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summers

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Posts posted by summers

  1. 1 hour ago, Biosphere said:

    image.png.d8c12ebfe9ac746ec35dae9a333f9890.png

     

    I keep finding examples like this in the Tanker attack sets. Crowd Control says it's a Cone explicitly in the effect area, but then shows it can hit 16 targets. According to what I've read this should actually be 10 targets. Is this an error in the text or is this reporting accurately?

     

    Here's another weird example.

     

    image.png.7892b4bc64ef05a12e56aaecf45df583.png

     

    Frost says it's a cone, but then has an attack type of AoE. It's got 16 targets on it too, but what is it? Does the game consider this an AoE or a Cone?

     

    War Mace: Crowd Control pre-patch had 10 targets, so maybe they've given it 16 to allow it a boost. It's a melee attack that takes PBAOE sets (you swing your hammer!)

     

    Ice Melee: Frost is a cone attack, and takes AOE sets (you shoot a cone of ice out of your hands), and further had 10 targets pre-patch.

  2. 17 minutes ago, oedipus_tex said:

    Interesting changes. Thank you to the developers for the obvious care you put into the game.

     

    RE: Tanker mezz strength. I actually had to go look it up because I always just assumed it would be stronger for Tankers, due to mezz being a property of certain armors (e.g. Dark Armor). I'm not upset it wasn't updated, although it doesn't break immersion for me for Tanker mezzes to be substantially longer than for other melee archetypes. It feels very in-role for me. 

    Dark Armour is shared by a number of Archetypes and I'd not consider any of them to have Mezz as an Archetype feature (Stalker, Scrapper, Brute, Tanker).

  3. 2 hours ago, sacredlunatic said:

    , if CC is considered a class role?

     

    3 minutes ago, sacredlunatic said:

    I don’t. I’m just curious why the decision was made to increase buffs, and why it wasn’t instead a decision to increase cc. I was just thinking longer durations, but it doesn’t matter I think the proposed changes look pretty good.

    Why do you think CC is considered a class role for Tankers? They have Taunt as their form of crowd control, but nothing about the AT suggests to me that they should have stronger holds or confuses.

  4. On 1/12/2020 at 11:12 AM, summers said:
    • According to Patch notes, Rise to the Challenge is now normalised in its Taunt, however, Rise to the Challenge no longer has a Taunt component in its power description, yet it accepts Taunt enhancements. Is this power broken? As a secondary question, can this power miss? It doesn't accept accuracy enhancements

    ScaTnrG.png

    Are you my taunt aura because I can't tell anymore!

     

    8 hours ago, csr said:

    I mentioned similar issues in the last thread and CP responded.  Apparently all but a few Tanker taunt auras are now handled by Gauntlet.

     

    This is where I'm getting confused, there's some information that I'm not able to resolve in my head about what is meant to happen:

     

    Gauntlet

    • Is now applied via a global proc. Any single target power that takes accuracy enhancements will trigger an AoE taunt. Every AoE power that takes accuracy enhancements will taunt the enemies it hit.
    • Radius is now the same for all attacks (10ft, 5 targets max)
    • Taunt scale is now 10% higher than Brute's
    • Brute PunchVoke is now also applied via a global proc. Any power that either inflicts damage or takes accuracy enhancements will be able to punch-voke.)

     

    Taunt Auras

    • Brute and Tanker Ice Armor powers no longer have built-in Taunt, they are now instead covered by the inherent global proc.
    • The following Taunt Auras are now all scale 1 Taunt (approximately 13.6s at level 50): 
      • Invincibility 
      • Against All Odds 
      • Rise to the Challenge (Brute and Tank only)

     

    If Rise to the Challenge is going to be affected by Gauntlet, it would appear to fit into the "AoE" powers, but only AoE powers that accept accuracy enhancements will taunt on hit. Rise to the Challenge does not accept accuracy enhancements (should it? Can it miss?).

     

    If Rise to the Challenge is getting a scale 1 taunt, it isn't in the power description itself.

     

    @Captain Powerhouse are you able to help clarify this?

  5. After a quick run through on Pineapple I have some more feedback.

     

    • The 'documentation' for this is non-existent, and it's really bad. Please make this a priority so people know what the powers do and can select them with sufficient knowledge of their effect. I couldn't find where in game it told me what my (new) powers do, so I don't know how people are expected to properly understand what is going on. As a WP/WM Tanker, none of my powers suggested an increased arc, and my only inherent - Gauntlet - where I expected some kind of description to exist, merely mentions that each time a tanker attacks they enrage the target and those around them. 
       
    • According to Patch notes, Rise to the Challenge is now normalised in its Taunt, however, Rise to the Challenge no longer has a Taunt component in its power description, yet it accepts Taunt enhancements. Is this power broken? As a secondary question, can this power miss? It doesn't accept accuracy enhancements

    ScaTnrG.png

    Are you my taunt aura because I can't tell anymore!

     

    • Arc and Radius Improvements: These function as "expected", though as noted before, the numbers in the power don't reflect the game experience, and to me this is plain wrong. I should be able to read what a power does and that's it. There was a lot of confusion when this came out: Do arcs 'reach further', ie. is it their arc or radius increased in size? Do Epics change? What about powers like Spring Attack or other pseudopets?
       
    • Damage: It feels good. The damage and arc size is very noticeable, and it is especially valuable when using previously narrow arcs that have gained quite a bit of extra value now.
       
    • The T1, without Bruising, is now irredeemably bad for many power sets. On War Mace, it is hot garbage and just a power tax on a level 50. It would be nice if there was a little something that they had that made a corner case for their usage, but my first impression is that I don't ever want to use it. Additionally, a (very minor) amount of complexity and strategy was removed by taking out Bruising (do I debuff before my big hit - are they on low enough health that I just hit them with the hard stuff first, or do they have enough to survive that I need to start with Bruising initially?)
       
    • The Taunt power doesn't reduce range by 100%, it's reduced by 75%. There appears to be a limit on Range (linked here). Below is a picture of the distance that a Taunted enemy is shooting me from:

    Qo1sllK.png

    I'm in the puddle of enemies, and that Council member has been Taunted and is continually attacking from that range.

    The Council enemy is Blue so should not be resisting the -range. It appears the Range limit is still in effect.

     

    Final Thoughts

    It seems to do broadly what it wanted to do: I do more damage, my AOE is definitely superior. I'm worried that Rise to the Challenge doesn't work as a taunt aura anymore, and there's some definite documentation issues that would smooth out the confusion here.

    • Thanks 2
  6. On 12/28/2019 at 2:52 AM, Captain Powerhouse said:

     

    This is not accurate. The min -range strength (for most entities) is 0%. At least in data, not aware there being a hard-cap on range in the code.

     

     

    Unless this is changed, as back on live it was 25%:

     

    https://paragonwiki.com/wiki/Limits

     

    Range
    Note: Melee attacks ignore Range modifiers.

    Maximum
    Players and critters have a maximum Range of 500%.

    Minimum
    Players and critters have a minimum Range of 25%.

  7. I think the Tank changes are good, barring a few small tweaks here and there. I have my issues with them which I've expressed before, but it seems that this has gone so many times back for revision that I'd rather we get something than nothing. Don't let perfect get in the way of good, in other words.

     

    I'd much rather put a version out that is 80% of the way there, and get onto other low hanging fruit that desperately need buffs which won't be controversial and cause 50 pages of debate.

    • Haha 1
  8. Consume is currently broken and I've reported it earlier. It does provide endurance protection (which works against drains - not recovery debuffs), but unlike its function on Live it doesn't stack with itself. That means that when Consume hits 4 targets, you only get the 1 buff for endurance protection, which by and large means it doesn't do very much at all.

     

    Very disappointing!

  9. Hi everyone

     

    I hope someone can help because this is quite unfuriating! If I go to Menu -> Options, or go to Settings from the log in page, the game freezes and I have to force it to close down.

     

    I tried revalidating

     

    I deleted the whole game and downloaded/reinstalled it.

     

    For whatever reason even after deleting and downloading again, it remembered my settings (such as resolution), and continues to crash when I go to the Options screen.

     

    Is there a way to fix this? Is there a secret settings file somewhere that is safe to delete or otherwise rebuild?

     

    Your help would be hugely appreciated 🙂

  10. 24 minutes ago, csr said:

    To get an idea of how much benefits from the Inherent +Arc/Radius buff varied from set-to-set I put together a spreadsheet to calculate Damage Scale * Area / Cycle Time for each power and the total for each set and then looked at the difference between Live and Pineapple.  This is just a benchmark value and should be taken with many grains of salt.  Target caps were not taken into account.  And most notably the new Tanker Damage Multiplier was backed out as I was only interested in the new Inherent buff.  And mostly just the change, which is under the "Increase" column.

     

    You can see there is in fact a wide variation with 3 sets getting no buff at all (Stone Melee, Super Strength and Titan Weapons) and Kinetic Melee and Staff Fighting getting big boosts.  Dark Melee and Spines also do quite poorly with the Inherent, for different reasons.

     

    Nine powers are tagged to ignore the buff and ten were reduced in reciprocal ratio to the buff so that the net is zero increase in area.  This accounts for more than 1 in 3 powers.

     

    There are quiet a few issues and caveats with the table that need to be noted...

     

    Notes:

    1. Dual Blades does not include the Sweep combo, as I don't know if it is affected.  I think it is.  The DS*A/Cycle numbers for DB are probably a bit low in each instance.
    2. Electrical Melee does not include Chain Induction and Lightning Rod, as neither is a true AoE (the former is a chain and the latter a pseudo-pet) and I don't think they are affected by the buff.
    3. Radiation Melee does not include Irradiated Ground.  I don't know if it is affected or not.
    4. Savage Melee does not include Savage Leap (another pseudo-pet) and more importantly has no damage info for Rending Flurry; so it's numbers are way off.
    5. These numbers are actually with Quills ignoring the buff rather than Spine Burst.
    6. The calculations were done with Defensive Sweep, Titan Sweep and Arc of Destruction using the slow cast and Whirling Smash using the fast.  It's AoE is slightly under-estimated as a result.

     

      Live Pineapple
    Set AoEs Total DS*A/Cycle Enlarged Ignores Reduced Total DS*A/Cycle Increase Rank
    Battle Axe 3 7.5 2 0 1 13.1 5.7 13
    Broad Sword 3 8.7 3 0 0 17.6 8.8 10
    Claws 3 25.7 1 2 0 34.9 9.2 9
    Dark Melee 3 2.3 3 0 0 4.9 2.6 17
    Dual Blades (1) 3 8.4 3 0 0 18.1 9.7 6
    Electrical Melee (2) 3 3.3 2 1 0 7.1 3.8 16
    Energy Melee 1 3.9 1 0 0 8.7 4.8 15
    Fiery Melee 3 26.4 2 0 1 38.6 12.2 3
    Ice Melee 2 9.5 2 0 0 20.6 11.1 5
    Katana 3 9.6 3 0 0 19.2 9.6 7
    Kinetic Melee 2 20.2 2 0 0 41.6 21.4 1
    Martial Arts 1 4.9 1 0 0 11.0 6.1 12
    Psionic Melee 2 9.7 2 0 0 21.4 11.7 4
    Radiation Melee (3) 2 7.7 2 0 0 17.0 9.3 8
    Savage Melee (4) 1 1.80 1 0 0 3.6 1.8 19
    Spines (5) 4 42.8 1 2 1 44.9 2.1 18
    Staff Fighting 3 15.7 3 0 0 33.9 18.2 2
    Stone Melee 2 13.0 0 0 2 13.0 0.0 22
    Street Justice 2 4.2 0 0 2 9.1 4.9 14
    Super Strength 2 14.5 0 0 2 14.5 0.0 21
    Titan Weapons (6) 4 32.6 0 4 0 32.6 0.0 20
    War Mace 3 9.3 2 0 1 15.9 6.6 11
                     
    Average 2.5 12.8 1.6 0.4 0.5 20.1 7.3

     

    This is very interesting, though 'reduced' from my understanding might be a little bit misleading. While the AOE size is in fact reduced, it is returned to normal with the inherent, and this means the power is slightly buffed due to its now preferable interaction with proc mechanics. Overall a fascinating analysis!

  11. Let's be real, it had a horrific early game experience.

     

    So you had very limited power selection, terribly accuracy and no endurance to speak of. Getting around was not easy either.

     

    For some unbelievable reason, they made a new starter zone, Praetoria, which was riddled with even more difficult content. While the content was a lot of fun and filled with story, it was a terrible way to introduce new players to the game, especially when considering how little they knew of game mechanics.

    • Like 14
    • Confused 2
  12. 25 minutes ago, Infinitum said:

    Give homecoming team time, and credit for giving 2 craps to do this for us in the first place, because honestly all the back and forth and round and round - myself included would make me want to walk away from this.

    I don't see any problem with back and forth considering this is a feedback thread for people to express their opinions and experiences. So long as people aren't being rude to the HC team, then this thread is serving its purpose. They will decide in their own time what and when they will implement the changes.

    • Like 1
  13. 1 hour ago, Puma said:

    Well what you're suggesting is that a tanker gets to do near brute damage all the time, but a brute needs a team to reach near a tanker's survivability.  

    At that point I can't think of any reason why someone wouldn't roll a tanker over a brute. 

     

    I've made the comment earlier, and my future advice is likely going to be that anyone considering between the two should probably just go Tanker. The early game is going to be smoother with huge toughness without IOs, and the later game is going to be AOE heaven. Since, in my opinion, 95% or more of the (team) game is spent fighting groups of enemies, this is far better.

  14. 2 minutes ago, Haijinx said:

    Im confused how?

     

    How do you make them different? 

     

    They were literally the red side version of Tankers.   The Direct Inverse.  They even shared almost all the same sets.

     

    The same way Corruptors were the red side version of Defenders.  Again with inverted Primaries and Secondaries. 

     

    And yes Stalkers were the Red Side version of Scrappers.  Though they were even closer.

     

    The reason they ended up so close to Scrappers is Scrappers were already the inverse of Tankers.   The big difference being Scrappers had different sets.  But that difference is mostly gone. 

     

     

     

     

    16 minutes ago, summers said:

    I may not have made myself clear since you continue to make comparisons between Stalkers and Scrappers as defence for Brutes and Tanks. I'm not going to argue their closeness, as that seems to muddy the issue, but instead state my clear objective.

     

    ATs should be different, and have their own clear identity. If they are not different, they should be made different. I will argue against (most) suggestions that converge ATs together, and I will give favourable consideration to (most) suggests that diverge them to acquire their own identity.

     

    I hope this drops the Scrapper/Stalker discussion and gives you an idea about why I don't want Brutes and Tanks to be so increasingly similar. If we disagree on this, that's fine, but that is why I just don't want to see "Brute" and "Basically another Brute" in the AT selection screen.

     

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