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Focused Feedback: Power Changes (Build 1)


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  • Lead Game Master
Posted (edited)

 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.
  • The most up-to-date version of the changes will be listed in the first post.
  • The changes in each build will be posted as replies.
    • Most changes from the previous beta build are listed in green.
      • Green text will become white text in the next set of patch notes.
    • Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue.
      • Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live.
    • Known issues are listed in purple.

 


 

Powers Changes

Power Animation & Rooting Update

  • Power animation time and rooting time have been decoupled - meaning that powers now decide how long they should root the character for, not the animation
    • This greatly increases our flexibility in making adjustments to power timing, animations, and rooting, and also fixes various issues surrounding animation cancelling
  • The following powers will now never root during their activation:
    • Ally-targeting abilities that do not hit enemies (eg: Healing Aura, but not Twilight Grasp)
    • Self-only abilities that do not hit enemies (eg: Build Up, but not Soul Drain)
  • The following powers will still root during their activation (and will do so more reliably):
    • Any power that applies any kind of effect to enemies (this includes attacks as well as taunt and damage auras)
    • All powers that summon other entities
    • All interruptible powers (snipes/assassinations/etc) will now root for their uninterruptible window
  • In addition, many powers with excessively long cast times have been sped up (listed below)
  • Fixed various issues with rooting time for interruptible powers

Mastermind Summons & Henchmen Buffs

  • Mastermind Henchmen Summons have had their recharge times reduced:
    • T1 Henchmen: reduced from 60s to 5s
    • T2 Henchmen: reduced from 90s to 10s
    • T3 Henchmen: reduced from 120s to 15s
  • These summon powers are no longer affected by recharge buffs or debuffs
  • Mastermind Henchmen Summons have had their endurance costs reduced:
    • T1 Henchmen: reduced from 19.5 end to 5.46 end
    • T2 Henchmen: reduced from 19.5 end to 9.62 end
    • T3 Henchmen: reduced from 19.5 end to 13.18 end
  • Henchmen upgrade end costs have been reduced from 22.75 to 11.375
  • Note: This were some quick low hanging changes to help Masterminds out a bit, we are currently investigating further improvements to Masterminds for the future

Demon Summoning

  • demonsummoning_summondemonlings.png.f71ca72a400979be9e3ea8870044f5d9.png Summon Demonlings
    • Cast time reduced from 4s to 2s
  • demonsummoning_summondemons.png.9362c4f303d9e49fe947d5fb4bcbd90e.png Summon Demons
    • Cast time reduced from 4s to 2s
  • demonsummoning_hellonearth.png.558258f41734346ba8ca48cc5a2fe882.png Hell on Earth
    • Cast time reduced from 4.03s to 2.03s
  • demonsummoning_summondemonprince.png.a857a4902767382a0370902a012def9e.png Summon Demon Prince
    • Cast time reduced from 4s to 2s

Assault Rifle & Mercenaries

  • assaultweapons_arflamethrowerignite.png.bf7e504ddb51ca9dee9d12907d04d06b.png Ignite (All Versions)
    • Cast Time reduced from 4s to 2s
  • assaultweapons_arfullauto.png.9bd6bfd1e0321ffa8f4327fff2e9f217.png Full Auto (All Versions, including Henchmen)
    • Cast Time reduced from 4s (or 6s) to 2.5s (Mercenary Commando actually took a whopping 6s before!)

Stone Armor

  • stonearmor_rooted.png.e64089c2e4e06f3bb7da33b894d96877.png Stone Armor > Rooted
    • No longer applies any movement debuffs to the caster
    • No longer suppresses travel powers
    • VFX has been toned down slightly as it no longer represents you being glued to the ground
  • stonearmor_granite.png.1d6a764346c943d9045fe741b1f20792.png Stone Armor > Granite Armor
    • This power now disables all Flying, Running and Jumping toggle powers

Ninjitsu

  • ninjitsu_hide.png.3ca91307a94962420217e5ea61c94c6f.png Scrapper > Shinobi-Iri
    • This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics)
      • This power no longer accepts Jump, Run and Universal Travel enhancements
      • The buff has been toned down and moved to Kuji-In Rin
    • Stealth crit mechanic has been significantly improved
      • Now kicks in after 8s of no combat, rather than 20s
        • This allows the bonus to be used every encounter without requiring you to stop for 20s
      • Stealth crit chance for single target attacks is now 65%
      • Stealth crit chance for AoE attacks is now 30%
    • Power icon updated
  • ninjitsu_hide.png.3ca91307a94962420217e5ea61c94c6f.png Sentinel > Shinobi-Iri
    • This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics)
      • This power no longer accepts Jump, Run and Universal Travel enhancements
      • The buff has been toned down and moved to Kuji-In Rin
    • Stealth damage buff has been doubled from +20% to +40%
    • Power icon updated
  • ninjitsu_kujinrin.png.37c97bf48ae1e62672955c030c3d663c.png Scrapper | Sentinel | Stalker > Kuji-In Rin
    • This power now grants a small run speed and jumping buff (and as a click power, this will stack with all other movement buffs)
      • This power now accepts Jump, Run and Universal Travel enhancements
    • This power now accepts damage resistance sets (which will improve the psionic resistance component)

Dual Pistols

  • dualpistols_hailofbullets.png.88221954dfce83492d8991008b3f15e9.png Dual Pistols > Hail of Bullets (All Versions)

    • Cast time reduced from 4.17s to 2.47s

    • Adjusted Hail of Bullets animation

    • Fixed timing issues with VFX

  • The text description for Dual Pistols powers have been updated for readability, if no issues are found with these descriptions, other powers will follow similar formatting

Other Powers Changes

  •  powerblast_sniperblast.png.5bbde28b705203b60723f5ac78ca93a8.png Snipe Powers
    • Fast (in-combat) snipes have had their ranges normalized to 80ft (and 100ft for Psi)
      • Slow snipes are unaffected and retain their increased range
    • Scrapper & Stalker epic snipes only: Internal cooldown reduced from 24s to 12s
      • The internal cooldown is only used for PPM calculations, the actual power cooldown is still 24s
  • invisibility_phaseshift.png.a95b186b87f5329bee945c53a6b295ff.png Phase Powers
    • No Phase suppression window for all powers (PvE and PvP) has been reduced from 2 minutes to 90 seconds
  • inherent_rest.png.3867c43e1caeae5c58d4fe5a847a48d7.png Inherent > Rest
    • This power no longer has a recharge, making it easier to use at low levels
    • No longer accepts recharge reduction enhancements
    • It should now be a bit harder to accidentally move and interrupt Rest before it begins properly
    • Can now be activated in the air, but you will fall to the ground once Rest is fully active
  • icearmor_hybernate.png.1bdfa681f50633cd41dae5118e56c33d.png Hibernate (All Versions)
    • This power no longer de-toggles flight powers, but will still suppress flight
  • sorcerypool_runeofprotection.png.d31667d01d7dbf6687a2cf3a42e73644.png Sorcery > Rune of Protection
    • Duration reduced from 90s to 60s to match the other Origin pool tier 5 powers
    • This power now grants damage resistance even if you use it whilst mezzed (previously only the mez resistance component would be granted)
  • Arachnos_Patron_TeamToHitBuff_tga.png.a5aa58b00982ca389854d123f94317ed.png Sentinel > Mace Mastery > Focused Accuracy Coordinated Targeting
    • Unlike other versions of Focused Accuracy, this power is a team buff
    • To distinguish it from other versions of Focused Accuracy, it has been renamed to Coordinated Targeting and now has a new icon
  • electricalbolt_thunderouseblast.png.f68b96327cd85e26d9397cf88cdb4234.png Electrical Blast > Thunderous Blast (All Versions)

    • Cast Time reduced from 3.7s to 2.93s

  • radiationpoisoning_chokingcloud.png.2403482ce8c4b1010308c120430dd615.png Radiation Emission > Choking Cloud

    • Cast Time reduced from 3.47s to 1s

  • darkarmor_touchofdeath.png.0ca19efe91fa85b2f90683ebb098cfbe.png Darkness Manipulation | Dark Armor > Death Shroud (All Versions)

    • Cast Time reduced from 3.47s to 2.47s

  • icyonslaught_icepatch.png.50ddc7cff02a2f83a02eeb39354b9af4.png Ice Manipulation | Ice Melee > Ice Patch (All Versions)

    • Cast Time reduced from 3.47s to 1.57s

  • beastmastery_summondirewolves.png.aff63e0a605ef6913bf2dd3e07616174.png Beast Mastery > Summon Dire Wolf

    • Cast Time reduced from 4.67s to 2s

  • bioorganicarmor_athleticaugmentation.png.70a8ec5e17d418008b66130cb30a166a.png Sentinel > Bio Armor > Athletic Regulation

    • The stance benefits of this power have been modified

    • Defensive:

      • Before: 65% Speed Strength

      • Now: 40% -Speed Resistance (prevents / weakens speed debuffs, making it harder to slow you down)

    • Offensive:

      • Before: +227.5% Run Strength / +88.7% Fly Strength

      • Now: +14mph Run Speed (a flat increase to movement speed in and out of combat)

        • Known issue: Fly speed increase is currently missing

    • Efficient:

      • Before: +113.75% Run Strength / +44.36% Fly Strength / 32.5% -Speed Resistance

      • Now: +33% Run / Fly Speed Strength (increases the strength of all your travel powers - essentially a free SO in every run / fly power)

  • Flight_JumpJet.png.9b6aefab3b4c2ed4bcb107095d3897fb.png Jump Pack + Inherent_SteamJump.png.cba2d7d5ac18740efd5ada82b5e0e860.png Steam Jump + Jump_HighJump.png.864db247afae2249525adce6d03d45ea.png Double Jump
    • Improved the reliability of the mutual exclusivity mechanics for these powers
  • TrickArrow_DebuffDamRes.png.1715ed6e2889e85a31785b58b33e4227.png Trick Arrow > Disruption Arrow
    • The visual FX for this power has been changed to alleviate headaches being induced by the old FX
      • Further adjustments have been made to this FX
      • This FX is no longer customisable to in order to prevent problematic configurations which re-create the old problem
    • Due to the health implications of the old FX, this is not an optional change
  • Freedom Corps > Nullifier > Sonic Grenade
    • The visual FX for this power has been changed to alleviate headaches being induced by the old FX

 

Edited by GM Arcanum
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  • Lead Game Master

Build 1 - March 13th

Spoiler

Powers Changes

Power Animation & Rooting Update

  • Power animation time and rooting time have been decoupled - meaning that powers now decide how long they should root the character for, not the animation
    • This greatly increases our flexibility in making adjustments to power timing, animations, and rooting, and also fixes various issues surrounding animation cancelling
  • The following powers will now never root during their activation:
    • Ally-targeting abilities that do not hit enemies (eg: Healing Aura, but not Twilight Grasp)
    • Self-only abilities that do not hit enemies (eg: Build Up, but not Soul Drain)
  • The following powers will still root during their activation (and will do so more reliably):
    • Any power that applies any kind of effect to enemies (this includes attacks as well as taunt and damage auras)
    • All powers that summon other entities
    • All interruptible powers (snipes/assassinations/etc) will now root for their uninterruptible window
  • In addition, many powers with excessively long cast times have been sped up (listed below)

Mastermind Summons & Henchmen Buffs

  • Mastermind Henchmen Summons have had their recharge times reduced:
    • T1 Henchmen: reduced from 60s to 5s
    • T2 Henchmen: reduced from 90s to 10s
    • T3 Henchmen: reduced from 120s to 15s
  • These summon powers are no longer affected by recharge buffs or debuffs
  • Mastermind Henchmen Summons have had their endurance costs reduced:
    • T1 Henchmen: reduced from 19.5 end to 5.46 end
    • T2 Henchmen: reduced from 19.5 end to 9.62 end
    • T3 Henchmen: reduced from 19.5 end to 13.18 end
  • Henchmen upgrade end costs have been reduced from 22.75 to 11.375
  • Note: This were some quick low hanging changes to help Masterminds out a bit, we are currently investigating further improvements to Masterminds for the near future

Demon Summoning

  • demonsummoning_summondemonlings.png.f71ca72a400979be9e3ea8870044f5d9.png Summon Demonlings
    • Cast time reduced from 4s to 2s
  • demonsummoning_summondemons.png.9362c4f303d9e49fe947d5fb4bcbd90e.png Summon Demons
    • Cast time reduced from 4s to 2s
  • demonsummoning_hellonearth.png.558258f41734346ba8ca48cc5a2fe882.png Hell on Earth
    • Cast time reduced from 4.03s to 2.03s
  • demonsummoning_summondemonprince.png.a857a4902767382a0370902a012def9e.png Summon Demon Prince
    • Cast time reduced from 4s to 2s

Assault Rifle

  • assaultweapons_arflamethrowerignite.png.bf7e504ddb51ca9dee9d12907d04d06b.png Ignite (All Versions)
    • Cast Time reduced from 4s to 2s
  • assaultweapons_arfullauto.png.9bd6bfd1e0321ffa8f4327fff2e9f217.png Full Auto (All Versions, including Henchmen)
    • Cast Time reduced from 4s (or 6s) to 2.5s (Mercenary Commando actually took a whopping 6s before!)

Stone Armor

  • stonearmor_rooted.png.e64089c2e4e06f3bb7da33b894d96877.png Stone Armor > Rooted
    • Movement penalties now only apply if Granite Armor is also toggled on
    • No longer suppresses travel powers
    • VFX has been toned down slightly as it no longer represents you being glued to the ground
  • stonearmor_granite.png.1d6a764346c943d9045fe741b1f20792.png Stone Armor > Granite Armor
    • This power now disables all Flying, Running and Jumping toggle powers

Ninjitsu

  • ninjitsu_hide.png.3ca91307a94962420217e5ea61c94c6f.png Scrapper > Shinobi-Iri
    • This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics)
      • This power no longer accepts Jump, Run and Universal Travel enhancements
      • The buff has been moved to Kuji-In Rin
    • Stealth crit mechanic has been improved
      • Now kicks in after 8s of no combat, rather than 20s
      • Stealth crit chance for single target attacks is now 65%
      • Stealth crit chance for AoE attacks is now 30%
    • Power icon updated
  • ninjitsu_hide.png.3ca91307a94962420217e5ea61c94c6f.png Sentinel > Shinobi-Iri
    • This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics)
      • This power no longer accepts Jump, Run and Universal Travel enhancements
      • The buff has been moved to Kuji-In Rin
    • Stealth damage buff has been doubled from +20% to +40%
    • Power icon updated
  • ninjitsu_kujinrin.png.37c97bf48ae1e62672955c030c3d663c.png Scrapper | Sentinel | Stalker > Kuji-In Rin
    • This power now grants a small run speed and jumping buff (and as a click power, this will stack with all other movement buffs)
      • This power now accepts Jump, Run and Universal Travel enhancements
    • This power now accepts damage resistance sets (which will improve the psionic resistance component)

Dual Pistols

  • dualpistols_hailofbullets.png.88221954dfce83492d8991008b3f15e9.png Dual Pistols > Hail of Bullets (All Versions)

    • Cast time reduced from 4.17s to 2.47s

    • Adjusted Hail of Bullets animation

  • The text description for Dual Pistols powers have been updated for readability, if no issues are found with these descriptions, other powers will follow similar formatting

Other Powers Changes

  •  powerblast_sniperblast.png.5bbde28b705203b60723f5ac78ca93a8.png Snipe Powers
    • Fast (in-combat) snipes have had their ranges normalized to 80ft (and 100ft for Psi)
      • Slow snipes are unaffected and retain their increased range
    • Scrapper & Stalker epic snipes only: Internal cooldown reduced from 24s to 12s
      • The internal cooldown is only used for PPM calculations, the actual power cooldown is still 24s
  • invisibility_phaseshift.png.a95b186b87f5329bee945c53a6b295ff.png Phase Powers
    • No Phase suppression window for all powers (PvE and PvP) has been reduced from 2 minutes to 90 seconds
  • inherent_rest.png.3867c43e1caeae5c58d4fe5a847a48d7.png Inherent > Rest
    • This power no longer has a recharge, making it easier to use at low levels
    • No longer accepts recharge reduction enhancements
    • It should now be a bit harder to accidentally move and interrupt Rest before it begins properly
  • icearmor_hybernate.png.1bdfa681f50633cd41dae5118e56c33d.png Hibernate (All Versions)
    • This power no longer de-toggles flight powers, but will still suppress flight
  • sorcerypool_runeofprotection.png.d31667d01d7dbf6687a2cf3a42e73644.png Sorcery > Rune of Protection
    • Duration reduced from 90s to 60s to match the other Origin pool tier 5 powers
    • This power now grants damage resistance even if you use it whilst mezzed (previously only the mez resistance component would be granted)
  • Arachnos_Patron_TeamToHitBuff_tga.png.a5aa58b00982ca389854d123f94317ed.png Sentinel > Mace Mastery > Focused Accuracy Coordinated Targeting
    • Unlike other versions of Focused Accuracy, this power is a team buff
    • To distinguish it from other versions of Focused Accuracy, it has been renamed to Coordinated Targeting and now has a new icon
  • electricalbolt_thunderouseblast.png.f68b96327cd85e26d9397cf88cdb4234.png Electrical Blast > Thunderous Blast (All Versions)

    • Cast Time reduced from 3.7s to 2.93s

  • radiationpoisoning_chokingcloud.png.2403482ce8c4b1010308c120430dd615.png Radiation Emission > Choking Cloud

    • Cast Time reduced from 3.47s to 1s

  • darkarmor_touchofdeath.png.0ca19efe91fa85b2f90683ebb098cfbe.png Darkness Manipulation | Dark Armor > Death Shroud (All Versions)

    • Cast Time reduced from 3.47s to 2.47s

  • icyonslaught_icepatch.png.50ddc7cff02a2f83a02eeb39354b9af4.png Ice Manipulation | Ice Melee > Ice Patch (All Versions)

    • Cast Time reduced from 3.47s to 1.57s

  • beastmastery_summondirewolves.png.aff63e0a605ef6913bf2dd3e07616174.png Beast Mastery > Summon Dire Wolf

    • Cast Time reduced from 4.67s to 2s

  • TrickArrow_DebuffDamRes.png.1715ed6e2889e85a31785b58b33e4227.png Trick Arrow > Disruption Arrow
    • The visual FX for this power has been changed to alleviate headaches being induced by the old FX
    • Due to the health implications of the old FX, this is not an optional change
  • Freedom Corps > Nullifier > Sonic Grenade
    • The visual FX for this power has been changed to alleviate headaches being induced by the old FX

 

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  • GM Arcanum changed the title to Focused Feedback: Power Changes

sorcerypool_runeofprotection.png.d31667d01d7dbf6687a2cf3a42e73644.png Sorcery > Rune of Protection

  • Duration reduced from 90s to 60s to match the other Origin pool tier 5 powers
  • This power now grants damage resistance even if you use it whilst mezzed (previously only the mez resistance component would be granted)

"Let's make Rune as niche as the rest of the Tier 5s no-one ever takes"

 

Yes, that's one way to do it I guess (or you could look at the fact that Rune is the only one anyone ever bothers with and improve the others instead maybe?)

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Scrapper & Stalker epic snipes only: Internal cooldown reduced from 24s to 12s

  • The internal cooldown is only used for PPM calculations, the actual power cooldown is still 24s

Well at least we know what nerf is awaiting Procs in general / epic pools now I guess?

 

Procced up Epic Holds beware. 

Edited by Carnifax
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2 minutes ago, Carnifax said:

Well at least we know what nerf is awaiting Procs in general now I guess?

Just Epics.

 

I think it's reasonable to expect all epics to get this treatment eventually.  That namely closes the loophole of everyone having a 1-button Boss Hold, which in turn helps to sharpen the role of Control ATs.

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Just tried Stone Amor changes :

 

Granite armor + rooted make your run speed going up and down (between 9 mph and 1,43 non slotted) every 2 seconds, sometimes rooted speed penalties is not applied.

 

By the way as main stone, thx for rooted change !

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Since no-one ever seems to bother taking Adrenal Boost or Unleash Potential (seriously, I've never seen a Build posted with either of them) then why not look at fixing those rather than nerfing RoP to match? 

 

Set all 3 to 90 second duration. Mark Unleash as not effected by +Special (to avoid repeats of PBed Fade / Farsight) by giving it like 5% Toxic resistance. 

 

I'd also suggest halving the recharge on Enflame and Corrosive Vial, although I doubt even that will save them as powers. Seems deeply weird to me that effort would be expended creating these new pools just for everyone to ignore them mostly. 

Edited by Carnifax
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2 hours ago, GM Arcanum said:

Stone Armor

  • stonearmor_rooted.png.e64089c2e4e06f3bb7da33b894d96877.png Stone Armor > Rooted
    • Movement penalties now only apply if Granite Armor is also toggled on
    • No longer suppresses travel powers
    • VFX has been toned down slightly as it no longer represents you being glued to the ground

 

Not a fan of the new VFX, the big shoes were my favourite part of stone armor.

 

edit: Unpopular opinion maybe but I'm not a fan of the movement changes to Rooted either. It takes a lot of the flavour out of stone armor.

Edited by kidsnowflake
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Most of this looks good, although I'm disappointed by no re-evaluation of the overly high endurance cost on Energy Melee's cone compared to other similar melee cones.

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These small changes are definitely preferred over sweeping revamps.

 

While it looks a little 'make everything same' I hope this is more surgical than simple spreadsheet normalization.

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Making names available as I reduce HC foot print: Ant, Angry, Automatic, Benevolent, Betch Pleez, Che, Critic, Dangerous, Dixie, Dowton, Duel, Fantastic, Feudal, Flying, Herzog, J  Ranger, JRanger, Jac, Kah Pow, Kak, Kenzo, Kineticly, Kiwa, Kleos, Knott, Lak, Lazy, Loka, Loo, Lost Medicine, Lucas, Net, Otter, Pixar, Precocious, Quest, Reach, Riz, Roe, Rough, Ruff, Schwing, Shockalaka, Syfi, Tazmanian, Teeko, Trickle, Version,Vudoo, Zapier (PM me here or in-game if you are interested in one for Indom or Excel) (1 of 2 batches)

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2 hours ago, GM Arcanum said:

dualpistols_hailofbullets.png.88221954dfce83492d8991008b3f15e9.png Dual Pistols > Hail of Bullets (All Versions)

  • Cast time reduced from 4.17s to 2.47s

  • Adjusted Hail of Bullets animation

 

Thanks for adjusting the animation instead of trimming it. I noticed I can cancel the animation near the end by moving, but that's okay. The animation will play in full if I don't move or attack next so that's a nice compromise.

 

 

2 hours ago, GM Arcanum said:

assaultweapons_arfullauto.png.9bd6bfd1e0321ffa8f4327fff2e9f217.png Full Auto (All Versions, including Henchmen)

  • Cast Time reduced from 4s (or 6s) to 2.5s (Mercenary Commando actually took a whopping 6s before!)


This is the only instance I dislike the change in cast times. I'd have preferred it stayed long (6s even!) and DPA adjusted instead. Rambo'ing for that long can be appealing to some people. Probably an unpopular opinion tho.

 

 

Edited by Keen
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46 minutes ago, Carnifax said:

sorcerypool_runeofprotection.png.d31667d01d7dbf6687a2cf3a42e73644.png Sorcery > Rune of Protection

  • Duration reduced from 90s to 60s to match the other Origin pool tier 5 powers
  • This power now grants damage resistance even if you use it whilst mezzed (previously only the mez resistance component would be granted)

"Let's make Rune as niche as the rest of the Tier 5s no-one ever takes"

 

Yes, that's one way to do it I guess (or you could look at the fact that Rune is the only one anyone ever bothers with and improve the others instead maybe?)

Yeah, I like pretty much every change except this one. I find the logic behind keeping it in line with the other t5s flawed, when unrelenting is actual trash and unleash potential is rarely worth the investment.

 

This change makes sorcery possibly the worst set in terms of value, now. 

Edited by ScarySai
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What is the purpose of out of combat defence? 

 

  • Invisibility_Stealth.png.104f33f2f11bf3378ee0ba5b0fa04d5a.png Stealth
    • Stealth radius increased to match the numbers Invisibility had before this patch
      • PvE radius has increased from 36ft to 55ft
      • PvP radius has increased from 389ft to 611ft
    • Out of combat defence increased from 3.5% to 7%
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23 minutes ago, Carnifax said:

Since no-one ever seems to bother taking Adrenal Boost or Unleash Potential (seriously, I've never seen a Build posted with either of them) then why not look at fixing those rather than nerfing RoP to match? 

 

Set all 3 to 90 second duration. Mark Unleash as not effected by +Special (to avoid repeats of PBed Fade / Farsight) by giving it like 5% Toxic resistance. 

 

I'd also suggest halving the recharge on Enflame and Corrosive Vial, although I doubt even that will save them as powers. Seems deeply weird to me that effort would be expended creating these new pools just for everyone to ignore them mostly. 

 

You have a good point. The effort in making Pool powers unappealing managed it so well that they could just as well be deleted from the game.

 

The opportunity to have Pool powers fill up a deficiency in a build is not present. Are we leveling something with bad attacks? Lets use a pool power to make up for it. Are we leveling a build with bad or poor AoE? Lets use a pool power to make up for that lack.

 

Instead there is an effort at creating things (I'm looking at you, Experimentation), tweaking, code hours spent, adding to the game, and thanks to the effort at making them useless no one uses them.

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5 minutes ago, Ohsirus said:

What is the purpose of out of combat defence? 

 

 

  • Invisibility_Stealth.png.104f33f2f11bf3378ee0ba5b0fa04d5a.png Stealth
    • Stealth radius increased to match the numbers Invisibility had before this patch
      • PvE radius has increased from 36ft to 55ft
      • PvP radius has increased from 389ft to 611ft
    • Out of combat defence increased from 3.5% to 7%

 

Combat only starts once you've got hit or have hit an enemy, so if enemies are missing you, you'll remain out of combat.

 

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I see experimentation more often than the others on the discord and boards. You get speed of sound, a ranged set mule, proc vial and adrenal out of it.

 

Corrosive with procs can be a big boost by itself, so you aren't sacrificing much for it. Adrenal is a one slot wonder and is decent, not amazing but decent.

 

I just don't understand pool balancing, generally. From weaken resolve to poison dart, it seems that when a pool power becomes decent it gets slapped down hard.

 

I'd like to break the hasten/travel/leadership/fighting mold a little - without nerfing any if those things.

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21 minutes ago, Keen said:

 

 

Thanks for adjusting the animation instead of trimming it. I noticed I can cancel the animation near the end by moving, but that's okay. The animation will play in full if I don't move or attack next so that's a nice compromise.

 

 


This is the only instance I dislike the change in cast times. I'd have preferred it stayed long (6s even!) and DPA adjusted instead. Rambo'ing for that long can be appealing to some people. Probably an unpopular opinion tho.

 

 

 

No, just no.

 

A 4s animation would need to start on frame 1 and 100% wipe everything in front of it to be worthwhile with how the game flow works. Being rooted for that long has far more cons than pros beyond just the DPA. Sure, you can do the cool cam spin and have a "rambo" moment, but Rambo didn't have wolverine mop everyone up and move to the next mob while he's still standing there. 

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13 minutes ago, Galaxy Brain said:

No, just no.

but in the same post they had an example that did allow full long animation if wanted.

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3 hours ago, GM Arcanum said:

These summon powers are no longer affected by recharge buffs or debuffs

 

Question - will something else go in the Command of the Mastermind ATO set, since these only go in pets and pets no longer take recharge buffs? Three pieces in that set have recharge in them.  (Acc/Dam/Rech, Damage/End/Rech, Rech/AOE def aura.)

Edited by Greycat
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4 hours ago, GM Arcanum said:

ninjitsu_kujinrin.png.37c97bf48ae1e62672955c030c3d663c.png Scrapper | Sentinel | Stalker > Kuji-In Rin

  • This power now grants a small run speed and jumping buff (and as a click power, this will stack with all other movement buffs)
    • This power now accepts Jump, Run and Universal Travel enhancements
  • This power now accepts damage resistance sets (which will improve the psionic resistance component)

 I'm....not cool with this change tbh, since the stealth IO is a bit of a weird spot giving its either "on/off by the toggle its in" or "2 minutes duration based off a clicky its slotted to"

 

Do people realize that they're adding the option to plug the stealth IO into the MEZ PROTECTION power....that isn't a toggle, its a clicky. So if you put the IO in it, you get the 90 seconds of stealth yes....but you also can't just 'turn it off' like you can atm with it being in Shinobi-iri and that can be a big issue giving how univerally dumb the hostage AI is most times >.>

 

Yes you can just cancel the power to drop stealth forcefully....but that's your mez protection power at the same time...so to lead a hostage out you have to a: give up stealth initially, b: give up your mez protection, and lastly: probably have at least 1-2 ambushes to face on the way out with no protection or having to literally sit n'wait for powers to recharge.

 

Just...no, please...put the travel set slotting part back into Shinobi-Iri or another toggle because this is gonna cause no small amount of headaches...

 

Afterthought: Oh god....I'm even more against this change now that I realize you can also slot res sets in there....you know, the set type with some of the best defensive procs out there. Mez clicky going from IO end redux/rech only slotting, to taking 2 sets...1 of which has alot of options to slot procs with....? Yeahno, please....do NOT push this change through, its gonna cause nightmares for Ninjitsu users if it does x.x

 

Additional Afterthought: ...with all the stacking travel changes, why is this change even on the table? Seriously. Nothing is changing fundamentally about Nin getting the +run/jump speed still, why are things being changed to make 1 cool power totally boring and a core-survival power over-complicated

 

Edited by The Godchild
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54 minutes ago, kidsnowflake said:

Not a fan of the new VFX, the big shoes were my favourite part of stone armor.

 

edit: Unpopular opinion maybe but I'm not a fan of the movement changes to Rooted either. It takes a lot of the flavour out of stone armor.

I like it. I use a speed on demand bind system that activates sprint when I move and turns it off when I stop is a major PITA when trying it with rooted.

 

They could keep the boots, but get rid of the ground effect.

Edited by Marshal_General
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Thank you for changes, more questions and pleas...

 

When I am in Granite Armor, I can teleport, thank heavens for it, but I have a mega problem with this! When I pop after I teleport I immediately fall, thus making travel very very annoying, if I am not in granite form, when I tp,  I have a few moments to select my next teleport point, which makes the power useful.

 

Is it possible to allow to TP in granite form and have the few moments needed to make my next TP port decision? This ability is very needed when I am traveling in a map where ambushes are set on by a TF, or traveling in Zulu map type areas. I truly do not relish traveling thru ambushes in a "pants down" mode.

 

With regards to rooting, its not clear to me, what the actual time of rooting is? Thus far for example the use of weave and tough as is if already moving they do not root, but if you were not moving you get to be in la la land and giving your opposition free shots. Thus am I to understand, that they will  no longer root? But for example take a kinetic punch, there is annoying long animation, which has me rooted for a terribly long time, where Battle Maiden in Apex, truly gets to exploit this a bit too much as an example. With this new limited root, how would it work, how much shorter would it be?

 

Suggestion, do away with rooting! If you want to shoot on the go accept a -25% to your accuracy buff, if you stand/hover still and shoot, there is no penalty and you were the one who chose to self root.

 

Also mentioned some travel powers, will now put you in affect self only, like Super Speed, normally when I utilize a self only like walk they automatically de-toggle all my toggles! Should I be concerned about this?

 

Request, can we have powers that when self only to not de-toggle, but only suppress the effects of those toggles?

Edited by MsSmart
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  • GM Arcanum changed the title to Focused Feedback: Power Changes (Build 1)
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