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Captain Powerhouse

Developer
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Everything posted by Captain Powerhouse

  1. I am going to talk as a player not a member of the dev team (because as far as this feature comes, i am just a user.) I hope modifier buttons are a possibility, because I am dying to replicate Final Fantasy XIV's Cross Bar control scheme!!!... and on that note... i want UI Cross Hot bars that hold 5 powers (the center one to map with R3 and L3.)
  2. There was a bug on Targeting Drone, I think its fixed, but keep an eye out for those swings on the next patch. There wont be a note since next patch will have a consolidated list of notes relative to current HC (and i think that bug was introduced during this testing.) Other manipulation sets are bing looked at and will receive a pass on the future. The Devices changes were originally intended to go on that future patch, but were moved up due to the snipe change devaluing the set too much. Cant go into too many details yet, but expect buffs to many sets, and some necessary nerfs to the newer i25 power sets.
  3. Personally I applaud other servers for going different paths, I am excited to see different servers take completely independent approaches to similar problems or decisions, as well as some just remaining frozen in time. That being said, I would not pursue that here, personally, for the same reasons the live team didn't do so when they thought to do it: stalkers could very easily self-gimp themselves by skipping Hide and there is some internal validation voodoo that sometimes messes with builds if you don't have your secondary's T1 in the build. With that in mind, there are things we have been considering to make these powers a bit more useful.
  4. Power Build Up grants ToHit, that’s why it takes ToHit buff sets. Gather shadows and Power Up only grant toHit Str, that do nothing on its own unless you have another power that grants ToHit.
  5. They did not become build-up, they became “Power Up”, basically the same as Gather Shadows (a damage/special booster.)
  6. The pom-poms are not part of the attack itself, they are weird... in that they behave just like weapons. Any energy melee attack will attach them to your hands, independent on power timing.
  7. Vanden hit the nail right on the head. there is nothing on the board at the moment for buff sets, but this has been discussed in the past. Ideally: any changes to improve Time Bomb and Trip Mine on the Traps sets would be oriented towards the goal of buff/debuff. Cottage rule and all that, but damage and usability may be adjusted in ways that allow for additional aspects being added that actually help the sets do their jobs.
  8. There are snipes in Scrapper/Stalker patron pools.
  9. The original intent was for the ring to denote the conditional (that slow snipe was ready) but consensus was that most wanted the highlight when it was on fast mode. There is one change in the next patch.
  10. This is not an intentional change. Power is still flagged to allow stacking. Will have to touch base with the code people, may be something else in the pipeline messing with this. Edit: code people let me know i [bleeped] up. Should be fixed in a future patch [not the next one, that one is in the can already]
  11. Could even give that "Infiltration" power a Ninja-Run like speed/jump buff. Making Invisibility a hybrid-travel-power.
  12. Superior Invisibility should have a much stronger stealth than Invisibility, at a lower end cost, and should retain some defense while in combat. It will cost more endurance than just Stealth.
  13. The current goal is for Stealth and Invisibility to be for each other what Combat Jump and Super Jump are for each other. Stealth should be a low end, low magnitude, stealth that grants some evasion and is ideal for combat. Invisibility is a high end, high magnitude, stealth that grants little to no benefit in combat. Currently it is granting some defense in combat, in a future build, no defense will be granted in combat.
  14. Looking at the numbers, the patch currently on Justin should have auto-adjusted the PvP damage, as the power is now a single target attack that executes a secondary power for it's AoE. Test and let me know if it still looks wrong.
  15. If I had made the set myself from scratch, there would be more melee attacks, the live team decided to go for a more ninja approach with plenty of shuriken throws and caltrops, though. I would have certainly put Eagle's Claw as the set's T9. Anyways, all powers need to be accounted for when balancing sets. I know the desire to be able to punch more often (or kick, in this case) when using Assault Sets, but balance wise, ranged attacks dont become any less effective when used at melee range. That being told, I will look into potential compromises.
  16. The biggest difference between the two sets is that Martial Assault has an easy-to-perma 15% base damage increase power in Envenom Blades. While Envenom Blades is active, the power does 91.98 dps (bit higher than Contaminated Strike.) Note that unlike most other global Procs, Envenomed blades should use any slots in the power, in addition to any +dmg buffs you get. It's an extremely powerful buff.
  17. No snipe sits at 0.67 seconds. 0.67 display on Sniper Rifle was always a display bug.
  18. About endurance cost of stealth toggles: most toggles (stealth included) pulse twice per second. Patch notes indicate new pet-pulse end cost. Per-second end-cost is twice that.
  19. I see what you mean. I'll add this to The List.
  20. Not "wrong", as much as traditionally, special mechanic damage is not factored in onto things like criticals. You can see this clearly on Street Justice, where critical hits for base damage, regardless of combo level.
  21. Taunt Magnitude only maters when the enemy has Taunt Protection, but at the same time, enemies with Taunt Protection (most notoriously, Banished Pantheon Masks) usually have so much (-100) that it does not mater how strong your taunts are, you wont overcome it. If only one player lands a taunt on a foe, the foe should focus on them regardless how much damage other players do. If multiple players land taunts, the enemy should focus on the one that lands the longest-lasting taunt (regardless how many taunts are in effect.) This will still be fixed as time allows, if only for consistency sake, but it should not impact gameplay (unless there is some critter out there with mag 3 taunt protection.)
  22. I'll get around to actually looking into what, if anything, is going on, but keep one thing in mind: This is a cancel-on-miss DoT, as are all fire DoTs. This means that every tick they check for that 75% chance, and if any given tick misses (25% chance of that happening) all subsequent ticks are canceled. I don't have my stuff around right now, but if i recall this right, your true chance to get ticks on a CancelOnMiss DoT is: 1st tick: 75.0% 2nd tick: 56.3% 3rd tick: 42.2% 4th tick: 31.6% 5th tick: 23.7% IF that's all that is going on here, then it's working as intended.
  23. How can anyone bring up super hero manga and ignore the best?
  24. The powers are indeed separate and, for the most part, can be tweaked independently. Usually (not always) a version of a power in similar sets are balanced in sync (Havoc Punch on all melee sets are identical.) It is more a design rule of thumb than one written in stone or an actual linked power. There are some exceptions to this, as can be seen in the Blaster and Defender/Corruptor versions of Neutrino Bolt. Versions on other sets are balanced in different ways, an assault, manipulation or epic version of melee and ranged are not expected to be equal to their peers. Havoc Punch for Electricity Manipulation is different from the melee versions. In fact, almost all Manipulation and Assault versions of attacks are different from their namesakes in melee and ranged sets.
  25. The striker was meant to use a primary that looks very similar to Assault sets, and a secondary that looks like Manipulation sets but having all it's melee and sustain stripped and replaced with Armor toggles. The inherent was supposed to boost melee attacks as you use ranged attacks, eventually giving you a strong insentive to jump into melee for peak DPS. In theory, if you have ever played Final Fantasy 14, a Striker would had looked VERY similar to Red Mages there, minus the white/black balance. Basically build the buff, then jump into melee, unleash a volley of melee attacks, go back to range, rebuild, repeat. Implementation wise, the secondary would had been problematic, due to how the sets are configured. There has been a lot of thought put over the years on making Strikers a thing. There are a lot of priorities that need to be taken care of before any work is done on the AT, but you could expect it to look more like: Asault-Like primary. Sentinel Armor Secondary (armor that does not require enemies around you to work.) Epic pool focused mostly on control (not very strong control modifiers.) Inherent Striking Force bar mechanic that fills as you use your ranged attacks from outside melee range. Melee attacks "consume" it as if it was Endurance to strengthen their damage. At least one Melee attack would work similar to Savage Assault's Feral Charge (activate at range and move in close) They would have access to a power that will make you "jump back" into range.
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