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Captain Powerhouse

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Everything posted by Captain Powerhouse

  1. This bug has been hunt down and squashed. Should be fixed in the next build.
  2. As Player1 noted, we are still reviewing the set. Things are still changing. I usually prefer not to talk about future build until they land, but next build will see the return of the patch-based 45s cooldown Sleep Grenade, we are just not changing the power selection but will continue to tweak things further. Edit: the current form of sleep was an experiment to add more regularly usable AoE attack for controllers, but its obviously too detrimental to the set's control. That said, reminder: please post your feedback and don't argue with other posters about their feedback. This always results in arguments and next to no usable information. It takes significant amount of time to comb through these threads, and it can slow down many things when they fill up with multiple posters just repeating the same things back at each other.
  3. Domination not working is a known issue. Only power that seems to be working with Domination right now is precisely Smoke Cannister.
  4. I have received many insults over the years, but comparing to Boeing is a new low...
  5. This is by design. It's always been intended to encourage dominators to jump in and out of melee range.
  6. The reply was to the request of adding the ability to stack more -speed. Many dont seem to have noticed Sleep Grenade does that. That said: I have mentioned this before but the power selection is not going to be changing. This set will not have any power replaced with an immob, nor have immob added to any of its powers. Adjustment of existing effects and how some things work may still see further adjustments, but the general power selection is not changing further.
  7. The splash damage inherits enhancements set in the power.
  8. Sleep Grenade has enhanceable Slow.
  9. The ST sleep is currently bugged and only applies sleep when damage misses. Already fixed internally.
  10. The confuse works like the opposite of suppression. You know how stealth breaks when you attack, and will stay broken for 8 seconds after your last attack (or being hit)? It is similar to that, but instead of suppression, it activates, and remains active so long as the confused foe has been attacked, damaged or knocked in the last 15s. Every time one of those events triggers, the timer extends for another 15s. That is just the "activation" requirement, and that activation could had happened before you tossed the canister. The canister patch itself pulses once a second, and the base duration is approximately 4s on controllers at level 50. If something leaves the are of the patch, they will only be confused until that last tick runs out, about 4s without enhancements. Not the optimal tactic, but lets say you throw an AoE attack at a group of enemies. You "attacked" them all, and then tossed the Smoke Canister. Everything has been attacked, so everything should be confused as soon as they are covered by smoke. They will likely be confused for at least 15s, but likely they will all attack eachother and continue refreshing their timers, remaining confused for the full duration of the patch, and until the last tick expires, so a maximum total of 34-38s on controllers. You can also opt to toss the canister first, and follow up with an AoE attack that activates everything quickly. As things attack each other they may refresh their activation timers. Alternatively you can just throw the canister and attack a single foe. That foe will attack something else, and that in turn may attack something else. The more AoE the enemy group has, the more likely they are to activate faster with you only attacking them once. There are many intentional points of unreliability here. You are forced to alert at least one enemy for this to kick off, and if that enemy is never counter-attacked by its allies, his confuse may wear off and they may come for you. This all is meant to simulate a situation where the enemies are blinded by smoke, and confused, so they are not sure whom to attack. Of course not every enemy will get confused and those will just go for you if they notice you.
  11. This is a side effect of the pet now actually inheriting the caster's modifiers. The run speed was likely not listed due to the large number of attributes in the power. Freezing Rain was intentionally buffed this page as a direct buff for Storm Summoning, it being stronger than Sleet is intentional.
  12. Smoke Canister does not confuse on its own. It requires enemies inside the area of effect to be attacked to trigger the confusion. Only enemies that are attacked, damaged or knocked will see their confusion triggered for a maximum of 15s so long they stay within the area of effect. The power is not designed to be as strong as Seeds or Mass Confusion.
  13. Endurance cost on Stalagmites in the patch notes was wrong. Patch notes have been fixed to reflect this.
  14. No, all buff-inheriting pets only inherit buffs at the time of summoning.
  15. The cast time is 2.77s and cant be any faster than it is due to this power using some complex scripting that require initialization time to happen behind the scenes. From what I was told, if it casts too fast, it breaks. 2.77s is not that drastic of a cast time either way.
  16. Trip Mine on this set is, as noticed, an entirely different power despite its similarities. It’s balanced in a similar fashion to other Assault set PBAoEs. Lower recharge and does less damage, but it also gets to inherit buffs and inspirations something that Blaster version of trip mine can’t do, while still retaining the ability to spawn multiple trip mines. Note that buffs on trip mines still have a timer so they will expire. Using Power Up and then planting a bunch of trip mines will result in most of them to lose the buff at the same time you lose your buff even if they have not detonated. Not in front of my computer to double check, but think this trip mine also has a larger radius.
  17. Managed to replicate internally and got a fix. WHY its happening, I have no clue. Something something spaghetti code, I simply rearranged some effect groups and it got fixed...
  18. Although there is merit on this, keep in mind first that the version of Soul Drain Dark Mastery would get is still the exact one that Soul Mastery gets in this patch, not the 120s version. That aside, we opted to implement Spirt Drain on the Dark Mastery pool because its already receiving some changes that are considered negative by some players. When we do changes like these, its always preferable to keep the disruption to a single power, minimizing negative impact on existing character builds. If we proceed as now, only users of Dark Mastery's Soul Drain will have to adapt to the change. If we adopt this request, users of Dark Mastery will have to adapt to a 240s cooldown and smaller radius, while Soul Mastery users would have to adapt to the ranged power. Hopefully this sheds some light on how we decided to change the Dark Mastery one and not the Soul Mastery version.
  19. Not intentional, but also they are not identical. Thought this had been fixed a while back, seems I'm wrong. Will have to look at it again...
  20. Note that Cryo Freeze Ray is not a new power, it should be the same visual effect and animation that is currently available in the Blaster epic pool. We may take a look at it, but major visual changes are unlikely given they would interfere with powers players already have been using for a long time. If you notice discrepancies between the two powers and their animation, please let me know.
  21. Not sure what is going on here... I am looking at it right now and it has a 0.25s delay on the sleep. I recall testing it and it working as intended. Although it could be more interesting, its not exactly a clone. It attacks 2x as often as the blaster pet, and does not need resummoning until its defeated. It might still receive additional powers later, but do test its performance in game.
  22. It's not in the patch notes, but the sleep grenade does actually slow down movement and recharge str.
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