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Feedback: Other Power Changes

kaiserin#0958 kaiserin Posts: 2,607 Cryptic Developer
edited August 2019 in PTS - The Archive

FC.31.20190810.1

Circles
  • Fixed a bug where Advanced Casting on Circle of Arcane Power and Ebon Wrath was not working.




Cleave
  • Defensive Stance advantage: Now only refreshes the Defiant buff.




Onslaught Gloves of the Defender
  • Updated tooltip.
  • Bastion can only be triggered by direct damage now (from any kind).
  • Capped out Bastion stacks to 10 (from 100). This was done for balance and performance reasons.




Force Shield
  • Force Sheathe advantage: Increased cost to 3 advantage points (from 1).




Telekinetic Shield
  • Telekinetic Reinforcement advantage: Increased cost to 3 advantage points (from 1).



Inborn Tenacity Device
  • The low health damage trigger effect can no longer stack and no longer refreshes itself.
  • Increased duration to 10 seconds (from 9)
  • Increased trigger chance to 15% (from 12).




Howl
  • Adds additional stacks of Furious per rank.
  • Additional ranks no longer reduce the power's cooldown time.





Ultimate Powers
  • The following Ultimate powers have had their cooldown changed to 60 seconds (from 90):
  • Storm Strike, Crashing Incantation, Showdown, Fire All Weapons, Mental Impact, Gravity Driver, Planar Fracture, Fractal Aegis, Implosion Engine, Whirlpool, Mechanical Monstrosity.





Active Powers
  • Active Offense and Defense powers now place powers of their type on a 90 second cooldown (from 30). This was done to address balance issues with using active powers back to back.
  • Active Offense powers no longer scale their duration with rank and have a flat duration of 15 seconds.
  • Added Active Power category for the powers list.




Masterful Dodge
  • Dodge bonus now scales with rank (from a flat amount every rank).
  • Increased Dot resistance.
  • Removed Unfettered Strikes advantage.
  • New Advantage (2): Greatly increases breakout damage and adds a stack of Knock and Hold resistance.



Resurgence
  • Added a Regeneration effect to this power.
  • Evanescent Advantage: Renamed to Unchained. Greatly increased breakout damage and now adds a stack of Knock and Hold resistance. Removed Furious effect.



Unbreakable
  • Updated tooltips as they referenced an unused effect.
  • Removed Better You Than Me advantage.
  • New Advantage (2): Greatly increases breakout damage and adds a stack of Knock and Hold resistance.



Ice Barrier
  • Removed innate root effect. Removed root removal advantage.
  • Replaced healing effect with a Healing Rune. This rune is summon when activating this power and will not vanish if the barriers are destroyed.
  • Fixed a bug where the resistance on this power could scale from other stats.
  • Increased base resistance value to 20% (from 15).
  • New Advantage (2): Greatly increases breakout damage and adds a stack of Knock and Hold resistance.




Field Surge
  • Removed Power Swell advantage.
  • New Advantage (2): Greatly increases breakout damage and adds a stack of Knock and Hold resistance.





FC.31.20190810.5

Power Chord
  • Increased activation period to 0.5 seconds (from 0.3).
  • Damage and cost adjusted based on the change.
  • Maintain damage now scales based on your Enrage stacks.
  • No longer provides a scaling damage bonus while maintaining.
  • Now properly applies Disorient when fully maintained.
  • Increased knock back distance significantly.
  • Changed damage to melee typed.
  • Rock Concert advantage: Exhilarate has been changed to apply a charge speed bonus and energy to nearby players.




Bastion
  • The shield effect no longer takes into account your damage resistance.



Ice Barrier
  • Ice Barrier: Fixed a bug where the heal was still being added per barrier.





FC.31.20190810.12
Bug Fixes
  • Mechanical Monstrosity: Fixed a bug where chain lightning could hit players. Fixed duration.
  • Endbringer's Grasp: Fixed casting location. Fixed rank cooldown.
  • Fractal Aegis: Fixed rank cooldown.
  • Power Chord: Fixed advantage not applying.




FC.31.20190810.19

Block
  • Fixed a tooltip error where blocks were only displaying part of the value of the amount of energy they return.
  • Updated Block energy return to apply in 1 amount instead of 2. The amount of energy returned is the same, it's just combined into 1.
  • Fixed a tooltip error where some blocks did not state their additional effects.



Fissure
  • The heal on this ability is now considered a Rune effect.



New Power: Destructive
  • Earth Framework
  • Grants power when applying Stagger to enemies.





FC.31.20190827.4


New Power: Bladed Fury
  • Martial Arts Shared Ultimate
  • Deals damage to targets around you hat scales off of your focus stacks. Knocks down targets and applies Shredded.




Charged Up
  • Reduced amount of speed each stack gives, but increased the max stack count to 5.




Versatility
  • This advantage now applies Charged Up instead of Versatility.




Laughing Zephyr
  • Now applies 2 stacks of Charged up at r1, 3 at r2, and 5 at r3.




Intensity
  • Rage of the Beast advantage: Now applies 5 stacks of Charged Up on you.




Lightning Strike
  • Charged Up advantage: Can now stack Charged Up. Also refreshes existing stacks.




Active Offenses
  • Ranking these up now provides a larger bonus to damage.




Master of the Mind/Feral Rage
  • Reduced cooldown to 90 seconds (from 150).




Imbue
  • Reduced Crit and Severity amount.
  • Updated tooltip to reflect that the amount scales with your health.




Ice Sheathe
  • The Critical Severity now scales based on the amount of your Chill stacks on your target.



Chill
  • Chill can now stack up to 9 times on a target. Individual players can still only stack up to 3, but the total amount that can be on a target is now 9.



Wall of Ice
  • Damage from this power is now a short duration dot.



Bug Fixes:
  • Fissure: Fixed a bug where the healing rune was applied at your location.
  • Ebon Ruin: Fixed a bug where this power had a very small window to block cancel it.




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​​
Post edited by kaiserin#0958 on
«13

Comments

  • theravenforcetheravenforce Posts: 6,776 Arc User
    At a glance, I am curious as to why the advantages on Force Sheathe and TK Shield have been increased cost wise...have the benefits they provide been amended to be worth the new tripled cost?

    Because that looks like they should be on par with Voracious Darkness for such a cost.
  • avianosavianos Posts: 5,455 Arc User
    Onslaught Gloves of the Defender
    Updated tooltip.
    Bastion can only be triggered by direct damage now (from any kind).
    Capped out Bastion stacks to 10 (from 100). This was done for balance and performance reasons.

    Since Onslaught Secondaries are being touched for Performance reasons
    Relevant Ongoing Onslaught Secondy Bug Suggestion: Please Cap Onslaught Gloves of Savior as well! Currently it has no caps and it affects NPCs as well (sigils, pets, sidekicks, Action Figurines)

    The following Ultimate powers have had their cooldown changed to 60 seconds (from 90):
    Storm Strike, Crashing Incantation, Showdown, Fire All Weapons, Mental Impact, Gravity Driver, Planar Fracture, Fractal Aegis, Implosion Engine, Whirlpool, Mechnical Monstrosity.

    This is a major buff for all of those ultimates :+1:
    Active Powers
    All Active powers now have a shared cooldown of 90 seconds (from 30). This was done to address balance issues with using active powers back to back.
    Active Offense powers no longer scale their duration with rank and have a flat duration of 15 seconds.
    Added Active Power category for the powers list.
    Ice Barrier
    Removed innate root effect. Removed root removal advantage.
    Replaced healing effect with a Healing Rune. This rune is summon when activating this power and will not vanish if the barriers are destroyed.
    Fixed a bug where the resistance on this power could scale from other stats.
    Increased base resistance value to 20% (from 15).
    New Advantage (2): Greatly increases breakout damage and adds a stack of Knock and Hold resistance.

    THANK YOU \o/
    And more Healing runes is always welcome
    Masterful Dodge
    Dodge bonus now scales with rank (from a flat amount every rank).
    Increased Dot resistance.
    Removed Unfettered Strikes advantage.
    New Advantage (2): Greatly increases breakout damage and adds a stack of Knock and Hold resistance.
    Force Shield
    Force Sheathe advantage: Increased cost to 3 advantage points (from 1).
    Telekinetic Shield
    Telekinetic Reinforcement advantage: Increased cost to 3 advantage points (from 1).
    MAJOR O O F
    No more shielding+energy for Force Shield tiger-12.gif
    Howl
    Adds additional stacks of Furious per rank.
    Additional ranks no longer reduce the power's cooldown time.

    What's the point of this power again? except if im missing something beyond the synergy with Moonstruck power :|
    It's already a bad power by it's own with a ridiculous big CD​​
    POWERFRAME REVAMPS and BUG FIXES > Recycled Content and Events
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  • purin1purin1 Posts: 433 Arc User
    Thank you so much for putting AOs/ADs on a shared cooldown. This has been needed for a long time. Big thumbs up!
    I strive to be the strongest swordsman alive.
  • pantagruel01pantagruel01 Posts: 6,959 Arc User
    edited August 2019
    Hm. Is that a shared cd (unaffected by cd reduction), or just assigning a cd? In any case, this sounds like the plan is 'remove active offenses from the game'.

    Why not just make active powers max 1 of each, and toss the shared cd?

    On onslaught gloves, why does it apply a stacking buff at all? It should just refresh and add health to an existing buff, if there is one, with some health cap (this will mean you can build up to that cap if you spend a long time not being hit, but this will be very rarely relevant).
  • colonelwingcolonelwing Posts: 297 Arc User
    edited August 2019
    Delete this, please.
    Post edited by colonelwing on
  • kaiserin#0958 kaiserin Posts: 2,607 Cryptic Developer
    Hm. Is that a shared cd (unaffected by cd reduction), or just assigning a cd? In any case, this sounds like the plan is 'remove active offenses from the game'.

    Why not just make active powers max 1 of each, and toss the shared cd?

    The cooldown is affected by cd reduction. We want players to be able to pick multiples for different situations if they so choose. This just makes it so when using an active offense/defense it places other active powers of its type on a linked cooldown.

  • colonelwingcolonelwing Posts: 297 Arc User
    edited August 2019
    kaizerin wrote: »

    FC.31.20190810.1



    Are you going to address shadow strike in the near future? Make it an actual power / separate it from NW? Sneak and shadow strike should cost a power point each, no?

    edit: nevermind, i didn't understand the new cd mechanic, my bad.
  • colonelwingcolonelwing Posts: 297 Arc User
    edited August 2019
    Delete this, please.
    Post edited by colonelwing on
  • purin1purin1 Posts: 433 Arc User
    This makes str prim con stackers unkillable in pvp. Think before you post.

    edit: Nvm, you're one of them.

    How does removing AD cycling make anyone more unkillable than before?

    Also, I wouldn't call 300 CON stacking it. But whatever.
    I strive to be the strongest swordsman alive.
  • colonelwingcolonelwing Posts: 297 Arc User
    purin1 wrote: »
    This makes str prim con stackers unkillable in pvp. Think before you post.

    edit: Nvm, you're one of them.

    How does removing AD cycling make anyone more unkillable than before?

    Also, I wouldn't call 300 CON stacking it. But whatever.

    Ah, now i get it. This is a nerf to the protector mastery cheese. My bad, i take it back.
  • pantagruel01pantagruel01 Posts: 6,959 Arc User
    edited August 2019
    kaizerin wrote: »
    The cooldown is affected by cd reduction. We want players to be able to pick multiples for different situations if they so choose. This just makes it so when using an active offense/defense it places other active powers of its type on a linked cooldown.
    Oh, same type. I read that as using an active offense would put active defenses on cd, and vice versa. In that case, people might take two active defenses, but two active offenses is dead, there simply isn't enough difference between types.
  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited August 2019
    While I am content with the Active (Offense/Defense) changes, this is going to have a severe impact on the two Ultimates that are considered actives as well, and already under utilized as is; Feral Rage and Master of the Mind. These two Ultimates already have a ridiculous cool down length relative to the other Ultimate powers, and even more that are going to the 60 second realm, these two powers are standing at a 150 seconds (2 minutes 30 seconds) without CD and bringing them down to just above 2 minutes with most gearing set ups.

    Both of these Ultimates feel underwhelming as they currently stand within the spectrum of the game, especially in the case of Feral Rage where you completely lose all stacks of Rage when the buff ends, versus any other click active that can provide better offense or defense for less problems in the long run and neither of which would share a cool down with each other (ie a defense and offense can be activated together). While the concern might have been chaining issues, these two powers have never really been top pick or priority that I've seen relegated to theme builds for most, if at all. Especially since they occupy an Ultimates slot which means the relevant power that might have offered is gone for those Ultimates AOs or ADs were chained with.

    With the Actives changes these Ultimates timers should be brought down. 150 seconds is a bit much for something that is more or less a novelty pick compared to other Ultimate picks at the ready.
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  • pantagruel01pantagruel01 Posts: 6,959 Arc User
    Hm. Well, my dps that have masterful dodge will all switch to indestructible, +125%/150/180% isn't that much for a tank with 200% damage resistance already (about 60% tougher), but it's huge for a dps with 50%, plus the flat reduction means it's perfect for dps racing mob groups.

    If you want it a bit less super for dps and still useful for tanks, consider reducing the bonus and moving it to block layer.
  • colonelwingcolonelwing Posts: 297 Arc User
    Hm. Well, my dps that have masterful dodge will all switch to indestructible, +125%/150/180% isn't that much for a tank with 200% damage resistance already (about 60% tougher), but it's huge for a dps with 50%, plus the flat reduction means it's perfect for dps racing mob groups.

    If you want it a bit less super for dps and still useful for tanks, consider reducing the bonus and moving it to block layer.

    Block is the least thing that deserves a buff, since it's too op already.
  • colonelwingcolonelwing Posts: 297 Arc User
    purin1 wrote: »
    This makes str prim con stackers unkillable in pvp. Think before you post.

    edit: Nvm, you're one of them.

    How does removing AD cycling make anyone more unkillable than before?

    Also, I wouldn't call 300 CON stacking it. But whatever.

    AD cycling sadly still is possible, i just tested it on the pts. So yeah, this is a direct nerf to non protector mastery users and as i stated, it's rendering con stackers unkillable.
  • colonelwingcolonelwing Posts: 297 Arc User
    edited August 2019
    kaizerin wrote: »

    The cooldown is affected by cd reduction. We want players to be able to pick multiples for different situations if they so choose. This just makes it so when using an active offense/defense it places other active powers of its type on a linked cooldown.

    Are you going to rework the protector mastery? It entirely bypasses the new, 90 seconds long, shared cooldown for active defenses and that's widening the gap between dps characters and tanks / con stackers, even further.

  • pantagruel01pantagruel01 Posts: 6,959 Arc User
    Block is the least thing that deserves a buff, since it's too op already.
    You demonstrate a misunderstanding of damage mechanics. Moving it to block layer would not make block more powerful.
  • colonelwingcolonelwing Posts: 297 Arc User
    edited August 2019
    Block is the least thing that deserves a buff, since it's too op already.
    You demonstrate a misunderstanding of damage mechanics. Moving it to block layer would not make block more powerful.

    What? Buffing block (damage resistance) by giving it more damage resistance, doesn't buff it? Are you coo-coo? Or do you mean the flat damage reduction? That's still a buff to block and block doesn't need a buff, at all.
  • pantagruel01pantagruel01 Posts: 6,959 Arc User
    What? Buffing block (damage resistance) by giving it more damage resistance, doesn't buff it? Are you coo-coo?
    Block type damage resistance applies whether or not you're blocking, it just doesn't have very many sources.
  • spinnytopspinnytop Posts: 16,420 Arc User
    edited August 2019
    avianos wrote: »
    Force Shield
    Force Sheathe advantage: Increased cost to 3 advantage points (from 1).
    Telekinetic Shield
    Telekinetic Reinforcement advantage: Increased cost to 3 advantage points (from 1).
    MAJOR O O F
    No more shielding+energy for Force Shield tiger-12.gif
    ​​

    It wasn't removed though. I'll gladly take the 3 pt with rank 2. It's just 2% less damage resist.
    but two active offenses is dead, there simply isn't enough difference between types.

    Good, then people can make their builds more fun and less min/maxed. Win win situation.
    Are you going to rework the protector mastery? It entirely bypasses the new, 90 seconds long, shared cooldown for active defenses and that's widening the gap between dps characters and tanks / con stackers, even further.

    It doesn't entirely bypass it. Protector Mastery users are nerfed with this as well since they can no longer chain multiple ADs immediately and then wait for PM to un-CD them all. Now they can pop one, and then another one when PM procs, and then they have to wait because at that point PM and their ADs are on cooldown. They go from being able to pop 3+ right away, then 3+ when PM procs, to being able to pop 1, then 1 more when PM procs. Protector Mastery users, in fact, just got easier to kill because of this.

    They made a change that you wanted, and you're going nuts. Take a deep breath and re-read stuff before you cry foul.
    What? Buffing block (damage resistance) by giving it more damage resistance, doesn't buff it? Are you coo-coo? Or do you mean the flat damage reduction? That's still a buff to block and block doesn't need a buff, at all.

    Putting the bonus resist that a power gives on the block layer does not make blocks stronger. There's a sticky about damage/resistance layers in the powers section I believe. You should read it, it might help you damage those pvp tanks better.
  • aesicaaesica Posts: 2,495 Arc User
    edited August 2019
    Not a huge fan of tripling the advantage point costs on Force/TK Shield's advantages. I mean I get it for Force Sheath, because it's a really good way to get extra energy under fire, but that's it. The defensive aspects of both advantages by themselves aren't worth it. I'll still use Force Sheath, but definitely not Telekinetic Reinforcement. That's going to need a buff to justify the huge cost hike.

    Other than that, I love the ultimate cooldown reductions and the active cycling fix is long overdue.

    Finally, is OV gloves Bastion really supposed to be the same Bastion provided by Reckless? This will cause the effects of one to devalue those of the other for anyone using both.
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  • theglasskittentheglasskitten Posts: 175 Arc User
    kaizerin wrote: »

    FC.31.20190810.1

    Active Powers
    • Active Offense and Defense powers now place powers of their type on a 90 second cooldown (from 30). This was done to address balance issues with using active powers back to back.
    • Active Offense powers no longer scale their duration with rank and have a flat duration of 15 seconds.
    • Added Active Power category for the powers list.


    ​​

    Ranking Imbue only increases the duration of the power. Since it will have a flat duration, will it be getting new advantages?

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  • wrathsoul1wrathsoul1 Posts: 671 Arc User
    kaizerin wrote: »

    FC.31.20190810.1


    Active Powers
    • Active Offense and Defense powers now place powers of their type on a 90 second cooldown (from 30). This was done to address balance issues with using active powers back to back.
    • Active Offense powers no longer scale their duration with rank and have a flat duration of 15 seconds.
    • Added Active Power category for the powers list.


    ​​

    Sooooooo, does this mean using a AD puts an AO under cooldown, now?
  • At a glance, I am curious as to why the advantages on Force Sheathe and TK Shield have been increased cost wise...have the benefits they provide been amended to be worth the new tripled cost?

    Because that looks like they should be on par with Voracious Darkness for such a cost.

    Voracious Darkness is expensive as hell but it's well worth it. I mean a shield that heals you somewhat - Force Sheath and TK Shield better bring it now. Extend the protection time of Force Shield and increase Ego Leech on TK and maybe it's balanced.

    If we're paying 3 points make it worth the perk.
  • theravenforcetheravenforce Posts: 6,776 Arc User
    At a glance, I am curious as to why the advantages on Force Sheathe and TK Shield have been increased cost wise...have the benefits they provide been amended to be worth the new tripled cost?

    Because that looks like they should be on par with Voracious Darkness for such a cost.

    Voracious Darkness is expensive as hell but it's well worth it. I mean a shield that heals you somewhat - Force Sheath and TK Shield better bring it now. Extend the protection time of Force Shield and increase Ego Leech on TK and maybe it's balanced.

    If we're paying 3 points make it worth the perk.

    Both are unlikely to get changed based on the direct feedback mentioned on Discord. At best they *might* be considered to be 2 point advantages.

    I do think the Force Sheathe change should be held back until an actual Force Power Set review can be accomplished. Because an effect like that could be turned into a unique EU which functions around self defense but that's a discussion for another day (or maybe never lol)

    Currently they still grant their LIVE benefits on PTS but with a tripled cost.
  • pantagruel01pantagruel01 Posts: 6,959 Arc User
    Voracious Darkness is expensive as hell but it's well worth it.
    Eh, no, Ebon Void is now at the state of "you probably shouldn't take this block". VD would be reasonable if it either had a stack cap of 10 or cost 1 and didn't stack at all, it's current state is that you should just use another defense.

    The reality is, at the current state of the game, it isn't worth the effort to maintain a block linger; you're either blocking everything or blocking nothing, and in the first case the linger doesn't do anything for you, in the second case the cost of maintaining the linger (in terms of not attacking) exceeds the benefit it grants. Thus, if it costs more than 1 point, it's trash.
  • spinnytopspinnytop Posts: 16,420 Arc User
    edited August 2019
    wrathsoul1 wrote: »
    kaizerin wrote: »

    FC.31.20190810.1


    Active Powers
    • Active Offense and Defense powers now place powers of their type on a 90 second cooldown (from 30). This was done to address balance issues with using active powers back to back.
    • Active Offense powers no longer scale their duration with rank and have a flat duration of 15 seconds.
    • Added Active Power category for the powers list.


    ​​

    Sooooooo, does this mean using a AD puts an AO under cooldown, now?

    It does not. Active Defense is a separate type from Active Offense.
    Voracious Darkness is expensive as hell but it's well worth it. I mean a shield that heals you somewhat - Force Sheath and TK Shield better bring it now. Extend the protection time of Force Shield and increase Ego Leech on TK and maybe it's balanced.

    If we're paying 3 points make it worth the perk.

    TK Shield was already widely known as the best block power. Instead of just making it less powerful, they increased a cost on its advantage. A fair adjustment. Since the goal was bringing it in-line, a buff wouldn't make sense.

    Force Sheath was way too good for 1 point. The increase to its cost makes sense, and again buffing it wouldn't make sense unless they're going to increase the cost even more.
    Eh, no, Ebon Void is now at the state of "you probably shouldn't take this block". VD would be reasonable if it either had a stack cap of 10 or cost 1 and didn't stack at all, it's current state is that you should just use another defense.

    The reality is, at the current state of the game, it isn't worth the effort to maintain a block linger; you're either blocking everything or blocking nothing, and in the first case the linger doesn't do anything for you, in the second case the cost of maintaining the linger (in terms of not attacking) exceeds the benefit it grants. Thus, if it costs more than 1 point, it's trash.

    The above is true if you're only considering cosmics ( and ignoring certain parts of those even ). If you do content in the other 99% of the game, Voracious Darkness is fairly strong.
  • qawsadaqawsada Posts: 700 Arc User
    Eh, no, Ebon Void is now at the state of "you probably shouldn't take this block". VD would be reasonable if it either had a stack cap of 10 or cost 1 and didn't stack at all, it's current state is that you should just use another defense.

    The reality is, at the current state of the game, it isn't worth the effort to maintain a block linger; you're either blocking everything or blocking nothing, and in the first case the linger doesn't do anything for you, in the second case the cost of maintaining the linger (in terms of not attacking) exceeds the benefit it grants. Thus, if it costs more than 1 point, it's trash.
    This is how I feel about the change with Force Shield's and Telekinetic Shield's change. I know for sure that Force Shield with the adv will be use on tanks to counteract the lost of energy gain from Defiance, and that alone was probably why it got hit with a nerf bat.
  • pantagruel01pantagruel01 Posts: 6,959 Arc User
    spinnytop wrote: »
    TK Shield was already widely known as the best block power. Instead of just making it less powerful, they increased a cost on its advantage. A fair adjustment. Since the goal was bringing it in-line, a buff wouldn't make sense.
    TK shield was known as one of the better block powers, not the best, and the reason for being good wasn't the linger, it was the +50% physical damage resistance.
    spinnytop wrote: »
    Force Sheath was way too good for 1 point.
    Which is why I see no-one actually using force shield....
    spinnytop wrote: »
    The above is true if you're only considering cosmics ( and ignoring certain parts of those even ). If you do content in the other 99% of the game, Voracious Darkness is fairly strong.
    The cost (in time and damage taken) to build and maintain stacks exceeds the value it gives.
  • spinnytopspinnytop Posts: 16,420 Arc User
    TK shield was known as one of the better block powers, not the best, and the reason for being good wasn't the linger, it was the +50% physical damage resistance.

    Well if you're arguing that they should instead reduce the damage resistance it gives on blocking I'll have to disagree with you, but feel free to make your case.
    Which is why I see no-one actually using force shield....

    I see people using it. Anecdotal evidence and all that.
    The cost (in time and damage taken) to build and maintain stacks exceeds the value it gives.

    Sure, if all you do is sit there and hold block. You don't need to do that though. Odd that you would say the time it takes to build stacks is too high and then say that the power would be improved if it went back to 10 stacks.
  • aesicaaesica Posts: 2,495 Arc User
    edited August 2019
    Voracious Darkness is expensive as hell but it's well worth it.
    Eh, no, Ebon Void is now at the state of "you probably shouldn't take this block". VD would be reasonable if it either had a stack cap of 10 or cost 1 and didn't stack at all, it's current state is that you should just use another defense.

    The reality is, at the current state of the game, it isn't worth the effort to maintain a block linger; you're either blocking everything or blocking nothing, and in the first case the linger doesn't do anything for you, in the second case the cost of maintaining the linger (in terms of not attacking) exceeds the benefit it grants. Thus, if it costs more than 1 point, it's trash.
    In fairness, VD is pretty good (as is Ebon Void) for non-cosmic content. When I'm soloing, it's not hard for me to quickly tap my block in between combo hits or otherwise to keep the linger up, and it does show noticeable benefits.

    Force Sheath is good too during non-cosmic content. A quick block tap will let you turn enemy hits on you into free energy while the linger lasts. It's especially useful if your energy is tight due to no team auras. Thus, I'd say the advantage is worth 3 points for Force Shield too.

    The only one I take issue with is the advantage on TK Shield. Other than that one bit of lingering defense, which really isn't even all that much, it doesn't do anything noteworthy. The defensive benefit it conveys doesn't justify a 3 point cost at all, kind of like how Electric Vengeance's damage output also doesn't justify 3 points. (I have it on one character and want to get rid of it asap because it's just not useful even though it looks cool.)
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • flowcytoflowcyto Posts: 11,354 Arc User
    edited August 2019
    These and the Might changes all look interesting. Will have to tinker around w/ them a bit more later. That said..

    Bug?: The icicles created by Ice Barrier still heal you and nearby allies (separate from the new healing rune). I'm unsure if this effect and the Cold Snap synergy are still meant to be there for this power (both are in the description, but not in the tooltip).

    The 'Regeneration' effect on Resurgence doesn't seem to be amply or accurately explained on its tooltip or in the power description. Right now it appears to give a rather powerful self-healing effect even w/o Regen (the slotted passive), though this doesn't show up anywhere in the combat log.

    Bug: Imbue's classification in Celestial's power selection is bugged.

    Bug: Imbue still only puts other AOs on a 30-sec shared cd.

    Imbue's duration is still 12 sec at base and increases w/ rank. Not sure if it was meant to be normalized w/ the other AOs, but if so then it'd need something else to reward ranking it. Also: Imbue's interaction w/ the player's current health when used still isn't mentioned anywhere. (I guess the fate of this AO is still in limbo :x )

    Bug: Fire All Weapons' cd is still its old one.

    Power Chord's cd was also left out, and I suggest that it also be reduced. Hopefully some of the weaker ults can also get another look, and AOs generally get changed to be more useful for dps.
    ________________
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  • sharkonadosharkonado Posts: 12 Arc User
    Force Shield
    Force Sheathe advantage: Increased cost to 3 advantage points (from 1).

    Telekinetic Shield
    Telekinetic Reinforcement advantage: Increased cost to 3 advantage points (from 1).

    These changes are unnecessary, undesirable, and should not make it to live.
  • bigshad24bigshad24 Posts: 17 Arc User
    edited August 2019
    kaizerin the AD nerf kind of totally neglects pvp, the power shadow strike should be nerfed by ten fold. If not then please dont nerf ADs because active defenses were kind of the only defense to shadow strike. and its not just shadow strike its things like tk lance, force cascade, and even infernal blast with pestilence. i can agree with you on nerfing AOs but ADs really didnt need it in my opinion. now the only real way to defend in pvp is if you go full dodge or tank passive. defense really doesnt work well either because it can be easily penetrated. 1 shadow strike npg combo with 14k hp or less can kill you now because ADs have a 1 1/2 minute cooldown and shadow strike has a cooldown of 30 seconds.
  • stairs0stairs0 Posts: 70 Arc User
    purin1 wrote: »
    Thank you so much for putting AOs/ADs on a shared cooldown. This has been needed for a long time. Big thumbs up!

    Yey! Builds are actually interesting again! The changes to shield adv points don't make much sense however. AT least for Aegis, there are easier ways to apply it spending fewer adv points. 2 points would be more justifiable imo
    bigshad24 wrote: »
    kaizerin the AD nerf kind of totally neglects pvp, the power shadow strike should be nerfed by ten fold. If not then please dont nerf ADs because active defenses were kind of the only defense to shadow strike. and its not just shadow strike its things like tk lance, force cascade, and even infernal blast with pestilence. i can agree with you on nerfing AOs but ADs really didnt need it in my opinion. now the only real way to defend in pvp is if you go full dodge or tank passive. defense really doesnt work well either because it can be easily penetrated. 1 shadow strike npg combo with 14k hp or less can kill you now because ADs have a 1 1/2 minute cooldown and shadow strike has a cooldown of 30 seconds.

    Lol, so... pvp will actually no longer be endless? Why is this a bad thing? Regardless, this sounds more like whining than anything. Same rules apply to everyone. Git good m8. 8^D


    [SIGPIC][/SIGPIC]
  • wingedkagoutiwingedkagouti Posts: 484 Arc User
    aesica wrote: »
    Force Sheath is good too during non-cosmic content. A quick block tap will let you turn enemy hits on you into free energy while the linger lasts. It's especially useful if your energy is tight due to no team auras. Thus, I'd say the advantage is worth 3 points for Force Shield too.
    As a counterpoint I'd argue that 3 points for a PvE centric advantage that doesn't provide much (if any) benefit in Cosmic encounters is too much.
  • jaazaniah1jaazaniah1 Posts: 4,262 Arc User
    I find that if you are dpsing or healing at a cosmic most of the time a R2 block is sufficient to survive. If you don't block (seems there are always some players who haven't learned how to do this) or don't block in time, it doesn't mater what level your block is.
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • theravenforcetheravenforce Posts: 6,776 Arc User
    edited August 2019
    I find it interesting that prior to this change, I don't recall anyone who supports this change...complaining that the advantages are too good or problematic.

    That being said, pantagruel's point about blocking and linger does make sense. Additionally future and current changes may make those advantages too good for their cost.

    Oh well.

    EDIT: With the changes to Force Sheathe and Telekinetic Reinforcement...I'm wondering if Antagonize will get similar treatment (unless for some reason its exempt from similar changes due to time constraints or something else at this point). What I mean is, these are INNATE bonuses to the block:

    2YyDhiW.png

    Can we expect them to be moved to one or two three point advantages in the future?
    Post edited by theravenforce on
  • kaiserin#0958 kaiserin Posts: 2,607 Cryptic Developer

    FC.31.20190810.5
  • spinnytopspinnytop Posts: 16,420 Arc User
    edited August 2019
    I find it interesting that prior to this change, I don't recall anyone who supports this change...complaining that the advantages are too good or problematic.

    What's interesting about it? Don't people support changes they didn't think up themselves all the time? .-.

    Also there's current content where the linger effects are really strong. Some people just don't consider most content when thinking about changes since they have very narrow interests.
    Post edited by spinnytop on
  • wolfrisgerrwolfrisgerr Posts: 7 Arc User
    edited August 2019
    delete this
  • flowcytoflowcyto Posts: 11,354 Arc User
    edited August 2019
    On the Power Chord changes: I can't say I'm fond of tying another Ult to a form, though the visuals and guitar riffs for Power Chord are cool enough that I could foresee getting it even w/o Enrage just for fun :x

    Bug: For Power Chord, it seems like Rock Concert's Exhilarate buff doesn't work on allies.
    Bug: Power Chord also still seems to be flagged and scaling as a ranged power.
    ________________
    <CO stuff> .: Petco :. // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • jaazaniah1jaazaniah1 Posts: 4,262 Arc User
    This is such an incredibly niche power I can't fathom why you are messing with it to make it even more nice. I've never used it on any might toon, but I do have two rock star support builds, and this was the only guitar based power that they had (other than the HW block). Why not make it more widely useful by making it so that its damage scales with any form?
    kaizerin wrote: »
    Power Chord
    • Increased activation period to 0.5 seconds (from 0.3).
    • Damage and cost adjusted based on the change.
    • Maintain damage now scales based on your Enrage stacks.
    • No longer provides a scaling damage bonus while maintaining.
    • Now properly applies Disorient when fully maintained.
    • Increased knock back distance significantly.
    • Changed damage to melee typed.
    • Rock Concert advantage: Exhilarate has been changed to apply a charge speed bonus and energy to nearby players.
    ​​

    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • jaazaniah1 wrote: »
    This is such an incredibly niche power I can't fathom why you are messing with it to make it even more nice. I've never used it on any might toon, but I do have two rock star support builds, and this was the only guitar based power that they had (other than the HW block). Why not make it more widely useful by making it so that its damage scales with any form?
    kaizerin wrote: »
    Power Chord
    • Increased activation period to 0.5 seconds (from 0.3).
    • Damage and cost adjusted based on the change.
    • Maintain damage now scales based on your Enrage stacks.
    • No longer provides a scaling damage bonus while maintaining.
    • Now properly applies Disorient when fully maintained.
    • Increased knock back distance significantly.
    • Changed damage to melee typed.
    • Rock Concert advantage: Exhilarate has been changed to apply a charge speed bonus and energy to nearby players.
    ​​

    I second this, I loved using this on my musical healer, provide a decent amount of help with damage and a damage buff to everyone for say, dps checks, etc. I honestly wish they leave it as it was, or go with jaazaniah's option.
  • atherrisatherris Posts: 28 Arc User
    jaazaniah1 wrote: »
    This is such an incredibly niche power I can't fathom why you are messing with it to make it even more nice. I've never used it on any might toon, but I do have two rock star support builds, and this was the only guitar based power that they had (other than the HW block). Why not make it more widely useful by making it so that its damage scales with any form?
    kaizerin wrote: »
    Power Chord
    • Increased activation period to 0.5 seconds (from 0.3).
    • Damage and cost adjusted based on the change.
    • Maintain damage now scales based on your Enrage stacks.
    • No longer provides a scaling damage bonus while maintaining.
    • Now properly applies Disorient when fully maintained.
    • Increased knock back distance significantly.
    • Changed damage to melee typed.
    • Rock Concert advantage: Exhilarate has been changed to apply a charge speed bonus and energy to nearby players.
    ​​

    Have to be angry rockstars now... Wait, are they suggesting that angry music hurts people!?! *Triggered*

    I'll (is the term "third this", or "second this too"?), very much like it as it is, as nice as a charge speed bonus sounds. As for making it's damage scale on enrage stacks... uh... why? Just make it like your average power, scaling on melee or ranged with the higher base damage, rather than enrage. Don't see any reason to have it based on a particular form.
  • avianosavianos Posts: 5,455 Arc User
    Niche power is the best term to describe Power Chord
    MEANWHILE here I'm waiting for a legit Heavy Weapons ultimate that doesn't use this Guitarist gimmickonion-63.gif​​
    POWERFRAME REVAMPS and BUG FIXES > Recycled Content and Events
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  • As for the AD change, I'm not against it, but I have one concern with it. I'm not that much into pvp nor do I care much about it, but after the wardicator change, it seems most pvpers have gone to protector mastery, to AD cycle, cuz you normally coudn't unless intelligence primary with nanobot swarm, and people who don't use that, will struggle defending or healing up against them, I know most people don't like pvp, and they have a good reason as to why, but this change might just ruin it even more, as if it wasn't awful already.
  • jaazaniah1jaazaniah1 Posts: 4,262 Arc User
    edited August 2019
    Mostly I wish they would just make a new power with a new animation that does what they are thinking about doing to Power Chord and leave PC correct ( ;) ). E.g. the figure whirls the weapon over head and then slams it tip/head down on the ground putting cracks in the surface.
    avianos wrote: »
    Niche power is the best term to describe Power Chord
    MEANWHILE here I'm waiting for a legit Heavy Weapons ultimate that doesn't use this Guitarist gimmickonion-63.gif​​

    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • nacito#6758 nacito Posts: 871 Arc User
    bug
    unknown.png​​
    Just another reptile lover, known in game as @nacito
    hxTY7Ot.jpg
    This is a big journey, so far if you're reading this, wish you a good day
  • ownzd4ownzd4 Posts: 5 Arc User
    edited August 2019
    I was just wondering why the change for Unstoppable changed from procing when knocking enemies to being knocked yourself? it seems just like a really bad version of Way of the warrior. Worse defense capability and the same Damage, now it doesn't even give an increase to energy gain.
This discussion has been closed.