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[OPEN BETA] Patch Notes for January 19th, 2024 - Issue 27, Page 7 - Build 1


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You guys are sleeping on some of those new weapon models. Crossbows!

 

I don't understand the changes to Storm Blast, really, but it seems like it's getting a little love. Anyone care to explain the cash value of the notes here?

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Thank you very much for keeping City of Heroes alive, and for continuing to develop it.

 

I know that I am, and will always be, very critical of every update to this game. I don't do this because I'm a "hater", as the kids say. I do it because I really do enjoy City of Heroes, I'm grateful that it's back, and I want to see Homecoming become the best iteration of the city that it can be.

 

Peace.

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"It is by caffeine alone I set my mind in motion. It is by the beans of Java that thoughts acquire speed, the hands acquire posts, the posts become warning points. It is by caffeine alone I set my mind in motion."

 

Being constantly offended doesn't mean you're right, it means you're too narcissistic to tolerate opinions different than your own.

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On 1/19/2024 at 9:07 AM, The Curator said:

 

 

Teleport & Combat Teleport

  • Several new alternate Teleport customization options added:
    • Murder of Crows
    • Rikti
    • Smoke Bomb
    • Tornado

 

 

Holy fuck, this changes everything. Switched to smoke bomb for TP and combat TP on my sort of ninja themed character. I wasn't prepared for how awesome this is. 

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I am not digging the change to telekinesis. Post ED it is already a skip power and now it is worse.

 

Going with your theme of drawing the targets to a central location I think is neat. Better than repulsion but you could pin enemies in a corner and they were held.

 

Immobile mobs can attack... Even when clumped together.

 

Make it a click attack.

Draw the spawn to target.

Add a - defense and -to hit de buff. The spawn was just violently moved to the target...

Or make it a disorient like Worm Hole. 

90s recharge. 

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Quote

New Dark Mastery Epic pool for Tankers and Brutes:

  • Penumbral Grasp (Ranged, DOT(Negative), Foe Immobilize, -To Hit)
  • Petrifying Gaze (Ranged, DMG(Negative), Foe Hold)
  • Dark Blast (Ranged, DMG(Negative), Foe -ACC)
  • Night Fall (Ranged (Cone), DMG(Negative), Foe -To Hit)
  • Tar Patch (Ranged (Location AoE), Target -Speed, -Res, -Fly)

 

Can't say I agree with the above.

 

Why are we giving a Corruptor/etc. skills: Petrifying Graze/ Tar Patch, and other debuffs to tankers and brutes?

Clarification: 5/5 skills are all debuffs.

 

Edited by Drymarro
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18 hours ago, arealm said:

Telekinesis as an Immobilize rather than a Hold will make the Controller a prime target. 

 

Soloing (and sometimes in groups) I use TK to push a portion of the mobs into a corner so they can simmer for later in the battle.

 

Worse secondary effect, longer cooldown, shorter auto shut-off: who on earth was clamoring for this change?   

 

Perhaps consider a ToHit debuff?  Love the clumping.

 

Yeah TK was the main reason why I liked Mind doms over Mind trollers you can shutdown a whole group to just wait until it's their turn. Great when you get ambushed while escorting somebody out. Or those missions when Crey is running down the hallways

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31 minutes ago, Drymarro said:

 

Can't say I agree with the above.

 

Why are we giving a Corruptor/etc. skills: Petrifying Graze/ Tar Patch, and other debuffs to tankers and brutes?

Clarification: 5/5 skills are all debuffs.

 

Same reason tankers and brutes got every other hold/immobilize/debuff/etc in their current epic/patron pools. Not sure what your point is.

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So happy about the Syble outfit. Been wanting that like forever. 
 

I am a bit confused on the new control set. It’s got some nice things. In the mix. My only issue is why no aoe immobilize. Aoe sleeps are a waste. Unless I am missing something. 
 

I wish they were bring out the other two power pool. Gadgetry and utility belt. 
 

Always happy for new stuff. It’s nice they are still working on things. 
 

Also wanted a Shuriken blaster set. Maybe next round. 

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3 minutes ago, Spectre7878 said:

I am a bit confused on the new control set. It’s got some nice things. In the mix. My only issue is why no aoe immobilize. Aoe sleeps are a waste. Unless I am missing something. 

You are missing something. Good Illusion/Mind Control players prove that AoE immobilizes are not necessary for high end performance.

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On 1/21/2024 at 4:26 PM, ViridianDev said:

 

The prerequisite for a set existing in AE, due to how the backend spaghetti code works, is that it must be available as a player set first. 

Does this mean that we won't be able to get the new player sets until the next page/issue, or that players have to test them first but they can still come out for AE in this page, or something else I haven't thought of?

Want more from Praetoria? Check out my level 40+ Praetoria missions in AE! I've got 3 complete arcs so far.
Praetorians can get to AE in Pocket D by going through Studio 55.

 

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2 hours ago, arcane said:

Same reason tankers and brutes got every other hold/immobilize/debuff/etc in their current epic/patron pools. Not sure what your point is.

 

Not really. Pyre Mastery is only 3 debuffs at best out of 5.

Edited by Drymarro
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It's nice to see Doms get a new set that wasn't clearly designed with Controllers in mind and given to Doms as an afterthought.  That probably comes across as more negative than I intended.  Lots to process here. 

The Bane changes are incredibly welcome.  I suspect a Bane may become one of my new favorite Stalkers.

Disappointed by how some of the power "fixes" are going to impact some of my builds, but not altogether surprised.

Probably my biggest disappointment of all after the excitement of seeing that epic pools are getting a look: Weapon Mastery still sucks.  The single-target attack is weak and the AoE has a tiny radius, and neither got addressed.

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3 minutes ago, twozerofoxtrot said:

Didn't find a note for this new attribute to the Combat Numbers window.

 

image.png.25c1a8b4cb8efe0250d74a0590f4b7c1.png

What's up with Gravity?

I bet this is because of 4* LGTF. We were watching an SG mate test it this weekend and there’s no gravity in the last part.

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3 minutes ago, arcane said:

I bet this is because of 4* LGTF. We were watching an SG mate test it this weekend and there’s no gravity in the last part.

Also the Piecemeal mission has wonky gravity

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I would still love to see the thugs mastermind bug get fixed that causes the minions appearance to revert back to [Equip Thugs] appearance instead of [Upgrade Equipment] appearance (when the buff is active). My favorite mastermind powerset and that one bug makes them unplayable to me.

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Walking into atlas park's tailor, and probably other maps with the office phone sounds, seems to have the ringing on an endless loop? It's sped up so fast that the ring actually sounds like a buzz

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On 1/23/2024 at 7:57 PM, arcane said:

You are missing something. Good Illusion/Mind Control players prove that AoE immobilizes are not necessary for high end performance.

Yeah, after having played the set as a Controller and a Dominator, I have to agree with Arcane.  It works rather effectively.  The lack of an immobilize is only mildly annoying for Controller Containment crits, but I had paired it with Traps, and the Web Grenade let me focus down targets with Containment just fine.  If you don't want to pick a support set with an immobilize, you can always just socket some recharge and hold duration into Cryo Freeze Ray.

The rest of the set is very effective at just causing general chaos among enemy ranks.  You basically have an ice slick that does caltrop damage, and a confusing smoke bomb that lingers in an area.  These with a little bit of cooldown reduction are your bread and butter.  Enemies just don't do much.  When you need something more robust, you have an AoE stun and an AoE hold, the former also causing more -ToHit, and the latter causing -Damage.  Even those who resist your control effects tend to just fight so much worse.  Area sleep moves are mediocre and should all have some sort of debuff associated for when they wear off, but even if you ignored the sleep moves entirely, the set is still really strong.

Edited by AgentForest
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On 1/23/2024 at 7:19 PM, Drymarro said:

 

Can't say I agree with the above.

 

Why are we giving a Corruptor/etc. skills: Petrifying Graze/ Tar Patch, and other debuffs to tankers and brutes?

Clarification: 5/5 skills are all debuffs.

 

Most tank/brute Ancillary pools grant a fairly consistent selection of features:

1. Mild ranged control like immobilizes
2. Harder ranged control like single-target holds
3. A ranged blast attack
4. Some sort of aggressive support move like debuffs, either in an area, or stronger but for a single-target
5. Sometimes a ranged area attack (cone or targeted AoE)

That's what Dark Mastery is giving them.  Just because dark themed control and blast attacks all have -ToHit attached to them doesn't mean that's their primary purpose.  Fire blasts come with damage over time as a secondary effect rather than a debuff.  That's just how fire blasts work.  Dark blasts come with -ToHit.  That's their thing.  The aggressive support move in Fire Mastery I'm pretty sure is Melt Armor, an AoE debuff to defense and resistance.  For dark powers, Tar Patch was chosen to fill a similar support purpose.  Also, that's a super welcome ability on a front-liner.  Keeping enemies from getting away while making them die faster?  Yes, please.

This set is right in line with the rest of the tanker/brute sets.

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On 1/19/2024 at 9:07 AM, The Curator said:

Incarnates

Judgment powers

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

This didn't happen to include Assault Radial's Double Hit did it?

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1 hour ago, Monos King said:

This didn't happen to include Assault Radial's Double Hit did it?

Test it and let us know, but last I recall, that still works off judgment powers. 

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6 minutes ago, Booper said:

Test it and let us know, but last I recall, that still works off judgment powers. 

It's definitely not working on Cryonic Final Radial Judgement at the moment. Nor Void. Probably safe to say it's not triggering at this moment.

Edited by Monos King
specific
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2 minutes ago, Booper said:

Thanks I'll take a look. 

 

Took a look on live, double hit is flagged to not work on judgment, so yes that is impacted by this bug fix.

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