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Jimmy

City Council
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Posts posted by Jimmy

  1. Per @Number Six:

    Quote

    One thing that we could use a few eyes on is testing the behavior of flying enemies in this patch.

     

    The fixes for the AI pathfinding issues that Group Fly exposed affect all NPCs. They may make flying enemies more effective at following and fighting players... or they might break something. Enemies that can fly will be more likely to take to the air to engage you if you are already flying.

     

    • Like 2
  2. Colour Key

    • Most changes from the previous beta build are listed in green.
      • Green text will become white text in the next set of patch notes.
    • Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue.
      • Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not changes from live.

     

    Powers

    New Prestige Powers

    • OnlyAffectSelf.png.58f9796877712b9b9a363e9094f5fc30.png Only Affect Self
      • Activating this power prevents you from attacking foes or aiding allies - all powers will only affect yourself
      • If you are attacked, this power will suppress, allowing you to fight back
        • Suppression rules updated to match Stealth (will only suppress if an enemy hits you, not if they miss you)
    • Disable_All.png.8c716acc1a4ff27a88690a0dd3bd366a.png Disable All Powers
      • Activating this power will stop all your powers and set bonuses from working
    • Both of these powers can be acquired from the P2W vendor in the Prestige Utility category for zero cost

    Travel Power Descriptions

    • All pool travel powers, prestige travel powers, Kheldian travel powers and sprints have had their descriptions updated to clarify the new stacking rules and suppression rules

    Flight / Peacebringer

    • Flight_EvasiveManeuvers.png.e8a448c6e4bd9ee94450dff84b76faab.png Evasive Maneuvers and LuminousAura_LightofReason.png.be20fa0ec0a4353d8eb64035796846ea.png Quantum Maneuvers
      • Defence will no longer suppress upon activating any power
        • Defence will now suppress on all attacks, including pseudopet attacks, and will still suppress when buffing an ally, commanding a pet or clicking a mission objective
    • Flight_GroupFly.png.ddb9e9d14c2076bd52a110301f83d675.png Group Fly
      • This power should now acknowledge the owner having the Disallow Group Fly option from Null the Gull enabled

    Concealment

    • Invisibility_Stealth.png.2486cdaff867e131e33de6dc409b97ab.png Stealth
      • The stealth component is no longer split into two different effects with different rules
        • All stealth now only suppresses after attacking, being hit or clicking a mission objective
      • -Threat will now suppress after attacking, being hit or clicking a mission objective
      • Defence will no longer suppress upon activating any power
        • Defence will now suppress on all attacks, including pseudopet attacks, and will still suppress when buffing an ally, commanding a pet or clicking a mission objective

    Miscellaneous

    • Respec Recipes can no longer be sold to vendors

    Power Tray Locking

    • Add the ability to lock tray numbers, which removes the little arrows from power trays (both regular and floating)
      • Trays can still be changed using commands, binds, and macros
    • This option can be adjusted with /optionset LockTrayNumbers 1 or 0, or it can be found in the Windows tab of the options menu
    • Right-clicking on a power tray (both regular and floating) now includes "Lock Tray Numbers" and "Lock Powers in Trays" shortcuts

    Options Menu

    • Added a new "Powers" heading in the Windows tab
      • Moved "Power Recharge Indicators" here, along with the new Lock Powers option
    • Moved "Chat Timestamps" and "Chat Timestamps Colors" under the Chat heading

    Sprint / Run / Jump Invention Sets

    • Added a new IO set category: Sprints
      • Both existing Running sets (Celerity, Quickfoot) are now also in the Sprints category, and are listed as "Running & Sprints"
      • Both existing Leaping sets (Unbounded Leap, Springfoot) are now also in the Sprints category, and are listed as "Leaping & Sprints"
      • Swapped the "and" to "&"
    • Sprint powers now only accept Sprint sets, not Running or Leaping sets
    • All other Running and Leaping powers are unaffected, and enhancement conversion only respects the original Running and Leaping categories
    • TL;DR: This has no impact on existing slotting, builds or conversion, we've made this change in order to be able to introduce new Running and Leaping sets in the future without having to balance around them being slotted in Sprint

    Freaklok Arcs

    • Adjusted Salamander and Grey Matter's "Hail Mary" powers (in Agent Watkins' Rusty Rivet mission)
      • Endurance cost and recharge times on them have been reduced, making them more dangerous

    Bug Fixes

    • Henchmen flying at a distance from their owner (due to the new Group Fly changes) will no longer ignore the laws of physics and teleport around the map
    • Henchmen in the air can now be pushed out of the way just like henchmen on the ground
    • Fixed Arachnos Soldier and Arachnos Widow having pstring descriptions during character creation
    • Fixed accidental change to Vahzilok Cadaver resistances
    • Fixed missing "&" in many references to the "Time & Space Manipulation" IO set

    Powers Bug Fixes

    • Pool > Speed > Super Speed: Fixed this power sometimes preventing you from picking new powers when levelling up
    • Pool > Teleportation > Teleport (+Shadow Step): Fixed these powers occasionally failing to activate if you had a non-combat NPC targeted
    • Pool > Flight > Afterburner: Fixed the color palette on the Minimal FX theme for this power
    • Pool > Leaping > Super Jump: Now correctly refers to Double Jump instead of High Jump
    • Pool > Sorcery > Spirit Ward: Fixed sound effect repeating too much
    • Pool > Concealment > Infiltration: Fixed jump components not working correctly (this was a beta-only bug)
    • Inherent > Rest: You can no longer walk very slowly while resting with a weapon drawn
    • Inherent > Stance > Slide: This stance will no longer interrupt flight stances
    • Prestige Utility > Reveal: Fixed this power not being usable in PvP zones
    • Temporary Powers: Fixed several Halloween costume powers still being mutually exclusive with stealth powers
    • Trick Arrow > EMP Arrow: Fixed an issue where the EMP Field left by this power would be colored white when picking No Redraw theme, instead of matching the other fx in the power
    • Sentinel > Mace Mastery > Coordinated Targeting: Fixed missing icon
      • This fix was in the previous build but was missing from the patch notes
    • Controller > Darkness Affinity > Fade: Fixed this power causing characters to constantly flicker
    • Controller > Illusion > Spectral Terror: ToHit debuff enhancements should now work in this power
    • Stalker > Dual Blades > Ablating Strike: Fixed a bug where this power would not apply AoE knockdown on combo completion
    • Stalker > Dual Blades > Sweeping Strike: PvP Hide Crit changed from 100% to 50%
    • Stalker > Ice Melee > Ice Sword: Fixed minor scale discrepancy in PvP hidden crit (scale changed from 1.5713 to 1.571)
    • Stalker > Ninja Blade > Flashing Steel: PvP non-hide crit increased from 5% to 20%
    • Stalker > Ninja Blade > Dragonfly: PvP non-hide crit increased from 5% to 20%
    • Stalker > Spines > Spine Burst: PvP hide crit decreased from 100% to 50%
    • Stalker > Spines > Ripper: PvP hide crit decreased from 100% to 50%
    • Stalker > Spines > Throw Spines: PvP hide crit decreased from 100% to 50%
    • Stalker > Street Justice > Spinning Strike: PvE crit scale increased from scale 1.5368 to 1.54
    • Stalker > Electrical Melee > Jacobs Ladder: PvP Hide Crit changed from 100% to 50%
    • Stalker > Electrical Melee > Thunder Strike: (Splash Damage only) PvP Non-Hide/Held/Slept Crit changed from 10% to 20%
    • Stalker > Fiery Melee > Breath of Fire: PvP Hide Crit changed from 100% to 50%
    • Stalker > Fiery Melee > Fire Sword Circle: PvP Hide Crit changed from 100% to 50%
    • Stalker > Kinetic Melee > Burst: PvE Hide Crit changed from 100% to 50%
      • This change has been temporarily rolled back pending further testing
    • Stalker > Savage Melee > Shred: PvP Hide Crit changed from 100% to 50%

    Enhancements

    • Several enhancements were granting less of an increase than they should
      • Specifically, the endurance reduction portion of some non-superior sets was too low (scale 0.5 instead of scale 0.625) and all three parts of the superior ones were slightly too low (0.6162 or 0.6167 instead of 0.625)
    • Full list of impacted enhancements:
    Spoiler

    Avalanche: Damage/Endurance
    Command of the Mastermind: Damage/Endurance
    Frozen Blast: Damage/Endurance
    Superior Avalanche: Accuracy/Damage/Endurance
    Superior Blistering Cold: Accuracy/Damage/Recharge
    Superior Blistering Cold: Accuracy/Damage/Endurance
    Superior Entomb: Accuracy/Hold Duration/Endurance
    Superior Frozen Blast: Accuracy/Damage/Recharge
    Superior Frozen Blast: Accuracy/Damage/Endurance
    Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance
    Superior Assassin's Mark: Accuracy/Damage/Recharge (Stalker)
    Superior Assassin's Mark: Damage/Endurance/Recharge (Stalker)
    Superior Brute's Fury: Accuracy/Damage/Recharge
    Superior Brute's Fury: Damage/Endurance/Recharge
    Superior Critical Strikes: Accuracy/Damage/Recharge (Scrapper)
    Superior Critical Strikes: Damage/Endurance/Recharge (Scrapper)
    Superior Dominating Grasp: Accuracy/Control Duration/Endurance (Dominator)
    Superior Dominion of Arachnos: Accuracy/Damage/Recharge
    Superior Dominion of Arachnos: Damage/Endurance/Recharge
    Superior Essence Transfer: Accuracy/Damage/Recharge (Kheldian)
    Superior Essence Transfer: Damage/Endurance/Recharge (Kheldian)
    Superior Gauntleted Fist: Accuracy/Damage/Recharge (Tanker)
    Superior Gauntleted Fist: Damage/Endurance/Recharge (Tanker)
    Superior Kheldian's Grace: Accuracy/Damage/Recharge
    Superior Kheldian's Grace: Damage/Endurance/Recharge
    Superior Malice of the Corruptor: Accuracy/Damage/Recharge
    Superior Malice of the Corruptor: Damage/Endurance/Recharge
    Superior Might of the Tanker: Accuracy/Damage/Recharge
    Superior Might of the Tanker: Damage/Endurance/Recharge
    Superior Overpowering Presence: Accuracy/Control Duration/Endurance (Controller)
    Superior Scourging Blast: Accuracy/Damage/Recharge (Corruptor)
    Superior Scourging Blast: Damage/Endurance/Recharge (Corruptor)
    Superior Scrapper's Strike: Accuracy/Damage/Recharge
    Superior Scrapper's Strike: Damage/Endurance/Recharge
    Superior Spider's Bite: Accuracy/Damage/Recharge (Soldier of Arachnos)
    Superior Spider's Bite: Damage/Endurance/Recharge (Soldier of Arachnos)
    Superior Stalker's Guile: Accuracy/Damage/Recharge
    Superior Stalker's Guile: Damage/Endurance/Recharge
    Superior Unrelenting Fury: Accuracy/Damage/Recharge (Brute)
    Superior Unrelenting Fury: Damage/Endurance/Recharge (Brute)
    Superior Will of the Controller: Accuracy/Control Duration/Endurance
    Superior Winter's Bite: Accuracy/Damage/Recharge
    Superior Winter's Bite: Accuracy/Damage/Endurance
    Superior Command of the Mastermind: Accuracy/Damage/Recharge
    Superior Command of the Mastermind: Damage/Endurance/Recharge
    Superior Defender's Bastion: Damage/Endurance/Recharge
    Superior Defender's Bastion: Accuracy/Damage/Endurance
    Superior Vigilant Assault: Damage/Endurance/Recharge (Defender)
    Superior Vigilant Assault: Accuracy/Damage/Endurance (Defender)

     

     

    • Like 1
  3. 8 minutes ago, Troo said:

     

    So these can be used while buffing?

     

    Thanks for addressing the broken out of combat functions.

     

    (and just fyi Defense has an 's' Luck: +12.5% Defense to all attacks)

    Buffs and pet commands still suppress defence - have updated the notes to clarify this. Keep in mind neither of these things were possible whilst in the Only Affect Self state that Invisibility and the old version of Afterburner used to impose. You can now use the new OAS prestige power if you wish to lock yourself out of doing anything that could suppress your stealth or defence.

    • Thanks 1
  4. @Replacement @Glacier Peak @GadgetDon Thank you for testing and providing feedback.

     

    9 hours ago, Replacement said:

    Just so I'm clear... the intent here is to later on reintroduce base Running and Leaping sets, specifically sets that cannot be slotted in Sprints?

    Right - we want to introduce new Running / Leaping sets in the future. The current status quo meant that any Uniques had to be balanced around Sprint, rather than actual running and leaping powers. This will no longer the case.

     

    8 hours ago, Glacier Peak said:

    This begs the question though, will Fly and Teleport sets also get a dual-hatted set? Will Universal Travel IO sets be moot? 

    Not entirely sure what you're getting at here. Fly, TP and Universal sets can't be slotted in Sprint 🙂 (I guess when they introduced Universal sets they'd already learned their lesson!)

     

    5 hours ago, GadgetDon said:

    On the default setting, there's still very little visual difference between "disabled" and "enabled". Going to an icon employee and switching to "invisibility", yes, the visual difference is significant. I'll be honest, I don't remember what the visual difference was with just the old stealth power, because I'd grab stealth and then mostly ignore it until I could get invisibility. 

     

    My preference would be that the power now default to "invisible", but if you don't want that change, please make enabled stealth a bit more translucent and disabled stealth almost none at all. While this is less of an issue than it was before - I can't count the times I've been stealthing through a map, someone without invisibility decides to just run through, and I get hit with splash damage and as Baymax would say, "oh no" (Yes, I've been streaming the series on Disney+ lately)

    I believe (but am not 100% sure) that the current default suppressed and unsuppressed transparency match Stealth's old values. I'll take a look to make sure, maybe there's a way we can make this more distinct (but I'm also conscious people like keeping their characters transparent for thematic reasons). Edit: Just checked, it's the same as before (70% opacity unsuppressed, 85% opacity suppressed).

     

    Changing the default however isn't so simple as it also impacts everyone who's already using the power and likes the transparency how it is. If we could change it just for players who don't already have the power I think that would be great, but I don't believe there's a good way to do that.

    • Like 1
    • Thanks 4
  5. 5 hours ago, PeregrineFalcon said:

    However, the one thing that I don't like is that once they decide to nerf something it gets nerfed. The amount of people against it doesn't matter, showing all the math you want doesn't matter, nothing matters. They ask for feedback but, if your feedback is too aggressively against their proposed changes they hide your posts and say that your feedback wasn't focused enough.

    Once again, this simply isn't true, please stop spreading false information.


    If you're an asshole to us other posters, then your post will be hidden. If you try to derail a thread with something off-topic, then your post will be hidden. If you reply with unhelpful hyperbole without actually testing, usually we don't hide your post unless you're also being an asshole (however, this is a very common combination), despite how incredibly unhelpful it is.

     

    If you quote any of the above, your post will also get hidden, because it's not worth our time to filter through it all.

     

    1 hour ago, Sovera said:

    Do you guys also shout at retail workers??

     

    Seems that way. Seriously - posts like this will drive us to not bother communicating at all.

     

    To everyone else: Voice your concerns. Don't resort to mudslinging, hyperbole, and blatant misinformation. Doing that is a really poor way to convince someone (ie: us) that you're correct. Don't listen to the few posters who say we don't listen (because we don't do exactly what they say), because they're completely incorrect.

    • Like 1
    • Thanks 7
  6. Powers

    New Prestige Powers

    • OnlyAffectSelf.png.58f9796877712b9b9a363e9094f5fc30.png Only Affect Self
      • Activating this power prevents you from attacking foes or aiding allies - all powers will only affect yourself
      • If you are attacked, this power will suppress, allowing you to fight back
    • Disable_All.png.8c716acc1a4ff27a88690a0dd3bd366a.png Disable All Powers
      • Activating this power will stop all your powers and set bonuses from working
    • Both of these powers can be acquired from the P2W vendor in the Prestige Utility category for zero cost

    Travel Power Descriptions

    • All pool travel powers, prestige travel powers, Kheldian travel powers and sprints have had their descriptions updated to clarify the new stacking rules and suppression rules

    Flight / Peacebringer

    • Flight_EvasiveManeuvers.png.e8a448c6e4bd9ee94450dff84b76faab.png Evasive Maneuvers and LuminousAura_LightofReason.png.be20fa0ec0a4353d8eb64035796846ea.png Quantum Maneuvers
      • Defence will no longer suppress upon activating any power
        • Defence will now suppress on all attacks, including pseudopet attacks, and will still suppress when buffing an ally, commanding a pet or clicking a mission objective
    • Flight_GroupFly.png.ddb9e9d14c2076bd52a110301f83d675.png Group Fly
      • This power should now acknowledge the owner having the Disallow Group Fly option from Null the Gull enabled

    Concealment

    • Invisibility_Stealth.png.2486cdaff867e131e33de6dc409b97ab.png Stealth
      • The stealth component is no longer split into two different effects with different rules
        • All stealth now only suppresses after attacking, being hit or clicking a mission objective
      • -Threat will now suppress after attacking, being hit or clicking a mission objective
      • Defence will no longer suppress upon activating any power
        • Defence will now suppress on all attacks, including pseudopet attacks, and will still suppress when buffing an ally, commanding a pet or clicking a mission objective

    Miscellaneous

    Power Tray Locking

    • Add the ability to lock tray numbers, which removes the little arrows from power trays (both regular and floating)
      • Trays can still be changed using commands, binds, and macros
    • This option can be adjusted with /optionset LockTrayNumbers 1 or 0, or it can be found in the Windows tab of the options menu
    • Right-clicking on a power tray (both regular and floating) now includes "Lock Tray Numbers" and "Lock Powers in Trays" shortcuts

    Options Menu

    • Added a new "Powers" heading in the Windows tab
      • Moved "Power Recharge Indicators" here, along with the new Lock Powers option
    • Moved "Chat Timestamps" and "Chat Timestamps Colors" under the Chat heading

    Sprint / Run / Jump Invention Sets

    • Added a new IO set category: Sprints
      • Both existing Running sets (Celerity, Quickfoot) are now also in the Sprints category, and are listed as "Running and Sprints"
      • Both existing Leaping sets (Unbounded Leap, Springfoot) are now also in the Sprints category, and are listed as "Leaping and Sprints"
    • Sprint powers now only accept Sprint sets, not Running or Leaping sets
    • All other Running and Leaping powers are unaffected, and enhancement conversion only respects the original Running and Leaping categories
    • TL;DR: This has no impact on existing slotting, builds or conversion, we've made this change in order to be able to introduce new Running and Leaping sets in the future without having to balance around them being slotted in Sprint

    Freaklok Arcs

    • Adjusted Salamander and Grey Matter's "Hail Mary" powers (in Agent Watkins' Rusty Rivet mission)
      • Endurance cost and recharge times on them have been reduced, making them more dangerous

    Bug Fixes

    • Henchmen flying at a distance from their owner (due to the new Group Fly changes) will no longer ignore the laws of physics and teleport around the map
    • Henchmen in the air can now be pushed out of the way just like henchmen on the ground
    • Fixed Arachnos Soldier and Arachnos Widow having pstring descriptions during character creation
    • Fixed accidental change to Vahzilok Cadaver resistances

    Powers Bug Fixes

    • Pool > Speed > Super Speed: Fixed this power sometimes preventing you from picking new powers when levelling up
    • Pool > Teleportation > Teleport (+Shadow Step): Fixed these powers occasionally failing to activate if you had a non-combat NPC targeted
    • Pool > Flight > Afterburner: Fixed the color palette on the Minimal FX theme for this power
    • Pool > Leaping > Super Jump: Now correctly refers to Double Jump instead of High Jump
    • Inherent > Rest: You can no longer walk very slowly while resting with a weapon drawn
    • Inherent > Stance > Slide: This stance will no longer interrupt flight stances
    • Prestige Utility > Reveal: Fixed this power not being usable in PvP zones
    • Temporary Powers: Fixed several Halloween costume powers still being mutually exclusive with stealth powers
    • Trick Arrow > EMP Arrow: Fixed an issue where the EMP Field left by this power would be colored white when picking No Redraw theme, instead of matching the other fx in the power
    • Controller > Darkness Affinity > Fade: Fixed this power causing characters to constantly flicker
    • Controller > Illusion > Spectral Terror: ToHit debuff enhancements should now work in this power
    • Stalker > Dual Blades > Ablating Strike: Fixed a bug where this power would not apply AoE knockdown on combo completion
    • Stalker > Dual Blades > Sweeping Strike: PvP Hide Crit changed from 100% to 50%
    • Stalker > Ice Melee > Ice Sword: Fixed minor scale discrepancy in PvP hidden crit (scale changed from 1.5713 to 1.571)
    • Stalker > Ninja Blade > Flashing Steel: PvP non-hide crit increased from 5% to 20%
    • Stalker > Ninja Blade > Dragonfly: PvP non-hide crit increased from 5% to 20%
    • Stalker > Spines > Spine Burst: PvP hide crit decreased from 100% to 50%
    • Stalker > Spines > Ripper: PvP hide crit decreased from 100% to 50%
    • Stalker > Spines > Throw Spines: PvP hide crit decreased from 100% to 50%
    • Stalker > Street Justice > Spinning Strike: PvE crit scale increased from scale 1.5368 to 1.54
    • Stalker > Electrical Melee > Jacobs Ladder: PvP Hide Crit changed from 100% to 50%
    • Stalker > Electrical Melee > Thunder Strike: (Splash Damage only) PvP Non-Hide/Held/Slept Crit changed from 10% to 20%
    • Stalker > Fiery Melee > Breath of Fire: PvP Hide Crit changed from 100% to 50%
    • Stalker > Fiery Melee > Fire Sword Circle: PvP Hide Crit changed from 100% to 50%
    • Stalker > Kinetic Melee > Burst: PvE Hide Crit changed from 100% to 50%
    • Stalker > Savage Melee > Shred: PvP Hide Crit changed from 100% to 50%

    Enhancements

    • Several enhancements were granting less of an increase than they should
      • Specifically, the endurance reduction portion of some non-superior sets was too low (scale 0.5 instead of scale 0.625) and all three parts of the superior ones were slightly too low (0.6162 or 0.6167 instead of 0.625)
    • Full list of impacted enhancements:
    Spoiler

    Avalanche: Damage/Endurance
    Command of the Mastermind: Damage/Endurance
    Frozen Blast: Damage/Endurance
    Superior Avalanche: Accuracy/Damage/Endurance
    Superior Blistering Cold: Accuracy/Damage/Recharge
    Superior Blistering Cold: Accuracy/Damage/Endurance
    Superior Entomb: Accuracy/Hold Duration/Endurance
    Superior Frozen Blast: Accuracy/Damage/Recharge
    Superior Frozen Blast: Accuracy/Damage/Endurance
    Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance
    Superior Assassin's Mark: Accuracy/Damage/Recharge (Stalker)
    Superior Assassin's Mark: Damage/Endurance/Recharge (Stalker)
    Superior Brute's Fury: Accuracy/Damage/Recharge
    Superior Brute's Fury: Damage/Endurance/Recharge
    Superior Critical Strikes: Accuracy/Damage/Recharge (Scrapper)
    Superior Critical Strikes: Damage/Endurance/Recharge (Scrapper)
    Superior Dominating Grasp: Accuracy/Control Duration/Endurance (Dominator)
    Superior Dominion of Arachnos: Accuracy/Damage/Recharge
    Superior Dominion of Arachnos: Damage/Endurance/Recharge
    Superior Essence Transfer: Accuracy/Damage/Recharge (Kheldian)
    Superior Essence Transfer: Damage/Endurance/Recharge (Kheldian)
    Superior Gauntleted Fist: Accuracy/Damage/Recharge (Tanker)
    Superior Gauntleted Fist: Damage/Endurance/Recharge (Tanker)
    Superior Kheldian's Grace: Accuracy/Damage/Recharge
    Superior Kheldian's Grace: Damage/Endurance/Recharge
    Superior Malice of the Corruptor: Accuracy/Damage/Recharge
    Superior Malice of the Corruptor: Damage/Endurance/Recharge
    Superior Might of the Tanker: Accuracy/Damage/Recharge
    Superior Might of the Tanker: Damage/Endurance/Recharge
    Superior Overpowering Presence: Accuracy/Control Duration/Endurance (Controller)
    Superior Scourging Blast: Accuracy/Damage/Recharge (Corruptor)
    Superior Scourging Blast: Damage/Endurance/Recharge (Corruptor)
    Superior Scrapper's Strike: Accuracy/Damage/Recharge
    Superior Scrapper's Strike: Damage/Endurance/Recharge
    Superior Spider's Bite: Accuracy/Damage/Recharge (Soldier of Arachnos)
    Superior Spider's Bite: Damage/Endurance/Recharge (Soldier of Arachnos)
    Superior Stalker's Guile: Accuracy/Damage/Recharge
    Superior Stalker's Guile: Damage/Endurance/Recharge
    Superior Unrelenting Fury: Accuracy/Damage/Recharge (Brute)
    Superior Unrelenting Fury: Damage/Endurance/Recharge (Brute)
    Superior Will of the Controller: Accuracy/Control Duration/Endurance
    Superior Winter's Bite: Accuracy/Damage/Recharge
    Superior Winter's Bite: Accuracy/Damage/Endurance
    Superior Command of the Mastermind: Accuracy/Damage/Recharge
    Superior Command of the Mastermind: Damage/Endurance/Recharge
    Superior Defender's Bastion: Damage/Endurance/Recharge
    Superior Defender's Bastion: Accuracy/Damage/Endurance
    Superior Vigilant Assault: Damage/Endurance/Recharge (Defender)
    Superior Vigilant Assault: Accuracy/Damage/Endurance (Defender)

     

     

    • Like 3
  7. 7 minutes ago, PeregrineFalcon said:

    Oh, you mean the thread where you and the other mods deleted almost all of the posts arguing against the combo system because it wasn't "focused feedback"? That thread?

     

    No, you don't get to show a discussion that you edited to your liking as "proof" that everyone was just peachy with the combo system being added to Energy Melee.

     

    Look, you're clearly the kind of person who never admits when they're wrong even when proof is shoved in their face. That being the case I'm just going to bow out of this conversation now before I get myself in trouble.

    I just looked at the first 2 pages, and there's no deleted posts. I do remember a small number of problematic posters repeatedly derailing the thread later on, but it's also kinda disingenuous to claim that we deleted almost all the posts arguing against the combo system - there's still plenty there, you just need to read the thread to see that,

     

    This back-and-forth is kinda circular and pointless, we're not going to agree, so let's leave it there.

    • Thanks 3
  8. 2 minutes ago, PeregrineFalcon said:

    I'm not misrepresenting my opinion as that of the entire player base. But I was in those beta feedback therads too. Not one single forum poster said "Oh, I love a combo system, that's great!" No. All of the feedback was either that they didn't care or that they were against it. No one was for it, and yet it went through anyway.

     

    So explain to me how that's "listening to feedback." That's "we heard your feedback but we're going to go ahead and do what we want anyway", aka ignoring feedback.

     

    P.S. Please don't add a combo system to Mercenaries.

     

    Maybe you read a different thread?

    • Like 1
    • Thanks 1
  9. 3 minutes ago, PeregrineFalcon said:

    Look, I'm not saying these decisions are wrong or that I disagree with them. I'm just saying that anyone who claims "the devs listen to feedback" is cherry-picking minor details while ignoring the big issues where the devs did ignore feedback.

     

    I also think your examples are also guilty of this. "We" isn't all players, and it's not fair to represent your views as being that of the entire playerbase. The overall reception to the EM updates was quite positive - the main gripe we observed was players simply wanting fast ET all the time, and anything less than that wasn't going to make them happy, regardless of what it was.

     

    We do listen to all the feedback, we just don't agree with all of it. There's a difference.

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  10. Just now, Uun said:

    I understand what it's doing, but I'm not sure it makes sense. Combat Jumping and Ninja Run previously stacked with Sprint and Hurdle but couldn't be run together. Now they can be run together, but nothing stacks (including Sprint and Hurdle, which stacked before). Per CoD, travel powers now have a "highest value suppresses others" flag.

    This isn't quite the case. Ninja Run and Combat Jumping couldn't be used together before. Now you can use them together, and you get:

    • Combat Jumping's defence
    • Combat Jumping's immob protection
    • Combat Jumping's air control (as it's stronger than Ninja Run's air control)
    • Ninja Run's jump speed and height (as it's stronger than Combat Jumping's jump speed and height)
    • Ninja Run's run speed

    Sprint is also an exception when it comes to toggles and does stack with everything (as it always did before). Hurdle (and Swift) are auto powers, and aren't subject to the stacking suppression.

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  11. Just now, Bopper said:

    I don't know a good way to add it to the description that would perfectly make sense, but some words would be better than no words.

    I was thinking something along the lines of:

    • "Although [Super Jump] can be used at the same time as other jumping toggles, only the strongest jump buff will apply."
    • "Although [Ninja Run] can be used at the same time as other running and jumping toggles, only the strongest run buff and strongest jump buff will apply."
    • "[Sprint]'s movement buff stacks with other travel powers." 

    Sprint is actually the exception now so it needs to be noted as such.

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  12. 1 minute ago, Bionic_Flea said:

     

    These two things seem contradictory to me.  Talk amongst yourselves and get back to us. 

     

    Once you change or address it, will leadership toggles: 1) suppress stealth when solo? 2) suppress defense when teamed or have active pet?  3) suppress stealth when teamed or have active pet? 4) suppress defense when teamed or have active pet?

     

    I don't know how you guys want it to work, but it seems to me if I am chilling with my friends all stealthy and chatting but not attacking critters or players that we should not suddenly lose stealth or defense.  I don't think that we should lose stealth or defense for any self or ally buff whether active or passive.  I think that we should be able to run up to an AV, buff the team to high heaven, and then attack said AV without losing stealth or defense until the attacking starts, unless the AV or his nearby friends have perception bonuses greater than our stealth.

     

    They aren't contradicting each other. The stealth will not suppress when buffing allies, but the defence will.

     

    To answer your questions:

    1. Leadership will never suppress the stealth component
    2. Leadership will suppress the out-of-combat defence component if it hits an allied entity
    3. Leadership will never suppress the stealth component
    4. Leadership will suppress the out-of-combat defence component if it hits an allied entity (is this the same as Q2 or am I misunderstanding?)

    Invisibility's defence component was previously tied to OAS, meaning you couldn't aid your allies at all (including with Leadership), nor could you engage in combat at all (unless you got hit and Invisibility was completely suppressed). If you do anything that involves affecting another entity (ie: something that you couldn't do with Invisibility before), your defence drops to the level Stealth used to give you.

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  13. 8 minutes ago, Spectre7878 said:

    So I am confused. 
     

    Some of my characters use the leadership pool and had stealth, invisible. When I use my ow. leadership power toggles or with friends that have leadership pool, will it suppress my stealth all the time. I don’t want to take stealth if leadership cancels it out. 😞

     

    This is being changed - the stealth will remain fully active unless you attack or are attacked, but the defence will still suppress if you are aiding an ally (which includes Leadership).

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  14. Hello everyone!

     

    Issue 27: Second Chances, Page 2 released today, and with it came an update to the Concealment pool. Specifically Stealth and Invisibility were merged together:

     

    6 hours ago, Jimmy said:

    Invisibility_Stealth.png.104f33f2f11bf3378ee0ba5b0fa04d5a.png Stealth

    • Stealth radius increased to match the numbers Invisibility had before this patch
      • PvE radius has increased from 36ft to 55ft
      • PvP radius has increased from 389ft to 611ft
    • Out of combat defense increased from 3.5% to 7%
      • The defense bonuses suppression in this power has been cleaned up, and will now suppress if the user attacks, heals or buffs an ally, commands a pet, is hit by a foe or the user attacks or interacts with a mission objective
      • In-combat defence is unchanged
    • Added a new 'Invisible' customization theme that makes the player barely visible when active

     

    The combined power retained the name and icon of Stealth, but we've seen several comments stating that keeping the name and icon of Invisibility would've been preferable, so we thought we'd have a poll to check what the wider community thinks:

     

    Invisibility_Stealth.png.104f33f2f11bf3378ee0ba5b0fa04d5a.png Stealth or Thumbnail for version as of 12:58, 13 October 2005 Invisibility?

     

    Please note: This isn't going to be a binding poll, if convincing arguments are made one way or the other in this thread, we may opt to go with a specific option even if the poll says differently.

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  15. 35 minutes ago, damienray said:

    Immob and resistances don't show up in Combat Attributes. And % strength to defense displays in Combat Attributes at all times (both idle and attacking), but doesn't seem to be included in the calculation for total defenses.

    These effects all only apply if another Fly power is active - turning one on will result in it all being displayed in the monitor correctly.

     

    36 minutes ago, damienray said:

    Should there be an entry in Detailed Info about how much +FlySpeed % is in the power?

    Yes it probably should! Good catch.

  16. 15 minutes ago, Jarrakul said:

     

    I think you may have misunderstood what I was saying? This section certainly covers the fact that, say, Fly and Rocket Board together would use the higher speed cap from the two. But it doesn't say anything about the reduced speed cap for prestige flight powers, which is what I was saying I didn't see in the patch notes.

     

    Yep that change was intentional - it's mentioned in the section you quoted originally:

     

    5 hours ago, Jimmy said:

    temporary_antigravitymatrix.png.4540d057c761ff3bf1a7d3ccc39da0af.png Rocket Board + temporary_antigravitymatrix.png.4540d057c761ff3bf1a7d3ccc39da0af.png Magic Carpet + temporary_antigravitymatrix.png.4540d057c761ff3bf1a7d3ccc39da0af.png Void Skiff 

    • No longer disables all other powers
    • Now applies Only Affecting Self
    • Fly speed reduced to match unslotted Fly
      • Previously you couldn't use anything (even Swift) to increase your fly speed using these powers, so they had a slightly increased speed by default
      • This is no longer the case, you can now stack them with other flight powers to fly at high speeds in style!
    • Can no longer be used in the Arena

     

    Rocket Board, etc used to be faster than Fly, which simply shouldn't be the case for a prestige power.

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  17.  Known Issues

    • Currently tracked combat attributes need to be re-selected due to the addition of absorb tracking
    • Sorcery > Spirit Ward: The sound effects repeat more than we'd like, we'll be resolving this soon
    • Sentinel > Mace Mastery > Coordinated Targeting: Missing power icon, this will be resolved soon
    • Teleport and Shadow Step can fail to properly activate if you target a non-combat NPC after zoning or starting a Task Force
      • To resolve this, simply target an enemy or ally, or press escape to clear your current target
    • Sometimes levelling up will not allow you to pick a new power
      • This is caused by Super Speed - please deactivate Super Speed and stand still for a few seconds before levelling up
      • If you've been impacted by this bug, a respec will allow you to regain your powers
      • You can submit a support ticket with /petition for a free respec if needed

    The following changes were accidentally missing from the beta patch notes

    Stalker Crit Consistency Pass

    • All Stalker Critical Hits should follow these rules (many powers had wrong chances and/or missing/incorrect crit effects):
      • Single Target: 100% chance from Hide
      • AoE: 50% chance from Hide
      • PvE: 7% chance from non-Hide (before Team Size buffs)
      • PvP: 20% chance from non-Hide (when target is Held/Slept)

    Detailed list of changes:

    Spoiler
    • Broad Sword
      • Slice:
        • PvE Damage increased from 1.23 scale to 1.2346 scale
        • PvP Damage increased from 1.4133 scale to 1.596 scale
        • Fixed PvP non-hide critical from 5% to 20%
      • Disembowel: PvP Damage increased from 2.0599 scale to 2.06 scale (you’re welcome)
      • Headsplitter: PvP Damage increased from 2.5909 scale to 2.591 scale (seriously, you’re welcome)
    • Claws
      • Eviscerate: PvP Damage increased from 2.3856 scale to 2.3857 scale (seriously, all these PvP buffs are getting out of hand)
    • Dark Melee
      • Shadow Maul: PvP crit chance lowered from 100% to 50%
    • Dual Blades
      • Ablating Strike: PvP crit chance against held/slept reduced from 100% to 20%
    • Fiery Melee
      • Scorch: PvP scale from 0.974 to 0.9897
      • Cremate: PvP scale from 1.0974 to 1.1151
      • Assassin’s Blaze (fast): PvP scale from 1.4901 to 2.169
      • Breath of Fire: PvP scale from 0.9267 to 1.9383
      • Fire Sword Circle: PvP scale from 0.8768 to 0.6138
      • Greater Fire Sword: PvP scale from 2.5254 to 2.551 (combined)
    • Ice Melee
      • Ice Sword: Crit damage for pvp non-hide reduced from scale 1.5713 to 1.571
      • Assassin's Ice Sword (slow): Crit damage was not flagged as unresisted, this has been fixed
      • Frost: Added missing 20% held/slept crit chance, scale 0.4002 to 0.2875 per tick for DoT (scale 2.4004 to 1.7251 crit)
      • Frozen Aura: Added missing 20% held/slept crit chance, scale from 1.526 to 1.068
      • Freezing Touch: PvP scale from 1.7399 to 1.74
    • Martial Arts
      • Cobra Strike:
        • Added PvP-specific entry for base damage
        • Added missing hidden crit, scale 1.9321 to 1.969
    • Psionic Melee
      • Mental Strike: Added PvP-specific entry for Insight damage
      • Psi Blade: Added PvP-specific entry for Insight damage
      • Telekinetic Blow: Added PvP-specific entry for Insight damage, scale 2.3853 to 1.789
      • Greater Psi Blade: Scale 3.6666 to 2.75, insight scale 1.8333 to 1.3414
      • Mass Levitate: Added PvP-specific entry for Insight damage, scale 1.5733 to 1.18
    • Radiation Melee
      • Contaminated Strike: Crit scale 1.468 to 1.101
      • Radioactive Smash: Crit scale 2.4645 to 1.73
      • Proton Sweep:
        • Base ticks scale 0.5489 to 0.3847
        • Crit scale 2.1958 to 1.5389
      • Radiation Siphon: Crit scale 3.1479 to 2.361
      • Devastating Blow: Crit scale 3.9319 to 2.949
      • Atom Smasher: Scale 1.7765 to 1.3324
    • Staff Fighting
      • Guarded Spin:
        • PvE scale from 0.2317 to 0.2417 for each DoT tick
        • PvE crit damage scale from 1.39 to 1.2085
        • PvP scale 0.2458 to 0.2949 for each DoT tick, crit scale 2.0 to 1.4746
      • Eye of the Storm:
        • PvP scale from 0.2467 to 0.1919 for each DoT tick
        • PvP crit scale from 1.4804 to 1.1516
      • Sky Splitter: PvP held/slept crit damage scale 1.4905 to 2.9809
    • Street Justice
      • Spinning Strike: PvE crit scale from 1.54 to 1.5368

     

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