
Wavicle
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Posts posted by Wavicle
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30 minutes ago, Zect said:
every power in a set indispensable, which is Homecoming's current stance
This is only sort of true for Armor and Buff/Debuff sets. It's definitely not true of Attack or Control sets.
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1 minute ago, UltraAlt said:
So if you don't use telekinesis to corner a group and they travel down a hallway - they pick up/agro more as they go.
"Lifts a foe, and any nearby foes, off the ground and repels them. The targets are helpless, unable to move, and will continue to hover away, picking up any passing targets, as long as you keep this power active. "
And, yeah, they know who agro-ed them, and, when the power is turned off, they call come running down the hallway together.
... at least that is what happened the last time that I saw telekinesis used on Homecoming.
They don’t continue to hover away forever. It stops at like 60 ft or something.
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Every power should be worth taking. It doesn't mean every power is required. Take it if you want, skip it if you don't feel you need it.
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Brute players complaining Tanks are STILL better than they are, Tanker players complaining Tanks have been nerfed too hard.
Sounds Juuuuust Right to me.-
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I mean, I guess the argument is that Brutes were nerfed too much in HC?
Maybe they were, but if so it's not by that much, because BEFORE they were OP compared to other ATs, just like Tankers were until now. -
18 minutes ago, SomeGuy said:
Curious. By what metric are you justifying this by? I am just seeing people sharing their anecdotal opinions and not gathering any data for themselves. I literally only noticed brutes doing roughly 16% more ST DPS TODAY. That is single target. Tankers still do noticeably better AOE. This isn't even talking about the base AND max HP difference of the two. And the fact tankers have noticeably higher resistance/defense out of the box.
Brutes needed love back in 2011. It's 2025 now. The AT was OP and got toned down to far. Tankers stayed relatively the same up until recently then they got massively over tuned. Tankers definitely don't need to be back to what they were, especially considering that genie is now out of the bottle. Brutes need to be tweaked and made relevant again.
I say this primarily as a scrapper player. Scrappers just straight up sprint away with DPS when compared to brutes. Brutes, imo, should do that when compared to tankers. This used to be the case. Certainly isn't now.
In normal content, a Brute will hit the same target harder than the Tanker. The Tanker does better in AoE, for a few attacks, and then the numbers come down and the Brute pulls ahead again.
Take into account also the levelling process and what level powers unlock. The Brute is doing FAR better offensively than the tanker until late in the game. I understand that many people play as if level 50 is all that matters, but that's not how game balance decisions are made.
In 2011 Brutes were INSANELY OP. They did NOT need love. They got toned down so that they were not better at offense than Scrappers. Tankers are not back to where they were. They are still far ahead of where they were before they got buffed.
Scrappers SHOULD do better DPS than Brutes, as they do. And Brutes SHOULD be tougher than Scrappers, as they are.EDIT: I could see a slight Brute DEFENSIVE increase, but increasing their offense will push very quickly into Scrapper territory. There was a time when SCRAPPERS were the class people complained wasn't worth using (even though they were exactly as good then as they are now).
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I agree the ATO should be improved, but the class as a whole is fine.
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16 minutes ago, CaffieneNirvana said:
That...would be a bit ick to do that, especially for Warshades, since their major self-heal power can ONLY be used in Human form. Hence why I said at least Sentinel-level heal res cap. Unless you mean they'd want to give Dwarf form a bit lower/better of one for ally heals/Peacebringers (unless you want to slot the life drain melee for heal, maybe, but ANY heal resistance would make that borderline useless for any such purpose).
Right now (and in the previous page as well) ALL PB self heals, and the WS Dwarf self heal attack, provide Unresistable Heals. The human form WS heals, including Stygian Circle, are not unresistable.
I don't know for sure, but I am guessing that a Kheldian revamp might include (assuming the technology is created to do this) near Tanker level Heal resistance cap ONLY while in Dwarf Form, and near Sentinel level while in human form, but that it would ALSO include making some of those aforementioned unresistable self heals no longer unresistable.-
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All I want is for the Gadgetry and Utility Belt power pools to be finished and added to the game.
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Brutes are in the right place now that tankers got nerfed, slightly tougher than scrappers, not as tough as tankers, slightly more damage than tankers, not as much as scrappers. Exactly where they should be.
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2 hours ago, Hopestar said:
This is one funny thread😆. "I left brutes years ago, but now I'm making a thread again", I lol. Confusing a -15% total damage and no more +50% arc radius and instead your 8" range 40° cone is a 12" skinny as hell cone as buffs, so hilarious. Thinking absolute proc destruction doesn't make it more like -35% total damage, I wheeze. Thinking nerfing tanker instead of buffing brute was the right choice, absolute comedy. Now I feel bad for beating up Carnies.
Nerfing tanker instead of buffing brute absolutely was the right decision, because tankers were too strong compared to ALL ATs, not just brutes.
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4 hours ago, CaffieneNirvana said:
Yep, 100%. While it is really nice we have the open beta server, it's true that certain issues/situations will only come up in casual play. Like, say, someone running x6+ against mobs that induce heal resistance as a non-Emp or Pain Dom healer (I used Cauterize for a reason, I flippin' love Thermal Radiation) with their tank (or in my case, Warshade) buddy, and having a bad time.
It IS obvious they tried to give us ways around it. But that also means taking away options in favor of optimization, and in a game so ripe with creativity and creative options... It's a sad thing to contemplate.
Oh, and it's kind of rude Kheldians didn't get at least Sentinel levels of healing resistance caps. C'mon now. Peacebringers can admittedly skirt by this a little, but then again, that + Light Form HP crash could prove...problematic.
Kheldians aren’t included yet because they currently don’t have the ability to give Dwarf a different heal resistance cap than human form.
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On 6/21/2025 at 10:07 AM, Jiro Ito said:
This bug appears to be fixed in the bugfix patch on open beta right now.
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4 hours ago, Jiro Ito said:
Thanks for sharing. Overall the powers changes have been very frustrating and notes regarding have been vague. Anecdotally, my usual crew ran a 2 star, +4 Aeon last night1, what would normally take us 1:302 , but it took 2:30 last night. Again, I don't dive into enemy numbers very often so I don't have hard data to compare vs the game a week ago, but I would like know more about what this is, because the game feels drastically impacted.
Design Notes:
There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful.
1all-corrupter team, which usually feels overpowered
2we screw around a lot, take a leisurely pace, and do a lot of the extras
Gonna need a lot more detail to have any idea of the source of the issues you are encountering.
EDIT: I am not aware of any changes in this patch that could possibly account for an HOUR difference in clear times for a TF.
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2 hours ago, Jiro Ito said:
Ok I asked around and this is a bug that will get fixed, not an unannounced change.
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So if the confuse resistance of those mobs was significantly altered, it could be a bug, maybe
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1 minute ago, Jiro Ito said:
Mind Control for doms, both single target and aoe. I don't see anything in the notes regarding it being less effective, but so far it is much less so on high level enemies. Tested on LRSF, Eden Trial, Aeon SF so far.
To my knowledge, the duration of those powers was not altered...be sure you are taking into account any level differences, enemy resistances, or changes to enhancements...
The only thing that occurs to me is this, possibly:
"There has been an implementation change to critter tables and their maximum levels. This does not change critter maximum level directly, but it gives designers the ability to expand in the future
Design Notes:
There may be some minor changes on critter stats as they level, especially at the end game, but it should not be drastically impactful. The most obvious impact should be level 54 foes potentially having up to +2% extra HP, something some number crunchers may notice while parsing some optimized farms.
Please keep your eyes open for any oddity in behaviors, especially on player pets or critters above level 50."
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2 minutes ago, Jiro Ito said:
AVs and GMs vs confuse
Which Confuse Power specifically?
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1 hour ago, Jiro Ito said:
Can you help me find the place in the patch notes that notes that NPCs have received additional mez resistance, or mez times have been reduced?
Which mobs? Which mezzes?
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3 hours ago, Captain Powerhouse said:
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Self Rez
- Players will now be stealthed in PvE while under the effects of self-rez Untouchable buffs
That's cool.
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4 hours ago, SpookTheHerd said:
So commands were added to controller pets, but not the equivalent pets for dominators?
Naturally I would love my Doms to be able to command their pets, however I understand that Controllers rely more on their pets taking advantage of buffs and debuffs, so their position is more important than it is to a Dominator.
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Just now, SSR said:
It's making everything better across the board lol. I love this logic of hiding nerfing with false buffs.
I understand why that seems like a logical take, but it’s not.
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Just now, SSR said:
You mean the changes that are a net benefit for every control set???? lol why even bring it up 😵💫
Just because other sets are being helped similarly doesn’t make it irrelevant to a discussion of how well plant works.
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A controversial topic: is it time to make all items free?
in The Market
Posted
The resurrection power, among other things, is free, if you earn it with a badge.