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Discussion Thread: Power Changes

kaiserin#0958 kaiserin Posts: 3,091 Cryptic Developer
edited February 2018 in PTS - The Archive
Unarmed Martial Arts is the next set we are reviewing! These changes will be on PTS for a few weeks, so please try out the powers! Remember, the goal for any powerset review is to bring sets in line with the others sets, add more utility and overall make the sets more interesting to use. If you feel that goal isn't being met, please leave feedback!

We are focusing strictly on Unarmed Martial arts for this pass. A few other powers got adjusted slightly, but please keep feedback focused on this set.


FC.31.20180108.3 Changes

Powers Changes
  • Fixed a bug where Ego Blade Annihilation didn't always consume Ego Leech stacks when fully charged.
  • Fixed a bug where Radiance was not properly tagged as an energy builder.
  • Updated the tooltip on Ninja Vanish travel power.



FC.31.20180108.6 Changes
Power Changes
  • Updated tooltips for Unarmed Martial Arts powers.



Burning Chi Fist
  • Increased damage and cost slightly.
  • Adjusted FX to transition better.
  • Removed Fists of the Righteous Flame advantage. This advantage has been moved to Intensity.
  • New Advantage (2): Instead of applying Chi Flame to targets, you now apply a burst of energy in a area effect, knocking nearby targets to you.

Chi Flame Effect
  • This effect no longer ignores half of the target's resistance, but instead reduces the targets resistance against your Chi Power abilities.
  • This effect cannot be stacked.
  • Now also now boosted by forms.
  • Reduced the amount of resources the Chi Flame effect takes up.




Thundering Kicks
  • Fixed a bug where the dodge buff could fall off if you blocked too quickly.
  • Changed the dodge buff so it wouldn't reduce in effectiveness against high level targets.
  • Reduced the duration of the dodge buff to 10 seconds (from 15).
  • This power is now an area effect.
  • Cost slightly increased for being an area effect.
  • New Advantage (3): Reduces the cooldown on your healing abilities by 2 sec whenever you complete this combo.

Floating Lotus Blossom Advantage
  • Reduced the duration of the buff to 10 seconds (from 20).
  • Renamed the buff to Quick Maneuverability.
  • Reduced the stack limit of this buff to 10 (from 20).
  • Change the dodge buff so it wouldn't reduce in effectiveness against high level targets.
  • This buff now stacks whenever you use a melee attack, instead of only applying while using Thundering Kicks.




Crashing Wave Kick
  • New advantage (2): Refreshes a portion the duration of your Demolish debuff.
  • New advantage (2): Refreshes the duration of your Chi Flame effect.

Subtlety of the Tides Advantage
  • Ebb and Flow no longer provides a Dodge bonus.
  • Slightly increased Avoidance bonus on this buff.
  • Reduced the stack limit of this buff to 10 (from no limit).




Rush
  • Renamed to Dragon Rush.
  • Is considered a Chi Energy effect.




Dragon Uppercut
  • Increased damage and cost.
  • Removed the Rush buff from this ability.
  • A Note on Rush: Rush was never factored into this power's balance (or any power that currently uses it), and instead of reducing the damage on this ability or increasing the cost up dramatically to balance out the effect it grants we are opting to move it to a 3 point advantage. This allows players to keep the effect on the power, but at a steep cost.
  • Chi Flame Advantage: Now applies the Chi Flame effect.
  • New Advantage (1): Causes this power to deal a portion of its damage as dimensional damage.
  • New Advantage (3): Applies the Dragon Rush buff to you when fully charged.




Backhand Chop
  • Reduced damage and cost.
  • Increased cooldown to 8 seconds (from 6).
  • Stinging Bee advantage: Now applies the Trauma debuff.
  • New Advantage (2): Applies Chi Flame to target.
  • New Advantage (2): Refreshes a portion of your Demolish debuff.




Dragon Kick
  • Now hits everything around you instead of in a cone.
  • Removed Rush buff from this ability.
  • New Advantage (3): Applies the Dragon Rush buff to you when fully charged.
  • New Advantage (2): Chance to apply Chi Flame to targets.
  • New Advantage (1): Causes this power to deal a portion of its damage as dimensional damage.




Hundred Hands
  • Reduced the damage and cost of this power.
  • This power now has a chance to apply the Chi Flame effect to your targets.
  • Fully maintaining this power guarantees the application of Chi Flame to your primary target.
  • Ghostly Strikes advantage: These strikes no longer ignore half of the target's resistance (this effect is now part of the Chi Flame debuff).
  • New Advantage (2): Fully maintaining this power applies Demolish to your primary target.
  • New Advantage (2): Has a chance to apply Clinging Flames instead of Chi Flame.




Open Palm Strike
  • This power now has a 25ft range naturally and can hit multiple targets.
  • Lowered damage slightly.
  • Cost slightly increased due to new range and area effect.
  • New Advantage (2): Chance to apply Chi Flame on targets.
  • New Advantage (2): Knocks targets towards you instead of back.
  • New Advantage (1): Changes a portion of this attack's damage to Dimensional.





Intensity
  • New Advantage (2): If you are held or rooted while this power is active, immediately applies breakout damage and grants you 3 stacks of the Charged Up buff, increasing your run and jump speed.
  • New Advantage (2): Grants you a chance to apply Chi Flame with any melee attack while this power is active.




Smoke Bomb Lunge
  • Lowered activation time to 0.5 seconds, very slightly reduced damage and cost because of this.
  • This lunge should feel more responsive.
  • Sudden Strike advantage: Considered to be a Chi Power effect.




Righteous Fists/Vicious Strikes
  • Drunken Master Advantage: Now applies Aversion when you critically hit, which is a Dodge and Avoidance buff. This buff cannot be refreshed.




Elbow Slam
  • No longer innately Disorients.
  • This power now paralyzes your target.
  • This power now requires a full charge to work
  • Now has a 6 second cooldown.
  • Increased cost of this power due to the paralyze effect.
  • Falling Hammer advantage: Now applies the Demolish debuff when fully charging the power.
  • New advantage (3): Disorients target.
  • New Advantage (2): Applies Chi Flame to target.




Rising Knee
  • The knock down on this power should no longer ignore knock resistance.
  • Reduced activation time to 0.5 seconds.
  • Updated the sound on this power.
  • Flowing Strikes advantage: Now refreshes Demolish for a portion of its duration.
  • New Advantage (2): Applies Despondency to your opponent, reducing their chance to dodge by a flat amount. This effect scales with your strength.





Fury of the Dragon
  • Damage types changed to Crushing and Dimensional.
  • Now applies Chi Flame instead of Clinging Flames.




Shuriken Throw
  • Removed the Chained Kunai advantage as this exists as its own power.
  • Removed Strong Arm advantage. This advantage is being phased out as we don't want to set a trend where certain powers can change their range definition but others cannot.




Shuriken Storm
  • Increased damage slightly.
  • Removed Strong Arm advantage.
  • This power was using an incorrect formula for calculating its cost. Cost slightly increased.




Bountiful Chi Resurgence
  • Changed default hue.
  • Is now considered to be a Chi Energy effect.

New Advantage (3)
  • A portion of your incoming healing is applied to nearby allies.
  • This can occur even if you are at full health.
  • Heals over time do not trigger this effect.
  • This effect can occur once every 2 seconds.




New Power: Bladed Cyclone
  • Similar to the other cyclone powers. Deals Slashing damage in a area effect and has a chance to snare targets.
  • Advantage (2): Greatly increases your knock resistance while maintaining this power.




New Power: Chi Manipulation
  • Energy Unlock.
  • Generates energy over time whenever you apply a Chi Energy effect.



Form of the Tempest
  • Removed Gifts of the Storm advantage. A new version of this advantage has been moved to Bountiful Chi Resurgence.



Form of the Tiger
  • Removed Rage of the Beast advantage. A new version of this advantage has been moved to Intensity.
  • Changed default hue.



Form of the Master.
  • No longer triggers off of dodging.
  • Now triggers when applying Chi Energy effects.
  • Removed Storms Eye Prana advantage. A new version of this advantage has been moved to Thundering Kicks.
  • Changed default hue.



Strafe
  • Aversion Advantage: No longer has an internal cooldown, but still does not refresh.




Scything Blade
  • Removed Break Through advantage as the advantage cannot be used on powers that do not specify a target.



Shadow Bolts
  • Despondency advantage: This effect now reduces dodge by its stated amount. Prior if the opponent had any dodge bonuses this ability had little to no effect.
  • Reduced the dodge reduction amount to 3%.
  • Is now considered to be a type of Mental State.



Iron/Vicious/Lacerating Cyclone
  • New Advantage (2): Greatly increases your knock resistance while maintaining this power.




FC.31.20180108.7 Changes

Powers
  • Some tooltip corrections.
  • Fixed a bug where Open Palm Strike wasn't categorized as an area effect.
  • Fixed a bug where Dragon Kick's ranks were not hitting in a area effect.
  • Fixed a bug where Dragon Kick's dimensional attacks were not properly tagged as a chi power effect.
  • Fixed a bug where the Demolish refresh wasn't guaranteed.
  • Fixed a bug where Open Palm Strike only affect 1 target.
  • Fixed a bug where Despondency did not count as a mental state effect.
  • Known Issue: FX on Open Palm Strike not working properly across ranks.
  • Known Issue: Ebb and Flow/Quick Maneuvering not expiring on a dodge.



New Power: Devastating Strike
  • Available in the Protector Lockbox
  • Martial Arts Shared Ultimate
  • Deals Crushing damage and applies Chi Flame to your priamry target.
  • Deals Dimensional damage in a area effect on the last hit and knocks all enemies back.
  • Foes that are immune to Knock are instead left Disoriented.




FC.31.20180108.9 Changes
Powers
  • Fixed a bug with how Devastating Strike's damage and cost was being calculated.
  • Fixed a bug where Quick maneuvering and Ebb and Flow were not expiring on a dodge.
  • Updated the description of Storm's Eye Prana to state that it does not reduce the cooldown on heals granted by advantages or powers that grants a buff that heals (like Dependency).
  • Changed Shuriken Storm's damage type to slashing to match Shurkien Throw's/Chained Kunai's damage types.
  • Updated the fx and ending stance on One Hundred Hands.
  • Updated the fx and soundfx on Open Palm Strike.





FC.31.20180108.10 Changes
Powers
  • Fixed a bug where Hundred Hands had a chance to apply Demolish without fully maintaining the ability.
  • Adjusted the FX on Burning Chi Fist.
  • Adjusted the speed lines FX on Hundred Hands.
  • Changed the large threat over time bonus available on some ultimates to all use the same effect. This has no change on the actual performance of the effect, but will just cause it to stack on a target if multiple sources use it. This is mostly being done to declutter the debuff tray.



Devastating Strike
  • Now applies Chi Flame to all affected targets.
  • Slightly increased the initial single target damage.
  • Added threat advantage.



Elbow Slam
  • Increased cooldown to 10 seconds.
  • Cost increased slightly.
  • The animation for this power has been changed.
  • This power is now a short lunge.



Inexorable Tides
  • Changed to a sphere area effect.
  • Cost increased due to this change.





FC.31.20180108.11 Changes
Powers
  • Fixed a bug where some aspects of circle powers could be dodged.
  • Fixed a bug where some healing specializations could be dodged.
  • Added a new flag to distinguish minor heals from major heals.
  • Added a new advantage to Shockwave that Knocks targets to you instead of down.
  • Note: Please post any powers/effects that can be dodged. Make note that the combat flyover text may still say dodged (this is a bug), be sure to check to make sure the effect is actually being dodged before reporting.





FC.31.20180108.12 Changes
Powers
  • Increased the duration of Lithe, Ebb and Flow, Quick maneuvering and Nimble Movements to 12 seconds (from 10).
  • Corrected the tooltip for the Rage of the Beast advantage on Intensity to display the correct values.
  • Increased Radius of Open Palm Strike to 4ft (from 3).
  • Slightly increased damage and cost on Dragon Uppercut.
  • Fixed a bug where buying the Demolishing Strikes advantage prevented One Hundred Hands from applying Chi Flame.
  • Standardized the damage of Chi Flame across attacks, previously the damage scaled with rank, now it's flat across ranks. Burning Chi Fist, Fury of the Dragon and Devastating Strike still apply an enhanced version.



Rising Knee
  • New Advantage (1): Refreshes Chi Flame.


Inexorable Tides
  • New advantage (2): Chance to apply Chi Flame.


Open Palm Strike
  • New Advantage (2): Applies Devoid to your primary target when fully charged.



Burning Chi Fist
  • Lowered the damage on this attack back to about where it was prior.
  • Added a new advantage that increases the damage against targets affected by Demolish.
  • We're shifting around this power's damage a bit as we found it didn't benefit from other power interactions much due to it applying Chi Flame on its own, and was too much of a one hit wonder ability.





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​​
Post edited by kaiserin#0958 on
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Comments

  • Options
    qawsadaqawsada Posts: 739 Arc User
    edited January 2018
    kaizerin said:


    Removed the Rush buff from this ability. Rush was never factored into this power's balance (or any power that currently uses it), and instead of reducing the damage on this ability or increasing the cost up dramatically to balance out the effect it grants we are opting to move it to a 3 point advantage.
    ​​
    So basically, we would see this change with the 3 adv to Dragon Wraith/Bite/Claw?
  • Options
    kaiserin#0958 kaiserin Posts: 3,091 Cryptic Developer
    qawsada wrote: »
    So basically, we would see this change with the 3 adv to Dragon Wraith/Bite/Claw?

    For this pass we are only changing the Rush buff on Dragon Kick and Dragon Uppercut.
    When the other martial arts sets get a pass they will be changed as well.​​
  • Options
    pantagruel01pantagruel01 Posts: 7,091 Arc User
    Suggestion
    Can the advantage on BCR be set to a limited quantity of healing per 2s, instead of a single proc per 2s? Gifts of the Storm always had the problem of triggering on some crappy small heal, and while the restriction on HOTs will cut down on that, it's still likely to pick the 'wrong' heals.
  • Options
    qawsadaqawsada Posts: 739 Arc User
    Ah okay. So the unarmed got chi flame that reduce the chi fire damage type and a bunch of demolish debuff added to many of the power as adv. Got it. What is the chances of Storms Eye Prana advantage added to say, Shuriken Storm?
  • Options
    aiqaaiqa Posts: 2,620 Arc User
    edited January 2018
    I'll not post my thoughts about this review in detail, I don't want to be rude. Suffice to say I am extreme disappointed in many things in CO lately.

    Bug
    Demolish refreshes do not work reliably


    Overall damage seems a bit low (even if demolish refreshes would work properly, note only half the damage is crushing). Maybe I'll see what str primary does later when demolish refreshes are fixed. From dex primary I had this.


    Without uppercut energy was not good enough.

    This is a rotations that requires 4 single target powers. Compared to other sets that is a lot. Most melee sets need 3, but those usually include an AoE. Tk blades and munitions only need 2. The arbitrary number of powers required per set is quite a big balance issue in itself.
  • Options
    pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited January 2018
    Suggestion
    Fluidity is notably terrible -- if it doesn't put you up to 100% dodge (which for anything other than an LR build it won't) you will just get oneshotted, and even on LR builds there are attacks that cannot be dodged (such as green crystal explosions) and will thus kill you through block. Suggest giving it some regular block-type damage resistance and eliminating the avoidance bonus.

    Suggestion
    Melee energy builder 'taunt' effects don't apply energy builder specs (nor do they count as attacks for triggering things like elusive monk). There might be balance issues to the second, but fixing the first would be nice.
  • Options
    bluhmanbluhman Posts: 2,410 Arc User
    edited January 2018
    Bug
    On Dragon Kick
    Despite being a sphere attack it still requires a target in order to be used. Rank 3 (possibly rank 2?) is listed as a "0 ft sphere" and will only hit the first target.
    How to block a user with μblock:
    forum.arcgames.com##.Comment:has(.CommentHeader:has-text(username))
    
  • Options
    pantagruel01pantagruel01 Posts: 7,091 Arc User
    Bug
    Open Palm Strike shows up under Close Attack, not Close Area Attack.
  • Options
    sergeantmahoff1sergeantmahoff1 Posts: 138 Arc User
    edited January 2018
    And you're doing all four MA powersets together? Probs a stupid question but I like #Confirming stuff.
    kaizerin said:

    For this pass we are only changing the Rush buff on Dragon Kick and Dragon Uppercut.

    When the other martial arts sets get a pass they will be changed as well.​​

  • Options
    kaiserin#0958 kaiserin Posts: 3,091 Cryptic Developer
    No, this power pass will only be for unarmed. The rest will come at later dates.
  • Options
    stergasterga Posts: 2,353 Arc User
    "Form of the Tempest
    Removed Gifts of the Storm advantage. A new version of this advantage has been moved to Bountiful Chi Resurgence."


    Sad to see something actually unique about a form being taken out. Was hoping for more interesting effects that are decent, not ripping them all away to make forms as boring as possible. Why not just have one form that buffs all the things and scales with [stats]? I don't even know why forms exist at all.


    "Bountiful Chi Resurgence
    Changed default hue.
    Is now considered to be a Chi Energy effect.

    New Advantage (3)
    A portion of your incoming healing is applied to nearby allies.
    This can occur even if you are at full health.
    Heals over time do not trigger this effect.
    This effect can occur once every 2 seconds.
    "

    So, basically, it's a 3pt advantage that requires you to be running BCR AND being healed while up since it doesn't even benefit from its own healing? Does it at least work with Seraphim / med nanites / that fire passive? Or Regeneration? What about with spec tree healing? Arbiter, con pss, pre pss stuff? Vindicator? Why take this over Vala's for healing other people AND yourself? Or Conviction with Reverence?


    Chi Flame sounds like a fire effect. I'm guessing it's still dimensional damage. Maybe take this opportunity to use better word choices. Those word bits are important.

    Does anyone really care about advantages on energy builders? Why not put those onto powers people actually want to use instead of on glorified auto attacks that people avoid using?​​
    YouTube - Steam - Twitter
    [at]riviania Member since Aug 2009
  • Options
    kaiserin#0958 kaiserin Posts: 3,091 Cryptic Developer
    qawsada wrote: »
    Ah okay. So the unarmed got chi flame that reduce the chi fire damage type and a bunch of demolish debuff added to many of the power as adv. Got it. What is the chances of Storms Eye Prana advantage added to say, Shuriken Storm?

    Unlikely, spinning in place sounds a bit too easy to trigger such an effect. :p​​
  • Options
    sergeantmahoff1sergeantmahoff1 Posts: 138 Arc User
    edited January 2018
    kaizerin said:


    Unlikely, spinning in place sounds a bit too easy to trigger such an effect. :p​​

    Well to be fair, it seems easy situationally speaking.
    It could just be a separate type of storms eye prana that has an increasing chance to reduce CDs and stuff?
  • Options
    kaiserin#0958 kaiserin Posts: 3,091 Cryptic Developer
    sterga wrote: »
    So, basically, it's a 3pt advantage that requires you to be running BCR AND being healed while up since it doesn't even benefit from its own healing? Does it at least work with Seraphim / med nanites / that fire passive? Or Regeneration? What about with spec tree healing? Arbiter, con pss, pre pss stuff? Vindicator? Why take this over Vala's for healing other people AND yourself? Or Conviction with Reverence?

    Since the advantage has an internal cooldown (it needs one or else we'd risk a ton of heal effects being spammed all the time, not good on the server) triggering off of small heals like a hot wouldn't be desirable.

    It can trigger off of any incoming heal. So healing yourself will work.​​
  • Options
    qawsadaqawsada Posts: 739 Arc User
    edited January 2018
    kaizerin said:


    Unlikely, spinning in place sounds a bit too easy to trigger such an effect. :p​​

    Heh, well I tried. Hmm, but does the Storms Eye Prana adv really need to be 3 point adv instead the basic 2 point?
    sterga said:

    Does anyone really care about advantages on energy builders?​​

    100% dodge chance Dodge tanks, which is a very big deal with this update.



  • Options
    lillysaturnlillysaturn Posts: 109 Arc User
    "Bountiful Chi Resurgence
    Changed default hue.
    Is now considered to be a Chi Energy effect.

    ....and there goes BCR on other types of characters I guess....???
  • Options
    kaiserin#0958 kaiserin Posts: 3,091 Cryptic Developer
    The default hue on BCR was changed from green to orange to better match up with other Martial Arts powers.
    A Chi Energy effect is just a grouping for the power that allows it to trigger effects, like the Unarmed Form or the new Energy Unlock.​​
  • Options
    akapitakapit Posts: 7 Arc User
    10 seconds on lithe or any of the dodge buffs is really too short to do anything else except thundering kicks without the buff falling off. which really detracts from having all of these other unarmed attacks. considering how essential that power is to achieving 100% dodge I would consider another, more fun mechanism than becoming a human dreidel. imagine being forced to apply defensive combo simply to keep up defiant stacks. 100% dodge tanks were already disadvantaged, now even more so, when we really need more tanking passives that are endgame viable. the advantages to increase dodge chance on energy builder is beyond useless if our attack options are limited to energy builder and a combo.
    the block cancellation fix is good and necessary but it is the only silver lining here.
  • Options
    chimerafreekchimerafreek Posts: 383 Arc User
    I'm so torn.. the Chi thing on 100 hands is worthless to me, but the demolish thing isn't..

    ...I assume I will have to wait until Might eventually gets looked at for a maintain (hopefully punching) Melee AoE...
    __________________
    @Chimerafreek
  • Options
    shadowolf505shadowolf505 Posts: 697 Arc User
    edited January 2018
    Seems like good changes to me, but others are gonna be iffy about them. I like that there's a new Energy Unlock, that's cool. Form changes are cool too, same with the Intensity changes. :)

    Gotta ask though, will we be getting a new Unarmed AT or no? Seems like after every revamp/review that there's a new AT coming out too.
    || Main Tank || DPSer || Healer || CCer || Altoholic || @shadowolf505 in game ||
  • Options
    sergeantmahoff1sergeantmahoff1 Posts: 138 Arc User

    "Bountiful Chi Resurgence
    Changed default hue.
    Is now considered to be a Chi Energy effect.

    ....and there goes BCR on other types of characters I guess....???

    TL;DR It's literally the same and just has a tag so it works with the new energy unlock.
  • Options
    stergasterga Posts: 2,353 Arc User
    "Since the advantage has an internal cooldown (it needs one or else we'd risk a ton of heal effects being spammed all the time, not good on the server) triggering off of small heals like a hot wouldn't be desirable.

    It can trigger off of any incoming heal. So healing yourself will work."


    I need to get healed while healing to heal other people. Or I can just click / charge a heal that simply heals all the things in a simple, single action. Why not just.... have an advantage that heals while BCR is going off? That server being sad part won't be an issue with flat numbers not dependent on weird two step utility.


    "100% dodge chance Dodge tanks, which is a very big deal with this update."

    Caring about an advantage is not the same thing as caring about energy builders. Hence the part where I wrote: "Why not put those onto powers people actually want to use instead of on glorified auto attacks that people avoid using?" There is also that problem with being super fussy to maintain your 9 zillion dodge buffs so you don't get wreaked.


    Complexity is not inherently more interesting or better than simplicity.​​
    YouTube - Steam - Twitter
    [at]riviania Member since Aug 2009
  • Options
    avianosavianos Posts: 6,028 Arc User
    edited January 2018
    Hundred Hands
    Reduced the damage and cost of this power.
    This power now has a chance to apply the Chi Flame effect to your targets.
    Fully maintaining this power guarantees the application of Chi Flame to your primary target.
    Ghostly Strikes advantage: These strikes no longer ignore half of the target's resistance (this effect is now part of the Chi Flame debuff).
    New Advantage (2): Fully maintaining this power applies Demolish to your primary target.
    New Advantage (2): Has a chance to apply Clinging Flames instead of Chi Flame.
    I don't like where this is going, consider Hundred Hands is really popular in MA builds especially thanks to the massive popularity of Fist of the Northstar, JoJo's Bizzare Adventures and general how popular the Rapid-Fire Fisticuffs is

    I do not wish to see the power being reduced to utility slave

    How much was the damage output of the power reduced and does the Chi Flame makes up for that?
    Form of the Master.
    No longer triggers off of dodging.
    Now triggers when applying Chi Energy effects.
    Removed Storms Eye Prana advantage. A new version of this advantage has been moved to Thundering Kicks.
    Changed default hue.
    EXCELLENT :+1: It was the right decision to update this form like this
    kaizerin wrote: »
    The default hue on BCR was changed from green to orange to better match up with other Martial Arts powers.
    A Chi Energy effect is just a grouping for the power that allows it to trigger effects, like the Unarmed Form or the new Energy Unlock.
    This makes me happy
    Dragon Uppercut
    Increased damage and cost.
    Removed the Rush buff from this ability.
    A Note on Rush: Rush was never factored into this power's balance (or any power that currently uses it), and instead of reducing the damage on this ability or increasing the cost up dramatically to balance out the effect it grants we are opting to move it to a 3 point advantage. This allows players to keep the effect on the power, but at a steep cost.
    Chi Flame Advantage: Now applies the Chi Flame effect.
    New Advantage (1): Causes this power to deal a portion of its damage as dimensional damage.
    New Advantage (3): Applies the Dragon Rush buff to you when fully charged.
    Now that the MA Powerframe family has a variety of 3 EU I can't complain really
    of course it will hurt builds that utilize multiply powerframes together as always


    Suggestion: please give more powers clinging flames ADVs​​
    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!
  • Options
    aiqaaiqa Posts: 2,620 Arc User
    Suggestion
    - Remove the cooldown from Backhand Chop, an interrupt is not more useful than a stun
    - Add another source of restoration. I'd like to see it on Crashing Wave Kick (though that probably wont do since every single set needs a "brute strike copy", right?), where the power gains a cone, a cooldown and restoration adv. But other candidates are Backhand Chop (if the cooldown is kept), or Elbow Slam (in which case I wouldn't use it anyway, due to ugly animation). Another options would be to make Dragon Kick a click stun with a cooldown, and add restoration to that power.
  • Options
    avianosavianos Posts: 6,028 Arc User
    I would say something about the changes on the Dodge and Avoidance buffs from powers, but making a 100% Dodge Tank and do endgame with it is a lost cause to me ¯\_(ツ)_/¯

    I was honestly expecting Unarmed to get a new debuff for both Crushing+Dimensional damage, unless it's too late

    Suggestion: Give Unarmed a new damage type debuff exlusive for Crushing and Dimensional damage
    Hundred Hands
    Reduced the damage and cost of this power.
    Another really important thing now that the damage was nefed... the power current max AOE target limit is 3

    Suggestion: Increase Hundred Hands AoE target cap from 3 to 5 max targets
    aiqa wrote: »
    Suggestion
    - Remove the cooldown from Backhand Chop, an interrupt is not more useful than a stun
    - Add another source of restoration. I'd like to see it on Crashing Wave Kick (though that probably wont do since every single set needs a "brute strike copy", right?), where the power gains a cone, a cooldown and restoration adv. But other candidates are Backhand Chop (if the cooldown is kept), or Elbow Slam (in which case I wouldn't use it anyway, due to ugly animation). Another options would be to make Dragon Kick a click stun with a cooldown, and add restoration to that power.
    Agreed. the Interupt itself has a cooldown. giving backhand chop increased cooldown is just overkill
    Doesn't help that there are only 3 interupt powers ingame, 2 of which are more useful
    Rising Knee
    The knock down on this power should no longer ignore knock resistance.
    Reduced activation time to 0.5 seconds.
    Updated the sound on this power.
    Flowing Strikes advantage: Now refreshes Demolish for a portion of its duration.
    New Advantage (2): Applies Despondency to your opponent, reducing their chance to dodge by a flat amount. This effect scales with your strength.
    This really devalues the power now that the Crushing Debuff is gone
    Elbow Slam
    No longer innately Disorients.
    This power now paralyzes your target.
    This power now requires a full charge to work
    Now has a 6 second cooldown.
    Increased cost of this power due to the paralyze effect.
    Falling Hammer advantage: Now applies the Demolish debuff when fully charging the power.
    New advantage (3): Disorients target.
    New Advantage (2): Applies Chi Flame to target.
    at least there is worthy replacement for Rising Knee

    I don't understand why Demolish is the only debuff (not counting the Sonic debuff) in the game that requires 100% charge to apply

    Is it because Physical damage is the most common damage type ingame?​​
    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!
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    aiqaaiqa Posts: 2,620 Arc User
    Having thought about the dps a bit more, I have reconsidered. HW, unarmed MA and laserswords (without energy circles) have more or less than same dps. Out of the reviewed melee sets it's mostly bestial and tk blades that are considerably higher. So now that more than half the reviewed melee sets are at a bit lower powerformance levels, that might just be the "intended" performance level. Maybe just nerfing bestial and tk blades would be better?
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    qawsadaqawsada Posts: 739 Arc User
    edited January 2018
    sterga said:

    Caring about an advantage is not the same thing as caring about energy builders. Hence the part where I wrote: "Why not put those onto powers people actually want to use instead of on glorified auto attacks that people avoid using?"

    I'm actually answer it from this question:
    qawsada said:

    qawsada said:


    sterga said:

    Does anyone really care about advantages on energy builders?​​

    100% dodge chance Dodge tanks, which is a very big deal with this update.
    Because its a big deal for a dodge tank to have if they don't have the equipment for it while achieving 100% dodge chance. This goes along with the Sentry's spec Twist Fate, which give you more dodge chance from using the Energy Buildier.
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    deadman20deadman20 Posts: 1,529 Arc User
    It's going to be weeks before I'll be able to play with these changes, but I must say they look really good. With most of the advantages moved around and a few added, Unarmed seems like a much more active combat set with more viable power choices.

    The Form Advantages were fun, but I'm glad they moved to powers. I think my favorite is the AoE Healing BCR can now provide. I can see this being incredibly useful for the few Cosmic Sponges we have. They can activate BCR and the healing they get also heals the main tank. Assuming that the heals are already AoE, main tanks can double-dip on healing and they can also turn around and use BCR as well. It basically turns into free bonus healing for the tanking crew.

    I am a little disappointed that Fluidity wasn't changed. A block is supposed to help the user hold their ground. I don't want to gamble on that defense when it's needed most. For Fluidity, I simply recommend giving it base block resistance bonuses of which are NOT increased with ranks. Ranking Fluidity would solely boost the dodge/avoidance it provides. If balance becomes a concern, I would opt to reduce or remove the avoidance Fluidity can provide first.

    I'd like to know others' thoughts on Fluidity as well, since I believe it is one of the Unarmed Martial Arts powers that needs priority changes during this review.​​
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    revanantmoriturirevanantmorituri Posts: 391 Arc User
    edited January 2018
    Overall, not sure how this will end up affecting my Superspeed/Fire/Smoke scrapper, Burning Rubber. (e-cookies to those who remember the V&V example character of the same name with speed/fire/stretching powers). On the positive side, Bladed Cyclone suggests I no longer need to dip into Dual Blades to get a spin-like-a-top power

    Suggestion
    New Power: Pummelling Cyclone. A cyclone type power that does crushing damage, and lacks blade effects.


    I'm also not thrilled about Burning Chi Fist losing Fists of the Righteous Flame, but that was partly because I was depending on Spirit Reverberation as my energy unlock. The new Chi Manipulation one may be sufficient, especially with BCR triggering it.

    My general complaint will be with the removal overall of the Strong Arm advantage. My build philosophy both in PnP games and MMOs has always been "every tank needs a snipe". In CO, this translates to taking one of the ranged powers I could entirely base on STR rather than EGO. OK, the one power, since Hurl is so bad.

    Suggestion
    Convert all powers formerly benefiting from Strong Arm to entirely scale off STR.
    -
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    Suggestion
    Dimensional damage should be a choice, not a straight damage boost

    Currently, adding dimensional damage to your attacks just makes them do more damage. I would suggest changing them to 2 point advantages, causing your attacks to do 60% crushing, 60% dimensional (so no basic increase in dps) and then you'd use chi flame synergies for increased damage.
    Suggestion
    Make chi flame a self-buff instead of a target debuff

    More DoTs and debuffs on targets is not what cosmic fights need. If chi flame were a 50% (adjusted for attack speed) proc chance for damage, and a base damage increase for your other chi attacks, it would accomplish about the same thing it does now (it should be a somewhat strong buff to compensate for the annoyances of having 2 damage types). Then put in a power or advantage that applies Devoid, ideally the same one that applies Demolish.
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User


    My general complaint will be with the removal overall of the Strong Arm advantage. My build philosophy both in PnP games and MMOs has always been "every tank needs a snipe". In CO, this translates to taking one of the ranged powers I could entirely base on STR rather than EGO. OK, the one power, since Hurl is so bad.

    Suggestion
    Convert all powers formerly benefiting from Strong Arm to entirely scale off STR.


    If you just need the one snipe power for an occasional ranged attack, or to pull enemies, then getting a little more damage on one attack doesn't matter in the long run. Just isn't a big deal.
    ___________________________________________________________

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    ravisingrequiemravisingrequiem Posts: 2 Arc User
    Oh boy, so many thoughts. For one I think this:
    kaizerin said:


    Elbow Slam

    • No longer innately Disorients.
    • This power now paralyzes your target.
    • This power now requires a full charge to work
    • Now has a 6 second cooldown.
    • Increased cost of this power due to the paralyze effect.
    • Falling Hammer advantage: Now applies the Demolish debuff when fully charging the power.
    • New advantage (3): Disorients target.
    • New Advantage (2): Applies Chi Flame to target.
    ​​
    Is definitely not an improvement. Previously, Falling Hammer provided a sense of achieving a combo and being able to deal decent damage from it. Now all it provides is a CC (paralyze) and the advantage now feels less unique. Also,
    kaizerin said:


    "overall make the sets more interesting to use"

    this appears to not have been met with some powers, as now the removal of the combo potential with falling hammer removes it from unique power choice that may have not dealt the most damage, to utility and CC that removes the need for power crossover from the Might framework. In addition, the change of Flowing Strikes makes Rising Knee both feel less powerful and less special. As now all it does is apply demolish and knock down, which can be achieved with Backhand Chop, effectively making the powers the same for function and refreshing demolish.

    Suggestion
    -Change Falling Hammer's Functionality to either be part of it's base kit, to make the move feel rewarding, or back to its 2 point form.
    -Change Flowing Strikes to be back to its base functionality, increasing combo potential with the Unarmed MA powerset. Add a 2 point advantage that would refresh demolish's duration as a separate advantage.


    I think these changes would allow for greater flexibility between Unarmed powers, and keep the uniqueness and interesting aspects that had some of us fall in love with these powers.
    Yes, I know I misspelled my username.
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    stergasterga Posts: 2,353 Arc User
    qawsada: I replied to your reply before you replied.


    Isn't the Chi Flame effect the debuff for the set? Does it only debuff the dimensional (?) damage part making players need to also take a physical damage debuff to preform the same as other sets? Is Unarmed MA being turned into an overly complicated, PITA, annoying to play set?

    Making MA Unarmed more annoying to use than other sets doesn't seem like meeting the "bring sets in line with the others sets" goal.

    "Chi Flame Effect
    This effect no longer ignores half of the target's resistance, but instead reduces the targets resistance against your Chi Power abilities."



    Suggestion 1: Tag 100 Hands as a combo. Leave it as a maintain.
    Suggestion 2: K.I.S.
    (in general, not specific)

    Even though Arbiter Mastery kinda blows. Especially with a 4s "combo".

    Suggestion 3: Add a power that eats a [Form] stack to PBAoE heal you and your 5 closest besties.

    No damage, just a heal. Personally like this more than the other similar heal powers as it's easier to see your buff bar than to check the hot mess that is often the enemy debuff bar. It also has more usability with a variety of sets that you don't see with Fire and Electric's heals that rely on very specific debuffs.

    It could also have more interesting form choice for balancing your damage VS your healing. Especially if you are allowed to spam the heal to blow all 8 stacks. Forms only stack once every 4s and you would be hurting your [damage/heal/cc] buffing. A limit on how many form stack you can use at once is also a possibility for "balance". Or a self debuff to generating form stacks (you cannot gain form stacks for 8s). Yes, I realize this would also hurt energy generation slightly and yes, I know I complain about energy management being annoying.

    Power of the heal could scale with Pre, meaning a choice between damage and healing. Heal could scale with HP, meaning a choice between survival and damage... Maybe not hard choices given the game's lack of balance in general.

    Unarmed MA always had that little bit of synergy with Dimensional damage. Would be nice to see something more added to it that can make an interesting damage / healer balance... Why yes, this is my dream of having a Warrior Priest (warhammer) / Justicar (rift) playstyle toon.​​
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    avalon#6604 avalon Posts: 37 Arc User
    edited January 2018
    kaizerin said:

    "the goal for any powerset review is to bring sets in line with the others sets, add more utility and overall make the sets more interesting to use."

    Shuriken Throw

    • Removed Strong Arm advantage. This advantage is being phased out as we don't want to set a trend where certain powers can change their range definition but others cannot.

    Shuriken Storm
    • Increased damage slightly.
    • Removed Strong Arm advantage.
    • This power was using an incorrect formula for calculating its cost. Cost slightly increased.
    ​​
    Ironically, Strong Arm is what made these two powers interesting to use. It doesn't need to be a "trend", you can just make Strong Arm unique to these two powers.

    Though 1 Adv. Point for its effect does feel a bit too op so...

    Suggestion:
    Change Strong Arm so that it takes 3 Advantage Points instead of 1, and have it increase the energy cost of the power to make it feel more like you're brute forcing your throws.
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    magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Suggestion: Add Restoration Advantage to Burning Chi Fist

    Suggestion: Add Chi Flame to list of effects which trigger Upper Hand (Warden Spec tree)

    Suggestion: Add Advantage to Shuriken Throw to trigger Chi Flame

    Suggestion: Rising Knee - should knock target up (or at least implement "Knacker's Yard" adv to knock target up)

    Suggestion: Fluidity - Grant 125% DR and extend life of stacks of Lithe/Quick Manoeuvering / Ebb and Flow / Nimble Movements while power is mantained


    Other have mentioned the problem with a block with no DR increase - the other problem is that Unarmed is a power set which relies on you doing things in order to maintain stacks of both offensive and defensive buffs. If you block - which means doing nothing for a period of time - this has the ability to affect both your offensive and defensive capability, which doesn't happen to other power sets. You could also add an ADV to fluidity to allow some movement or to preserve offensive buff stacks.
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    organicmuhyorganicmuhy Posts: 18 Arc User
    I can see the 10 seconds on the Thundering Kicks dodge buff being a tad short, especially when you factor in having to block at Cosmics. While fixing the block bug is super good, lowering the timer on the buff makes it a bit iffy imo. I haven't tested yet in the situation, but just keeping it up against dummies, it felt too short.
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    ogremindesogremindes Posts: 348 Arc User
    Somewhat concerned by the changes to Hundred Hands, mostly because it's the bread-and-butter attack for any "classic speedster" build (including Kinetik), a theme that doesn't generally involve setting people on fire.

    -Ogre
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    avianosavianos Posts: 6,028 Arc User
    edited January 2018
    ogremindes wrote: »
    Somewhat concerned by the changes to Hundred Hands, mostly because it's the bread-and-butter attack for any "classic speedster" build (including Kinetik), a theme that doesn't generally involve setting people on fire.
    SAME, it's one of my favorite powers as well
    I will be really dissapointing seeing this power being nerfed really bad or being reduced to an Utility slave power

    DEVs please take note to this, the power is popular for a really good reason​​
    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!
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    bluhmanbluhman Posts: 2,410 Arc User
    avianos said:


    Suggestion: Give Unarmed a new damage type debuff exlusive for Crushing and Dimensional damage

    I should highlight this issue, this'd be a very bad idea to put that in as just another wholesale on-its-own debuff, because then that'd make more than three direct debuffs to crushing damage defense:
    • Demolish
    • Armor-Piercing
    • Shred (indirectly)
    • Burn Through
    • No Quarter
    • Theoretical Crushing/Dimensional debuff
    This'd give crushing attacks an even more hideously overpowered edge. We really have to start the process of congealing these debuffs into individual effects or otherwise having some kind of 'debuff overlap' system, where applying certain debuffs wipes the status of others applied by a character.

    Suggestion
    Have debuffing unarmed attacks apply both Devoid (the dimensional damage resistance debuff) and Pressure (new solitary Crushing-damage debuff with high effectiveness, maybe around 18-20%. Will automatically remove all other Crushing-related debuffs on the target when applied.


    also
    Suggestion
    Change Fluidity.
    Standard block resistances (250/300/360)
    Increases dodge chance while maintained
    Could still have its old advantage that builds up and then gradually lowers dodge stats.


    How to block a user with μblock:
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    kaiserin#0958 kaiserin Posts: 3,091 Cryptic Developer
    There won't be a new Crushing/Dimensional debuff, that's what Chi Flame is for.​​
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    avianosavianos Posts: 6,028 Arc User
    edited January 2018
    bluhman wrote: »
    I should highlight this issue, this'd be a very bad idea to put that in as just another wholesale on-its-own debuff, because then that'd make more than three direct debuffs to crushing damage defense:

    This'd give crushing attacks an even more hideously overpowered edge. We really have to start the process of congealing these debuffs into individual effects or otherwise having some kind of 'debuff overlap' system, where applying certain debuffs wipes the status of others applied by a character.
    Fair enough, you bring up a really important point about crushing damage dominant

    I was just hoping for new debuffs and thought a Crushing-Dimensional mix would fit both utility and theme wise, but yeah the number of crushing debuff variations would become ridiculous :/
    bluhman wrote: »
    Suggestion
    Have debuffing unarmed attacks apply both Devoid (the dimensional damage resistance debuff) and Pressure (new solitary Crushing-damage debuff with high effectiveness, maybe around 18-20%. Will automatically remove all other Crushing-related debuffs on the target when applied.

    I like the idea of giving MA access to the Devoid debuff itself, it would also open more synergies with the Darkness and Celestial... (but non in the current state) frameworks :+1:​​
    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!
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    flowcytoflowcyto Posts: 12,742 Arc User
    edited January 2018
    Imo, 100Hands was always in a weird spot between being a decent single-target dps attack and a short-range limited AoE. I'm still a bit concerned about its identity after reading the changes to it.

    Is it intended to be able to use 100Hands as the main filler to achieve competitive single-target dps, or is that reserved for BCF and DU? The frontal cone, 3-target limit didn't really make it reliable for AoE, imo.
    -

    I'm a bit worried about energy gen now w/o getting Rush advs, but I'll wait till I can try the changes out. Some of them do look pretty nice.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
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    what i want to know is WHY martial arts are getting such a strong focus on dimensional damage in the first place...just because chuck norris can punch holes in reality, doesn't mean it needs to be reflected in CO​​
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    flowcytoflowcyto Posts: 12,742 Arc User

    what i want to know is WHY martial arts are getting such a strong focus on dimensional damage in the first place...just because chuck norris can punch holes in reality, doesn't mean it needs to be reflected in CO​​

    There can def be a strong mystical element to Martial Arts themes, though. CO does kinda lack a straight-up 'street brawling' powerset (is more like a mix of Might and some UA, and/or weapon-less Fighting Claws I guess), but I don't think the intent is to make Unarmed more like that since its less distinct. It could also be a balance issue- the devs could be weary of making more sets into pure Crushing dmg stuff, when debuffs for that type are already abundant.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
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    aesicaaesica Posts: 2,537 Arc User
    edited January 2018
    I never really did much with Unarmed, so my thoughts are more on the design from a distance rather than getting into the details.

    The multitude of dodge debuffs
    These really should be condensed into a single dodge buff that can be applied by several different powers and the duration should be set to about 20 seconds. 10 seconds is too short for a buff so critical for dodge tanks (it'd be like if a portion of defiance or invuln's resistance, or a portion of regen's healing effects were gated behind several buffs as well) Making dodge tanks do more work for less overall isn't more engaging--it makes dodge tanks less viable because 10 seconds is enough time for it to drop off after blocking the "big nasty block-or-die attack" and that's not acceptable.

    Energy Builders Firstly, Consider replacing Taunt with some sort of ranged dimensional/chi-based attack, with energy returns similar to those found on ranged powers. There doesn't seem to be any reason to gimp energy returns on melee powers since, mechanically speaking, anyone can just take a ranged energy builder to get around that. Moving forward, other melee energy builders should probably do something similar.

    Secondly, these could use the typical "20% chance for the first hit to apply Chi Flame" treatment found on other energy builders. I'd say there should also be an advantage to change that to "20% chance on every hit besides the first" but I don't think anyone takes those advantages, so don't bother.

    Chi Flame
    Why not normalize this to the standard 1 tick per second like the other small dots found on similar powers?

    Powers in this set in general
    Something like unarmed (and MA in general) seems like it should be a lot quicker in how it plays, with hardly any charged powers since martial arts are all about quick, precise movements rather than big stompy kicks and wind-up punches. Consider dropping the charge component on most of the set's powers, and instead, to simulate the desired use duration, use combos instead. Several different combos would actually make a lot of sense for this particular framework. The charged attacks would make more sense over in might. The only powers I'd suggest having a charge on are: Open Palm Strike (hadouken!) and maybe Dragon Uppercut. The rest would be better off as combos or maintains to make the playstyle feel more agile.

    Debuff refreshers in general
    In this set especially, I...don't get the point of these. 1) What advantage is there to a refresh over an apply, considering anything that applies also refreshes by proxy? 2) Everybody's martial arts style is different, so why not change those refreshes for Chi Flame and Demolish into application effects/advantages instead? More options is good, not less.

    Chi Manipulation
    Consider having this behave like Thermal Reverb with Clinging Flames instead of how it is currently. This is a fairly unique chance to introduce more diversity to how energy unlocks work (energy returns via proximity to enemies affected by Chi Flame) instead of just offering up more of the same (energy over 6 sec when you apply||consume||refresh X)

    Bountiful Chi Resurgence
    I get what you're trying to do with the advantage, and while preventing it from working with dots is an improvement, why not just cut out all the nonsense and have the advantage work like this: Your Bountiful Chi Resurgence also heals nearby allies every tick. (excluding Resurgent Reiki ticks, of course) The heal-dispersal is a neat idea, but it doesn't seem like something that's very easy to implement in a useful way, so I'd just throw it in the scrap heap.

    One Hundred Hands
    If an enemy moves out of range, then back into range, this power behaves as if they're still out of range. This problem isn't unique to OHH, but is kind of an issue with maintains in general. It's less of a problem with ranged powers, but can make melee maintains, such as OOH and Devour Essence, something of a pain. (Note: I recall this being how the issue works, but the PTS is down so I can't properly test it) Just tested and this doesn't seem to be a thing after all. Thankfully.

    Elbow Slam, Crashing Wave Kick, and Backhand Chop
    Elbow Slam is ugly, slow, and looks like something that belongs over in Might instead of MA unarmed. Send it away please, move its utilities (and cooldown) over to Crashing Wave Kick (which should remain instant, even if it needs a longer cooldown as a result), and let Backhand Chop become the Brute Strike clone. Also, please add a Stim-Pack-like advantage to Crashing Wave Kick.

    New Power: Cyclone Kick
    Maintained melee PBAoE attack with a chance of applying Chi Flame per tick. What's an unarmed, martial arts street fighter framework without a whirling aoe kick attack like this? Seriously, this needs to be a thing. Bonus points for adding a Dependency advantage.

    Fluidity
    I'm just going to echo what others have already said about this, but this block should probably be normalized to offer damage resistance like all the other blocks. Its secondary feature could still be "increase your avoidance rating by a set amount" but obioiusly not for as much as it does due to gaining proper damage reduction.

    Bladed Cyclone and Shuriken Storm
    I realize these are powergroup-wide powers and not something specific to unarmed, but currently these have no way to work with Unarmed's form or EU. Consider adding an advantage to them like so:

    New Advantage: Chi Somethingrather: Each hit now deals 15% additional damage as Dimensional damage (counts as Chi Energy effect) and has a 10% chance per hit to apply Chi Flames. Just like that, you now have a way to use these properly as unarmed.

    PS:

    Shuriken Throw
    The poison and bleed advantages on this are horribly unreliable at only 10%. Why not change them to apply Open Wound (and a deadly poison equivalent for the poison advantage) instead. That way, you get a more reliable way to apply bleed with them, but still can't quickly spam it up, since I guess that's important. Also, a Chi Flame application advantage would be nice, too​​
    Post edited by aesica on
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    andondarkmoreandondarkmore Posts: 671 Arc User
    So 100 Hands can now add Clinging Flames for some reason but BURNING CHI FIST lost Clinging Flames. Please do not remove Clinging Flames from Burning Chi Fist. I know you have Flaming Chi but please keep the Clinging Flames...
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    kaiserin#0958 kaiserin Posts: 3,091 Cryptic Developer
    edited January 2018
    So 100 Hands can now add Clinging Flames for some reason but BURNING CHI FIST lost Clinging Flames. Please do not remove Clinging Flames from Burning Chi Fist. I know you have Flaming Chi but please keep the Clinging Flames...

    Burning Chi Fist could never apply clinging flames. It's old advantage gave other melee attacks a chance to apply Chi Flame.​​
This discussion has been closed.