Suggestion: Give Rocket an advantage that allows it to generate/refresh Furious stacks!
Screamin' Eagles! - When fully charged Rocket applies a stack of Furious, and refreshes all duration of current stacks.
Stand back son.
2 Point Rocket Advantage: Maggots!: Full charge grants a +Crit Chance and +Crit Sev buff
2 Point Rocket Advantage: Last One Alive, Lock The Door: Secondary targets are stunned, primary target is knocked down
2 Point Rocket Advantage: Air Strike: If Rocket is full-charged while jumping, fires multiple rockets
2 Point Rocket Advantage: C'mere Cupcake: Rocket gains Knock To for primary targets and Knock Down for secondary
2 Point Rocket Advantage: Pain Train: For every full charge, gains a stack that reduces energy cost and charge time of Rocket, stacks 3 times (Similar to Vengeance, lasts long enough to keep stacks between rocket cool downs)
2 Point Rocket Advantage: Disciplinary Action: Surrounding Allies gain an offense bonus
2 Point Rocket Advantage: Sun Tzu Said That!: Fully charging Rocket grants a Dodge and Avoidance buff
2 Point Rocket Advantage: You Are All Bleeders!: 100% chance to cause bleeding on primary target, 25% chance on secondary targets
StarsAndStripes beats Hammer and Sickle. LOOK IT UP.
New Munitions Power: Bombardment Range 120' AoE 20' Deals Crushing and Fire damage based on Number of Furious stacks. Consumes all Furious stacks. Applies Clinging Flames and Snared. Knock Up affected 5-20 feet.
Be nice for Munitions to have an Ultimate that takes advantage of Furious (given that it's having all this attention and it might be a while before Munitions gets another review).
^ Not every framework needs a "consumes all the stacks of X for more damage" mechanic.
Sure. There's a number of power mechanics in different frameworks that aren't necessary, but they're there. But it would be a nice addition. And again, it might be a while for another Munitions review comes along. Might as well put this idea out there.
New Munitions Power: Bombardment Range 120' AoE 20' Deals Crushing and Fire damage based on Number of Furious stacks. Consumes all Furious stacks. Applies Clinging Flames and Snared. Knock Up affected 5-20 feet.
Be nice for Munitions to have an Ultimate that takes advantage of Furious (given that it's having all this attention and it might be a while before Munitions gets another review).
New Munitions Power: Bombardment Range 120' AoE 20' Deals Crushing and Fire damage based on Number of Furious stacks. Consumes all Furious stacks. Applies Clinging Flames and Snared. Knock Up affected 5-20 feet.
Be nice for Munitions to have an Ultimate that takes advantage of Furious (given that it's having all this attention and it might be a while before Munitions gets another review).
What would it look like...?
Maybe an Artillery shell? Or Cluster bombs? It could either be one big explosion or a short series of moderate sized ones. A temporary crater effect would be appropriate, I guess.
[color="#4a86e8"]Munitions power suggestion: Battlefield First Aid Targets user or teammate, basic health-healing power. Advantages: No idea. =([/color]
I really dislike how cross-framework synergies are more and more becoming a thing of the past with each power update. Synergies were always useful for utilizing powers from other powersets to fit different themes. Case in point: Chest Beam used to apply all dmg resist debuff which included mystical damage, allowing for a "magic amulet" theme going on (like DEMON still seems to have), but now it only debuffs Crushing and Particle resist. You could use that debuff for Might, but there's already Demolish. Or Quantum Stabilizer buffing all Energy damage but nothing in-set synergizing with Electric or Sonic.
But now with each change, each "reviewed" powerset becomes isolated more necessities to take within the set to make the build work (like in-set only buffs being the basis for forms and EUs), meaning fewer options from other sets. All of this means that most builds will be forced to use most of the powers from one set (maybe the same tree), which essentially makes most freeform builds feel the same as ATs with two extra powers to me.
^ Not every framework needs a "consumes all the stacks of X for more damage" mechanic.
The goal should be less homogenization, not more. The power sets use to be unique with unique mechanics. Now they're the same mechanic with a different coat of paint which is making combat boring and the grinds feel even grindier. This is a lesson Blizzard learned and is now working to fix.
As many have said, the animation for Execution Shot looks really bad but I'm guessing there's no changing it this late into things. That said, something else to note on the aesthetics is that it's underwhelming overall. If possible, it at least needs a different sound effect for the gunshot instead of using the same one as all of your other attacks. Even just slightly deepening the bass and giving a subtle echo would work.
"Interesting builds are born from limitations not by letting players put everything into one build."
I have now seen Execution Shot. I really like what it does, but the animation.... is a little awkward. Maybe if the forearm/hand/gun aren't angled down so much, it'd be generally improved. Also, my character is created via randomize, so no judging. :P
I say stuff and I say things, sometimes together but only when I'm feeling adventurous.
- Looks way too "gangsta" for Champions Online, possibly find a way to build it into Gunslinger Energy Builder's animations instead? - Seems a little impractical at such a close range, but I can see how it would be used in combat to good effect in its current form, basically as a finisher move.
Suggestion: Return Killer instinct's ego scaling....once again, to prevent from ending up as "If I'm going going to stat end/rec for KI... why don't I just use overdrive and get higher energy returns?"
Plus the change to KI has the unfortunate side effect of breaking a large majority of munition builds, to the point where a large number of muni users will be faced with the choice between breaking their build or having energy issues out the ****.
In all things, a calm heart must prevail.
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
I know that it's most likely much too late for me to be saying anything about this, but I really wish that we got single pistol powers. A bunch of the dual pistol powers we've gotten should have been single pistol powers. You aren't using that second gun in Execution Shot. You aren't using the second gun with Pistol Whip. It annoys me severely, but I hope that we can still see stuff for single pistols in the near future.
Well, I just got kicked from the pts for maintenance, but this is what I could find before that:
Bug: The 2nd portion of Bullet Beat*ahem*Ballet is still flagged as Ranged and is scaling as such (also still procing Targeting Comp because of that). I assume this isn't intended and that the entire combo is still meant to be melee.
Bug: Trip Wire doesn't seem to be flagged as Ranged Technology (not scaling/working w/ Targeting Comp, though it does scale w/ Composure to be general Tech, and works w/ KI to be flagged as Muni).
Bug (typo): The advantage tooltip for the Sheer Force adv on Gatling Gun has some clipped text from the Listen to Reason adv in it (though Sheer Force alone doesn't interact w/ Fear).
Most other mechanics w/ the new and revamped powers seemed to check out thus far, though I'll have a few more tests to run. Also, it was nice to see AR's (and TGM's) cost come down.
General Suggestion: In order to make their advs more reliable, I'd consider making Open Wounds guarantee the application of one stack of Bleed at the start or the end of its debuff (if that possible). Atm, it feels a bit too random whether you even get one stack out of the entire debuff or not (though Frag Grenade applying it in AoE w/ its adv is good, not as much for one target).
Just looking at the numbers and comparing them, Composure has almost no major benefits over just taking Quarry, aside from knock resistance and access to more Technology powers. In contrast, Quarry has superior dodge benefits over time, and offers a unique bonus to stats that further bolster damage output. Inversely, Targeting Computer stacks the same damage bonus with added guaranteed defense and crit stats against targets hit. Dunno, just seems like the damage buff it offers should be closer to what other energy projectors do; Composure doesn't have many perks to justify the lower than average damage buff. Especially not ones that would interest a long-ranged DPS. Knock resist is much more a short-ranged perk if anything, and most short-ranged passives offer pretty hefty damage buffs.
It's kind of in a similar boat as Enchanter. Only real advantage Enchanter has over Shadow Form is that it trades out Psionic damage buff for Toxic to synergize with infernal just a bit (i.e. make use of Willowisp and Life Essence). Meanwhile, Shadow Form has identical bonuses for Dimensional and Magic damage types, and then combos that with added stealth and slow health regen.
basically these new passives need just the slightest bit of buffing to make them worth considering over alternatives. Personally my munitions builds are probably still going to stick with Targeting Comp and Earth Form after this.
Just looking at the numbers and comparing them, Composure has almost no major benefits over just taking Quarry, aside from knock resistance and access to more Technology powers. In contrast, Quarry has superior dodge benefits over time, and offers a unique bonus to stats that further bolster damage output
|Snip|
Personally my munitions builds are probably still going to stick with Targeting Comp and Earth Form after this.
This is an extremely valid point. Earth Form, Targeting Computer, Quarry, and Night Warrior -- are all superior choices over the new passive "Composure" for a munitions build. I'm not seeing what Composure brings to the table here. Which is strangely also how I feel about the "Enchanter" passive. AOPM - Night Warrior - Shadow Form outclass it, save for those few rare builds that have toxic damage in the mix.
Composure needs something more to make it worth taking.
Just looking at the numbers and comparing them, Composure has almost no major benefits over just taking Quarry, aside from knock resistance and access to more Technology powers. In contrast, Quarry has superior dodge benefits over time, and offers a unique bonus to stats that further bolster damage output
|Snip|
Personally my munitions builds are probably still going to stick with Targeting Comp and Earth Form after this.
This is an extremely valid point. Earth Form, Targeting Computer, Quarry, and Night Warrior -- are all superior choices over the new passive "Composure" for a munitions build. I'm not seeing what Composure brings to the table here. Which is strangely also how I feel about the "Enchanter" passive. AOPM - Night Warrior - Shadow Form outclass it, save for those few rare builds that have toxic damage in the mix.
Composure needs something more to make it worth taking.
Perhaps a bonus per rank to critical chance with Munitions powers?
I agree to an extent. Composure's main dmg bonus should be bumped up a tier to at least match Quantum Stabilizer's and those of most other dps passives that focus on general dmg types (KM, Shadow Form, Stormbringer, Ice Form, etc). Considering its general defensive bonuses, though, I'm not sure it needs much more than that (it has NW's dodge/avoid tier, which is between Quarry and WotW's, but also has knock resistance that's a bit below Unstoppable's, but matches Quantum Stabilizer's).
edit: also, even if its not my ideal solution, its nice to see a 1pt adv for getting 5 targets on SMG and the new dual pistol equiv (Bullet Hail). One minor bug (cause the power is still a WIP)-
Bug: Bullet Hail's sound fx doesn't cancel properly if the power is stopped early.
Also, even though the new icons are a nice touch, I think that Incendiary Grenade's icon should have a reddish-hue on some component of it- just so its easier to differentiate the specific function of each grenade on quick glance (say if you take >1 of them on ur hotbar).
Bug: Putting points into Mow 'Em Down on Assault Rifle seems to stop it from being able to be activated or used.
Bug?: Mini Mines don't proc AoE specs on use or when triggered (may be intended if they are meant to be a separate entity).
Bug: According to this note, Bullet Ballet is meant to be an AoE:
"Updated the tooltip to state that the power is an area effect and that it refreshes Furious stacks on the last hit."
.. but none of the hits seem to actually be flagged as such, and even then the first part of the combo is still not actually an AoE.
Bug: Hitting targets with the Heavy Blade adv on Scything Blade seems to apply some sort of short buff or debuff to your character that's not enumerated anywhere. I suppose this is meant to be a debuff signalling an icd on the KD effect, ala Pyre w/ adv? But there is no actual icd on the KD, so I'm not sure.
Please change Swallowtail Cut's application chance to 100% on single target. The 50-100% scaling chance is fine for other targets only. It would also be great if the advantage was more useful against higher ranks somehow.
Thanks for listening to my feedback about making Swallowtail Cut apply on targets with bleeds on them. The change is appreciated.
If the Flamethrower is using Fire Breath visuals (well i know the device does on live)
have you guys tested the Framerates of flamethrower?
Both Fire Breath and the Device are giving super Laggy framedrops for me and other players, there are not Hurricane-level of lag but they are pretty noticeable
If something could be done to adjust those flame powers since are the center of attention
and please don't tell me this is not related to the thread, I can see the lag from Steelhead Flamethrower Device
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 synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
Really liking the new bullethail sounds, however speaking of which, pretty sure this is unintended but...
<font color="#ff0000">Bug Where it happens: Everywhere What happens: All twin-pistol soundfx have SMG burst soundfx instead of their vanilla sound.</font>
(The blasted font coloring don't wanna work... =3=)
Let's give Bullet Hail some things for itself and distance itself from SMG Burst. Suggestion Bullet Hail [Tier 1] Bullet Hail unleashes a barrage of gunfire upon your foes, leaving them riddled with bullet wounds. +Changed description. +Innate 15% chance to cause your targets to Bleed. -Change to apply Furious decreased to 10% from 20%. -Aggression and Assault advantages removed. Advantages Break Yourself! [2 Advantage Points] +Bullet Hail has a 15% chance to instill Fear in targets. +Bullet Hail deals 15% (30% if you are Furious) bonus base damage to Feared targets. Do Not Go Gently [2 Advantage Points] +Bullet Hail has a 15% (30% if you are Furious) chance to apply Defiant on you. Street Sweeper [2 Advantage Points] +Bullet Hail's damage increases as you maintain it. +Bullet Hail has a 15% chance to apply Armor Piercing to targets.
It wouldn't hurt to give Munitions its own block power. Suggestion (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 their Handgun weapons. +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 Steady Shot animation.
New Power:Munition Block: Ballistic Shield 250/300/360% Block Strength. 2 Point Advantage: Assault Training: Can use Steady Shot while blocking, generates no energy. Can use SMG while blocking at massively increased cost. Can use any Grenade power while blocking at massively increased cost and cool down recharge. 2 Point Advantage: Shield Bash: Chance to deal Crushing damage and Stun any enemy in melee range
R1 should be a clear Plexiglas styled riot shield R2 should be a SWAT breaching shield R3 should be a massive full body, thick shield
Glad to hear that the the god awful grating sound that Mind Drain had has been disposed of, it's current sound is A LOT better. You have my thanks.
I also really like Bullet Hail but there is a bug:
Bug: Power: Bullet Hail Issue: The SFX for it continues for a while after it has been maintained and stopped...this is somewhat jarring.
--
Bug: Power: Multiple Dual Wield maintain munitions powers Issue: The SFX for each power has for some horrible reason been made the same as SMG. This is unnecessary and should be reverted/fixed.
Will we be able to reskin the guns associated with Bullet hail?
Should be able to. Right now, the guns don't show for me because my current costume is using invisible pistols for breakaway shot--because dual pistols doesn't fit my character theme, but I wanted the power for the acrobatics aspect.
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Increase Quarry's damage to nonphysical damage a bit, there are a lot of nonphysical archery attacks.
Given that Quarry is a multipurpose Passive i think they need to leave it alone and buff some of the specific archery attacks, which could be more useful in the CC role. An Archer, in CO world, needs to either snipe or control, nothing else makes much sense.
"Fixed a bug where Quarry was giving more stat points than what was stated on the tooltip."
This sounds like a NERF for Quarry
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 synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
New Power:Munition Block: Ballistic Shield 250/300/360% Block Strength. 2 Point Advantage: Assault Training: Can use Steady Shot while blocking, generates no energy. Can use SMG while blocking at massively increased cost. Can use any Grenade power while blocking at massively increased cost and cool down recharge. 2 Point Advantage: Shield Bash: Chance to deal Crushing damage and Stun any enemy in melee range
R1 should be a clear Plexiglas styled riot shield R2 should be a SWAT breaching shield R3 should be a massive full body, thick shield
Hmm...something different but similar:
New Munitions Power: Riot Shield - 250/300/360% Damage Reduction.
+ Self damage reduction. + For 2 seconds after you begin blocking, you will gain the buff "Return Fire" which allows you to return a portion of one incoming attack to the attacker by firing a gun. After activating Return Fire (if you use it or not) you cannot activate this effect again for 5 seconds (you may continue to block as normal).
Visuals - Choose between (drop down menu) MCPD Riot Shield shaped energy construct or normal MCPD Riot shield that appears in game.
3 point advantage: The Harder They Hit: Allows Riot Shield to grant additional damage resistance stacks to 5. Each stack grants 11% resistance.
Hmm...I like the idea of that block baelog, but perhaps something different but similar would be more likely to work?
New Munitions Power: Riot Shield - 250/300/360% Damage Reduction.
+ Self damage reduction. + For 2 seconds after you begin blocking, you will gain the buff "Return Fire" which allows you to return a portion of one incoming attack to the attacker by firing a gun. After activating Return Fire (if you use it or not) you cannot activate this effect again for 5 seconds (you may continue to block as normal).
Visuals - Choose between (drop down menu) MCPD Riot Shield shaped energy construct or normal MCPD Riot shield that appears in game.
3 point advantage: The Harder They Hit: Allows Riot Shield to grant additional damage resistance stacks to 5. Each stack grants 11% resistance.
something that i found out, the Submachine gun have one of the skin which look just like an Uzi. it is call "modern conventional SMG pistol 2" and it's the only smg that wont reach for the other holding hand since....y'know, itsa pistol.
Suggestion: Rename "Modern conventionalsmg pistol 2" to "Uzi" or "Uzi 2"
____________________
"there nothing more fun then Punching faces LIKE NO BUSINESS!!!"
Can holding your arm up? (vanilla block, Retaliation, Antagonize). How about parrying it with your sword (Guard, Laser Deflection)? Or kicking it out of the air (Parry).
This is a superhero game. Leave your 'common sense' at the door.
Aside from having a ridiculously small range (10ft), it seems to be tagged as melee damage? It seems to have a similar feel to it as Snap Shot, so why does it need to have such a small range?
On the Gunslinger AT, it appears as a final power with the option between it and Sniper Rifle...that's a massive contrast....120ft vs 10ft.
I should think it should be fine as a 50ft power or something to be in line with the rest of the AT's powers (which I have posted in the Archetype Review thread...but I'll post it here as well.
Munitions block should be you shooting enemy bullets out of the air.
I'm thinking something more practical and still thematic- like deploying a riot shield or something. Could even add a unique anim where ur toon slams it down and squats behind it or w/e.
Trying the new quarry, I really think that it didn't need any nerfs. I did these tests with dex/int/ego, so pretty much the most optimal dps setup for quarry.
Soulbeam + Enchanter
Soulbeam + Quarry
TGM + TC
TGM + Kinetic Manip
TGM + Quarry
So even the most optimal setup for Quarry, for physical damage it's equal to "normal" damage passives, for non-physical it's worse. And of course doesn't even compare to TC, but it restricts your build far far more than any other passive. On top of that, the defenses on Quarry is one of the worst out of any passive.
If the nerf is what I think it's about, it's not Quarry that needs a nerf.
Comments
2 Point Rocket Advantage: Maggots!: Full charge grants a +Crit Chance and +Crit Sev buff
2 Point Rocket Advantage: Last One Alive, Lock The Door: Secondary targets are stunned, primary target is knocked down
2 Point Rocket Advantage: Air Strike: If Rocket is full-charged while jumping, fires multiple rockets
2 Point Rocket Advantage: C'mere Cupcake: Rocket gains Knock To for primary targets and Knock Down for secondary
2 Point Rocket Advantage: Pain Train: For every full charge, gains a stack that reduces energy cost and charge time of Rocket, stacks 3 times (Similar to Vengeance, lasts long enough to keep stacks between rocket cool downs)
2 Point Rocket Advantage: Disciplinary Action: Surrounding Allies gain an offense bonus
2 Point Rocket Advantage: Sun Tzu Said That!: Fully charging Rocket grants a Dodge and Avoidance buff
2 Point Rocket Advantage: You Are All Bleeders!: 100% chance to cause bleeding on primary target, 25% chance on secondary targets
Stars And Stripes beats Hammer and Sickle. LOOK IT UP.
My super cool CC build and how to use it.
2 Point Gatling Gun Advantage: We Make Good Team!: While maintaining Gatling Gun, give +Resistance to allies and you gain +Incoming Healing
2 Point Gatling Gun Advantage: Outsmart Bullet?: Changes Gatling Gun from 3ft Cylinder to 60 degree Cone
1 Point Gatling Gun Advantage: Pre-Spun Barrels: Reduces Gatling Gun activation time
2 Point Gatling Gun Advantage: The Burning You Feel?: Gives Gatling Gun a chance to apply Clinging Flames to all targets
2 Point Gatling Gun Advantage: Lead Curtain: Damage increase closer to target
2 Point Gatling Gun Advantage: Warrior's Spirit: +Health for each enemy killed
New weapon is good!
Assault Rifle does NOT work with the Onslaught Gloves of the Sniper
New Munitions Power:
Bombardment
Range 120' AoE 20'
Deals Crushing and Fire damage based on Number of Furious stacks. Consumes all Furious stacks. Applies Clinging Flames and Snared. Knock Up affected 5-20 feet.
Be nice for Munitions to have an Ultimate that takes advantage of Furious (given that it's having all this attention and it might be a while before Munitions gets another review).
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Targets user or teammate, basic health-healing power. Advantages: No idea. =([/color]
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But now with each change, each "reviewed" powerset becomes isolated more necessities to take within the set to make the build work (like in-set only buffs being the basis for forms and EUs), meaning fewer options from other sets. All of this means that most builds will be forced to use most of the powers from one set (maybe the same tree), which essentially makes most freeform builds feel the same as ATs with two extra powers to me.
-Sterga
I say stuff and I say things, sometimes together but only when I'm feeling adventurous.
I'm @blu8 in game!
- Looks way too "gangsta" for Champions Online, possibly find a way to build it into Gunslinger Energy Builder's animations instead?
- Seems a little impractical at such a close range, but I can see how it would be used in combat to good effect in its current form, basically as a finisher move.
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Plus the change to KI has the unfortunate side effect of breaking a large majority of munition builds, to the point where a large number of muni users will be faced with the choice between breaking their build or having energy issues out the ****.
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
Bug: The 2nd portion of Bullet Beat*ahem*Ballet is still flagged as Ranged and is scaling as such (also still procing Targeting Comp because of that). I assume this isn't intended and that the entire combo is still meant to be melee.
Bug: Trip Wire doesn't seem to be flagged as Ranged Technology (not scaling/working w/ Targeting Comp, though it does scale w/ Composure to be general Tech, and works w/ KI to be flagged as Muni).
Bug (typo): The advantage tooltip for the Sheer Force adv on Gatling Gun has some clipped text from the Listen to Reason adv in it (though Sheer Force alone doesn't interact w/ Fear).
Most other mechanics w/ the new and revamped powers seemed to check out thus far, though I'll have a few more tests to run.
Also, it was nice to see AR's (and TGM's) cost come down.
General Suggestion: In order to make their advs more reliable, I'd consider making Open Wounds guarantee the application of one stack of Bleed at the start or the end of its debuff (if that possible). Atm, it feels a bit too random whether you even get one stack out of the entire debuff or not (though Frag Grenade applying it in AoE w/ its adv is good, not as much for one target).
- Be safe and have fun, champs - for science!
It's kind of in a similar boat as Enchanter. Only real advantage Enchanter has over Shadow Form is that it trades out Psionic damage buff for Toxic to synergize with infernal just a bit (i.e. make use of Willowisp and Life Essence). Meanwhile, Shadow Form has identical bonuses for Dimensional and Magic damage types, and then combos that with added stealth and slow health regen.
basically these new passives need just the slightest bit of buffing to make them worth considering over alternatives. Personally my munitions builds are probably still going to stick with Targeting Comp and Earth Form after this.
Composure needs something more to make it worth taking.
edit: also, even if its not my ideal solution, its nice to see a 1pt adv for getting 5 targets on SMG and the new dual pistol equiv (Bullet Hail). One minor bug (cause the power is still a WIP)-
Bug: Bullet Hail's sound fx doesn't cancel properly if the power is stopped early.
Also, even though the new icons are a nice touch, I think that Incendiary Grenade's icon should have a reddish-hue on some component of it- just so its easier to differentiate the specific function of each grenade on quick glance (say if you take >1 of them on ur hotbar).
- Be safe and have fun, champs - for science!
Bug: Putting points into Mow 'Em Down on Assault Rifle seems to stop it from being able to be activated or used.
Bug?: Mini Mines don't proc AoE specs on use or when triggered (may be intended if they are meant to be a separate entity).
Bug: According to this note, Bullet Ballet is meant to be an AoE: .. but none of the hits seem to actually be flagged as such, and even then the first part of the combo is still not actually an AoE.
Bug: Hitting targets with the Heavy Blade adv on Scything Blade seems to apply some sort of short buff or debuff to your character that's not enumerated anywhere. I suppose this is meant to be a debuff signalling an icd on the KD effect, ala Pyre w/ adv? But there is no actual icd on the KD, so I'm not sure.
Most other things seemed to check out.
- Be safe and have fun, champs - for science!
Thanks for listening to my feedback about making Swallowtail Cut apply on targets with bleeds on them. The change is appreciated.
Change the skin name of "Uzi" to TEC-9
Add an actual Uzi skin
Make Bullet Hail and SMG different enough that it's not a simple reskin
Bullet Hail defaults to the "Uzi" skin even if another handgun skin is being used
have you guys tested the Framerates of flamethrower?
Both Fire Breath and the Device are giving super Laggy framedrops for me and other players, there are not Hurricane-level of lag but they are pretty noticeable
If something could be done to adjust those flame powers since are the center of attention
and please don't tell me this is not related to the thread, I can see the lag from Steelhead Flamethrower Device
Increase Quarry's damage to nonphysical damage a bit, there are a lot of nonphysical archery attacks.
<font color="#ff0000">Bug
Where it happens: Everywhere
What happens: All twin-pistol soundfx have SMG burst soundfx instead of their vanilla sound.</font>
(The blasted font coloring don't wanna work... =3=)
Suggestion
Bullet Hail [Tier 1]
Bullet Hail unleashes a barrage of gunfire upon your foes, leaving them riddled with bullet wounds.
+Changed description.
+Innate 15% chance to cause your targets to Bleed.
-Change to apply Furious decreased to 10% from 20%.
-Aggression and Assault advantages removed.
Advantages
Break Yourself! [2 Advantage Points]
+Bullet Hail has a 15% chance to instill Fear in targets.
+Bullet Hail deals 15% (30% if you are Furious) bonus base damage to Feared targets.
Do Not Go Gently [2 Advantage Points]
+Bullet Hail has a 15% (30% if you are Furious) chance to apply Defiant on you.
Street Sweeper [2 Advantage Points]
+Bullet Hail's damage increases as you maintain it.
+Bullet Hail has a 15% chance to apply Armor Piercing to targets.
It wouldn't hurt to give Munitions its own block power.
Suggestion
(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 their Handgun weapons.
+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 Steady Shot animation.
250/300/360% Block Strength.
2 Point Advantage: Assault Training: Can use Steady Shot while blocking, generates no energy. Can use SMG while blocking at massively increased cost. Can use any Grenade power while blocking at massively increased cost and cool down recharge.
2 Point Advantage: Shield Bash: Chance to deal Crushing damage and Stun any enemy in melee range
R1 should be a clear Plexiglas styled riot shield
R2 should be a SWAT breaching shield
R3 should be a massive full body, thick shield
I also really like Bullet Hail but there is a bug:
Bug:
Power: Bullet Hail
Issue: The SFX for it continues for a while after it has been maintained and stopped...this is somewhat jarring.
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Bug:
Power: Multiple Dual Wield maintain munitions powers
Issue: The SFX for each power has for some horrible reason been made the same as SMG. This is unnecessary and should be reverted/fixed.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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Will we be able to reskin the guns associated with Bullet hail?
Your suggestion
Given that Quarry is a multipurpose Passive i think they need to leave it alone and buff some of the specific archery attacks, which could be more useful in the CC role. An Archer, in CO world, needs to either snipe or control, nothing else makes much sense.
This sounds like a NERF for Quarry
New Munitions Power: Riot Shield - 250/300/360% Damage Reduction.
+ Self damage reduction.
+ For 2 seconds after you begin blocking, you will gain the buff "Return Fire" which allows you to return a portion of one incoming attack to the attacker by firing a gun. After activating Return Fire (if you use it or not) you cannot activate this effect again for 5 seconds (you may continue to block as normal).
Visuals - Choose between (drop down menu) MCPD Riot Shield shaped energy construct or normal MCPD Riot shield that appears in game.
3 point advantage: The Harder They Hit: Allows Riot Shield to grant additional damage resistance stacks to 5. Each stack grants 11% resistance.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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Hmm...I like the idea of that block baelog, but perhaps something different but similar would be more likely to work?
New Munitions Power: Riot Shield - 250/300/360% Damage Reduction.
+ Self damage reduction.
+ For 2 seconds after you begin blocking, you will gain the buff "Return Fire" which allows you to return a portion of one incoming attack to the attacker by firing a gun. After activating Return Fire (if you use it or not) you cannot activate this effect again for 5 seconds (you may continue to block as normal).
Visuals - Choose between (drop down menu) MCPD Riot Shield shaped energy construct or normal MCPD Riot shield that appears in game.
3 point advantage: The Harder They Hit: Allows Riot Shield to grant additional damage resistance stacks to 5. Each stack grants 11% resistance.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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it is call "modern conventional SMG pistol 2" and it's the only smg that wont reach for the other holding hand
since....y'know, itsa pistol.
Suggestion:
Rename "Modern conventionalsmg pistol 2" to "Uzi" or "Uzi 2"
"there nothing more fun then Punching faces LIKE NO BUSINESS!!!"
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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Good luck blocking that with bullets.
This is a superhero game. Leave your 'common sense' at the door.
Epic Stronghold
Block timing explained
Bug: Execution Shot is tagged as Melee Damage.
Aside from having a ridiculously small range (10ft), it seems to be tagged as melee damage? It seems to have a similar feel to it as Snap Shot, so why does it need to have such a small range?
On the Gunslinger AT, it appears as a final power with the option between it and Sniper Rifle...that's a massive contrast....120ft vs 10ft.
I should think it should be fine as a 50ft power or something to be in line with the rest of the AT's powers (which I have posted in the Archetype Review thread...but I'll post it here as well.
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Gunslinger AT
Super Stats:Level 1 - DEXTERITY, Level 10 - RECOVERY & Level 15 - CONSTITUTION
Role: Ranged
Power Progression:
Level 1 - Gunslinger
Level 1 - Bullet Hail
Level 6 - Holdout Shot OR Pistol Whip
Level 8 - Composure
Level 11 - Parting Shot OR Breakaway Shot
Level 14 - Sharpshooter (Toggle Form)
Level 17 - Two Gun Mojo OR Bullet Beatdown
Level 21 - Antagonize OR Retaliation
Level 25 - Killer Instinct
Level 30 - Lead Tempest
Level 35 - Masterful Dodge OR Lock N Load
Level 40 - Sniper Rifle OR Execution Shot.
Specialization Trees:
Dexterity
Vindicator
Warden
Mastery
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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- Be safe and have fun, champs - for science!
I did these tests with dex/int/ego, so pretty much the most optimal dps setup for quarry.
Soulbeam + Enchanter
Soulbeam + Quarry
TGM + TC
TGM + Kinetic Manip
TGM + Quarry
So even the most optimal setup for Quarry, for physical damage it's equal to "normal" damage passives, for non-physical it's worse. And of course doesn't even compare to TC, but it restricts your build far far more than any other passive.
On top of that, the defenses on Quarry is one of the worst out of any passive.
If the nerf is what I think it's about, it's not Quarry that needs a nerf.