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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Comments
Because that looks like they should be on par with Voracious Darkness for such a cost.
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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)
This is a major buff for all of those ultimates
THANK YOU \o/
And more Healing runes is always welcome
MAJOR O O F
No more shielding+energy for Force Shield
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
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).
Epic Stronghold
Block timing explained
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 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.
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.
Epic Stronghold
Block timing explained
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.
Silverspar on PRIMUS
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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.
Epic Stronghold
Block timing explained
Block is the least thing that deserves a buff, since it's too op already.
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.
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.
Epic Stronghold
Block timing explained
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.
Epic Stronghold
Block timing explained
It wasn't removed though. I'll gladly take the 3 pt with rank 2. It's just 2% less damage resist.
Good, then people can make their builds more fun and less min/maxed. Win win situation.
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.
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.
My super cool CC build and how to use it.
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.
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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╚══.¸Menagerie
Sooooooo, does this mean using a AD puts an AO under cooldown, now?
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.
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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.
Epic Stronghold
Block timing explained
It does not. Active Defense is a separate type from Active Offense.
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.
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.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
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.
I see people using it. Anecdotal evidence and all that.
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.
My super cool CC build and how to use it.
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.)
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.
- Be safe and have fun, champs - for science!
These changes are unnecessary, undesirable, and should not make it to live.
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:
Can we expect them to be moved to one or two three point advantages in the future?
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FC.31.20190810.5
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.
My super cool CC build and how to use it.
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.
- Be safe and have fun, champs - for science!
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.
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.
MEANWHILE here I'm waiting for a legit Heavy Weapons ultimate that doesn't use this Guitarist gimmick
This is a big journey, so far if you're reading this, wish you a good day