Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Captain Powerhouse

Developer
  • Posts

    840
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Captain Powerhouse

  1. 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.
  2. 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...
  3. 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.
  4. 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.
  5. It's not in the patch notes, but the sleep grenade does actually slow down movement and recharge str.
  6. Error in the patch notes. It should be 37.5% for all ATs, at this point there are no recharge buffs modifiers in the game and they are all the same, as you can see in Kinetics' Speed Boost.
  7. Would need the archetype and name of the powers.
  8. You should be able to swap ammo for each attack if you want, even today live. Give it a test run to see if you find any bugs.
  9. Latest patch should add a compromise for this. See patch notes.
  10. It does the correct amount of damage, all sentinel T9s are balanced in entirely different ways, closer to melee AT mini-nukes like Shield Charge or Lightning Rod (not carbon copied, just closer to them) than to Blaster/Defender/Corruptor nukes. The typical Sentinel nuke is a sphere and does the bulk of its damage only to the smallest area in the center, cones cant do that, so instead of that Full Auto for sentinels randomizes how many targets in the cone will get hit for the bonus damage that would normally only hit those foes in the exact center.
  11. And you will notice we didn't do any changes to Archery this page despite it being well known it lacks in damage in other areas.
  12. In our internal tests, having a 16 target cap nuke at a 60s cooldown was simply too much. Increasing the target cap to 16 is not possible without also increasing its recharge significantly, but rather retain some of the set identity than homogenize the nuke.
  13. This is excellent feedback. Cant promise anything but will look at available options.
  14. It was not ignored, its something that was considered very early among many other alternatives. We simply don't see it fit to give a T2 attack, doing 100% design formula scale damage, also having a 100% chance for scale 10 stun.
  15. Replacing powers during proliferation process is perfectly acceptable, and we do it all the time. It isn't the same as taking powers away from players that have a power already in their builds, no one likes their characters being drastically changed. Roughly a quarter of players have Beanbag in their builds, so this change would have ha required near unanimous reception, or nonsensical feedback. The feedback we have received here and via other sources, though, inform us that this would be disruptive to long-standing active players. At the end of the day, just access to Aim does not make a powerset good, you can go and ask Sentinel users of Assault Rifle. At its most recent build, AR is not just in viable, its a very good performer, without having to disrupt existing players.
  16. Entirely replacing a power with another power that does nothing close to what the original power did, is something we never do lightly. We have in the past bent the cottage rule significantly, but turning Beanbag into Aim was an extreme test case. Unlike other changes we move forward with despite some opposition, this was a complete removal of a power and replaced with something entirely different. In the past, our most drastic changes have attempted to stick to add effects, change values, or in cases activation styles. However an ability that does damage, always retained damage even if values might change. Attempting to keep enhancement options consistent when we change powers is almost always a goal with rare exceptions to things like AoE/ST set categories. In this case, the only enhancements that the two powers could even share would have just been recharge and end cost. With all this in mind, out of the gate we moved forward with the disclaimer that should there be opposition, it would be rolled back. This was never about popularity, but about avoiding as much disruption as possible and meeting certain performance goals. Even if the change to keep Aim was obviously more numerous, the disruption to its users was high enough that we decided to roll it back. In the process we tuned up the set a bit more, attempting to reintroduce some of the lost functionality in Ignite while we were at it. I understand that some are disappointed with this approach, but we have adjusted the set to be very viable without the need of having Aim on its toolkit. Please, try to keep the feedback threads on topic and avoid further disparaging fellow players.
  17. This is a bug, the power is summoning lower level patch pets if the target is higher level than you, internally fixed (as of 5 seconds ago) and will be fixed in the next patch.
  18. Sentinel version was not changed, it was scale 4.4 hold for as long as Sentinels have existed.
  19. Discussions of sets that are not part of the changes are off topic, please stay on topic.
  20. You can always force the weapon to re-draw by double tapping Esc within 5s. This will clear the "remembered" weapons and force the weapons to draw once more. You can think of double-esc as a "sheath" command.
  21. Just dropping by for a quick update: The No Redraw themes were a big hack that constantly broke sequencers and introduced many animation bugs, it was also not a viable solution for many weapon-based sets. This new system is an engine change that comes with its own technical limitations. It was attempted to make the new system entirely skip redraw if within a fight, its something I personally really advocated for, but at the end of the day turned out to not be possible. [Insert spaghetti code/house of cards/Jenga tower references here]
  22. Nothing changing at this point, but for the record: Mastermind endurance "tax" is 20%. In a hypothetical world where it went away, you would not get anything like a 30% end cost reduction on those attacks.
  23. When slotting options are changed, any enhancement that was there stays there, they simply cant be added going forward or re-added during a respec.
  24. Only the closest henchman to you will execute the placate move. Everyone else will simply get 3 seconds to crit.
  25. Hey guys, don't have much time to address everything that has come up but want to quickly address a few recruiting points quickly: Repulsion Field will have its radius increased for 25ft (for repel) along with faster pulse (not sure if that was patched already) should result in very rarely things getting so close they get knocked back unless they have repel protection or are *very* fast. This wont make it as easy to push things around in a large map as some might had grown used to, but I feel its a good middle point of making it usable for more players in more places. Repulsion Bolt recharge will be going back down to 4s Detention Field was touched but the change did not pass internal testing. We still plan to do something about it in the future. Personal Force Field has not been touched due to it being somewhat popular, but we still brainstorming on this power while trying to retain its utility around.
×
×
  • Create New...