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Posts posted by Captain Powerhouse
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22 minutes ago, Yuro said:
Tried this out on a level 50 water/nature corruptor. The enhanced Water Jet consumes Tidal Power even if it misses, which I don't think happened before.
I don't think that's new, as its consumed by the self-recharge effect.
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35 minutes ago, Frosticus said:
it sure makes dom pets look pretty dull in comparison.
Very intentionally so. I should add this to the design notes, but it is intentional to make Controllers superior pet class to Dominators despite having practically the same sets, since they have access to their own dedicated offensive sets.
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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.)
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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. -
No other control sets are going to be touched this page, we want to focus on control sets that had sleeps (and would be affected by Deep Sleep) this page. We also want to evaluate how various changes, including the new treatment of the 240s holds, end up being seen by the community before we decide on how to treat other similar 240s AoE holds.
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2 minutes ago, Harbor said:
Will this change include KB resistance? Currently there isn't any way to get resistance via IOs, only KB Protection. Without the resistance, tanks will still get knocked back long distances against AVs.
No, but the fear aura debuffs the KB str of foes around you, potentially lowering the strength of their KB unless the effect gets resisted.- 1
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1 minute ago, Xiddo said:
The scale reduction on Seeds from 20-12, is that mag or duration?
Duration.
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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.
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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.
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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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Not a bug. May still change in the future but we are being extremely careful with this power being made available in epic pools.
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40 minutes ago, JayboH said:
What does putting accuracy in Liquid Nitrogen do?
The damage should not be auto hit (even with a low chance), the Accuracy slotting should help with that but seems the check is currently missing. Next patch should fix that.
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39 minutes ago, Spectral said:
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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28 minutes ago, AboveTheChemist said:
I bought a kicking snake in the East Commonlands tunnel once.
Old people step forth!
WTB Bronze Breastplate PST!
The sleeper has awakened!(OK enough OOT, lets get back to the patch notes)
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17 minutes ago, Jacke said:
A bug since launch.
Its a new era. Snakes can no longer kick! (lets see who gets THAT reference...)
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Bugs with sleep and liquid nitrogen should had been addressed in today's build.
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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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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
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8 hours ago, twozerofoxtrot said:
What is going on with this part of the patch notes?
Pulse rate doubled, doubled?Reduced KB2D then Increased KB2KD?
Pulse rate double is redundant, the blue notes are things that changed from last patch, the white ones things that changed from live. KD chance increased from last patch but lower from live.
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As far as I can see, Trip mines does not inherit buffs. The Dominator Assault version does but that one is setup extremely differently and with way lower base damage.
I doubt Detonator inherit pets but cant hunt that one down ATM to verify.
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I considered removing those accepted enhancements, but that would mean anyone using it for set bonuses would likely lose the set bonuses until they respeced and placed them somewhere else.
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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.- 1
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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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Post-patch fix, no new patch note post but here are the changes.
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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[EXPERIMENTAL] Patch Notes for June 17th, 2024 - Sleep Revamp & Deep Sleep
in [Experimental] Patch Notes
Posted
General Id.. entified person is correct.
As for the duration of the sleep, once enhanced, I still urge players to test it instead of guess how its working based on implementation descriptions.
It is expected that sleeps wont be as strong as holds or stuns on teams. That is intentional. We are not trying to make sleeps a replacement for holds.