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[Beta] Patch Notes for February 25th, 2020 (Issue 26, Page 5 - Build 1)

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Issue 26, Page 5 (Build 1)

Testing Notes

  • Be sure to read the Homecoming Beta FAQ to get started!
  • The beta server is now called Brainstorm and will be joined by Aeon once testing starts next week so we're able to ensure comparability with Homecoming's multi-shard live environment (remember when a patch caused character transfers to break everything? never again!).
  • Cheats have been re-enabled. All characters on Brainstorm and Aeon will be granted badges to unlock Accolades, Epics, Incarnates, Ouroboros access and Vanguard merits; in addition, the Salvage ingredients have been removed from all recipes.
  • The Safe Mode client is now gone from the Beta shards. If you are unable to play the game on the 32-Bit or 64-Bit clients, please post in the relevant support threads for it (Windows support thread, Mac support thread) as Safe Mode will no longer be available when Page 5 hits the live servers.
  • Changes from the previous build will be listed in green.
  • Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue.

 

 

Please use these focused feedback threads:

 

New Origin Power Pool: Experimentation (Feedback Thread)

"Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often."

  • As a reminder: Only one Origin Pool (Sorcery, Force of Will, Experimentation) can be active in a build at any one time.

Powers

  • Experimentation_ExperimentalInjection.png.e1f0abeaa6f32db113752bdcb16ebdf7.png T1: Experimental Injection (Melee Ranged, Ally +Regeneration, +Recovery, +Res(Status))
    • You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long
  • Experimentation_ToxicDart.png.ef51480e90855fcf820de552509f36d5.png T2: Toxic Dart (Ranged, Minor DMG(Lethal), High DMG(Toxic))
    • You fire a toxic dart at your target causing an very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate
  • Experimentation_SpeedofSound.png.6719bebb9f024c41868ab7a94f0cf20e.png T3: Speed of Sound (Toggle: Self +Speed, (Special))
    • Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while.
    • Experimentation_Jaunt.png.67249f39d2cb10fcf7616cb666a06e38.png Jaunt (Click, Self Teleport)
      • Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate
  • Experimentation_CorrosiveVial.png.a62eae4c84a492e753b72623de9e710c.png T4: Corrosive Vial (Ranged (Targeted AoE), High DoT(Toxic), -Defense)
    • You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Slow
  • Experimentation_AdrenalBooster.png.6d85824626eaadf12ae5aca039f7c6d1.png T5: Adrenal Booster (Self, +To Hit, +Recharge, +Damage, +Special)
    • You inject yourself with a concentrated experimental serum that boosts your damage, recharge, chance to hit and secondary effects for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long

 

New Support Powerset: Shock Therapy (Feedback Thread)

"You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Shock Therapy powers build Static, which increases the number of targets your Circuit powers can chain to. Others consume Static to increase their effectiveness while also restoring a small amount of your health and endurance."

  • A shocking new support powerset brought to you by @Cipher, @Jimmy, @GuyPerfect and our resident powers guru @Captain Powerhouse.
  • The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies.
  • Shock Therapy also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have.
  • The set is currently available only as a Defender Primary. It will be ported to other support ATs after testing and feedback.

Powers

  • ShockTherapy_Shock.png.47ac6e7922aa47a49b8a4f9b0a01c904.png T1: Shock (Ranged, Foe -End, -Recovery, -DMG, Self +Static)
    • Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery and damage output. Shock grants 1 stack of Static. Recharge: Moderate
  • ShockTherapy_RejuvenatingCircuit.png.9d37e1718186c520d2153b9a61fdfe38.png T2: Rejuvenating Circuit (Ranged (Special), Ally Heal, Self +Static)
    • Create a circuit of healing energy between yourself and two nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to an additional ally. Each successive jump along the chain will heal the next target for less. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate
  • ShockTherapy_EnergySink.png.fa738ffe201d15a1ff2049e3d40dea86.png T3: Discharge (Ranged (Targeted AoE), Foe -Dmg, -End, Self -Static)
    • Discharge all stacks of Static to unleash a field of electricity around the targeted foe. This will drain endurance from nearby enemies and reduce the damage that they deal for a short while. The endurance drain effect of this power increases in strength with the number of stacks of Static you have. Discharge will consume all stacks of Static, and each stack consumed in this way will restore a small amount of your health and endurance. Recharge: Slow
  • ShockTherapy_EmpoweringCircuit.png.1fea10aa19ad95294de2f3546ddb6384.png T4: Empowering Circuit: (Ranged (Special), Ally +DMG, +Special, Self +Static)
    • Create a circuit of empowering energy between yourself and two nearby allies, increasing their damage output and the secondary effects of their powers. Every stack of Static you have will cause this power to chain to an additional ally. Each successive jump along the chain will empower the next target for less. Empowering Circuit grants 1 stack of Static. Recharge: Slow
  • ShockTherapy_FaradayCage.png.02a4013c86e2b9fe8befa51f6f927db8.png T5: Faraday Cage (Location (PBAoE), Team +Res(Status, Knockback, Energy, Negative, Psi, -Rech, -Rec, -End))
    • Create a large energy barrier at your location which protects allies from status effects, knockbacks, energy, negative and psionic damage, and recharge and recovery debuffs. Recharge: Slow
  • ShockTherapy_InsulatingCircuit.png.b97afc962569e3b16bcf87222a943fb6.png T6: Insulating Circuit (Ranged (Special), Ally +Absorb, Self +Static)
    • Create a circuit of protective energy between yourself and two nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to an additional ally. Each successive jump along the chain will shield the next target for less. Insulating Circuit grants 1 stack of Static. Recharge: Slow
  • ShockTherapy_Defibrillate.png.4240c0c29aaf0058ef648d0c6d0a5ed4.png T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Self -Static)
    • Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. The amount of health and endurance allies revive with scales with the number of stacks of Static you have. Defibrillate will consume all stacks of Static, and each stack consumed in this way will restore a small amount of your health and endurance. Recharge: Long
  • ShockTherapy_EnergizingCircuit.png.8a9a5dc9b610aae36727dab25de5034b.png T8: Energizing Circuit (Ranged (Special), Ally +End, Self +Static)
    • Create a circuit of pure energy between yourself and two nearby allies, restoring a small amount of their endurance. Every stack of Static you have will cause this power to chain to an additional ally. Each successive jump along the chain will restore less endurance to the next target. Energizing Circuit grants 1 stack of Static. Recharge: Slow
  • ShockTherapy_AmpUp.png.9996c312ee1471de094ef91f460cef0e.png T9: Amp Up (Ranged, Ally +Special, +Recharge, Self -Static)
    • Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes and more, are all improved. The recharge bonus of this power increases in strength with the number of stacks of Static you have. Amp Up will consume all stacks of Static, and each stack consumed in this way will restore a small amount of your health and endurance. Recharge: Very Long
  • ShockTherapy_Static.png Static (Circuit Boost, +Movement Speed)
    • Every stack of Static you have increases the number of targets your Circuit powers can chain to, as well as increasing your movement speed by a small amount, up to a maximum of 5 stacks. Casting Discharge, Defibrillate or Amp Up will consume all stacks of Static. Consuming stacks of Static will restore a small amount of your health and endurance.

 

New IO Sets (Feedback Thread)

  • Synapses_Shock.png.e86b11582a32e4f1102344b5ff9db565.png Synapse's Shock (Endurance Modification, Rare, 21-50)
    • The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers.
    • Enhancements: 
      • Endurance Modification
      • Damage / Recharge
      • Endurance Modification / Recharge
      • Damage / Recharge / Accuracy
      • Damage / Accuracy / Endurance Reduction
      • UNIQUE: Endurance Modification / 15% Increased Movement Speed
    • Set Bonuses: 
      • 2: 7.5% Movement Speed
      • 3: 15% Slow Resistance
      • 4: 4% Regeneration
      • 5: 6.25% Recharge
      • 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance
  • Power_Transfer.png.388c155a5c6018f984e46a69823a6268.png Power Transfer (Endurance Modification, Rare, 21-50)
    • The second damage-focused Endurance Modification set.
    • Enhancements: 
      • Endurance Modification
      • Damage / Recharge
      • Endurance Modification / Damage
      • Damage / Accuracy / Endurance Reduction
      • Damage / Recharge / Accuracy / Endurance Reduction
      • UNIQUE: Chance to Heal Self (2 PPM)
    • Set Bonuses: 
      • 2: 6% Regeneration
      • 3: 1.35% Max Endurance
      • 4: 1.875% Max Health
      • 5: 9% Accuracy
      • 6: 7.5% Recharge
  • premature.png.d6f124ba240dce54359047217fe69987.png Preemptive Optimization (Endurance Modification, Uncommon, 21-50)
    • An Endurance Modification set with a focus on ally buff abilities that don't require accuracy or deal damage.
    • Enhancements: 
      • Endurance Modification / Recharge
      • Endurance Modification / Endurance Reduction
      • Endurance Modification / Recharge / Endurance Reduction
      • Endurance Modification / Recharge / Range
      • Recharge / Endurance Reduction / Range
      • Endurance Modification / Recharge / Endurance Reduction / Range
    • Set Bonuses: 
      • 2: 1.8% Max Endurance
      • 3: 1.5% Max Health
      • 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance
      • 5: 3.75% Recharge
      • 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense
  • Bombardment.png.29edcb4d5fb11068d0d15d24dab135b1.png Bombardment (Targeted AoE, Rare, 30-50)
    • Enhancements: 
      • Damage
      • Accuracy / Recharge
      • Damage / Recharge
      • Accuracy / Damage / Recharge
      • Accuracy / Damage / Recharge / Endurance Reduction
      • Chance for Fire Damage (3 PPM)
    • Set Bonuses: 
      • 2: 5% Increased Range
      • 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance
      • 4: 9% Accuracy
      • 5: 6.25% Recharge
      • 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense
  • These sets are not yet available for free from the merit vendor for testing purposes. This will be rectified in an upcoming patch.
    • In the meantime you can use the /boost_set command with any of the following names to get a copy of the set:
      • Synapses_Shock
      • Power_Transfer
      • Preemptive_Optimization
      • Bombardment
    • For example, to get a level 50 set of Synapse's Shock:
      • /boost_set Synapses_Shock 50

 

Dark Melee Update (Feedback Thread)

  • Dark Melee was seriously underperforming in the AoE department. These changes are aimed to increase the AoE potential of the set whilst having minimal impact on the single target potential.
  • Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that's actually capable of easily hitting multiple targets - especially on tanks!
    • Arc increased from 45 to 120 degrees.
    • Recharge increased from 8 to 14 seconds.
    • Cast Time reduced from 3.07 to 2.35 seconds.
    • Damage lowered from scale 2.156 to 1.588.
      • DPS reduction is minor, it has only been lowered from scale 0.653 to scale 0.633.
    • Target Cap increased from 10 to 16 for Tankers.
    • Target Cap increased from 5 to 10 for Scrappers, Brutes and Stalkers.
  • Dark Consumption (Tanker, Scrapper, Brute) has been reworked into a Lightning Rod-style mini-nuke, with its damage scaling based on your current Endurance percentage. At full Endurance, Dark Consumption will now deal similar damage to Lightning Rod.
    • Recharge lowered from 180 seconds to 90 seconds.
      • This brings the cooldown in line with Lightning Rod.
    • Endurance recovered per target lowered from 25 to 12.5.
      • This maintains the previous endurance/recharge ratio.
    • Damage for this power is now variable, dealing damage equal to scale 2.2525 multiplied by the caster's current Endurance percentage.
      • Example: Caster at 75% endurance deals scale 2.25 * 0.75 = 1.6875 scale damage.
    • Enemies within a 3ft radius will take bonus damage equal to scale 0.9275 multiplied by the caster's current Endurance percentage.
      • This replicates the behaviour of Lightning Rod which also deals bonus damage to targets within 3ft.

 

General

  • Powers with redirects will now display numbers properly in the detailed information window.
  • Standardized combat spam for heal and endurance modification attributes.

  • Standardized the text description denoting the recharge time of player powers:

    • Less or equal to 3s: Very Fast

    • More than 3s, less or equal to 6s: Fast

    • More than 6s less or equal to 10s: Moderate

    • More than 10s, less or equal to 60s: Slow

    • More than 60s, less or equal to 240s: Long

    • More than 240s, less or equal to 600s: Very Long

    • More than 600s: Extremely Long

  • A new 'General' channel has been added to the game.
    • This is a new shard-wide channel like LFG and Help. The goal with adding this is to ensure that LFG and Help remain focused on their specific topics, with everything else being discussed in General.
    • /general, /gen and /z can be used to send messages to General.
  • All players can now move through Mastermind henchmen and push them out of the way, not just their owners.
    • You're welcome.
  • Chain powers now have a unique border, courtesy of @GuyPerfect:
    • Beam Rifle (Sentinel)
      • BeamRifle_RefractorBeam.png.de51b8c5eb631a1d7cd8838a815c363a.png Refractor Beam
    • Electric Control
      • ElectricControl_JoltingChain.png.d03b0f3dc9b94eba4fd27dcdd7a4b2cc.png Jolting Chain
      • ElectricControl_SynapticOverload.png.d6e8c5a04ba6d05956fd71e61f3ef5f5.png Synaptic Overload
    •  Electric Melee
      • ElectricMelee_TargetedChainInduction.png.bf8ca850ec6a68b03b389f1e837721be.png Chain Induction
    • Electricity Mastery (Sentinel)
      • ElectricControl_Heal.png.58078b1f7b6f5ecd2c676e49d3eddb33.png Rehabilitating Circuit
    • Martial Assault
      • MartialAssault_TrickShot.png.b8efac7f2770614439baa3bf58e6e3e9.png Trick Shot

 

Bug Fixes

  • Fixed crashes relating to backend costume storage changes.
  • Like 27
  • Thanks 13

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Pretty much my reaction as well. New powers and some really cool QoL improvements in the same patch, what's not to love. I'll have to get on and do some testing of things tomorrow.

  • Like 1

When life gives you lemonade, make lemons. Life will be all like "What?"
 

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With the circuit powers, where only one target gets the full effect, is there a way to determine which target that is? Or is it random?

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Elec melee outside of Stalkers is in absolute shambles at first glance, since DM fills its main niche without the paltry DPS. Definitely need to test that.

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13 minutes ago, InfamousBrad said:

With the circuit powers, where only one target gets the full effect, is there a way to determine which target that is? Or is it random?

Without having actually gotten on to test, one would assume you target someone as with most chain powers. The target gets full effect and it chains from them.

  • Like 1

When life gives you lemonade, make lemons. Life will be all like "What?"
 

[Admin] Emperor Marcus Cole: STOP!
[Admin] Emperor Marcus Cole: WAIT ONE SECOND!
[Admin] Emperor Marcus Cole: WHAT IS A SEAGULL DOING ON MY THRONE!?!?

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1 minute ago, Phoenix' said:

 

* I don't mind with more pool powers but there is no originality when it comes to travel powers. I know that you have a long road ahead in adding new content in the game but we get same travel powers with an extra one ( like mystic flight) plus buffs debuffs while the old ones lack of potential.

 

For example :

Speed of Sound should be Super Speed's 5th ability.

Afterburner should have faster speed and be able to attack or have protection to - fly attacks.

 

Dark Melee (and dark armor) underperforms generally vs defence based opponents. Siphon Life, Dark Consumption, Soul Drain, Dark Regeneration are based on hitting the opponent. Why dont you add at dark melee a +tohit or +acc bonus for each attack that lands. 

 

Personally I love the idea of having more pool powersets but I would prefer to have travel pool powers seperated from the buff/debuff pool ones and have a limited access on both. 

2 travel sets, 3 buff / debuff pool sets. 

 

People should get the travel power they enjoy and not forced to get one just because their toon lacks on something. (example many people pick super speed for hasten) 

 

Dont throw hate just an opinion here

 

Many people pick super speed because with one celerity stealth IO - you are now invisible. I know people who take ss even with fly for this benefit. 

 

Dark armor underperforms? Uhhhh - the numbers do not agree with you on that. Dark Armor is one of the best resistance based sets there is - especially when considering it is one of the few that offers protection against Psi. 

 

People can get the travel power they enjoy without being forced to choose anything. If you want fly...take fly... hover is also a great power to have and use while in combat. If you don't want super speed - don't take it - heck you can even get away without hasten on many builds. Why would you want to limit people? As it stands - people can (and do) take all the buff/debuff sets and simply use ninja run/beast run with sprint for their travel powers. I have also seen people who take - super speed...super jump...and fly.... no need to change or limit anything - that is why this game is better than most because you can choose to build and play in almost any way and still do quite a good job. 

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1 hour ago, The Curator said:

2: 5% Movement Speed

possible typo, but the in-beta description shows 7.5% movement speed

 

  

1 hour ago, The Curator said:

Chance for Fire Damage (3 PPM)

3.5 PPM?

 

  

1 hour ago, The Curator said:

Chain powers now have a unique border, courtesy of @GuyPerfect:

  • Beam Rifle (Sentinel)
    • BeamRifle_RefractorBeam.png.de51b8c5eb631a1d7cd8838a815c363a.png Refractor Beam
  • Electric Control
    • ElectricControl_JoltingChain.png.d03b0f3dc9b94eba4fd27dcdd7a4b2cc.png Jolting Chain
    • ElectricControl_SynapticOverload.png.d6e8c5a04ba6d05956fd71e61f3ef5f5.png Synaptic Overload
  •  Electric Melee
    • ElectricMelee_TargetedChainInduction.png.bf8ca850ec6a68b03b389f1e837721be.png Chain Induction
  • Electricity Mastery (Sentinel)
    • ElectricControl_Heal.png.58078b1f7b6f5ecd2c676e49d3eddb33.png Rehabilitating Circuit
  • Martial Assault
    • MartialAssault_TrickShot.png.b8efac7f2770614439baa3bf58e6e3e9.png Trick Shot

 

This makes me very happy. I assume only powers with this border will use the special Chain Area Factor used for Proc calculations? Follow up question, has there been any changes to the area factor for chains or does it still use the AF = 1 + MaxTargets * 0.75?

Edited by Bopper


PPM Information Guide                Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Movement Speed: Guide              Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas           RubyRed's API Tool              Mids' Reborn                       

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Quote

All players can now move through Mastermind henchmen and push them out of the way, not just their owners.

  • You're welcome.

 

 

Thank you so much!! 🙂

  • Like 8
  • Haha 1

@Rilude

 

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1 hour ago, Phoenix' said:

 

* I don't mind having more pool powers, the more the better, but there is no originality when it comes to travel powers. I know that you have a long road ahead in adding new content in the game but we get same travel powers with an extra one ( like mystic flight) plus buffs debuffs while the old ones lack of potential.

 

FWIW I somewhat agree. As with all the Origin pools (Sorcery, Force of Will, etc), Experimentation was originally designed by Paragon, we are just finishing them off and implementing them. Older travel pools may get looked at in the future, but that's not planned right now.

Also Speed of Sound doesn't have Super Speed's stealth component, so there is a distinction there.

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1 hour ago, General Idiot said:

Without having actually gotten on to test, one would assume you target someone as with most chain powers. The target gets full effect and it chains from them.

This is correct.

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54 minutes ago, Bopper said:

possible typo, but the in-beta description shows 7.5% movement speed

First one is a typo. Fixed the patch notes.

54 minutes ago, Bopper said:

3.5 PPM?

I think you are correct about that too, I'll confirm and update the notes.

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7 minutes ago, Phoenix' said:

Rearranging pool sets and their powers in a way where u can pick hasten without having to lose a pool set. That's why I suggested a travel power set and a pool power set seperation.

I made a proposal along those lines in the suggestions forums actually - making the Origin power pools their own separate thing, like the Ancillary/Patron power pools. They're already mutually exclusive, so fitting them in that way would make sense; nice easy way of getting a travel power without sacrificing a pool.

 

Definitely like these additions here, looking forward to testing them out.

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RE: Bombardment:

Targeted AoE sets don't seem unique at the moment so glad to see another set here however I think the set bonuses should reflect something similar to Gladiators Javelin (The PvP element though) to add some variety. The bonuses proposed are kind of similar to that to Positrons blast and Ragnarok.

 

Proposed set bonuses here would be:

  • 2: 5% Increased Range (or 7.5%)
  • 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance
  • 4: 3.125% Energy/Negative Defense & 1.5625% Ranged Defense (or Vice Versa)
  • 5: 3.75% Fire/Cold Resistance + 6.25% Mez Reistance. (or 3% Damage buff)
  • 6: 7.5% Recharge

 

RE:Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that's actually capable of easily hitting multiple targets - especially on tanks!

  • Arc increased from 45 to 120 degrees

Would this now be a 180 degree arc for tanks?

 

 

RE: New powerset: Unable to access the beta, but a quick question on the T9, does this create a damage aura as well or are the affects purely -end and knockup? Could this power make use of the chain mechanics to make it just that little bit better? I don't know the current numbers but buffing just one teammate seems a bit meh.

 

Also is the static mechanic meant to be similar to the bloom mechanic in Nature? How much should it (or does it) impact the useage of abilities? Bloom has little impact on how I use my powers which is quite nice, but its a nice feature of the set. I hope static is the same.

Edited by Vea

@Vea/@Vae/@Vew - You can call me V.

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Is shock therapy an entirely original creation of the homecoming team?  Looks interesting.

 

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A bit of feedback on the new set from a PvP perspective.  Some objective, some subjective.

 

T1 Power shock needs a PvP flag value for its end drain.  Base 20 end and a stacking 25% recovery debuff for 25 seconds on a base 8 second recharge is insane.  

 

T3 Power Discharge Might also need a PvP flag for end drain values, none are listed.

 

T9 Power Amp up seems to be granting a flat value to + healing rather than the +special value.  This might be intended.  Currently powers like power boost have a weird element to them where they aren't entirely additive when it comes to heal strength.  Example here is my Pain/Ice def goes from 47% heal bonus to 134 when activating a 5 charged Amp up (Giving the flat 87% heal bonus).   My controller when activating power boost and having amp up goes from 111% to the 300% heal bonus cap.  

 

Subjective stuff :

 

This set is made PvP viable by giving relevant powers an 80 foot range, so thanks for that!

 

Rejuvenating Circuit - The strength of this heal and the inability to boost it with +charge stacks keeps this set from being a true "Support" contender and relegates it to an off support niche.  Leaving the base heal value at 207 but maybe allow it to boost up to at least 262 and maybe even pushing to 300-400 range (the heal value of time's aura with all the dots is 100 + 5 tics of 40 or 300, but without the accelerated buff which caps out at a massive 450 base aura heal). This would lead to some crazy micro management for heal strength and with this and the absorb shield push this power set into the realm of true "support".  

 

Empowering Circuit - Massively powerful buff, holy hell.  40% dmg buff / 32% to hit and all the other nonsense it does with 80 foot range and  BASE 18 second recharge?   Reduce the base to hit to ~15-18%, increase the duration to 60 seconds and the recharge to 60, 90 or 120.  Powers like Fortitude and Forge are 120 second duration, 60 sec recharge.  Temporal Selection is 120/120.  This would bring closer in line with those powers with the assumption you will always hit one target, sometimes 2 and with stacks sometimes more.  Pain (which will let you consistently hit 8 with its aoe damage/tohit/res buff is 90/240 so def somewhere in between.

 

Insulating Circuit - This power is a game changer and I love it. 

 

Defib - Zero use in PvP so its whatever.

 

Energizing Circuit - Nice little QoL power, but nothing special.  Kind of wish it did more but don't want to the kit of this set to be too bloated.   Maybe some -recovery -end drain -regen OOOOOORRRRR wink wink, nudge nudge -heal resistance??? Like say 50% resistance to - healing effects. 

 

Amp up - This power has some crazy effects, no clue what all is going to happen with it but man an awesome take on the Adrenaline Boost / Painbringer style power.  

 

 

Edited by Dan Petro
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The tanker updates took a couple of months to go live last time, will this be the case with this to be implemented?  Not going to lie I love playing a tanker and love shield...a shield/dark has me really interested and wanting to come back and play.  What kinda eta are we talking about?

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1 hour ago, Phoenix' said:

Actually I meant the exact opposite. 

 

Rearranging pool sets and their powers in a way where u can pick hasten without having to lose a pool set. That's why I suggested a travel power set and a pool power set seperation. 

 

 

 

And about Dark Armor I kinda addressed it from a pvp point of view.

 

I believe dark armor to be one of the best I just consider its heal a death sentence against defence based toons

So now with your "rearranging" I would need to pick two pools - one for hasten and one for superspeed. 

Would combat jumping be in with hasten...so if I wanted combat jumping (which isn't a travel power in as much as it is a pool power that offers defense and immob protection) and super jump... again that would be two pools instead of one.

 

Maybe instead of reinventing the wheel - you suggest for two new power pools that offer the ancillary benefits in one and movement options in another. I'm all for more choices, but your proposal actually gives less choices and would create a ton of work for the devs...and a ton of respecs forced on almost everyone. It would be easier on everyone to introduce MORE options in the way of two new pools - than what you suggest.

 

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26 minutes ago, Kumate said:

The tanker updates took a couple of months to go live last time, will this be the case with this to be implemented?  Not going to lie I love playing a tanker and love shield...a shield/dark has me really interested and wanting to come back and play.  What kinda eta are we talking about?

In regards to why the Tanker changes took that long, this post is relevant.

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7 minutes ago, Burnt Toast said:

So now with your "rearranging" I would need to pick two pools - one for hasten and one for superspeed. 

Would combat jumping be in with hasten...so if I wanted combat jumping (which isn't a travel power in as much as it is a pool power that offers defense and immob protection) and super jump... again that would be two pools instead of one.

 

Maybe instead of reinventing the wheel - you suggest for two new power pools that offer the ancillary benefits in one and movement options in another. I'm all for more choices, but your proposal actually gives less choices and would create a ton of work for the devs...and a ton of respecs forced on almost everyone. It would be easier on everyone to introduce MORE options in the way of two new pools - than what you suggest.

I mentioned making the Origin power pools into their own separate pool group, like Patron/Ancillary a few posts back. Since they're already mutually exclusive, it'd essentially be adding another pool, but for the origins - easiest way to add a new travel power without sacrificing a pool for flavour, personally.

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4 hours ago, Dan Petro said:

Empowering Circuit - Massively powerful buff, holy hell.  40% dmg buff / 32% to hit and all the other nonsense it does with 80 foot range and  BASE 18 second recharge?   Reduce the base to hit to ~15-18%, increase the duration to 60 seconds and the recharge to 60, 90 or 120.  Powers like Fortitude and Forge are 120 second duration, 60 sec recharge.  Temporal Selection is 120/120.  This would bring closer in line with those powers with the assumption you will always hit one target, sometimes 2 and with stacks sometimes more.  Pain (which will let you consistently hit 8 with its aoe damage/tohit/res buff is 90/240 so def somewhere in between.

Keep in mind the set has almost nothing else in terms of offensive support (recharge buffs aren't amazing). And that sets like Kinetics and Nature exist.

 

I would be fine with the changes you propose if the set got some non-stacking -res into Shock and/or scaling -regen into Discharge.

 

Edit: Still need to see how the damage proc from Amp Up performs though.

Edited by Auroxis

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Immediate feedback for Shock Therapy based on just 20-30 minutes of playtesting: It needs more offensive boost. Defensively it's solid, if slightly awkward at times. But there is almost no offensive capability. It needs some -res or more +dam to compete with existing support sets.

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