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Posted (edited)
9 hours ago, MC333 said:

 

With you observing a bit longer duration, I re-tested on Tanker and Brute.  Result was Knockback Protection usually lasted less than 1 second after leaving the ground by any method.  Occasionally it lasted 2-3 seconds but it seemed random and I was not able to duplicate the longer duration (tried longer/shorter time on ground before jumping, and different kinds of jumps).

 

2-3 seconds is what I'm seeing too.  As stated I don't even see the 5s of Build 5, let alone the 10s of Build 6.  I think something must be working differently than it is expected to.  Even on Live the power doesn't match what I would expect from its CoD power details.  There it should be able to last 10s... or be off for that long as well.  And it doesn't do that.  It works pretty much the same Live, Build 5 and Build 6 as far as I can tell.  This may be an artifact of Combat Attributes lagging, but I doubt it.

 

15 hours ago, SomeGuy said:

Is the intended KB protection supposed to be worse or better then the current iteration? I'm leveling a TW/ELE Brute in anticipation of these changes. I'd do TW/PSI but I can't make sense if that set is going to be worth it to me.

 

It's supposed to be a bit more reliable.

Edited by csr
Grammar
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Posted

I still don't understand the reason to give toxic resist to static shield, i'd just keep it in Power Surge since that's where it seems to make sense (maybe negative energy resist instead?)

Power Sink has become much more tolerable now with it only dropping from -40 to -35 end drain, although i'd still prefer it work as it does on the current game, with no regen and more end sapped (or even increase the end drain or -recovery)

I never had any issue with grounded, and it's KB protection (except forgetting about it once and going on a Hami raid), and i'm for protections and armor sets being different, so i'd keep it only on the ground, but a few seconds off the ground is fine

I seldom took Power Surge, and when i did, it was mainly for the theme of the build to be in that form, with changing it to a 30 second duration i'd be less likely to ever take it, not more likely (although maybe to placate some, it could get fear/confuse protection there in it's 30 second form), I'd keep it as it currently works though, and if it needed a buff maybe give power surge the regen

 

Posted (edited)
2 hours ago, Grandfeatherex said:

I still don't understand the reason to give toxic resist to static shield, i'd just keep it in Power Surge since that's where it seems to make sense (maybe negative energy resist instead?)
 

It looks like they wanted to reduce the size of the Toxic hole and that's just the power they chose to stick it on. Maybe they chose it since it currently only gives Psi, so adding a second type to it adds more incentive to slot that power for resistance. 

 

Whatever the case may be, it appears to be a step towards "soft holes" as an armor design philosophy rather than "gaping holes" like classic armor sets used to have. If Invuln is allowed to have Psi def + res, I think Elec can have its Toxic hole plugged up a bit too. 

Edited by FupDup
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Posted
2 hours ago, FupDup said:

It looks like they wanted to reduce the size of the Toxic hole and that's just the power they chose to stick it on. Maybe they chose it since it currently only gives Psi, so adding a second type to it adds more incentive to slot that power for resistance. 

 

Whatever the case may be, it appears to be a step towards "soft holes" as an armor design philosophy rather than "gaping holes" like classic armor sets used to have. If Invuln is allowed to have Psi def + res, I think Elec can have its Toxic hole plugged up a bit too. 

 

Yeah, before this toxic meant you died unless you have surge, which I always skipped. Now you can at least have a chance. Personally I'd have rather had even more toxic resist. Even with all these buffs electric is not going to be the top set by any means. 

Posted
Quote

Power Sink

  • This power now adds a regeneration buff for each enemy hit.
  • 17.5% regen for the first target hit (only while grounded).
  • +17.5% regen for each additional target.
  • +End per target lowered from 25 to 15.
  • No longer has a chance at lowering enemy recovery.
  • -End lowered from -40 to -35.

 

The addition of +regen is very welcome, and thank you for all the other improvements to improve Electric Armor. 

 

Suggestion:  To keep the current utility of Power Sink for sustaining a Tanker during longer fights when only 1 hard target is available, is it possible to increase the +End per target back to 25?

 

Electric Armor Tanker - Power Sink is 3 slotted for EndMod (107%) 

Live = 50 endurance recovered 

Brainstorm = 30 endurance recovered  

 

I don't see any balance issue with Power Sink having both the improved +regen and the original +end.  Thanks for considering my input.

"Long time listener, first time caller." 

CoX player from 2004 to shutdown and Homecoming, but I've never been a forum poster.  I appreciate all those who give back to the community in so many different ways.  Given the small population of testers I decided it was time for me to contribute in a small way by giving test feedback. 

 

 

 

Posted

RC2 - Grounded knockback protection is lasting for 10 seconds after leaving the ground.  Tested on Tanker and Brute.  Thank you.

 

- Protection consistently disappears after 10 seconds in the air, and Grounded disappears from Combat Attributes.

image.png.8b1ec5b584070ffe68581d091849da13.png

- Protection consistently re-appears approx. 1/2 second after returning to the ground.

 

Note:  Grounded continues to work when hovering "on" the ground.

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"Long time listener, first time caller." 

CoX player from 2004 to shutdown and Homecoming, but I've never been a forum poster.  I appreciate all those who give back to the community in so many different ways.  Given the small population of testers I decided it was time for me to contribute in a small way by giving test feedback. 

 

 

 

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