Jump to content
The Character Copy service for Beta is currently unavailable ×

Player-1

Developer
  • Posts

    184
  • Joined

  • Last visited

Everything posted by Player-1

  1. Are you able to compare this test vs live?
  2. What are everyone's thoughts on the Seismic Pressure mechanic? Have you found it happens often enough? Does the aura give you good benefits?
  3. Voltaic Sentinel becoming a toggle also came with a tremendous increase to its damage output and endurance drain capabilities. For most of the ATs with access to the power there are still plenty of ways to keep it up while solo, and in a team there should be even more to leverage the damage. Having played elec/elec/elec on live as well, I can attest to it being useful to have out when you are mezzed but to be honest I can't recall too many times where it strictly made the difference in survival or not where Charged Bolts + Lightning Bolt + Electric Fence wouldn't have. Outside of a mez situation, or if mez is not a factor, the power is tremendously improved which means it has to give way in some form for balance. The endurance cost is actually the same as before if stretched over the previous 60s duration, and combined with Shock should actually be less costly overall. Touching on endurance drain as a whole, it is something incredibly tricky that we have been trying to tackle. Prior to Shock, endurance drain is incredibly binary between useless and "may as well be defeated" if you can maintain an enemy at 0. If a single character can maintain 0 on even the toughest opponents, then that causes a slew of problems with encounter design where we do not want a meta of "bring an electric defender and win". Shock allows there to be interplay from 100 to 0 endurance in some manner so that you can benefit from the process of draining rather than only a full drain, though it is something we are studying from both sides of the spectrum as you see with the change to minimum endurance stats on Elite enemies.
  4. The Protector Bots would used to bubble the other pets one by one, so they would put one bubble on the other protector bot, and one on all other bots (x2 for two bots). This would take a tremendous amount of time that has been shortened down to one application for just under x2 the base amount as before.
  5. This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread. The most up-to-date version of the changes will be listed in the first post. The changes in each build will be posted as replies. 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 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 a changes from live. Known issues are listed in purple. Electrical Blast Changes New mechanic - SHOCK! Electrical Blast attacks now have a chance to Shock enemies for 20% bonus damage depending on their current Endurance! This damage scales with buffs and enhancement. In addition, Shocking enemies will return a portion of Endurance back to you and inflict -40% -Recovery on your target for 5 seconds each application, replacing the prior % chance to do so on many powers (with some exception). Starting at 80% endurance, your chance to Shock will scale from 10% up towards 100% when an enemy is fully drained. Notes: 20% bonus damage scales with enhancements and boosts. Returned endurance is non-enhanceable. Single Target Attacks return 1/2 the base cost, AoEs return 1/4th. AoEs will only restore endurance once, not per target. Short Circuit, Tesla Cage, and Thunderous Blast will always inflict -100% Recovery debuff. In addition, they all have a chance to do additional -Recovery with Shock. Voltaic Sentinel will not return endurance. Shocking is separate from Scourge/Other such bonus procs and will not double-dip. This change not only shores up Electrical Blast's single target damage conditionally, but also allows players to more easily keep targets drained as their basic attacks will proc Shocks and inflict -Recovery the more endurance they drain. AT Specific Endurance Drain Scales Electrical Blast powers now follow the EndMod scales for each AT, much like Electrical Affinity. This is applicable strictly for Corruptors (1.1 scale) and Defenders (1.25 scale) where they will have bonuses to End Drain, -Recovery, and +End Return compared to Blasters and Sentinels who have a 1.0 scale. In addition, the following powers had their base End Drain values changed for each AT: Tesla Cage - 7% -> 20% (22% / 25%) Slow Zapp - 15% -> 30% (33% / 37.5%) These changes will help the Support AT's fulfill their roles with Electrical Blast with better Endurance Modification prowess, and easier usage of Shock compared to the higher damage AT's. Charge Up (Aim) Aim has been renamed Charge Up Lowered ToHit / Dam from scale 5 -> 4 Added a scale 2.5 End Mod boost that also scales with AT (Blaster/Sent = 25% , Corruptor =27.5%, Defender = 31.25%) Thunderous Blast Now has an additional bonus -30% Endurance Drain vs Elite Enemies (Main Target Only) Elite Enemies include Elite Bosses and up This bonus is NOT boostable, enhanceable, or resistable. This bonus scales downwards as your target's endurance depletes, being strongest when they are at 100% Short Circuit DoT duration lowered from 2.1s to 1.5s, retains same number of ticks. Animation sped up from 3.0s to 2.5s. Now hits sooner. Ball Lightning DoT duration lowered from 3.1s to 2.2s, retains same number of ticks. Voltaic Sentinel This power is now a Toggle (0.52 end/s) Recharge reduced to 10s This toggle can be dropped by Mez Effects Changes to Voltaic Sentinel Powers: Powers now proportionally scale for the summoning AT This includes Dominators, though their version is not a toggle Bolt recharge reduced from 2.5s to 1.25s Bolt activation normalized to 1s (some were oddly at 1.17s) These changes allow the Sentinel to rapidly fire electricity within a crowd, or continuously on one target. Endurance Drain normalized to -4% from -5%, but now scales per AT (Corruptor/Defender) Damage normalized to scale 0.56, below are the base damage values per AT at lvl 50: Blaster: 35.03 Sentinel: 29.58 Corruptor: 23.36 Defender: 20.24 Voltaic Sentinel's Bolt can Shock! Tesla Cage - Chain Lightning Tesla Cage has been revamped to emit Chain Lightning! Taking this power allows you to build Static Charges with other single-target electrical blast powers. As Static builds, you can unleash it with Tesla Cage where electricity will jump off your main target to deal bonus damage to others nearby! Charged Bolts, Lightning Bolt, and Zapp/Zapping Bolt will build Static charges as long as you own Tesla Cage or any Electrical Affinity power. This Static is shared with Electrical Affinity In addition, Electrical Manipulation for Blasters can gain static with Electric Fence, Charged Brawl, Havok Punch, and Shocking Grasp if you own Tesla Cage. Each Static charge will allow Tesla Cage to chain jump to one additional nearby target within 10 feet of the main target. For each jump, you will spend 1 Static. If you jump to 3 extra targets, you will spend 3 Static and keep the rest. You do not spend Static on purely single target hits. Chain Jump Damage for Blaster, Corruptors and Defender will grow on each subsequent jump, but only the primary target will be held. Chain Jump Damage for Sentinels will be 15% of the damage inflicted against the main target. The main target of Tesla Cage will be hit for 20% endurance drain, while additional targets suffer a smaller portion. While you can gain well over 10 stacks, the target cap for Tesla Cage is 10 additional targets (6 for Sentinels) The power will gain a Blue ring indicating you have reached your Chain Cap Only the Main Target of Tesla Cage can trigger Procs.
  6. It would still be in the game?
  7. This right here is why I had asked earlier 😉 On the whole, a goal is definitely to allow for variety with the IO system as that is a very fun part of the game. If there is something that is messing with that goal then it will be on our radar. Something that has had a little bit of focus here are the "bad" procs. The Tempest: Chance of End Drain one was brought up a few times as something that would go against the goal above as its poor performance in relation to other options effectively takes it away as a choice instead of adding to the variety of fun options. Looking at it this way, do you ever find yourselves as players going after certain procs (damage, etc) more due to other options not being as attractive rather than the ones you choose being good?
  8. Perfect, thank you and @skoryy for providing context! So, the goal with having these on the table is to get a feel for what "procs" if any are actually an issue, good or bad. What could be an issue is looking at certain categories where there are a plethora of certain options (Holds and Damage) while others are not as lucky (Fear). An other could be certain powers being able to stack up on a lot of damage procs in particular, another with how certain procs "feed" into other procs, and so on. In terms of the last question, we do and we don't at the same time. In the context of what was mentioned above, there are so many variables to look at when considering what exactly the "issue" is, that we must first figure out what if anything is wrong specifically else we would go in circles. If we decide "X" is a problem with procs, it can have wide-spread consequences that needs further changes to accommodate a variety of things that "relied on X", and so on.
  9. Something that would be helpful to such a discussion would be actually sorting through all the "procs" and categorizing them and what they do to shed light on what is actually going on. It could be something as simple as: Category Set Proc / Bonus Accurate Healing Theft of Essence Chance of +End Accurate Healing Touch of the Nictus Chance of Negative energy damage Def Debuff Touch of Lady Grey Chance of Negative energy damage Def Debuff Achilles' Heel Chance of -Res And so on... Getting a visual could allow better discourse on whatever "problems" there may be instead of dancing around "certain procs" are problematic 🙂
  10. Its a bit more like this!
  11. Many good points here, though I will echo what Powerhouse has said before: any "global" switch for KB will not only simplify the task of conversion, but simplify the animosity towards the "wrong" choice for many players given there is an even smaller "barrier". A good point raised that should be thought about is that not all KB is the same! A Single target power like Power Thrust =/= Explosive Arrow =/= Gale =/= Water Spout, and not all power sets with KB are the same either! Just look at Energy Blast vs Archery, two sets with either every power or just a single power with KB. With this in mind, it may be more productive to focus on the good aspects of these powers, sets, or even KB itself and how it could be worked into something beneficial instead of what some may consider "trolling", as a universal switch may not be solving the correct problem.
×
×
  • Create New...