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Feedback Thread: Powers

kaiserin#0958 kaiserin Posts: 3,202 Cryptic Developer
edited September 2022 in PTS - The Archive

FC.31.20220721.2

Force
Dev Note: Force has been made to work with its shields a bit more and given some general Forms and Energy Unlocks. There are some additional changes I'd like to make to the passives (giving Personal Force Field something to better restore its shield effects, turning Inertial Dampening Field into a support passive, etc), but due to time constraints those may not happen this patch cycle.


New Effect: Power Shield
  • Places a shield on a enemy target, striking the target returns energy to you. The shield does not provide any damage absorption.



Force Blast
  • New Adv (2): Applies Demolish on full charge.
  • New Adv (2): Fully charging this power applies a shield effect on you. Scales with your protection Field rank.



Crushing Wave
  • Moved to Tier 1.
  • Changed to apply every 0.5 seconds (from 1).
  • Disruptive Force: Chance to knock down every hit.
  • New Adv (2): Chance to apply a Power Shield to targets.
  • New Adv (2): Maintaining this power temporarily shields you.



Kinetic Manipulation
  • Added knock resistance.



Gravitic Ripple
  • Corrected fx for area effect.
  • No longer applies gravity well.
  • This power now repels away targets.
  • Changed activation period ot 0.5 seconds (from 1).
  • Reduced cooldown to 10 seconds (from 30).
  • New Adv (2): Repels targets towards you instead of away.



Force Eruption
  • Gravitational Polarity Adv: Now applies a Power Field Rune in place of its old effect, which restores energy over time.
  • New Adv (3): if you are affected by a direct Shield effect, removes it and shields nearby allies.



Protection Field
  • Fixed a bug where it stated the energy gained from this power scaled with Ego. It scales with Recovery.
  • Expel Impurity Adv: Reduced cost to 1. Number of effects removed now scales with rank. Can now remove most damage over time effects.
  • New Adv (1): Applies breakout damage to the target.



Redirected Force
  • This power is now an Active Ultimate.
  • Provides a continuous shield to yourself and allies that uses resistance.
  • Gratly increases knock resistance of yourself and allies.
  • Makes you immune to most forms of control effects while maintaining.
  • Allies hit grants you energy.
  • Grants a stacking buff that increases your base damage for a short time. This effect expires once you attack.
  • New Advantage (1): This power counts as using a block for power interaction purposes for a short time. This does not grant any buffs, it only provides protections against powers that check if you are blocking for interaction purposes. The duration increases based on the rank of your Force Shield power.



Force Cascade
  • Reduced the damage on this power.
  • New Advantage (2): Turns this power into a single target ability. Boosts damage.
  • New Advantage (2): If you are affected by a direct Shield effect, when fully charged consumes the shield, increases the radius of this power and deals additional damage to secondary targets. If your target is affected by a shield effect, deals additional damage around them.
  • Removed Containment Blast advantage.



Gravity Driver
  • Reduced damage.
  • Removed Stun effect.
  • Knockdown can now apply to all affected targets.
  • New Adv (2): Applies a Stun to targets.



Force Geyser
  • New Adv (2): Applies Power Shield to nearby targets.



Containment Field
  • New Adv (2): Applies Power Shield to nearby targets.



Force Detonation
  • Corrected power cost.
  • Now deals increased damage against knock immune targets.



New Power: Force Control
  • Form
  • Boosts ranged damage primarily. Scales off of Endurance.
  • Triggers when attempting to knock a target.
  • Placeholder icon.



New Power: Vital Shielding
  • Form
  • Boosts healing ands shield strength. Scales off of Endurance.
  • Triggers when applying any direct shield effect or inverting shield effects.
  • Placeholder icon.


  • New Power: Impact Force
  • Energy Unlock
  • Scales off of Endurance and Recovery.
  • Triggers when attempting to knock a target.
  • Placeholder icon.



New Power: Power Barrier
  • Energy Unlock
  • Scales off of Endurance and Recovery.
  • Triggers when applying any direct shield effect or inverting shield effects.
  • Placeholder icon.




Please format any bugs you find in the following format:
Bug
Where it happens
What happens

BBCode:
[color="#ff0000"]Bug
Where it happens
What happens[/color]

HTML:
<font color="#ff0000">Bug
Where it happens
What happens</font>

Please format any suggestions you have in the following format:
Suggestion
Your suggestion

BBCode:
[color="#4a86e8"]Suggestion
Your suggestion[/color]

HTML:
<font color="#4a86e8">Suggestion
Your suggestion</font>


​​
Post edited by kaiserin#0958 on
«134

Comments

  • kaiserin#0958 kaiserin Posts: 3,202 Cryptic Developer
    edited August 2022

    Ultimates

    Crashing Incantation
    • Increased range to 25ft (from 20).



    Mental Impact
    • Increased range to 25ft (From 20).
    • Increased damage.



    Vorpal Blade/Bladed Fury/Meltdown
    • Increased range to 20ft (from 15).



    Meteor Blaze
    • Increased range of initial hit to 25ft (from 20).
    • Increased Pyre Patch damage.



    Planar Fracture
    • Fixed a bug where the damage from this power did not count as a Sorcery ability.
    • Increased damage.



    Corrosive Pit
    • Fixed a bug where the pit effect could critically hit.
    • Increased damage.



    EndBringer's Grasp
    • Increased range to 25ft (from 15).
    • FX adjustments.






    Wind

    Wind Reverberation
    • This power should apply more reliably against Repel immune targets.



    Hurricane
    • Fixed incorrect power cost.
    • Moved this power to Tier 2.



    New power: Weather Shaping
    • Form
    • Boosts ranged damage primarily. Scales off of Endurance.
    • Triggers when attempting to Repel a target.






    Ice

    Icicle Spear
    • Removed bonus damage with Chill stacks.
    • Increased base damage of power.
    • New Adv (2): Increases base damage based on number of your Chill stacks on a target.



    Ice objects
    • Lots of under the hood changes have been made to Ice Objects made by ice powers for optimization purposes. Please check to make sure they are functioning properly.



    Wall of Ice
    • Increased duration to 16 seconds (from 6).
    • Increased overall damage.
    • Reduced chance to apply Chilled to 15% (from 50) due to duration increase. Chance now increases with rank.
    • New Adv (2): Instead of applying Chilled, this power can now apply Bleed.







    Martial Arts

    Shadow Strike
    • This power has been removed from Night Warrior and is now an Ultimate power.
    • Reduced damage.
    • This power can now critically hit.
    • Increased activation time to 1 sec.
    • This power is considered to be a Claws power for mod purposes.



    Night Warrior
    • No longer ignores defenses.
    • Increased damage bonus.
    • Increased Avoidance Rating.



    Stealth
    • Reduced bonus damage at R3.
    • Increased Perception Stealth bonus.
    • Updated Stealth fx.






    Munitions

    Hold Out Shot
    • New Adv (2): Applies Frail Armor to targets.



    Bullet Ballet
    • Updated tooltip.



    Two-Gun Mojo
    • Close the Gap Adv: Increased bonus damage to 35% (from 30).



    Rocket
    • Reduced cooldown to 15 seconds (from 20).



    Concussion Grenade
    • New Adv (2): Applies Demolish to your primary target if they are affected by Disorient.
    • New Adv (2): Applies Disorient to targets.



    Mini Mines
    • New Adv (2): Applies Disorient to targets.







    Misc

    Armor Piercing/No Quarter/Burn Through
    • These debuffs are now considered personal debuffs. Only the person who applied the debuff can now benefit from their effects.



    Repel
    • All player repel effects now grant repel resistance. Against npcs this effect is minor, where against players this effect grants a greater resistance boost.



    Energy Form
    • This effect has been retired. If you find any mentions of it, please report it.



    New Effect: Frail Armor
    • Reduces Piercing damage resistance on a target.



    Desperate Shot
    • New Adv (2): Applies Frail Armor to targets.
    • Updated tooltips.



    Nuclear Shockwave
    • Lowered Damage.
    • Reduced cooldown to 15 seconds (from 30).



    Energy Wave
    • Reduced cooldown to 10 seconds (from 15).
    • Fixed incorrect power cost.



    Ball Lightning
    • Fixed incorrect power cost.



    Call To Battle
    • Reduced cooldown to 20 seconds (from 30).
    • New Adv (1): Using a damaging Brick power reduces the cooldown on this power.



    Howl
    • Reduced cooldown to 20 seconds (from 30).
    • New Adv (1): Using a damaging Supernatural power reduces the cooldown on this power.



    Moonstruck
    • Frenzy Adv: Removed cooldown effect. Now adds shield effect to the caster while standing in Moonlight if you have used the Howl power.



    Tractor Beam
    • Final Delivery Adv: Fixed a bug where this knock ignored resistances.



    Ricochet Throw
    • Moved to Tier 0.
    • New Adv (2): Fully charging this power applies Shredded to your initial target.



    Banish
    • New Adv (2): Applies Power Shield to nearby targets.



    Holy Water
    • Increased breakfree damage.



    Mindful Reinforcement
    • Revitalizing Boost: Fixed an issue where this advantage was scaling off the target's Presence.
    • New Adv (1): Applies breakout damage to the target.



    Lance Rain
    • Reduced cooldown to 10 seconds (from 20).




    Defile
    • New Adv (2): Increases base damage based on the number of poison stacks on a target.









    Devices
    Demonic Flesh Graft/Force Shield Belt
    • Reduced cooldown to 60 seconds (from 180).






    Specs

    Vulnerability/Trapped/Initiative/Debilitating Challenge/Rend
    • Updated tooltips.



    Honor
    • Changed to boost base damage.
    • Reduced damage boost to 2.5% (from 5) to account for base damage boost.
    • Changed to only trigger on direct heals.
    • Will no longer expire on dots.



    Enforcer
    • Now affects ranged combo powers.



    Arbiter/Overseer Ruthless
    • Increased max count to 3 (from 2).



    Arbiter Aura/Overseer Aura
    These specs have been retired.
    Dev note: The damage bonuses on these specs were negligible. We chose not to buff them due to teamwide auras like that being taxing on the game.



    Enhanced Mending
    • This spec will be replacing Arbiter Aura and Overseer Aura.
    • Increases the duration of Rune powers when attacking.



    Arbiter Mastery
    • Can no longer heal targets at full health.
    • Heal can no longer be dodged.



    Wither
    • This effect was being applied directly on the Mez effect, which prevented it from being used against any target that was immune to those effects. This effect has now been changed to work on those targets, and its duration scales based on rank of the target.






    FC.31.20220721.4

    Powers

    Power Shield
    • Effect can now be refreshed.



    Shield Effects
    • Direct Shields and Personal Force Field now credit during open missions.
    • Note: Some open missions may not credit damage taken, please call those out.



    Shadow Pact/Gravitic Ripple
    Fixed a bug where this wasn't triggering Repel effects.



    Icicle Spear
    • Fixed a bug where this power was innately applying Clinging Flames.



    Ice Cages
    • Fixed a bug where Ice Cages were not triggering specs that triggered off of roots.



    Force Detonation
    • Made the Field Inversion effect innate to this ability.
    • New Adv (2): Knocks Up targets instead of back.
    • New Adv (2): Applies Restoration.



    Force Eruption
    • Field Expulsion: Shield effect will no longer trigger if there are no applicable targets nearby.



    Shadow Strike
    • Fixed an issue with the R3 damage.



    Force Bolts
    • New Adv (2): Chance to apply Power Shield.



    Containment Field/Banish
    • Now applies Power Shield on immune targets.



    Field Surge
    • The amount it repairs your Personal Force Field now scales with how potent it is.
    • Increases the regeneration of PFF as if you were blocking.
    • Shield granted by this power now takes into account your resistances.



    Sorcery Aura Passives/Medical Nanites
    • Updated the way these powers grant their bonuses for optimization purposes. Please check to make sure they are applying properly.



    Sentinel Aura
    • This specialization will now only trigger while in combat.



    Inertial Dampening Field
    • This power is now a Support Passive
    • Can only be slotted in Support role.
    • Reduced shield effect.
    • Shield effect now takes into account resistances.
    • Increases Knock and Hold resistance.



    Forms
    • Fixed an issue where some forms were not triggering.



    Frail Armor
    • Fixed an issue where this effect was not applying properly.



    Redirected Force
    • Fixed an issue with how the bonus damage was applying.



    New Power: Singularity Bomb
    • Tier 2 Force
    • 15 Second Cooldown
    • Deals Crushing damage and knocks targets towards your primary target.
    • Chance to apply power shield based on charge time.
    • Adv (2): Instead of knocking, on full charge this power now Paralyzes the primary target and stuns secondary targets.



    New Power: Shield Restoration
    • Tier 1 Force
    • Applies a small shield to targets within the rune.
    • If the target is affected by a Direct Shield, restores the shield instead.






    FC.31.20220721.7


    Powers
    • Fixed an issue where some NPC's inherited the changes to Force Detonation.


    Inertial Dampening Field
    • Directly shielding allies now improves the effectiveness of your shields and the damage absorption on this power for a short time.



    Shielding Rune
    • Adjusted the shield restoral scaling effect to scale off of your Endurance.
    • Adjusted scaling of the shield effect.



    Force Blast
    • Fixed an issue where Demolish would not reapply.



    Singularity Bomb
    • Adjusted sound.




    Become Devices
    • Fixed an issue where the Disable effect would disable these devices.




    Psionic Echoes Device
    • Fixed an issue where these would expire after their target was defeated.






    FC.31.20220721.9


    Powers
    New Power: Tornado
    • Wind Ultimate
    • Deals Crushing and Cold damage to nearby targets.
    • Deals Crushing damage to far away targets.
    • Pulls in far away targets.
    • Chance to repel, knock back or knock up near targets.
    • Grants flight.
    • Grants immunity to Control effects while maintained.



    Strafing Run
    • Corrected cost.
    • Adjusted damage per hit. Overall damage remains the same.



    Shadow Strike
    • Fixed a bug where this power wasn't triggering Ultimate based effects.



    Lead Tempest
    • Fixed a bug where the damage chance of this power was not varying based on range.



    Showdown/Power Chord
    • Now applies knock resistance and CC immunity while maintaining.



    Fury of the Dragon
    • Corrected power cost.



    Force Cascade
    • Tooltip fixes.



    Inertial Dampening Field
    • Tooltip fixes.



    Support Passives
    • Lingering effects now expire when the passive is swapped out.






    Devices
    Roinesh Artifact
    • Now has unique values independent from Planar Fracture.



    Invocation of the Eclipse
    • Now considered ranged damage.
    • Reduced overall damage.
    • Reduced activation to time 1.67 sec (from 2).



    Totemic Helm
    • Fixed a bug where this power didn't always apply properly.



    Tame Warbeast/Horn of Allegiance/Slaver Remote
    • Now a toggle device to match other summon devices.






    FC.31.20220721.10


    Powers
    Support Auras
    • Fixed a bug where some untargetable pets were taking up spots for support auras.
    • Fixed a bug where some pets weren't being affected by support auras.
    • Reduced activation period for support auras.



    Specs
    • Fixed a bug where various summoned entities were being extended by Enhanced Mending.




    Devices
    Pirated override Codes
    • Now a toggle ability to match other device summons.
    • Added device to Fixer vendor to correct versions with a fixed lower level.
    Post edited by kaiserin#0958 on
  • spookyspectrespookyspectre Posts: 641 Arc User
    edited July 2022
    Wow and folks were wondering when the next powerset review would be! Even the Specialization tress are being fixed! Double wow!! :smile::smile:
    Post edited by spookyspectre on
  • wrathsoul1wrathsoul1 Posts: 667 Arc User
    Crashing Incantation
    Increased range to 25ft (from 20).

    You meant radius, right? Unless it's range is nerfed to 25ft?
  • spookyspectrespookyspectre Posts: 641 Arc User
    wrathsoul1 wrote: »
    Crashing Incantation
    Increased range to 25ft (from 20).

    You meant radius, right? Unless it's range is nerfed to 25ft?

    I'm sure it's radius
  • vonqballvonqball Posts: 938 Arc User
    Thassalotta changes at once!
  • miorummiorum Posts: 66 Arc User
    edited July 2022
    Out of the grand total of two Ranged (50ft+) powers in that set which do Slashing damage (Ricochet Throw at 100ft and Throwing Blades at 50ft) ... you took the former and gave it a Shredded application advantage, effectively 'balancing' the damage it could potentially do ... while boosting the only other Slashing damage 50ft+ power, which is an AoE.

    I'm not sure I understand why that particular choice was made.

    Edit: there's also Boomerang Toss (50ft) and Shuriken Throw (100ft), one of them an Energy Builder. There's a grand total of 4 Ranged powers benefiting from Shredded, one of the arguably strongest now 'balanced' to apply said debuff in the first place.

    Those who know me well enough know I've been asking for a Ranged Shredded applicator for a while (I play a niche build), but this feels like the monkey's paw has curled a finger.

    Suggestion:

    Either:
    A ) Create an additional ranged power to cast Shredded -- there is no Boomerang 'combo';
    B ) Lower the cost of Ricochet Throw's Microelectric Controllers to 1; or
    C ) Have Shredded on Ricochet Throw be innate on a full cast.

    Post edited by miorum on
    In-game, I'm The_Kef -- ¯\_(ツ)_/¯ "That's really it for Champs."
  • theravenforcetheravenforce Posts: 6,963 Arc User
    edited July 2022
    BUG: Focus stacking issue.
    Where it happens: PTS - Form of the Tempest/Tiger
    What happens: Form of the Tempest no longer grants Focus stacks.


    (ty Steel Ghost / Hound)

    --

    BUG: Redirected Force
    Where it happens: PTS
    What happens: The shield that Redirected Force grants the caster and allies within its radius appears to be fluctuating wildly for the entire duration.


    --

    BUG: Noxious Poison interaction (from Corrosive Pit).
    Where it happens: PTS
    What happens: The timer for Noxious Poison seems to continue ticking down while tapping Infernal Blast (using the Virulent Propagation advantage), even though the timer that is seen on the target indicates that it has been refreshed.


    (ty Pernicious / Axis)

    --

    BUG: Redirected Force
    Where it happens: PTS
    What happens: The damage buff that Redirected Force applies stacks to 10 on every user of Redirected Force present in the vicinity, allowing each user to gain in excess of 10 stacks. i.e. 2 users casting at the same time, gain 20 stacks each and the damage buff applies.


    I think the duration of this buff should be extended greatly and make it a buff that sticks around for up to 40 seconds unless it is consumed by dealing damage. At higher level game encounters, sometimes blocking is a sustained feature that may be required in excess of 7 seconds, so this buff duration / linger should be adjusted to compensate.
    Post edited by theravenforce on
  • deadman20deadman20 Posts: 1,460 Arc User
    I like a majority of the Force changes. Being able to gain shielding via more attacks is something the set will benefit from as a whole. In addition we get a new mechanic to lean on in Power Shield. Less about seeing how quickly we can ping pong the enemy before they become immune to our shenanigans. I am interested in what sort of passive IDF will be turned into in due time, though I will miss it as a form.

    --

    However... Personal Force Field, with nothing about it changing, still has fundamental issues that need to be addressed. As it stands, PFF will still struggle during sustained engagements, especially during Cosmics where incoming damage is significantly higher than its shielding can manage or when those mechanics outright ignore shielding effects as with Kigatilik's passive storm... The shielding from PFF is quick to fizzle out and hard to recover when required to block during cosmic mechanics, which is rather odd since blocking is supposed to increase the shield regen and make PFF tougher.

    I'm not entirely sure what to do with PFF, but its best use-case is to use it as a buffer at the beginning of an engagement, and then either forget about it or struggle to feed it beyond those first few seconds being a half-extension to the HP bar.

    --

    Ice Objects appear to be functioning normally... including CC-immune targets instantly destroying Ice Cages that try to control them.
    Steam Guide to Modifications and Equipment (Champions Online) - DZPlayer's Builds (Last updated: 3/26/2018)
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  • theravenforcetheravenforce Posts: 6,963 Arc User
    edited July 2022

    BUG: Force Cascade
    Where it happens: PTS
    What happens: The description for Force Cascade mentions a relic effect called "Exhaustion" which is a lockout for Force Cascade after charging. Please can the description be updated to remove this reference.


    BUG (?): Power Shield effects
    Where it happens: PTS
    What happens: The Power Shield effect does not seem to refresh duration when conditions are fulfilled. Is this intended?
    Post edited by theravenforce on
  • lunnylunnylunnylunny Posts: 187 Arc User
    Electric Sheath mentions being an Energy Form.
  • theravenforcetheravenforce Posts: 6,963 Arc User
    BUG (?): Force Eruption's Field Expulsion advantage
    Where it happens: PTS
    What happens: This effect seems to consume and then further disperse Nimbus of Force device, is this intended?
  • theravenforcetheravenforce Posts: 6,963 Arc User
    edited July 2022
    Suggestion: Force Eruption's Field Expulsion advantage
    Your suggestion: Is there a way to make this actively check for nearby allies? I'm wondering if its possible that this advantage doesn't activate on full charge if you are just knocking back enemies? OR if this could be made to only apply shields on tap, instead of full charge?
    Post edited by theravenforce on
  • jer#1883 jer Posts: 52 Arc User
    Is there a reason why Weather Shaping makes hurricane do less damage than when I use either chilled form or concentration?
    I'm a raging whirlwind like the tornadoes I can make. WATCH OUT!!!
    Y9MfgKA.jpg
  • deadman20deadman20 Posts: 1,460 Arc User
    jer#1883 wrote: »
    Is there a reason why Weather Shaping makes hurricane do less damage than when I use either chilled form or concentration?

    Is it Hurricane in particular or are all powers similarly less potent? The former is more likely a bug, while the latter is more than likely due to the form's choice of scalar stat.

    Remember that Endurance offers no innate bonus to damage, where a Dex-scaled Chilled Form or Ego-scaled Concentration also have their stats respective innate bonuses. Crit from Dex, Ranged Damage from Ego.
    Steam Guide to Modifications and Equipment (Champions Online) - DZPlayer's Builds (Last updated: 3/26/2018)
    And I will always be @DZPlayer122.

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  • theravenforcetheravenforce Posts: 6,963 Arc User
    edited July 2022
    Suggestion: Force Control
    Your suggestion: Buff stacks of this toggle form to be renamed to KINETIC ENERGY


    Suggestion: Vital Shielding
    Your suggestion: Buff stacks of this toggle form to be renamed to SURGING SHIELDS


    Suggestion: Power Barrier
    Your suggestion: EU to be renamed to ENERGIZED SHIELDING or ENERGIZED BARRIER


    Suggestion: Power Shield
    Your suggestion: Effect to be renamed to Combat Forcefield
  • shadowolf505shadowolf505 Posts: 696 Arc User
    edited July 2022
    BUG: Focus stacking issue.
    Where it happens: PTS - Form of the Tempest/Master/Swordsman/Tiger
    What happens: Form of the Tempest no longer grants Focus stacks.


    (ty Steel Ghost / Hound)

    Swordsman works and grants stacks for me, as linked here.
    f62ui5jquh2u.png

    Master also works and grants stacks for me, as linked here.
    er9rw8fszanm.png

    Tempest doesn't grant stacks, nor Tiger however.

    || Main Tank || DPSer || Healer || CCer || Altoholic || @shadowolf505 in game ||
  • theravenforcetheravenforce Posts: 6,963 Arc User
    BUG: Focus stacking issue.
    Where it happens: PTS - Form of the Tempest/Master/Swordsman/Tiger
    What happens: Form of the Tempest no longer grants Focus stacks.


    (ty Steel Ghost / Hound)

    Swordsman works and grants stacks for me, as linked here.
    f62ui5jquh2u.png

    Master also works and grants stacks for me, as linked here.
    er9rw8fszanm.png

    Tempest doesn't grant stacks, nor Tiger however.

    ty! Edited for clarity now!
  • theravenforcetheravenforce Posts: 6,963 Arc User
    edited July 2022
    ENERGY FORMS

    ENERGY PROJECTOR

    BUG: Stormbringer/Ice Form/Fiery Form/Electric Form/Hearth/Immolation/Electric Sheath/Kinetic Manipulation/Ice Sheath
    Where it happens: PTS
    What happens: Description mentions across all ranks that these powers count as an ENERGY FORM. For the passives, this is also apparent when slotting/unslotting as they still cancel themselves with the Energy Form Cancel effect. This is present in hovering tooltips as well as expanded tooltips within power trees for all listed powers.



    BRICK

    BUG: Earth Form
    Where it happens: PTS
    What happens: Description mentions across all ranks that it counts as an ENERGY FORM. For the passives, this is also apparent when slotting/unslotting as they still cancel themselves with the Energy Form Cancel effect. This is present in hovering tooltips as well as expanded tooltips within power trees for all listed powers



    MENTALIST

    BUG: Ego Form/Congress of Selves/Ego Surge
    Where it happens: PTS
    What happens: Description mentions across all ranks that it counts as an ENERGY FORM. For the passives, this is also apparent when slotting/unslotting as they still cancel themselves with the Energy Form Cancel effect. This is present in hovering tooltips as well as expanded tooltips within power trees for all listed powers



    MYSTIC

    BUG: Seraphim/Shadow Form/Shadow Shroud/Circle of Arcane Power/Ascension
    Where it happens: PTS
    What happens: Description mentions across all ranks that it counts as an ENERGY FORM. For the passives, this is also apparent when slotting/unslotting as they still cancel themselves with the Energy Form Cancel effect. This is present in hovering tooltips as well as expanded tooltips within power trees for all listed powers
    Post edited by theravenforce on
  • redcastle56redcastle56 Posts: 136 Arc User
    Wow Lots of changes.

    Can we get a list of what powers are considered "Runes" for purposes of Enhanced Mending.

    Suggestion
    Change powers that can apply stealth "briefly" to just apply stealth as if using sneak. (maybe as an adv) So that Shadow Strike can be used more generally instead of only with Night Warrior.



  • theravenforcetheravenforce Posts: 6,963 Arc User
    edited July 2022
    Out of everything listed here so far...I have been THE MOST excited to test and use Redirected Force.

    The visuals do NOT disappoint. It is a BEAUTIFUL power and is something I've wanted since I pitched this power to the last powers dev for CO.

    It is great to see it finally has the visuals I had been imagining...AND that it has a very appropriate in set scaling block check advantage which I fully intend to use.

    However I do have a SUGGESTION...

    Suggestion: Redirected Force
    Your suggestion: With the highly DISTRESSING knowledge that I can be knocked whilst maintaining this power, I am STRONGLY recommending that the innate knock resistance for the CASTER is changed to KNOCK IMMUNITY. Reason for this is that, this is no ordinary ultimate which just takes up an Ult slot. It takes up:

    - Ultimate Slot
    - Active Offensive lockout
    - Active Defensive lockout

    That is a hell of a lot to NOT to have ultimate protection from everything for 10 seconds.


    I don't mind a bit of repel, but being knocked into the air whilst maintaining that power and seeing it go on its lengthy cooldown early is no fun. :'(

    unknown.png
    unknown.png
    unknown.png
    unknown.png

    (Alternatively apply some weird DevMagicTM to it, so it maintains the effect even if you are knocked. PUH-LEASE!!!)

    <3
  • negusonic#7245 negusonic Posts: 102 Arc User
    I'll only speak of the way these changes will affect my (non-traditional) build and the build state of the game at large in this post.

    1) With all of these alternative cooldown methods and lowered general cooldowns it really is making INTELLIGENCE a less desireable stat. Now seemingly moreso than even ENDURANCE.

    2) For players that enjoy being Force Multiplyers like myself (Debuff/Buffs) the Overseer and Arbiter Aura were great ways to add support that are now gone and I dont see the tie to those builds being Rune users in gameplay.

    3) Also creating Debuffs that only work on the single, casting player is another way to greatly reduce Debuffing builds efficiency to the team.

    4) Also Creating more Breakfree producing powers and DoT wiping powers is a direct imbalance to the low performance of Hold/DoT builds like Telepathy and there's still NO mechanism to dispell Hold Resistance Stacks. Basically making all Crowd Control powers easier to get out of and less useful to cast.

    5) Without testing I dont know it to be true but the debuffs like Wither seem like they should be applying to more targets but with duration tied to rank I fear this is yet another Crowd Control nerf.

    TL:DR
    I have been consistently against Champions Online's continued Nerfing and Eradication of Debuff/Crowd Control in every new Patch released and it continues to go completely ignored or even cheered on by the devs who seem to generally hate the mechanic and those who desire to enjoy the gameplay mechanic as a whole. You already dont get Combat Credit (Open Mission Scoring) for them. It seems now casting Crowd Control (Holds AND Confuses) powers will be entirely visual only with no actual positive gameplay effect.
  • qawsadaqawsada Posts: 743 Arc User
    edited July 2022
    Both of the adv for Concussion Grenade seem to work just fine. Wall of Ice with that other walking adv works together. Call to Battle fast CD adv works with all the Brick powertree. The FX adjustment was needed on the shadow ultimate. Here is the image base on rank.
    klzak1qpx7mc.jpg

    I do not know if you work on Ice Cage (the effect, not the power) but the cage persist after being use on an immune target (the dummy) in the PTS. Usually the Ice Cage disappear in the Live game. I am curious if you did something about Ice Cage.

  • leuchadegoutiereleuchadegoutiere Posts: 133 Arc User
    edited July 2022
    Suggestion
    Maybe give back FC some of its flavor : high cost but high damage ? Now, it's the same as Typhoon
    @Leucha - Cascade, Praise, Gluh, Sanglots, Chernozem, Saadhaka, Ralsershei, La Lice, Cardinale and so on
  • theravenforcetheravenforce Posts: 6,963 Arc User
    Wow Lots of changes.

    Can we get a list of what powers are considered "Runes" for purposes of Enhanced Mending.

    Suggestion
    Change powers that can apply stealth "briefly" to just apply stealth as if using sneak. (maybe as an adv) So that Shadow Strike can be used more generally instead of only with Night Warrior.



    - Bad Sector
    - Healing Runes (anything that applies a heal rune)
    - Energy Runes (anything that applies a + Energy Over Time / Siphon Energy Over Time (to enemies)

    These should all count.
  • spookyspectrespookyspectre Posts: 641 Arc User
    I'll only speak of the way these changes will affect my (non-traditional) build and the build state of the game at large in this post.

    1) With all of these alternative cooldown methods and lowered general cooldowns it really is making INTELLIGENCE a less desireable stat. Now seemingly moreso than even ENDURANCE.

    Imho, people are taking INT for defense penetration, form stacking and/or energy maintenance far more than they are for cooldown reduction. Many folks are going to see the cooldown reductions as a buff and not a nerf.
    2) For players that enjoy being Force Multiplyers like myself (Debuff/Buffs) the Overseer and Arbiter Aura were great ways to add support that are now gone and I dont see the tie to those builds being Rune users in gameplay.

    Unfortunately, the Overseer and Arbiter Auras were not a great way to add support, except, maybe, at low levels. The +damage numbers in the Specialization descriptions are heavily impacted by DR and the actual damage increases were miniscule at higher levels with optimized builds and gear.
    3) Also creating Debuffs that only work on the single, casting player is another way to greatly reduce Debuffing builds efficiency to the team.

    It would be an odd Debuff build that applies Armor Piercing/No Quarter/Burn Through in support of others. You'd probably be more effective applying Stagger for overall team debuff support. This change is likely to address multiple Crushing damage debuffs being applied in team content, like Cosmics.
    4) Also Creating more Breakfree producing powers and DoT wiping powers is a direct imbalance to the low performance of Hold/DoT builds like Telepathy and there's still NO mechanism to dispell Hold Resistance Stacks. Basically making all Crowd Control powers easier to get out of and less useful to cast.

    These changes are by and large going to effect PVE. Unless you're talking about PVP, these changes won't negatively impact CCers. If anything, they're going to add options for Support builds.
    5) Without testing I dont know it to be true but the debuffs like Wither seem like they should be applying to more targets but with duration tied to rank I fear this is yet another Crowd Control nerf.

    The change to Wither is not a nerf and absolutely a buff. It wasn't applying at all to CC immune targets. It would apply to trash mobs and still will. The duration scaling with the rank of the target should mean it still lasts as long on trash mobs as before but now will also apply to high level CC immune targets (ex. Kiga, Ape, Dino and many more).
    TL:DR
    I have been consistently against Champions Online's continued Nerfing and Eradication of Debuff/Crowd Control in every new Patch released and it continues to go completely ignored or even cheered on by the devs who seem to generally hate the mechanic and those who desire to enjoy the gameplay mechanic as a whole. You already dont get Combat Credit (Open Mission Scoring) for them. It seems now casting Crowd Control (Holds AND Confuses) powers will be entirely visual only with no actual positive gameplay effect.

    This statement doesn't apply to any of the changes in this patch unless someone is actually using the Containment Blast advantage on Force Cascade, and with replacing the inherent Stun from Gravity Driver with a 2 point advantage. Debuffers and CCers gained more than they lost in this patch.
  • theravenforcetheravenforce Posts: 6,963 Arc User
    Bug: Redirected Force
    Where it happens: PTS
    What happens: Redirected Force's shield is vulnerable to energy drains from shield cancelling effects like Energy Storm and Corrosive Energy.


    Suggestion: Shield Drain/Corrosive Energy immunity
    Your suggestion: Make Redirected Force, Field Surge & Personal Force Field immune to shield cancelling effects like Energy Storm and Corrosive Energy.
  • shadowolf505shadowolf505 Posts: 696 Arc User
    BUG: Focus stacking issue.
    Where it happens: PTS - Form of the Tempest/Master/Swordsman/Tiger
    What happens: Form of the Tempest no longer grants Focus stacks.


    (ty Steel Ghost / Hound)

    Swordsman works and grants stacks for me, as linked here.
    f62ui5jquh2u.png

    Master also works and grants stacks for me, as linked here.
    er9rw8fszanm.png

    Tempest doesn't grant stacks, nor Tiger however.

    ty! Edited for clarity now!

    yk i gotchu :3
    || Main Tank || DPSer || Healer || CCer || Altoholic || @shadowolf505 in game ||
  • avianosavianos Posts: 6,104 Arc User
    edited July 2022
    We got all the power updates and changes we didn't got the whole year in a single day 😵‍💫
    Overwhelming Emotions!
    Kinetic Manipulation not getting consumed by Force Cascade feels like a dream coming true! Great Ranged Toggles and EU for Force too!
    Redirected Force turned into an Ultimate and getting GOD TIER Visual barrier is amazing! :+1:
    Force Detonation

    Corrected power cost.
    Now deals increased damage against knock immune targets.
    Suggestion: Give Force Detonation a Knock INTO Center ADV! This power NEEDS IT
    It's a cool power yes, but its a very dangerous and OBNOXIOUS power in team content because of the obnoxious knock spam!
    It needs more Utility adv to make up for its CD too
    Suggestion: Give Force Detonation a Healing Rune ADV
    Suggestion: Give Force Detonation a Demolish Debuff ADV (only primary target)
    Force Cascade

    Reduced the damage on this power.
    New Advantage (2): Turns this power into a single target ability. Boosts damage.
    New Advantage (2): If you are affected by a direct Shield effect, when fully charged consumes the shield, increases the radius of this power and deals additional damage to secondary targets. If your target is affected by a shield effect, deals additional damage around them.
    Removed Containment Blast advantage.

    Icicle Spear

    Removed bonus damage with Chill stacks.
    Increased base damage of power.
    New Adv (2): Increases base damage based on number of your Chill stacks on a target.

    Defile

    New Adv (2): Increases base damage based on the number of poison stacks on a target.

    With this and including EBON RUIN's bonus damage advantage, I'm NOT a fan of Sacrificing rank 3 Visuals to Heavy Alpha Strike attacks

    Suggestion: Have Force Cascade's, Icicle Spear's, Defile's and Ebon Ruin's Damage Boost ADV also increase the powers' visual to the Rank 3 ones

    There is one thing getting us to Min-Max with those ADV, but please don't punish us with having us being stuck on RANK 2 Visuals!
    Force Blast
    New Adv (2): Applies Demolish on full charge.
    New Adv (2): Fully charging this power applies a shield effect on you. Scales with your protection Field rank.
    Great victory with the Demolish ADV alone! Force Blast is finally useful :blush::+1:

    Suggestion: Give Force Blast an ADV that turns it into an AOE blast
    My reasoning behind this: Force Blast looks great with Hand Cannons costume pieces and it makes perfect for Blasters as an AOE alternative!
    Lance Rain
    Reduced cooldown to 10 seconds (from 20)
    .
    I LOVE THIS! Lance Rain is one of my fav powers and this buff makes it even better consider it already required you to build Ego Leech stacks for it to be viable! ✌️

    Shame I can't say the same for Gravitic Ripple and Nuclear Shockwave...
    And Nuclear Shockwave got it damaged Nerfed, whats the point of this power again? Surely you need to give it more synergies with it's respective Powerframe, Brick!
    As it stands right now it's more useful for RANGE DPS than a Melee Brick character

    Gravity well getting completely removed makes me sad because I was hoping it could be re-balanced to be a part of Force's mechanics
    Night Warrior

    No longer ignores defenses.
    Increased damage bonus.
    Increased Avoidance Rating.
    As Long as NW's all damage bonus for both Range and Melee are not getting removed, I'm ok with this change!
    My Elemental Mage (Fire, Ice, Crushing, Electric) and Warlock (Fire, Darkness, Magic) need it since there are not passive ingames that boost all those damage combos on the same time

    Thought NOT A fan of the new Night Warrior's Icon
    Desperate Shot

    New Adv (2): Applies Frail Armor to targets.
    Updated tooltips.
    BUG: The Frail Armor does nothing, same with Hold Out Shot!
    Interesting that your provided a 100% Piercing Debuff now! I guess you do want us to stack it with Armor Piercing to make Archery's DPS optimized better?
    Suggestion: Give Desperate Shot an Open Wound ADV
    Wall of Ice
    Increased duration to 16 seconds (from 6).
    Increased overall damage.
    Reduced chance to apply Chilled to 15% (from 50) due to duration increase. Chance now increases with rank.
    New Adv (2): Instead of applying Chilled, this power can now apply Bleed.
    Ok that's random but it does make sense, Sharp Icicles tear apart the enemy :V
    Moonstruck

    Frenzy Adv: Removed cooldown effect. Now adds shield effect to the caster while standing in Moonlight if you have used the Howl power.
    NEAT! More Shielding Runes! I love this! Give more option for other melee powerframe in the future too please~ :+1:

    BUG: Right now Midnight Frenzy doesn't even require Howl to give you the Shield ADV
    EDIT: After relogging with the character now it works properly! Removing complety Howl from my powers seemed to keep the effect persisting
    Force Eruption

    Gravitational Polarity Adv: Now applies a Power Field Rune in place of its old effect, which restores energy over time.
    New Adv (3): if you are affected by a direct Shield effect, removes it and shields nearby allies.
    RIP Wind Rune visuals...
    Suggestion: Please REUSE the old original visuals of the Gravitational Polarity into a different power! It's extremely fitting for Wind and Elementalist builds in general
    Post edited by avianos on
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • miorummiorum Posts: 66 Arc User
    edited July 2022
    Suggestion - Ricochet Throw:
    Make Shredded innate to the power on a full cast.


    There are several Tier 0 powers (which Ricochet Throw will be moved to) which cast Shredded innately on completion.
    In-game, I'm The_Kef -- ¯\_(ツ)_/¯ "That's really it for Champs."
  • avianosavianos Posts: 6,104 Arc User
    edited July 2022
    Mod vendor is back on PTS powerhouses But we still can't access OSV tokens!

    So far Force Revamp is being shaped nicely, but FORCE NEEDS MORE FLAVOUR AND POWERS
    we got in a single day power updates we haven't got in an ENTIRE YEAR


    PFF being ignored on this Update Entry is worrying
    BUG: Force Control power tray uses Electricity Power Source's description, stating Negative Ions, Arcs and Circuits being part of the toggle's mechanics while they are not
    Gravitic Ripple

    Corrected fx for area effect.
    No longer applies gravity well.
    This power now repels away targets.
    Changed activation period ot 0.5 seconds (from 1).
    Reduced cooldown to 10 seconds (from 30).
    New Adv (2): Repels targets towards you instead of away.
    BUG: Gravity Ripple's CD is not 10 but 20 Seconds
    This power now that I lost its Gravity Well effect is NOT useful at all! The AOE damage is not justified for the it's OSV Token Price

    All player repel effects now grant repel resistance. Against npcs this effect is minor, where against players this effect grants a greater resistance boost.
    This mechanic update basically fixes the issue I had with Hyper Voice on a Sonic DPS!
    Hyper Voice's pull was such a huge magnitude it kept putting the targets out of its 50feet range!

    Which btw, after so many years Hyper Voice is still using Place Holder Icon!
    Meteor Blaze

    Increased range of initial hit to 25ft (from 20).
    Increased Pyre Patch damage.
    Once again, Obligatory Suggestion: Please make Meteor Blaze's Pyre patch NOT GET EATEN by your other Firepatch! Just make it count as a Earth Fissure! :weary:
    Energy Form

    This effect has been retired. If you find any mentions of it, please report it.
    Force Cascade + Circle of Arcane Power can now exist together, LOVE WINS!

    I adore the new FORMS!
    Force Geyser

    New Adv (2): Applies Power Shield to nearby targets.
    Force Geyser has a Demolish Refresh adv now too
    Post edited by avianos on
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • theravenforcetheravenforce Posts: 6,963 Arc User
    edited July 2022
    Bug: Night Warrior Slotted Passive
    Where it happens: PTS
    What happens: Rank 2 Night Warrior has a bigger damage bonus than Rank 3 Night Warrior as shown below. Please flip them.


    unknown.png
    unknown.png
  • shadowolf505shadowolf505 Posts: 696 Arc User
    edited July 2022
    Bug: Icicle Spear
    Where it happens: PTS
    What happens: Icicle Spear is granting a chance to apply Clinging Flames to target without having the Freezer Burn advantage being taken.


    2mizcw7g2jr7.png
    rs1vgbou29i9.png
    Post edited by shadowolf505 on
    || Main Tank || DPSer || Healer || CCer || Altoholic || @shadowolf505 in game ||
  • hallsofwallshallsofwalls Posts: 77 Arc User
    Bug
    Gravitic Ripple
    The repel from Gravitic Ripple does not add stacks when used with the Weather Shaping form, nor does it trigger the Wind Reverberation energy unlock.
  • theravenforcetheravenforce Posts: 6,963 Arc User
    edited July 2022
    I was really hopeful with Icicle Spear but I'm not even sure what to make of it with the changes.

    Bug: Icicle Spear
    Where it happens: PTS (all ranks)
    What happens: Icicle Spear is innately applying AND refreshing Clinging Flames. This is WITHOUT Freezer Burn advantage. Please fix.


    Bug: Icicle Spear's Bitter Cold
    Where it happens: PTS
    What happens: Hover over text shows that it is "Chance to apply Clinging Flames". Please fix.


    I think the "bonus damage" is either not doing what it is supposed to do, or is ignoring refreshed stacks of Chill, or something it just feels terribly underwhelming.

    For reference with a build with 121% crit sev & Avenger tree (ew):

    Icicle Spear: Rank 2 & Bitter Cold advantage yields:

    [Combat (Self)] Your Icicle Spear deals 14794 (15534) Cold Damage to Regenerating Test Dummy.


    Icicle Spear: Rank 3 yields:

    [Combat (Self)] Your Icicle Spear deals 15705 (16490) Cold Damage to Regenerating Test Dummy.


    Suggestion: Icicle Spear
    Your suggestion: Please first check if Bitter Cold advantage is working. As I am not convinced it is. If it IS working, it should become a 1 point advantage. At present it doesn't appear to be doing much for apparently being a 30% base damage increase when conditions are fulfilled.

  • hexcasterhexcaster Posts: 14 Arc User
    edited July 2022
    This is a great update however there are some parts that are very confusing.

    Force Eruption's new advantage that can spread your shield to allies is such a short range. You need to be practically right beside them to do it and most of the content in this game just is not geared toward standing next to people for any significant length of time.


    Suggestions

    My suggestion would be to give the shield-spreading range of Force Eruption's Field Expulsion advantage the same range as Redirected Force (40ft sphere).

    On top of this Gravitic Ripple should be a ranged AoE and not a PBAoE. It really makes no sense to have PBAoE powers in the force set as almost everything else about it is completely ranged and geared toward knocks. Except in the case of Force Eruption that is clearly supposed to be a power to give you breathing space from melee mobs.

    Force Detonation should have an advantage that knocks all targets toward its centre. Gravitic Ripple being changed to a ranged AoE that gathers mobs together would make considerably more sense too. There's real room in this game for powers that gather widely spread mob groups. THIS IS THE SET FOR IT.

    Redirected Force's new animation is top notch, change nothing on that.

    Also is it just me or does it just make sense in synergy that Force Detonation should pop the shield on Containment Field for significantly extra damage?
    Post edited by hexcaster on
  • theravenforcetheravenforce Posts: 6,963 Arc User
    Night Warrior

    Suggestion: Night Warrior VFX
    Your suggestion: Please add the OLD Night Warrior stealth VFX as an aura that NW users can pick up if they preferred the old VFX.


  • guardiannexusguardiannexus Posts: 142 Arc User
    edited July 2022
    My two cents/feedback on the changes to force in particular

    Over all I think that the changes make them more inline with being Ms Fantastic support without the option of thematically using it for other purposes outside of harassment of the enemy. I don't agree with that and will elaborate below.


    powers feedback
    Force Cascade
    Force Cascade's new iteration seems more like a utility attack than an actual damage attack. With the secondary explosions, it just draws aggro from a group but won't kill full at full charge and the setups for it lower the dps output by the time to cash out the buffs.

    The power shield effect does not last long enough to fully charge force cascade to cash out the to the secondary explosions of the buff/debuff. I am finding that I will fully use the crushing wave for the buff then by the time I charge it I am a second to late to cash it out.

    Suggestion
    -Increase the damage by approx .5%

    -Increase the duration of the Power Shield effect.

    -And an advantage that removes knockback but turns force cascade a sustained DOT beam ( Pillar of Poz size ) that repels and stuns anyone affected by the Power shield affect at the full duration of the attack. The stun effect is not effective on Cosmic or Supervillain level so just more damage on those types.


    Gravity Driver
    Gravity Driver is not an ultimate now. Its a wide range debuff with a bit of damage that takes 4 points on to make it viable. With out the stun component it is hard to get any attack off fast enough to cash out the debuff before it goes away or you are attacked by the group you hit ou are hit by something. Also at rank 1 I can't see a visual sfx to see it when it charges. I am fine with the lower damage. However not fine with the stun component not being on by default.

    Suggestion
    -Add the 2nd new advance of Force cascade onto Gravity driver. However,this one removes the stun function but adds the inversion advantage as an alternative path of the attack. That way you can add power shield effect with crushing wave then cash out with the attack with explosions. This makes the power visually seems like an ultimate and stops attacks.


    Speaking of that advantage, I don't understand what a direct shield is in the context of shielding.


    New Effect: Power Shield feedback:
    The SFX on the energy bar makes it hard to see how much damage you are doing to an enemy. Especially if they already have a shield on themselves (like DEMON enemies)

    We have bubbles shields from force (and ego but I have not tested those interactions) and their interactions seem to work from my testing but


    Possible bug

    anything using bastion as a base for making a shield is not considered a shield so the the new advantages ( Force Cascade New Advantage (2)) will not proc with them. (the ones from the Might powerset, Onslaught secondary offensive Gear)
    Bug
    Where it happens
    What happens

    when using Might powers or Onslaught gloves of the Defender


    Suggestion
    -clearly state what is a "direct shield" type with examples.

    - Fix the interaction with the new advantage so it works with Bastion.

    Possible Bug:

    Denial of Service device has the same damage as the Live's Force Cascade when used with the new version of Force Cascade on Test.
    Bug
    Where it happens
    What happens

    Using the Denial of Service variant Device

    Suggestion
    -Lower damage to fall in line with new damage of Force Cascade

    Post edited by guardiannexus on
  • avianosavianos Posts: 6,104 Arc User
    edited July 2022
    Suggestion: Give Force Detonation a Knock INTO Center ADV! This power NEEDS IT
    It's a cool power yes, but its a very dangerous and OBNOXIOUS power in team content because of the obnoxious knock spam!
    It needs more Utility adv to make up for its CD too
    Suggestion: Give Force Detonation a Healing Rune ADV
    Suggestion: Give Force Detonation a Demolish Debuff ADV (only primary target)
    To addition to this! I know Force Detonation is supposed to be used as a DPS power 100% but it's such an obnoxious one that could use some flavour on the ADV utilities
    Suggestion: Give Force Detonation the Power Shield ADV as well
    Suggestion: Give Force Detonation a Healing Rune ADV

    And along other powers

    Suggestion: Give Gravitic Ripple the Power Shield ADV as well

    Suggestion: Give Force Snap the Power Shield ADV as well
    Yeah Force Snap kinda got completely ignored on this update entry
    Shadow Strike

    This power has been removed from Night Warrior and is now an Ultimate power.
    Reduced damage.
    This power can now critically hit.
    Increased activation time to 1 sec.
    This power is considered to be a Claws power for mod purposes.
    If you gonna sell Shadow Strike as a stand alone Ultimate you need to do something with the FORCED Stealth mechanic!
    You can't possible expect an ultimate that can easily fail and do 2-digits damage acceptable for the game! 🤨

    Not to mention, that just means you need 100% Night Warrior to make a Single Ultimate work! 🤨
    • What about Fighting Claws TANKS that want to use the power for theme?
    • How about Fighting Claws DPS which don't use Night Warrior and instead use Pestilence or Earth Form for example

    Suggestion: Have Shadow Strike deal an acceptable amount of of damage outside Stealth BUT have that damage being DOUBLE during stealth! Just like unique interaction bonuses of Ricochet Throw and Throwing Knives work during stealth!

    That way you solve the issue of the Ultimate failing but also make it additionally optimized if you do use Stealth powers
    Armor Piercing/No Quarter/Burn Through

    These debuffs are now considered personal debuffs. Only the person who applied the debuff can now benefit from their effects.
    With this new universal balance buff rule, can we please have Debuff needed for Unarmed
    Suggestion: Please create a Crushing+Dimensional DEBUFF for Unarmed
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • shapey#5696 shapey Posts: 76 Arc User
    As people have already pointed out; Focus from Form of the Tiger/Tempest are not triggering.

    I adore all these tweaks! I'm glad that Force is getting a facelift, though... it is a bit peculiar that it didn't get any new damage powers and instead just got reworked to use what it already had. Still, the new forms and EUs give room to synergize with other builds, or outright create new ones with borrowed pieces. But it isn't all sunshine and rainbows here.

    Suggestions:
    Abandon the stealth requirements to use Shadow Strike or make it so you enter stealth as you activate it.

    You moved this to Ultimate category, and there's absolutely nothing ultimate about suddenly being removed from Stealth and hitting like a wet noodle and going on CD. Not to mention this power you've now made completely available to all Freeforms is completely reliant on said Freeforms taking a specific passive... unless you figure everyone will use it from their Threat Wipe. (Assuming that works)

    Put Frail Armor onto more powers
    I hadn't thought about it until this was made that there is no straight piercing debuff, which makes me think about how the powerframes using piercing don't actually use crushing damage. At least, not regularly. So why keep all these powers only using Armor Piercing? Shotgun Blast, Gatling Gun, Straight Shot or Snap Shot, and Storm of Arrows I feel are all good candidates for it. (Snap Shot even has an advantage already named "Frail Armor")

    Prolong or entirely remove the duration of the buff from Redirected Force
    Using this power can't always be directly followed up with an attack, so it seems fair to increase the window in which you can use the buff, if not simply have no limitation and have it consumed on your next attack. It is a cooldown power, after all.

    Bake Shredded into Riccochet Throw as a full charge effect (on primary target)
    Unless you plan on adding new ranged Slashing damage powers, as stated prior by others, there's little point in putting Shredded on the target with the only power you'd be using that Slashing debuff for. You'd just take Rank 3 and get better results.

    Also, Force Control's tooltip is saying it triggers from Repel, rather than Knock

    I hope you get more time to touch up on Kinetic Manipulation and Person Force Field! With the scope of this update, it's understandable you haven't gotten the time for it so far, but what we got is wonderful! Glad that 2GM is buffed, OSV powers are more viable, Ice has a proper DoT (still wish it had more debuff applicators), Wither isn't bad anymore, Ults are more ult-y, buff powers got a fresh coat of paint, and Energy Form is no longer a thing!
  • guardiannexusguardiannexus Posts: 142 Arc User
    edited July 2022
    Adding this here since I did further testing.

    Bug
    Power Shield buff does not renew/refresh stacks when using crushing wave or force geyser for the full duration with advntage.

    Where it happens
    Powerhouse 1 dummy testing

    What happens
    When using crushing wave to the full duration, the stack of Power Shield does not renew and only counts down for a 5 second duration.
  • theravenforcetheravenforce Posts: 6,963 Arc User
    edited July 2022

    Possible Bug:

    Denial of Service device has the same damage as the Live's Force Cascade when used with the new version of Force Cascade on Test.
    Bug
    Where it happens
    What happens

    Using the Denial of Service variant Device

    Suggestion
    -Lower damage to fall in line with new damage of Force Cascade

    No idea why you are advocating for a nerf on a device that has no bearing on the base power. Denial of Service functions perfectly fine as is and already has drawbacks baked into the design. It does not need a nerf.

    IF DoS does need to change, some of the restrictions built into the power would likely need to be removed to compensate for the loss of damage.
  • spordeliaspordelia Posts: 454 Arc User
    Wowza! 🙌
    I’m glad to see Force finally getting a rework, and the concept of force-fields as bubbles/shielding within the set being explored more (#BarrierWarrior). Excited about Redirected Force (<3), and curious to see how PFF, Field Surge & etc… will turn out.

    Anyhow. Everyone seems to be doing a great job providing feedback, but I’m looking forward to doing some testing of my own. Good stuff, guys! :+1:
  • jaazaniah1jaazaniah1 Posts: 5,552 Arc User
    Wondering if the Recharge adv on Force Snap should heal/boost PFF, PF, Force Shield (maybe also Mindful Reinforcement and Bionic Shileding). The whole point to Force seems to be to block incoming damage, so something that temporarily boosts such abilities seems more fitting as an advantage than a minor heal.
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  • spordeliaspordelia Posts: 454 Arc User
    A couple of notes, after some quick testing:

    1)- Redirected Force: LOVE it! :love:

    - VFX: It’s pretty great. But I’m thinking, it could use a more defined “bubble” aspect, and utilizing Force’s (Protection Field, Field Surge… Force Shield, most of all) signature energy look, according to power ranks, of course. The sound effects are *perfection*. Nice work!

    - Definitely could use a Repel (innate or Adv.) effect for enemies caught within the bubble (you’re pushing/keeping stuff out with your force-field, so, it stands to reason).


    2)- Force Eruption:
    - Add Inner Peace advantage.


    3)- Gravitic Ripple:
    Not sure about the Repel change, and losing the “yoyo” combo from gravity well… yeah, IDK. 🤔
  • theravenforcetheravenforce Posts: 6,963 Arc User
    spordelia wrote: »
    A couple of notes, after some quick testing:

    1)- Redirected Force: LOVE it! :love:

    - VFX: It’s pretty great. But I’m thinking, it could use a more defined “bubble” aspect, and utilizing Force’s (Protection Field, Field Surge… Force Shield, most of all) signature energy look, according to power ranks, of course. The sound effects are *perfection*. Nice work!

    - Definitely could use a Repel (innate or Adv.) effect for enemies caught within the bubble (you’re pushing/keeping stuff out with your force-field, so, it stands to reason).

    I'm glad I wasn't the only one thinking this. I was actually writing a post suggestion here. Whilst I don't mind the current VFX...if it could be more like Force Wall, that would be quite nice!

    So backing this suggestion:

    Suggestion: Redirected Force VFX
    Your suggestion: Please use Force Wall's VFX for the force field dome.

    Force Wall VFX for reference:
    3tolat2lp6y5.png

    ALSO

    Suggestion: Redirected Force
    Your suggestion: An initial cast of Redirected Force should knock back any knockable NPCs within the field's area. Additionally, any NPCs who breach the shield dome should be repelled (similar to the strength of Wind Barrier) for the duration.
  • spordeliaspordelia Posts: 454 Arc User
    I'm glad I wasn't the only one thinking this. I was actually writing a post suggestion here. Whilst I don't mind the current VFX...if it could be more like Force Wall, that would be quite nice!

    So backing this suggestion:

    Suggestion: Redirected Force VFX
    Your suggestion: Please use Force Wall's VFX for the force field dome.

    Force Wall VFX for reference:
    3tolat2lp6y5.png
    PERFECT!
    Exactly what I had in mind. It's clear enough, more visually cohesive... 100% fits the bill. (*Stunning* VFX, too! :love:)

    ALSO

    Suggestion: Redirected Force
    Your suggestion: An initial cast of Redirected Force should knock back any knockable NPCs within the field's area. Additionally, any NPCs who breach the shield dome should be repelled (similar to the strength of Wind Barrier) for the duration.
    Also perfect!;)
    /SIGNED
  • guyhumualguyhumual Posts: 2,334 Arc User
    So Shadow Strike is now an ultimate power, meaning you can only get it once it starts suffering serious diminishing returns. Also, without Shadow Strike, Night Warrior seem like a pretty crummy passive, it's one advantage was in PvE solo, but without the Shadow Strike it seems a lot less useful for that. Nether passive or ultimate are going to be particularly useful outside of PvE solo I'd imagine.
  • spookyspectrespookyspectre Posts: 641 Arc User
    I'm glad I wasn't the only one thinking this. I was actually writing a post suggestion here. Whilst I don't mind the current VFX...if it could be more like Force Wall, that would be quite nice!

    So backing this suggestion:

    Suggestion: Redirected Force VFX
    Your suggestion: Please use Force Wall's VFX for the force field dome.

    Force Wall VFX for reference:
    3tolat2lp6y5.png

    Redirected Force is a 40' sphere and the VFX on PTS look like they reflect the size of the AoE. Whatever VFX is used, I'd like it to continue to fit the size of the AoE.

    On a side note, Canada's lighting super increases bloom effects and force fields can look very bright and opaque. I hope whatever VFX used for Redirected Force doesn't do the same. A huge wall of blinding light would not be good.

  • shadowolf505shadowolf505 Posts: 696 Arc User
    guyhumual wrote: »
    So Shadow Strike is now an ultimate power, meaning you can only get it once it starts suffering serious diminishing returns. Also, without Shadow Strike, Night Warrior seem like a pretty crummy passive, it's one advantage was in PvE solo, but without the Shadow Strike it seems a lot less useful for that. Nether passive or ultimate are going to be particularly useful outside of PvE solo I'd imagine.

    Granted that you don't -need- Night Warrior for Shadow Strike, you just need stealth (can take a Threat Wipe to grant stealth) and it's going to still be useful to some people to be honest.
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  • sergeantmahoff1sergeantmahoff1 Posts: 139 Arc User
    I'll only speak of the way these changes will affect my (non-traditional) build and the build state of the game at large in this post.

    1) With all of these alternative cooldown methods and lowered general cooldowns it really is making INTELLIGENCE a less desireable stat. Now seemingly moreso than even ENDURANCE.

    2) For players that enjoy being Force Multiplyers like myself (Debuff/Buffs) the Overseer and Arbiter Aura were great ways to add support that are now gone and I dont see the tie to those builds being Rune users in gameplay.

    3) Also creating Debuffs that only work on the single, casting player is another way to greatly reduce Debuffing builds efficiency to the team.

    4) Also Creating more Breakfree producing powers and DoT wiping powers is a direct imbalance to the low performance of Hold/DoT builds like Telepathy and there's still NO mechanism to dispell Hold Resistance Stacks. Basically making all Crowd Control powers easier to get out of and less useful to cast.

    5) Without testing I dont know it to be true but the debuffs like Wither seem like they should be applying to more targets but with duration tied to rank I fear this is yet another Crowd Control nerf.

    TL:DR
    I have been consistently against Champions Online's continued Nerfing and Eradication of Debuff/Crowd Control in every new Patch released and it continues to go completely ignored or even cheered on by the devs who seem to generally hate the mechanic and those who desire to enjoy the gameplay mechanic as a whole. You already dont get Combat Credit (Open Mission Scoring) for them. It seems now casting Crowd Control (Holds AND Confuses) powers will be entirely visual only with no actual positive gameplay effect.

    wat

    1. lowered cooldowns mean int is even more effective at lowering cooldowns
    2. those auras did literally nothing for damage
    3. debuffs had dr, this is a buff to people that actually apply them and a nerf to people who didn't contribute with their own
    4. wat
    5. its literally stated that it works on more targets now
This discussion has been closed.