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Captain Powerhouse

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Everything posted by Captain Powerhouse

  1. That one was intentionally changed to have a longer 1.33 second cast time from it's former version. It's sequencer was the most broken. It had a known impact on performance.
  2. It's a single target AoE. The idea was a heal-draining power that would be able to automatically try to leach from a different target as a fallback. The power has been source of lots of confusion over the years and may just be changed to be a version of Life Drain in the future.
  3. For what it's worth: sequencers that are not triggered correctly (as is the case by just hard-skippiing the interrupt segment with the unfinished quicksnipe implementation) can be subject to odd bugs like the CANTMOVE flag sporadically not triggering. Sometimes the whole animation wont play. It's a big issue with No Redraw themes.
  4. The old version of the fast snipe always played only frames 62 to 100, at normal speed, that's a total of 1.3 seconds rooted. The new version of the fast snipe plays frames 1-100 at an accelerated speed to make sure it only takes 1.3 seconds to do the whole sequence. As far as root time goes, there should had not been any change. The biggest effective difference is that the blast goes off at frame 17 when it used to go off at frame zero.
  5. I see what you mean more clearly now. I am looking at the old snipe sequencer declaration, though. Frames 1 - 40 are played without the cantmove flag, then frames 40 to 60 (these are always inclusive btw) are played on a loop for however long the interrupt window may be, also without a cantmove flag. The actual attack executes frames 62 to 100 of the snipe at normal speed, all of it with the CANTMOVE flag. Note that the slow snipes were not touched at all during this patch, only the quick versions were altered (and not altered, new sequencer definitions were made for these.)
  6. This was discussed during beta, I explained as best I could here: Note: there was no intentional reduction on the snipe projectile speed. If that is something you are experiencing, I can look into to make sure once fired it moves at the same speed as it used to.
  7. No clue didn’t touch the power, but will look into it.
  8. Moonbeam was always 1.3 seconds, the fast animation executed weirdly and blast came out almost instantly before due to broken sequencers but it always rooted for 1.3 seconds. Psi dart sounds like a bug.
  9. Rain of arrow cast time was cut to 2 seconds a while back, in this server.
  10. Combat Jump is an unaturally low end cost power that likely was never meant to cost that little. Stealth end cost should be lower now than before, and be in line with Hover’s end cost.
  11. The game operates under some strict damage formulas. The only way to increase DPS of a power, without ignoring these design formulas (that are a huge part of what defines the game) is by increasing the recharge of a power, reducing cast time or introducing complex special mechanics. Reducing cast time is not a trivial matter, and very often not an option at all. Special mechanics can drastically feel the way sets feel, and may force a new identity to sets. Although some people love special mechanics, others detest them, so I avoid it unless there is no other way to make a set work (there was no other way to get Energy Assault to be competitive without breaking the cottage rule.) Overall, the changes Icy Assault received were buffs.
  12. One thing at a time. Not promising the same changes, but the total focus animation cut was taken from a WIP energy melee revision.
  13. Yes that power was always intended as a passive, it’s state were rather on the low side because of it.
  14. Each power attribute and attribute group can have formula expressions. These expressions can check any stat on the target, or source, to evaluate if the effect is valid at that time or not. In this case, it just make sure the sleep "stat" is not above zero (that means, asleep.)
  15. Was not removed, was just missing from the patch notes. Should be back there. Should also note: the damage in Chilling Embrace will not hit sleeping targets. You tell me...
  16. Interrupt itself won’t go away. Six was referring to the enhancements, potentially, going away.
  17. Ah, must be showing the focus bonus for both, PvP and pve
  18. There is something in the queue that may satisfy that kicking itch coming in the future. Can’t get into the details yet, though.
  19. There is no such penalty on pool attacks, they use the same recharge to damage formula all other attacks use. The only pool power penalty is in endurance cost, they cost 25% more endurance than equivalent native powers do. Epic pool powers do have a recharge penalty, all epic pool powers are supposed to have 2x the recharge of a native power, and 1.25x of the endurance. None of this is changing, as it’s quite baked into the power design (and some epic powers are way too good even with the penalty in place.)
  20. That’s easy to do, but not sure how many would agree with sleep powers suddenly suppressing their Interface damage.
  21. Previous cast time thorn changes were a bit too good, and had the set powers too lopsided. These changes were meant to distribute damage across the set, tone down dps just a bit, but more than anything have no “this is the obvious skippable powers” situation. Was easier to achieve in this set than others. in my tests, ice was still not doing well enough on the AoE front. Buffing the cone recharge was just not doing the trick, and didn’t want to load even more damage on the pbaoe, so decided to give a tad of damage to chilling embrace, that for the set to the desired point. May look for some option to make it not hurt sleeping foes. Martial was doing way too much aoe damage, and at the same time not kicking fast enough, so that helped address two issues at once.
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