Burning Chi Fist Removed Fists of the Righteous Flame advantage. This advantage has been moved to Intensity.
So...you removed the extra damage and moved it to a buff power with a long cooldown. Anyone who used this for the extra damage now has no reason to use it. I suppose it didn't fit with the new mechanics, but still....
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.
How is this helpful at cosmics? But I guess you don't have to take it.
----- Thundering Kicks Fixed a bug where the dodge buff could fall off if you blocked too quickly.
That's great! But...don't Ego Sprites have the same problem? Good riddance to the problem for Thundering Kicks, though.
Changed the dodge buff so it wouldn't reduce in effectiveness against high level targets.
Why did it do so in the first place? Don't high-level targets do high-level damage? Same thought for the advantage.
Reduced the duration of the dodge buff to 10 seconds (from 15).
I want to go on record as saying, this change is stupid. 15 seconds is short enough.
This power is now an area effect.
Why? AoE's are not preferable in all content. MA already has AoE's.
New Advantage (3): Reduces the cooldown on your healing abilities by 2 sec whenever you complete this combo.
The reduction on heal cooldowns could actually be interesting. The advantage being 3 points is not. There should not be any 3-pt advantages. 2 points already prevents you from getting rank 3; there aren't many 1-pt advantages to begin with. All this will do is prevent anyone who takes the advantage from using Challenge. What's the point? The third point could be better spent somewhere else.
Floating Lotus Blossom Advantage Reduced the duration of the buff to 10 seconds (from 20). Reduced the stack limit of this buff to 10 (from 20).
Are you trying to kill dodge tanks?
Renamed the buff to Quick Maneuverability.
Completely pointless.
This buff now stacks whenever you use a melee attack, instead of only applying while using Thundering Kicks.
Good idea! But will it work with the short-duration buff?
-----
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.
Two refresh duration advantages? Well, it gives you options. The second one allows you to take one power that applies Chi Flame and refresh it no matter the cooldown on the applying power. I like options, so this actually sounds good.
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).
Only avoidance, huh? I don't really think it was that big a buff (per stack I mean), so maybe not an issue. Not sure why it had unlimited stacks since everything else in the game does not--maybe it didn't last long enough? Someone else would have to say, I'm not sure about that part. The dodge being removed still sounds like a "Let's kill dodge tanks!" thing, but we'll see.
-----
Well that's probably long enough. It's the usual--some of it sounds good/could be boss, some of it could break the set. Likely, it'll be better in some ways, not as good in others; but not extremely this way or that. I am worried about dodge tanks, though.
EDIT Almost forgot--just a comment on Strong Arm being removed. Physical damage uses strength in real life; maybe powers that have you throwing a physical object should operate on Strength or Ego, whichever is higher.
It's difficult to tell how whether dodge tanks have been nerfed and how hard at the moment because of the bugged stacks, but I suspect it might only be marginal.
Pretend Jaaz said "a sense of pride and accomplishment". That's what the winky face is for.
I know, but I still felt like I should touch upon it because some people (for whatever reason) seem to legitimately subscribe to the notion that more buttons to push really is better.
The only place this would be useful is at Cosmics with soak tanks. New encounters making it the worst idea to stand near the tank. And since soak tanks aren't a thing (AND SHOULDN'T BE / no bright ideas) in the entire rest of the game, that makes Gifts of the Storm all sorts of lame.
That's actually what I was alluding to when I said that only tanks would get proper use out of it. It really is a bad advantage now even if it has been improved. I skipped it before and I'll continue to skip it.
I'm not sure why someone at full health would use a self heal, that would put BCR on a 12 sec cooldown during which time the player might actually need it. Healers generally have enough things to pay attention to. I doubt looking for the tiny buff icon on a player using the games terrible interface is going to make it onto that list.
BCR lasts long enough that it can maintain nearly 100% uptime. The only real argument for not using it at full health has to do with the damage penalty it imposes.
(Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
Suggestion Change the Damage type of Shuriken Storm to Slashing damage please
Suggestion About Shuriken throw: Change the Serrated Edges adv to apply Open Wound instead of a 10% Bleed chance and change the Poison Shuriken to apply Viral instead of the 10% Deadly Poison chance please.
Suggestion About Bladed Cyclone, please make it Disorient foes instead of Snare them and give it the Vortex technique advantage
Useful Guides about Archetypes and General Gameplay of the Game Click Here
I'm quite interested (and have been waiting for them for a while) about these changes, though some of it bugs me:
- Dragon Kick still seems useless, the avoidance boost barely changes anything due to DR, so you're left using it for the AoE damage, though you have other powers that do the same job. The power looks really cool and I was hoping it'd be of more use.
- Subtlety of the Tides is very much useless now. The avoidance boost is way too small and it all expires upon dodging. Both Lotus Blossom and this advantage seem only useful if you have something that hits a lot of times, and in the case of Lotus Blossom, for a dodge tank you're losing some guaranteed dodge buff that lasts 10 second for this, meaning if you have to block more than one hit, the second hit will have you at less than the desirable 100% dodge chance, likely.
- Thunder Kicks dodge buff not disappearing on block is heavenly, but 10 seconds is far more risky. If you do any other attacks that aren't TK, you might end up having to block for too long (think Dino mom and baby chaining their bubbles) and suddenly you're in high danger without your 100% dodge chance.
I haven't tested the DPS-side of Unarmed, but the set seems more interesting to use, thankfully. I'm also very hopeful that you all eventually work into making kick powers, even if it has to wait for the month after the release of the current touches. I'd also actually be very happy to wait weeks to launch both the current changes and the kick powers together if needed.
Suggestion Mostly fruit for thought, but you can think of nerfing part of Lightning reflexes avoidance boost, make TK's dodge buff not scale on rank level, then make Subtlety of the Tides as well as Lotus Blossom not expire upon dodging and, finally, make the avoidance boost on Dragon Kicks and Subtlety actually matter, so that a dodge tank has more reasons to attack, rather than only needing a buttload of dex, Thunder Kicks R3 and Parry's advantage.
Of course, this is a rather dangerous thought, it would have to be really well dealt with. You would also need to make these advantages only stack once per 0.5s, to avoid having something like One Hundred Hands maxing you out in a second.
Maybe what I am saying I wouldn't even actually like in game, I just don't like the ignorable avoidance boosts and I am aware that a dodge tank can sometimes be pretty easy to play, where the others would need to keep blocking to survive.
The dodge tanks are the only tanks that seem to need specific powers to be able to even function, while a Defiance tank or Invulnerability tank can be used with most trees, so maybe we could have some other powers that also add dodge chance with the very same buffs (so to avoid stacking, cause then that would be plenty easy for 100% dodge chance).
Removed Rage of the Beast advantage. A new version of this advantage has been moved to Intensity.
Changed default hue.
Something I forgot to mention and since you are tweaking this power now might be a good time.
Both Form of the Tiger and the 3rd strike from Viper's Fang use the wrong color palette for Energy Claws (haven't tested if it affects other claws as well, but most likely, since it appears the game switches the 2nd color with the 4th)
Actual claw color
Color when toggling Form of the Tigger and using last hit of Viper's Fang.
Testing Storm's Eye Prana real quick. CD-based stuff it does and doesn't work for:
Vala's Light = yes BCR = yes Palliate = yes Conviction = yes Illumination = no Expulse = no Pillar of Poz = yes CoRG (replacing) = no Radiant sigils = no Moonstruck = yes Resurgence = yes Field Surge = no Mental Leech = no self-reses (any) = no Ascension w/ adv = no Nova Flare = yes Absorb Heat = yes Elec Siphon = yes Holy Water = no
Holdout Shot w/ adv = no Soul Vortex w/ adv = no Fissure w/ adv = no etc.. heals only gained via special advs = no
Most of it makes sense, though perhaps Illumination, Holy Water, and Expulse (even if its cd is short) should also work w/ SEP. I suspect for Illum and Holy Water its cause they have a dmg version, but it'd still be nice. Arguable to also add in replacing CoRG for the AoE heal and the Radiant sigils.
Devastating Strike is very very weak for single target damage, out of a crit I am getting.
Using Devastating Strike takes 2.5 seconds, so that is 17354/2.5=6941.6 dps. Even assuming you get 100% crit chance out of it, that is lower than just spamming the normal rotation.
Suggestion: - Remove the charge from Devastating Strike. - Lower the activation time on Devastating Strike top 1 second.
I don't like crits on most ultimate. In CO a crit does double the damage you get out of a non-crit, that is a huge rng on an attack you can use once per minute. I would prefer ultimates losing their ability to crit, and get damage scaling with crit chance and severity.
- Remove the charge from Devastating Strike. - Lower the activation time on Devastating Strike top 1 second.
I kind of have to agree. I was comparing the Unarmed Ultimate for giggles and crap and using a build with no debuff, max focus stack, no MA mods of any kind, etc, it a tab bit weaker compare to Vorpal Blade and Vorpal Blade is active on click. Both are hit on crit. I would assume the chi debuff might make Devastating Strike more stronger. I was kind of surprise the new Fury of the Dragon does this much damage, but I guess it has to do with how you have to maintain the power while having the energy to use it, just like Showdown.
In the case of Devastating Strike the Charge/Activation time is there to suit the animation, and will not be changed.
However, there is a bug with its damage formula currently, and the single target hits should be hitting for more.
Hey guys, please keep feedback specifically to the Unarmed powerset, this is not a general suggestion thread. Suggesting that the new ultimate doesn't crit is fine, but please keep something that would be a sweeping change across other sets to another thread.
Could I perchance request that 100 hands NOT be changed? or maybe instead of tacking the chi flame on there as it's default, put demolish on there by default, put the Chi flame deal as it's ADV, and just be rid of the clinging flame alternative since fire has nothing to do with this set anyway?
and just be rid of the clinging flame alternative since fire has nothing to do with this set anyway?
Eh, but that advantage is really cool. There's some neat stuff you can do with it. Also just tell yourself that your dumb robot is hitting stuff so fast that the friction lights them on fire o3o
Here's a thought mister punching robot man: Instead of asking for things to be removed, think up another version of that CF advantage, one that makes 100 hands apply something that isn't chi-flame that also doesn't have big floofy visuals!
and just be rid of the clinging flame alternative since fire has nothing to do with this set anyway?
I think that Adv makes sense for a Speedster character, and being able to apply Clinging Flames gives you good, new options for self-healing (Absorb Heat) and debuffs for extra damage. Now, if they give the Dragon powers Restoration as an advantage and make Burning Chi Fist consume Chi Flame for bonus damage, I'll be happy...
Bug Dragon Kick's ranks still don't hit in an Area of Effect. The AoE does work though if you take the Spectral Dragon Tail advantage.
Regarding Fury of the Dragon's Real Ultimate Power advantage, it doesn't make sense for it to still be applying Bleed now that the power doesn't do Slashing damage.
Suggestion Change Real Ultimate Power so that it applies either Clinging Flames, Fear, or Demolish. Turning it into a Threat adv also works I guess?
And please, PLEASE! Make Dragon Rush a 2pt Advantage. Dragon Kick's already mediocre compared to the other Dragon powers but this change completely ruined it imo.
My only feedback is that these changes are, sadly, underwhelming.
There was a lot of cool, interesting powers that could have helped the set and instead I just see minor tweaks and adjustments that are, in many cases, a step back, not forward.
Well the set does a lot more damage than before (as a Freeform). Happy that it's not mega gimpy like it used to be. Parses coming later once I have a chance to get some clean ones.
I am still very unimpressed with Devastating Strike. On the same DEX primary build I used for the parse, I am getting this.
Non-crit
Crit
Again that is over 2.5 seconds. Now the damage is nice if you are doing only crits, you'd get to almost 10k dps during the ultimate (which is still a bit low for an ultimate). But now consider the non-crit, lets say you do 50% crits (since that is what I do with other powers, and it makes the math very easy). That means you do an average of (24.2+13)/2=18.6 damage, and over 2.5 seconds that would be 7.44k dps. Of course the DoT has to be added which is about 450 dps and 10% from slicer gloves.
So all in all the dps during Deva Striknes would be about 8.5k. Again that is lower than, or about equal to, the average dps I was getting out of the normal rotation.
There is also something weird going on with the resistance debuffs, only the first crushing tick gets the full crushing resitance debuff.
Bug When you rank up Dragon Kick the sphere attack effect stops working, the tooltip of the power marks a sphere of 0ft for Rank2, for Rank3 the tooltip marks sphere of 10ft but it's not working when attacking mobs, also in Rank2 and Rank3 it's not applying the Stun debuff.
This is the tooltip for Rank1, which is correct and working:
This is the tooltip in Rank2, which is incorrect and NOT working:
I am still very unimpressed with Devastating Strike. On the same DEX primary build I used for the parse, I am getting this.
Non-crit
Crit
Again that is over 2.5 seconds. Now the damage is nice if you are doing only crits, you'd get to almost 10k dps during the ultimate (which is still a bit low for an ultimate). But now consider the non-crit, lets say you do 50% crits (since that is what I do with other powers, and it makes the math very easy). That means you do an average of (24.2+13)/2=18.6 damage, and over 2.5 seconds that would be 7.44k dps. Of course the DoT has to be added which is about 450 dps and 10% from slicer gloves.
So all in all the dps during Deva Striknes would be about 8.5k. Again that is lower than, or about equal to, the average dps I was getting out of the normal rotation.
There is also something weird going on with the resistance debuffs, only the first crushing tick gets the full crushing resitance debuff.
Try with Str prime, Dex stacking. It might be better there, but I don't know.
|| Main Tank || DPSer || Healer || CCer || Altoholic || @shadowolf505 in game ||
1. These changes to open palm strike are very similar to the changes I was advocating for on the forums a while back. If its not just a coincidence and the changes on pts are related to my previous post, I want to thank the devs for listening. 2. aiqa, Thanks for your number crunching/analysis and I agree with your findings.
3. My personal thoughts on Devastating Strikes: My main is primarily MA based and I have been wanting a unarmed ultimate to replace UR for a long time. With that said, I wont be respecing into Devastating strikes for that following reasons.
A. Its damage is underwhelming for a single target attack. DS does similar damage to UR, but UR has a better aoe effectiveness. DS is a (mostly)single target power which means that I would mainly use it on high priority targets. With UR I can damage high priority targets and any mobs next to them. With DS I may have to switch targets and then travel to them just to begin to justify the use of the attack. This is why I suggest adding a lunge to the attack.
B. The power does not have a clear "build/combat purpose". The best powers solve some kind of combat/build problem. For a "build problem" example when steadfast was released, was a must get because it solved a problem with MA builds. Steadfast allowed me to do things that I couldn't do otherwise. DS lacks combat purpose because it doesn't solve any of the "combat problems" associated with melee dps. Its not a better single target boss killer than even many "non-ultimate" attacks. It doesn't provide any special utility that would be useful as a melee dps. This is a big problem because the mix of damage and utility is the hallmark of MA just like brute force is tha hallmark of might.
Suggestion: 1. Increase the damage but prevent it from critting. (see aiqa) 2. Add a lunge to DS as a QOL buff so that I can more easly use it on the target that needs it. (see A.) 3. Add some kind of utility (buff,debuff,or status effect). I'm not sure what the best way is to add utility to this power but I'll take a shot in the dark and say add demolish. (see .B)
Post edited by sigmaseven0 on
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
The ultimate is a multi-hit one, so it would have the crit formula (in my mind) for when you activate it, think of it as one of those maintain powers that occasionally crit during their use.
So I don't see how increasing the damage is a bad thing, especially for DPSing. Some ultimates would just do that, because of how you make your build to increase your damage of the powers in the set (including the ultimate). But then again, I don't know so *shrugs*
|| Main Tank || DPSer || Healer || CCer || Altoholic || @shadowolf505 in game ||
2. Add a lunge to DS as a QOL buff so that I can more easly use it on the target that needs it.
3. Add some kind of utility (buff,debuff,or status effect). I'm not sure what the best way is to add utility to this power but I'll take a shot in the dark and say add demolish.
These are the directions I would go in. Having an ultimate with a lunge would be superb--maybe even an extra-long lunge, like 80 feet.
Several ultimates have a good utility feature, like Overpower, threat gen, or something else. For example: if your target is subject to Chi Flames, you heal yourself and nearby allies with every hit of DS.
DS could be the "comeback ultimate": you are knocked away, heavily injured . . . but you triumphantly lunge back into battle and heal your team while delivering a series of attacks.
Replace Chi-flame with Nerve Damage. It does the same thing, but has a different effect. We already have so many different fire based sets and this would be a nice change for unarmed heroes who don't have super strength and don't utilize chi fire.
Suggestion Replace Chi-flame with Nerve Damage. It does the same thing, but has a different effect
We already have so many different fire based sets and this would be a nice change for unarmed heroes who don't have super strength and don't utilize chi fire.
We'll be keeping with the naming on the current effects as to keep with the chi power/chi energy theme. We may change up the fx on Chi Flame a bit to be more flaming energy instead of a typical fire effect.
We'll be keeping with the naming on the current effects as to keep with the chi power/chi energy theme. We may change up the fx on Chi Flame a bit to be more flaming energy instead of a typical fire effect.
Wow. I didn't think you guys could make my MA toon anymore useless... Well i was wrong. Congrats! 20 second dodge adv down to 10? Really? I was so hopeful too. I stayed away for months, only to come back and see my toon dodge less, and do less damage. What was the point of this revamp again?
As i have said before... "What do you guys have against dodge/LR players?" smh
Suggestion:Make Devistating Strikes synergyze better with the MA framework.
1. Take the chi flame part out of the base power and move it to an advantage.
2. Add another advantage "kick boxer" that gives DS a bleed dot comperable to the chi flame DOT. This will make the power more useful to bleed users including single blade.
3. Add another advantage "pressure points" Adds penetration instead of dot. This would be useful for those who don't want dot (like stealth users). This will also also help emphasize the "boss killer" role that high damage single target attacks tend to occupy, since most bosses sport higher resistance.
4. Add advantage "speedster". When activating DS you get a temporary movement speed buff. Like 100 hands, players are likely to thematically repurpose DS for speedster themed builds. This advantage is designed as a nod to them.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Regarding damage on ultimates. I think the best way to balance that is to decide on how much damage they should add on top of your normal rotation.
That means for an ultimate that has a very low activation time (like Pandemonium) you only have to consider the damage you want to add. For others like Devastating Strike you also need to compensate for the time you lose for doing your normal rotation.
So assuming melee dps should be doing about 9k dps (depending on setup, out of set stuff, devices, etc), devastating strikes should be doing an average of 9*2.5+X damage, where X is the amount of damage an ultimate should be adding. So lets say an ultimate should add about 10k damage (arbitrary number, but seems quite reasonable), Devastating strikes should be doing about 32.5k damage all in all. The DoT and Slicer Gloves lower that to a requirement of about 29k on Devastating Strikes itself.
Remember that is average damage. Given how crits work in CO, and using the build I used for testing earlier, that would be about 29*2/3=19.3k for a non-crit and 29*4/3=38.7k for a crit.
So in my opinion Devastating Strikes needs a buff of somewhere between 75 and 85%.
Explain what part of my argument you disagree with?
Also it's not like "I'll" be getting anything. I am saying the power is to weak, not that I am to weak. And I am not even planning to use this ultimate.
Honestly, I tested the ult and got about 14-18k from that alone. And assuming something given a toggle ultimate like Pande doesnt mean everything has to be the same amount of damage.
Explain what part of my argument you disagree with?
Also it's not like "I'll" be getting anything. I am saying the power is to weak, not that I am to weak. And I am not even planning to use this ultimate.
The "you'll" was generally speaking of everyone as a whole, the collective term of "you"
|| Main Tank || DPSer || Healer || CCer || Altoholic || @shadowolf505 in game ||
Honestly, I tested the ult and got about 14-18k from that alone. And assuming something given a toggle ultimate like Pande doesnt mean everything has to be the same amount of damage.
I am not comparing to Pandemonium. I am comparing to the normal rotation and assuming a certain amount of damage that you "should" get out of an ultimate.
18k damage over 2.5 seconds is 7.2 dps while you use the ultimate, that is lower than just spamming the normal rotation. So all in all I don't know what you're trying to say. Do you think that is good and an ultimate should lower your overall damage?
Comments
Removed Fists of the Righteous Flame advantage. This advantage has been moved to Intensity.
So...you removed the extra damage and moved it to a buff power with a long cooldown. Anyone who used this for the extra damage now has no reason to use it. I suppose it didn't fit with the new mechanics, but still....
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.
How is this helpful at cosmics? But I guess you don't have to take it.
-----
Thundering Kicks
Fixed a bug where the dodge buff could fall off if you blocked too quickly.
That's great! But...don't Ego Sprites have the same problem? Good riddance to the problem for Thundering Kicks, though.
Changed the dodge buff so it wouldn't reduce in effectiveness against high level targets.
Why did it do so in the first place? Don't high-level targets do high-level damage? Same thought for the advantage.
Reduced the duration of the dodge buff to 10 seconds (from 15).
I want to go on record as saying, this change is stupid. 15 seconds is short enough.
This power is now an area effect.
Why? AoE's are not preferable in all content. MA already has AoE's.
New Advantage (3): Reduces the cooldown on your healing abilities by 2 sec whenever you complete this combo.
The reduction on heal cooldowns could actually be interesting. The advantage being 3 points is not. There should not be any 3-pt advantages. 2 points already prevents you from getting rank 3; there aren't many 1-pt advantages to begin with. All this will do is prevent anyone who takes the advantage from using Challenge. What's the point? The third point could be better spent somewhere else.
Floating Lotus Blossom Advantage
Reduced the duration of the buff to 10 seconds (from 20).
Reduced the stack limit of this buff to 10 (from 20).
Are you trying to kill dodge tanks?
Renamed the buff to Quick Maneuverability.
Completely pointless.
This buff now stacks whenever you use a melee attack, instead of only applying while using Thundering Kicks.
Good idea! But will it work with the short-duration buff?
-----
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.
Two refresh duration advantages? Well, it gives you options. The second one allows you to take one power that applies Chi Flame and refresh it no matter the cooldown on the applying power. I like options, so this actually sounds good.
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).
Only avoidance, huh? I don't really think it was that big a buff (per stack I mean), so maybe not an issue. Not sure why it had unlimited stacks since everything else in the game does not--maybe it didn't last long enough? Someone else would have to say, I'm not sure about that part. The dodge being removed still sounds like a "Let's kill dodge tanks!" thing, but we'll see.
-----
Well that's probably long enough. It's the usual--some of it sounds good/could be boss, some of it could break the set. Likely, it'll be better in some ways, not as good in others; but not extremely this way or that. I am worried about dodge tanks, though.
EDIT
Almost forgot--just a comment on Strong Arm being removed. Physical damage uses strength in real life; maybe powers that have you throwing a physical object should operate on Strength or Ego, whichever is higher.
That's actually what I was alluding to when I said that only tanks would get proper use out of it. It really is a bad advantage now even if it has been improved. I skipped it before and I'll continue to skip it.
BCR lasts long enough that it can maintain nearly 100% uptime. The only real argument for not using it at full health has to do with the damage penalty it imposes.
Change the Damage type of Shuriken Storm to Slashing damage please
Suggestion
About Shuriken throw: Change the Serrated Edges adv to apply Open Wound instead of a 10% Bleed chance and change the Poison Shuriken to apply Viral instead of the 10% Deadly Poison chance please.
Suggestion
About Bladed Cyclone, please make it Disorient foes instead of Snare them and give it the Vortex technique advantage
- Dragon Kick still seems useless, the avoidance boost barely changes anything due to DR, so you're left using it for the AoE damage, though you have other powers that do the same job. The power looks really cool and I was hoping it'd be of more use.
- Subtlety of the Tides is very much useless now. The avoidance boost is way too small and it all expires upon dodging. Both Lotus Blossom and this advantage seem only useful if you have something that hits a lot of times, and in the case of Lotus Blossom, for a dodge tank you're losing some guaranteed dodge buff that lasts 10 second for this, meaning if you have to block more than one hit, the second hit will have you at less than the desirable 100% dodge chance, likely.
- Thunder Kicks dodge buff not disappearing on block is heavenly, but 10 seconds is far more risky. If you do any other attacks that aren't TK, you might end up having to block for too long (think Dino mom and baby chaining their bubbles) and suddenly you're in high danger without your 100% dodge chance.
I haven't tested the DPS-side of Unarmed, but the set seems more interesting to use, thankfully.
I'm also very hopeful that you all eventually work into making kick powers, even if it has to wait for the month after the release of the current touches. I'd also actually be very happy to wait weeks to launch both the current changes and the kick powers together if needed.
Suggestion
Mostly fruit for thought, but you can think of nerfing part of Lightning reflexes avoidance boost, make TK's dodge buff not scale on rank level, then make Subtlety of the Tides as well as Lotus Blossom not expire upon dodging and, finally, make the avoidance boost on Dragon Kicks and Subtlety actually matter, so that a dodge tank has more reasons to attack, rather than only needing a buttload of dex, Thunder Kicks R3 and Parry's advantage.
Of course, this is a rather dangerous thought, it would have to be really well dealt with. You would also need to make these advantages only stack once per 0.5s, to avoid having something like One Hundred Hands maxing you out in a second.
Maybe what I am saying I wouldn't even actually like in game, I just don't like the ignorable avoidance boosts and I am aware that a dodge tank can sometimes be pretty easy to play, where the others would need to keep blocking to survive.
The dodge tanks are the only tanks that seem to need specific powers to be able to even function, while a Defiance tank or Invulnerability tank can be used with most trees, so maybe we could have some other powers that also add dodge chance with the very same buffs (so to avoid stacking, cause then that would be plenty easy for 100% dodge chance).
Both Form of the Tiger and the 3rd strike from Viper's Fang use the wrong color palette for Energy Claws (haven't tested if it affects other claws as well, but most likely, since it appears the game switches the 2nd color with the 4th)
Actual claw color
Color when toggling Form of the Tigger and using last hit of Viper's Fang.
Vala's Light = yes
BCR = yes
Palliate = yes
Conviction = yes
Illumination = no
Expulse = no
Pillar of Poz = yes
CoRG (replacing) = no
Radiant sigils = no
Moonstruck = yes
Resurgence = yes
Field Surge = no
Mental Leech = no
self-reses (any) = no
Ascension w/ adv = no
Nova Flare = yes
Absorb Heat = yes
Elec Siphon = yes
Holy Water = no
Holdout Shot w/ adv = no
Soul Vortex w/ adv = no
Fissure w/ adv = no
etc.. heals only gained via special advs = no
Most of it makes sense, though perhaps Illumination, Holy Water, and Expulse (even if its cd is short) should also work w/ SEP.
I suspect for Illum and Holy Water its cause they have a dmg version, but it'd still be nice. Arguable to also add in replacing CoRG for the AoE heal and the Radiant sigils.
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Bug:
Rush regularly fails to proc, that is a not a new bug but much more noticeable now that you don't spam the dragon power.
Suggestion:
- Make rush proc at >75% charge.
- Let the "Upper Hand" spec work with Chi Flame
Using Devastating Strike takes 2.5 seconds, so that is 17354/2.5=6941.6 dps. Even assuming you get 100% crit chance out of it, that is lower than just spamming the normal rotation.
Suggestion:
- Remove the charge from Devastating Strike.
- Lower the activation time on Devastating Strike top 1 second.
I don't like crits on most ultimate. In CO a crit does double the damage you get out of a non-crit, that is a huge rng on an attack you can use once per minute. I would prefer ultimates losing their ability to crit, and get damage scaling with crit chance and severity.
However, there is a bug with its damage formula currently, and the single target hits should be hitting for more.
@Chimerafreek
Here's a thought mister punching robot man: Instead of asking for things to be removed, think up another version of that CF advantage, one that makes 100 hands apply something that isn't chi-flame that also doesn't have big floofy visuals!
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I think that Adv makes sense for a Speedster character, and being able to apply Clinging Flames gives you good, new options for self-healing (Absorb Heat) and debuffs for extra damage. Now, if they give the Dragon powers Restoration as an advantage and make Burning Chi Fist consume Chi Flame for bonus damage, I'll be happy...
Dragon Kick's ranks still don't hit in an Area of Effect. The AoE does work though if you take the Spectral Dragon Tail advantage.
Regarding Fury of the Dragon's Real Ultimate Power advantage, it doesn't make sense for it to still be applying Bleed now that the power doesn't do Slashing damage.
Suggestion
Change Real Ultimate Power so that it applies either Clinging Flames, Fear, or Demolish. Turning it into a Threat adv also works I guess?
And please, PLEASE! Make Dragon Rush a 2pt Advantage. Dragon Kick's already mediocre compared to the other Dragon powers but this change completely ruined it imo.
There was a lot of cool, interesting powers that could have helped the set and instead I just see minor tweaks and adjustments that are, in many cases, a step back, not forward.
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Add an advantage on Shuriken Throw that can apply Shred once every 15ish seconds.
On the same DEX primary build I used for the parse, I am getting this.
Non-crit
Crit
Again that is over 2.5 seconds. Now the damage is nice if you are doing only crits, you'd get to almost 10k dps during the ultimate (which is still a bit low for an ultimate). But now consider the non-crit, lets say you do 50% crits (since that is what I do with other powers, and it makes the math very easy). That means you do an average of (24.2+13)/2=18.6 damage, and over 2.5 seconds that would be 7.44k dps. Of course the DoT has to be added which is about 450 dps and 10% from slicer gloves.
So all in all the dps during Deva Striknes would be about 8.5k. Again that is lower than, or about equal to, the average dps I was getting out of the normal rotation.
There is also something weird going on with the resistance debuffs, only the first crushing tick gets the full crushing resitance debuff.
When you rank up Dragon Kick the sphere attack effect stops working, the tooltip of the power marks a sphere of 0ft for Rank2, for Rank3 the tooltip marks sphere of 10ft but it's not working when attacking mobs, also in Rank2 and Rank3 it's not applying the Stun debuff.
This is the tooltip for Rank1, which is correct and working:
This is the tooltip in Rank2, which is incorrect and NOT working:
If you optimize things better so the ultimate does higher damage, that would also increase the damage of the normal rotation.
2. aiqa, Thanks for your number crunching/analysis and I agree with your findings.
3. My personal thoughts on Devastating Strikes:
My main is primarily MA based and I have been wanting a unarmed ultimate to replace UR for a long time. With that said, I wont be respecing into Devastating strikes for that following reasons.
A. Its damage is underwhelming for a single target attack.
DS does similar damage to UR, but UR has a better aoe effectiveness. DS is a (mostly)single target power which means that I would mainly use it on high priority targets. With UR I can damage high priority targets and any mobs next to them. With DS I may have to switch targets and then travel to them just to begin to justify the use of the attack. This is why I suggest adding a lunge to the attack.
B. The power does not have a clear "build/combat purpose".
The best powers solve some kind of combat/build problem. For a "build problem" example when steadfast was released, was a must get because it solved a problem with MA builds. Steadfast allowed me to do things that I couldn't do otherwise. DS lacks combat purpose because it doesn't solve any of the "combat problems" associated with melee dps. Its not a better single target boss killer than even many "non-ultimate" attacks. It doesn't provide any special utility that would be useful as a melee dps. This is a big problem because the mix of damage and utility is the hallmark of MA just like brute force is tha hallmark of might.
Suggestion:
1. Increase the damage but prevent it from critting.
(see aiqa)
2. Add a lunge to DS as a QOL buff so that I can more easly use it on the target that needs it.
(see A.)
3. Add some kind of utility (buff,debuff,or status effect). I'm not sure what the best way is to add utility to this power but I'll take a shot in the dark and say add demolish.
(see .B)
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So I don't see how increasing the damage is a bad thing, especially for DPSing. Some ultimates would just do that, because of how you make your build to increase your damage of the powers in the set (including the ultimate). But then again, I don't know so *shrugs*
Several ultimates have a good utility feature, like Overpower, threat gen, or something else.
For example: if your target is subject to Chi Flames, you heal yourself and nearby allies with every hit of DS.
DS could be the "comeback ultimate": you are knocked away, heavily injured . . . but you triumphantly lunge back into battle and heal your team while delivering a series of attacks.
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My super cool CC build and how to use it.
Replace Chi-flame with Nerve Damage. It does the same thing, but has a different effect
We already have so many different fire based sets and this would be a nice change for unarmed heroes who don't have super strength and don't utilize chi fire.
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Flaming Fists adv on 100 Hundred Hands
Chi Flame is still applied, often instead of Clinging Flames
Well i was wrong. Congrats! 20 second dodge adv down to 10? Really?
I was so hopeful too. I stayed away for months, only to come back and see my toon dodge less, and do less damage. What was the point of this revamp again?
As i have said before... "What do you guys have against dodge/LR players?"
smh
1. Take the chi flame part out of the base power and move it to an advantage.
2. Add another advantage "kick boxer" that gives DS a bleed dot comperable to the chi flame DOT. This will make the power more useful to bleed users including single blade.
3. Add another advantage "pressure points" Adds penetration instead of dot. This would be useful for those who don't want dot (like stealth users). This will also also help emphasize the "boss killer" role that high damage single target attacks tend to occupy, since most bosses sport higher resistance.
4. Add advantage "speedster". When activating DS you get a temporary movement speed buff. Like 100 hands, players are likely to thematically repurpose DS for speedster themed builds. This advantage is designed as a nod to them.
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Righteous Fists / Vicious Strikes
Drunken Master advantage does not seem to be applied, no effect on Dodge or Avoidance when the power is used
That means for an ultimate that has a very low activation time (like Pandemonium) you only have to consider the damage you want to add. For others like Devastating Strike you also need to compensate for the time you lose for doing your normal rotation.
So assuming melee dps should be doing about 9k dps (depending on setup, out of set stuff, devices, etc), devastating strikes should be doing an average of 9*2.5+X damage, where X is the amount of damage an ultimate should be adding. So lets say an ultimate should add about 10k damage (arbitrary number, but seems quite reasonable), Devastating strikes should be doing about 32.5k damage all in all. The DoT and Slicer Gloves lower that to a requirement of about 29k on Devastating Strikes itself.
Remember that is average damage. Given how crits work in CO, and using the build I used for testing earlier, that would be about 29*2/3=19.3k for a non-crit and 29*4/3=38.7k for a crit.
So in my opinion Devastating Strikes needs a buff of somewhere between 75 and 85%.
Also it's not like "I'll" be getting anything. I am saying the power is to weak, not that I am to weak. And I am not even planning to use this ultimate.
18k damage over 2.5 seconds is 7.2 dps while you use the ultimate, that is lower than just spamming the normal rotation. So all in all I don't know what you're trying to say. Do you think that is good and an ultimate should lower your overall damage?
I ask because there are some powers (Dragon's Claw) which still have Rush as a part of the power.
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