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Captain Powerhouse

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Posts posted by Captain Powerhouse

  1. 6 hours ago, csr said:

    At level 22 a single weak attack wakes even level minions when used immediately after Spore Burst. 

     

    That sounds either like a bug or possible a miss? The sleeps are still auto-hit, but require the hit-roll to apply the Deep Sleep. You should see a different color ZZZ fx if they are hit by Deep Sleep. It should take more than one hit, regardless how hard you hit, for anything to wake up from Deep Sleep (well other than an AV, those will wake up instantly.)

  2. 7 hours ago, SeraphimKensai said:

    I definitely like the design notes being added.

     

    I aim to boot up tonight and do some testing but I'm wondering if at this point in the game Tier 9's on armor sets even need crashes? I mean we live in a world with crashless nukes, so having armor crashes seems out of balance.


    We don't consider cashless nukes to be exactly a healthy thing for the game, and are although not looking to change them at the moment, not seeking to replicate that mistake either.

     

    For the time being armor T9s will either have a failure chance (some enemy sourced ones do nothing if they miss or no enemy, or enough enemies, at range) or they will have a crash.

    At some point in the future we may further re-eval the T9s and replace the crash "cost" with something more pro-active, but that's something we want to be careful about.

  3. 19 minutes ago, Videra said:

    CoF has some significant changes, but why scaling KB prot? Wouldn't it make more sense to put it on one of the other toggles as a flat value - like most other armor sets? Say, on Obsidian, with -10KB & KU.

     

    Mentioned this a while back, but when doing changes, if a set is lacking on any department, we will almost always look to make those additions on the lest desirable powers, not the ones everyone already takes.

    • Like 2
  4. Error in patch notes, this change intentionally did not touch the dominator version of Thunder Strike. That power is likely to get a different treatment at some point in the future.

     

    Patch notes have been corrected.

  5. 6 hours ago, Uun said:

    BTW, it appears that they attached this tag to other powers not mentioned in the patch notes, including Force Field/Repulsion Field, Kinetics/Repel, Storm/Tornado, Storm Blast/Jet Stream and Singularity/Repel

     

    This is how KB2KD have worked since live. Every power that could repeatedly apply Knockback (to create area of denial fields) that accepted KB2KD were set to 110% chance and the KB2KD enhancements would lower this to 10%.

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  6. 39 minutes ago, Spectral said:

    Just a question: is there a reasoning why the Epic Ice Pet can fly but the Controller/Dominator Pet cannot?

     

    I still wish we could get a Pet-fly power, or Fly from the Fly Pool automatically also applying to Pets... (which would give it an edge over Mystic Flight...

     

    *sadpanda*

    image.png

     

    Its not the same pet, its comparably weaker in exchange of being able to fly, and does not even have legs. It technically always "fly".

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  7. Clarification: a few builds ago Liquid Nitrogen was changed to no longer suppress its knockdown or damage if the target is asleep. It was documented in the patch notes when it was changed but seems to there is still an erroneous note in the power info about it requiring the target to be awake. That's a bug that will be corrected in a future build.

     

    Sleep will not stop Liquid Nitrogen damage from triggering on enemies, and has not for a few builds. 

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  8. Hello everyone, thank you all for the feedback provided so far. 

     

    We understand this set wont make everyone happy, either performance wise or conceptually. No set will ever be able to fulfill that. This is not the first, nor will be the last, new control set we add, so there will be future opportunities to fulfill different themes.

     

    As was noted at some point by other devs, we intentionally don't post about the "vision" of sets because we want to see the set get on players hands and them go wild without pre-established expectations. 

     

    Throughout the testing cycle we have seen some of you make this set work very well, and others have a harder time with it. Some of it has been addressed, some of it can't be addressed at this time due to current limitations that we hope will improve in future updates. Other things are simply not compatible with some of your play styles.

     

    For the most part, we try to make every new set play somewhat differently, and require different approaches to maximize their potential. This is true with most sets, but it's especially so with control sets where the combat loop is a lot more reactive than it is with standard damage focused sets.

     

    Honestly, if every set we introduce can be easily approached using the same tactics as any other set, then we feel that is a big failure. 

     

    We do have some internal concerns with the set ourselves, I cant talk much about what we see in the future for it, but things like Controller Containment are things that have not escaped us. That is more of an AT design issue than a set one, and not something we will be able to tackle this page.

     

    We are on a release candidate now, but we are not done. We still need to find some bugs, and some additional quality of life features may still make it into the live build. Just please, cope with us, this is a gigantic jenga tower of a game, and modifying any one brick can make the whole tower collapse, so we just cant do everything at once.

     

    Do please continue reporting any issues you have with the set, but we ask you remain polite in doing so. 

    - Captain Powerhouse

    • Like 5
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  9. The damage done by the Detonator no longer uses the target's modifiers, but it still uses their level, so a T1 pet will inflict lower damage and have lower accuracy. 

    It also depends exclusively on the enhancements set on pet instead of those set on the Detonator power. Not sure why that power was ever set to accept enhancements given how it works.

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  10. 7 minutes ago, JayboH said:

    I think there was another patch and now the 'wet' combo with Liquid Nitrogen has been crossed out, granting a chance for immobilize automatically?

     

    2/7 fixes and changes:

    • Fixed a bug where Controller version of Smoke Grenade was not usable
    • Fixed a bug with the accuracy check and chance in Tear Gas
    • Removed Liquid Nitrogen's conditional immobilize
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