
csr
Members-
Posts
708 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by csr
-
The new, blue bullet points at the end of the NPC Enemies & Factions list should probably be part of the main list, not as a sublist: NPC Enemies & Factions [Focused Feedback: NPCs & Factions] Arachnos Incarnate-level Arachnos were missed for the gender parity update, this has been adjusted and now Bane Spiders, Crab Spiders, Night Widows, and Arbiters should have the opposite gender costumes at 1/8th chance. ... Tarantula Queen Scramble Thoughts is no longer autohit. Removed knock protection from Bane Spider Executioner Wide Area Web Grenade & Commando Web Grenade. Removed knock protection from Crab Spider Webmaster Wide Area Web Grenade & Longfang Web Grenade. Fixed Crab Spider Webmaster Fortification not "detoggling" when endurance drained. Removed knock protection from Wolf Spider Huntsman Wide Area Web Grenade & Tac Ops Web Grenade.
-
In the Miscellaneous Power Changes section I believe the reduction in END cost should be for Telekinesis rather than Levitate: Mind Control/Telekinesis: No longer holds Now Immobilizes Target cap increased to 16 Radius increased to 20' Recharge increased from 60s to 120s Will now keep the targets between 40 and 60 feet from the player Will group enemies close to the main target (i.e. "reverse repel" or "pull towards"). Toggle now lasts a max of 30s before auto-shutdown Mind Control/Levitate: When your Telekinesis is active, your use of levitate on a telekinesis-anchored foe will cause your levitate to hit in an AoE and your telekinesis power will be deactivated. Endurance cost reduced from 3.12 per second to 1.04 per second. Should now only detoggle Telekinesis if it manages to hit a target besides the primary target. Fixed a bug where the Controller version was not deactivating properly.
-
Focused Feedback: New Player Experience (NPE) Improvements
csr replied to Booper's topic in [Open Beta] Focused Feedback
PB's Ranged Damage isn't that good. Their crowd control can be decent with a PBAoE Stun and the KB/KD options they have. I'd drop the Range Damage to a '6' and raise the Crowd Control to '3'. Warshades '3' on Melee could be deceptive, since most of their best attacks (all the Black Dwarf attacks, Quasar, Gravity Well) are melee. Heck... they even have a damage aura. Like PBs, the Ranged Damage isn't that great. Sentinels are listed as a '7'. I don't think Warshades can match Sentinels damage without mixing in melee attacks and pets (Sunless Mire, Quasar, Dark Extraction). I think I'd change Melee to '4' and Ranged to '6'. Also, WS can do a whole lot of -Spd and -Rech, and debuffs should count as support. So I'd bump that to '3'. -
It's odd that the alt animation for the power is from Longfang, which has a cast time barely over 1/2 as long as Heavy Burst (1.33s vs 2.50s). It seems to me that the alt animation for Heavy Burst ought to be Suppression.
-
Focused Feedback: Role Diversity Bonus
csr replied to The Curator's topic in [Open Beta] Focused Feedback
🙄 This is why we can't have nice things. This thread reminds me of being told not to buy a good hose to keep in the front yard because someone might steal it. 15 years and 2 hoses later, none have been stolen. The bottom line for me is that almost all of the complaints against this seem to have one simple solution: Start your own team. -
Focused Feedback: Various Power Updates
csr replied to The Curator's topic in [Open Beta] Focused Feedback
Cold Domination > Frostwork I can take this change or leave it. It seems to be a change to avoid the trap of using the power on a target that doesn't benefit from +MaxHP. So a net gain for casual use at the loss of high end performance for those who know how to use it well. The power does seem to be about as good, as you can just recast it on the same target if the Absorb is destroyed. It just loses some of its uniqueness in the process. Maybe just leaving some unenhanceable +MaxHP or perhaps adding a DDR buff to couple with the shields would make it seem like a straight buff to the power and quell some misgivings. -
Focused Feedback: Various Power Updates
csr replied to The Curator's topic in [Open Beta] Focused Feedback
Mind Control > Telekinesis I think the doubled Recharge on this is a bit much given that it doesn't start recharging until toggled off. I'd also like the change more if it retained a Hold on the main target, even Mag 2 with no Containment/Domination would be nice. Just a little bit of a nod to the old Cottage Rule. -
Focused Feedback: Co-Op Striga Isle & New Story Arcs
csr replied to The Curator's topic in [Open Beta] Focused Feedback
Metaphor or not has nothing to do with it. If you're referring to destroying multiple fetters it should be "them" not "it". If you are referring to destroying a single collection of fetters, then "it" is fine. To me I think "them" sounds better than "it" unless you refer to something like "cask of fetters" or the like. But maybe I just have the idea that "fetters" is plural because there used to be 3 of them you had to destroy. It got changed because the mechanics didn't work and Velho ended up with such insane Regeneration in that version that the only way to beat him was to one-shot him. -
Focused Feedback: Remote/Temporal Bomb
csr replied to The Curator's topic in [Open Beta] Focused Feedback
Conceptually it seems odd to me that Temporal Bomb can tell the difference between friend and foe; buffing one and debuffing the other. Having detailed info on the pseudo-pet would be nice. -
Focused Feedback: Co-Op Striga Isle & New Story Arcs
csr replied to The Curator's topic in [Open Beta] Focused Feedback
It looks as if the Velho issue has been resolved. I've played up to Mage-Killer Tatiana and so far my only new feedback is a minor grammar issue. Orpheus - The Most Dangerous Prey - Part 3 Orpheus says, "Look for the fetters binding Velho's spirit to this world and destroy it." In this "fetters" (plural) and "it" (singular) don't match grammatically. There used to be 3 fetters, of course, so I think the term is used elsewhere, so I'd just suggest changing "it" to "them". -
Focused Feedback: Role Diversity Bonus
csr replied to The Curator's topic in [Open Beta] Focused Feedback
I think this change is fine the way it is, but I'm not sure if people will see the bonus as insignificant. Aethers have been selling for about 3M for a while now. Reward Merits through Special Salvage have been worth roughly 200k. So this adds approximately 15 Merits worth of reward to a TF. For some TFs that's a large percentage increase. Personally, I don't like standing around doing nothing, but almost everyone else doesn't seem to mind waiting for a team to fill. So I won't be the least bit surprised if speed diversity Posi 1s and Yins become a thing. -
Focused Feedback: Epic / Ancillary Power Pools
csr replied to The Curator's topic in [Open Beta] Focused Feedback
I see some inaccurate patch notes: Controller > Dark Mastery > Dark Blast Brute > Dark Mastery > Dark Blast Tanker > Dark Mastery > Dark Blast All of these do -ToHit (as you'd expect), not -ACC. I double-checked in game just to be sure. -
Focused Feedback: Epic / Ancillary Power Pools
csr replied to The Curator's topic in [Open Beta] Focused Feedback
It's 18.98 in game on both Brutes and Tankers. -
In brief testing my awful melee Crab build (currently at level 26) is considerably improved. Up to "sucks" from "sucks hard". I think buffs to powers such as Channelgun, Slice and Longfang are necessary to make non-pet Crab builds even decent. I really shouldn't be using Burst and Bayonet as my main Crab attacks., but I am, so the redraw change helps.
-
Focused Feedback: Blast Power Set Updates
csr replied to The Curator's topic in [Open Beta] Focused Feedback
Dark Blast / Abyssal Gaze's Hold component seems pretty pathetic at Scale 4.4. At level 25 it barely lasts long enough on evens/+1s to cast Life Drain. With 2 SOs of Recharge and Hold slotted I can't consistently maintain the Hold even on -2s. The Devastation proc lasts longer than my 2 SO enhanced Hold. I guess the Hold component is just there for procs. -
Focused Feedback: Blast Power Set Updates
csr replied to The Curator's topic in [Open Beta] Focused Feedback
I wish some of the various Repel powers would get the Repulsion Field mechanic where a -KB IO also cancels the Repel. I haven't tested it but the CoD2 entry for Jet Stream on Beta appears to include that tag. Blazing Blast and the suggested version of Telekinetic Blast - and perhaps Ki Push - would be good candidates to get that treatment as well. As for Psy Blast, I had two short play sessions with a level 25 Psy / Tac Arrow Blaster. The set seemed perhaps a touch overpowered to me. Yes, Dominate Will's projectile is slow as molasses, TK Blast still has the "KB Tax" on slotting, and you have to take one of Dominate Will or Mental Blast - both of which are mediocre. But I was easily able to wipe out Minions with just Psionic Tornado, Scramble Minds and Psionic Darts. The DPA on the latter two is even high enough to use in a single target attack chain to get some collateral damage without gimping your single-target DPS too much. I felt the set played about as well as Water Blast, which I consider a top end Blast set. I would have said it played even better, but looking forward past L25, Water Blast adding the ranged nuke versus the PBAoE nuke in Psy Blast will probably balance that out. -
Either I did something wrong or turning off Group Fly doesn't stop it from affecting your pets, just you. And the upgrade requires the target be near the ground, not the caster, so it isn't easy to get around it.
-
Hmmm... I don't understand that explanation. I thought the "Always" entry in the Notify field in the main power handled that. Perhaps the main power Notify entry should be "Never" and the Execute would then Notify only on a hit? Anyway... it does raise one general question regarding Executes in my mind: Does having an Accuracy entry (1.2 in this case) on an Execute mean that it makes a 2nd ToHit check for the Execute itself?
-
Unfortunately the Detailed Info isn't always accurate or complete. On City of Data 2.0 (which is much more reliable) Impassioned Serenade is listed as Suppressing when the target is slept. I'll test it here momentarily... ... yep, applying Enfeebling Lullaby stops the DoT from Impassioned Serenade, just as CoD2 would suggest. Confounding Chant's DoT breaks the Sleep from EF even when EF is applied after CC. That's despite CC having the Suppress tag as well. However, in the case of Confounding Chant the Suppress window is 0.1s instead of the 1s on Impassioned Serenade.
-
It is listed for both Controllers and Dominators. Oddly, it's a 1s "Requires" and "Suppressed" window instead of the 0.1s on the Stun.
-
The DoT doesn't actually change in length. It's just that the damage doesn't apply unless the target has been Confused for at least 1s prior to the DoT tick and hasn't been Slept for that period. Those two components are Requires and Suppresses tags on the DoT. They shouldn't affect the Confuse component in any way. The Confuse is done by a redirect ("Execute Power" in CoD2). That's different than other powers. Even the Symph Sleep doesn't do that. If there's something odd going on (I haven't been able to reproduce the bug), then that's where I'd start looking.
-
Due to the Purple Patch +4 level foes will have their KU increased to greater than 1 against you. So the only odd thing you reported is your BA/FA Brute not being KUed. Did you verify the 1 KB Prot in Combat Attributes to make sure that's all he has?
-
The two upgrade powers for Mercenaries - Equip Mercenary and Tactical Upgrade - cannot be used on flying soldiers (a problem if someone has Group Fly or the PB equivalent).
-
Focused Feedback: Necromancy Revamp
csr replied to The Curator's topic in [Open Beta] Focused Feedback
Capt P said he has them unaffected for 10s when summoned and able to be buffed after that. So WAI for now.