these things always give at least 3 ticks per proc, vs. the one-time proc w/ an internal cd that the old KI had. So its prob a buff to its basal energy return, but w/ a sub-optimal stat switch.


    Also, I'm wondering w/ stuff like Execution Shot being melee if we should have a passive for Melee Technology, or maybe revisit Targeting Computer.

    (also, lol @ Kaiz still calling it 'Bullet Ballet' :p That and w/ BB having the wrong flags in its tooltip, and w/ a cd on Breakaway Shot, and no attention given to Lead Tempest.. I think we got a clear anti-gun kata agenda here, folks! Call in Alex Jones)
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • qawsadaqawsada Posts: 745 Arc User
    I'm sure that someone mention it already but the only reason why such a change occur was because there are now MELEE munition which doesn't feed off ego at all. I would rather they just make a MELEE munition EU just so the MELEE munition user can use that, and the RANGED munition can keep the original Killer Instinct with the dependent of Ego and all.
  • kaiserin#0958 kaiserin Posts: 3,183 Cryptic Developer
    Build FC.31.20170112.0058d.14 ======================================​​
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