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Everything posted by Captain Powerhouse
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Focused Feedback: Plant Control
Captain Powerhouse replied to The Curator's topic in [Open Beta] Focused Feedback
Not exactly. Every 4 seconds the power pulses and hits up to 5 targets. If held, that target will take 3 ticks of damage every 2 seconds over the next 5.2 seconds. -
Focused Feedback: Plant Control
Captain Powerhouse replied to The Curator's topic in [Open Beta] Focused Feedback
Issue has been replicated and fixed. Keep your eyes out for the next RC build. -
Focused Feedback: Powerset - Dark Armor
Captain Powerhouse replied to The Curator's topic in [Open Beta] Focused Feedback
Hello @Ryko Nailo Thank you for the very comprehensive writeup. Just fixed multiple things based on it. This is intended. A goal with the power is that it grants some desirable benefits when used to potentially get you over a sike of damage. Still want there to be some decision making on regards if to use it to save your skin or go down and use it at full strength (and spend time re-toggling). I still did not want to leave the player entirely out of a rez if the absorb fails to do it's job, though. Arguably Max HP would had been better than Absorb, but honestly too much so. Synergy with Dark Regeneration would had been way too good. And on that topic: -ToHit Resistance is being given very carefully to this set. Dark Regen is an absurdly powerful heal on an extremely low cooldown. -ToHit debuffs are one of the few things that can make the set fall off the immortality tier, so it's not likely the set will get full time -ToHit resistance outside coupled with Dark Regeneration, and why it lives specifically in Obscure Sustenance and as a temporary buff in Soul Transfer. -
Focused Feedback: Plant Control
Captain Powerhouse replied to The Curator's topic in [Open Beta] Focused Feedback
I am looking into the duration bug, cant reproduce locally but can only assume it has to do with a timing issue. Doing some timing adjustments to see if that clears the issue next build, as well as fixing text errors. -
Focused Feedback: Plant Control
Captain Powerhouse replied to The Curator's topic in [Open Beta] Focused Feedback
Just double checked and the initial 16 target cap hold is exactly the same duration as it is live. 14.9s at level 50 with no enhancements on a controller. I AM noticing the initial hold is not getting the 100% chance for domination as it should, fixing that right now. -
High Priority: Proc Damage Issues
Captain Powerhouse replied to Monos King's topic in [Open Beta] Bug Reports
Thank you, looking into it. Edit: Issue found, working on a fix Edit 2: Issue has been fixed internally, keep eyes open next build just to be sure. -
High Priority: Proc Damage Issues
Captain Powerhouse replied to Monos King's topic in [Open Beta] Bug Reports
Anyone seeing this in any other AT other than Scrappers? -
Focused Feedback: Plant Control
Captain Powerhouse replied to The Curator's topic in [Open Beta] Focused Feedback
We are aware of the current issue with Seeds of Confusion. It seems to only be happening on Controllers. Please test Dominators and let us know if you see a similar bug there. -
Focused Feedback: Powerset - Dark Miasma
Captain Powerhouse replied to The Curator's topic in [Open Beta] Focused Feedback
The effect is meant to be 0.75s. I just noticed a bug in the Controller version exclusively lasting longer than intended, this was already fixed internally. This power is not being redesigned to keep enemies controlled, but to clump them up in a one-off pull. If the player wants them to stay there, they need to use other powers they or their teammates have to keep them there. This is an artifact of its implementation. All effects are applied when you use the power, but the Intangible/immob effect is canceled instantly IF the target gets moved by the pull effect. The Immob/Intangibility you are seeing lasts only one server tick. -
I will personally apologize for the lack of Design Notes in the initial posts and all throughout the last couple of weeks. I honestly thought they were there all along, and I know some of it had been posted somewhere, sometime during CB so not sure how that ended up not being added. It's at the end my fault, though. I could not find the previous writeup, so I had to take some time between everything else I was fixing to get these going, so double apologies for the timing. The damage for Skysplitter should be up from live, the thing that was being mentioned in what you quote, I think, is that the AVG number on many powers with complex mechanics tends to be wrong, as it counts conditional damage as triggering 100% of the time.
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Focused Feedback: Plant Control
Captain Powerhouse replied to The Curator's topic in [Open Beta] Focused Feedback
Hello everyone, Want to take a minute to explain the Carrion Creeper in more detail. The power was not nerfed itself. It is a complicated power to explain but I'll do my best here: What follows is a bit overly-detailed so a TLDR here: The spawn rate of vines has not been lowered. Only the ability creeper's summoning powers to proc in addition to the pets it summon. Creepers is a pet with 3 "offensive" powers. Carrion Creepers Only hits dead foes, is Auto Hit, this has not changed. Can hit up to 10 corpses in a 20ft radius, this has not changed. Pulses every 10 seconds, this has not changed. Creates another pet that does a one-shot AoE. This pet can hit up to 5 targets, dead or alive. This was changed, it no longer hit dead foes, meaning corpses wont be eating up potential living target spaces. This is a buff. It would apply damage to these targets as well as an immob, this has not changed. On controllers, this attack now has a 33.3% chance at triggering containment damage It could trigger procs in the Damage and Immob categories at spawn. This has not changed, it still can trigger these procs. Live this power could trigger procs in Damage and Immob categories every 10 seconds This power no longer trigger procs. It was hitting dead foes only, but it does mean it could spawn Energy Font. Vines Only hits living foes, is Auto Hit, this has not changed. Can hit up to 10 living foes in a 20ft radius, this has not changed. Pulses every 10 seconds, this has not changed. Has a 50% chance to create a Vine pet when it hits them, this has not changed. The vine pet has two attacks that inflict single target damage Vine Thorns Hits a single foe, requires an accuracy check, this has not changed. Applies scale 0.1 damage, 0.1 scale DoT and a slow debuff, this has not changed. Live this power could trigger procs in the Slow and Damage categories, this has not changed. On controllers, this attack now has a 33.3% chance at triggering containment damage Vine Smash Hits a single foe, requires an accuracy check, this has not changed. Applies scale 0.2 damage, 0.1 scale DoT and knockback to a single target, this has not changed. Live this power could trigger procs in the KB and Damage categories, this has not changed. On controllers, this attack now has a 33.3% chance at triggering containment damage Live this power could trigger procs in Damage, Knockback and Slow categories every 10 seconds This power no longer trigger procs. Bramble Hits living foes and is Auto Hit, this has not changed. Can hit up to 16 targets in a 20ft radius, this has not changed. Pulses every 0.2 seconds, this has not changed. Applies slow to all targets, this has not changed. Live this power could trigger procs in the Slow category, this has not changed. So basically, the only changes to "lower proc cascade" was to stop powers that existed only to summon other entities from triggering procs, but these entities themselves continue to proc as they always have. The spawn rate of vines was not changed, but seeing how it can hit 10 foes and it has a 50% chance to spawn a vine, it has always been heavily RNG bound. 50% is a very middle of the road value that can yield drastic impact difference use to use, so it's highly advised that while testing the changes you try a high sample. Sorry for the overly long post, but it's hard to explain how this power work, or the exact nature of the changes. This is why the exact details are not part of the patch notes.- 73 replies
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The part you are quoting was referring to the increase in damage from before to after I26P4. During that pass, we increased the base damage from scale .8 to scale .95. 10 target melee attacks became 16 target attacks, and 5 foe target attacks became 10 foe target attacks. This is the increase we were referring to as +100%/+60%, although once the damage base increase is factored, we actually increased it by +137.5%/+90% respectively. That's not even mentioning that the damage cap went up from +400% to +500%. This was never our intention, at least not as something we expected to happen as consistently as it ended up in practice. And this was complicated by the fact tanker high base survivability allows for them to not invest as hard in their survival and go even more aggressively on their offensive build options. Since we can't ever expect to reliably control how much a player saturates their AoE, really did not want to revoke the target cap increases as they fit perfectly on the AT, the idea instead popped to make the efficiency past the target cap to be lowered as needed, keeping the expected first 5/10 targets as predictable as they are on any other melee AT. It is true that some uses can't saturate the powers, this is why before this build we had the exponential decay dr, where the 11th foe took a lower reduction and the 16th a much harsher one. The feedback we got in this thread and on discord was that this just felt too harsh and complex, so we opted to change it to a flat 1/3rd damage on all powers, regardless of if they are cones or spheres. This should be simpler and easier to understand. Now as for cones: I have been reading through the feedback, and based on this we will be rolling back the radius increases and related damage reductions for all cones. The increases in radius will exclusively apply to melee range sphere attacks that have a radius lower than 15ft. These cones will retain their cap increases, only their radius buffs will be reverted to match other AT cones. We are not trying to hide this; I figured it was very clear in the notes: this is a reduction of effectiveness for tankers. What we are trying to make sure is that it still is much better off than pre I26P4. I'll have to look into revising the Design Notes to make this clearer.
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Focused Feedback: Powerset - Dark Armor
Captain Powerhouse replied to The Curator's topic in [Open Beta] Focused Feedback
Half the total potential Absorb buff from Soul Transfer comes from the first target. -
Focused Feedback: Powerset - Dark Armor
Captain Powerhouse replied to The Curator's topic in [Open Beta] Focused Feedback
Hello @arcane (damn early post....) Anyways... The way CoF stacking works, you don't need to be surrounded to get the maximum bonus. Being surrounded speeds up how fast you stack maximum KB protection, but a single foe in melee range will continuously build up your protection. -
Hello everyone. Wanted to drop a quick note on the regeneration changes. These changes are in average of negligible impact. On a level 50 minion, this increases average regeneration rate by 1.795 HP per second. On a boss regeneration goes up from 5.59 HP per second to 10.7. Neither of these will shift a fight on either direction. What this change does, and is intended to do, is enable content designers to use regeneration buffs as a durability stat on critters instead of just slapping resistances to everything. It simply gives them one more tool to work with. An example that was found thanks to players testing these changes are Arachnoid enemy units. A minion has a 800% regen buff. With these changes, the regen buff can be lowered to 200% for a similar net effect. It also allows content designers to create critters that can more easily share the same power. There are always chances that some other units have extremely high regeneration buffs, and that is why we are testing this: so those can be located and addressed. As of today, we have a beefy report to go through but there is still a chance some units may be missing, so keep your eyes for anything you see that is regenerating unnaturally fast. There is a very high chance this wont make it in page 2, or at least not on the initial rollout, as the number of critters that already need adjusting is higher than the mission content team feels comfortably tweaking on a short notice. So, unless you love running farms where you give your critters instant healing, you not have to worry about these changes from a farming point of view.
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Hello, Second Wind is being kept at a higher level precisely so it is not a trap for low level players that buy into it and find they can only use it every 6 minutes. Low level players will rarely have the tools to speed up that recharge. We really want low level powers to be usable regularly. It really sucks as a new player experience to spend one of your few available power slots on a power that can be used so rarely. If you already have Dull Pain at level 10, though, and don't respec, you will keep the power at level 10 until that build is respecd. The combination of Ailment Resistance and Reconstruction can do a lot to improve low level play as Ailment Resistance will make Reconstruction a stronger heal. As for Second Wind ignoring resistance, this is a treatment that is being given to extremely high recharge heals as a compensation for their high recharge. If you are heavily debuffed by Res(Regen) and use reconstruction, it will be back in a few seconds for you to retry. A minute tops if you did not slot anything there. But waste the Dull Pain's giant heal and you are in a lot of trouble. So it was considered that these powers in all ATs get the ignore-resistance treatment.