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Everything posted by Captain Powerhouse
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Disagree, your feedback can be a lot better founded and informed if you test, but you can have feedback without testing. That being said, a lot of the feedback that is not based on testing and tries to simplify math tends to be flawed due to omissions of many variables. "Worst" case scenario I seen so far, the tanker will surpass brute DPS on equal grounds by literally lower single digits in some situations that are rare outside of farms, and not constant in farms. That matches my internal testing, and is intended.
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Rad blast DoT powers dont scourge for corruptors?
Captain Powerhouse replied to SlimPickens's topic in Bug Reports
Scourge checks are always done at application time, not on each tick. If a DoT end's up scourging, it will do so for every tick. This means you wont get a scourge on those powers if you apply them before the enemy hits the HP requirement, even if the enemy ends up getting there while the DoT is still active. -
Keep the dev team in mind when you suggest
Captain Powerhouse replied to GladDog's topic in Suggestions & Feedback
This. Go crazy with your suggestions. I personally try to make a personal habit of NOT commenting on any, in great part because it can just be fun to theory-craft stuff even if it cant happen. IMO, that is as much part of the game as the game itself, and would hate anyone holding back just because they think it's not realistic. Besides, it's rare that anyone might actually know what is realistic and what isn't.- 10 replies
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I thought to start a new thread on this myself but might as well just post here: I mentioned this on beta, but the crash avoidance mechanic has been rolled back and wont be going through. SS is going back to the drawing table. There are many issues with SS and Rage. Its extremely powerful solo [even with the nasty crash, IMO] but a weak base of damage and heavy reliance on self-damage-buffing means in groups the set can suffer, since they end up having a lower damage ceiling. I don't have any numbers to share just yet, but my plan is to keep Rage a long duration click that stacks, however, it will be weakened in strength in exchange of having nearly every single power in the set improved enough for the set to remain competitive. All Rage crashes would, of course, be removed.
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Focused Feedback: Player vs. Player
Captain Powerhouse replied to Leandro's topic in Open Beta Testing
That’s actually part of the plan, patches are already split up but there are some scheduling things that are a bit complicated. -
It's just a bonus to fury gain when teamed, and should not be noticeable by a brute that is main tank. The goal is a secondary brute, or brute that is not main tank, does not underperform. It also makes slow attacks generate a bit more fury. PLEASE, dont just smile and node when that patch hit. Test it and report any concerns.
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I meant the introduction of procs in i13. When they became more consistent, a lot more should had been considered, especially cross-at balance. On some of your other points: there is also issues with how they interact with epic pool attacks that are meant to have 2x recharge rate as a penalty, not as a bonus for PPM (this later is more of a PvP issue.) Edit: as to what will be looked at there, I don’t know yet. It’s a thing of concern that is on a huge bucket list of things that need looking at.
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Food for thought: Tank Foot Stomp 16 * 1.42 * 0.90 * (1.95 + .8) = 56.232 Fire Ball 16 * 1.1928 * 0.80 * (1.95 + .8) = 41.986 Total 98.21 Brute Foot Stomp 10 * 1.42 * 0.75 * (1.95 + .8 + 2 * .75) = 45.26 Fire Ball 16 * 1.1928 * 0.75 * (1.95 + .8 + 2 * .75) = 60.83 Total 106.1 Same with double stacked Rage: Tank Foot Stomp 16 * 1.42 * 0.90 * (1.95 + .8 * 2) = 72.59 Fire Ball 16 * 1.1928 * 0.80 * (1.95 + .8 * 2) = 54.2 Total 126.79 Brute Foot Stomp 10 * 1.42 * 0.75 * (1.95 + .8 * 2 + 2 * .75) = 53.78 Fire Ball 16 * 1.1928 * 0.75 * (1.95 + .8 * 2 + 2 * .75) = 72.28 Total 126.07 *Keep in mind: epic pools for tankers are still at a modifier of 0.8. The more epic AoEs you manage to add (patron epics have multiple) the more brute takes over per volley. This is one of the reasons why i been noting from the start that actual in-game testing is required to accurately get a perspective of how these changes impact balance.
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So far, in my own testing and data-mining, the only places I found tankers beat brute all involve having enemies literally rain on top of the tanker (in a kill 100 test.) Killing waves (with minions dying before higher rank enemies and intermittently lowering target saturation) the brute takes a clear advantage. There are some scenarios of slight concern: Super Strength and procs, and Rage being fleeting on teams if the Brute is not tanking. Fury gain on teams is being tweaked on next patch (whenever that hits, sorry got no ETA on that yet.) SS can have a marginal advantage over the brute equivalent IF the builds don't both have Epic Pools. This also happens to cut two ways, though. SS relies so much on self +dmg, that as soon as a Kin or damage buffer joins the party (or tons of reds are popped,) ANY other set becomes superior to SS. This all will be looked at in the not so faraway future, hopefully. Procs are an issue, in great part because they ignore AT modifiers. I know this is not going to be popular but they will be looked at sooner or later. When they were introduced and made to ignore AT mods, it was also expected they would be ridiculously rare and have very low flat chances to trigger. But that's an IO issue, not an AT or set issue.
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Focused Feedback: Rage
Captain Powerhouse replied to Leandro's topic in [Open Beta] Focused Feedback
Clarification: the entire set of Rage changes has been postponed for further review. The set will come back up in the future, likely not with the same change. I'm going to lock this thread for the time being, since there aren't any changes for the set to discuss at the time. Anyone wanting to talk more about the set can continue to do so in the old suggestion thread. Like usual, if anyone has any questions my forum inbox is a click away. -
Although blasters have a low melee damage modifier, most of the manipulation sets attack have increased recharge and damage that make them a lot harder hitting than their melee counterparts (even scrapper versions.) There should, for the most part, not be any "equal one to one" power between Melee ATs and blasters outside power pools. There are some exceptions, though.
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The way we work not single person holds the keys to the kingdom. Multiple people need to be involved on every patch, at least at the moment. This also means that RL issues can delay things, and honestly, it’s been an on and off eventful month for some of us, me included.
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I understand, i just forgot to clarify that ahead of time, usually when I say something like the above some threads end up taking life of their own that I'm already working on whatever I casually spoke about. That said: if done, an incarnate "setting" could be implemented the same way flashback challenges work. However, if done as a buff to critters above level 50, it would just be how 51+ critters work.
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To clarify: I am not saying any changes are being worked on, and my "department" is only powers and balance. Also, implementation of any new difficulty settings are outside my scope, my thoughts here are mostly just brainstorming and tossing things to the wind. That said, main reason I posted above is because the OP suggestion does not do much if anything for difficulty. One of the first things people did when AE started was make farms that had nothing but bosses, because rank alone does not mean the enemies are deadly, but removing minions and lts drastically boosts reward acquisition. If anyone wants harder content, you start by making deadlier minions that don't die when sneezed at, not by removing them.
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Even if it was possible, all it would do is make a second tank at even more meaningless in any team. If the goal of a team is just to rush rooms full of multiple spawns, that team should bring at least a secondary tank at, be it a brute, tanker or kheldian. Alternatively, some crowd control or enough buffing for free range aggro to not be an issue, since this game tends to be flexible like that.
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The Praetorian AV class (Marauder's internal class) has a minimum jump height value of 8. As far back as I can see, this change has been so since before shutdown. I cant tell if this was a change that was only on the beta server, but it's not an accidental one. The live devs seemingly, at some point, decided he [nor any other praetorian AV] were not meant to be grounded, ever.
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Dom Earth Assault "Power Up" Not buffing powers
Captain Powerhouse replied to amendara's topic in Bug Reports
Healing and Regen are independent stats, no Power Boost increases Regen. -
It's 13.6 seconds. The source quoted above is likely an outdated version of red tomax.
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That is the reason some of the auras have them, although it’s arguable they ever need the full benefit of a saturated empowering aura. And this is the reason they should not have them. In a “fair” world, the scrapper should not have that easy of a time herding foes and optimizing AoE on their own. And they are not meant to hold aggro from multiple foes.