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Posts posted by Player-1
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4 hours ago, lemming said:
Hello Lemming,
What Archetype was this on, and can you recreate this on a target that isn't the Minotaur?
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That oversight should be fixed in the next patch.
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Hello Yomo Kimyata,
@Koopak has a thread that may assist with this:
Ideally, a mission in AE may be the best case scenario to get a truly neutral playing field for such testing.
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3 hours ago, Sovera said:
So, a teaser on what's coming next? 🙂
There are definitely things that are being worked on at this time 🙂
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2 hours ago, WindDemon21 said:
So just getting this straight, storm brewing, means more chances as you attack more, meaning the already CRAZY amount of spamming of storm powers and ignoring your other power sets that storm already was, is now.. even more heavily leaned into to have to storm blast only to make it work and ignore your other primary/secondary set?...
You should try it out!
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2 hours ago, ZorkNemesis said:
I skimmed the notes quickly, but i'm curious, are there any changes in the live build that weren't in RC3.5?
Hello ZorkNemesis,
Between RC3.5 and today there were a handful of tweaks to Storm Blast that can be seen in the patch notes regarding the "Storm Brewing" mechanic, increased proc chances, and a change to the jump distance on Chain Lightning.
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38 minutes ago, csr said:
Based upon some testing with a L33 Storm/Storm Corr and L38 Storm/Tac Blaster I'd say the set hasn't been buffed much at all between Live and RC3. Any improvements seem to be small enough that they are mostly - or wholly - offset by Storm Cell now aggro'ing the target spawn when cast.
Storm Cell casting lightning on itself is fixed internally and will be in the next patch.
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This bug went well beyond powerful synergy between a primary and secondary once we dived into it. Again, this allowed lightning to be cast off of all pets you had summoned which unfortunately varies so wildly depending on the character that we could not rely on the feedback from before this fix due to the difference in pets between characters.
With the current changes, we are doing much more thorough testing to get this to a place that is both effective and fun.
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15 minutes ago, Super Atom said:
This gives us nothing to work with. It wasn't problematic when it was happening, it just felt good. If you could please explain those reasons that would be great, perhaps there is something people didn't take into account?
The key factor is that it granted lightning to any pet you have summoned. This means any temp power that is a pet, any vanity pet, lore pet, pseudo pet like trip mines or really all of the Traps powerset. This leads to a huge imbalance based on powerset combination and beyond.
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To clarify, the bug only affected Blasters, Defenders, and Corruptors due to the Fast Snipe version of Direct Strike being able to provide the Storm Cell Lightning to yourself and all viable pets. Sentinels did not experience this particular bug.
This alone meant you could possibly get triple the lightning between Storm Cell, Category Five, and yourself. But with every pet or pseudopet created you would get that many more procs which would be problematic for various reasons.
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29 minutes ago, ScarySai said:
STORM BLAST FEEDBACK, BASED ON FEB 17 PATCH
I couldn't wait, I decided to test it during lunch.
While an upgrade from live still, every time storm cell bugs out, the thought is the same: Lightning spam is cool, and feels really good. Makes cell actually feel like an impactful power. So to find that the reason cell felt good for the entire beta cycle was not because of the other changes, but because of a bug, is a bit annoying.
On paper, the cell procs getting a different scale might make it more consistent, but in practice, makes it feel useless yet again, especially when you pair it off with the fact they upped the delay again.
Suggestions:
Storm Cell: Find a way to make Cell lightning more spammy, it feels like ass now, it felt great up until this point, apparently due to a bug, yet again.
Bring the cell cooldown on the same target back to 1s.
There shouldn't be a fear of overperformance, if I build the exact same corruptor, but ice or fire, Rain of fire and rain of ice can practically solo entire packs by themselves, Cell can't do that even with godly RNG.
I'd have a more iterative approach in my suggestions usually, like starting off by bringing the delay back to 1s again, but yall sure picked a rather inconvenient time to drop this on us with the patch around the corner, so more stuff needs to be done at once. Storm cell once again feels like the worst power in the set that it's based entirely around, when it felt good up until now from early closed testing of this patch.
Watch this clip of my storm/storm and tell me that lightning spam isn't infinite cooler than what this 'fix' reduced it to.
Unfortunately due to a bug introduced in Beta, Direct Strike would have been giving Storm Cell, Category Five, Tornado, Sleet, Lightning Storm, and yourself the Lightning procs and over-saturate the amount of intended strikes. This was caught only recently and thus the re-review of the lightning procs.
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This has been fixed and will be part of the next update. Thank you @Monos King!
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Will be looking into this issue tonight.
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Hello everyone,
As always I want to thank you all for the feedback! I also want to reiterate that we ask for test results specifically to give more tangibility to your feedback.
Some things are black and white if it pertains to a specific change, a power having a single stat changed and nothing else for example. Others are contextual where multiple parts of a kit are altered and playtesting would be required to see how the changes interact off-paper as it were. While we do read all feedback, if there is evidence that goes behind the feedback it gives us something objective to take back and analyze. Videos, recorded times, DPS analysis, and so on can provide valuable data for us from angles we could not cover alone and will give your input much more weight than analyzing the patch notes alone.
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Enemy-facing procs such as Ice Minstrel and Energy Manipulator work as expected, though there may be oddities with Performance Shifter. Are you able to test Energy Manipulator? If you are not able to slot them at all there may be a separate issue.
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11 hours ago, Psyonico said:
I hate to be "that guy" but it appears you still cannot slot endmod sets into Temporal Bomb
Was this on a particular Archetype?
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Hello @WindDemon21,
Please provide actual results between live and beta to back up your claims. Of note, between internal and closed beta testers we saw Storm Blast as a whole, not just Chain Lightning, had on average 20% better results than live. If you are able to show that the same character build in the same content is demonstratedly and repeatedly worse, then I would be happy to take a look at the changes made for Storm Blast as a whole.
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19 hours ago, WindDemon21 said:
DEAR GOD
Hello WindDemon21,
While I do appreciate the feedback, the charged language does less than actual data would. You mention that the changed range alone ruins the power and/or the set, however data from internal and closed beta testing shows that in tandem with the other changes that DPS and Mission Clear speeds both improved by about 20% from the Live version.
Have you tried the same encounter with a Storm Blast character back to back between Live and Beta to provide clear data on this impact? If you have any results to show that this specific change does indeed impact the performance as a whole I would be happy to analyze it.
20 hours ago, WindDemon21 said:proc chances & intensify
The proc chances are relative to the base recharges of the powers. While Gust may have a lower chance than Direct Strike, you can roll the dice far more with the former across all levels. Intensify's effects may have merit, but changes to the power may be out of scope at this time and will need review.
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This is fixed internally and will be in the next patch.
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2 hours ago, Psyonico said:
Still cannot slot Synapse's Shock set into Temporal Bomb on controllers, have not tried it on other toons.
This will be fixed in the next build.
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Hello again everyone,
With the latest build, we request to see if anyone can record tests of knock-back heavy enemies inside of Smoke Cannister attacking one another. Council or 5th Column rocket launcher enemies, Trolls, and so on would be great candidates to see how the patches hold up in such situations!
3 hours ago, Lockely said:There's no need to rush out a build to the live servers. If something needs to rework and bake a bit more based on player feedback, then so be it. So what if the timetable is off. We ain't paying for this in any discernible way but our time. Hold the set back for the next page if you have to to make the needed changes.
Without going into the weeds as it were, we have a lot of features planned out for 2024 and beyond and in order to devote resources to each we need to stick to a schedule. Like with Storm Blast this page, there can always be tweaks made in a following patch after time has passed to review more data.
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7 hours ago, LastHumanSoldier said:
Seems there is an issue with triggering Temporal Bomb:
if you are near another traps player, teamed or solo, and you both have Temporal bomb out.
Either player can trigger the other players bomb.Game doesn't care who triggers.
Game doesn't care if you are grouped.
Line of sight doesn't matter.
Range doesn't seem to matter either.
This has some serious bugs associated with it.
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This breaks the UI.
- It also makes it so the next time you put the bomb down you can't trigger it.
- This breaks the cooldown.
- This breaks the SFX/VFX.
Hello LastHumanSoldier,
This is something we tested internally and were not able to recreate early on. Can you please confirm that another player is indeed setting off your Temporal Bomb and vice-versa? Also, are you and the other player the same Archetype?
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This breaks the UI.
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1 hour ago, WindDemon21 said:
Again, this power needed BUFFS only straight up. There is no reason to lower the chain distance as the chaining at 15ft already still had many issues.
The power still needs a larger recharge reduction to account for this and the fact that it literally won't proc almost at all, and the end cost still terribly needs reduced to account for this as well. The power should still have, maybe with these slight damage fixes, a 12s recharge and about 11 end cost. The power will still miss all or half of the mob if it misses on the first target, or chains in the wrong direction.
Again, keep the 15ft jump radius, and lower the recharge/end to about 12 each. This power is still not ok and falls far below any other regular aoe.
Due to: missing all or half the mob even at max acc chance
Not taking procs
Having pretty much no useful secondary effect
Still lower damage on the rest of the aoe and overall besides the first target which is just barely over regular aoe values.
So it should have MUCH better end/rech values to compensate for this verus other regular aoes.
TBH also with the set not really having anything to actually use to start the alpha, besides jet stream, jet stream (on top of all ranged cones really but especially here), should have a 16 target cap so you can at least use it's KD to start the fight and have it hit the whole mob.
Hello WindDemon21,
I ask that you give the changes a try in tandem with the buffs to Storm Cell. The changes to Chain Lightning can be condensed to allowing it to disperse much more quickly through a crowd as it forks much more rapidly, while also receiving a 20% recharge reduction, 15% accuracy boost, and only a 5% reduction in damage with most of it being front-loaded and ending up at the same level of decay as beforehand. The reduction to the chain jump distance is something we had to do for balance as otherwise this version would have been overtuned!
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59 minutes ago, ScarySai said:
Power icons super broken for anyone else?
Hello Sai,
Can you please provide a screenshot of which icons are broken?
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