Jump to content

Recommended Posts

  • Developer
Posted

Various Power Updates

 

Storm Blast

The changes detailed below make Chain Lightning more consistent of an attack, and the AoE output more consistent while keeping both ST and AoE performance the same as previous.

  • Chain Lightning:
    • Chain decay per jump is 0.18, down from 0.20
    • Chain decay caps at 0.64, up from 0.60
    • Chain fork is now 1,1,1,1,2 instead of 2,2
    • Sentinel fork is now 1,1,2 instead of 2,2
    • Chain delay is now 0.3, up from 0.2
    • Chain radius is now 10', down from 15'
    • Damage scale now 1 and 0.04x4 over 2.2s, up from 0.827 and 0.10x4 over 2.2s
    • Recharge 16s, down from 20s
    • Accuracy improved to 1.15, up from 1.0
  • Category Five:
    • Eye Wall targets up to 16, up from 10 for non-Sentinels
    • Eye Wall is summoned after a 3s delay, down from 5s (same duration, so it now fades out slightly sooner too)
    • Now has 100% proc rate for Storm Cell procs if summoned while active.
  • Storm Cell:
    • Now has 100% proc rate for Category Five lightning if summoned while active.
    • Split between Lightning Split/Focused/Spread is now evenly 33.33% each, instead of 50%/25%/25%
    • Lightning (Split) damage scale now 0.7, up from 0.6
    • Lightning (Focused) damage scale now 1.0, down from 1.2
    • Lightning (Spread) damage scale now 0.4, up from 0.3
    • Lightning Lockout is now 1s for all, down from 4/3/2s (Focused/Split/Spread)
    • Knockdown and End Drain stats for all lightning normalized to 50% and 5%, respectively, regardless of which version hits.
  • Proc Chances:
    • Gust now has 35% chance, up from 20%
    • Hailstones/Jetstream now has 50% chance, up from 40%
    • Chain Lightning/Direct Strike/Cloudburst now has 70% chance, up from 60%
    • Direct Strike (slow) now has 90% chance, up from 80%.

 

Cold Domination

This powerset has been using incorrect values for non-Defender archetypes on two key powers, inadvertently boosting its performance beyond what was intended. Additionally, Frostwork, while a unique power, often loses effectiveness in cases where allies are already at their maximum HP cap, rendering the power wasted. Hitting the absorb cap is a significantly rarer event, making it a potentially more useful buff effect.

 

  • Sleet
    • Controller/Corruptor: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -24%
    • Mastermind/Dominator: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -18%
    • Turned into a real pseudopet, inheriting AT modifiers
  • Frostwork
    • +Max HP replaced with +Absorb
  • Heat Loss
    • Controller/Mastermind: +Recovery increased from  50% to 62.5%, -Res reduced from 24% to -22.5%,
    • Turned into a real pseudopet, inheriting AT modifiers

 

Storm Summoning

Similarly to Cold Domination, Storm Summoning has been using incorrect values for one of its powers (Freezing Rain). It now is a true pseudopet and will use that caster's AT modifier tables. Summary of changes for each AT is provided below.

  • Freezing Rain
    • Defender: -Res increased from -35% to -40%
    • Controller/Corruptor: -Defense lowered from -30% to -24%
    • Masterminds: -Defense lowered from -30% to -18%
    • Turned into a real pseudopet, inheriting AT modifiers

Miscellaneous

  • Thermal Radiation/Melt Armor:
    • Recharge reduced from 150s to 100s
    • Radius increased from 15' to 20'
  • Mind Control/Telekinesis:
    • No longer holds
    • Now Immobilizes
    • Target cap increased to 16
    • Radius increased to 20'
    • Recharge increased from 60s to 120s
    • Will now keep the targets between 40 and 60 feet from the player
    • Will group enemies close to the main target (i.e. "reverse repel" or "pull towards").
    • Toggle now lasts a max of 30s before auto-shutdown
  • Sonic Resonance/Liquefy:
    • Cooldown reduced from 300s to 150s
    • Turned into a real pseudopet, inheriting AT modifiers
  • Nature Affinity/Lifegiving Spores:
    • Turned into a real pseudopet, inheriting AT modifiers
  • Flight > Evasive Maneuvers:
    • This power has reduced its activation period from 0.5s to 0.2s and reduced the power effects duration from 0.75s to 0.25s. This will make the flight disabling of other powers more responsive, as you don't linger in flight for more than a quarter-second.
  • Thunder Strike consistency pass (All versions):
    • Recharge increased from 18s to 20s
    • Radius increased from 7' to 10'
    • Endurance cost increased from 10.192 to 18.512
    • Cast time reduced from 3.3s to 2.53s
    • Main target damage increased from scale 2.38 to scale 2.98
    • Secondary target damage set to scale 0.42
    • Epic versions of this power has 40s cooldown and 23.14 endurance cost

PvP Changes

  • Main Target Only (MTO) bonus damage: Cones and Targeted AoE attacks for all VEAT powers and Melee powerset powers now do additional damage to the main target. This bonus damage combined with the original AoE damage is equivalent to single target damage per the design formula.
  • Kinetic Melee and Spines: These powersets had many of its powers' damage scales corrected per the design formula.
  • Burn: Now does PvP damage with its upfront burst (Blasters already did this).
  • PvP Recipes: Now uses recipe display names instead of enhancement display names.
  • Miscellaneous:
    • Night Widow's Elude now has an elusivity effect in PvP.
  • Bug Fixes:
    • Cross Punch: Had its MTO bonus damage corrected to no longer include synergy.
    • Various Melee attacks had their PvP damage corrected per design formula.

Power Bug Fixes

  •  General sweep over endurance costs per formula, defense type checks, and power descriptor texts:
  Hide contents

Endurance Costs

  • Increased Earth Manipulation - Salt Crystals from 13 to 15.6.
  • Increased Martial Combat - Eagles Claw from 11.856 to 16.848.
  • Decreased Mental Manipulation - Subdual from 8.528 to 7.8.
  • Increased Mental Manipulation - Psychic Shockwave from 10.192 to 18.512.
  • Increased Entangle, Electron Shackles, Time Wall from 5.2 to 7.8 (Plant, Atomic, Temporal Manipulation).
  • Decreased Martial Assault - Explosive Shuriken from 15.184 to 11.856.
  • Decreased Seismic Blast - Gravestone from 14.352 to 11.856.
  • Adjusted Broad Sword - Whirling Sword from 13 and scale 1.0 dmg to 13.52 and scale 1.18 dmg to match Tanker version (Scrapper, Brute).
  • Decreased Dark Melee - Siphon Life from 11.96 to 10.192 (Tankers only).
  • Increased Dual Pistols - Pistols from 4.16 to 5.2 (All versions).
  • Decreased Ice Blast - Bitter Ice Blast from 13 to 11.856 (All versions).
  • Increased Ice Blast - Freeze Ray from 6.864 to 10.192 (All versions).
  • Increased Dual Blades - Vengeful Slice from 6.8224 to 8.528 (All versions).
  • Increased Staff Fighting - Innocuous Strikes from 8.528 to 10.192 (All versions).
  • Increased Electrical Affinity - Shock from 8 to 8.528 (All versions except Mastermind, set to 10.66).
  • Decreased Martial Arts - Storm Kick from 7.0044 to 6.864 (All versions).
  • Increased Spines - Impale from 5.2 to 8.528 (All versions).
  • Increased Symphony Control - Confounding Chant from 10.4 to 15.6 (All versions).

 

Miscellaneous

  • Fixed Mind Probe being affected by range buffs/debuffs (Mental Manipulation, Psionic Assault, Sentinel Psionic Mastery).
  • Fixed various patron pool powers accepting/not accepting correct enhancements and/or IO sets.
  • Fixed power icon for Sentinel Mace Mastery - Pulverize.
  • Fixed Tactical Arrow - Electrified Net Arrow not checking energy defense.
  • Fixed Temporal Manipulation - Aging Touch checking energy instead of psionic defense.
  • Corrosive Enzymes, Envenom, Neurotoxic Breath, Paralytic Poison, Weaken now check toxic defense (Nature Affinity, Poison, All versions).
  • Fixed Martial Assault - Masterful Throw checking negative instead of lethal defense.
  • Fixed Energy Blast - Power Blast recharge; was 7s, should be 8s (Sentinels only).
  • Fixed Energy Blast - Power Burst recharge; was 10s, should be 11s (Sentinels only).
  • Fixed Radiation Blast - Cosmic Burst recharge; was 10s, should be 11s (Sentinels only).
  • Fixed Spines - Spine Burst recharge; was 15s, should be 16s (Stalkers only).


Descriptions

  • Fixed Atomic Manipulation - Electron Shackles missing info it does -defense.
  • Fixed Atomic Manipulation - Proton Cell incorrectly describing it does -tohit instead of -defense.
  • Fixed Atomic Manipulation - Radioactive Cloud missing info it does immobilize.
  • Fixed Tactical Arrow - ESD Arrow missing info it does -endurance.
  • Fixed Tactical Arrow - Eagle Eye incorrectly describing it does +special.
  • Fixed Tactical Arrow - Glue Arrow missing info it does Toxic DoT, -fly and -jump.
  • Fixed Tactical Arrow - Ice Arrow missing info it does Cold DoT.
  • Fixed Temporal Manipulation powers using wrong names in descriptions, omitting secondary effects from short help.
  • Fixed Plant Manipulation - Wild Fortress not clarifying it's a toggle.
  • Fixed Plant Manipulation - Ripper incorrectly describing it does -speed.
  • Fixed Dark Armor - Obscure Sustenance missing info it does heal (Sentinel).
  • Fixed Dark Armor - Tenebrous Regeneration incorrectly describing it does immobilization resistance (Sentinel).
  • Fixed Fire Blast - Blazing Blast missing info it does knockback/repel (Sentinel).
  • Fixed Symphony Control - Enfeebling Lullaby missing info it does -damage.
  • Clarified Energy Aura - Repelling Force defense is against typed damage instead of all (Sentinel).
  • Fixed Invulnerability - Durability incorrectly describing it does +maxhp instead of +absorb (Sentinel).
  • Fixed Assault Rifle - Disorienting Shot incorrectly describing it does minor damage and has a long cooldown (Sentinel).

 

Blasters

Atomic Manipulation:

  • No longer accepts to-hit debuff/accurate to-hit debuff enhancements and sets.

Ice Manipulation:

  • Restored cold continuing fx to Frozen Fists and Ice Sword.

Mental Manipulation:

  • Fixed pstrings displaying for Scare custom fx.

Martial Combat/Reaction Time:

  • This power's self buffs are no longer resistible.

Brutes

Street Justice/Shin Breaker:

  • Added speed and defense debuff effects.

Dark Armor/Dark Embrace:

  • Fixed NoFade FX using default FX.

Invulnerability/Temp Invulnerability:

  • Lethal resistance not suppressing when mezzed was fixed.

Corruptors

Dual Pistols/Suppressive Fire

  • Now redirects to correct power

Dominators

Icy Assault

  • Restored cold continuing fx to Ice Bolt, Ice Sword, Ice Sword Circle, Ice Blast, Frost Breath, and Bitter Ice Blast.

Epic Pools

Stalkers

  • Epic power info should no longer display Fiery Embrace attributes

Scrappers

  • Added missing Fiery Embrace damage to all scrapper epic pools

Various

  • Fixed several epic pool powers not disabling during no-pool and no-epic challenge modes

Incarnates

Judgment powers

  • Fixed a bug where these powers were inheriting procs that were specifically flagged not to work on Judgment powers.

Lore

  • Fixed Robotics Drone lore pet displaying in Polar Lights lore pet group.

Masterminds

Demon Summoning

  • Restored cold continuing fx to Cold Demonling's Ice Bolt, Ice Blast, and Frost Breath, and to Demon Prince's Ice Blast.

Peacebringers:

Luminous Blast:

  • Fixed Radiant Strike and Incandescent Strike being affected by range buffs/debuffs.
  • Fixed Bright Nova's tail from displaying in Light Form.
  • Fixed Bright Nova's tail displaying briefly after transforming back.

Sentinels:

Dark Blast/Umbral Torrent:

  • Increased Dark Blast - Umbral Torrent from scale 0.96 to scale 1.28 dmg.

Fiery Aura/Molten Embrace:

  • Fixed Molten Embrace using wrong fx causing it to appear white.

Fire Blast/Blazing Blast:

  • Increased Fire Blast - Blazing Blast from scale 0.912 dmg to scale 1.0 dmg; also increased DoT from 0.0977 per tick to 0.0985 per tick (Sentinels only).

Ice Armor/Frost Protection:

  • Fixed ability to be slotted with recharge enhancements; it is an auto power.

Ice Blast/Chilling Ray:

  • Removed smashing self damage defiance buff.

Bio Armor/Genomic Evolution:

  • Fixed max endurance buff.

Energy Aura/Power Armor

  • Fixed Energy Aura - Power Armor having gap in auto effect where MaxHP and resistance is lost.

Stalkers:

Ninjitsu/Kuji-In Sha:

  • No longer ignores global recharge buffs.

Warshades:

Umbral Blast:

  • Fixed Dark Nova's tail displaying briefly after transforming back.

Various Archetypes:

Savage Leap, Touch of Fear, and Fault

  • These powers use execute power effects in their implementation, which were negatively affected by its "housing" power notifying enemies (e.g. Hidden status would break before the executed attack would fire - causing failure for hidden critical hits). The "housing" power no longer notifies enemies, fixing this bug.

Twilight Grasp (Critters and Pets)

  • No longer uses -regen debuff effects intended for PvP. These effects will now always do -50% regeneration.

Beam Rifle

  • Fixed Single Shot using wrong animation while flying.

Dual Pistols

  • Fixed Piercing Rounds' power description to reflect the resistance debuff is no longer removed when swapping ammo types (not a mechanical change, the resistance debuff mutual exclusivity was removed last page).

Elixir of Life

  • No longer flagged to ignore outside buffs. Instead, it will ignore all outside damage buffs. This fixes a bug where outside recharge buffs did not affect this power's cooldown.

Fiery Aura

  • Added highlight icon to Phoenix Rising. Shows extreme AoE damage when alive and self-rez when dead.

Ice Blast

  • Restored cold continuing fx to Ice Bolt, Ice Blast, Frost Breath, and Bitter Ice Blast.

Ice Melee

  • Restored cold continuing fx to Frozen Fists and Ice Sword.

Pain Domination

  • Fixed the FX of Enforce Morale attaching to the wrong hand.

Shield Defense

  • Fixed Taunt when paired with Shield using beatchest sfx instead of normal taunt sfx.

Spines

  • Fixed Ripper animation time not matching minimum sequencer frames (the power was never actually animating at 2.17s) (Spines, Plant Manipulation, Thorny Assault).

Scourging Blast (Enhancement Proc)

  • Now ignores combat levels.

Storm Blast

  • Direct Strike now accepts interrupt time enhancements

Temporary Powers

  • Toy Bat can no longer be used in Pocket D.
  • Charges for the Toy Bat power can be purchased from P2W vendors for 100,000 influence.
  • Toy Bat now uses the correct power icon: Temporary_SillyBat.png.459825db74abbd94226d6972704bed4f.png
  • Toy Bat now makes a silly sound when hitting a target.

Traps

  • Fixed Web Grenade not accepting slow IO set enhancements for Defenders, Controllers, and Corruptors.

Vanity Pets

  • Vanguard MVAS standardized to be unselectable and without collision like all other vanity pets.

"Cancel On Damage" Flag

  • Effects flagged to cancel when damaged will now properly cancel. This affects both player and critter powers, most notably:
    • Placate power's Hidden status and stealth effects
    • Perception debuff effects used by critters in PvE and by players in PvP (e.g. Smoke Grenade, Flash Arrow, etc).
  • Related to this, various critter powers were missing Cancel on Damage flags.
    • Fixed Crey Eliminator Tear Gas Grenade, Immunes Engineer Tear Gas Grenade, and Doppelganger Ninja Training Blinding Powder missing their Cancel On Damage flag.
  • Widower unlocked this topic
Posted

Just a small conversation here, but about Cold Domination's Frostwork changing:

 

On live it currently does +maxHP. AFAIK outside of Rebirth Destiny it's the only power in the game that grants other people a +maxHP buff. That makes it pretty unique, but is it good?

 

MaxHP is a bit odd. It does "heal" the amount it adds, and so in a way it's like absorb. It does make you more durable but in a way that's hard to quantify. It's also a bit invisible, since there's no indicator unless you're tracking HP. There is also a limitation in some edge cases, where some characters will be near their maxHP cap, and adding more will actually be wasted. This is easier to accomplish on some ATs/sets than others, but it is possible to be HP capped already.

 

Testing on live, my Cold Controller gets +930 maxHP out of her buff. Remaking that character on beta, I get +930 absorb. So the value is the same. Technically speaking I think absorb, while a very powerful effect, is worse than maxHP. Absorb disappears as it gets used up, and maxHP actually increases values you get from regeneration. But... due to the limits with HP capping and the much more usable visibility aspect of absorb, I think this change is probably for the better overall. People can more easily see that absorb is there and that it's doing something, and absorb is and has always been good.

 

If I had any suggestion it might be to increase the value it gives by a bit? Just to make up for the fact that it's strictly less powerful than maxHP and might be a slight nerf to the power otherwise? Wild Bastion on a Controller slotted the same way gives 511 absorb; that power can easily hit all 8 players and all their pets, whereas Frostwork can likely only be upkept on 4 targets. Just a thought.

  • City Council
Posted
20 minutes ago, Dispari said:

MaxHP is a bit odd. It does "heal" the amount it adds, and so in a way it's like absorb

This is a good point and should have been stated in the notes for clarity. The +maxHP and +absorb do act as heals. While +maxHP will give back Hit Points proportional to their current health (so if you were at 40% health, you get healed 40% of the maxHP), the absorb acts as a full heal (so if you were at the same 40% health, you effectively are given health equal to the full absorb). So while Frostwork previously was a proactive buff, this change makes it both a proactive and reactive buff. My ally is down to 100 HP, and I grant them 900 absorb, they can now take 1000 damage. Currently, if my ally is down to 100 HP (let's assume 5% health), Frostwork would raise their max HP from 2k to 2.9k, and their health will have gone up to 145 HP.

But in the case where the ally was already at full health, the maxHP is more desirable thanks to the impact that has with regeneration. So it's a lose some, win some - hopefully win more, if you value the ability to react with the power.

Posted (edited)

Frostwork -should- be better for pugging or solo mms now as a sort of 'save your ass' power, though on the higher end, I definitely prefer it with max HP for slapping on a tank that otherwise can't get it.

 

Storm blast buffs are great, cell actually operates how I said it should have from the start, very notable impact now.

 

Two kheld things I want to make sure didn't get missed:

On 11/22/2023 at 10:46 AM, The Curator said:

Warshades:

Umbral Blast:

  • Fixed Dark Nova's tail displaying briefly after transforming back.

 

 

Was peacebringer fixed? They get this too, and I cannot make a quick test char till tonight.

 

On 11/22/2023 at 10:46 AM, The Curator said:
  • Flight > Evasive Maneuvers:
    • This power has reduced its activation period from 0.5s to 0.2s and reduced the power effects duration from 0.75s to 0.25s. This will make the flight disabling of other powers more responsive, as you don't linger in flight for more than a quarter-second.
  •  

Make sure quantum maneuvers got this, too.

Edited by ScarySai
Posted

Masterminds are already at a gross disadvantage in everything but solo play at low levels. In every other scenario they are far less powerful and more difficult to play than any other AT.  If you aren't going to fix the problems with pets scaling vs +X enemies, pet pathing in fast play, and general survivability in groups, then you could at LEAST let them keep the few benefits they do get, like the Defender value for Cold Domination.

  • Like 2
  • Confused 1
  • Thumbs Up 2
Posted (edited)

I would rather more sources of Max HP team buffs be added to the game before we remove the actual single only one beyond an incarnate power. I run into teams spamming absorb shields from Nature and Elec support sets more than I’ve had the issue of dealing with someone who has built for max HP while having Frostwork.

 

If the tanker or scrapper has a dull pain clone? Use it on one of the other 6 members of the team who don’t and likely aren’t built for max HP.

 

I understand if you’re running around with the passive accolades you’re already closing the gap to max HP, but removing things like frostwork now leave no option to even reach the cap now.

Edited by ApatheticWizard
  • Like 4
Posted
On 11/22/2023 at 10:46 AM, The Curator said:

Savage Leap, Touch of Fear, and Fault

  • These powers use execute power effects in their implementation, which were negatively affected by its "housing" power notifying enemies (e.g. Hidden status would break before the executed attack would fire - causing failure for hidden critical hits). The "housing" power no longer notifies enemies, fixing this bug.

Holy schneikes, I remember noticing something seemed off about Savage Leap never critting wayyyyyy back when, but I never realized it was a bug.  Always just thought it wasn't meant to crit.  Where's that old Savage Stalker I abandoned...?

Posted

I think Colds have enough going for them that Frostwork didn’t need a buff. Seems a little insane to look at the 4* meta, notice half of every team is Colds, and still want to tune up Colds.

  • Like 5
  • Thumbs Up 1
  • Thumbs Down 1
Posted
5 minutes ago, arcane said:

I think Colds have enough going for them that Frostwork didn’t need a buff. Seems a little insane to look at the 4* meta, notice half of every team is Colds, and still want to tune up Colds.

Arguably a nerf at the top end, and corruptors ate a slight -res hit. 

 

Either way, the idea we can't give qol to sets that aren't bottom feeders is a bad one.

  • Thumbs Up 3
Posted
4 minutes ago, ScarySai said:

Arguably a nerf at the top end, and corruptors ate a slight -res hit. 

 

Either way, the idea we can't give qol to sets that aren't bottom feeders is a bad one.

There’s a bit of a difference between saying “sets that aren’t bottom feeders” and “the single most in demand set in the game”. The latter is more honest.

  • Thumbs Up 2
  • Thumbs Down 1
Posted

  

Quote

Additionally, Frostwork, while a unique power, often loses effectiveness in cases where allies are already at their maximum HP cap, rendering the power wasted. Hitting the absorb cap is a significantly rarer event, making it a potentially more useful buff effect.

 

In practice, maxhp is a buff, absorb is a heal. Proactive vs reactive. This makes Frostwork a different power: a single-target heal for 80% as much as Absorb Pain, with 4x the recharge.

 

Downside, this doesn't pass the laugh test, so expect Frostwork to remain unpopular and skippable. I'm weird and I'll keep it, but it'll be out of my buff rotation.

 

Upside, players who hate Frostwork as an underwhelming buff but love Frostwork as an underwhelming heal can go ham on recharge and add a Panacea proc to try to make it work. I doubt it'll be effective, but I'm sure someone will find it fun.

  • Thumbs Up 1
Posted

Omg I'm at work but someone please test out Mind Control Telekinesis.

 

That is an Uber buff to MC playstyle and helps the set setup containment DMG it really needed. Also pulling in mobs is going to be soo helpful. I really hope this power trend picks up in other future power sets the. Decide to make. Imagine grouping up everyone in a nice tight pack and melt them in a burn patch or fireball. I really need to get to the test server for this. 

  • Thumbs Up 1
Posted

Can Storm Cell move faster?

Jet Streams repel is the one thing stopping me from making more Storm alts.  And even if the Repel got removed there are still debuffs and damage effects lost from a slow moving Storm Cell

 

And if that cannot happen, how about an animation trimming + recharge reduction in Storm Cell to force it around.

  • Like 2
Posted

I'm still not sold on why exactly non-Defender Sleet needs its debuff values adjusted downward (instead of raising the Defender values) considering the values have been the same since CoV launch when it was added as a Corruptor-only set, especially considering that Freezing Rain is getting its -res increased for Defenders in the same patch.

 

Re; Frostwork... this one's gonna be polarizing. Losing the only non-Incarnate source of +maxhp is going to be a sore spot for people who play melee ATs without significant +maxhp in their armor sets, but making it into an absorb makes the power more widely useful. Even with moderate slotting the current version of Frostwork is largely wasted on most characters. That being said, changing it to a click absorb should probably come along with a reduced recharge time.

  • Like 1
  • Thanks 2
  • Thumbs Up 4

"If you can read this, I've failed as a developer." -- Caretaker

 

Proc information and chance calculator spreadsheet (last updated 15APR24)

Player numbers graph (updated every 15 minutes) Graph readme

@macskull/@Not Mac | Twitch | Youtube

Posted
2 hours ago, ScarySai said:

Storm blast buffs are great, cell actually operates how I said it should have from the start, very notable impact now.

 

I've been hankering for a new Storm Sentinel (yes, another) and holding off since seeing this.

 

Soon, soooooon....

 

Pity we can't get rid of the travel time of Cloudburst though. I accept it's a DoT, we have other powers that are DoTs. But this one doubles the DoT duration by leisurely travelling to the target before drizzling. If we consider 5 seconds DoTs as too long then what do we call a power that can take as much as 6-7 seconds to actually finish doing its damage?

Posted
2 hours ago, Bionic_Flea said:

Would splitting the baby be worth considering?  Half Absorb and half +MaxHP?  That would certainly make it a unique power.

Worst of both worlds, too weak to be a spot heal, with neutered +max hp helps nobody.

  • Thanks 1
Posted
44 minutes ago, Vinceq98 said:

Omg I'm at work but someone please test out Mind Control Telekinesis.

 

That is an Uber buff to MC playstyle and helps the set setup containment DMG it really needed. Also pulling in mobs is going to be soo helpful. I really hope this power trend picks up in other future power sets the. Decide to make. Imagine grouping up everyone in a nice tight pack and melt them in a burn patch or fireball. I really need to get to the test server for this. 

I tested it on a mind/storm.  I'm not really a fan, as it aggros the mobs without really doing anything much about controlling them.  But, one of the reasons I play mind and illusion is because they *don't* have immob powers.

 

That said, the grouping part is kind of nice.  This might be useful on a team if you didn't take Fold Space and you wanted to shove some mobs at the tank.  I'd probably rather see this power, minus the immob, in the Teleport pool.  I liked TK as it was, an extra hold power.  Also, this 30 seconds of toggle then dropping is a mechanic I dislike everywhere I've seen it: Afterburner, Phase Shift, now this.

 

Weird quirk: while this power is active, if you hit one mob with Levitate, the whole group goes up and down, though it looks like only the target takes damage.

  • Like 3
  • Thumbs Up 1
Posted
19 minutes ago, Gorgar said:

Weird quirk: while this power is active, if you hit one mob with Levitate, the whole group goes up and down, though it looks like only the target takes damage.

Not a quirk, the surrounding mobs are basically "attached" to the target. Would be super cool if they were all flagged to take damage from Levitate, but as it stands any other mobs that get yeeted by Levitate will only take fall damage (which makes this super funny to use on level 1 mobs in AP as a level 50).

  • Like 1
  • Haha 1
  • Thumbs Up 1

"If you can read this, I've failed as a developer." -- Caretaker

 

Proc information and chance calculator spreadsheet (last updated 15APR24)

Player numbers graph (updated every 15 minutes) Graph readme

@macskull/@Not Mac | Twitch | Youtube

Posted (edited)

Sooo I was testing out the new Telekinesis. And also experienced the whole group going up in the air with Levitate. While this feature is funny, I'm not sure it would be fun in normal play perse (Maybe add KU resistance to the main target?): 

 

image.thumb.png.c9ec61758179d45f8f6323ee8916afa9.png

Edited by brass_eagle
added suggestion.
  • Like 1
  • Thumbs Up 1
Posted (edited)

 

On 11/22/2023 at 9:46 AM, The Curator said:

Mind Control/Telekinesis:

  • No longer holds
  • Now Immobilizes
  • Target cap increased to 16
  • Radius increased to 20'
  • Will now keep the targets between 40 and 60 feet from the player
  • Will group enemies close to the main target (i.e. "reverse repel" or "pull towards").
  • Toggle now lasts a max of 30s before auto-shutdown

 

The patch notes do not list the doubling of recharge time from 60 seconds to 120 seconds.

 

In the two missions I have run thus far (solo) it feels too long. It already has a hefty endurance penalty. I can imagine that this won't be ready for the next mob on a team. Not to mention, recharge does not start until you detoggle. Seems unfair.

 

On another note, I had a weird experiences with the power when I was mezzed--some enemies weren't aggro. Trying to see if I can replicate.

 

Edited by brass_eagle
  • Like 2
Posted
7 minutes ago, Bionic_Flea said:

I think that is a selling point for me!

 

 

I'll admit, I did burst into a hearty chuckle when I saw it. The effect is easily mitigated by switching targets for Levitate. Or don't use Levitate. Problem solved and it keeps a fun novelty.

Posted
1 hour ago, brass_eagle said:

image.thumb.png.c9ec61758179d45f8f6323ee8916afa9.png

 

I need this in my life.

 

No, I desperately need this in my life.  This looks hilarious and I need it.

  • Thanks 1
  • Haha 1
  • Thumbs Up 1

Get busy living... or get busy dying.  That's goddamn right.

Guest
This topic is now closed to further replies.
×
×
  • Create New...