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Focused Feedback: Electrical Affinity - Powers (Build 3)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
Patch notes were a bit messed up. A few changes got missed: Energizing Circuit: Now grants +5 max endurance (enhanceable) for 30 seconds Galvanic Sentinel: Base duration increased from 30 seconds to 60 seconds Additional duration per stack increased from 10 seconds to 15 seconds Max duration increased from 80 seconds to 135 seconds Most of the power descriptions / short text were also the old versions - they have been updated too. -
Focused Feedback: New IO Sets (Build 2)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
A new build is available. Please use the new focused feedback threads going forwards: Focused Feedback: New IO Sets (Build 3) -
Focused Feedback: Electrical Affinity - Powers (Build 2)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
A new build is available. Please use the new focused feedback threads going forwards: Focused Feedback: Electrical Affinity - Powers (Build 3) -
Please use these feedback threads to discuss the changes in this build: Focused Feedback: Experimentation Focused Feedback: Electrical Affinity - Powers Focused Feedback: Electrical Affinity - Name Focused Feedback: New IO Sets General Feedback: Page 5, Build 3 Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread.
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Please use this thread to discuss any changes not covered by the focused feedback threads: Focused Feedback: Experimentation Focused Feedback: Electrical Affinity - Powers Focused Feedback: Electrical Affinity - Name Focused Feedback: New IO Sets
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This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread. Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. New Support Powerset: Electrical Affinity "You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to. Others consume Static to increase their effectiveness." The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies. Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have. The set is currently available only as a Defender Primary. It will be ported to other support ATs after testing and feedback. General Changes Fixed several "Shock Therapy" powers are appearing in the powers window under Inherent Fitness Fixed Static not building up while exemplared Powers T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen, Self +Static) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Shock grants 1 stack of Static. Recharge: Slow Now applies -75% recovery and -75% regeneration for 25 seconds T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static) Create a circuit of healing energy between two nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will heal the next target for less. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate T3: Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special) Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. The duration of the Galvanic Sentinel scales with the number of stacks of Static you have. Casting Galvanic Sentinel will consume all stacks of Static. Recharge: Slow Galvanic Sentinel's debuff now applies -50% recovery and -50% regeneration for 10 seconds Will no longer inherit +recharge, +range and -end cost buffs from the caster Can no longer be slotted for +range Fixed dark theme summon VFX Base duration increased from 30 seconds to 60 seconds Additional duration per stack increased from 10 seconds to 15 seconds Max duration increased from 80 seconds to 135 seconds T4: Energizing Circuit (Ranged (Chain), Ally +End, +Max End, Self +Static) Create a circuit of pure energy between two nearby allies, restoring a small amount of their endurance and increasing their total endurance pool for a short time. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will restore less endurance to the next target. Energizing Circuit grants 1 stack of Static. Recharge: Slow Now grants +5 max endurance (enhanceable) for 30 seconds Fixed this power not jumping back to the caster T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Recharge: Slow Fixed +Resistance enhancements not actually improving the power T6: Empowering Circuit: (Ranged (Special), Ally +DMG, +Special, Self +Static) Create a circuit of empowering energy between two nearby allies, increasing their damage output for a short time. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will empower the next target for less. Empowering Circuit grants 1 stack of Static. Recharge: Slow T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Self -Static) Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. The amount of health and endurance allies revive with scales with the number of stacks of Static you have. Defibrillate will consume all stacks of Static. Recharge: Long T8: Insulating Circuit (Ranged (Special), Ally +Absorb, Self +Static) Create a circuit of protective energy between two nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will shield the next target for less. Insulating Circuit grants 1 stack of Static. Recharge: Slow T9: Amp Up (Ranged, Ally +Special, +Recharge, Self -Static) Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes and more, are all improved. This power increases in strength with the number of stacks of Static you have. Amp Up will consume all stacks of Static. Recharge: Very Long Static (Circuit Boost) Every stack of Static you have increases the number of targets your Circuit powers can chain to, up to a maximum of 5 stacks. At 5 stacks, the number of targets your Circuit powers can chain to is doubled. Casting Galvanic Sentinel, Defibrillate or Amp Up will consume all stacks of Static. Static no longer grants passive movement speed
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This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread. Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. New IO Sets Synapse's Shock (Endurance Modification, Rare, 21-50) The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Recharge Damage / Recharge / Accuracy Damage / Accuracy / Endurance Reduction UNIQUE: Endurance Modification / 15% Increased Run Speed Set Bonuses: 2: 7.5% Movement Speed 3: 10% Slow Resistance 4: 8% Regeneration 5: 6.25% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Power Transfer (Endurance Modification, Rare, 21-50) The second damage-focused Endurance Modification set. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Damage Damage / Accuracy / Endurance Reduction Damage / Recharge / Accuracy / Endurance Reduction UNIQUE: Chance to Heal Self (2 PPM) Set Bonuses: 2: 6% Regeneration 3: 1.35% Max Endurance 4: 1.875% Max Health 5: 9% Accuracy 6: 7.5% Recharge Preemptive Optimization (Endurance Modification, Uncommon, 21-50) An Endurance Modification set with a focus on ally buff abilities that don't deal damage. Enhancements: Accuracy / Recharge Endurance Modification / Endurance Reduction Endurance Modification / Recharge Endurance Modification / Accuracy / Endurance Reduction Endurance Modification / Accuracy / Recharge Endurance Modification / Endurance Reduction / Recharge All enhancement values have been adjusted to replace the Range component with an Accuracy component Set Bonuses: 2: 1.8% Max Endurance 3: 1.5% Max Health 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance 5: 3.75% Recharge 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense Bombardment (Targeted AoE, Rare, 30-50) Enhancements: Damage Accuracy / Recharge / Endurance Damage / Recharge Accuracy / Damage / Recharge Accuracy / Damage / Recharge / Endurance Reduction Chance for Fire Damage (3.5 PPM) Set Bonuses: 2: 5% Increased Range 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance 4: 7% Accuracy 5: 5% Recharge 6: Increases area effect defense by 3.75% AoE Defence + 1.875% Fire / Cold Defense This set had its Ranged Defense swapped for AOE Defense set bonus instead, as the combination of Recharge and Ranged Defense is considered slightly too strong in a set that can be slotted multiple times easily Shrapnel (Targeted AoE, Rare, 30-50) This new AOE set provides the Ranged Defense set bonus that was removed from Bombardment. This is the first pass and is currently using the same icon as Bombardment. Enhancements: Damage Accuracy / Damage Damage / Recharge Accuracy / Damage / Recharge Damage / Endurance / Recharge Accuracy / Endurance / Recharge Set Bonuses: 2: Improves your Regeneration by 10% 3: Increases Energy and Negative Energy resistance by 2.25% and Mez Resistance by 3.75% 4: Increases damage by 2%. 5: Improves the accuracy of all of your powers by 9%. 6: Increases ranged defense by 3.75% and energy and negative energy defense by 1.875%. These sets are not yet available for free from the merit vendor for testing purposes. This will be rectified in an upcoming patch. In the meantime you can use the /boost_set command with any of the following names to get a copy of the set: Synapses_Shock Power_Transfer Preemptive_Optimization Bombardment For example, to get a level 50 set of Synapse's Shock: /boost_set Synapses_Shock 50
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Focused Feedback: Dark Melee Update (Build 2)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
Hey all! Thanks for all of the feedback thus far. After a lot of consideration and internal discussion, we've decided to roll back the Dark Consumption change to the live values. Shadow Maul changes will remain, and the set might get further reviews in the future. As there's no more changes planned for Dark Melee in this update, we'll now be locking this thread.- 145 replies
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Focused Feedback: Electrical Affinity - Powers (Build 2)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
Once we're done with major changes it'll be ported, as doing so beforehand makes iteration a lot more time consuming. It'll very likely be in the next few weeks, if not sooner. -
Focused Feedback: Electrical Affinity - Powers (Build 2)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
Just fixed this - will be resolved in the next build. -
Focused Feedback: New IO Sets (Build 2)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
For this set we're relatively settled, but that's definitely something we will look at for a future set - feel free to post a suggestions thread if you wish to discuss it 🙂 -
Focused Feedback: Electrical Affinity - Powers (Build 2)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
Yep you're right - just fixed that. Will be resolved in the next build 🙂 -
Focused Feedback: Electrical Affinity - Powers (Build 2)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
Nope. Were you close enough to the other targets / did you have enough Static for it to jump back? About to head out, but if it's definitely broken I'll check it out when I'm back. -
Focused Feedback: Dark Melee Update (Build 2)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
Sorry, I've just made that a bit clearer. For future reference, everything in green should be read in the context of "changes from the previous build". -
Focused Feedback: Dark Melee Update (Build 1)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
A new build is available. Please use the new focused feedback thread going forwards: Focused Feedback: Dark Melee Update (Build 2) -
Focused Feedback: New IO Sets (Build 1)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
A new build is available. Please use the new focused feedback thread going forwards: Focused Feedback: New IO Sets (Build 2) -
Focused Feedback: Shock Therapy (Build 1)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
A new build is available. Please use the new focused feedback threads going forwards: Focused Feedback: Electrical Affinity - Powers (Build 2) Focused Feedback: Electrical Affinity - Name (Build 2) -
This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. Dark Melee Update Dark Melee was seriously underperforming in the AoE department. These changes are aimed to increase the AoE potential of the set whilst having minimal impact on the single target potential. Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that's actually capable of easily hitting multiple targets - especially on tanks! Arc increased from 45 to 120 degrees Recharge increased from 8 to 11 seconds Cast Time reduced from 3.07 to 2.35 seconds Damage lowered from scale 2.156 to 1.6184 DPS reduction is minor, it has only been lowered from scale 0.653 to scale 0.645 Target Cap increased from 10 to 16 for Tankers Target Cap increased from 5 to 10 for Scrappers, Brutes and Stalkers Changes from previous build: Recharge reduced from 14 to 11 seconds Endurance cost lowered to 11.024 Damage increased from scale 1.588 to scale 1.6184 Fixed a bug with Tanker and Brute versions of Fiery Embrace damage Fixed a bug where Scrapper Boss Criticals were using PvP damage tables doing too much damage Dark Equilibrium (Tanker, Scrapper, Brute) has been reworked into a mini-nuke with a portion of its damage scaling based on your current Endurance percentage. At full Endurance, Dark Equilibrium will now deal similar damage to other melee mini-nukes (such as Lightning Rod). Recharge lowered from 180 seconds to 90 seconds This brings the cooldown in line with Lightning Rod Endurance recovered per target lowered from 25 to 12.5 This maintains the previous endurance/recharge ratio Damage for this power is now variable, with half the damage now scaling with the caster's current Endurance percentage Changes from previous build: Renamed to Dark Equilibrium No longer crits for Scrappers This brings it in line with other melee mini-nukes (Lightning Rod and Shield Charge) which also do not crit Damage bonus to enemies within 3ft has been removed. Damage formula adjusted: Half the damage will now always apply, and is impacted by buffs and enhancements Half the damage is now bonus damage that scales off of your Max endurance
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This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. New IO Sets Synapse's Shock (Endurance Modification, Rare, 21-50) The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Recharge Damage / Recharge / Accuracy Damage / Accuracy / Endurance Reduction UNIQUE: Endurance Modification / 15% Increased Run Speed Set Bonuses: 2: 7.5% Movement Speed 3: 10% Slow Resistance Reduced from 15% Slow Resistance 4: 8% Regeneration Increased from 4% Regeneration 5: 6.25% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Power Transfer (Endurance Modification, Rare, 21-50) The second damage-focused Endurance Modification set. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Damage Damage / Accuracy / Endurance Reduction Damage / Recharge / Accuracy / Endurance Reduction UNIQUE: Chance to Heal Self (2 PPM) Set Bonuses: 2: 6% Regeneration 3: 1.35% Max Endurance 4: 1.875% Max Health 5: 9% Accuracy 6: 7.5% Recharge Preemptive Optimization (Endurance Modification, Uncommon, 21-50) An Endurance Modification set with a focus on ally buff abilities that don't require accuracy or deal damage. Enhancements: Endurance Modification / Recharge Endurance Modification / Endurance Reduction Endurance Modification / Recharge / Endurance Reduction Endurance Modification / Recharge / Range Recharge / Endurance Reduction / Range Endurance Modification / Recharge / Endurance Reduction / Range Set Bonuses: 2: 1.8% Max Endurance 3: 1.5% Max Health 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance 5: 3.75% Recharge 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense Bombardment (Targeted AoE, Rare, 30-50) Enhancements: Damage Accuracy / Recharge / Endurance Swapped from Accuracy / Recharge Damage / Recharge Accuracy / Damage / Recharge Accuracy / Damage / Recharge / Endurance Reduction Chance for Fire Damage (3.5 PPM) Set Bonuses: 2: 5% Increased Range 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance 4: 7% Accuracy Reduced from 9% Accuracy 5: 5% Recharge Reduced from 6.25% Recharge 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense These sets are not yet available for free from the merit vendor for testing purposes. This will be rectified in an upcoming patch. In the meantime you can use the /boost_set command with any of the following names to get a copy of the set: Synapses_Shock Power_Transfer Preemptive_Optimization Bombardment For example, to get a level 50 set of Synapse's Shock: /boost_set Synapses_Shock 50
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This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. We've renamed the set from Shock Therapy to Electrical Affinity. We feel this new name is more in-keeping with the current roster of support powersets. If you have any thoughts or comments relating to the name change please post them here. If you have any feedback for the powerset itself, please use this thread.
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This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. Known issues that will be fixed in a future build will be listed in purple. New Support Powerset: Electrical Affinity "You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to. Others consume Static to increase their effectiveness." A shocking new support powerset brought to you by @Cipher, @Jimmy, @GuyPerfect and our resident powers guru @Captain Powerhouse. The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies. Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have. The set is currently available only as a Defender Primary. It will be ported to other support ATs after testing and feedback. Thank you for all the incredibly helpful feedback on this new powerset! We've heard your concerns about Circuit powers not being able to hit the caster and the set requiring a bit too much clicking, so we've gone ahead and made some changes: Circuit powers can now jump back to the caster Discharge has been replaced with Galvanic Sentinel, a debuffing pet This is actually something of a rewind for us. Earlier versions of this powerset had summons and allowed Circuits to jump back to the caster, but we opted to remove the summons as they were taking over the identity of the set. This resulted in there being no reliable way to have Circuits jump back to the caster, so we then balanced the set around that not being possible (which included things like having a reliable Static spender in Discharge, and having Static heal you when consumed). Now that Circuits are able to jump back to the caster again, we've removed the heal on Static consumption and have been able to replace Discharge with Galvanic Sentinel (a cute little ball of electricity that's BFFs with Voltaic Sentinel) which aids the overall identity of the set instead of eclipsing it. Galvanic Sentinel helps us solve our two key problems: It reduces the number of powers you need to regularly fire off to effectively use the set It enables any AT / Powerset combo to reliably loop Circuit powers back to themselves (by targeting the Sentinel) Galvanic Sentinel has a very simple function: It casts Discharge - yes, the power it replaced. The Sentinel will now fire this off at regular intervals so you don't have to. The lifetime of the Sentinel is determined by the number of Static stacks you consume when summoning it - from 30 seconds with no stacks to 80 seconds at 5 stacks. Additionally, we've made Faraday Cage easier to use by halving the cast time and increasing the radius and duration, and Circuit powers will now intelligently prioritise jumping to specific targets depending on the circumstances. Lastly, we've renamed the set from Shock Therapy to Electrical Affinity. We feel this new name is more in-keeping with the current roster of support powersets. If you wish to discuss the name change, please use this thread. Changes to all Circuit Powers Circuit powers can now bounce back to the original caster Each jump will now prioritise the entity type of the original target If you target a player, all jumps will prioritise players If you target a pet, all jumps will prioritise pets The number of targets Circuit powers can hit is doubled at 5 stacks (increasing to 12 total) Powers T1: Shock (Ranged, Foe -End, -Recovery, -DMG, Self +Static) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery and damage output. Shock grants 1 stack of Static. Recharge: Moderate T2: Rejuvenating Circuit (Ranged (Special), Ally Heal, Self +Static) Create a circuit of healing energy between two nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will heal the next target for less. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate Rejuvenating Circuit will now prioritize jumping to low-health targets T3: Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special) Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes. The duration of the Galvanic Sentinel scales with the number of stacks of Static you have. Galvanic Sentinel will consume all stacks of Static. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow This power has replaced Discharge Known issue, fixed in an upcoming build: The Sentinel is inheriting +recharge, +range and -end cost from the summoner Known issue, fixed in an upcoming build: The Sentinel is playing its on-the-ground VFX whilst in the air Known issue, fixed in an upcoming build: Dark theme summon VFX isn't playing correctly T4: Energizing Circuit (Ranged (Special), Ally +End, Self +Static) Create a circuit of pure energy between two nearby allies, restoring a small amount of their endurance. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will restore less endurance to the next target. Energizing Circuit grants 1 stack of Static. Recharge: Slow Energizing Circuit will now prioritize jumping to low-endurance targets This power has been moved from T8 to T4 Known issue, fixed in an upcoming build: Energizing Circuit does not chain back to the caster T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Recharge: Slow Duration has been increased from 30s to 240s Cast time reduces from 2.07s to 1.03s Radius increased from 20ft to 25ft Now grants resistance to all damage types apart from Toxic (instead of just Energy, Negative and Psionic) The VFX has been softened up a bit to make it easier on the eye inside mission maps The cage will no longer fall to the ground if cast midair This power's icon has been updated Known issue, fixed in an upcoming build: +Resistance enhancement are not functioning T6: Empowering Circuit: (Ranged (Special), Ally +DMG, +Special, Self +Static) Create a circuit of empowering energy between two nearby allies, increasing their damage output for a short time. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will empower the next target for less. Empowering Circuit grants 1 stack of Static. Recharge: Slow Empowering Circuit no longer grants +special This power has been moved from T4 to T6 T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Self -Static) Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. The amount of health and endurance allies revive with scales with the number of stacks of Static you have. Defibrillate will consume all stacks of Static, and each stack consumed in this way will restore a small amount of your health and endurance. Recharge: Long T8: Insulating Circuit (Ranged (Special), Ally +Absorb, Self +Static) Create a circuit of protective energy between two nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will shield the next target for less. Insulating Circuit grants 1 stack of Static. Recharge: Slow Insulating Circuit will now prioritize jumping to low-health targets This power has been moved from T6 to T8 This power's icon has been updated T9: Amp Up (Ranged, Ally +Special, +Recharge, Self -Static) Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes and more, are all improved. The recharge bonus of this power increases in strength with the number of stacks of Static you have. Amp Up will consume all stacks of Static, and each stack consumed in this way will restore a small amount of your health and endurance. Recharge: Very Long Static (Circuit Boost, +Movement Speed) Every stack of Static you have increases the number of targets your Circuit powers can chain to, as well as increasing your movement speed by a small amount, up to a maximum of 5 stacks. Casting Galvanic Sentinel, Defibrillate or Amp Up will consume all stacks of Static. Consuming stacks of Static will no longer restore a small amount of your health and endurance.
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Focused Feedback: Dark Melee Update (Build 1)
Jimmy replied to Jimmy's topic in [Open Beta] Focused Feedback
Equilibrium was chosen because the power balances itself between endurance drain and damage depending on your current endurance level 🙂