Fixed an issue where Broomstick and Hoverboard travel powers were playing the wrong animation while underwater.
New Power: Relentless Pursuit. Single Blade. Lunges a short distance and deals continuous slashing damage to a foe while rooting them for a short time.
Lockbox
Added contents of the Goth lockbox to the Collector's store.
Relentless Pursuit is interesting, but has some odd behavior.
- The lunge adds its distance to the range of the power. You can lunge from up to 25 feet, where the lunge will stop 10 feet (max melee range) from the target. I haven't tried max-distance lunging at a target moving away from you, but I imagine that might land you outside melee range at the end of the lunge.
- Relentless Pursuit's damage breaks its own Root effect, quickly generating Root Immunity on the target. This is similar to other root-spam powers like Devour Essence (Phlebotomist), but is more of an issue on Relentless Pursuit due to its self-root.
- The Single Minded advantage's duration feels too short. More than a 5 second break between full maintains, and you risk dropping the stack. I imagine the advantage could be a nice tradeoff to maximize damage as your main attack against endgame boss content; but block-this-area-attack mechanics in those fights would either interrupt the current maintain or create too long of a break between maintains. I think doubling the duration to 20 seconds would feel like a better fit.
Is the Skateboard available for testing? I don't see it at the Debugger, and I assume it's a "complete mission x times" reward for The Real Foxbat, which I don't see enabled yet...but maybe I'm just missing something obvious.
The CCer in me cried (that's 98.6%). I don't know if roots provide a stack of cc resistance but it is absolutely necessary to root instead of just snare?
They apply root resistance, which doesn't interact with other forms of CC (it's why people use entangling mesh for stack maintenance against dogs). Roots are pretty much the most useless form of CC in the game, as they are broken by damage, acquire resistance, and don't prevent the target from lunging.
- Relentless Pursuit's damage breaks its own Root effect, quickly generating Root Immunity on the target. This is similar to other root-spam powers like Devour Essence (Phlebotomist), but is more of an issue on Relentless Pursuit due to its self-root.
Did you try it against a regular training dummy? The supervillain ones are going to apply root resistance either way.
Suggestion - Relentless Pursuit
Your suggestion
Could you make it a 180/90 degree arc with max 5 target
Advantage - Each stack of bleed give 3-5% extra damage(2 points)
Bug -Relentless Pursuit
What happens
Lunge mechanic seems to be broken. Lunging from max distance seems to stop you 10 feet away from target and if I'm not mistaken you're missing all the hits.
Did you try it against a regular training dummy? The supervillain ones are going to apply root resistance either way.
Good call. Yeah, looks like the Supervillain rank was the culprit. Root seems to work as intended on the regular Villain dummies.
In addition to the suggested duration increase for Single Minded, I think it would be reasonable to make it 1 stack that gives 30% bonus damage. Waiting 15 seconds to stack 3 increments of 10 feels too long.
Personally, I find low range lunges really really weird.
The distance it travels as others have pointed out is rather strange at max range (15ft).
It goes from here:
to:
which is just outside the melee range (just looks a bit weird).
Suggestion: I'd tie the base damage increase from Single Minded to stacks of Bleed on a target, instead of constant maintains. So 6% base damage increase per stack of Bleed OR 20% base damage increase from fully maintaining vs target affected by Deep Wound.
OR
Suggestion: Similar to the above but, 5% base damage increase per stack of Bleed on a target and a further 5% base damage increase if affected by Shredded.
If it has to remain as is, then increase duration of Single Minded to 15 or 20 seconds per stack please.
Love the final poses (VBlade reskin apparently?) Would love to see more of it!
The lunge aspect of it is cool but by rooting the player and enemy for the duration feels alot less like the description. Maybe a "/follow" during the maintain as part of the power would be more desirable.
- -
Can we have the conversation about removing Root from CC list? Give it no cc buff and standardized. BUT ALSO CCers aren't instantly accosted efficacy for every melee build their teamed with.
If crowd control is to remain a zero sum mechanic then roots gotta go. I also can't think of many builds depending on Root for their manip stacks.
Can we have the conversation about removing Root from CC list? Give it no cc buff and standardized. BUT ALSO CCers aren't instantly accosted efficacy for every melee build their teamed with.
Root Resistance has no direct or indirect detrimental effect to Hold Resistance stacks as it operates on its own type of resistance.
As Panta previously noted, some CC builds use roots to build manipulator because of this. So no loss really!
Comments
- The lunge adds its distance to the range of the power. You can lunge from up to 25 feet, where the lunge will stop 10 feet (max melee range) from the target. I haven't tried max-distance lunging at a target moving away from you, but I imagine that might land you outside melee range at the end of the lunge.
- Relentless Pursuit's damage breaks its own Root effect, quickly generating Root Immunity on the target. This is similar to other root-spam powers like Devour Essence (Phlebotomist), but is more of an issue on Relentless Pursuit due to its self-root.
- The Single Minded advantage's duration feels too short. More than a 5 second break between full maintains, and you risk dropping the stack. I imagine the advantage could be a nice tradeoff to maximize damage as your main attack against endgame boss content; but block-this-area-attack mechanics in those fights would either interrupt the current maintain or create too long of a break between maintains. I think doubling the duration to 20 seconds would feel like a better fit.
Is the Skateboard available for testing? I don't see it at the Debugger, and I assume it's a "complete mission x times" reward for The Real Foxbat, which I don't see enabled yet...but maybe I'm just missing something obvious.
Epic Stronghold
Block timing explained
Did you try it against a regular training dummy? The supervillain ones are going to apply root resistance either way.
Your suggestion
Could you make it a 180/90 degree arc with max 5 target
Advantage - Each stack of bleed give 3-5% extra damage(2 points)
Bug -Relentless Pursuit
What happens
Lunge mechanic seems to be broken. Lunging from max distance seems to stop you 10 feet away from target and if I'm not mistaken you're missing all the hits.
Good call. Yeah, looks like the Supervillain rank was the culprit. Root seems to work as intended on the regular Villain dummies.
In addition to the suggested duration increase for Single Minded, I think it would be reasonable to make it 1 stack that gives 30% bonus damage. Waiting 15 seconds to stack 3 increments of 10 feels too long.
Personally, I find low range lunges really really weird.
The distance it travels as others have pointed out is rather strange at max range (15ft).
It goes from here:
to:
which is just outside the melee range (just looks a bit weird).
Suggestion: I'd tie the base damage increase from Single Minded to stacks of Bleed on a target, instead of constant maintains. So 6% base damage increase per stack of Bleed OR 20% base damage increase from fully maintaining vs target affected by Deep Wound.
OR
Suggestion: Similar to the above but, 5% base damage increase per stack of Bleed on a target and a further 5% base damage increase if affected by Shredded.
If it has to remain as is, then increase duration of Single Minded to 15 or 20 seconds per stack please.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
The lunge aspect of it is cool but by rooting the player and enemy for the duration feels alot less like the description. Maybe a "/follow" during the maintain as part of the power would be more desirable.
- -
Can we have the conversation about removing Root from CC list? Give it no cc buff and standardized. BUT ALSO CCers aren't instantly accosted efficacy for every melee build their teamed with.
If crowd control is to remain a zero sum mechanic then roots gotta go. I also can't think of many builds depending on Root for their manip stacks.
Quite like this piece!
Has the option to be more of a "snowboard" as well (basically skateboard minus wheels)
Has an option to add emblems to the board:
Additionally, has 7 Patterns available which all use the four colour channels.
Patterns are as follows:
Pattern 1
Pattern 2
Pattern 3
Pattern 4
Pattern 5
Pattern 6
Pattern 7
Suggestion: Please consider making Skateboard (with wheels and without wheels) a Hoverboard skin for players.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
Root Resistance has no direct or indirect detrimental effect to Hold Resistance stacks as it operates on its own type of resistance.
As Panta previously noted, some CC builds use roots to build manipulator because of this. So no loss really!
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________