This build is scheduled to hit PTS by 12:30pm Pacific on 5/24/13
Greetings!
We're updating PTS with this build to test stability, as well as the changes listed below:
Release Notes:- Telepathy: Rework: New telepathy rework powers have had some minor tweaks and have been reenabled. The heals from these powers were a bit too strong and have been reduced significantly. The damage from purging the new effects with Mind Break has been reduced by roughly 25% per stack, but the base damage has been increased by 20% on the power to help compensate.
- Bestial: Massacre: This power now refreshes bleeds with each strike.
- *New Power* Rimefire Burst: Strike the target with fire and cold damage, applying Chilled if the target does not have Clinging Flames, and applying Clinging Flames if the target is not Chilled. If the target already has both of these effects this power has no cooldown and strikes all targets in an aoe and consumes these effects.
- *New Power* Redirected Force - You shield all allies within 35' with increased damage resistance. Whenever one of these allies is struck by an attack while this power is maintained you gain "Directional Force". Directional Force increases your ranged physical damage for 4 seconds.
Bug Fixes
- Telepathy: New DoTs no longer incorrectly crit.
- Ego Sprites: No longer incorrectly crits.
Please format any bugs you find in the following format:Bug
Where it happens
What happens
Comments
"Without data, you're just another person with an opinion." -- W. Edwards Deming
Deliciously nutritious!
However, pls pls pls clear all the bugs and balance before releasing the new powers.
I am on a silver account and cannot reach PTS.
BUG
This power was not named "Ravenforce" LOL
For real tho.. You had to pick memorial day weekend. I'mma be river rafting and enjoying the great indoors of an outdoors-ish luxury cabin!
.. Dilemma.. paying for an account goes directly against my instinct of the last time i got excited. But things have a way of hitting live before I can review them anyhow.
If they are live by Monday I'll just have to trust that all my greatest dreams came true.
Questions to testers:
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Rimefire Burst
Is this supposed to apply both Clinging Flames and Chill when activated if neither is effecting the target currently? That would be nice.
Redirected Force
Can this be changed to increase ALL of your physical damage? We really don't want ranged to be more appealing than it already is. (I'm using this on my healer. Screw the buff. =b)
I think Manifestations are going to be removed.
You guys...omg...I dont even...*faints*
o_O: My..My AoE Shielding....
EDIT: AoE shielding is a Nimbus Reskin...eww..please make it like an actual AoE Force Field...and what happened to Mind Wipe?
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And OMG New powers! If stuff like this gets added regularly, we'll be on the right track.
As far as I can tell..Dependency is STILL causing holds to regenerate.
To test, stack Dependancy on a target (like a player) then case a hold, you'll see the hold numbers flicker up as they exchange breakfree to +hold HP.
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From some testing, it doesn't seem this correctly went through, as its still possible to deal massive spike damage with the attack. Please look into this! Also I heard a complaint that the stacking still takes absurdly long, they suggested to reduce the max stacks from 10 down to 5 per power. This might also fix the absurd damage end of things. Ok, I can tolerate this, now that Beastial has its refresher power CAN YOU GIVE SINGLE BLADE SOME ATTENTION NOW PLEASE? Just saying, Massacre does exactly what Dragon's Bite is supposed to do AND applies knockdown AND deals more damage AND costs less energy. The only advantage Dragon's Bite has is....Rush? Barely, FoS isn't refreshed by Bleed refreshes (should be fixed!)
YAY NEW POWERS. YAY BUG FIXES.
EDIT: A couple other DoTs you should look into. Gas Pellets, Pestilence and Ebon Ruin's DoT.
Given that Monday is Memorial Day in the US... dubious. :biggrin:
I haven't been told of any planned release date; please do give us all the feedback you guys can. For once, I promise I won't mind seeing the #TelepathyNow hashtag. :P
So...how's the concept art for the Dark Champions zone coming along?
The 30 stacks are to allow teams of telepaths the chance to synergize. 5 stacks per target means that each telepath only needs to cast each DoT once before their DoT no longer contributes to the fight's consume mechanic.
If ONE telepath takes all their time to get to 30 stacks its worth the benefit of the massive spike. If 5 telepaths stack them quickly then the strongest of them can consume the stacks and enjoy the benefit of a faster buildup.
But again I have to say that the 30 stacks are very welcomed from a teaming standpoint. Please do not remove them.
Stone Shroud: Imposing strength is not working at all... it debuffs the enemies with it, but it doesn't slow them down. Also imposing strength is not even shown on the tooltips.
Rimefire Burst: Its not getting nor its cooldown reset or the AoE component when both Chill and Clinging Flames are applied.
Redirected Force: Its increasing base damage instead of normal damage... its just way too much damage lol, being able to get 20k base Force Cascades...lol... now imagine how easy its going to get those 10 stacks in a 5 man. Its proccing from not only the damage that allies take, but the damage you take as well... this might be intended though. Oh... also this power is supposed to be a maintain but the maintain bar is not appearing.
Suggestion:
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^THIS so much. As far as I am concerned they are working beautifully. The DoT not critting was a blessing and the damage decrease was well needed. They are perfect apart from...MoTM<--Master of the Mind...needs a better animation..and perhaps a slight cost tweak, for the cost and CD it has...it lasts for a remarkably short time.
I am worried about Dependancy..I'm not sure why it causes hold HP to regenerate..it only does it by a very small amount..but it would be deadly on paralyzes (which is the only form of hold I have tested it on so far.
Stacking for Telepaths? = WIN. Remove them and suffer PSI wrath..yes I will tell them to hide in the walls again..don't tempt me!
Now...Redirected Force? Requires Rename IMO...to Force Field or Force Barrier. Get rid of the Nimbus likeness and make it a maintain AoE with the proper graphic, anyone within that sphere of 35 ft would be encompased in the graphic providing damage resistance.
Again I will repost the orginal suggestion here...Consider please, I am BEGGING YOU!
Force Field - (Mah AoE shielding *-*) - When the going gets tough and your team need protection, you are ready to prove your worth by creating and expanding an impenetrable and large field of defensive energy, repelling all would be attackers and providing the ultimate defense.
+Provides immense damage Resistance to all targets within the bubble
+ All targets within field gain high knock resistance
+ Your force field is affected by your damage resistance values and can be healed
+ Is affected by your Dodge/Avoidance values (but only accepts 1/3 of them)
+ Lasts longer than a normal active defensive
- It is a pet so it can be attacked and destroyed
- Accepts only half added damage resistance from you
- Only recieves 1/3 of the healing it should.
- You can only hold a powerful shield like that for so long (25 seconds) (100 sec recharge)
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*Squeels in delight* You're finally doing something we've all been waiting for! Woohoo, keep it up guys! Hope to see this stuff in working order for Live soon.
Also, if you can... check my most recently created thread and take a looksie in case there's something you might want to add to this.
And I will always be @DZPlayer122.
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Rimefire... I may have to resurrect an old PnP character of mine - Frostfire, mixed flame and ice powers. This power would suit him perfectly. Of course, then I'd have to get a sub or LTS so I could build him...
- David Brin, "Those Eyes"
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New(ish) Telepathy: I suggest only letting one stack per debuff per player. Increase the debuff/heal amount accordingly. There are a few reasons for this. First, Mind Break is obscene with 10 stacks per debuff. Second, the amount of debuffing/healing at max stacks is probably too good yet pitiful in most situations since targets will die before even getting one stack in most team situations. Third, it makes the set flow better in my opinion as you can Mind Break the debuffs as they're about to expire.
Rimefire goes on cooldown even if the target is affected by clinging flames and chilled (testing using flashfire/frost breath).
I just did some testing and its actually normal damage, not base damage. I compared it against stacks of Concentration that give me 10% damage each... so 2 stacks of that gave me the exact as 1 stack of Redirected Force Rank 3 (20% damage). And I am quite sure that concentration stacks are normal damage, not base.
Edit: Either the case its base damage or not... definitely it feels way powerful... can you imagine on 5 mans how easy its going to get those 10 stacks?? Def the dmg increase needs to be toned down, one way or another.
Edit #2: LE DERP! it is base damage HAHAHA. I forgot I had the avenger thing that gave me 15% base damage lol. yeah you are right Falchoin.
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I'd rather be able to feel as if I was working towards something rather than being stagnated in combat by only stacking once. It also allows for CO-OPERATIVE Telepath play, which as was explained on the earlier page..was/is a good thing.
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It would still allow cooperative gameplay as each player could stack their own instance of the debuff.
A nice Astral Form style animation? Like it makes you look like an astral being? How hard would that be?
It looks and feels like a Transform Power, but with the flight...which is about Ascension Speed..it looks a little bit out of place..
I was thinking either conventional Astral Forms or PSI titan style.
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A complete melee balance pass is needed again not just one set. Particularly the brick sets are very low in dps, except for unleash rage. The devs apparently trying to please individual players instead of fixing bugs and balance the game is getting a bit annoying by now (not directed against you).
As for feedback on the new and re-added telepathy powers.
The damage resistance on redirect force is good by itself, but the 200% max on damage bonus is really way over the top. Why not try the make a balanced power instead of another fotm one?
And again.... interrupts on cosmics is a stupid design. Completely locking them down is very easy with the new telepathy powers.
The one thing that makes combat in CO fun is having to react to certain things. When everything you can react to is interrupted away on boss fights, we are left with an very boring game. If this goes to live then you might as well make smoke grenades work on gravitar again too....
Bug: Rimefire Burst does not lose it's cd if you have clinging flames and chill on target
Redirected Force: Should not be base damage. DR is there for a reason.
Problems in general with Telepathy: The effects on the aoes are set too high to allow multiple stacks from multiple players. The effects should cap at one stack or cap much lower then ten. The heal and damage reduction in particular should be lowered as they're too potent in their current form.
Perhaps the effects could also receive a much shorter duration? Say under ten seconds? Another idea is to make the durations extremely short, like a couple seconds, but have the duration lengthened if you are using a telepathy passive. This will help thwart cherypicking.
While this may not have much impact on lowly mobs, it will cause great issue with bosses.
Will type more later.
We can already do this with its current form. Why decrease this ability?
We all know that the values are due to the passive WAI. I see no reason to nerf this new mechanic...however it will be a nice learning curve for players who arent used to that style, and perhaps encourage more co-operation when it comes to stacking, and when you get a team of telepaths who know what they are doing, you get a lovely stacks of debuffs on a target and then sychronised Detonation..would be unimaginable bliss.
Oh yes and:
Bugs:
Mental Storm --> Still capable of critical strikes.
Dependancy Stacking then adding a hold on top grants Regenerative Holding power, the hold will regenerate.
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The prob is that is base damage... not normal damage lol. Once it gets tuned back to what its meant to be it should feel fine.
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I disagree completely. Interrupts are specifically made for this purpose. I do suggest that (much like clobber originally had) the chance to proc the interrupt be dropped significantly. But I do agree that interrupts should only be 100% effective at melee range.
BUT if the proc chance is dropped to 33% then I still want to use my +Hold Strength to increase my chances of proccing the interrupt. This rewards players who invest in hold strength while not letting the powers be cherry picked for Overpowered-ness. 33% plus 100% hold strength is a 66% (2/3) chance to proc the interrupt and 200% hold strength is a 99% chance of interrupt.
If anyone can offer other solutions I am open to it.
Shadow of Doubt has "Crippling Challenge" down as a one point power. Instead of "Challenging Strikes"
Requires fixing to prevent any misconceptions about points changing etc
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What does work: It'll consume Clinging Flames. It'll apply both Chill and Clinging Flames if needed. It also so far feels like a pretty epic power (love how it looks) on a decent cooldown (or none when it works).
BUG: Rimefire Burst is not properly tagged. Like how Fireball and Conflag are tagged Ranged AoE Damage and such. Technically it's both Ranged AoE and Single Target, which might be why it's not tagged at all, but I'd think it should have something.
BUG: Rimefire Burst needs its own unique icon (currently using Fireball).
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I agree that perhaps the 100% chance should be dropped to a lower chance, which can be increased significantly by CC gear and Manipulator and Support Role, specs as well.
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The AI is not equipped to deal with interrupts, it will only cycles through its now useless attacks. One person being able to completely lock down a cosmic is not a good design, can you show me where is was said it was intended and an explanation how it would can be made to work in any balanced way?
Every time something like this was possible the powers were adjusted after a while. There is a very good reason why interrupts are not working on cosmics on live, and why smoke grenade is now useless against gravitar (and should be against the other bosses). Telepaths feeling powerful is not a good enough reason to break half the game.... for as much as it isn't already.
When the game gets a complete AI and power overhaul on ALL enemies to deal with this, particularly the cosmics, I might agree.
That's all I've got to say because everything else has been said already... for now.
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They DO work against cosmics on live (at least backhand chop does.. i'm not sure that ice cage is officially meant to interrupt or not)
This is because Gravitar ignores most threat/targeting rules. I do still advocate an increased threat when a player uses any interrupt. making them more costly in ALL fights and a great tanking tool (not that any telepaths are tanks.. yet)
I want this as well. and wholeheartedly agree with a AI overhaul to compensate.
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The alternative is what we have now and that' is almost unthinkable - Crowd Control is completely left out of the boss fights. So my truly awesome character gets to enjoy sitting and watching every boss fight.
Everytime...I havent even fought GRAVITAR with Mentella its been THAT long..
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I like these ideas.
Hmm, this would reduce stackage(?) time.., so that could be fun..it may also solve the regen hold bug..
I was thinking about this, but 5% is ok...IMO, but I see what you mean if you look at it from a mass player usage view point.
Hmm..yes I think..would act as a general debuff..but wouldnt that "step on the toes" of other debuffs? I'm just wary of people complaining about that or something.
Do you mean non Manipulator/Support Role CC focused builds stay the same and non CC players only stack 1-3 stacks? If so sounds good.
Wouldnt this reduce the need to stack? If the result is at the end, people stack more..right?
Wasnt this already done? I'm sure it said so on the patch notes.
Hmm..would this be small energy? Or a set value divided amongst the team members?
Nice idea..by duration bonus do you mean CC duration or something else? Like stack duration?
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AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
*I'll type something sane later
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Force Fields...its not looking nice..but as I was told, function before FX...so when they get it working correctly and not having an insane energy cost...(ish) I can run around projecting AoE force fields....ahh...(lets hope they go dome shaped ppl!)
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I like Redirected Force too much to make a fully objective judgment, but I think with the numbers being toned down a bit (it's currently a multiplicative damage bonus), it'll be good to go.
Energy cost seems fine as-is, but I'm basing that on the expectation that someone who takes it will likely be using a lot of bubbles, and bubblespam (without Iniquity to fill in gaps) is one of the most energy-intensive setups in the game.
Other builds may have problems using it regularly.
But, yeah...it's awesome. I've wanted something like that since launch. :biggrin:
Haven't tried any of the other stuff yet.
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I do not want to be a team buffer. I want to be an enemy debuffer.
Keep the 30 stacks.
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Not to mention that 30 stacks goes into the DPS chart. One player at 6 second intervals cannot reach 30 stacks until 60 seconds. At which time a massive spike may be appropriate (approximately double that of shadow strike that has half the time to execute). The damage is actually set right. Players just aren't used to seeing enemy resistance rebuffed at such levels but that is the entire point of the new telepathy. Debuffing..
Getting 20 stacks without the 10 debuff stacks isn't "awe inspiring". But when you add in placate and consume will telepathy "appears" to do great damage.
But people are acting like this is spammable.. it completely is not. In fact, any telepath that can survive 60 seconds (cycling ONLY these three powers mind you) deserves an "I win" button.
I pretty much expect any PUG with Mind Break to ruin my stacking anyhow.