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Focused Feedback: Powerset - Electric Armor
Player-1 replied to The Curator's topic in [Open Beta] Focused Feedback
Hello @euNoir, The crash has been removed from Power Surge along with the changes to recharge and uptime. If in your testing you are seeing there is still a crash, can you please confirm which archetype it is on? -
Focused Feedback: Powerset - Plant Control
Player-1 replied to The Curator's topic in [Open Beta] Focused Feedback
Hello SakuraFrost, While I was not the lead on this project, the goal is to make sure the entire powerset is useful and not concentrated onto select overtuned powers. This allows for more build flexibility among a variety of players who have different concepts for their Plant Control characters without shoehorning them into just two powers played a certain way. Seeds of Confusion had to be brought down a notch or two for the type of power it is. A lower tier cone power should not be outshining high tier AoE confuses in other control powersets. This nerf, while it stings, will allow for rebalanced encounters to work with multiple control powersets instead of having to always factor in this specific power. Carrion Creepers were bugged where multiple powers activating within the patch overlapped and caused multiple procs to apply with every activation. This ballooned its strength up in a way that was not balanced due to a bug, and needed to be fixed. We are looking into ways to shore it up given the change, but from a base power perspective it is working as intended now (spawn bug aside). The other changes to Plant Control are intended to still let the powerset be strong as a kit, not just from two specific abilities. -
Focused Feedback: Powerset - Electric Armor
Player-1 replied to The Curator's topic in [Open Beta] Focused Feedback
This only effected high-rank targets to grant them an endurance floor to prevent them being neutered too quickly. Normal enemies can still be completely drained. -
Focused Feedback: Tanker - Archetype Inherent Changes
Player-1 replied to The Curator's topic in [Open Beta] Focused Feedback
Hello everyone, A bit of clarification on the PBAoE changes: 15ft is the "cap" for Tanker PBAoEs, so anything that reached 15ft before would still do so. Typical 8ft PBAoEs will now become 12ft thanks to the 50% radius boost. -
Focused Feedback: Powerset - Plant Control
Player-1 replied to The Curator's topic in [Open Beta] Focused Feedback
This is something we have plans on, but requires a lot of measurements to ensure we don't swing too far into mez effects needing to be necessary. Hypnotizing Lights can only confuse 6 targets max, and only within a set 20ft range. The confuse is also less potent than the current Seeds of Confusion. -
Hello Troo, Just to clarify, players do keep slots in powers that changed slotting options. Set bonuses might not work on them though if the power category changes (Targeted AoE bonuses may not work if the power becomes Single Target, and so on). Players also do keep powers that were changed in order. The game only remembers the level they were when they acquired the power, not what level the power needs. It will only affect their build if they respec, or if they have not leveled into that power yet.
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Focused Feedback: Tanker - Archetype Inherent Changes
Player-1 replied to The Curator's topic in [Open Beta] Focused Feedback
To clarify, these changes boost both the range and radius of cones as they are tied together. -
Focused Feedback: Powerset - Electric Armor
Player-1 replied to The Curator's topic in [Open Beta] Focused Feedback
The patch notes have been updated as well, the -Endurance drain changed from -40 to -35, not to -20. -
Focused Feedback: Powerset - Radiation Armor
Player-1 replied to The Curator's topic in [Open Beta] Focused Feedback
PPM interacts with the base recharge value. Adaptive recharge takes effect immediately after the power activates. -
Focused Feedback: Powerset - Electric Armor
Player-1 replied to The Curator's topic in [Open Beta] Focused Feedback
The issue is a bit more complex due to NPC endurance values, power endurance costs, and recovery. NPCs have different endurance amounts based on their rank. Minions have 100 just like players, Lieutenants have about 140, Bosses 200, and Elite Bosses and above have 800. However, they all have the same endurance costs per power and same relative recovery rates. A power that costs 15 endurance on a minion is effectively 15% of their blue bar, but 7.5% of a Boss' bar and 1.875% of an Elite's. Enemies cannot use powers if they do not have enough endurance, but the moment they have enough they will queue up and use the available power. Given this is queued up, they will often spend their endurance the instant they get it which looks like they use powers without end as they effectively keep themselves at 0. This is worse as you go up in rank as less and less of their overall endurance is needed to use a power. The more endurance they have, the more they get back per recovery tick so they can use expensive powers while seemingly having minimal endurance. This relationship, even with player endurance drains largely being percentage based, is what we want to reevaluate.