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Jimmy

City Council
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Everything posted by Jimmy

  1. Missed this for some reason. @siolfir check your in-game email! 🙂
  2. An update on this - we're currently testing the cap being doubled when you get to 5 stacks (so, 12 targets) rather than jumping right to 255.
  3. Nobody here is a customer. We're volunteers working on a game that we all love, and we spend the limited time available to us on the areas that make the most sense to us at the time. Dark Melee only required minimal effort to bring up to scratch, the other sets you mention would require a much larger time investment. We absolutely take player feedback into consideration when deciding what to do, but we can only do so much at a time. Please consider pitching in where you can if you want the game to be as good as it can be. We rely heavily on players using the beta server and providing feedback on their testing to keep things running smoothly and to ensure updates are released in a timely manner.
  4. Only raid zones (Hive, RWZ, Abyss) are capped at 50, so you should be fine 🙂
  5. I still think you're not quite reading it right. The +endurance potential of the power over time is unchanged - yes the endurance per target was halved, but so was the cooldown. In most cases this will actually result in more endurance over time, as you would frequently overfill your Endurance bar with such a large amount of +end. Now it's split over two casts you can get more use out of it.
  6. I think the conversation regarding the name has run its course. We understand the concerns and will be discussing this internally, but for now I'd like to avoid further discussion in the thread as it's becoming a bit too heated and is clouding out feedback on the mechanics of the set. If you wish to echo the thoughts of any posts already made, please feel free to use the reaction system 🙂
  7. Merged some topics in. Please keep feedback for Dark Melee in this thread.
  8. Please remain civil when commenting on the viewpoints of others or we’ll need to start handing out warnings. Please also stick to the correct threads - Shock Therapy feedback goes in the Shock Therapy thread. General feedback about this patch goes in this thread. Unrelated suggestions go in the suggestions forum.
  9. Response to some of the initial feedback has been posted above after the OP 🙂
  10. Hello! Please use these focused feedback threads going forwards: Focused Feedback: Experimentation Focused Feedback: Shock Therapy Focused Feedback: New IO Sets Focused Feedback: Dark Melee Update Feel free to continue discussing any other changes not covered by those four threads here.
  11. Please use this topic to discuss the new Experimentation Origin Pool. Extract from the patch notes: New Origin Power Pool: Experimentation "Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often." As a reminder: Only one Origin Pool (Sorcery, Force of Will, Experimentation) can be active in a build at any one time. Powers T1: Experimental Injection (Melee Ranged, Ally +Regeneration, +Recovery, +Res(Status)) You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long T2: Toxic Dart (Ranged, Minor DMG(Lethal), High DMG(Toxic)) You fire a toxic dart at your target causing an very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate T3: Speed of Sound (Toggle: Self +Speed, (Special)) Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while. Jaunt (Click, Self Teleport) Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate T4: Corrosive Vial (Ranged (Targeted AoE), High DoT(Toxic), -Defense) You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Slow T5: Adrenal Booster (Self, +To Hit, +Recharge, +Damage, +Special) You inject yourself with a concentrated experimental serum that boosts your damage, recharge, chance to hit and secondary effects for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long
  12. Please use this topic to discuss the Dark Melee update. Extract from the patch notes: 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 14 seconds. Cast Time reduced from 3.07 to 2.35 seconds. Damage lowered from scale 2.156 to 1.588. DPS reduction is minor, it has only been lowered from scale 0.653 to scale 0.633. Target Cap increased from 10 to 16 for Tankers. Target Cap increased from 5 to 10 for Scrappers, Brutes and Stalkers. Dark Consumption (Tanker, Scrapper, Brute) has been reworked into a Lightning Rod-style mini-nuke, with its damage scaling based on your current Endurance percentage. At full Endurance, Dark Consumption will now deal similar damage to 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, dealing damage equal to scale 2.2525 multiplied by the caster's current Endurance percentage. Example: Caster at 75% endurance deals scale 2.25 * 0.75 = 1.6875 scale damage. Enemies within a 3ft radius will take bonus damage equal to scale 0.9275 multiplied by the caster's current Endurance percentage. This replicates the behaviour of Lightning Rod which also deals bonus damage to targets within 3ft.
  13. Please use this topic to discuss the new IO sets. Extract from the patch notes: 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 Movement Speed Set Bonuses: 2: 7.5% Movement Speed 3: 15% Slow Resistance 4: 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 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: 9% Accuracy 5: 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
  14. Responses to the feedback so far (as always, this is still in beta and everything is subject to change!): Teams with pets / random chaining The set was balanced with the random chaining in mind, and we were concerned about the potential for this causing issues on teams with pets but we were interested to see how the set fared as-is. However, we agree that some changes are needed here, so we're making the following adjustments to the four Circuit powers in an upcoming patch: At 5 stacks, the maximum target cap will be 255 instead of 7 Target cap at 0 to 4 stacks remains unchanged We're investigating the possibility of prioritising players for each jump The strength falloff per target will be adjusted The strength falloff is now -25% per jump instead of *80% per jump The strength falloff now caps at -50% Target Original Strength Adjusted Strength 1 100% 100% 2 80% 75% 3 64% 50% 4 51% 50% 5 41% 50% 6 32% 50% 7 26% 50% Lack of offensive power Shock Therapy is a hybrid buff/heal/debuff set with a primary focus on buffs. At this time we don't feel additional offensive / debuff power is warranted beyond what the set currently has (+damage on Empowering Circuit, -end on Shock, Discharge and Amp Up and -damage on Shock and Discharge). Endurance drain in PvP This will be looked at, but may not make it into the next update. The name of the set We appreciate the concern here and are actively monitoring the feedback. We're going to discuss this internally and will update you when a conclusion has been reached.
  15. Please use this topic to discuss the new Shock Therapy support set. Extract from the patch notes: New Support Powerset: Shock Therapy "You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Shock Therapy powers build Static, which increases the number of targets your Circuit powers can chain to. Others consume Static to increase their effectiveness while also restoring a small amount of your health and endurance." 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. Shock Therapy 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. 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 yourself and 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. Each successive jump along the chain will heal the next target for less. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate T3: Discharge (Ranged (Targeted AoE), Foe -Dmg, -End, Self -Static) Discharge all stacks of Static to unleash a field of electricity around the targeted foe. This will drain endurance from nearby enemies and reduce the damage that they deal for a short while. The endurance drain effect of this power increases in strength with the number of stacks of Static you have. Discharge will consume all stacks of Static, and each stack consumed in this way will restore a small amount of your health and endurance. Recharge: Slow T4: Empowering Circuit: (Ranged (Special), Ally +DMG, +Special, Self +Static) Create a circuit of empowering energy between yourself and two nearby allies, increasing their damage output and the secondary effects of their powers. Every stack of Static you have will cause this power to chain to an additional ally. Each successive jump along the chain will empower the next target for less. Empowering Circuit grants 1 stack of Static. Recharge: Slow T5: Faraday Cage (Location (PBAoE), Team +Res(Status, Knockback, Energy, Negative, Psi, -Rech, -Rec, -End)) Create a large energy barrier at your location which protects allies from status effects, knockbacks, energy, negative and psionic damage, and recharge and recovery debuffs. Recharge: Slow T6: Insulating Circuit (Ranged (Special), Ally +Absorb, Self +Static) Create a circuit of protective energy between yourself and 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. Each successive jump along the chain will shield the next target for less. Insulating 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, and each stack consumed in this way will restore a small amount of your health and endurance. Recharge: Long T8: Energizing Circuit (Ranged (Special), Ally +End, Self +Static) Create a circuit of pure energy between yourself and 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. Each successive jump along the chain will restore less endurance to the next target. Energizing 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. 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 Discharge, Defibrillate or Amp Up will consume all stacks of Static. Consuming stacks of Static will restore a small amount of your health and endurance.
  16. Mistake in the patch notes. It was actually Stalkers didn't get the change because, well, they don't have Dark Consumption. This is now fixed.
  17. You were also dressed as The Flash. The name alone is fine, but you were very obviously trying to be a copy of The Flash. Please submit a support ticket if you wish to appeal any GM decision.
  18. Thanks for the Shock Therapy feedback so far everyone! Please keep it coming. @Burnt Toast @Blackfeather probably best to move the conversation about rearranging the existing pools to a separate thread so it doesn't get buried. That way we can keep this one focused on the update at hand. Huh, that's... eerily similar. Shock Therapy has been on the backburner for so long (since June). It was such an obvious gap to us, so I'm not surprised others have had similar ideas.
  19. First one is a typo. Fixed the patch notes. I think you are correct about that too, I'll confirm and update the notes.
  20. FWIW I somewhat agree. As with all the Origin pools (Sorcery, Force of Will, etc), Experimentation was originally designed by Paragon, we are just finishing them off and implementing them. Older travel pools may get looked at in the future, but that's not planned right now. Also Speed of Sound doesn't have Super Speed's stealth component, so there is a distinction there.
  21. FWIW I agree the original travel pools (and perhaps some other power pools) have fallen behind. It's something I do want to investigate at some point, but it's not in our plans for the immediate future. Perhaps a thread in the suggestions forum with your ideas on how to bring these pools up to par would be warranted 🙂
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