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FC.31.20120904.0 PTS Update - 9/5/12

nisdiddumsnisdiddums Posts: 91 Arc User
edited September 2012 in PTS - The Archive
PTS update FC.31.20120904.0
This build is scheduled to hit PTS by 12:00pm PST on 9/5/12

Greetings!

G-Crush has been working on updates to Telepathy powers, and we are very excited to get them onto PTS for you all to test.
There will be two PTS updates taking place on Wednesday, 9/5 - the latter of which will contain a highly anticipated travel power :cool:

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


Telepathy Expansion:
Telepathy is a set that we felt lacked some of the more speed oriented play that fit within the Champions style of gameplay, so we are taking this opportunity to expand the set with a bevy of new powers! These new powers are focused on a trade off between well timed interrupts and stuns, persistent damage, and secondary effects generated by your powers. Weighing these aspects is the key to dominating the minds of your foes!

The new powers are broken up into 4 groups.

Passive:
Congress of Selves: This is an Offensive or Balanced passive. Increases Paranormal Damage and Damage over Time effects. Grants resistance to all damage, and Ego damage even more. Reduces the Cost of Mentalist (Telepathy and Telekinesis powers).

Offensive:

Damage over Time:
Mental Leech: An AoE interrupt that applies a damage over time effect to the targets. When this effect expires the foe is afflicted by Ebbing Lifeforce. Ebbing Lifeforce causes allies near the affected target to be healed over time. A target may have 10 stacks of Ebbing Lifeforce at a time.

Shadow of Doubt: A single target interrupt that applies a damage over time effect to the target. When this effect expires the foe is afflicted by Lingering Regret. Lingering Regret reduces the damage the target deals for each stack of Lingering Regret. A target may have 10 stacks of Lingering Regret at a time.

Mental Storm: An AoE Stun that applies a damage over time effect to the the targets. When this effect expires the foe is afflicted by Shadows of the Mind. Shadows of the Mind reduces the resistance to Ego damage for each stack that affects the target. A target may have up to 10 stacks of Shadows of the Mind at a time.

Direct Damage:
Mind Break: Deals single target Ego Damage. Additionally this power detonates stacks of Lingering Regret, Shadows of the Mind, and Ebbing Lifeforce for additional damage and bonus secondary effects. Shadows of the Mind causes Mind Break to ignore 5% of targets resistance. Lingering Regret causes Mind Break to restore energy to the user for each stack. Ebbing Lifeforce causes all allies near the target to be healed for a burst for each stack.

Manifestations:
Manifestations are team wide buffs that you can summon to empower all teammates. You may summon aspects of your Id, Ego, or Superego. You may have one of each aspect out at once, and selecting the appropriate buff for each situation will be one of the greatest keys to your success.

Transformation: Master of the Mind: Transforms you temporarily into a powerful avatar of your inner mind. This power increases your damage and health significantly and causes you to rapidly heal when you enter this state. While in this form you have special versions of Mental Leech, Mental Storm, Shadow of Doubt, and Mindbreak. These versions are much more powerful and recharge must faster.
Post edited by nisdiddums on
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  • gamehobogamehobo Posts: 1,970 Arc User
    edited September 2012
    nisdiddums wrote: »
    PTS update FC.31.20120904.0
    This build is scheduled to hit PTS by 12:00pm PST on 9/5/12

    Greetings!

    G-Crush has been working on updates to Telepathy powers, and we are very excited to get them onto PTS for you all to test.

    Love it! Testing to commence asap.
  • stoopidmestoopidme Posts: 250 Arc User
    edited September 2012
    Sounds interesting, is the last one an ultimate power?
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  • theapygoostheapygoos Posts: 384 Arc User
    edited September 2012
    cant. wait.
  • malvoumalvou Posts: 488 Arc User
    edited September 2012
    The whole Transformation thing sounds really neat. I want to try it. D:
  • megaskullmonmegaskullmon Posts: 313 Arc User
    edited September 2012
    Huh very intresting...i got to test them
  • pocopoco Posts: 0 Arc User
    edited September 2012
    Yay i can't wait.Thank you so much for going forward with this
  • xaogarrentxaogarrent Posts: 632 Arc User
    edited September 2012
    Are we going to see some work on older powers in the set? Is there any possibility of at the least a mini crowd control review coming with this?

    Also, I'm very much hoping that some of these transformations come in a package like Psimon's super form. I honestly wouldn't mind having some non-temporary ones too, that operate sorta like Kheldian forms from CoH, but it looks like that's not on the table.

    ...Also, highly anticipated travel power has me curious. I can't think of much that has been requested over and over, though there's likely something really obvious I'm overlooking.

    ...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited September 2012
    Not to belittle whats going on with this review...

    but can we please...please...Please get a telepathy support passive?

    I mean all this stuff is awesome...but I really think the support passive is what most of us have been waiting for.
  • xaogarrentxaogarrent Posts: 632 Arc User
    edited September 2012
    Not to belittle whats going on with this review...

    but can we please...please...Please get a telepathy support passive?

    I mean all this stuff is awesome...but I really think the support passive is what most of us have been waiting for.

    I'd like to take this point in time to mention that we lack a support passive that gives dodge, and precognition of future events as well as knowing your opponents moves before they make them by reading their mind are two fairly common things that psychics do.

    ...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
  • thesoulstarthesoulstar Posts: 122 Arc User
    edited September 2012
    *sings*When you wish upon a staaar! Jaybezz will know where you are. Then JB will get that sweet Telepathy ******** constantly through then your dreams come truuuuuuuue!
    But in all seriousness this looks and sounds amazing from what I am reading: Will Telepathy finally get the love its been begging for years now finally?! Stay tuned!
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  • gamehobogamehobo Posts: 1,970 Arc User
    edited September 2012
    Time permitting my Man-Crush let me know he's got some ideas in mind for a support passive.

    Also we talked a bit about a FUTURE crowd control review. It is not happening yet.. but he will be looking into making current Crowd Control Resistances viable (Ego and Presence stat, Gear, provided by PvE enemies etc).

    I'm hoping he and Stokan can get a comprehensive review done by the first of the year.
  • sigmaseven0sigmaseven0 Posts: 714 Arc User
    edited September 2012
    I was hoping for a support passive, but its all good.
    *sings*Then JB will get that sweet Telepathy ******** constantly through then your dreams come truuuuuuuue!
    Now i feel dirty.

    EDIT:
    gamehobo wrote: »
    Also we talked a bit about a FUTURE crowd control review.
    Didn't you make some post about some CC powers not triggering manipulator? If so, now would be a nice time to inform the devs on that.

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  • sanguinevipersanguineviper Posts: 451 Arc User
    edited September 2012
    Holy butts, you're actually making telepathy into a support debuffer set. Lets hope it works out well in practice. If it does you might increase my hope rating again.

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  • kallethenkallethen Posts: 1,576 Arc User
    edited September 2012
    Looks very promising, G-crush.

    If I had something on my wish list though, it would be tweaking Incapacitates. My biggest gripe with them is the interrupt on break. I'd rather see it become just a "if a target breaks, it becomes immune" instead. If only because defeated foes count as a "break" and therefore kill Ego Storm if you have groups of mixed mobs (a very likely certainty).
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  • gamehobogamehobo Posts: 1,970 Arc User
    edited September 2012

    Didn't you make some post about some CC powers not triggering manipulator? If so, now would be a nice time to inform the devs on that.

    You betta believe that every single bug and and design flaw i find will be posted by me. Even the powers that I wont use. I specifically talked to GMC about the current bugs and design flaws in manipulator, ego blast, psychic vortex, ego storm and confuses. He obviously cannot promise to make changes to them all but I will be reposting them in the forums.

    I also dont see this passive offering any support role benefits. I do not particularly think Mentalist needs a new offensive passive.. at all much less for telepathy but I am not the only person who plays as a telepath so I won't speak for others who may want this passive. The way it currently looks I fear it may overshadow Ego Form.. but posting unmerited fears is not what I'm about. I will be online at 11AM tomorrow with baited breath.

    EDIT: I may be shooting myself in the foot by saying so.. but depending on how soon a full hold system review happens.. it may be better for a support passive/crowd control passive to happen after the mechanic has been defined. I say this in hopes that the Crowd Control review becomes top priority and this passive becomes top priority as well. I am ok with all of this waiting to go live until Halloween or even Christmas if we can get the crowd control review done.
  • manwholaughsmanwholaughs Posts: 116 Arc User
    edited September 2012
    nisdiddums wrote: »
    the latter of which will contain a highly anticipated travel power :cool:

    Mhm, it's called memory cloth... Notice anything?:biggrin:

    Oh it better be!
  • nightr0dnightr0d Posts: 450 Arc User
    edited September 2012
    nisdiddums wrote: »
    PTS update FC.31.20120904.0
    SNIP

    Hmmmm, I wonder if those changes are actually useful. To me it looks a bit messy with all the stacks and whatnot. I'm not sure how useful those powers will be in game. If the set can't do some decent damage in the end it will still suck. Why? Because CO is a "fast paced" action game. Nobody wants to spend an hour just to kill trash (I exaggerate). I'm curious how this works out though. I obviously don't know if my assumptions are correct since I only read the description of the powers and did not actually test them. Still I'm rather skeptical. Well I guess I'll see tomorrow.
  • crypticbuxomcrypticbuxom Posts: 4,620 Arc User
    edited September 2012
    Transformation?! Is this going to be the beginning of testing and putting transformation powers of all kinds across all the sets?

    Oh. And Cape glide.
  • soulforgersoulforger Posts: 1,649 Arc User
    edited September 2012
    Cool and all, but, what about bug fixes and rebalancing of already existing telepathy powers?
  • mijjesticmijjestic Posts: 481 Arc User
    edited September 2012
    Wow, this stuff could be sexy indeed! Bravo to devs for going this route and listening to the many cries of the Forgotten (lol) Set's adherents. And many kudos to those who tirelessly nagged in the forums about it. Hopefully you will soon have what you want and then some!

    I also look forward to it and will try and test it out on the PTS myself sometime.
    nightr0d wrote: »
    Hmmmm, I wonder if those changes are actually useful. To me it looks a bit messy with all the stacks and whatnot. I'm not sure how useful those powers will be in game. If the set can't do some decent damage in the end it will still suck. Why? Because CO is a "fast paced" action game. Nobody wants to spend an hour just to kill trash (I exaggerate). I'm curious how this works out though. I obviously don't know if my assumptions are correct since I only read the description of the powers and did not actually test them. Still I'm rather skeptical. Well I guess I'll see tomorrow.

    People still use and enjoy large stacks for various reasons. See Poison (and Epidemic in particular). See Bleed w/ rupture. Mainly this stuff is effective on bosses but that doesn't mean it's useless at all. Not even close.

    As long as the stacks are worth it in a 'medium-time' sense it'll be worth it.

    But I agree it's going to need some viable damage dealing (especially direct AoE like what Infernal and Wind got) without some seriously clever alternative mechanics. The later...who knows. :) How about both!
  • chalupaoffurychalupaoffury Posts: 2,553 Arc User
    edited September 2012
    Sounds amazing, but I have a few questions:

    How do they interact with sleep?
    What about ego sprites? Mind break should consume ego sprites and trigger the health return to the player. Just sayin.
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  • wesleytansgwesleytansg Posts: 863 Arc User
    edited September 2012
    Although I am not a telepathy person myself, but kudos to the devs. So, boooo to all those who whine and whine and complain etc. Things get done but it takes time. You guys need to be kinder.

    G-Crush, behind you all the way man. I love the jets too. I love this game.
  • bioshrikebioshrike Posts: 5,491 Arc User
    edited September 2012
    nightr0d wrote: »
    Hmmmm, I wonder if those changes are actually useful. To me it looks a bit messy with all the stacks and whatnot. I'm not sure how useful those powers will be in game. If the set can't do some decent damage in the end it will still suck. Why? Because CO is a "fast paced" action game. Nobody wants to spend an hour just to kill trash (I exaggerate). I'm curious how this works out though. I obviously don't know if my assumptions are correct since I only read the description of the powers and did not actually test them. Still I'm rather skeptical. Well I guess I'll see tomorrow.

    I have to agree... most sets only have their 1 gimmick "thing" that they have to worry about stacking and utilizing. Here, you're adding 3, and not giving special interactions to all the existing powers. Why not just boil it down to 1 special, stackable telepathy debuff, and just have each power interact w/ said debuff in its own unique way?
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  • akirasanbeerakirasanbeer Posts: 215 Arc User
    edited September 2012
    I find your lack of HYPER PSIONIC BLASTER disturbing...:frown:
  • xcaligaxxcaligax Posts: 1,096 Arc User
    edited September 2012
    Hey I just wanted to bring this up really quick, but whatever happened to those Might changes? Were they ever gonna happen? Or is it still on the back burner?
  • beldinbeldin Posts: 1,708 Arc User
    edited September 2012
    mijjestic wrote: »
    People still use and enjoy large stacks for various reasons. See Poison (and Epidemic in particular).

    I think i wouldn't even really miss the poison stacks on Epidemic. The main reason is simply
    that it is a 25ft circular maintained PBAoE that does no root.
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  • theravenforcetheravenforce Posts: 7,138 Arc User
    edited September 2012
    nisdiddums wrote: »
    PTS update FC.31.20120904.0
    This build is scheduled to hit PTS by 12:00pm PST on 9/5/12

    Greetings!

    G-Crush has been working on updates to Telepathy powers, and we are very excited to get them onto PTS for you all to test.
    There will be two PTS updates taking place on Wednesday, 9/5 - the latter of which will contain a highly anticipated travel power :cool:

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


    Telepathy Expansion:
    Telepathy is a set that we felt lacked some of the more speed oriented play that fit within the Champions style of gameplay, so we are taking this opportunity to expand the set with a bevy of new powers! These new powers are focused on a trade off between well timed interrupts and stuns, persistent damage, and secondary effects generated by your powers. Weighing these aspects is the key to dominating the minds of your foes!

    The new powers are broken up into 4 groups.

    Passive:
    Congress of Selves: This is an Offensive or Balanced passive. Increases Paranormal Damage and Damage over Time effects. Grants resistance to all damage, and Ego damage even more. Reduces the Cost of Mentalist (Telepathy and Telekinesis powers).

    Offensive:

    Damage over Time:
    Mental Leech: An AoE interrupt that applies a damage over time effect to the targets. When this effect expires the foe is afflicted by Ebbing Lifeforce. Ebbing Lifeforce causes allies near the affected target to be healed over time. A target may have 10 stacks of Ebbing Lifeforce at a time.

    Shadow of Doubt: A single target interrupt that applies a damage over time effect to the target. When this effect expires the foe is afflicted by Lingering Regret. Lingering Regret reduces the damage the target deals for each stack of Lingering Regret. A target may have 10 stacks of Lingering Regret at a time.

    Mental Storm: An AoE Stun that applies a damage over time effect to the the targets. When this effect expires the foe is afflicted by Shadows of the Mind. Shadows of the Mind reduces the resistance to Ego damage for each stack that affects the target. A target may have up to 10 stacks of Shadows of the Mind at a time.

    Direct Damage:
    Mind Break: Deals single target Ego Damage. Additionally this power detonates stacks of Lingering Regret, Shadows of the Mind, and Ebbing Lifeforce for additional damage and bonus secondary effects. Shadows of the Mind causes Mind Break to ignore 5% of targets resistance. Lingering Regret causes Mind Break to restore energy to the user for each stack. Ebbing Lifeforce causes all allies near the target to be healed for a burst for each stack.

    Manifestations:
    Manifestations are team wide buffs that you can summon to empower all teammates. You may summon aspects of your Id, Ego, or Superego. You may have one of each aspect out at once, and selecting the appropriate buff for each situation will be one of the greatest keys to your success.

    Transformation: Master of the Mind: Transforms you temporarily into a powerful avatar of your inner mind. This power increases your damage and health significantly and causes you to rapidly heal when you enter this state. While in this form you have special versions of Mental Leech, Mental Storm, Shadow of Doubt, and Mindbreak. These versions are much more powerful and recharge must faster.

    YES YES YES YES YES!!!!!!!!!!!!!!!!!

    Me right now

    I can see some essence of the ideas I put down on forums in these powers *-*...I LOVE Transformation..and Manifestations...just call it Astral Transformation and Psychic Manifestations and my life is complete..

    For the passive Congress of Selves...was another option for it's name going to be Collective Unconscious or something? Because I'm not really feeling the name Congress of Selves....but it looks great for all other purposes!
  • theravenforcetheravenforce Posts: 7,138 Arc User
    edited September 2012
    I am very glad you have done a passive ^_^...

    But...as with some other people..perhaps some other things could be added as well?

    What do you think of these?

    Mental Shield

    Mental Shield creates a protective barrier of psychic energy that reduces incoming damage and increases in effictiveness as time goes on. Has a 2% chance to fully Placate attacking enemies (3 max) (20% chance to placate at 10 stacks). Protection increases as block is held. (stacks up to 10 max)
    250% all damage resist (300% to Paranormal) - (Same block dmg resist progression as Eldritch Shield)

    Advantages: Trick of the mind
    This advantage gives your shield a 80% chance to cloud the visual cortex of your enemies, rendering you invisible and untargetable for 10 seconds. However this advantage can only be activated on an application of crippling challenge or when your health falls below 60%. Attacking during this stealthed period will render you visible. Has an internal cooldown of 15 seconds before it can reactivate.

    Mind Control

    Your psychic power allows you to dominate and command your foes for a duration of time. This power causes the targeted enemy to become a friendly pet for a short duration. The power and duration of your mind control scales with your Primary SS. However if your primary stat is EGO/PRE this scaling is greater. Max length that they can be controlled for is 40 seconds.
    Other Champions build up resistance (3 stacks max) to your mind control and can no longer be controlled by you for a short while. Champions are paralyzed for 30 seconds. After your targets outlive their usefulness they take 1000 Ego damage. Breaking out of this control effect early causes your targets to take more Ego damage.

    Advantage: Total Control
    This advantage turns this power into an AoE power but reduces the length of time that subjects remain under your control by 20%. (Max targets 5)

    Psionic Barrage

    You unleash your mental might against your foes in a cylindrical beam of mental power, barraging them with your pure powerful and furious psychic power.

    Advantages: Twisted Rage
    This advantage allows for one of the following status effects to be applied to your targets in a random fashion
    -Fear
    -Disorient
    -Placate
    -Hold
    -Autokill (2% Chance) (Only affects Super Villains,Enforcers and lower. x4 damage taken to higher ranking targets, such as Other Champions,Legendaries, Cosmics, instead of autokill condition.)

    Mind Reader- Passive.
    Everyones mind is an open book to you, this allows you to easily pinpoint points of weakness and exploit them. Your psychic mastery and mental powers also allow you to "see" attacks coming and defend yourself appropriately.
    + Can be slotted Hybrid or Support Passive
    + Increases potency of damage/heals for pets and self. (Scales with PRE)
    + Increases all crowd control durations (scales with PRE)
    + Gives significant dodge and avoidance bonus (1/4-1/3-1/2 the dodge/avoid amount LR does)
    + Grants Stealth Sight (Scales with PRE)
    + Grants a moderate damage resistance buff ( 15% - 30% - 45%) (Rank 1- 2 -3)

    Advantage - Psychic Manifenstation - You are a powerful psychic, and you wear your manifestation of psychic power proud and bright for all to see.
    + Zero point advantage. Purely cosmetic like AoRP's Runic Glow.
    + Allows for customisation of it in Tailor. Colours etc
    (( For this advantage I am thinking more X-Men, Emma Frost/Psylocke type of Psychic Manifestations and perhaps similar to AoAC's aura emation effect))

    For the dodge/avoid buff Mind Reader grants, it would scale with Rank:

    Rank 1 - 1/4 of rank 1 LR dodge/avoid amount

    Rank 2 - 1/3 of rank 2 LR dodge/avoid amount

    Rank 3 - 1/2 of rank 3 LR dodge/avoid amount.

    I dont think it would stack so like 1/4 + 1/3 + 1/2 but would actually change so from 1/4 it would become 1/3 of a rank 2 LR for dodge and avoid buff.
  • theravenforcetheravenforce Posts: 7,138 Arc User
    edited September 2012
    xcaligax wrote: »
    Hey I just wanted to bring this up really quick, but whatever happened to those Might changes? Were they ever gonna happen? Or is it still on the back burner?

    Mind over Matter...


    ...Sorry I had to xD
  • theravenforcetheravenforce Posts: 7,138 Arc User
    edited September 2012
    bioshrike wrote: »
    I have to agree... most sets only have their 1 gimmick "thing" that they have to worry about stacking and utilizing. Here, you're adding 3, and not giving special interactions to all the existing powers. Why not just boil it down to 1 special, stackable telepathy debuff, and just have each power interact w/ said debuff in its own unique way?

    I think telepathy is being turned into a more offensive/CC/support powerset which is very good IMO, I think all it lacks now is perhaps some of the powers I suggested and a support passive like Congress of Selves.

    I actually kind of support this notion because Support has been sort of taken over by bubbles, rezzing and power (celestial) Healing. I think these types of powers give telepathy a more over bearing feel..as in they wear down an enemies defenses..

    For some of the descriptions such as Mind Break which activate a plethora of secondary effects on a target, which seems a bit like bleed stacks for a single blade user when they use that insane attack for heavy damage, I can see that thematically as; you continually wear down their defenses and once a large enough portion of their mind is accessible to you, you rip apart their psyche :biggrin:
  • theravenforcetheravenforce Posts: 7,138 Arc User
    edited September 2012
    I find your lack of HYPER PSIONIC BLASTER disturbing...:frown:

    Yeah I know >_<

    I was looking forward to a psionic barrage like I posted xP
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited September 2012
    xcaligax wrote: »
    Hey I just wanted to bring this up really quick, but whatever happened to those Might changes? Were they ever gonna happen? Or is it still on the back burner?

    They happened already. Might's received more in champions than any two power sets combined. It doesn't need anymore.
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  • crypticbuxomcrypticbuxom Posts: 4,620 Arc User
    edited September 2012
    They happened already.

    Did these "increased damage to knock resistant targets" changes include all Might powers like Heavy Weapons? If so than good.
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited September 2012
    Did these "increased damage to knock resistant targets" changes include all Might powers like Heavy Weapons? If so than good.

    No, because heavy weapons aren't might powers. heavy weapons is also one of the higher damage sets in the game.
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  • mainscrizzmainscrizz Posts: 302 Arc User
    edited September 2012
    They happened already. Might's received more in champions than any two power sets combined. It doesn't need anymore.
    THIS^

    Plus, my poor little PFF guys are crying. :frown::frown::frown:
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  • theravenforcetheravenforce Posts: 7,138 Arc User
    edited September 2012
    mainscrizz wrote: »
    THIS^

    Plus, my poor little PFF guys are crying. :frown::frown::frown:

    I asked about this and there are plans and ideas!! It's only a matter of time I am sure :D
  • beldinbeldin Posts: 1,708 Arc User
    edited September 2012
    No, because heavy weapons aren't might powers. heavy weapons is also one of the higher damage sets in the game.

    I think mostly people mean Might AND HW if they talk about that here, since they were both
    the sets that were designed for the double buff of aggressor and enrage.

    Speaking about brick however would also be wrong, since Earth is also in brick, but is not
    really affected that much from the changes since its more a ranged set.

    However .. i don't really know how many people really play Earth with Enrage :confused:
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  • theravenforcetheravenforce Posts: 7,138 Arc User
    edited September 2012
    beldin wrote: »
    I think mostly people mean Might AND HW if they talk about that here, since they were both
    the sets that were designed for the double buff of aggressor and enrage.

    Speaking about brick however would also be wrong, since Earth is also in brick, but is not
    really affected that much from the changes since its more a ranged set.

    However .. i don't really know how many people really play Earth with Enrage :confused:

    Probably the same amount of players who use Mind Link as their ultimate power :wink:
  • cyronecyrone Posts: 1,028 Arc User
    edited September 2012
    Probably the same amount of players who use Mind Link as their ultimate power :wink:

    Hey now, Mind Link can be pretty fun if you can manage the energy to use it for the full maintain.
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  • zedulonzedulon Posts: 51 Arc User
    edited September 2012
    I like this in concept, as I like anything that gives me another way to play the game. One of the things I like about Champions is that I get a new character slot every time I hit 40, and can use that slot to build a new toon that does something different.

    On the other hand... Given Cryptic's respose (or complete lack thereof) to bug reports I have posted in the past, I am not inclined to post any more. At this point I'm not willing to participate in testing until Cryptic shows some willingness to actually fix major bugs in the game. (You want to demonstrate that? Pick any one of the following 3 bug groups and actually fix it: (1) Valerian Scarlet mission bugs in VB Apocalypse. (2) Costume unlocks that bind to toon instead of account. Or (3) fix crafting nodes so Science and Mysticism can actually be leveled to 400 in-game.)
  • zahinderzahinder Posts: 2,382 Arc User
    edited September 2012
    Will any of these changes propogate to/update the Mind archetype?
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  • magemighty1magemighty1 Posts: 57 Arc User
    edited September 2012
    xaogarrent wrote: »
    are We Going To See Some Work On Older Powers In The Set? Is There Any Possibility Of At The Least A Mini Crowd Control Review Coming With This?

    Also, I'm Very Much Hoping That Some Of These Transformations Come In A Package Like Psimon's Super Form. I Honestly Wouldn't Mind Having Some Non-temporary Ones Too, That Operate Sorta Like Kheldian Forms From Coh, But It Looks Like That's Not On The Table.

    ...also, Highly Anticipated Travel Power Has Me Curious. I Can't Think Of Much That Has Been Requested Over And Over, Though There's Likely Something Really Obvious I'm Overlooking.
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  • gentlemancrushgentlemancrush Posts: 445 Cryptic Developer
    edited September 2012
    Wow, lots of good discussion here guys! A few points of clarity so we can better focus this.

    1. Yes, this is a more aggressive focused half of Telepathy. I want to do a support passive, but I believe the most prudent time to do that is when the classic forms of CC can receive a full review as well, and that is a big time investment.

    2. While many sets focus on 1 interaction that is unique, the singular unique interaction here isn't the fact that you can detonate these effects, but *when* should you detonate them. Do you need that damage debuff? That rolling heal? Do you need a burst of damage or healing now? Are your dots going to fall off and leave downtime because you need that stun? You will find yourself thinking about a large number of factors while playing the set.

    3. The transformation is temporary so it can feel a little "broken". I mean this in the sense that when you push that button, you want to feel POWERFUL. So giving it a limited duration and a nice cooldown, you get to decide when you need that extra oomph.

    4. There is no block yet, but if there is time I want a telepathy specific block. However time is tight and I am working madly to get everything perfect for you guys!

    5. Yes, if this goes well I would like to make this into a new AT. Again, time permitting!

    Keep the feedback coming guys!
  • blademaster5121blademaster5121 Posts: 956 Arc User
    edited September 2012
    Ok so I'm back from real life things and I just read this all over. I'd just like to say I SO CALLED IT.
    Interesting though, I see the pattern, Telepathy is looking like it'll be (like infernal) a counter to the recently reviewed sneak review stuff.
    But nevermind that.
    1) Three DoT/Debuffs going on at once? Can all 3 break at once? How strong are these DoT/Debuffs?
    2) The passive boosts all DoT effects, so basically I can go get Epidemic and lariats with this and make a super DoT build. That'll be interesting, I'm sure. On that note, I'd make sure you guys reduce poison damage in half for this passive, whether inset or not, I already see a devastating 1k DPS from poisons alone returning....ugh. Otherwise just make it paranormal DoTs, dimensional, ego, and magic, specifically, so we don't have this pain of balancing cross set.
  • matixzonmatixzon Posts: 120 Arc User
    edited September 2012
    A Question: If you Do make a Telepathy-specific Block, Will it Get ported to the Mind Archetype?
    @mawexzon

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  • gamehobogamehobo Posts: 1,970 Arc User
    edited September 2012
    1. Yes, this is a more aggressive focused half of Telepathy. I want to do a support passive, but I believe the most prudent time to do that is when the classic forms of CC can receive a full review as well, and that is a big time investment.

    Must get done. I'm a patient man. I do appreciate your version of telepathy, but even though I will be testing it (quite thoroughly) I will likely not be using it. So much of the "soul" of telepathy is tied to crowd control and support. A passive that is offensive based goes directly against that.

    The main components of telepathy are:
    • Crowd Control (7 Powers) Placate, Sleep, Mind Lock, Psychic Vortex, Ego Storm, Manipulator, Ego Blast
    • Summons (3-4 Powers) Psychic Vortex, Summon Nightmare, Collective will, Manevolent Manifestatsion
    • Heals (3-4 Powers) Empathic Healing, Psionic Healing, Mindful Reinforcement, Slave Mentality
    • Direct Damage (3-4 Powers) Ego Blast, Ego Storm, Ego Sprites, Mind Link
    Ok so I'm back from real life things and I just read this all over. I'd just like to say I SO CALLED IT.
    Interesting though, I see the pattern, Telepathy is looking like it'll be (like infernal) a counter to the recently reviewed sneak review stuff.
    But nevermind that.
    1) Three DoT/Debuffs going on at once? Can all 3 break at once? How strong are these DoT/Debuffs?
    2) The passive boosts all DoT effects, so basically I can go get Epidemic and lariats with this and make a super DoT build. That'll be interesting, I'm sure. On that note, I'd make sure you guys reduce poison damage in half for this passive, whether inset or not, I already see a devastating 1k DPS from poisons alone returning....ugh. Otherwise just make it paranormal DoTs, dimensional, ego, and magic, specifically, so we don't have this pain of balancing cross set.

    I support making it Ego Damage only. The same problem comes with Ebon Ruin. I'm all for cross set synergy but boosting telepathy should not come at the cost of extremely OP infernal or ebon powers. TY for the out of the box thinking blademaster5121. Would have taken me at least half a week for the same.

    - -

    I like the re-imagining of the set but you still have a long way to go toward making this feel like telepathy. DPS is just not what telepaths are all about.. range, misdirection, crowd control and damage over time need to remain the focus of the set.

    Range - telepathy will always be squishy, but a 50 ft ranged DPS is a death sentence. We need to be able to strike from further back to avoid direct aggro (not to mention PvP). This is the main reason Ego Blast needs its stun chance returned and if Sonic Arrow can be charged while mobile then so should Ego Blast. Finally both powers should proc a stack of manipulator on full charge.

    Misdirection - threat wipes (absolve advantage from celestial), pet chaff (making it hard to target player), confuses all work to keep aggro off the player. This used to be a great defense in both PvE and PvP.. used to be.

    Crowd Control - Sleep, Confuses, Stuns, Holds, Paralyzes and Paralyze over time (i refuse to call them "incapacitates"). This is the "support" portion of telepathy. The only real benefit to the team comes in the form of crowd control (if only CC worked in teams).

    DoT - Most telepaths "take the long way" when it comes to subduing foes. While I appreciate the "fast paced" combat that other sets have, telepaths dont feel right doing spike damage insta-kills to me (others will surely disagree). This also keeps the numbers relatively low in comparison to telekinesis' large numbers output and takes the focus from crits to penetration.

    EDIT: I forgot Debuffs - The truest and most crippling in game mechanic that could easily represent a telepath is the ability to debuff a target. For this reason I wanted celestial cleansing to work with my telepath concept. Whether it be debuffing damage or debuffing resistance this is also the most team friendly portion of a support.
  • nisdiddumsnisdiddums Posts: 91 Arc User
    edited September 2012
    PTS maintenance will be starting in 10 minutes.
  • tomquantumtomquantum Posts: 0 Arc User
    edited September 2012
    I appreciate the offensive stuff. My telepath is hybrid dps and healing.

    Crowd control is one aspect of the set, but not the only one.
  • gamehobogamehobo Posts: 1,970 Arc User
    edited September 2012
    nisdiddums wrote: »
    PTS maintenance will be starting in 10 minutes.

    And already I have to go back to work..

    I have to say.. the FX on Shadow of Doubt LOVE. the name.. not as much. lol (sorry ravenforce) "Doubt"?

    Flight on Master of the mind.. as my character cannot fly this is not desireable.

    - -

    For all the Master of the X powers is it possible to h ave these show up in the Pet Tray? Or are you expecting players to be able to build swap to use them?
  • kaiserin#0958 kaiserin Posts: 3,193 Cryptic Developer
    edited September 2012
    Still soaking all this stuff in, it's quite a bit.

    First reaction though: The Manifestation powers, I hope those numbers are extremely bloated and will be brought down. Their current values are nearly like passives o.o I can't really comment on them because they're so ridiculous at the moment.

    How will they stack with one another? Could a penalty perhaps be associated with them? I see very little reason to not pick one of these up for a build as they will make the build globally better (other then not wanting a pink glowy critter, but they're crazy!).


    Visuals: Love the animations, could use some emanation point options, though. I hope Manifestation will have multiple creatures to choose from, it'll get rather dull seeing everyone's manifestation look the same.

    Power tray slots: Okay...these extra free powers are cramping up the power tray. We need to be able to expand the tray or do something to fit powers in.
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