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page 3 [FOCUSED FEEDBACK] Invulnerability Adjustments
Night replied to The Curator's topic in [Open Beta] Focused Feedback
The long duration, high scaling defense/resistances, good recovery, and low cost to activate are all what make the T9s really nice. People seem to not wanna think that many simply play on SOs or in lower level content rather than farm an alt up to 50 and instantly IO out into a god build in which T9s see little use. A T9 godmode also doesn't make you unkillable, just much more durable as needed for a panic button. There were some good ideas to buff them too floating around, like adding defense debuff resistance to resistance T9s. I still think that simply removing the crash and doing nothing else to them would immediately make T9s more desirable. Otherwise, just have two version, one current and untouched, one the shorter (the weaker and more costly for some reason) version with low recharge so you can pick which one you want. But that doesn't matter anymore and I still prefer the current un-nerfed T9s. -
Wonder if that's as far as the puzzle goes for now? Tried looking around where Rikti and Praetorian tech meet but found nothing in the auction house/museum in Imperial City, nothing new about the Rikti pod at the back. The device being a digging vehicle had me looking around where Nemesis digging machines pop up in missions in Grandville/Brickstown but no luck either. Another guess could be anywhere in the Shadow Shard or the Abandoned Sewer Network but those zones are massive. Nothing new in the D-rifter lab under Grandville tower or the secret Nemesis base in RWZ either.
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Brickstown, [-1968.5 -60.9 -1466.6] Not technically a geometry error as it's more either a mistake in assigning an interactable area to a crate, or a popup text box that's supposed to be tied to this lone interactable crate is missing. Hovering the mouse over it changes it to the blue interactable icon but clicking it doesn't provide an info popup.
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Any chance the "Enhancements" to "Enhance" UI change could be a toggle somewhere in the options or as a slash command so we can pick between the whole word or shortened? Mainly because it's much easier to double-click a big word to get right into the management screen.
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page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Night replied to The Curator's topic in [Open Beta] Patch Notes
Something so small that's easy to miss, is this shortening a patch thing or something to do with the beta settings defaulting everything and is something that can be changed back? Beta Live -
page 3 [FOCUSED FEEDBACK] Brute Archetype Adjustment
Night replied to The Curator's topic in [Open Beta] Focused Feedback
The modifier buff feels pretty nice, allows for a bit more flexibility in builds and sets to push up their numbers to tank easier. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Night replied to The Curator's topic in [Open Beta] Patch Notes
Blaster nukes were given a lower recharge time and had their crashes removed at barely any cost to their damage (4.88 scaling into 4.0 scaling according to someone who knows better than me) and at no change in their functionality, and only had their %-based RNG damage ticks mostly removed to make sure you get full damage out of the powers. I think that's how it went. That was also alongside a very substantial buff to a power in each Blaster secondary to boost their sustain in combat as well. https://archive.paragonwiki.com/wiki/Issue_24 You can absolutely just remove the crashes from current T9 armors and not touch anything else about them and see their use go right up as players won't be afraid to click their panic buttons and might even use them for their secondary effects as well. But since that change seems improbable from the person/people in charge of current T9 power adjustments, then the best we can get is to put those new T9s as a separate mutually exclusive option and don't touch the current T9s at all. Maybe later on someone else will come along and simply remove the crash without nerfing anything. That way you have those new T9s usable for tanking alpha strikes (although all defense scaling needs to go back up for that to work) which might be useful in minmax IO'd out teams/incarnate content on occasion as you jump between mobs much faster by that point, and have the current T9s be useful in the entire rest of the game and on SO/light IO builds which are much more common throughout alts. Also un-nerf Meltdown and Parasitic Aura while we're at it 😄 -
Another minor weirdness for the list
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Due to some unknown quirk of the code, the badge "The Once And Future King/Queen" displays in your ID badge list as "The Once and Future Hero.gender". But that only happens when the badge is fully elevated, as during the animation frames of the badge icon and title growing and shrinking, it regains its proper wording.
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page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Night replied to The Curator's topic in [Open Beta] Patch Notes
They should be as those proposed T9s are such a massive departure from what those powers are now that they cover completely different bases and situation. And are terribly nerfed versions at that. Make those new ones mutually exclusive T9s to what we have now and remove the crash from the T9s we have now, at no cost as that's unnecessary. -
page 3 [FOCUSED FEEDBACK] Bio Armor Adjustments
Night replied to The Curator's topic in [Open Beta] Focused Feedback
Individual powers, powersets, archetypes, enemies, everything aside from maybe Hard Mode TFs and repeatable Incarnate missions should be balanced around the idea that the player will be running on SOs, not IOs, not simple IO builds or min-maxed ones. If it takes you 400 million inf and hours of grinding to make a character supremely powerful, and even then not against everything, then that is good, dedication and planning should be rewarded. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
Night replied to The Curator's topic in [Open Beta] Focused Feedback
Making those T9s mutually exclusive with the current ones would be the best option. An even better option would be doing that, and simply removing the crash from the current T9s and doing nothing else and nerfing nothing else about them at all. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Night replied to The Curator's topic in [Open Beta] Patch Notes
Weird to think it shouldn't be free. Blaster nukes got their crash removed and it barely cost them anything, a small adjustment to damage scaling and not nearly enough to ruin the powers. Weird thinking that helping a power, buffing it, should cost its entire identity and usability. Or cost anything at all. If the goal is to make the powers more desirable, butchering them is sure not gonna make people take them. From the I24 open beta notes regarding Blasters: "All Blaster secondaries (except Mental Manipulation, which already has Drain Psyche) will have a modified power that grants the character additional buffs (typically both Regen and Recovery). All of these powers will be changing names as a result. No functionality will be taken away. " "Blast Set Nuke powers are being adjusted. The endurance crash is being removed and recharge is being decreased. Damage is being normalized, average damage will go down a bit but the damage is now (mostly) a fixed amount rather than a number of "chance to damage" ticks." Emphasized because I think that's a nice design angle to keep in mind regarding power changes. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
Night replied to The Curator's topic in [Open Beta] Focused Feedback
You're gonna have a hard time hitting defense cap without teammates or inspirations while on SOs, it's good for a T9 to offer more of what the set focuses on to push you to the pinnacle of its power fantasy. With that in mind I think having access to two mutually exclusive versions of a godmode would be even more beneficial if one was the classic T9 as we have now, while the other was designed more for IO/incarnate builds or content. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Night replied to The Curator's topic in [Open Beta] Patch Notes
While we have developer attention, I was wondering if we could get some behind-the-scenes insight into the reasoning behind some of the proposed T9 changes? Particularly first on the quadrupled endurance activation cost, as much higher cost means it's riskier to use in a fight and when you're already losing and in need of a boost, it's more likely that due to your toggles and power use, you might simply not have enough endurance to activate the power you need to survive. Another point comes from even the patch notes post about the T9s, Which is true as powers like Moment of Glory, Aim or Build Up offer a massive stat buff for a shorter duration, which makes me confused as to why the scaling in many of them has been nerfed instead of buffed? Elude/Overload/Kuji-In Retsu lose a huge chunk of their innate defense, and Meltdown received no stats buffs and only got nerfed aside from the crash removal. Notably Strength of Will uniquely benefits from this suggestion with an actual buff to its resistance values, but it also loses out on 1m 30s of its duration. For suggestions again I really think all those affected powers should be introduced as mutually exclusive options to armor T9s rather than replacements, and in the best case scenario, the current/classic T9s would also have their crashes removed with no nerfs or balance changes, just remove their crash. Perhaps even lower their fully-enhanceable recharge (perhaps aside of in Strength of Will's case as its gimmick is lower recharge time but unenhanceable?) by a few minutes. Even if some classic T9s would now be able to be almost permanent, I think that's fine as the amount of sacrifice from your AT and powerset choice, IO slotting focusing on recharge and missing out on other defensive or offensive stats, incarnates requiring a T3 Spiritual and likely T4 Ageless as well, and power/pool power picks to achieve the recharge cap of lowering a single power's recharge to 1/4th of its base recharge time would be a more than adequate cost. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Night replied to The Curator's topic in [Open Beta] Patch Notes
It is important that every powerset is a fun and viable option without expecting the player to use an IO build or Incarnates. Aside from Hard Mode TFs, and maybe incarnate repeatable missions, the game is not and should not be balanced around the expectation that a player is running an IO build, and even less so a min-maxed IO build. You gain access to armor T9s midway through the levels now and a 35-45 range is generally what I'd test them on, and even at lvl 50 with an SO build they come in handy. Sure I like tinkering with IO builds and even putting together weird non-meta concept builds and making them viable in endgame, but that should not be the base. SOs and often teamplay are a good starting point. -
page 3 [FOCUSED FEEDBACK] Energy Aura Adjustments
Night replied to The Curator's topic in [Open Beta] Focused Feedback
[Apologies for cross-posting, I was told that's the best way to give feedback specifically to the relevant T9s while there's no Focused Feedback thread specifically for those changes] TLDR: The way those T9s are presented are a massive nerf to what an armor T9 offers and the lowered recharge is not worth the massively reduced scaling and duration, cutting down a power's duration to 1/4th and sometimes 1/6th of its current duration, and the quadrupled activation cost. Those are not worthwhile tradeoffs for what we have now and a huge departure from what those T9 armor powers offer currently. Reduced scaling means you'll be hit more often and harder when going up against anything at a higher difficulty or against any enemy group with ToHit buffs, meanwhile right now Elude/Overload/Kuji-In Retsu softcaps you all on its own and it's very useful if you wanna survive an encounter, activate it when getting up with a wakie or a rez and get right into the fights, or if you run out of endurance and don't wanna die from all your toggles dropping. 30 seconds is also not long in a fight and when you activate a godmode you wanna feel powerful and survive whatever bad situation forced you to pop it in the first place. I think that defense/resistance-oriented T9s should still keep their current scaling, putting you at defense softcap out of the box is what they do now and lowering that would only be an unwanted nerf. It's also useful in situations when you're just getting up with a wakie, or running out of endurance and needing to get your defenses back instantly so you don't get defeated, or getting attacked by an ambush or a giant monster (particularly during a zone event) and activating that so that you can get right into the action and ignore your actual defensive toggles for the moment. That's also an argument for keeping the endurance cost low as quadrupling it only removes its use as a panic button. Level difference between you and the enemy and their rank will still affect their accuracy to a significant degree even if it's an accuracy modifier instead of ToHit one, there's usually many consecutive attacks swinging at you every few seconds and that builds up. Also big number is nicer than small number. Using Moment of Glory as a blueprint for godmodes is also misguided. Moment of Glory started out as a clicky that maxed out your defense and resistance (to all but psi, and probably toxic) for a few minutes but it set your health to 25% and prevented you from healing in any way (aside from increasing your max health number via Dull Pain). The way the power worked was changed because preventing yourself from regenerating health went against the idea of Regeneration as a whole. It was also a death sentence when fighting Psychic Clockwork or Carnies. That way the new (current) Moment of Glory was also changed was so that you would be able to survive a mob's alpha strike, the initial mass of attacks a big group hits you with when you first charge in, before the rest of the team could join you to help you or so that enemy attacks stagger out instead of hitting all at once, allowing for the bulk of the set, its passive regeneration and clicky heals, to keep you alive. Since Moment of Glory seems to be the main inspiration for these changes, we must look at what Regeneration as a set was, from the wiki: "This set has been in the game for Scrappers since Issue 0." "This set was included with the original release of Stalkers in Issue 6." "This set was proliferated to Brutes in Issue 21." For the massive bulk of the game's lifespan, Regeneration was not a set designed to be the sole tank of a team and with its many, many nerfs, only recently was Regeneration given a long-deserved glow-up. This kinda design does not apply to every other armor set. That and low-duration buff powers provide a massive benefit, so instead of nerfing their scaling, they should be heavily buffed to make you actually unkillable for this heavily reduced duration. Even now Moment of Glory offers ~70% defense and resistance values. There are three main suggestions I propose for those suggested T9s: 1. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations without any changes. 2. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations while also adding minor buffs to the current existing T9s, such as simply removing the crash and reducing their recharge times while still being fully enhanceable, and changing nothing else, no nerfs. 3. Try out the idea of applying a form of adaptable recharge into the T9s and turn them into Incarnate Hybrid-style toggles that have a maximum duration (2 minutes and 3 minutes depending on T9, as they have now) but can be detoggled early for reduced recharge time. So that each second of use adds one second of recharge time. Meaning that if you toggle a T9 for 30 seconds, it goes on a 30 second cooldown, but you can also toggle it for its full duration of 2 minutes or 3 minutes depending on the T9, with their full current scaling and all current benefits, and afterwards let it go on a 2 and 3 minute recharge respectively. It could be adjusted so that the power has a base recharge of ~30s onto which use-time is added, so that if you use the T9 for 10 seconds, the recharge time is 40 seconds, and so on, but that's for later. Personally I like option 2 since it's a simple buff to the powers' functions and covers the goals of the changes without turning them into completely different powers. At the very least those suggested T9s should be added as a mutually exclusive option to choose between that and the current T9s and not be forced into these suggested versions as they deviate so much from their current originals that they do not cover the same bases anymore. -
page 3 [FOCUSED FEEDBACK] Willpower Adjustments
Night replied to The Curator's topic in [Open Beta] Focused Feedback
[Apologies for cross-posting, I was told that's the best way to give feedback specifically to the relevant T9s while there's no Focused Feedback thread specifically for those changes] TLDR: The way those T9s are presented are a massive nerf to what an armor T9 offers and the lowered recharge is not worth the massively reduced scaling and duration, cutting down a power's duration to 1/4th and sometimes 1/6th of its current duration, and the quadrupled activation cost. Those are not worthwhile tradeoffs for what we have now and a huge departure from what those T9 armor powers offer currently. Reduced scaling means you'll be hit more often and harder when going up against anything at a higher difficulty or against any enemy group with ToHit buffs, meanwhile right now Elude/Overload/Kuji-In Retsu softcaps you all on its own and it's very useful if you wanna survive an encounter, activate it when getting up with a wakie or a rez and get right into the fights, or if you run out of endurance and don't wanna die from all your toggles dropping. 30 seconds is also not long in a fight and when you activate a godmode you wanna feel powerful and survive whatever bad situation forced you to pop it in the first place. I think that defense/resistance-oriented T9s should still keep their current scaling, putting you at defense softcap out of the box is what they do now and lowering that would only be an unwanted nerf. It's also useful in situations when you're just getting up with a wakie, or running out of endurance and needing to get your defenses back instantly so you don't get defeated, or getting attacked by an ambush or a giant monster (particularly during a zone event) and activating that so that you can get right into the action and ignore your actual defensive toggles for the moment. That's also an argument for keeping the endurance cost low as quadrupling it only removes its use as a panic button. Level difference between you and the enemy and their rank will still affect their accuracy to a significant degree even if it's an accuracy modifier instead of ToHit one, there's usually many consecutive attacks swinging at you every few seconds and that builds up. Also big number is nicer than small number. Using Moment of Glory as a blueprint for godmodes is also misguided. Moment of Glory started out as a clicky that maxed out your defense and resistance (to all but psi, and probably toxic) for a few minutes but it set your health to 25% and prevented you from healing in any way (aside from increasing your max health number via Dull Pain). The way the power worked was changed because preventing yourself from regenerating health went against the idea of Regeneration as a whole. It was also a death sentence when fighting Psychic Clockwork or Carnies. That way the new (current) Moment of Glory was also changed was so that you would be able to survive a mob's alpha strike, the initial mass of attacks a big group hits you with when you first charge in, before the rest of the team could join you to help you or so that enemy attacks stagger out instead of hitting all at once, allowing for the bulk of the set, its passive regeneration and clicky heals, to keep you alive. Since Moment of Glory seems to be the main inspiration for these changes, we must look at what Regeneration as a set was, from the wiki: "This set has been in the game for Scrappers since Issue 0." "This set was included with the original release of Stalkers in Issue 6." "This set was proliferated to Brutes in Issue 21." For the massive bulk of the game's lifespan, Regeneration was not a set designed to be the sole tank of a team and with its many, many nerfs, only recently was Regeneration given a long-deserved glow-up. This kinda design does not apply to every other armor set. That and low-duration buff powers provide a massive benefit, so instead of nerfing their scaling, they should be heavily buffed to make you actually unkillable for this heavily reduced duration. Even now Moment of Glory offers ~70% defense and resistance values. There are three main suggestions I propose for those suggested T9s: 1. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations without any changes. 2. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations while also adding minor buffs to the current existing T9s, such as simply removing the crash and reducing their recharge times while still being fully enhanceable, and changing nothing else, no nerfs. 3. Try out the idea of applying a form of adaptable recharge into the T9s and turn them into Incarnate Hybrid-style toggles that have a maximum duration (2 minutes and 3 minutes depending on T9, as they have now) but can be detoggled early for reduced recharge time. So that each second of use adds one second of recharge time. Meaning that if you toggle a T9 for 30 seconds, it goes on a 30 second cooldown, but you can also toggle it for its full duration of 2 minutes or 3 minutes depending on the T9, with their full current scaling and all current benefits, and afterwards let it go on a 2 and 3 minute recharge respectively. It could be adjusted so that the power has a base recharge of ~30s onto which use-time is added, so that if you use the T9 for 10 seconds, the recharge time is 40 seconds, and so on, but that's for later. Personally I like option 2 since it's a simple buff to the powers' functions and covers the goals of the changes without turning them into completely different powers. At the very least those suggested T9s should be added as a mutually exclusive option to choose between that and the current T9s and not be forced into these suggested versions as they deviate so much from their current originals that they do not cover the same bases anymore. Uniquely to Willpower, the buff to Strength of Will's resistance scaling is a nice addition, and the power doesn't suffer to the same degree as all others from the lowered recharge side of it as its recharge is uniquely unenhanceable, but reducing the power's duration by 1m 30s still makes it worse for it. The increase to resistance scaling could be ported to the base/classic version though alongside the new mutually exclusive version. -
page 3 [FOCUSED FEEDBACK] Invulnerability Adjustments
Night replied to The Curator's topic in [Open Beta] Focused Feedback
[Apologies for cross-posting, I was told that's the best way to give feedback specifically to the relevant T9s while there's no Focused Feedback thread specifically for those changes] TLDR: The way those T9s are presented are a massive nerf to what an armor T9 offers and the lowered recharge is not worth the massively reduced scaling and duration, cutting down a power's duration to 1/4th and sometimes 1/6th of its current duration, and the quadrupled activation cost. Those are not worthwhile tradeoffs for what we have now and a huge departure from what those T9 armor powers offer currently. Reduced scaling means you'll be hit more often and harder when going up against anything at a higher difficulty or against any enemy group with ToHit buffs, meanwhile right now Elude/Overload/Kuji-In Retsu softcaps you all on its own and it's very useful if you wanna survive an encounter, activate it when getting up with a wakie or a rez and get right into the fights, or if you run out of endurance and don't wanna die from all your toggles dropping. 30 seconds is also not long in a fight and when you activate a godmode you wanna feel powerful and survive whatever bad situation forced you to pop it in the first place. I think that defense/resistance-oriented T9s should still keep their current scaling, putting you at defense softcap out of the box is what they do now and lowering that would only be an unwanted nerf. It's also useful in situations when you're just getting up with a wakie, or running out of endurance and needing to get your defenses back instantly so you don't get defeated, or getting attacked by an ambush or a giant monster (particularly during a zone event) and activating that so that you can get right into the action and ignore your actual defensive toggles for the moment. That's also an argument for keeping the endurance cost low as quadrupling it only removes its use as a panic button. Level difference between you and the enemy and their rank will still affect their accuracy to a significant degree even if it's an accuracy modifier instead of ToHit one, there's usually many consecutive attacks swinging at you every few seconds and that builds up. Also big number is nicer than small number. Using Moment of Glory as a blueprint for godmodes is also misguided. Moment of Glory started out as a clicky that maxed out your defense and resistance (to all but psi, and probably toxic) for a few minutes but it set your health to 25% and prevented you from healing in any way (aside from increasing your max health number via Dull Pain). The way the power worked was changed because preventing yourself from regenerating health went against the idea of Regeneration as a whole. It was also a death sentence when fighting Psychic Clockwork or Carnies. That way the new (current) Moment of Glory was also changed was so that you would be able to survive a mob's alpha strike, the initial mass of attacks a big group hits you with when you first charge in, before the rest of the team could join you to help you or so that enemy attacks stagger out instead of hitting all at once, allowing for the bulk of the set, its passive regeneration and clicky heals, to keep you alive. Since Moment of Glory seems to be the main inspiration for these changes, we must look at what Regeneration as a set was, from the wiki: "This set has been in the game for Scrappers since Issue 0." "This set was included with the original release of Stalkers in Issue 6." "This set was proliferated to Brutes in Issue 21." For the massive bulk of the game's lifespan, Regeneration was not a set designed to be the sole tank of a team and with its many, many nerfs, only recently was Regeneration given a long-deserved glow-up. This kinda design does not apply to every other armor set. That and low-duration buff powers provide a massive benefit, so instead of nerfing their scaling, they should be heavily buffed to make you actually unkillable for this heavily reduced duration. Even now Moment of Glory offers ~70% defense and resistance values. There are three main suggestions I propose for those suggested T9s: 1. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations without any changes. 2. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations while also adding minor buffs to the current existing T9s, such as simply removing the crash and reducing their recharge times while still being fully enhanceable, and changing nothing else, no nerfs. 3. Try out the idea of applying a form of adaptable recharge into the T9s and turn them into Incarnate Hybrid-style toggles that have a maximum duration (2 minutes and 3 minutes depending on T9, as they have now) but can be detoggled early for reduced recharge time. So that each second of use adds one second of recharge time. Meaning that if you toggle a T9 for 30 seconds, it goes on a 30 second cooldown, but you can also toggle it for its full duration of 2 minutes or 3 minutes depending on the T9, with their full current scaling and all current benefits, and afterwards let it go on a 2 and 3 minute recharge respectively. It could be adjusted so that the power has a base recharge of ~30s onto which use-time is added, so that if you use the T9 for 10 seconds, the recharge time is 40 seconds, and so on, but that's for later. Personally I like option 2 since it's a simple buff to the powers' functions and covers the goals of the changes without turning them into completely different powers. At the very least those suggested T9s should be added as a mutually exclusive option to choose between that and the current T9s and not be forced into these suggested versions as they deviate so much from their current originals that they do not cover the same bases anymore. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
Night replied to The Curator's topic in [Open Beta] Focused Feedback
[Apologies for cross-posting, I was told that's the best way to give feedback specifically to the relevant T9s while there's no Focused Feedback thread specifically for those changes] TLDR: The way those T9s are presented are a massive nerf to what an armor T9 offers and the lowered recharge is not worth the massively reduced scaling and duration, cutting down a power's duration to 1/4th and sometimes 1/6th of its current duration, and the quadrupled activation cost. Those are not worthwhile tradeoffs for what we have now and a huge departure from what those T9 armor powers offer currently. Reduced scaling means you'll be hit more often and harder when going up against anything at a higher difficulty or against any enemy group with ToHit buffs, meanwhile right now Elude/Overload/Kuji-In Retsu softcaps you all on its own and it's very useful if you wanna survive an encounter, activate it when getting up with a wakie or a rez and get right into the fights, or if you run out of endurance and don't wanna die from all your toggles dropping. 30 seconds is also not long in a fight and when you activate a godmode you wanna feel powerful and survive whatever bad situation forced you to pop it in the first place. I think that defense/resistance-oriented T9s should still keep their current scaling, putting you at defense softcap out of the box is what they do now and lowering that would only be an unwanted nerf. It's also useful in situations when you're just getting up with a wakie, or running out of endurance and needing to get your defenses back instantly so you don't get defeated, or getting attacked by an ambush or a giant monster (particularly during a zone event) and activating that so that you can get right into the action and ignore your actual defensive toggles for the moment. That's also an argument for keeping the endurance cost low as quadrupling it only removes its use as a panic button. Level difference between you and the enemy and their rank will still affect their accuracy to a significant degree even if it's an accuracy modifier instead of ToHit one, there's usually many consecutive attacks swinging at you every few seconds and that builds up. Also big number is nicer than small number. Using Moment of Glory as a blueprint for godmodes is also misguided. Moment of Glory started out as a clicky that maxed out your defense and resistance (to all but psi, and probably toxic) for a few minutes but it set your health to 25% and prevented you from healing in any way (aside from increasing your max health number via Dull Pain). The way the power worked was changed because preventing yourself from regenerating health went against the idea of Regeneration as a whole. It was also a death sentence when fighting Psychic Clockwork or Carnies. That way the new (current) Moment of Glory was also changed was so that you would be able to survive a mob's alpha strike, the initial mass of attacks a big group hits you with when you first charge in, before the rest of the team could join you to help you or so that enemy attacks stagger out instead of hitting all at once, allowing for the bulk of the set, its passive regeneration and clicky heals, to keep you alive. Since Moment of Glory seems to be the main inspiration for these changes, we must look at what Regeneration as a set was, from the wiki: "This set has been in the game for Scrappers since Issue 0." "This set was included with the original release of Stalkers in Issue 6." "This set was proliferated to Brutes in Issue 21." For the massive bulk of the game's lifespan, Regeneration was not a set designed to be the sole tank of a team and with its many, many nerfs, only recently was Regeneration given a long-deserved glow-up. This kinda design does not apply to every other armor set. That and low-duration buff powers provide a massive benefit, so instead of nerfing their scaling, they should be heavily buffed to make you actually unkillable for this heavily reduced duration. Even now Moment of Glory offers ~70% defense and resistance values. There are three main suggestions I propose for those suggested T9s: 1. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations without any changes. 2. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations while also adding minor buffs to the current existing T9s, such as simply removing the crash and reducing their recharge times while still being fully enhanceable, and changing nothing else, no nerfs. 3. Try out the idea of applying a form of adaptable recharge into the T9s and turn them into Incarnate Hybrid-style toggles that have a maximum duration (2 minutes and 3 minutes depending on T9, as they have now) but can be detoggled early for reduced recharge time. So that each second of use adds one second of recharge time. Meaning that if you toggle a T9 for 30 seconds, it goes on a 30 second cooldown, but you can also toggle it for its full duration of 2 minutes or 3 minutes depending on the T9, with their full current scaling and all current benefits, and afterwards let it go on a 2 and 3 minute recharge respectively. It could be adjusted so that the power has a base recharge of ~30s onto which use-time is added, so that if you use the T9 for 10 seconds, the recharge time is 40 seconds, and so on, but that's for later. Personally I like option 2 since it's a simple buff to the powers' functions and covers the goals of the changes without turning them into completely different powers. At the very least those suggested T9s should be added as a mutually exclusive option to choose between that and the current T9s and not be forced into these suggested versions as they deviate so much from their current originals that they do not cover the same bases anymore. -
page 3 [FOCUSED FEEDBACK] Ninjitsu Adjustments
Night replied to The Curator's topic in [Open Beta] Focused Feedback
[Apologies for cross-posting, I was told that's the best way to give feedback specifically to the relevant T9s while there's no Focused Feedback thread specifically for those changes] TLDR: The way those T9s are presented are a massive nerf to what an armor T9 offers and the lowered recharge is not worth the massively reduced scaling and duration, cutting down a power's duration to 1/4th and sometimes 1/6th of its current duration, and the quadrupled activation cost. Those are not worthwhile tradeoffs for what we have now and a huge departure from what those T9 armor powers offer currently. Reduced scaling means you'll be hit more often and harder when going up against anything at a higher difficulty or against any enemy group with ToHit buffs, meanwhile right now Elude/Overload/Kuji-In Retsu softcaps you all on its own and it's very useful if you wanna survive an encounter, activate it when getting up with a wakie or a rez and get right into the fights, or if you run out of endurance and don't wanna die from all your toggles dropping. 30 seconds is also not long in a fight and when you activate a godmode you wanna feel powerful and survive whatever bad situation forced you to pop it in the first place. I think that defense/resistance-oriented T9s should still keep their current scaling, putting you at defense softcap out of the box is what they do now and lowering that would only be an unwanted nerf. It's also useful in situations when you're just getting up with a wakie, or running out of endurance and needing to get your defenses back instantly so you don't get defeated, or getting attacked by an ambush or a giant monster (particularly during a zone event) and activating that so that you can get right into the action and ignore your actual defensive toggles for the moment. That's also an argument for keeping the endurance cost low as quadrupling it only removes its use as a panic button. Level difference between you and the enemy and their rank will still affect their accuracy to a significant degree even if it's an accuracy modifier instead of ToHit one, there's usually many consecutive attacks swinging at you every few seconds and that builds up. Also big number is nicer than small number. Using Moment of Glory as a blueprint for godmodes is also misguided. Moment of Glory started out as a clicky that maxed out your defense and resistance (to all but psi, and probably toxic) for a few minutes but it set your health to 25% and prevented you from healing in any way (aside from increasing your max health number via Dull Pain). The way the power worked was changed because preventing yourself from regenerating health went against the idea of Regeneration as a whole. It was also a death sentence when fighting Psychic Clockwork or Carnies. That way the new (current) Moment of Glory was also changed was so that you would be able to survive a mob's alpha strike, the initial mass of attacks a big group hits you with when you first charge in, before the rest of the team could join you to help you or so that enemy attacks stagger out instead of hitting all at once, allowing for the bulk of the set, its passive regeneration and clicky heals, to keep you alive. Since Moment of Glory seems to be the main inspiration for these changes, we must look at what Regeneration as a set was, from the wiki: "This set has been in the game for Scrappers since Issue 0." "This set was included with the original release of Stalkers in Issue 6." "This set was proliferated to Brutes in Issue 21." For the massive bulk of the game's lifespan, Regeneration was not a set designed to be the sole tank of a team and with its many, many nerfs, only recently was Regeneration given a long-deserved glow-up. This kinda design does not apply to every other armor set. That and low-duration buff powers provide a massive benefit, so instead of nerfing their scaling, they should be heavily buffed to make you actually unkillable for this heavily reduced duration. Even now Moment of Glory offers ~70% defense and resistance values. There are three main suggestions I propose for those suggested T9s: 1. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations without any changes. 2. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations while also adding minor buffs to the current existing T9s, such as simply removing the crash and reducing their recharge times while still being fully enhanceable, and changing nothing else, no nerfs. 3. Try out the idea of applying a form of adaptable recharge into the T9s and turn them into Incarnate Hybrid-style toggles that have a maximum duration (2 minutes and 3 minutes depending on T9, as they have now) but can be detoggled early for reduced recharge time. So that each second of use adds one second of recharge time. Meaning that if you toggle a T9 for 30 seconds, it goes on a 30 second cooldown, but you can also toggle it for its full duration of 2 minutes or 3 minutes depending on the T9, with their full current scaling and all current benefits, and afterwards let it go on a 2 and 3 minute recharge respectively. It could be adjusted so that the power has a base recharge of ~30s onto which use-time is added, so that if you use the T9 for 10 seconds, the recharge time is 40 seconds, and so on, but that's for later. Personally I like option 2 since it's a simple buff to the powers' functions and covers the goals of the changes without turning them into completely different powers. At the very least those suggested T9s should be added as a mutually exclusive option to choose between that and the current T9s and not be forced into these suggested versions as they deviate so much from their current originals that they do not cover the same bases anymore. -
page 3 [FOCUSED FEEDBACK] Shield Defense Adjustments
Night replied to The Curator's topic in [Open Beta] Focused Feedback
[Apologies for cross-posting, I was told that's the best way to give feedback specifically to the relevant T9s while there's no Focused Feedback thread specifically for those changes] TLDR: The way those T9s are presented are a massive nerf to what an armor T9 offers and the lowered recharge is not worth the massively reduced scaling and duration, cutting down a power's duration to 1/4th and sometimes 1/6th of its current duration, and the quadrupled activation cost. Those are not worthwhile tradeoffs for what we have now and a huge departure from what those T9 armor powers offer currently. Reduced scaling means you'll be hit more often and harder when going up against anything at a higher difficulty or against any enemy group with ToHit buffs, meanwhile right now Elude/Overload/Kuji-In Retsu softcaps you all on its own and it's very useful if you wanna survive an encounter, activate it when getting up with a wakie or a rez and get right into the fights, or if you run out of endurance and don't wanna die from all your toggles dropping. 30 seconds is also not long in a fight and when you activate a godmode you wanna feel powerful and survive whatever bad situation forced you to pop it in the first place. I think that defense/resistance-oriented T9s should still keep their current scaling, putting you at defense softcap out of the box is what they do now and lowering that would only be an unwanted nerf. It's also useful in situations when you're just getting up with a wakie, or running out of endurance and needing to get your defenses back instantly so you don't get defeated, or getting attacked by an ambush or a giant monster (particularly during a zone event) and activating that so that you can get right into the action and ignore your actual defensive toggles for the moment. That's also an argument for keeping the endurance cost low as quadrupling it only removes its use as a panic button. Level difference between you and the enemy and their rank will still affect their accuracy to a significant degree even if it's an accuracy modifier instead of ToHit one, there's usually many consecutive attacks swinging at you every few seconds and that builds up. Also big number is nicer than small number. Using Moment of Glory as a blueprint for godmodes is also misguided. Moment of Glory started out as a clicky that maxed out your defense and resistance (to all but psi, and probably toxic) for a few minutes but it set your health to 25% and prevented you from healing in any way (aside from increasing your max health number via Dull Pain). The way the power worked was changed because preventing yourself from regenerating health went against the idea of Regeneration as a whole. It was also a death sentence when fighting Psychic Clockwork or Carnies. That way the new (current) Moment of Glory was also changed was so that you would be able to survive a mob's alpha strike, the initial mass of attacks a big group hits you with when you first charge in, before the rest of the team could join you to help you or so that enemy attacks stagger out instead of hitting all at once, allowing for the bulk of the set, its passive regeneration and clicky heals, to keep you alive. Since Moment of Glory seems to be the main inspiration for these changes, we must look at what Regeneration as a set was, from the wiki: "This set has been in the game for Scrappers since Issue 0." "This set was included with the original release of Stalkers in Issue 6." "This set was proliferated to Brutes in Issue 21." For the massive bulk of the game's lifespan, Regeneration was not a set designed to be the sole tank of a team and with its many, many nerfs, only recently was Regeneration given a long-deserved glow-up. This kinda design does not apply to every other armor set. That and low-duration buff powers provide a massive benefit, so instead of nerfing their scaling, they should be heavily buffed to make you actually unkillable for this heavily reduced duration. Even now Moment of Glory offers ~70% defense and resistance values. There are three main suggestions I propose for those suggested T9s: 1. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations without any changes. 2. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations while also adding minor buffs to the current existing T9s, such as simply removing the crash and reducing their recharge times while still being fully enhanceable, and changing nothing else, no nerfs. 3. Try out the idea of applying a form of adaptable recharge into the T9s and turn them into Incarnate Hybrid-style toggles that have a maximum duration (2 minutes and 3 minutes depending on T9, as they have now) but can be detoggled early for reduced recharge time. So that each second of use adds one second of recharge time. Meaning that if you toggle a T9 for 30 seconds, it goes on a 30 second cooldown, but you can also toggle it for its full duration of 2 minutes or 3 minutes depending on the T9, with their full current scaling and all current benefits, and afterwards let it go on a 2 and 3 minute recharge respectively. It could be adjusted so that the power has a base recharge of ~30s onto which use-time is added, so that if you use the T9 for 10 seconds, the recharge time is 40 seconds, and so on, but that's for later. Personally I like option 2 since it's a simple buff to the powers' functions and covers the goals of the changes without turning them into completely different powers. At the very least those suggested T9s should be added as a mutually exclusive option to choose between that and the current T9s and not be forced into these suggested versions as they deviate so much from their current originals that they do not cover the same bases anymore. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Night replied to The Curator's topic in [Open Beta] Patch Notes
TLDR: The way those T9s are presented are a massive nerf to what an armor T9 offers and the lowered recharge is not worth the massively reduced scaling and duration, cutting down a power's duration to 1/4th and sometimes 1/6th of its current duration, and the quadrupled activation cost. Those are not worthwhile tradeoffs for what we have now and a huge departure from what those T9 armor powers offer currently. Reduced scaling means you'll be hit more often and harder when going up against anything at a higher difficulty or against any enemy group with ToHit buffs, meanwhile right now Elude/Overload/Kuji-In Retsu softcaps you all on its own and it's very useful if you wanna survive an encounter, activate it when getting up with a wakie or a rez and get right into the fights, or if you run out of endurance and don't wanna die from all your toggles dropping. 30 seconds is also not long in a fight and when you activate a godmode you wanna feel powerful and survive whatever bad situation forced you to pop it in the first place. I think that defense/resistance-oriented T9s should still keep their current scaling, putting you at defense softcap out of the box is what they do now and lowering that would only be an unwanted nerf. It's also useful in situations when you're just getting up with a wakie, or running out of endurance and needing to get your defenses back instantly so you don't get defeated, or getting attacked by an ambush or a giant monster (particularly during a zone event) and activating that so that you can get right into the action and ignore your actual defensive toggles for the moment. That's also an argument for keeping the endurance cost low as quadrupling it only removes its use as a panic button. Level difference between you and the enemy and their rank will still affect their accuracy to a significant degree even if it's an accuracy modifier instead of ToHit one, there's usually many consecutive attacks swinging at you every few seconds and that builds up. Also big number is nicer than small number. Using Moment of Glory as a blueprint for godmodes is also misguided. Moment of Glory started out as a clicky that maxed out your defense and resistance (to all but psi, and probably toxic) for a few minutes but it set your health to 25% and prevented you from healing in any way (aside from increasing your max health number via Dull Pain). The way the power worked was changed because preventing yourself from regenerating health went against the idea of Regeneration as a whole. It was also a death sentence when fighting Psychic Clockwork or Carnies. That way the new (current) Moment of Glory was also changed was so that you would be able to survive a mob's alpha strike, the initial mass of attacks a big group hits you with when you first charge in, before the rest of the team could join you to help you or so that enemy attacks stagger out instead of hitting all at once, allowing for the bulk of the set, its passive regeneration and clicky heals, to keep you alive. Since Moment of Glory seems to be the main inspiration for these changes, we must look at what Regeneration as a set was, from the wiki: "This set has been in the game for Scrappers since Issue 0." "This set was included with the original release of Stalkers in Issue 6." "This set was proliferated to Brutes in Issue 21." For the massive bulk of the game's lifespan, Regeneration was not a set designed to be the sole tank of a team and with its many, many nerfs, only recently was Regeneration given a long-deserved glow-up. This kinda design does not apply to every other armor set. That and low-duration buff powers provide a massive benefit, so instead of nerfing their scaling, they should be heavily buffed to make you actually unkillable for this heavily reduced duration. Even now Moment of Glory offers ~70% defense and resistance values. There are three main suggestions I propose for those suggested T9s: 1. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations without any changes. 2. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations while also adding minor buffs to the current existing T9s, such as simply removing the crash and reducing their recharge times while still being fully enhanceable, and changing nothing else, no nerfs. 3. Try out the idea of applying a form of adaptable recharge into the T9s and turn them into Incarnate Hybrid-style toggles that have a maximum duration (2 minutes and 3 minutes depending on T9, as they have now) but can be detoggled early for reduced recharge time. So that each second of use adds one second of recharge time. Meaning that if you toggle a T9 for 30 seconds, it goes on a 30 second cooldown, but you can also toggle it for its full duration of 2 minutes or 3 minutes depending on the T9, with their full current scaling and all current benefits, and afterwards let it go on a 2 and 3 minute recharge respectively. It could be adjusted so that the power has a base recharge of ~30s onto which use-time is added, so that if you use the T9 for 10 seconds, the recharge time is 40 seconds, and so on, but that's for later. Personally I like option 2 since it's a simple buff to the powers' functions and covers the goals of the changes without turning them into completely different powers. At the very least those suggested T9s should be added as a mutually exclusive option to choose between that and the current T9s and not be forced into these suggested versions as they deviate so much from their current originals that they do not cover the same bases anymore. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
Night replied to The Curator's topic in [Open Beta] Patch Notes
Doesn't seem to be a feedback thread for the smaller changes so gonna put my Black Hole thoughts here and hope it gets noticed. I remember the power used to be a targeted AoE immobilize and phase on enemies way back on live, it had poor team synergy so I didn't use it since and I guess it got turned into its current version at some point still on live since the City of Data site has its effects listed as they are now. With some testing I just couldn't find a use case for it aside from phasing Devouring Earth emanators since those seemingly can't be moved, maybe turrets, Council/5th vampyri spawning chambers or Circle demon portals, although I'm unsure if that would stop the spawning process. I wondered if the controller AoE immobilize, which often adds a short duration -knockack effect to its targets, would prevent the pull effect and thus let you choose what group to phase out with more control but that doesn't seem to be the case. For a suggestion how to make the power viable. It could have a trawl/pull-in field put on the ground under its target like the Singularity pet has, but with the radius of the power's effect so that it can continue pulling in other enemies for the duration and act as a more persistent if slow grouping tool. Second part of it was to let the power phase shift all its targets again, but apply the Speed Phase version of phase shift onto them, so that they're unable to affect players, but can still be affected and damaged by them. With that the power's crowd control effect effectiveness would be slightly above an AoE fear and still below an AoE hold or stun as the enemies would still be able to affect one another with buffs, as phased entities affect other phased entities.