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Captain Powerhouse

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Everything posted by Captain Powerhouse

  1. Worded that way mostly because it is possible the targets hit by the damage portion are not the same as the ones hit by the knockdown. For someone that does not know the under-the-hood implementation, given independent target selection and independent tohit checks, it might look as "a chance".
  2. Only the sleep component in these powers is Auto-Hit. Any secondary effect, damage or debuff, still requires a hit check.
  3. Just the sleep. Damage, and any debuff in these sleep powers still require a to-hit check, and all these powers still accept accuracy enhancements for that reason.
  4. This is a set specific change. Dominator's Elec Assault had a significant change during the snipe changes and was balanced around its current toolkit as it is, any change that adds more damage, as VA toggle does, would only come at the expense of other areas of the set, or if Dominator's Voltaic Sentinel did next to no damage, focusing on the end-drain.
  5. At some point, most likely not in time for Page 3. Sentinel sets need customization and that is best done after the set has any and all quirks an features finalized.
  6. Until he nerfs the thing, because everyone knows that dude hates fun.
  7. I might be wrong about doors, but i had the impression they (or some) count as "mission objectives".
  8. Stealth does not suppress at all from buffs as of last patch, the high defense does suppress if you buff or heal other players or pets, though. Only way for your stealth to go away is if you attack, are hit by a foe, or click on a mission objective (glowies, doors, etc.)
  9. If a bug makes it live its because no one knew it was there. After every patch we go into crunch mode to fix all the bugs that get caught because people have no option but to bump into them. I'll take this chance to repeat something I have said before: People often ask what they can do to help the test, and I usually say the same thing: the thing we need the most are testers. Any game dev studio has a team of internal testers that do nothing but test things all day long. Its very common for such teams to outnumber the developers by a large number, and bugs still sometime sneak by them. As volunteers, we cant really pay a team of testers to work on testing 40 hours a week, so we rely on fellow volunteers to just go into the testing servers and test things. So, again: anyone that wants to help make the game better, spend as much time as you can, playing as much as possible on beta releases in the Brainstorm server is the best way to help. The more hands-on testing we get, the less likely it is for bugs to sneak through.
  10. Intended, any action other than teleporting again will cancel the hover state. It's there exclusively to prevent you from falling while teleporting around and giving you time to pick the next destination.
  11. Issue 27, page 2 is bringing an overhaul to the Sorcery pool. If you're just after a list of changes, they can be found at the end of this post or in the main patch notes thread. Our updates for the Sorcery pool are aimed at making the pool more viable for the widest majority of builds without causing it to be too strong for high-end builds. Specifically, we've aimed at reducing Sorcery's reliance on large amounts of +recharge, ensuring the powers in the pool are useful without heavy build investment. Spirit Ward Spirit Ward is now a toggle, allowing you to fire-and-forget on a single teammate or pet. Reducing the recharge from 60s to 15s makes it easy to swap between different targets, and the up-front burst of absorption helps maintain the old reactive usage. Arcane Bolt Arcane Bolt now has a new Arcane Power mechanic, allowing it to occasionally deal much greater damage. Every so often, any power or inspiration you use has a small (and ever-increasing) chance to activate your Arcane Power, which will instantly recharge Arcane Bolt and cause it to deal double damage. We've implemented this mechanic to allow Arcane Bolt a useful power to have in your build, but not something which can reliably replace a core part of your attack chain. Thanks to the reduced animation, Arcane Bolt is fairly on par with some T1/T2 attacks - even without the Arcane Power proc. Magic! Mystic Flight + Translocation These powers have been significantly buffed up along with all other travel powers - see the Travel Power Updates thread for more details. Enflame Enflame becoming a 60s timed toggle allows for it to be maintained on a target without heavy investment in recharge, and without constant clicking of the ability. The cooldown has been lowered from 90s to 10s, making it easier to shift to a different target. It’s forced flee attributes have been removed, making it much less likely to cause foes to flee in fear (although they might still do so once in a while), and can now also be used on airborne targets. Rune of Protection This power, not unlike many others, was originally designed around extreme recharge values - ensuring it wouldn't be permanent even at the recharge cap. The first adjustment we tried (600s cooldown, 60s duration) was much closer to the uptime potential we were happy with, but it required a huge amount of build investment to get there. We've now adjusted the power to have a fixed duration and recharge time (60s / 180s), not unlike Willpower's Strength of Will and Shield Defence's One With The Shield, with it ignoring all recharge enhancements, buffs, and debuffs. This fixed setup allows us to balance the power around a wide range of builds, rather than extreme recharge builds, and ensures that it's incredibly useful out of the gate at all levels and without much investment. We also made the power easier to use as a reactive tool, previously the power didn't grant the +resistance buff if you used it to break free from crowd control, but you will now receive the full power effect every time you use it. Additionally, the buff now applies immediately when you click the button instead of later in the animation. Both of these improvements allow RoP to be far more effective when used reactively. Detailed Patch Notes: Please use this thread, not the main thread, to discuss these changes. Thank you!
  12. I did that on myself, simply because my original plan was do work on the other powers did the set after page 2 (be it a 2.1 patch it page 3. I just wanted to get it into the test cycle ASAP. This does not mean releasing the page ASAP, just getting it out there so we could gather feedback. That was litterally the only time that has happened, to my knowledge anyways. The people on the discussion. Are just a subset of those commenting in these threads, and I assure you we have the same ratio of dislike for RoP among them, and the fact that they had a similar ratio is why I personally opted to do that quick inquiry there. It might happen again in the future, but any survey done there is simply meant to get a gutt reaction feel to things.
  13. I'm sorry about my brevity but it's extremely late and posting from a phone. The team spent hours discussing what potential alternatives to test based on all the feedback gathered here, in the forums. Option B was actually taken directly from the feedback threads and A was more of a mix of things. The discord survey was simply done to gauge, from a small sample base, what approach to test. The point of the survey was not to have that vote define what goes live, but to pursue the test path that had the least potential friction alongside the other power changes to the set. Discord can simply be a better tool to get immediate feedback, forums are best for long, multi-day discussions. At the time of the survey, I had been working for two days, skipping meals, to get the ball rolling for this test ASAP. Getting this answer, again, just to decide testing approaches, was something I needed to get quickly. We are already incorporating some feedback from this thread into the next iteration. The power won't go back to 90/600, but we are working hard to get to the best compromise, within the parameters we are trying to enforce.
  14. Better take is that it is a minor flaw or concession in the design of some IO category enhancement sets to simply allow flexibility of the set in powers that can actually make use of the recharge provided. Else it would require a whole bunch of enhancement categories that only apply to resist toggles, or resist passives, ones that cost no end, or ignore recharge, or have zero recharge, or what not. End of the day, if there is a flaw, its in the design of the enhancement set. Personally I prefer to think the live team called it a concession.
  15. OK, I'll change all Resistance passives in the game to allow Recharge enhancements...
  16. Enflame pet did not proc at all before. That said there is only one other power that has this behavior, and it will be seeing the same treatment on page 3.
  17. Enflame wont be doing that. The power was implemented in such a way that the pets would not bypass the 10s recharge timer by resetting it on every pet summon. The pet itself is incapable of applying procs, the procs are applied by the Enflame Toggle itself. Edit: I see Number Six already beat me to this explanation.
  18. That is not how that works. Passive resistance powers dont accept recharge enhancements either, and you can slot Damage Resistance IOs on them too. This simply means you cant slot a simple Recharge TO/DO/SO or crafted IO into the power, simply because on it's own it does nothing for the user. Set enhancements can be slotted even if they only offer recharge, because those add up value via set bonuses.
  19. Clarification: currently it is being affected by recharge enhancements, but not by recharge buffs. Next patch it wont be affected by any form of recharge.
  20. We understand that this change is not one that most people will like. The patch notes are, I am afraid, a bit misleading. The duration of the power was changed to 60s, something that matches the duration of other origin pool T5s, but this is not done to match those. Internally, the team has agreed Rune of Protection has been an over-performing power for as long as it's been around. It is one of those powers that made it out a bit unfinished due to the circumstances of the game shutdown (specifically, it never actually graduated to the live servers). All new Origin Pool T5s have been designed around 60s durations is entirely because of how strong RoP was - it wasn’t a mistake we wanted to see repeated. We were always planning to tone it down sooner or later. I know many of you will not agree, but RoP was an incredibly strong power, to the point where RoP it was often taken by players who disliked the Sorcery theme and didn’t even use the other powers in the set. Some even consider it to still be too strong even with the reduced duration. It isn’t the main reason for the duration reduction, but “just take RoP” being part of the standard mez protection discussion was not an insignificant factor in this decision. Like most things, this is one that we wish had been done a lot earlier, but we’re a small team and can't get around to do everything on our list of goals at once. The primary reason this is being done now, is because we were working on the revamp. I know well most of you will never like the change, and I understand that. Some of you will likely no longer want the power on their builds, others will retain it. That is understandable, and respecs should be available for those who want them, as is usual when we make large power changes.
  21. You customize the Stance under Inherent > Stance This passive power sets your stance regardless what power you are running.
  22. -Run/-Fly resistance was lowered in Defensive stance and removed from Rested stance. Edited the post in an attempt to clarify that. This wont prevent Rest from preventing movement, it is now handled via rooting.
  23. It would had been caught regardless, just a bit later.
  24. Oversight, it will be addressed in the next build.
  25. Hide grants 150ft stealth, Stealth provides 55ft. 55ft is usually enough for most content, but not all, and there might always be more content that gets you there. Players already could add Super Speed with one stealth IO for identical results, better results, really, since its extremely faster movement power than Infiltration would be (and at this time, you cant use Infiltration with Stealth.) On top, Super Speed is already on a pool almost everyone takes due to hasten. This does not make it "ok", but I find it unlikely there will be a mass adoption of Stealth just to speed-run missions.
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