City Council Jimmy Posted March 8, 2020 City Council Share Posted March 8, 2020 This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread. 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. New Support Powerset: Electrical Affinity You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to. 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. Electrical Affinity 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. General Changes Static stacks now fall off after 30 seconds (down from 60 seconds), but the number of Stacks you can have is now uncapped Circuit powers now hit 4 targets by default, with an additional 3 targets for each stack of Static Powers T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow No longer grants 1 stack of Static T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static) Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate T3: Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special) Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow No longer consumes Static Duration is now always 120s Now has basic pet resistances Fixed the Sentinel not actually debuffing enemies Galvanic Sentinel is now actually classed as a Pet, not a Defender T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static) Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow No longer grants a boost to max Endurance Recharge time increased from 12s to 35s Now grants a +125% recharge buff for 5 seconds (to the primary target - this falls off to 62.5% by the 3rd jump in the chain) This power should feel like a very condensed Speed Boost T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Recharge: Slow Recharge time reduced from 32s to 10s Fixed missing VFX T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static) Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow Buff duration increased from 25s to 60s Damage buff reduced from scale 3.25 to scale 3 Now provides +15% tohit The +tohit is enhanceable, so this power can be slotted with tohit buff sets T7: Defibrillate (Melee (Targeted AoE), Ally Rez) Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. Recharge: Long No longer consumes Static Allies are now always revived at full Health and Endurance T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static) Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow Buff duration increased from 20s to 30s Recharge time increased from 15s to 20s T9: Amp Up (Ranged, Ally +Special, +Recharge) 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. Recharge: Very Long No longer consumes Static Now always provides 50% +recharge and 75% +special Static (Circuit Boost) Every stack of Static you have increases the number of targets your Circuit powers can chain to by 3. Static stacks now fall off after 30 seconds (down from 60 seconds), but the number of Stacks you can have is now uncapped Circuit powers now hit 4 targets by default, with an additional 3 targets for each stack of Static 1 Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master! Link to comment Share on other sites More sharing options...
Bopper Posted March 8, 2020 Share Posted March 8, 2020 Those are some serious buffs. Look forward to playing with it. PPM Information Guide Survivability Tool Interface DoT Procs Guide Time Manipulation Guide Bopper Builds +HP/+Regen Proc Cheat Sheet Super Pack Drop Percentages Recharge Guide Base Empowerment: Temp Powers Bopper's Tools & Formulas Mids' Reborn Link to comment Share on other sites More sharing options...
Tater Todd Posted March 8, 2020 Share Posted March 8, 2020 I agree. This set now looks very meaty and stronk. Hopefully this will persuade folks to give the set a try once it hits the live HC servers :D. Link to comment Share on other sites More sharing options...
FaintCinder Posted March 8, 2020 Share Posted March 8, 2020 49 minutes ago, Jimmy said: T7: Defibrillate (Melee (Targeted AoE), Ally Rez) Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. Recharge: Long No longer consumes Static Allies are now always revived at full Endurance and Recovery Quick note. Is that supposed to be full Endurance and full Health? I like the compromise of not having Static spenders anymore, but having it drop off quicker. If there's an uncapped amount, they'll still be able to buff/heal a full league like the other sets, but it just requires a few more seconds of building. And realistically, it's almost better because depending on the length of the chain jump, you could maybe actually hit the entire league as opposed to the radius of Healing Aura for example. The changes also push for a less "spammy" feel, which I know was a big issue. The new duration and recharges seem to fix that and honestly, I like the idea of saving Insulating Circuit for when I know a big hit is coming. It gives me a similar feeling to playing my Healer in WoW where you have to know the mechanics of the fight and be proactive. Some healing sets are proactive and some are reactive and I feel like that adds a whole other layer to the game. I know CoH, even with iTrials, doesn't have the same amount of "do it right or die" mechanics as WoW does, but it's still nice. Link to comment Share on other sites More sharing options...
City Council Jimmy Posted March 8, 2020 Author City Council Share Posted March 8, 2020 1 minute ago, FaintCinder said: Quick note. Is that supposed to be full Endurance and full Health? Yes! Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master! Link to comment Share on other sites More sharing options...
Auroxis Posted March 8, 2020 Share Posted March 8, 2020 RIP combo mechanic, maybe remove that wording from the OP? The set looks to be less spammy now though, need to give a lot of the changes a spin before the final verdict. Link to comment Share on other sites More sharing options...
Bopper Posted March 8, 2020 Share Posted March 8, 2020 (edited) Power Information for Electrical Affinity provided in the Spoiler Fields T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow No longer grants 1 stack of Static Spoiler Activation Time: 2.00s Recharge Time: 12.00s Endurance Cost: 8.00 Accuracy: 1.00x Power Type: Click Target Type: Enemies Power Range: 80.00 ft. Effect Area: Single Target Attack Types: ranged -20.00 endurance on target -37.50% strength to all damage for 25.00s on target (ignores buffs and enhancements) -75.00% regeneration rate for 25.00s on target -75.00% recovery rate for 25.00s on target T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static) Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate Spoiler Activation Time: 1.17s Recharge Time: 8.00s Endurance Cost: 13.00 Accuracy: 1.00x Power Type: Click Target Type: Friendlies Power Range: 80.00 ft. Effect Area: ChainTarget Attack Types: ranged 207.49 heal on target (155.61 HP on 2nd jump, 103.75 HP on all other jumps) T3: Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special) Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow No longer consumes Static Duration is now always 120s Now has basic pet resistances Fixed the Sentinel not actually debuffing enemies Galvanic Sentinel is now actually classed as a Pet, not a Defender Spoiler Activation Time: 2.03s Recharge Time: 1m 0s Endurance Cost: 25.00 Accuracy: 1.00x Power Type: Click Target Type: Location Power Range: 80.00 ft. Effect Area: Location Attack Types: ranged Creates Pet Galvanic Sentinel for 2m 0s Base Hitpoints: 1070.90 Resist Energy 40.00% resistance to energy damage on self (Ignores buffs and enhancements, unresistable) 30.00% resistance to smashing damage on self (Ignores buffs and enhancements, unresistable) 30.00% resistance to lethal damage on self (Ignores buffs and enhancements, unresistable) Discharge Activation Time: 2.03s Recharge: 3.00s Endurance Cost: 5.00 Accuracy: 1.00x Power Type: Click Target Type: Enemies Power Range: 80.00 ft. Effect Area: AoE -- 15.00 ft. radius Attack Types: ranged -5.00 endurance on target after 0.10s delay -18.75% strength to all damage for 10.00s on target (Ignores buffs and enhancements) -50.00% regeneration rate for 10.00s on target -50.00% recovery rate for 10.00s on target T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static) Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow No longer grants a boost to max Endurance Recharge time increased from 12s to 35s Now grants a +125% recharge buff for 5 seconds (to the primary target - this falls off to 62.5% by the 3rd jump in the chain) This power should feel like a very condensed Speed Boost Spoiler Activation Time: 1.67s Recharge Time: 35.00s Endurance Cost: 13.00 Accuracy: 1.00x Power Type: Click Target Type: Friendlies Power Range: 80.00 ft. Effect Area: ChainTarget Attack Types: ranged 25.00 endurance on target (18.75 on 2nd jump, 12.50 on all other jumps) +125.00% strength to recharge for 5.00s on target (+93.75% on 2nd jump, +62.5% on all other jumps) T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Recharge: Slow Recharge time reduced from 32s to 10s Fixed missing VFX Spoiler Activation Time: 1.07s Recharge Time: 10.00s Endurance Cost: 13.00 Accuracy: 1.00x Power Type: Click Target Type: Self Power Range: 25.00 ft. Effect Area: Single Target Attack Types: ranged 15.00% resistance to all damage for 4m 1s on target (unresistable) 30.27% resistance to endurance for 4m 1s on target (Ignores buffs and enhancements, unresistable) 30.27% resistance to recovery rate for 4m 1s on target (Ignores buffs and enhancements, unresistable) +30.27% resistance to recharge for 4m 1s on target (Ignores buffs and enhancements, unresistable) 12.98 hold protection for 4m 1s on target (unresistable) 12.98 immobilize protection for 4m 1s on target (unresistable) 12.98 stun protection for 4m 1s on target (unresistable) 12.98 sleep protection for 4m 1s on target (unresistable) 10.00 knockup protection for 4m 1s on target (unresistable) 10.00 knockback protection for 4m 1s on target (unresistable) 10.00 repel protection for 4m 1s on target (unresistable) 100.00% resistance to teleport for 4m 1s on target (unresistable) T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static) Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow Buff duration increased from 25s to 60s Damage buff reduced from scale 3.25 to scale 3 Now provides +15% tohit The +tohit is enhanceable, so this power can be slotted with tohit buff sets Spoiler Activation Time: 1.00s Recharge Time: 15.00s Endurance Cost: 13.00 Accuracy: 1.00x Power Type: Click Target Type: Friendlies Power Range: 80.00 ft. Effect Area: ChainTarget Attack Types: ranged +37.50% strength to all damage for 1m 0s on target (ignores buffs and enhancements, unresistable) (+28.13% on 2nd jump, +18.75% on all other jumps) +15.00% to hit for 1m 0s on target (unresistable) (+11.25% on 2nd jump, +7.5% on all other jumps) T7: Defibrillate (Melee (Targeted AoE), Ally Rez) Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. Recharge: Long No longer consumes Static Allies are now always revived at full Endurance and Recovery Spoiler Activation Time: 3.30s Recharge Time: 2m 0s Endurance Cost: 26.00 Accuracy: 1.00x Power Type: Click Target Type: Target Incapacitated Friendly Player Power Range: 7.00 ft. Effect Area: AoE -- 20.00 ft. radius Attack Types: melee +100% healing for 1.00s on target (unresistable) 100.00 endurance on target T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static) Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow Buff duration increased from 20s to 30s Recharge time increased from 15s to 20s Spoiler Activation Time: 1.00s Recharge Time: 20.00s Endurance Cost: 13.00 Accuracy: 1.00x Power Type: Click Target Type: Friendlies Power Range: 80.00 ft. Effect Area: ChainTarget Attack Types: ranged 267.72 max absorption for 30.00s on target after 0.10s delay (unresistable) (200.79 on 2nd jump, 133.86 on all other jumps) T9: Amp Up (Ranged, Ally +Special, +Recharge) 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. Recharge: Very Long No longer consumes Static Now always provides 50% +recharge and 75% +special Spoiler Activation Time: 2.57s Recharge Time: 5m 0s Endurance Cost: 10.40 Accuracy: 1.00x Power Type: Click Target Type: Friendlies Power Range: 80.00 ft. Effect Area: Single Target Attack Types: ranged +75.00% strength to healing for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to defense for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to absorption for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to endurance for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to to hit for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to run speed for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to fly speed for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to confuse for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to terrorize for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to hold for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to immobilize for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to stun for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to sleep for 1m 30s on target (ignores buffs and enhancements, unresistable) +50.00% strength to recharge for 1m 30s on target (ignores buffs and enhancements, unresistable) Edited March 8, 2020 by Bopper 1 PPM Information Guide Survivability Tool Interface DoT Procs Guide Time Manipulation Guide Bopper Builds +HP/+Regen Proc Cheat Sheet Super Pack Drop Percentages Recharge Guide Base Empowerment: Temp Powers Bopper's Tools & Formulas Mids' Reborn Link to comment Share on other sites More sharing options...
JayboH Posted March 8, 2020 Share Posted March 8, 2020 As stated on the alpha forums, Faraday Cage is granting resist all even though it states it does not buff toxic resist. Flint Eastwood Link to comment Share on other sites More sharing options...
City Council Jimmy Posted March 8, 2020 Author City Council Share Posted March 8, 2020 13 minutes ago, JayboH said: As stated on the alpha forums, Faraday Cage is granting resist all even though it states it does not buff toxic resist. Just fixed, thank you! 1 Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master! Link to comment Share on other sites More sharing options...
Ariamaki Posted March 8, 2020 Share Posted March 8, 2020 I really like the majority of these changes, but one thing feels off: Correct me if I'm wrong, but since the only skills that now grant Static are the Circuits themselves, it's not that Static is uncapped. Rather, it's now capped at one, because if you cast two Circuits within the duration, the first will add a stack and the second will consume it, right? So while you always get the +3 targets for that single stack, you can never build it up any higher for buffing larger groups? I think that's 100% fine in terms of balance (after all, 7 targets is a full normal team minus yourself and your sentinel, although being incapable of buffing yourself without excluding a teammate does feel weird), I just want to be sure I understand the mechanic correctly. Link to comment Share on other sites More sharing options...
Vanden Posted March 8, 2020 Share Posted March 8, 2020 16 minutes ago, Ariamaki said: Correct me if I'm wrong, but since the only skills that now grant Static are the Circuits themselves, it's not that Static is uncapped. Rather, it's now capped at one, because if you cast two Circuits within the duration, the first will add a stack and the second will consume it, right? If I’m reading the notes right, Static isn’t consumed by anything any more, it just expires over time. 1 A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool Link to comment Share on other sites More sharing options...
Dispari Posted March 8, 2020 Share Posted March 8, 2020 Small bug for Galvanic Sentinel. When doing right click - Info - detailed info (or looking at detailed info in enhancements), there's no information about what power the pet uses. Normally when you view any other pet, you can see what powers they have and what they use. That gives you a better impression of what's worth slotting in them. As-is, I'm not sure what I should put in the pet, if anything. Link to comment Share on other sites More sharing options...
Ariamaki Posted March 8, 2020 Share Posted March 8, 2020 4 minutes ago, Vanden said: If I’m reading the notes right, Static isn’t consumed by anything any more, it just expires over time. The only power that actually has a changelog note saying it doesn't consume any longer is Galvanic Sentinel. Link to comment Share on other sites More sharing options...
Dispari Posted March 8, 2020 Share Posted March 8, 2020 2 minutes ago, Ariamaki said: The only power that actually has a changelog note saying it doesn't consume any longer is Galvanic Sentinel. Not true at all, no powers consume Static anymore. Another bit of feedback: Faraday Cage is still quite noisy. Considering it's meant to be up basically all the time, it would be nice if the audio was much lower (or entirely gone). Link to comment Share on other sites More sharing options...
City Council Number Six Posted March 8, 2020 City Council Share Posted March 8, 2020 2 hours ago, FaintCinder said: And realistically, it's almost better because depending on the length of the chain jump, you could maybe actually hit the entire league as opposed to the radius of Healing Aura for example. 25' is the max range for the chain jumps I believe. Even with a lower target cap it may be better in leagues due to the "smart heal" behavior -- it's more likely to hit targets that actually need it. It's not in this build, but it's planned that Empowering Circuit will also get this behavior, and prioritize targets that don't already have the Damage buff. Link to comment Share on other sites More sharing options...
City Council Jimmy Posted March 8, 2020 Author City Council Share Posted March 8, 2020 5 minutes ago, Dispari said: Small bug for Galvanic Sentinel. When doing right click - Info - detailed info (or looking at detailed info in enhancements), there's no information about what power the pet uses. Normally when you view any other pet, you can see what powers they have and what they use. That gives you a better impression of what's worth slotting in them. As-is, I'm not sure what I should put in the pet, if anything. Annoyingly that was fixed just after the build got made. It'll be there in the next build. Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master! Link to comment Share on other sites More sharing options...
Ariamaki Posted March 8, 2020 Share Posted March 8, 2020 2 minutes ago, Dispari said: Not true at all, no powers consume Static anymore. Another bit of feedback: Faraday Cage is still quite noisy. Considering it's meant to be up basically all the time, it would be nice if the audio was much lower (or entirely gone). Right, but what I'm saying is that the green text patch notes do not accurately reflect that reality. That's a problem when trying to have clear messaging about updates and changes, because not everybody can easily jump into the beta client quickly after a change. Link to comment Share on other sites More sharing options...
JayboH Posted March 8, 2020 Share Posted March 8, 2020 5 minutes ago, Dispari said: Not true at all, no powers consume Static anymore. Another bit of feedback: Faraday Cage is still quite noisy. Considering it's meant to be up basically all the time, it would be nice if the audio was much lower (or entirely gone). Eh I kind of like it. I could see it fading to a lower volume after activation but don't make it go entirely. 1 Flint Eastwood Link to comment Share on other sites More sharing options...
oedipus_tex Posted March 8, 2020 Share Posted March 8, 2020 (edited) Overall good changes. Thanks for your hard work. I hope you are having fun. This is shaping up to be a very good set. What I like: Eliminating the unnecessary Static spender mechanics make the set more enjoyable to play. Overall good improvements. Insulating Circuit This is drastically improved versus the 20 second duration version. Just that inclusion of 10 extra seconds makes a huge difference That said, with the duration increase, I think Recharge should be longer than just 20 seconds. I'd recommend going with 45-60 seconds so you at least need to slot some Recharge to get it perma. This is because this will be slotted with Heal IO sets in most cases, and Recharge is the only other meaningful slotting in this power than Heal/Absorb (and arguably End Redux). When I commented about duration last cycle I was thinking around 45 second shield/120 second recharge. This is much more generous. I'm not complaining. It's just that the addition of those 10 seconds (iwhich is actually the full the duration of Build Up, and brings Insulating Circuit to the duration of Drain Psyche) radically improves the power. In other words the power at base seems as good as its supposed to become after IOs and a great build. I don't mind that necessarily, but it's not how most buff/debuff powers are designed. The pet Nice to see him get some resists I appreciate the longer and more reliable duration I'm not able to see stats on his Shock power anymore. Assuming they are decent he may be good to go. Edited March 8, 2020 by oedipus_tex 1 Link to comment Share on other sites More sharing options...
Dispari Posted March 8, 2020 Share Posted March 8, 2020 16 minutes ago, Ariamaki said: Right, but what I'm saying is that the green text patch notes do not accurately reflect that reality. That's a problem when trying to have clear messaging about updates and changes, because not everybody can easily jump into the beta client quickly after a change. Where are you looking? All the powers that used to consume static now say in green text "No longer consumes static" Link to comment Share on other sites More sharing options...
Wavicle Posted March 8, 2020 Share Posted March 8, 2020 This looks amazing, thank you, thank you! Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon Link to comment Share on other sites More sharing options...
KelvinKole Posted March 8, 2020 Share Posted March 8, 2020 Nice. Link to comment Share on other sites More sharing options...
NixPanicus Posted March 8, 2020 Share Posted March 8, 2020 Would you consider swapping the T1 and T2 powers for when it becomes a secondary for other ATs? I would much rather always have the AoE heal than the single target debuff 1 Link to comment Share on other sites More sharing options...
EmperorSteele Posted March 8, 2020 Share Posted March 8, 2020 4 minutes ago, NixPanicus said: Would you consider swapping the T1 and T2 powers for when it becomes a secondary for other ATs? I would much rather always have the AoE heal than the single target debuff Yeah, I think having it as the T1 was deemed necessary as it was the main static builder. But now that it no longer builds static, I'm all for making the heal T1 instead. Though if it does get bumped to T2, maybe a slight buff is in order to make it a more tantalizing pick. Link to comment Share on other sites More sharing options...
Developer Captain Powerhouse Posted March 8, 2020 Developer Share Posted March 8, 2020 Traditionally, of the first two powers, the one that has the most impact while solo at low level is the one that gets stuck at T1. 2 Link to comment Share on other sites More sharing options...
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