Greetings Champions! As with the changes we made to
Alerts, we are constantly striving to provide a great experience to all of you heroes in Millennium City. With that in mind we have some more updates to announce that we believe will help diversify builds and characters.
Preview the upcoming Dodge/Crit changes with Developer Chirs "Gentleman_Crush" Meyer.
Check out the full
blog post here!
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I still think Fluidity could use another look though.
This post has been edited to remove content which violates the PWE Community Rules and Policies -Smackwell
Oh, we have a new target for our pitchforks.
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These changes will make builds that abuse high dodge that made them unkillable to feel like how they are supposed to feel. Passive and Stat choice should determine overall survivability much more greatly than gear and dodge is upsetting that balance.
The crit chance changes aren't really changes but will show their true crit chance numbers rather than the Cryptic Math version, so those are irrelevant compared to the dodge changes. Goodbye Offensive passives being completely unkillable. This is a positive.
- David Brin, "Those Eyes"
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Fluidity > Parry ?
And more importantly, do we get a freebie retcon?
Reality struck you hard, did it?
I liked the part at the end where Lemuria didn't get mentioned.
Don't we always avoid Lemuria?
But seriously. Reducing Doge? You sirs got a typo.
I reckon Master AT might get Fluidity as well as Specialist, Blade might stay the same.
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Because DEFENCE right now is USELESS!
Brilliant cryptic - logic. I'm glad that a different dev - team is working on NW...
:mad:
If you claim otherwise, make a video oft an unkillable opponent and post it.
I have a question about how the revamped Offense stat will work. You said, "...we've made Offense's percentile bonus multiply Passive bonuses to damage". Does that mean Offense will only benefit players using offensive passives that grant damage bonuses? Will it do nothing for users of defensive passives?
The poster formerly known as Lightwave!
I do regret most of the stuff i posted on here and yeah, people can change.
[sometimes, it does take several kicks into the groin, first...]
Seeya.
I must of missed something. Did defense need dodge to "actually" be called Defense!
Or was defense always useless unless you had dodge? Are you saying without dodge you can't build a build that can defend itself on par with whatever build/builds you currently use?
In any case, why not wait until the changes hit. Try them out. Then scream useless if need be. Myself, I went to the pts and tried out the new changes, most of my builds use LR.
I thought the changes would cripple my builds. I was wrong. Do I like the changes? Not that much.
But my defense is far from useless. Just saying. Wait. Try out. Adapt. If not, there is always the forums to come to and scream, DEFENSE is useless!! If that helps you, that is.
Don't worry, my posts used to tick the entire community off.
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I thought I "disliked" a certain dev for his apparent hatred of pvp, the crafting system, etc.
Let's force people to become more reliant on def passives.
Let's make any everyone re-evaluate their setup.
Let's make the majority of ATs even weaker than before.
Let's make changes that have a negative impact on the whole because a handful of people complain something is too strong, the same people that complain about everything and are completely ignorant of the player base experience other than their own.
We're not suddenly getting "challenge". Aside for a few instances elite serves no benefit and provides no reward. More "challenge" doesn't result in customer retention if it's still the same old content and the rewards have no real value in the current player market.
But hey, it wouldn't be the first time people left over changes.
Offense has. Dodge gets a err... change. What happens to defense? Does it stay the same? Kind of important that people know this, right? MORE OFFENSE! Less defense?
This does not help things balance out IMHO. But, since nothing has been released yet.. is this something that's on cryptics radar? If not it should be. What happens if a pure defiance build is made and has no dodge to speak of? Would that be enough to survive a giant spike hit from Gravitar? Where as before it could with more dodge.
These are the kind of things that should be tested before going live. Discussed. Feedback taken in, then adjusted accordingly and released. Not too hard to do, right?
My opinion is that Defense will not be changed at all, or there aren't any plans to change it in view of this dodge nerf unless everyone becomes super fails and not even defense can save them.
It looks like the block function may make a comeback after all, with a serious vengeance. This is not to say that blocking isn't already a good form of defense it is but it may be more needed.
Ideally, a number of powers and things will have to change, so we can see just how bad they are without dodge.
The blog post didn't seem to indicate (to me) that Defense was being buffed to compensate. It does look like healers/tanks will be a lot more desirable to team with.
The dodge changes all but totally rubbishes the RR + Dodge combination that a few AT's and a wide range of FF players rely on.
I guess once the full impact of such a change is reviewed, things -may- be adjusted accordingly.
As it has been previously mentioned dodge did allow for more diversity, personally I wouldn't run an electric form passive build without decent defense and dodge or I'd be asking to face plant.
I think Offensive Passives which don't buff all round defense via dodge may have to be updated to "resist all" values (this will never happen).
I reckon the idea is that the squishy stay squishy whilst piling on offense for higher damage and relying on minimal dodge and defense.
In all seriousness, all types of builds will be affected in some way. It may severely limit what types of enemies people are willing to fight if their offensive passive only grants resistance and defense against some or one kind of damage.
I really don't think that the full impact of such a change (and no doubt ones to come) have been fully realised by some.
I know that if I don't focus in Gravitar with a squishy build I can easily get killed and that is with "almighty dodge/avoid."
Maybe dodge was changed in order to simulate challenge again because changing and updating mob AI would be a huge and "high risk" undertaking for CN to do currently?
Either way, I'm not going to beat around the bush, I'm not in favour of the dodge change, simply because it can make certain builds not only harder to play but it can make some entirely impossible to enjoy. But time will tell.
This is just my opinion however.
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As it is, Defense and Dodge builds now feel pretty comparable to me in survivability. If Defense got a boost it would be the obviously better choice, and we'd be right back where we started.
The poster formerly known as Lightwave!
Look at the new Earth Form for example. 66% base Defense to everything and a whole lot of damage resistance to Crushing on top of that is not bad at all. Not for an offensive form.
The poster formerly known as Lightwave!
An equally great melee build for survivability and better overall DPS would be to take the 66% base Defense, use Way of the Warrior to get 35% Dodge and 55% Avoidance, and take Overpower.
For the record, the build I began testing with on PTS to push my survivability with the new Justice gear and Juggernaut was working so well I got impatient and retconned into it on Live. It works just as well there under the current rules, with currently existing (admittedly high-end) gear.
The poster formerly known as Lightwave!
Maybe the devs should try thinking like players instead of thinking like devs, so they can actually increase the joy others feel while playing their game.
Not that, actually. This is all Cryptic Math, but the formula that we use to deal total damage used to not multiply Passive by Offense -- both of them increased your total damage, but there wasn't a multiplicative relationship. Now there is.
Players with Defensive Passives will still get bonuses from Offense -- it's just that, since they won't have as much of a passive bonus to damage, there won't be as much damage for Offense to multiply.
The poster formerly known as Lightwave!
Avoidance|=| Resistance
n/a |=| 0.010001%(.01% avoidance but you can't have anything less than 20% avoidance)
n/a |=| 1.01%(1% avoidance but you can't have anything less than 20% avoidance)
n/a |=| 5.26% (5% avoidance but you can't have anything less than 20% avoidance)
n/a |=| 11.11%(10% avoidance but you can't have anything less than 20% avoidance)
20%|=| 25%
30%|=| 42.86%
40%|=| 66.67%
50%|=| 100%
60%|=| 150%
70%|=| 233.33%
80%|=| 400%
90%|=| 900%
97.8%|=| 4445.45%(Technically possible to do due to exploits)
99.99%|=| 999900% (Avoidance is "possible" but I doubt exploits can help you this far for resistance)
100%|=| n/a (You can't divide by zero, sorry.)
So I would say the changes for Offense really do make a noticeable difference.
I would also say that defense doesn't suck. At least, if you actually build for some defense.
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At least now primary defenses won't be a no-brainer pick of avoidance gear with a pair of gambler's stuffed into it.
Anger aside because I'm really sick of seeing this all the time in every cryptic game since city of heroes. How are you making this change without screwing over lightning reflexes which relies on stacking dodge/avoidance?
I hope your current changes are well thought out and that you won't push them to live without polling players by means other than the forums. Because only a small fraction of your community even uses the forums.
I agree with this. Is this Champions online, or Commandos Online?
Really?
Explain this, I am having some serious trouble believing it.
Also, let me preface this, if 100% dodge can be achieved without the best gear and mods you can grind for, I'll be stunned
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