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Release Notes: 3/20/14

dwightmcdwightmc Posts: 95 Arc User
edited March 2014 in Release Notes
Having some issues with the website right now so for now I'm posting the patch notes on the forums only

Mark 2 Vehicles:

  • We have added a new tier of vehicles: Mark 2.

  • Existing Vehicles have been classified as "Mark 1". Mark 1 Vehicles may be upgraded to Mark 2 with a Tune-Up Kit that is available from the C-Store. Mark 2 Vehicles have higher Attack, Defense, and Speed, and generally have improved Slots, as follows:

  • All Mark 2 Vehicles with the 10% Bonus have 8 slots (4 Weapon, 4 Support/Defense)

  • Mark 2 Hover Tanks and Chariots have 7 slots (4 Weapons, 3 Support/Defense)

  • Mark 2 Hawkwings, Grav Bikes, Exocets, and VTOLs have 7 slots (3 Weapons, 4 Support/Defense)

  • To upgrade, take a Tune-Up Kit and your Mark 1 Vehicle to a Vehicle Upgrades vendor (found in the news Vehicle Show Room, formerly the Questionite Exchange). Weapon systems and Mods will be removed from your Vehicle at no cost and placed in your inventory, and you will recieve a Mark 2 version of the same Vehicle. The new Vehicle will come with no pre-installed Weapons or Mods, and will be unbound.

  • The Arrowhead and Adder grav bikes are classified as "Mark 2". New and existing Arrowheads and Adders will be automatically updated to Mark 2 stats, with no action necessary.

  • Prototype Hawkwings are not upgradeable.


Vehicle Stats:

  • Vehicle innate resistance and HP now scale more slowly with "Defense" value.

  • Hover Tank Mark 1 vehicles are now Defense 5.5 instead of 4.5, to bring their listed Defense in line with their stats.

  • Combat Speed:

    • Vehicles now have two speeds: Combat Speed and Top Speed. Like travel powers, while you are firing weapons, your vehicle is restricted to Combat Speed. A few seconds after leaving combat, your Vehicle will return to Top Speed. There is no ramp-up time to use Top Speed, except immediately following combat.

    • All Vehicles moving at Combat Speed have improved handling (Traction and Friction). Hover Tanks also gain a faster turn rate while at Combat Speed.

    • Combat Speed is activated by firing a Vehicle weapon.

  • Boost:

    • Boost has been redesigned as a toggle that drains energy rather than as a 6 second buff with a 30 second recharge.

    • Boost provides +40 Top Speed for Hover Tanks; +30 Top Speed for Chariots and VTOLs; and +20 Top Speed for Hawkwings, Grav Bikes, and Exocets.

    • A full energy bar will provide 4 to 5 seconds of Boost at a time.

    • Reload may not be used while Boosting, or for a few seconds afterward.

Vehicle Mods:

  • Vehicle Mods that previously improved Flight Speed now improve Flight Top Speed.

  • Vehicle Mods which increase Penetration now work correctly.

  • Vehicle Mods which increase Max Ammo (Energy) now provide a fixed bonus instead of a percentage bonus, and now increase Equilibrium as well.

  • Gravity Pulse now has a 1 second recharge time between taps, and has less intense FX.

  • Incendiary Round is now capped at 5 targets and has a range of 100ft. It no longer has a taunt component. Its cost has been increased.

  • Plasma Beam now shares stacks of "Plasma Shear" across ranks. Additionally, the bonus damage for Plasma Shear stacks has changed. The first 25 stacks give double damage. Stacks 26-50 on a target give normal damage, and stacks 51+ have no additional effect.

  • Flamethrower now puts an 8 second taunt on affected targets, and has increased damage.

  • AA Missile now deals only Crushing damage instead of split Crushing/Fire. Its damage has been increased, and its Energy cost reduced.

  • Holographic Field now provides a fixed bonus to Dodge and Avoidance, instead of calculating the bonus from your current movement speed.

  • Micromunitions is now a Click power instead of a Maintain. It fires multiple volleys of missiles over the next five seconds, and has a 10 second recharge.

  • Railgun now has a maximum range of 100. The damage formula caps at range 90. This is down from 120 range with a cap at 107.

  • Advanced Hyperkinetic Dampening System has been revised. It now costs 0 energy, activates immediately, has a 3 second duration and a 15 second recharge. Damage reduction is still 120% / 240% / 360%. Additionally, you deal 50% less damage while the shield is up.

  • Ammo Regen mods now stack properly.


Drifter Store:

  • Smilodon Hover Tank and Broadhead Grav Bike (Mark 2 vehicles) have been added to the Drifter store at 250 Drifter Salvage each.

  • Questionite Weapons Store:

  • Mk3 weapon systems are now available for 295,000 Questionite.

  • The prices for Mk1 and Mk2 weapon systems in the Questionite store have been standardized to 90,000 Q (Mk1) and 165,000 Q (Mk2).

  • Heavy Cannon Mk1 has been added to the store.


Miscellaneous:

  • Added a new "Vehicle Showroom" in Renaissance Center in place of the Questionite Exchange.

  • There is now a Vehicles category in the Auction House. All existing vehicle auctions have been moved into this category.

  • In Lemurian Invasion, Enemy Exocets drop to 1/3 speed while in combat. Tagging an Exocet with an attack puts the three fighter formation into combat.


UI:

  • Items in stores now have the same border/background they have in your inventory.

  • Items in stores can no longer be selected if they are not available to you.


Other Bugfixes:

  • Exocets (Mark 1) were not getting their full HP and resistance values. This is now fixed.

  • The Widow grav bike had some white detailing when ridden by male characters. It is now the proper black and red as it appears for female characters.

  • The Overdrive energy unlock no longer triggers on vehicle powers.
Post edited by dwightmc on
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Comments

  • mrhinkypunkmrhinkypunk Posts: 1,569 Arc User
    edited March 2014
    dwightmc wrote: »
    • To upgrade, take a Tune-Up Lit and your Mark 1 Vehicle to a Vehicle Upgrades vendor

    Typo.


    I think they should of just kept the old websites, they were perfectly fine. Surely this is costing PWE more than it is gaining.
  • jadetorajadetora Posts: 116 Arc User
    edited March 2014
    dwightmc wrote: »
    • Mk3 weapon systems are now available for 295,000 Qquestionite.

    Typo 2.

    Both in the word Questionite and the absurd price. (Although the latter We're being sarcastic on. Sort of.)
  • edited March 2014
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  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited March 2014
    Yay, a huge patch must be something really coo.........wait, making vehicles more powerful?


    nevermind.png


    Just what we need:mad:
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    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • edited March 2014
    This content has been removed.
  • mrhinkypunkmrhinkypunk Posts: 1,569 Arc User
    edited March 2014
    gradii wrote: »
    actually the vehicles 2.0 update contains enough giant nerfs to pretty much invalidate any actual improvements Mk3 weapons and mk2 vehicles would bring.

    There are nerfs, however there are just as many or maybe even more buffs to various things.
  • edited March 2014
    This content has been removed.
  • sistersiliconsistersilicon Posts: 1,687 Arc User
    edited March 2014
    dwightmc wrote: »
    Smilodon Hover Tank and Breadhead Grav Bike (Mark 2 vehicles) have been added to the Drifter store at 250 Drifter Salvage each.

    Is this a typo or an unannounced Powdered Toast Man crossover? :biggrin:
    Choose your enemies carefully, because they will define you / Make them interesting, because in some ways they will mind you
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  • eiledoneiledon Posts: 1,287 Arc User
    edited March 2014
    robert5600 wrote: »
    Drifter Store:

    • Smilodon Hover Tank and Breadhead Grav Bike (Mark 2 vehicles) have been added to the Drifter store at 250 Drifter Salvage each.

    Typo 3.


    I noted the Breadhead and chuckled. guess patch note compiler has been loafing on the job.
  • mrhinkypunkmrhinkypunk Posts: 1,569 Arc User
    edited March 2014
    robert5600 wrote: »
    [3/20 16:43] [Combat (Self)] Your Incendiary Round Mark 2 deals 1001 (1101) Fire Damage to New Purple Scout. With 2x Hull Scanner Rank 9.


    No, sir.

    I hear it is based off of their resistance. You're now reducing their resistance instead of getting rid of a flat %.
  • goobers23goobers23 Posts: 3 Arc User
    edited March 2014
    Obviously, Breadhead is a new toaster themed vehicle.
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited March 2014
    gradii wrote: »
    actually the vehicles 2.0 update contains enough giant nerfs to pretty much invalidate any actual improvements Mk3 weapons and mk2 vehicles would bring.

    I may have not been clear. I am fed up with this vehicle system in our 'Superhero MMO'. IMO it's a waste of CO's already limited resources.

    Sure, there is a tradition of vehicles in the superhero genre, but not like this. This doesn't fit with Champions Online.

    Imagine what we could have had instead....there were countless options that would have fit into the genre and could have been money makers. The player-base have made many suggestions.
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    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • amontillado1amontillado1 Posts: 47 Arc User
    edited March 2014
    I may have not been clear. I am fed up with this vehicle system in our 'Superhero MMO'. IMO it's a waste of CO's already limited resources.

    Sure, there is a tradition of vehicles in the superhero genre, but not like this. This doesn't fit with Champions Online.

    Imagine what we could have had instead....there were countless options that would have fit into the genre and could have been money makers. The player-base have made many suggestions.


    CO's strength is customization. The ability to make your OWN hero. To use your imagination and the tools provided to create.

    Vehicles could have added to this. The Batmobile is cool because it is THE Batmobile. It is themed to the hero's concept as surely as is the hero's costume.

    That is what vehicles could have been. When I heard "customizable" I surely thought we were talking a "costume creator" for the vehicles. How very wrong I was. All it meant was weapons and ability mods.

    The current vehicle system is something I have zero interest in as it actively takes away from the personalization of the game and it's strongest feature. So for me.. yup, this is a waste of the dev's efforts.

    Your milage may vary.

    -Amon
  • jadetorajadetora Posts: 116 Arc User
    edited March 2014
    CO's strength is customization. The ability to make your OWN hero. To use your imagination and the tools provided to create.

    Vehicles could have added to this. The Batmobile is cool because it is THE Batmobile. It is themed to the hero's concept as surely as is the hero's costume.

    That is what vehicles could have been. When I heard "customizable" I surely thought we were talking a "costume creator" for the vehicles. How very wrong I was. All it meant was weapons and ability mods.

    The current vehicle system is something I have zero interest in as it actively takes away from the personalization of the game and it's strongest feature. So for me.. yup, this is a waste of the dev's efforts.

    Your milage may vary.

    -Amon

    Pretty much 100% agreed.
  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited March 2014
    At the very beginning Cryptic had chance to make vehicles truly "ours" and customisable.
    But Cryptic failed, not the first, nor the last time.

    Worse, they resorted to plain lie.

    It's ironic how something even that simple as texture/color/emblem cutomisation could change people's reception of vehicles. But Cryptic proved unable to provide even this minimum.

    Again, why nobody was even slightly surprised how it ended? :rolleyes:
  • aiqaaiqa Posts: 2,620 Arc User
    edited March 2014
    I am happy balance is getting some attention. This is more like how those weapons needed to be from the start.

    Now could we get some other parts of the game be looked over too pretty please?

    Things like
    -AoE on claws or bestial are lacking.
    -Ice attacks besides blast and avalanche are really bad.
    -Ice blast overperforms.
    -A few sets lacking an energy unlock
    -Earth has generally weak powers, and the stagger mechanics are more an annoyance than anything, since it is really slow to stack and is only added with the weakest powers in the set.
    -Single target attacks on heavy weapons have a much lower dps than single target attacks on any other melee set, while being the only one that has a selfroot on its high damage single target attack.
    -Ego blades does lower dps in general than other melee sets, while not having the advantage of scaling with str (and all that comes with that).
    -Mental discipline is much much weaker than other forms (even more so after the offense changes), and requires adv points.
    -Gigabolt is overall just weaker or more limited than similar powers.
    -Archery attacks are overall weak, and attacks that have a direct counterpart in another set (like sniper and focussed shot) are much weaker on archery. If mobility is a big balance factor (which I agree with) at least make that the same gamewide.
    -Advantage on ebon void is way too good for a 1 point adv.
    -Trauma effects should be less effective on ranged powers.
    -Stealth spamming with evasive maneuvers is too good.
    -UR is overperforming, having it do 50% of its current damage would still make it very useful with the 10 target limit.
    -AD and AO chaining severely overpower players.
    -Ego surge and ascension are much better than other AO powers.
    -Melee AoE in general is underperforming greatly when compared to ranged AoE.
    -Some of the big ranged ranged pbAoE attack are overperforming, like lead tempest or epidemic.
    -TGM does too much damage.
    -Gas pellets are too good against large targets.
    -Mental storm does too much damage for a DoT.
  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited March 2014
    aiqa wrote: »
    -UR is overperforming, having it do 50% of its current damage would still make it very useful with the 10 target limit.
    It is not overperforming. Other 'ultimate' powers are just laughable.
  • jaazaniah1jaazaniah1 Posts: 5,534 Arc User
    edited March 2014
    Vehicles are great. All those heroes with vehicles in SC and LI make them go much faster. I just keep zipping around with my non-vehicle using hero and still get my rewards. They get to have their fun and I get to have my fun. :biggrin: I just hope that vehicles won't end up in Gravitar or Fire and Ice.:biggrin:
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  • amosov78amosov78 Posts: 98 Arc User
    edited March 2014
    dwightmc wrote: »
    The Overdrive energy unlock no longer triggers on vehicle powers.

    Just a shame that Overdrive still doesn't work with all "normal" maintain powers that it should, One Hundred Hands for example....
  • aiqaaiqa Posts: 2,620 Arc User
    edited March 2014
    It is not overperforming. Other 'ultimate' powers are just laughable.

    10 target 20k crit (on a dps build) tap attack.
    That is a total of 200k damage on a tap, it is insanely strong = overperforming.

    And having high tier power being just flatly stronger then low tier powers, will never work in a freeform game. Not unless ALL sets have equal options for all power tiers.
  • mindgladiatormindgladiator Posts: 27 Arc User
    edited March 2014
    You call this update? I call this poordate.

    Vehicles, lockboxes and zen. If this is champions online you should change the name of this game for something like: "Pay is fun" o "Champions taxy online"

    Seriously if you call to this content you better search the content word in the gaming dictionaries. I will give you a good idea for the game, remove all content except defender, vehicles and alerts. Like seems is the unique things you want players use.

    I though usuallly companies wants have a nice name so they make a better sells and profits. No profits without updates none pays with a same game content from 2009. And dont think none will say alerts and 2 new vehicles each month is a content update.

    Maps, dungeons, bosses, lore, history and events are the content updates. I am not sure you think cryptic name have actually any reputation but with this ritm dont think about it.
  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited March 2014
    aiqa wrote: »
    10 target 20k crit (on a dps build) tap attack.
    And having high tier power being just flatly stronger then low tier powers, will never work in a freeform game. Not unless ALL sets have equal options for all power tiers.

    That's why other ultimates needs to be brought to UR level, not the opposite. To have more options.

    And nerfing yet another power will do little good, since it already has tier requirements.

    For now tier requirements are in place in this game. If they were entirely removed, then maybe.
    Ultimate power should be stronger than regular powers.

    Yes, let's break another power so it will end weaker than Epidemic and good for nothing.
  • jonsillsjonsills Posts: 6,318 Arc User
    edited March 2014
    jaazaniah1 wrote: »
    Vehicles are great. All those heroes with vehicles in SC and LI make them go much faster. I just keep zipping around with my non-vehicle using hero and still get my rewards. They get to have their fun and I get to have my fun. :biggrin: I just hope that vehicles won't end up in Gravitar or Fire and Ice.:biggrin:
    Pretty much agreed here. I have vehicles that I keep with some characters. They're mostly so the toons without flight powers can get around large areas easily. (Have you ever tried using Acrobatics to get across Canada?)

    They also see occasional use in Lemurian Invasion and Sky Command, because melee powers against the Harbinger are just silly.

    Other than that, they rarely even get unboxed. If y'all want to spend ridiculous amounts of time and money "upgrading" these things, all the while complaining about their utility, more power to you, and thanks for helping to support this game I like so very much.
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  • r9xchaosr9xchaos Posts: 533
    edited March 2014
    True ... always when i buy ZEN with CASH i cross my fingers and hope for a CONTENT update... but then all i see is vehciles and lockboxes wich contain vehicles...


    The cost for tune up kit is to high compared to what some peopel already paid to get ( for example ) a fire ant bike...


    If you BUY keys with CASH you need like 50 Dollars to get 120 drifter salvage ( when youre unlucky ) okay.. 50 dollars for a FIRE ANT .. and now... they want us to pay again to make our vehicles any valuable...


    im aware we dont NEED vehicle sbut i find the milking is pretty impudent...


    Look... we have complained about SILVER Freeform not being able to change colors...

    we have complained about AURAS are not reddemable per character.. instead of that we need to buy them for every char OR trade then in the account bank to wear them with other toons...

    hell the aura storage is not even account wide.... wtf...


    and then.. you come up with the vehicle madness...


    Cryptic im pretty dissapointed... i could deal with all this without complaining...if you only would atleast create new content.. instead of new gambling and shop stuff....


    and also.. can yo fix / make PvP more interesting???



    here is the List to make your customers happy:


    * Add color-change options for Silver Freeforms (( or atleast a per character CASH unlock so we can tune up or chars to change colors... ))

    * Add updated PvP / Fix PvP give better rewards... make new PvP modes...new maps..

    * Give us COmic Series , Adventure Packs and a new Map
  • avianosavianos Posts: 6,163 Arc User
    edited March 2014
    Really? a Whole Update-Upgrade-Nerfade Exlusive Patch for Vehicles... AND STILL NO OPTION TO CUSTOMIZE VEHICLE'S APPEARENCE?

    Dissapointed!
    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 synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • agentnx5agentnx5 Posts: 1,999 Arc User
    edited March 2014
    dwightmc wrote: »
    Prototype Hawkwings are not upgradeable.

    Aww...

    dwightmc wrote: »
    Vehicle Mods which increase Penetration now work correctly.

    Are you sure? They don't seem to be stacking, unless the algorithm itself has also changed. Seems broken still.

    dwightmc wrote: »
    Vehicle Mods which increase Max Ammo (Energy) now provide a fixed bonus instead of a percentage bonus, and now increase Equilibrium as well.

    The increase to equilibrium is needed with the max energy increase, thank you!

    dwightmc wrote: »
    Gravity Pulse now has a 1 second recharge time between taps, and has less intense FX.

    YAAAAAAAAAAAAAAAAAAAAAAAY! (it took you all a loooong time to fix this, but it's finally fixed)

    dwightmc wrote: »
    Incendiary Round is now capped at 5 targets and has a range of 100ft. It no longer has a taunt component. Its cost has been increased.

    Yaaaay!

    PS: Silverspar should be quite happy with the taunt removal, as she was complaining about it earlier. :wink:

    dwightmc wrote: »
    Plasma Beam now shares stacks of "Plasma Shear" across ranks. Additionally, the bonus damage for Plasma Shear stacks has changed. The first 25 stacks give double damage. Stacks 26-50 on a target give normal damage, and stacks 51+ have no additional effect.

    Noticed the 6 to 8 second kills on the Bleak Harbinger eh? :wink: This is a good change, thanks!

    dwightmc wrote: »
    AA Missile now deals only Crushing damage instead of split Crushing/Fire. Its damage has been increased, and its Energy cost reduced.

    Yaaay! It's been fixed! Thanks!

    dwightmc wrote: »
    Holographic Field now provides a fixed bonus to Dodge and Avoidance, instead of calculating the bonus from your current movement speed.

    I wonder if it's enough to make it worthwhile though. Remains to be seen.

    dwightmc wrote: »
    Micromunitions is now a Click power instead of a Maintain. It fires multiple volleys of missiles over the next five seconds, and has a 10 second recharge.

    This is much improved, but again it remains to be seen if it's enough. Basically like how it works on the player power.

    dwightmc wrote: »
    Railgun now has a maximum range of 100. The damage formula caps at range 90. This is down from 120 range with a cap at 107.

    Yaaaay! No more exploit farming of Mega D's in resistance with this such that they couldn't attack back at you. It might have been better to just have allowed the Mega D's to have rocket boots travel power, but whatever it still solves the problem I suppose, so kudos.

    dwightmc wrote: »
    Advanced Hyperkinetic Dampening System has been revised. It now costs 0 energy, activates immediately, has a 3 second duration and a 15 second recharge. Damage reduction is still 120% / 240% / 360%. Additionally, you deal 50% less damage while the shield is up.

    This has been looong overdue. This nerf might be going too far with the 15 second recharge, but it's much better than a "blocking all the time while still being able to throw out full damage" like it was. So fixes the problem.

    dwightmc wrote: »
    Ammo Regen mods now stack properly.


    Yaaaay! Thanks! In related news, the prices of Reconstructive Biosteel are expected to skyrocket as supply hasn't increased but demand has increases sharply.


    dwightmc wrote: »
    Miscellaneous:

    • Added a new "Vehicle Showroom" in Renaissance Center in place of the Questionite Exchange.

    • There is now a Vehicles category in the Auction House. All existing vehicle auctions have been moved into this category.

    • In Lemurian Invasion, Enemy Exocets drop to 1/3 speed while in combat. Tagging an Exocet with an attack puts the three fighter formation into combat.


    UI:

    • Items in stores now have the same border/background they have in your inventory.

    • Items in stores can no longer be selected if they are not available to you.

    Good... But where's the revamp to the Auction House's GUI? Adding a vehicles tab is great, but more can be done to improve.

    Maybe a "keys" category and remove the useless "bags" category?

    Sorting by ascending or descending price?

    You know, simple stuff that makes it a thousand times more useful for everyone.

    dwightmc wrote: »
    Other Bugfixes:

    [*]The Overdrive energy unlock no longer triggers on vehicle powers.
    [/LIST]

    And yet Overdrive STILL doesn't work with all maintains like it should... Kind of annoys me the only things you all look at these days are vehicles.

    aiqa wrote: »
    AoE on claws or bestial are lacking.

    Lacking how...? Want to do pirouettes with claws? I'll pass thank you.
    aiqa wrote: »
    Ice attacks besides blast and avalanche are really bad.

    Ice Barrier, Ice Sheath, and Ice Form are all just fine. Ice Wall and Ice Burst need improvement. And Ice Powers in general could benefit from having a 100% chill guarantee advantage option (2 pts), just like what Frost Breath has.
    aiqa wrote: »
    -Ice blast overperforms.

    Debatable.

    Mind Break works fine. Straight Shot works fine. Shadow Blast's benefit is the 100% fear on a full charge (25% on a tap). Stone Shot's benefit is Stagger. Shotgun works fine.

    What needs improvement are the other energy projector blast attacks, not nerfing Ice Blast.
    aiqa wrote: »
    -A few sets lacking an energy unlock

    Yes.
    aiqa wrote: »
    -Earth has generally weak powers, and the stagger mechanics are more an annoyance than anything, since it is really slow to stack and is only added with the weakest powers in the set.

    Stagger compared to other debuffs doesn't debuff much. But at least it's better than the uselessness of things like placate, confuse, and negative ions.
    aiqa wrote: »
    -Single target attacks on heavy weapons have a much lower dps than single target attacks on any other melee set, while being the only one that has a selfroot on its high damage single target attack.

    That's the issue with the whole of the energy projector tree... The most powerful attacks all self-root. Which makes sense for the animations, so it could be just fine like that IF the damage benefit was a fair tradeoff for the loss of mobility. It's not a fair trade off at present.
    aiqa wrote: »
    -Ego blades does lower dps in general than other melee sets, while not having the advantage of scaling with str (and all that comes with that).

    No.

    The whole point of Ego blades is that is scales with the EGO stat and doesn't need STR at all!
    aiqa wrote: »
    -Mental discipline is much much weaker than other forms (even more so after the offense changes), and requires adv points.

    I disagree.

    My TK assault & Ego Annihilate character is just as deadly as any Lightning Arc or Two-Gun Mojo character. "Much weaker" seems like you're doing something wrong that makes your build weak.
    aiqa wrote: »
    -Gigabolt is overall just weaker or more limited than similar powers.

    YES! And unlike Force Cascade it has a forced 8 second lockout too, where as it should just eat energy forms and the same damage. That way you have a choice (and one that is with knockback and one that is without knockback).
    aiqa wrote: »
    -Archery attacks are overall weak, and attacks that have a direct counterpart in another set (like sniper and focused shot) are much weaker on archery. If mobility is a big balance factor (which I agree with) at least make that the same gamewide.

    Straight Shot is ok and Explosive Arrow if you get "Where's the Kaboom?" is great.

    Focus Shot, Taser Arrow, Gas Arrow? They're kind of terrible.

    Yes.
    aiqa wrote: »
    -Advantage on ebon void is way too good for a 1 point adv.

    No.

    The many of other blocks just suck for advantage point options. (although I'd say Force Shield, Energy Shield, and Parry are fine)

    Blocking it a core mechanic of this game. Kind of a sword and shield mechanic. It should be encourage and in general we need a Block Pass/Revamp to give a little buff to blocks in general, to keep them up with the times.
    aiqa wrote: »
    -Trauma effects should be less effective on ranged powers.

    No.
    • Celestial Cleansing needs to WORK on removing Trauma from oneself or allies.
    • Melee needs attacks that have Trauma baked-in, just like what how Ebon Ruin has it baked in.

    Trauma itself is there for a good reason. I'll let you figure out why on your own.

    aiqa wrote: »
    -Stealth spamming with evasive maneuvers is too good.

    No.
    • Smoke Bomb has too long of a cooldown to make it a viable competitor. It needs that cooldown decreased substantially to make it competitive.
    • Pallitate needs to get its bugs fixed.
    • Smoke Grenade has been over-nerfed thanks to people whining about it.

    Being able to drop aggro is ESSENTIAL for ranged builds in both PvP and PvE. This just shows me you don't know the game's combat well enough to be making these kinds of commentaries.

    aiqa wrote: »
    -UR is overperforming, having it do 50% of its current damage would still make it very useful with the 10 target limit.

    NO!!!

    It is one of the redeeming factors about the entire brick powerset! :eek:

    No, what needs to happen is the other Tier 4 / Ultimate powers need to not suck -- they need to be improved.

    Energy Storm? TERRIBLE! Eats up the debuffs energy projectors would actually use for a single-target pea-shooter? Screw that. And don't even tell me "well just use Clinging Flames", the AoE radius is pathetically small and the alpha-strike is still too small for other powers.

    aiqa wrote: »
    -AD and AO chaining severely overpower players.

    Maybe you haven't been keeping up with current events but they made that harder to do. So yeah...

    aiqa wrote: »
    -Ego surge and ascension are much better than other AO powers.

    Nimble Mind has been nerfed twice since On Alert came out. First they switched it from linear scaling to diminishing returns. Then because people were still whining about it the lowered the diminishing returns soft cap. You want to nerf it MORE?! Are you trying nerf it until it's useless it like they did Imbue?

    No thanks.

    Instead, should look at making active offenses in general have options to have critical chance increase advantages. Things that don't JUST scale on CON stat. Heck even Nimble Mind makes no sense with CON, it should be INT if anything. You know, because it's "Nimble Mind". It's not "Hardy Body" or "Fortutitude" or whatever. How the hell does hitpoints translate into having a more acute mind? It makes no sense, never has. Any sense trying to be made from it is stretching it.
    aiqa wrote: »
    -Melee AoE in general is underperforming greatly when compared to ranged AoE.

    So?

    Isn't the point of melee to be strong with single-target close-range?

    Also, I can point out an example where you're wrong: Sword Cyclone.

    aiqa wrote: »
    -Some of the big ranged ranged pbAoE attack are overperforming, like lead tempest or epidemic.

    Some of the Energy Projector powers that are supposed to be top-tier damage set are underperforming AND are self-rooted.

    Namely: Conflagration (which is additional penalized by not having target-tracking baked in), Lightning Storm, and Avalanche.

    aiqa wrote: »
    -TGM does too much damage.

    No.

    It used to absolutely suck compared to its peers. Not it's a fair competitor, especially against Lightning Arc and Assault Rifle.

    Also consider that Two Gun Mojo is mid-range. 50 ft. That's a fair trade off for the damage, being able to strike from afar is an advantage for range builds

    aiqa wrote: »
    -Gas pellets are too good against large targets.

    Again it appears you've been living under a rock, they've changed that.

    Conveniently you left out mention of Strafing Run which causes more issues (especially consider it's fire damage instead of physical like it should be, which leaves it open to elemental and out-of-theme debuffs like Firesnake)

    Also take a look at Orbital Canon v. Strafing Run. Orbital Canon is so far behind on damage it's not even funny, inspite of them being the same Gadgeteering tier. (and unlike Stafing Run's instant attack, orbital canon has a loooong 4.5 second delay)
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited March 2014
    CO's strength is customization. The ability to make your OWN hero. To use your imagination and the tools provided to create.

    Vehicles could have added to this. The Batmobile is cool because it is THE Batmobile. It is themed to the hero's concept as surely as is the hero's costume.

    That is what vehicles could have been. When I heard "customizable" I surely thought we were talking a "costume creator" for the vehicles. How very wrong I was. All it meant was weapons and ability mods.

    The current vehicle system is something I have zero interest in as it actively takes away from the personalization of the game and it's strongest feature. So for me.. yup, this is a waste of the dev's efforts.

    Your milage may vary.

    -Amon

    Well said.
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  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited March 2014
    So any new Costume pieces???
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  • toooldforthistoooldforthis Posts: 117 Arc User
    edited March 2014
    agentnx5 wrote: »
    2GM used to absolutely suck compared to its peers. It's now unbalanced versus its competitors, doing 22% more DPS than Lightning Arc and 60% more DPS than Assault rifle. It combines that with extremely low energy use, making it one of the single best DPES powers in the game. It is also a starter power rather than the Tier 1 or 2 power it should be, allowing it to be cherry picked and added to builds without any sacrifice of other powers in a blatant misbalance, along with being far and away the most powerful starter power in the game. A 50' range doesn't make up for this tradeoff, and it's the Grav Pulse of ranged attacks. It needs desperate attention as a simple look alone at the percentage of players that use it points out the need for a rebalance.

    (DPS/DPES data from sojourner)

    There. Fixed that with proper data that seems to have been inadvertently omitted.
  • aiqaaiqa Posts: 2,620 Arc User
    edited March 2014
    agentnx5 wrote: »
    Lacking how...? Want to do pirouettes with claws? I'll pass thank you.

    I never said I wanted that.
    agentnx5 wrote: »
    Ice Barrier, Ice Sheath, and Ice Form are all just fine. Ice Wall and Ice Burst need improvement. And Ice Powers in general could benefit from having a 100% chill guarantee advantage option (2 pts), just like what Frost Breath has.

    I said ice attacks, not ice powers, for a reason.
    agentnx5 wrote: »
    Debatable.

    Mind Break works fine. Straight Shot works fine. Shadow Blast's benefit is the 100% fear on a full charge (25% on a tap). Stone Shot's benefit is Stagger. Shotgun works fine.

    What needs improvement are the other energy projector blast attacks, not nerfing Ice Blast.

    Ice blast not only does more damage than other blast attacks, it also does more damage than maintain attacks, even the ones with a selfroot like lightning arc. A ranged maintain that needs a full 4 second maintain and roots you in place, should never do lower damage than taps on a ranged charge power that you can use while moving around.
    agentnx5 wrote: »
    No.

    The whole point of Ego blades is that is scales with the EGO stat and doesn't need STR at all!

    Reread what I said please.
    agentnx5 wrote: »
    I disagree.

    My TK assault & Ego Annihilate character is just as deadly as any Lightning Arc or Two-Gun Mojo character. "Much weaker" seems like you're doing something wrong that makes your build weak.

    Just switching a ranged TK build to concentration improves damage quite a bit, the same goes for switching a melee build to FoTT. And that was before the changes to offense, now mental discipline is additive with the damage bonus from offense, so work even worse.
    Of course it is nice(ish) for melee/ranged hybrid builds.
    agentnx5 wrote: »
    No.

    The many of other blocks just suck for advantage point options. (although I'd say Force Shield, Energy Shield, and Parry are fine)

    Blocking it a core mechanic of this game. Kind of a sword and shield mechanic. It should be encourage and in general we need a Block Pass/Revamp to give a little buff to blocks in general, to keep them up with the times.

    Energy shield costs 3 points adv and adds about 30% damage resistance and 10% damage debuff
    EV costs 1 point adv with >100% damage resistance.
    Parry also costs 3 points with a 10% damage debuff.
    Force shield is only useful for energy, and for most builds you can have more than enough of that in other ways. Of course it is still nice for spamming cascades.

    That is not balanced at all.
    agentnx5 wrote: »
    No.
    • Celestial Cleansing needs to WORK on removing Trauma from oneself or allies.
    • Melee needs attacks that have Trauma baked-in, just like what how Ebon Ruin has it baked in.

    Trauma itself is there for a good reason. I'll let you figure out why on your own.

    Doesn't change the fact that a power like ER is a one power wonder for pvp.
    agentnx5 wrote: »
    No.
    • Smoke Bomb has too long of a cooldown to make it a viable competitor. It needs that cooldown decreased substantially to make it competitive.
    • Pallitate needs to get its bugs fixed.
    • Smoke Grenade has been over-nerfed thanks to people whining about it.

    Being able to drop aggro is ESSENTIAL for ranged builds in both PvP and PvE. This just shows me you don't know the game's combat well enough to be making these kinds of commentaries.

    Being invisible a significant portion of the time is not needed for anything, if you can't see how that is overpowered we'll just have to disagree on that. And I never said anything about the agro drop part of the power.
    If you can't disagree gracefully, please don't respond to my posts anymore.
    agentnx5 wrote: »
    NO!!!

    It is one of the redeeming factors about the entire brick powerset! :eek:

    No, what needs to happen is the other Tier 4 / Ultimate powers need to not suck -- they need to be improved.

    Energy Storm? TERRIBLE! Eats up the debuffs energy projectors would actually use for a single-target pea-shooter? Screw that. And don't even tell me "well just use Clinging Flames", the AoE radius is pathetically small and the alpha-strike is still too small for other powers.[/COLOR]

    UR is not a "power to improve brick". CO is a freeform game, cherrypicking is intended. Having one power in a set being overpowered to make up for other underperforming powers is bad design.
    agentnx5 wrote: »
    Maybe you haven't been keeping up with current events but they made that harder to do. So yeah...

    How is that harder now? I didn't see any changes to cooldown reduction, or cooldowns on AD/AO powers. And I still see it happening all the time.
    If you can't disagree gracefully, please don't respond to my posts anymore.
    agentnx5 wrote: »
    Nimble Mind has been nerfed twice since On Alert came out. First they switched it from linear scaling to diminishing returns. Then because people were still whining about it the lowered the diminishing returns soft cap. You want to nerf it MORE?! Are you trying nerf it until it's useless it like they did Imbue?

    No thanks.

    Instead, should look at making active offenses in general have options to have critical chance increase advantages. Things that don't JUST scale on CON stat. Heck even Nimble Mind makes no sense with CON, it should be INT if anything. You know, because it's "Nimble Mind". It's not "Hardy Body" or "Fortutitude" or whatever. How the hell does hitpoints translate into having a more acute mind? It makes no sense, never has. Any sense trying to be made from it is stretching it.

    Ego surge+numblemind is still much more effective than any other damage focussed AO, of course it needs high CON, but most people have that anyway.
    If you want to I can show you how the math for that works.
    agentnx5 wrote: »
    So?

    Isn't the point of melee to be strong with single-target close-range?

    Also, I can point out an example where you're wrong: Sword Cyclone.


    In general != every single power.
    agentnx5 wrote: »
    Some of the Energy Projector powers that are supposed to be top-tier damage set are underperforming AND are self-rooted.

    Namely: Conflagration (which is additional penalized by not having target-tracking baked in), Lightning Storm, and Avalanche.

    Conflagration can go to much higher damage numbers than lightning storm or avalanche. It does need supporting powers, but fire does have those.
    agentnx5 wrote: »
    No.

    It used to absolutely suck compared to its peers. Not it's a fair competitor, especially against Lightning Arc and Assault Rifle.

    Also consider that Two Gun Mojo is mid-range. 50 ft. That's a fair trade off for the damage, being able to strike from afar is an advantage for range builds

    I disagree on calling it a "fair competitor".
    The damage is significantly higher on TGM than on LA or AS. It has full mobility, while LA has none, and AS has half, and it does its maximum damage from the very first second, LA and AS need a full maintain to do that.
    agentnx5 wrote: »
    Again it appears you've been living under a rock, they've changed that.

    The issue with gas pellets was never its damage per tick or its ability to crit.
    The issue is that it hits one big target with all pellets separately, and it still does that.
    If you can't disagree gracefully, please don't respond to my posts anymore.
    agentnx5 wrote: »
    Conveniently you left out mention of Strafing Run which causes more issues (especially consider it's fire damage instead of physical like it should be, which leaves it open to elemental and out-of-theme debuffs like Firesnake)

    Also take a look at Orbital Canon v. Strafing Run. Orbital Canon is so far behind on damage it's not even funny, inspite of them being the same Gadgeteering tier. (and unlike Stafing Run's instant attack, orbital canon has a loooong 4.5 second delay)

    There is nothing convenient about that.
  • jadetorajadetora Posts: 116 Arc User
    edited March 2014
    At the very beginning Cryptic had chance to make vehicles truly "ours" and customisable.
    But Cryptic failed, not the first, nor the last time.

    Worse, they resorted to plain lie.

    It's ironic how something even that simple as texture/color/emblem cutomisation could change people's reception of vehicles. But Cryptic proved unable to provide even this minimum.

    Again, why nobody was even slightly surprised how it ended? :rolleyes:

    Cryptic always under performs and is almost universally dishonest, if not directly, then in an 'underhanded' sort of way where you can't really call them on it.

    Their business practices are almost always questionable and shady, though. They won't do anything outright illegal, but that won't stop them from making the dumbest business decisions and choosing to metaphorically violate you every chance they get.

    Anything to get more money out of you that doesn't involve them doing actual work or putting any effort into anything.
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  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    edited March 2014
    Well, hopefully this will be the last vehicle patch/update in a while.

    Let's work on Nemesis 2.0 next!

    :D
    ___________________________________________________________

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  • selpheaselphea Posts: 1,229 Arc User
    edited March 2014
    (DPS/DPES data from sojourner)

    There. Fixed that with proper data that seems to have been inadvertently omitted.

    Just to clarify there, 22% more DPS than Lightning Arc without Ions - I used base damage numbers so that it's easier to work in synergy math from there. With Ions they're actually almost equal, but 2GM still ends up ahead with Close the Gap, Demolish and its innate Def Pen.

    That said, I would personally change 2GM as follows:
    • Add a damage ramp to put it in line with other maintains
    • 6% less average base damage
    • No more innate 10% Def Pen
    • +3% Crit Severity per stack of Audacity

    So with the right build it would still be possible to get similar DPS from 2GM, but you would need to work for it and be bound to a fairly squishy passive.
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  • avianosavianos Posts: 6,163 Arc User
    edited March 2014
    aiqa wrote: »
    -TGM does too much damage.

    There we go again, blaming Two Gun Mojo

    way too much damage? I think not
    I leveled up a FF build which runs Lightning Reflexes and the Damage output 2GM was really pathetic on lvl 40, especially against Rampage Bosses (it hardly dealt 500 damage to Gravitar and Frosticus)

    To make Two Gun Mojo powerfull to Critic over 3000 you have to go Full Offence
    I retconed the said character at lvl 40 to see what powers Boost 2GM
    Took Vindicator+ Avenger, I tried Quarry, Kinetic Manipulator and Night Warrior... and what you know 2GM could do almost 3000 critical damage to Test Dummies

    You have to Build your whole Build around 2GM to make it powerful, alone it's not powerful at all

    Also it has the Range of an Energy Builder, this alone is a HUGE Disadvantage (I love when Gravitar Force Pull my character, knock her down and then hit her Force Field while she is down, really classy)
    aiqa wrote: »
    -UR is overperforming, having it do 50% of its current damage would still make it very useful with the 10 target limit.

    NOPE NOPE NOPE SO MUCH NOPE

    Are you Bloody Serious?

    Unleashed Rage is a ULTIMATE for a REASON

    the ONLY Ultimated Power that FEELS and PERFORMS like Ultimate, since the rest of the Ultimates are total Crap!

    Leave Uleashed Rage alone, BUFF the other Ultimates which are PATHETIC! and gives us more Ultimate powers for variety
    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 synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • selpheaselphea Posts: 1,229 Arc User
    edited March 2014
    laughinxan wrote: »
    That last one is kinda silly, severity? Most people get 75+ severity already, they wouldn't even notice and to boot, your saying "if you want to use two gun and your a dps you are required to take quarry whether you like it or not". I hate quarry now, don't use it at all even on dps toons.

    You just negated your own argument there :p

    How can they be "required to take Quarry" when "they wouldn't even notice" the gain?

    And if Quarry is so bad now, what's wrong with adding something to make it more attractive?
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  • selpheaselphea Posts: 1,229 Arc User
    edited March 2014
    laughinxan wrote: »
    I'm pointing out how stupid the idea is on the last one. Quarry sucks because the dodge/avoid is to low in general that your better off taking another offensive passive that works for everyone. Thing is 3% severity isn't going to be noticed at all. If your gonna make two gun get bonuses after nerfing it's damage down to some other not so appealin abilities, why not make it's bonuses more consistent like say, pulse beam rifle? Pulse beam rifle gets extra crit chance and severity over the course of the maintain, people loved it till two gun was admittedly over buffed.

    The reason I always propose simple changes though is to avoid accidental over nerfs or over buffs.

    If your gonna add somethin to quarry, add it directly to quarry like, make aversion give the small severity to in addition to it's bonuses.

    Why are you making an exception in the case of Ice Blast with Ice Form then? Sounds like a double standard there
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  • mrhinkypunkmrhinkypunk Posts: 1,569 Arc User
    edited March 2014
    aiqa wrote: »
    -Ice attacks besides blast and avalanche are really bad.

    You have a point but it is a similar case with many other powers not just those ice ones.
    aiqa wrote: »
    -Ice blast overperforms.

    Other spammed powers are just as good so meh.
    aiqa wrote: »
    -A few sets lacking an energy unlock

    Some energy unlocks such as MSA are simply much better than other ones as well.
    aiqa wrote: »
    -Earth has generally weak powers, and the stagger mechanics are more an annoyance than anything, since it is really slow to stack and is only added with the weakest powers in the set.

    Earth is indeed very week, especially with knock resistance. It's a 50ft high energy cost slow powerset with some aoe capability that hits much less than other powers.
    aiqa wrote: »
    -Single target attacks on heavy weapons have a much lower dps than single target attacks on any other melee set, while being the only one that has a selfroot on its high damage single target attack.

    Melee is generally not in a great position as it is anyway in comparison to ranged.
    aiqa wrote: »
    -Ego blades does lower dps in general than other melee sets, while not having the advantage of scaling with str (and all that comes with that).

    As with things like mini mines and regeneration (and others) it's from previous over nerfs that were never truly fixed.
    aiqa wrote: »
    -Gigabolt is overall just weaker or more limited than similar powers.

    A lot because of the cooldown and high energy cost.
    aiqa wrote: »
    -Archery attacks are overall weak, and attacks that have a direct counterpart in another set (like sniper and focussed shot) are much weaker on archery. If mobility is a big balance factor (which I agree with) at least make that the same gamewide.

    Archery has a great part about it, the fact it is 100ft and you can move while charging. However with focussed shot it's just face palm and things like sonic arrow and explosive shot aren't really that viable currently either.
    aiqa wrote: »
    -Advantage on ebon void is way too good for a 1 point adv.

    It's not that it's good, it's almost more so that it's broken. The fact it's on a totally different layer is kind of stupid.
    aiqa wrote: »
    -Trauma effects should be less effective on ranged powers.

    Trauma effects should be on everything, not just ER. Like what crush recently just put into NW to make it so you can only get the full healing after being 10 seconds from being hit. At the same time as this they made players tankier and it actually works to make the game more tactical.
    aiqa wrote: »
    -Stealth spamming with evasive maneuvers is too good.

    The tooltip is wrong. However in a PvP sense if everyone had stealth sight like from the legacy utility secondary's then this wouldn't be so much of a problem.
    aiqa wrote: »
    -UR is overperforming, having it do 50% of its current damage would still make it very useful with the 10 target limit.

    However if they currently did this the power would hardly be used like all the other "ultimate" powers.
    aiqa wrote: »
    -AD and AO chaining severely overpower players.

    Yup, having unbreakable or masterful dodge up 24/7 makes players almost un killable unless a player or NPC can break through unbreakable's 1.5k heal back. Also ego surge and ascension rotation with ego surge giving 100% crit chance for 15 seconds then ascension allowing players to be hard to catch as well as heal loads for 15 seconds.
    aiqa wrote: »
    -Ego surge and ascension are much better than other AO powers.

    And the fact ego surge's advantage scales off CON which is the most OP stat currently anyway is laughable.
    aiqa wrote: »
    -Melee AoE in general is underperforming greatly when compared to ranged AoE.

    Single target technically is too.
    aiqa wrote: »
    -Some of the big ranged ranged pbAoE attack are overperforming, like lead tempest or epidemic.

    However many are also underperforming, like quicksand.
    aiqa wrote: »
    -TGM does too much damage.

    It's 50ft and actually does less or the same damage as other powers if specced right.
    aiqa wrote: »
    -Gas pellets are too good against large targets.

    Gas pellets were already nerfed.
    aiqa wrote: »
    -Mental storm does too much damage for a DoT.

    Mental storm does do a lot of damage but I would like it if it wasn't really the only viable DoT. Many DoT powers underperform heavily.
  • jonesing4jonesing4 Posts: 800 Arc User
    edited March 2014
    laughinxan wrote: »
    That ice blast over performs is the dumbest thing I'd ever seen.

    what planet are you from?

    really you need to think about things before asking for a nerf to something. Actually look

    I'm pointing out how stupid the idea is on the last one.

    Well, you certainly know how to win people over with grace and charm.
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  • cybersoldier1981cybersoldier1981 Posts: 2,501 Arc User
    edited March 2014
    CO's strength is customization. The ability to make your OWN hero. To use your imagination and the tools provided to create.

    Vehicles could have added to this. The Batmobile is cool because it is THE Batmobile. It is themed to the hero's concept as surely as is the hero's costume.

    That is what vehicles could have been. When I heard "customizable" I surely thought we were talking a "costume creator" for the vehicles. How very wrong I was. All it meant was weapons and ability mods.

    The current vehicle system is something I have zero interest in as it actively takes away from the personalization of the game and it's strongest feature. So for me.. yup, this is a waste of the dev's efforts.

    Your milage may vary.

    -Amon

    Everything here. This stuff.

    Plus, really, when they said 'vehicles', I was instantly thinking 'motorcycle' and yeah... maybe that 'not able to make ground vehicles' thing was something we should have checked first...
  • aiqaaiqa Posts: 2,620 Arc User
    edited March 2014
    About Ice blast, since it seems multiple people disagree with me on that. It does the best dps on any 100feet attack, of course there will always be some power that does the best dps, and that in itself is not a reason to adjust it.
    But Ice blast+Hard frost is a bit over the top, considering it doesn't have a selfroot, works with taps instead of requiring a full 4 seconds maintain, regularly adds one of the better root effects (ice prison), and has the option to do a large spike attack. And that spike damage gets really huge with the cold snap effect you get from ice form or sheet.

    There are spec that specifically target blast attacks since those are considered some of the weakers attacks, which is true for every single one except Ice blast.
    Adding some better sustained dps on other blast attacks sounds reasonable to me.

    For clarity maybe I should have targetted Hard frost in my origional post, since it is one of the advantages that overshadows the power itself.
  • selpheaselphea Posts: 1,229 Arc User
    edited March 2014
    aiqa wrote: »
    About Ice blast, since it seems multiple people disagree with me on that. It does the best dps on any 100feet attack, of course there will always be some power that does the best dps, and that in itself is not a reason to adjust it.
    But Ice blast+Hard frost is a bit over the top, considering it doesn't have a selfroot, works with taps instead of requiring a full 4 seconds maintain, regularly adds one of the better root effects (ice prison), and has the option to do a large spike attack. And that spike damage gets really huge with the cold snap effect you get from ice form or sheet.

    There are spec that specifically target blast attacks since those are considered some of the weakers attacks, which is true for every single one except Ice blast.
    Adding some better sustained dps on other blast attacks sounds reasonable to me.

    Would probably be more credible if you post a parse of Ice Blast Fire Snake vs Lightning Arc Ions vs High Severity TK Assault Mental Storm vs 50ft 2GM and... idk, Hex?. From what I've seen they're close enough that it seems fair, given the relative advantages of each passive.

    Stormbringer is tanky in every Rampage, Shadow Form is stealthy and Ice Form is... squishy except against Frosty. I used to run Ice Form and the high parses were very nice, but even then I gave that up for the advantages of the other passives.

    Of course there's also Fire Snakey Heat Waved Unstably Accelerated Conflag but it has so many disadvantages and needs so much setup I'm happy to let it have the crown.

    I'm about to (possibly) go off for a week otherwise I'd do a thorough test myself.
  • wingedkagoutiwingedkagouti Posts: 565 Arc User
    edited March 2014
    aiqa wrote: »
    I am happy balance is getting some attention. This is more like how those weapons needed to be from the start.

    Now could we get some other parts of the game be looked over too pretty please?

    Things like
    -AoE on claws or bestial are lacking.
    I think you really mean "Claws have needed a thorough look at ever since late beta". Claws has been a 1 power powerset for almost all of its existence, whether that power was Tiger or Dragon has changed a few times, but Claws has always been "grab this power when you can, then forget that other Claws powers exist".
  • aiqaaiqa Posts: 2,620 Arc User
    edited March 2014
    selphea wrote: »
    Would probably be more credible if you post a parse of Ice Blast Fire Snake vs Lightning Arc Ions vs High Severity TK Assault Mental Storm vs 50ft 2GM and... idk, Hex?.

    I'll see what I can do this weekend.
    I think you really mean "Claws have needed a thorough look at ever since late beta". Claws has been a 1 power powerset for almost all of its existence, whether that power was Tiger or Dragon has changed a few times, but Claws has always been "grab this power when you can, then forget that other Claws powers exist".

    It wasn't meant like any kind of comprehensive list, just some stuff I could think of in the few minutes while writing a post. But I do think single target power claw is fine, both dragon's claw and tiger's bite are very nice high damage attacks, adding a few good AoE powers would be enough as far as I can see. Maybe parry go be changed to have a different animation depending on what weapon was used last, just like the MA forms do.
    The tooltip is wrong. However in a PvP sense if everyone had stealth sight like from the legacy utility secondary's then this wouldn't be so much of a problem.

    What is wrong in the tooltip? It adds a 3 seconds stealth and has a 50% chance at whiping agro, both of those work as advertized?
    Gas pellets were already nerfed.

    I don't agree with the way it was nerfed. It is still hits large targets 8 times per second, adding a lot to dps, and is still weak (even more so after the nerf) against small targets.
    Mental storm does do a lot of damage but I would like it if it wasn't really the only viable DoT. Many DoT powers underperform heavily.

    It would agree if heavy hitting DoTs would have their damage scale with charge times.
  • quasimojo1quasimojo1 Posts: 642 Arc User
    edited March 2014
    Just to add $.02 (w/ some data behind it), I have a Fire Snake/Ice Form/Ice Blast toon and a 2GM/KM toon and a couple of LArc toons and regularly "bench-test" my toons with my log parser and Regenerating Test Dummies. My LArc toons do about 10% more DPS on average than the 2GM and Ice Blast, which are themselves pretty comparable. Your mileage my vary..
    LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.

    "Without data, you're just another person with an opinion." -- W. Edwards Deming
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