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Patch Notes for June 6th, 2021


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PvP Powers Changes

These changes will not be going live in this patch - they are for testing only. Please provide your feedback if you would or would not like to see these changes go live!

  • All travel power speed cap increases from Issue 27, Page 2 now also apply in PvP
  • Modified the PvP diminishing return curves for travel speeds for testing purposes

    • SpeedRunning set to 0.45, SpeedFlying set to 0.60, SpeedJumping set to 0.45

  • Sorcery > Arcane Bolt / Arcane Power
    • Arcane Power can now trigger in PvP
    • Damage bonus in PvP is 50% of the base damage rather than 100%
  • Fortunata Hypnosis (IO proc): PvP placate effect reduced from 5.336s to 4s
    • This puts it in line with the Presence pool's Pacify, which also does 8s PvE and 4s PvP
  • Electrical Affinity:

    • Rejuvenating Circuit: Increased the Main Target heal to do an extra 0.41 scale in PvP only. This makes the main target get the equivalent of a 1.96 scale heal (same as Heal Other from Empathy). The chain heal still works off of the 1.55 scale heal, so no change for the healing of secondary targets.

    • Faraday Cage: Increased the duration of PvP-only effects to 20s (up from 5s). This includes mez protection, mez resistance, kb protection and repel protection. The other effects (PvE and Both) still use 5s. This increase in duration is to allow PvPers to have more time outside of the faraday cage bubble before wearing off.

    • Faraday Cage: Decreased the activation period from 1 second to 0.2 second. The faster rate should allow for the Faraday Cage buffs to apply more quickly/reliably when moving through the Faraday Cage bubble. Note: This does not affect Static build up, that will still use a 5s activation period.

  • Super Reflexes PvP tweaks (All ATs):

    • Lowered the activation period of powers with scaling resistance from 2s to 0.5s (all ATs)

    • Increased PvP Elusivity in Focused Fighting, Focused Senses and Evasion to 20%.
    • Reverted scaling resistance and scaling elusivity changes from last patch.
    • Added Toxic Resistance to all scaling resistance powers (all ATs)
    • Bug Fix: Corrected Brute's Evasion elusivity duration. It was set to 0.75s when it was supposed to be 2.25s. This resulted in AoE elusivity dropping out between each 2s tick application.
  • EMP Arrow PvP tweaks:

    • Increased the duration of all PvP effects to 20s (up from 0.65s). This will allow players to buff themselves inside the EMP field, then exit for up to 20s of protection. These effects only include the following:
      • Resistance to Mez, Teleport
      • Protection to Mez, Knock, and Repel
  • Power Surge and Unstoppable PvP tweaks (All ATs):
    • Removed the HP crash
    • Added Psionic Resistance (2.45 scale). The amount of psionic resistance is 35% of what the T9 typically gives to other damage types.
  • Granite Armor PvP tweaks (All ATs):
    • Added Psionic Resistance (1.75 scale). The amount of psionic resistance is 35% of what Granite Armor gives to other damage types.
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The one thing that stands out to me as something I would love to see added to the game is the HP crash removal from Power Surge and Unstoppable... however, I would much prefer it be an overall change rather than a pvp exclusive change.

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Fantastic. Excited to test these.

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Top 10 Melee Players in CoH | The Fightclub Discord 
What is Fightclub?  Fightclub is PVP between two melee players fighting to the death in melee range with no moving/retreating allowed. It's like pylon testing...but the pylon hits back! Perfect for players who enjoy min/maxing DPS chains. Click the discord link above for more info.

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Quote

 

Power Surge and Unstoppable PvP tweaks (All ATs):

  • Removed the HP crash

 

 

I don't pvp so i'm no expert here. But just for this one, it looks amazing.

Kudos as well for EA changes and overall power effects reliability.

 

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On 6/6/2021 at 5:56 PM, Faultline said:

PvP Powers Changes

  • Granite Armor PvP tweaks (All ATs):
    • Added Psionic Resistance (1.75 scale). The amount of psionic resistance is 35% of what Granite Armor gives to other damage types.

Do people actually use Granite Armor in PvP?  In any case I'd rather see Minerals changed to work with Granite Armor.  I should mention that I PvP very rarely though, so my opinion is based more on my conception of the set and its various powers than the effect of the change; Minerals would probably be a lot stronger in PvP than the small amount of Res and may be too strong if paired with Granite.

Edited by csr
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