Suggestion
Pulse Beam Rifle
Have Pulse Beam Rifle apply a stacking buff on the player's buff bar so that players can visually see that their Pulse Beam Rifle is being enhanced as they maintain the power.
As much as I loathe calling for a nerf Power Armor due to personal bias, this probably should be looked at.
Suggestion
Radiation Suit - Exclude Power Armor toggles from the Plasma Burn chance on Energy Damage effect.
As it stands, it seems like the chance on hit applies to every tick of Energy damage applied to a target. Using Concussor Beam, Eye Beam, and Chest Laser together one can effectively triple their chances of getting stacks of Plasma Burn on a single target with Radiation Suit as their passive. If you include the Melta Cannon advantages, one could possibly quintuple their chances of generating Plasma Burn stacks per hit.
Though the Melta Cannon advantages are more of a fun fact than a balancing issue (unless it turns out you can make Unified Theory as an EU stronger than Overdrive) the fact Power Armor DPS gets universal access to Plasma Burn probably tips the scales of DPS output a bit too much in one direction.
Also, a little thing I noticed with the Laser Sword set: Bug - Laser Cutter - Plasma Burn sneaking in during Overheat period
Where it happens: On any target
What happens: If Radiation Suit's proc is successful when using Plasma Cutter, there appears to be a small window between the clearing of Plasma Burn stacks and applying Overheat to a target where a single stack of Plasma Burn can be applied. This single application can be refreshed and used as normal, and I did not test if Overheat could be applied a second time from it.
Radiation Suit - Exclude Power Armor toggles from the Plasma Burn chance on Energy Damage effect.
Even minus the Melta Cannon advantages, the interaction no doubt offers a substantial increase to Power Armor-based DPS with no tradeoff as there currently is on live.
I performed some 1m damage DPS tests using different passives on a power armor build to investigate whether Radiation Suit offers a substantial increase to Power Armor DPS builds. Melta Cannon advantage not used in any test case.
Electric Form (7021 DPS):
Radiation Suit (7252 DPS):
Targeting Computer (7513 DPS):
Based on these numbers, I do not think Radiation Suit is overperforming on a Power Armor DPS build, and thus, a targeted nerf is not justified.
Based on these numbers, I do not think Radiation Suit is overperforming on a Power Armor DPS build, and thus, a targeted nerf is not justified.
Good to see the numbers, I don't tend to do parsing, myself.
My logic is that the two PA powers that can apply Plasma Burn do so and are balanced for it by the investment required for their Melta Cannon advantages. Concussor Beam was just a testing choice initially, I was trying to see if Radiation Suit's proc was single target only or if it applied to all forms of dealt Energy damage as it said. At any rate, as you have to sacrifice a bit of DPS efficiency to take Melta Cannon, maximizing your Plasma Burn there means two of your main powers (assuming Chest Laser and Plasma Beam) will be Rank 2 to balance with the DoT. It's a tradeoff, and limited to those two powers in specific, and finally it's a fixed 10% chance.
Radiation Suit's proc has 12% per tick at Rank 3, and it applies universally. That means Chest Laser and Plasma Beam users can completely ignore the Melta Cannon tradeoff, have Rank 3 and a better ability to inflict Plasma Burn. That's in addition to getting access to Plasma Burn applications on PA powers that don't have access to Melta Cannon or any equivalent, like Concussor Beam, Eye Beam, and Hand Cannon. Throw in Eye Beam's 20/20 Fission debuff, and you've got a debuff with a free DoT attached. I feel like it's probably letting us take a step too far, is all.
As your numbers say, the advantage in DPS is probably not by much, but to my understanding balancing PA is something delicate because even well before these recent updates, the set was known for being on the bleeding edge of overpowered.
Radiation Suit's proc has 12% per tick at Rank 3, and it applies universally. That means Chest Laser and Plasma Beam users can completely ignore the Melta Cannon tradeoff, have Rank 3 and a better ability to inflict Plasma Burn. That's in addition to getting access to Plasma Burn applications on PA powers that don't have access to Melta Cannon or any equivalent, like Concussor Beam, Eye Beam, and Hand Cannon. Throw in Eye Beam's 20/20 Fission debuff, and you've got a debuff with a free DoT attached. I feel like it's probably letting us take a step too far, is all.
Your reasoning is sound, but I think you forgot to realize that you have to make a tradeoff in picking Radiation Suit over another passive. To receive the free DoT, you have to give up something like better energy efficiency with Electric Form or better critical chance and critical severity with Targeting Computer.
Your reasoning is sound, but I think you forgot to realize that you have to make a tradeoff in picking Radiation Suit over another passive. To receive the free DoT, you have to give up something like better energy efficiency with Electric Form or better critical chance and critical severity with Targeting Computer.
That isn't my point, though, I'm talking about what I see as a rule of the game's design is being broken. Electric Form affects your Energy damage, but it doesn't allow you to apply Negative Ions with non-Electricity powers. The powers that let you do that only let you do it in advantages, and the tradeoff is pretty clear.
That said, I only used Concussor Beam as a part of testing how Radiation Suit's advantage worked. The Hand Slot you'd want to compare against would be Plasma Beam since it has the Melta Cannon advantage alongside Chest Laser.
That isn't my point, though, I'm talking about what I see as a rule of the game's design is being broken. Electric Form affects your Energy damage, but it doesn't allow you to apply Negative Ions with non-Electricity powers. The powers that let you do that only let you do it in advantages, and the tradeoff is pretty clear.
That said, I only used Concussor Beam as a part of testing how Radiation Suit's advantage worked. The Hand Slot you'd want to compare against would be Plasma Beam since it has the Melta Cannon advantage alongside Chest Laser.
Radiation Suit + Plasma Beam (7050 DPS):
I don't know what to say. Doing what you think would be good is actually a DPS loss. This "universal access to Plasma Burn" does not compare to simply picking a better passive, Targeting Computer. It stands that Power Armor targeted Radiation Suit nerf is not justified if it cannot be demonstrated that Radiation Suit is parsing well above other DPS passives.
Your reasoning is sound, but I think you forgot to realize that you have to make a tradeoff in picking Radiation Suit over another passive. To receive the free DoT, you have to give up something like better energy efficiency with Electric Form or better critical chance and critical severity with Targeting Computer.
That isn't my point, though, I'm talking about what I see as a rule of the game's design is being broken. Electric Form affects your Energy damage, but it doesn't allow you to apply Negative Ions with non-Electricity powers. The powers that let you do that only let you do it in advantages, and the tradeoff is pretty clear.
That said, I only used Concussor Beam as a part of testing how Radiation Suit's advantage worked. The Hand Slot you'd want to compare against would be Plasma Beam since it has the Melta Cannon advantage alongside Chest Laser.
But... Fire Form applies Clinging Flames to targets attacking you in melee range just for free, Ice Form does the same with Chilled but just in general range-wise, Electric Form self-heals you for attacking things with Negative Ions on them (but non-Electric powers have ways to apply Negative Ions so this in no way actually requires any electrical powers to benefit from,) and lastly Pestilence gives you Slashing and Toxic defpen for the Bleeds and Deadly Poisons on your target but once again doesn't require them to be applied by Bestial or Infernal powers (resulting in Pestilence seeing use with 1hsword/dualsword MA builds (primarily of the combo variety,) Qularr Rifle builds and more, all entirely outside of set maybe barring Bleed or Deadly Poison refreshers, and even that's only a maybe.) So, this is definitely still within bounds for passive powers. (And I'd argue Targeting Computer did it first anyways, except instead of Plasma Burns it's just a big bump in crits on those targets.)
If the "stacking DoT family" weren't all capped at a maximum of 5 per person then the whole "taking every single Plasma Burn stacking effect" idea would actually be busted, but naturally they are, which results in the system we see today: just building for raw, direct damage is better than stacking for endless DoTs. What is true is that Radiation Suit is a (tiny) upgrade in DPS at the cost of poorer energy management for non-ranged-Technology energy damage. So, for Laser Sword (assuming you aren't already using some other method of applying Plasma Burns, like Meltdown as an ult, and a refresher to go with which you likely are) and for Electrical builds, who'd lose out on self-healing in exchange for a slight bump through DoT application.
Like BK said, there really isn't a reason to restrict Radiation Suit's Plasma Burn application away from any set; it should just remain Energy Damage in general. Any ranged technology set no matter the damage type is still going to do more DPS with Targeting Computer, and any energy damage build is going to have better energy management and a little more self-healing with Electric Form. Radiation Suit being in a middle ground between EF and TC for technology damage, and "an almost microscopic DPS upgrade for minutely less survivability and significantly poorer energy management" for energy damage seems... fair.
Besides, isn't PA still slated to be nerfed into a pile of dust on the floor at some point? We shouldn't be balancing anything that we're keeping long-term right now around powers we know are going to be promptly unpowered in the future.
The fact that the forums refuse to tell you how close you are to the character/post size limit until you attempt to post something that happens to be too big- and the automated spam filter will immediately completely lock you out of posting long-term if you attempt to post or edit posts too close to the character limit- is genuine agony.
Bug
Replicated Clones of Attack Toys still do not deal any damage to targets if detonated.
Bug
Munitions Bots do not release any mini mines when detonated.
I think the cost vs damage output is still very off.
I am currently on PTS and my Detonator Switch costs 30 energy and when I summon Attack Toys, it jumps up to 33 and then when that summons one replicant the cost jumps up to 54 and then when I have just one attack toy and 3 replicants out, the cost jumps to 110:
Suggestion Have Detonator Switch scale its maximum cost to your maximum energy and set this ability's base cooldown to 20 seconds. Right now, the sheer cost of the power plus its near Ultimate ability cooldown make it extremely undesirable for pet masters or people who want to experiment with niche trap style stealth builds. If the damage/healing that this power can output cannot be increased significantly then the cooldown and cost of this ability needs to take a serious hit.
I agree, this ability sucks in its current state, and will never seriously be used unless it is significantly buffed.
Bug
Cosmic Wonder + Particle Mine interaction
Cosmic Wonder does not reduce Particle Mine's cooldown despite Particle Mine being tagged as a Summon power.
Bug
Cosmic Wonder + Plasma Cannon interaction
Cosmic Wonder does not reduce Plasma Cannon's cooldown despite Plasma Cannon being tagged as a Stun power.
Suggestion: New Advantage: Particle Interdiction - Removes the Stun component from this power. Now removes up to 3 stacks of Plasma Burn on a targets and converts them into 3 stacks of Reckless on you. 2 advantage points.
(Basically if you have a group of 5 enemies and they all have one stack of Plasma Burn, firing this will remove up to 3 instances of Plasma Burn and you get 3 stacks of Reckless. Alternatively 5 stacks of Plasma Burn on a single target is reduced to 2 stacks and you get 3. If only 2 stacks, you get 2 etc)
Tier 3 Gadgeteering
20 second recharge.
50ft..
Deals particle damage to targets in front of you. Deals additional damage for every Radiation effect on the targets.
Stuns affected targets.
Refreshes the duration of your Plasma Burn and Disintegrate.
Adv (2): Applies Restoration.
I really, really don't understand the point of this power's existence and I'm loving its visuals! 🤔
20 (to 15) seconds Cooldown is not Justified enough for such limited Crowd Control neither Damage nor even for the Restoration adv
and as I mentioned it will never take advantage of its Plasma refresh innate ability with such duration and gonna drag further using it to trigger EU or the new Toggle
Extremely situational and Limited
It feels like it was designed to be a bad power in the first place for Archetypes
New Power: Sonic Amplification
Tier 1 Gadgeteering
Energy Unlock
Grants energy whenever you apply Disorient.
Scales off of Recovery and Endurance.
I LOVE DISORIENTED NOW 🤩
This opens so many synergy options online 🤩
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!
Bug
All Ultimates in the Technology Tree are incorrectly tagged as Gadgeteering (This is also the case on LIVE). Please consider updating them to share the tree name instead.
Off Topic: Cuold someomne be so kind and show a gif of the Healing Ray?
Here you go. A GIF Exhibition
100 feet healing, you can move freely while maintaining it
It's using Gadgeteer Particle Riffles for the weapon skins
This has been an NPC power for years, Can be seen in Viper's Nest, one Nemesis mission and more common during the Nighthawk Alert where the Henchmen are healing the Boss' vehicle
IT'S TEAM FORTRESS 2, MEDIC GAMING TIME
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!
Suggestion
As we already have an advantage called Sonic Amplification for Sonic Beam. Could the new energy unlock power be called Sonic Reverberation/ Sound Amplification instead?
Suggestion
Can we get a "Healing Vibrations" style power that works like a lifedrain ability? Example:
Restorative Soundwaves - Restorative Soundwaves tap into the vibrational energy of your immediate area to generate sonic energy you can channel towards yourself and nearby allies to heal them.
Heals you and nearby allies. (20ft)
This heal is considered a Life Drain effect.
If your enemies are affected by Disorient or Deafening, it will heal allies for the same amount it heals you.
Advantages:
Sonic Discomfiture - Restorative Soundwaves now deal Sonic Damage to your main target whilst maintained.
Suggestion
Can we get a "Healing Vibrations" style power that works like a lifedrain ability? Example:
Restorative Soundwaves - Restorative Soundwaves tap into the vibrational energy of your immediate area to generate sonic energy you can channel towards yourself and nearby allies to heal them.
Heals you and nearby allies. (20ft)
This heal is considered a Life Drain effect.
If your enemies are affected by Disorient or Deafening, it will heal allies for the same amount it heals you.
Advantages:
Sonic Discomfiture - Restorative Soundwaves now deal Sonic Damage to your main target whilst maintained.
(Based off Life Essence)
I do like the idea of having a technology heal work like Life Essence, especially since the Draining aoe heals are the most optimized for endgame healers in cosmics
Yeah basically the only missing from the Gadgets support right now is a Direct AOE Healing
and Technology-Healing passive that works like Seraphim (please make this a thing)
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!
Suggestion
Would it be possible to add a life-drain weapon power? E.g. a "revitalizing ray gun". Drains HPs from the villains and all of it goes to allies, for adv points, a portion goes to the player.
Would be nice to add some sort of techno-themed aura to make use of the Enhanced Mending spec. Maybe instead of healing it provides a minor shield, something like IDF.
/color]
I don’t suppose we could get Violent Roar ahead of the other stuff? It feels ready to go, and it’s not really related to the other stuff. I don’t know, just thought I’d ask.
Bug
Plasma Radiation: Dubious Custom Work
When this power goes on cooldown, it only goes on cooldown for 1 second instead of 5 seconds.
Suggestion
Plasma Radiation: Dubious Custom Work
When this power goes on cooldown or when the power comes off cooldown, have Technological Prowess form gain a stack.
Right now, Plasma Radiation: Dubious Custom Work doesn't stack the form on either condition.
Bug
Technological Advancements just keep resetting itself so anything that triggers it will only stack for one millisecond before it goes back to one stack. Even Ranking it up via Advantage Points doesn't work on the power. It will just remain One Stack.
Tier 1 Gadgeteering
50ft Range
Deals particle damage to targets in front of you.
Chance to apply Plasma Burn.
Adv (2): Increases base damage by 50%, but there is a 5% chance every hit that the power will go on cooldown for 5 seconds.
Adv (2): Increases chance to apply Plasma Burn, and guarantees application when fully maintained.
Adv (2): Chance to Snare targets, Chance to root targets.
Adv (2): Refreshes Plasma Burn.
Adv (2): Refreshes Disintegrate.
Technological Prowess
Changed to only trigger off of Technology cooldowns.
Can now also trigger additional stacks by fully charging or maintaining a Technology power.
New Power: Technological Advancements
Tier 1 Gadgeteering
Healing Form
Scales off of Intelligence
Adds a stack whenever one of your technology powers is fully charged, maintained, or comes off of cooldown
WE ARE SO BACK! THIS IS HAPPENING! The Secondary Trigger mechanic is so great even if it limits it only on the Technology Family
Welcome Archery Healers, Gadget Healers, Munition Healers, Laser Sword Healers and Power Armour Healers
Suggestion:
Can Archery's Precision Toggle get a Secondary trigger mechanic please?
Strafing Run
Changed to use primary target instead of a reticle.
Reduced damage and cost.
Adjusted how the damage is distributed between each hit so that the majority of the damage is on the last hit.
Increased area effect to 15ft (from 10).
New Adv (1): Changes damage type to Particle.
Unexpected! After all those Years I can finally use Strafing Run on Gamepad
Particle Mine
Fixed power coloring issues.
Still unusable on Gamepads Suggestion:
Please consider giving Particle Mine an ADV that reverts it so it can be used with Gamepads
Intelligence Mastery
Changed to provide +20 Intelligence and +20 maximum power.
That's Cool
Intelligence Specializations
Swapped Revitalize and Enlightened spec locations.
Eh... I Mean... after this change I would prefer to take 2/2 Preparation over wasting it on 3/3 Revitalize
Because who uses Energy Builders in ENDGAME?
Yeah... this is gonna be annoying Retconing all INT-primary characters to change my INT's specs
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!
Bug:
PVDs that have Base on TECHNOLOGY'S Powers don't trigger [Technological Prowess] nor [Technological Advancements]
Which itself opens a can of worms, some of them Trigger Targeting Computer's effect while others may not
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!
The heal effect is now considered a heal over time for interaction purposes.
Reduced the healing effect by 10%.
Added a 3 second cooldown.
Overloaded Circuits Adv: The damage from this advantage is now considered reflect damage, no longer scales off of ranged bonuses and can no longer crit.
Note: The cost for this power is currently higher than intended
There is still a lack of direct AOE healing for Gadgets!
Bionic Shielding should get more useful ADVs
Suggestion:
Please give a couple of GADGET powers access to the DOWNLOAD ADV
There has been a disturbing under-utilization of Download as a Buff with the Technology family (same with Mystical from the Magic Supernatural Family)
The only power I can recall having access to Download is Laser Swords powers and Medical Arrow (which the later is gonna be more useful for Gadget Healers now)
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!
Suggestion
Please can we get a 1 point advantage on Force Cascade that makes the damage it deals Particle Damage? (this would work with Focus Point or Field Inversion too)
Swapped Revitalize and Enlightened spec locations.
Swapping the locations of these two specs results in a heavy nerf to off-meta builds and a minor nerf to meta builds which does not seem to make sense.
Meta builds (DEX superstat) will have less energy/energy pool and slightly less max hp since they will likely take Detect Vulnerability R3 and Expertise R2. Their DPS output would likely be the same.
Off-meta builds (Non-DEX superstat builds, primarily ATs, Invincible, Grimoire, Cybernetic Warrior, Inventor), however, are forced to choose between Enlightened R3 for increased DEX critical chance, Detect Vulnerability R3 for defense penetration, and Expertise R2 for their PSS bonuses. Off-meta builds not being able to have all three of these aspects anymore greatly lowers their DPS output potential when these builds were already not overperforming in DPS.
Suggestion
Combine Expertise and Enlightened specs as follows: All of your Stats grant 20% more of their default stated bonuses.
This simple suggestion is still a nerf to off-meta builds, but not to so much of a large degree. Something better could be thought of, but please do not keep INT spec tree in its current state.
Suggestion
Replace Enlightened specialization with a specialization that relates to healing.
A healing spec would increase build diversity within INT tree as well as create more PSS choice competition for healers. It is a pretty good idea since there is pretty much nobody running an INT primary healer and it would also help the reworked Inventor AT.
Suggestion
Add an advantage to Experimental/Particle Blaster called "Field Research" or "Data Handling" or "Sampling" or whatever that applies DOWNLOAD buff on half charge.
Suggestion
Increase the base damage of Particle Blaster and Eye Lasers
As they are, these are some of the weakest blasts there are, only beaten by Shotgun Blast and Burst Shot. I imagine the argument would come up that they apply a damage-over-time, but Infernal Blast also applies a damage-over-time and its base damage is a chunk higher with the same charge and activation time, as well as an advantage that helps make up for the lower damage than a handful of other blasts if you choose to dedicate to it. It wouldn't be right to make them the strongest blasts, but at least be in line with the similar blast.
Suggestion
Revert the Intelligence specialization swap, or swap Expertise with Tactician, and/or swap Revitalize with Battle of Wits
The change to make Enlightened part of the top row did nothing but make the bottom row even less desirable without changing the dynamic of the top row. Expertise and Detect Vulnerability will still be the choice for a grand majority of Intelligence Primary builds, while the bottom will see a struggle for how to dump points after Tactician. This is an unpleasant player experience to not know how to spend points that are supposed to be an upgrade to your character because the choices feel like nothing but a waste. Battle of Wits would make a far better top row spec for, say, Support builds with Intelligence, as Detect Vulnerability wouldn't have significant use for them, while 'keeping out of the way' of DPS builds which are discouraged from using control powers by the very role itself, and leaving Revitalize as a choice to be weighed against Enlightened; a small increase to versatility or the ability to trim the cooldowns of your powers. The alternative of Expertise being on the bottom row would give more value to Tinkering, as there would no longer be the forced mentality of always taking Expertise and Detect Vulnerability on the top. This changes the dynamic to think, "do I want more value from my gear, or do I want more power out of my secondaries?"
As is, it simply feels bad. I'd implore some consideration to changing this.
Tier 0 Gadgeteering
Blast
100ft
Deals Particle damage and has a chance to apply Plasma Burn.
Adv (2): Applies Disintegrate on full charge.
Adv (2): Heals you instead of dealing damage if your health is low.
Adv (2): Spreads your Plasma Burn and Disintegrate effects to nearby targets.
.
AH I see!
It's just a 100% Reskin of Experimental Blaster with innate Plasma Burn application WITHOUT the annoying Teddification gimmick
New Power: Eye lasers
Tier 0 Laser Sword
Blast
100ft
Deals Particle damage and has a chance to apply Plasma Burn.
Damage is considered melee damage at close range, and ranged at long range.
Adv (2): Applies Disintegrate on full charge.
Adv (2): Spreads your Plasma Burn and Disintegrate effects to nearby targets.
Adv (2): Stuns your target on full charge.
And you call it Laser Sword power despite the fact it's obvious Non-Toggle Power Armour power
but again, it would be overkill to have PA have 4 Blasts with only 1 being useful for utility, I understand why it got Shoehorned into LS instead
Cyclops Clones and superman beams with eye beams on the rise
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!
Comments
Pulse Beam Rifle
Have Pulse Beam Rifle apply a stacking buff on the player's buff bar so that players can visually see that their Pulse Beam Rifle is being enhanced as they maintain the power.
Experimental Blaster: Disintegration Ray
Indicate that Disintegrate is a type of Radiation effect in the Advantage description.
Particle Mine Power Hue
Particle Mine's power hue does not match up with the color that you choose.
Suggestion
Radiation Suit - Exclude Power Armor toggles from the Plasma Burn chance on Energy Damage effect.
As it stands, it seems like the chance on hit applies to every tick of Energy damage applied to a target. Using Concussor Beam, Eye Beam, and Chest Laser together one can effectively triple their chances of getting stacks of Plasma Burn on a single target with Radiation Suit as their passive. If you include the Melta Cannon advantages, one could possibly quintuple their chances of generating Plasma Burn stacks per hit.
Though the Melta Cannon advantages are more of a fun fact than a balancing issue (unless it turns out you can make Unified Theory as an EU stronger than Overdrive) the fact Power Armor DPS gets universal access to Plasma Burn probably tips the scales of DPS output a bit too much in one direction.
Also, a little thing I noticed with the Laser Sword set:
Bug - Laser Cutter - Plasma Burn sneaking in during Overheat period
Where it happens: On any target
What happens: If Radiation Suit's proc is successful when using Plasma Cutter, there appears to be a small window between the clearing of Plasma Burn stacks and applying Overheat to a target where a single stack of Plasma Burn can be applied. This single application can be refreshed and used as normal, and I did not test if Overheat could be applied a second time from it.
EDIT: Rewritten and added stuff (6/30/2024)
I performed some 1m damage DPS tests using different passives on a power armor build to investigate whether Radiation Suit offers a substantial increase to Power Armor DPS builds. Melta Cannon advantage not used in any test case.
Electric Form (7021 DPS):
Radiation Suit (7252 DPS):
Targeting Computer (7513 DPS):
Based on these numbers, I do not think Radiation Suit is overperforming on a Power Armor DPS build, and thus, a targeted nerf is not justified.
My logic is that the two PA powers that can apply Plasma Burn do so and are balanced for it by the investment required for their Melta Cannon advantages. Concussor Beam was just a testing choice initially, I was trying to see if Radiation Suit's proc was single target only or if it applied to all forms of dealt Energy damage as it said. At any rate, as you have to sacrifice a bit of DPS efficiency to take Melta Cannon, maximizing your Plasma Burn there means two of your main powers (assuming Chest Laser and Plasma Beam) will be Rank 2 to balance with the DoT. It's a tradeoff, and limited to those two powers in specific, and finally it's a fixed 10% chance.
Radiation Suit's proc has 12% per tick at Rank 3, and it applies universally. That means Chest Laser and Plasma Beam users can completely ignore the Melta Cannon tradeoff, have Rank 3 and a better ability to inflict Plasma Burn. That's in addition to getting access to Plasma Burn applications on PA powers that don't have access to Melta Cannon or any equivalent, like Concussor Beam, Eye Beam, and Hand Cannon. Throw in Eye Beam's 20/20 Fission debuff, and you've got a debuff with a free DoT attached. I feel like it's probably letting us take a step too far, is all.
As your numbers say, the advantage in DPS is probably not by much, but to my understanding balancing PA is something delicate because even well before these recent updates, the set was known for being on the bleeding edge of overpowered.
Your reasoning is sound, but I think you forgot to realize that you have to make a tradeoff in picking Radiation Suit over another passive. To receive the free DoT, you have to give up something like better energy efficiency with Electric Form or better critical chance and critical severity with Targeting Computer.
That isn't my point, though, I'm talking about what I see as a rule of the game's design is being broken. Electric Form affects your Energy damage, but it doesn't allow you to apply Negative Ions with non-Electricity powers. The powers that let you do that only let you do it in advantages, and the tradeoff is pretty clear.
That said, I only used Concussor Beam as a part of testing how Radiation Suit's advantage worked. The Hand Slot you'd want to compare against would be Plasma Beam since it has the Melta Cannon advantage alongside Chest Laser.
Radiation Suit + Plasma Beam (7050 DPS):
I don't know what to say. Doing what you think would be good is actually a DPS loss. This "universal access to Plasma Burn" does not compare to simply picking a better passive, Targeting Computer. It stands that Power Armor targeted Radiation Suit nerf is not justified if it cannot be demonstrated that Radiation Suit is parsing well above other DPS passives.
But... Fire Form applies Clinging Flames to targets attacking you in melee range just for free, Ice Form does the same with Chilled but just in general range-wise, Electric Form self-heals you for attacking things with Negative Ions on them (but non-Electric powers have ways to apply Negative Ions so this in no way actually requires any electrical powers to benefit from,) and lastly Pestilence gives you Slashing and Toxic defpen for the Bleeds and Deadly Poisons on your target but once again doesn't require them to be applied by Bestial or Infernal powers (resulting in Pestilence seeing use with 1hsword/dualsword MA builds (primarily of the combo variety,) Qularr Rifle builds and more, all entirely outside of set maybe barring Bleed or Deadly Poison refreshers, and even that's only a maybe.) So, this is definitely still within bounds for passive powers. (And I'd argue Targeting Computer did it first anyways, except instead of Plasma Burns it's just a big bump in crits on those targets.)
If the "stacking DoT family" weren't all capped at a maximum of 5 per person then the whole "taking every single Plasma Burn stacking effect" idea would actually be busted, but naturally they are, which results in the system we see today: just building for raw, direct damage is better than stacking for endless DoTs. What is true is that Radiation Suit is a (tiny) upgrade in DPS at the cost of poorer energy management for non-ranged-Technology energy damage. So, for Laser Sword (assuming you aren't already using some other method of applying Plasma Burns, like Meltdown as an ult, and a refresher to go with which you likely are) and for Electrical builds, who'd lose out on self-healing in exchange for a slight bump through DoT application.
Like BK said, there really isn't a reason to restrict Radiation Suit's Plasma Burn application away from any set; it should just remain Energy Damage in general. Any ranged technology set no matter the damage type is still going to do more DPS with Targeting Computer, and any energy damage build is going to have better energy management and a little more self-healing with Electric Form. Radiation Suit being in a middle ground between EF and TC for technology damage, and "an almost microscopic DPS upgrade for minutely less survivability and significantly poorer energy management" for energy damage seems... fair.
Besides, isn't PA still slated to be nerfed into a pile of dust on the floor at some point? We shouldn't be balancing anything that we're keeping long-term right now around powers we know are going to be promptly unpowered in the future.
This is my cry for help
Plasma Cannon
Plasma Cannon does not deal additional damage on a target affected by Disintegrate despite Disintegrate being a Radiation effect.
I agree, this ability sucks in its current state, and will never seriously be used unless it is significantly buffed.
Cosmic Wonder + Particle Mine interaction
Cosmic Wonder does not reduce Particle Mine's cooldown despite Particle Mine being tagged as a Summon power.
Bug
Cosmic Wonder + Plasma Cannon interaction
Cosmic Wonder does not reduce Plasma Cannon's cooldown despite Plasma Cannon being tagged as a Stun power.
Suggestion: New Advantage: Particle Interdiction - Removes the Stun component from this power. Now removes up to 3 stacks of Plasma Burn on a targets and converts them into 3 stacks of Reckless on you. 2 advantage points.
(Basically if you have a group of 5 enemies and they all have one stack of Plasma Burn, firing this will remove up to 3 instances of Plasma Burn and you get 3 stacks of Reckless. Alternatively 5 stacks of Plasma Burn on a single target is reduced to 2 stacks and you get 3. If only 2 stacks, you get 2 etc)
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20 (to 15) seconds Cooldown is not Justified enough for such limited Crowd Control neither Damage nor even for the Restoration adv
and as I mentioned it will never take advantage of its Plasma refresh innate ability with such duration and gonna drag further using it to trigger EU or the new Toggle
Extremely situational and Limited
It feels like it was designed to be a bad power in the first place for Archetypes
I LOVE DISORIENTED NOW 🤩
This opens so many synergy options online 🤩
All Ultimates in the Technology Tree are incorrectly tagged as Gadgeteering (This is also the case on LIVE). Please consider updating them to share the tree name instead.
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Here you go. A GIF Exhibition
It's using Gadgeteer Particle Riffles for the weapon skins
This has been an NPC power for years, Can be seen in Viper's Nest, one Nemesis mission and more common during the Nighthawk Alert where the Henchmen are healing the Boss' vehicle
IT'S TEAM FORTRESS 2, MEDIC GAMING TIME
Thank you!
Now we just need a Medigun style rifle or the same thing Mercy has
As we already have an advantage called Sonic Amplification for Sonic Beam. Could the new energy unlock power be called Sonic Reverberation/ Sound Amplification instead?
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Can we get a "Healing Vibrations" style power that works like a lifedrain ability? Example:
Restorative Soundwaves - Restorative Soundwaves tap into the vibrational energy of your immediate area to generate sonic energy you can channel towards yourself and nearby allies to heal them.
- Heals you and nearby allies. (20ft)
- This heal is considered a Life Drain effect.
- If your enemies are affected by Disorient or Deafening, it will heal allies for the same amount it heals you.
Advantages:(Based off Life Essence)
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I do like the idea of having a technology heal work like Life Essence, especially since the Draining aoe heals are the most optimized for endgame healers in cosmics
Yeah basically the only missing from the Gadgets support right now is a Direct AOE Healing
and Technology-Healing passive that works like Seraphim (please make this a thing)
Would it be possible to add a life-drain weapon power? E.g. a "revitalizing ray gun". Drains HPs from the villains and all of it goes to allies, for adv points, a portion goes to the player.
Would be nice to add some sort of techno-themed aura to make use of the Enhanced Mending spec. Maybe instead of healing it provides a minor shield, something like IDF.
/color]
FC.31.20240621.13
Plasma Cannon
Plasma Cannon is not tagged as a Gadgeteering power.
It is not affected by Gadgeteering utility mod nor does its cooldown get reduced by Pulse Beam Rifle: Finite Improbability Engine.
Plasma Radiation: Dubious Custom Work
When this power goes on cooldown, it only goes on cooldown for 1 second instead of 5 seconds.
Suggestion
Plasma Radiation: Dubious Custom Work
When this power goes on cooldown or when the power comes off cooldown, have Technological Prowess form gain a stack.
Right now, Plasma Radiation: Dubious Custom Work doesn't stack the form on either condition.
Plasma Cannon
Deals 0 bonus damage for a target affected by Disintegrate.
Technological Prowess and Technological Advancements
Both forms play a loud, spammable explosion sound effect on activation.
Revitalize swapped places with Enlightened instead of Expertise
Medical Expertise is automatically removing itself every 4 seconds
Fully maintaining Medical Beam is not triggering Technological Prowess or Technological Advancements
Intelligence Mastery is not applying 20 maximum energy permanently. It will apply for a split second before disappearing.
Technological Advancements just keep resetting itself so anything that triggers it will only stack for one millisecond before it goes back to one stack. Even Ranking it up via Advantage Points doesn't work on the power. It will just remain One Stack.
THIS IS HAPPENING! The Secondary Trigger mechanic is so great even if it limits it only on the Technology Family
Welcome Archery Healers, Gadget Healers, Munition Healers, Laser Sword Healers and Power Armour Healers
Suggestion:
Can Archery's Precision Toggle get a Secondary trigger mechanic please? Unexpected! After all those Years I can finally use Strafing Run on Gamepad
Still unusable on Gamepads
Suggestion:
Please consider giving Particle Mine an ADV that reverts it so it can be used with Gamepads
That's Cool
Eh... I Mean... after this change I would prefer to take 2/2 Preparation over wasting it on 3/3 Revitalize
Because who uses Energy Builders in ENDGAME?
Yeah... this is gonna be annoying Retconing all INT-primary characters to change my INT's specs
PVDs that have Base on TECHNOLOGY'S Powers don't trigger [Technological Prowess] nor [Technological Advancements]
Which itself opens a can of worms, some of them Trigger Targeting Computer's effect while others may not
There is still a lack of direct AOE healing for Gadgets!
Bionic Shielding should get more useful ADVs
Suggestion:
Please give a couple of GADGET powers access to the DOWNLOAD ADV
There has been a disturbing under-utilization of Download as a Buff with the Technology family (same with Mystical from the Magic Supernatural Family)
The only power I can recall having access to Download is Laser Swords powers and Medical Arrow (which the later is gonna be more useful for Gadget Healers now)
FC.31.20240621.15
As a note, there won't be any new power additions for the remainder of this patch cycle.
Detect Vulnerability has received another nerf it seems. It is now ~2% lower than last patch. Please fix this.
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Eye Lasers, both Ranged and Melee versions, do not benefit from Avenger Mastery
Please can we get a 1 point advantage on Force Cascade that makes the damage it deals Particle Damage? (this would work with Focus Point or Field Inversion too)
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Swapping the locations of these two specs results in a heavy nerf to off-meta builds and a minor nerf to meta builds which does not seem to make sense.
Meta builds (DEX superstat) will have less energy/energy pool and slightly less max hp since they will likely take Detect Vulnerability R3 and Expertise R2. Their DPS output would likely be the same.
Off-meta builds (Non-DEX superstat builds, primarily ATs, Invincible, Grimoire, Cybernetic Warrior, Inventor), however, are forced to choose between Enlightened R3 for increased DEX critical chance, Detect Vulnerability R3 for defense penetration, and Expertise R2 for their PSS bonuses. Off-meta builds not being able to have all three of these aspects anymore greatly lowers their DPS output potential when these builds were already not overperforming in DPS.
Suggestion
Combine Expertise and Enlightened specs as follows: All of your Stats grant 20% more of their default stated bonuses.
This simple suggestion is still a nerf to off-meta builds, but not to so much of a large degree. Something better could be thought of, but please do not keep INT spec tree in its current state.
Suggestion
Replace Enlightened specialization with a specialization that relates to healing.
A healing spec would increase build diversity within INT tree as well as create more PSS choice competition for healers. It is a pretty good idea since there is pretty much nobody running an INT primary healer and it would also help the reworked Inventor AT.
Please can we get similar-ish visuals on Eye Beam? For the emanation VFX I mean.
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Suggestion
Revert the change and instead swap it so:
Battle of Wits | Detect Vulnerability | Tactician | Expertise <-- Top Row
--
Preparation | Enlightened | Tinkering | Revitalised <-- Bottom Row
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Add an advantage to Experimental/Particle Blaster called "Field Research" or "Data Handling" or "Sampling" or whatever that applies DOWNLOAD buff on half charge.
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Suggestion
Increase the base damage of Particle Blaster and Eye Lasers
As they are, these are some of the weakest blasts there are, only beaten by Shotgun Blast and Burst Shot. I imagine the argument would come up that they apply a damage-over-time, but Infernal Blast also applies a damage-over-time and its base damage is a chunk higher with the same charge and activation time, as well as an advantage that helps make up for the lower damage than a handful of other blasts if you choose to dedicate to it. It wouldn't be right to make them the strongest blasts, but at least be in line with the similar blast.
Suggestion
Revert the Intelligence specialization swap, or swap Expertise with Tactician, and/or swap Revitalize with Battle of Wits
The change to make Enlightened part of the top row did nothing but make the bottom row even less desirable without changing the dynamic of the top row. Expertise and Detect Vulnerability will still be the choice for a grand majority of Intelligence Primary builds, while the bottom will see a struggle for how to dump points after Tactician. This is an unpleasant player experience to not know how to spend points that are supposed to be an upgrade to your character because the choices feel like nothing but a waste. Battle of Wits would make a far better top row spec for, say, Support builds with Intelligence, as Detect Vulnerability wouldn't have significant use for them, while 'keeping out of the way' of DPS builds which are discouraged from using control powers by the very role itself, and leaving Revitalize as a choice to be weighed against Enlightened; a small increase to versatility or the ability to trim the cooldowns of your powers. The alternative of Expertise being on the bottom row would give more value to Tinkering, as there would no longer be the forced mentality of always taking Expertise and Detect Vulnerability on the top. This changes the dynamic to think, "do I want more value from my gear, or do I want more power out of my secondaries?"
As is, it simply feels bad. I'd implore some consideration to changing this.
It's just a 100% Reskin of Experimental Blaster with innate Plasma Burn application WITHOUT the annoying Teddification gimmick
And you call it Laser Sword power despite the fact it's obvious Non-Toggle Power Armour power
but again, it would be overkill to have PA have 4 Blasts with only 1 being useful for utility, I understand why it got Shoehorned into LS instead
Cyclops Clones and superman beams with eye beams on the rise