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Captain Powerhouse

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Everything posted by Captain Powerhouse

  1. 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.
  2. 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.
  3. Hello, The Jolting chain jumps should also had been fixed this update. It was a bug on them forking only once making them travel a long distance to do their job, when they should had been forking on every hit.
  4. Hello everyone, Dropping by for a quick bit of dev feedback. Sorry I been silent but I have been working non stop on adjustments. As you all likely seen, Page 2 was a gargantuan patch. @LastHumanSoldier "How did this go through entire closed beta only noticing in open beta it spawned 5? Thank you for reverting your intended change" We did notice, a fellow dev brought it up and I meant to adjust it, but as I mentioned above... this page is gargantuan in size. I personally spend more hours working on this than on my own day job. Between all the changes leading to open beta, this timing issue simply slipped through the cracks. It simply started [the delay] as a personal grudge with them spawning all instantly and repeating the same motion in unison. What was meant for me to just give a small delay (half a second or so) to make them less synchronized in motions ended up with 5s wait between some of the spawns. It is now working as I first hoped, with just a second in between some of them popping on screen. I seriously apologize for the chaos that timing slip (literal in so many dimensions) created. Adaptive Recharge on Seeds was something that was considered at some point but shied away because I honesty did not know how the mechanic was going to be taken. Despite its downsides, its benefits have been appreciated beyond what I ever could had expected, so decided to go through with it here. It should also be extremely helpful mitigating critical failure on Elec control's Synapse Overload. Finally, the patch holds. One thing I always try to avoid is homogenizing everything, when trying to improve the 240s AoE holds, I was seeking to have at least two main groups: the dynamic recharge ones and the area of denial ones. We can't really make the Area of Denial ones use dynamic recharge, though, the system just is not compatible with that implementation. As a token for counterbalance, added a bit of damage and opened up the doors for more sets in these powers. The powers that became adaptive or denial zones were selected based on what felt more thematic. Anyways... I am oversharing. At the end, the point I am trying to get to is that I am still keeping an eye on the denial zone powers, how strong they can be in their respective kits, and evaluating any potential further adjustments (as with this build the duration being extended for more reliable denial zone creation). On a future build, a potential tweak to the recharge of these powers is possibly in the table but first need to see how they play out on wider testing. @Electronuts "I'm still not sure what I'm meant to do with [Spirit Tree]" It is meant just to be bonus utility. Thought: if I was trying to defeat that hero, but they have a weird tree healing them, I might as well try to stop it from doing that". Can be used to soak in an alpha, or can entirely ignore the functionality and keep it near you instead. As a bonus from the change, it now has a faster cycling allowing for it to be available more regularly, improving some of the set's mobility. Oh and anyone expressing concern about the immob, there are zero plans to reduce its damage now or ever. I need to hop back on the work grind; I likely will continue to delegate most the communications to @Player-1 going forward (I seriously am not a great communicator). Do know that I am doing my best to read all feedback to power changes even if I do not post much.
  5. 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.
  6. 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%.
  7. Not a bug. May still change in the future but we are being extremely careful with this power being made available in epic pools.
  8. 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.
  9. 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".
  10. Old people step forth! WTB Bronze Breastplate PST! The sleeper has awakened! (OK enough OOT, lets get back to the patch notes)
  11. Its a new era. Snakes can no longer kick! (lets see who gets THAT reference...)
  12. Bugs with sleep and liquid nitrogen should had been addressed in today's build.
  13. 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.
  14. 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
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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
  20. 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
  21. Bile Spray is an acid attack. We specifically mean soaked in water.
  22. Sound was adjusted, should be in the patch notes. Last patch's sound was clipping.
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