csr
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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.
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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.
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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?
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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.
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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.
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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.
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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?
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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).
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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. -
Focused Feedback: Necromancy Revamp
csr replied to The Curator's topic in [Open Beta] Focused Feedback
Re the CoT element... I actually found the sound effects matching CoT to be distracting at times. When I ran the final Hollows mission and in Wheel of Destruction I found myself thinking there was a CoT spirit left to defeat somewhere a couple of times. -
I had the same thing doing Wheel of Destruction on my Necro MM. Some Tsoo (level 15-22 Serpent Enforcers, for example) throw Caltrops, which cause that sort of behavior.
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Focused Feedback: Necromancy Revamp
csr replied to The Curator's topic in [Open Beta] Focused Feedback
My quick test earlier on a level 33 Necro / Elect lead me to believe that the HP buff was a fully enhanceable 5% of the base HP for the henchman's level. Not the henchman's normal HP, but the base HP before AT/class multipliers. So for the Lich at 33 the buff appeared to be working off 811 HP, not the 730 the Lich started with. And the level 31 Zombies worked off 757 HP instead of 409. Due to the different levels of the pets the buff isn't the same amount for all. And it's not a straight percentage of starting HP because the buff is additive, not multiplicative. That is, it effectively adds 0.05 * (1 + enh) to the class multiplier for each henchman tier (0.9 for the Lich, 0.72 for the Knights and 0.54 for the Zombies). Scrap's numbers are odd though. They don't quite fit what I saw in my test. The Zombies are 2 pts low and the Lich 8 pts. [Edit:] I don't care enough to hunt down the discrepancies, as the answer I got fit with the sort of implementation I'd expect. But if you're going to start trying to figure it out, you should start with the Wiki page for pets. [Edit 2:] Or maybe just get Booper to tell you what it is. -
Focused Feedback: Robotics Revamp
csr replied to The Curator's topic in [Open Beta] Focused Feedback
It does move the -Regen into the list of options instead of just having it as something you would get with a power you will always take and slot. In exchange we get more DPS, a much improved power over Repair and the ability to slot up the enhancement powers to make our bots better. It leads to a tougher build to be sure. And this isn't the first time a change has done that. The Stone Armor revamp turned it into an absolute slot pig if you want to get everything you can out of it. But you can get a very good Stone Armor build without going to that extreme. The Sonic Blast revamp had some of the same problem, but it was muted considerably by the final iteration and it basically became a -Res nerf for more DPS. I think any time a Dev wants to make a power difficult to pass up - which I think should be the case for almost all powers - we're going to get this. Take the buffed powers? Slot the buffed powers? Or just keep doing what we're doing and live with any nerfs that may have come along with the buffs. With the current Bots build the last option actually doesn't even appear to nerf you, as the DPS seems to offset the lost -Regen even against the foes most hurt by -Regen. -
Focused Feedback: Necromancy Revamp
csr replied to The Curator's topic in [Open Beta] Focused Feedback
I believe Capt P said he was going to look into this. And can't recall, do Gang War Thugs block doors? -
It is a bit odd to have it called Hide.
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Focused Feedback: Force Fields Revamp
csr replied to The Curator's topic in [Open Beta] Focused Feedback
The note regarding KB2KD in Repulsion Field should probably be spelled out more completely. Something such as "Note: Placing an enhancement that reduces Knockback to Knockdown in this power will disable the Repel component as well." -
Ninja pets missing Resistance shield
csr replied to evetsleep's topic in [Open Beta] Bug Report Archive
This is a deliberate change, not a bug. The Defense has been moved to the 1st upgrade power (Train Ninjas) and made enhanceable there. -
Thanks. It's odd that Tequila works for access to Paragon, but not for access to Brainstorm.
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As the subject says. I can only get Tequila to fetch and validate client 20221003_5194 while the Brainstorm server is on 20221004_5209. Any ideas?
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These are the newer bio lab maps, such as you see in Lambda iTrial. One example is P_TECH_BIO_30_LAYOUT_01_01 - I only had to open 2 doors to get to the end of that map. Which was a boon. But the 3 Vanguard NPCs went nuts chasing into side rooms that my memory says used to be behind closed doors that are now open. It was the behavior of the NPCs and my having to rescue them that made me think "this is different". I'm running through the arc again with a different toon to see if I get the open doors again. P_Tech_30_Layout_03_01 - Only about half of the doors were open on this one; I had to open 3 to get to the end. I may have just run the arc so many times that I stopped paying attention to the details.