Jump to content

Recommended Posts

Posted
Just now, Misterthomas said:

Should we expect forced respecs when this goes live? Should I assume any character that has any of these changed power sets will require a respec to just log in and play?


No, your existing build will continue to work with its existing slotting, but you might have to respec in order to take advantage of changes to powers that you have or have not taken.

  • Thanks 1
Posted (edited)
On 5/26/2025 at 5:22 AM, The Curator said:

 Psychokinetic Barrier

  • Self, +Absorb, +Res(-Defense, -ToHit, -Regeneration, -Recovery, -Recharge, -Endurance)


This patch note does not appear to be correct. Does not give Defense or ToHit resistance.


 

 

On 5/26/2025 at 5:22 AM, The Curator said:

 Mask Presence 

  • Toggle: Self Stealth, +DEF(Melee, Ranged)
  • Only Available to Scrappers and Sentinels
  • Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense.

 

This also, not quite right. Seems to be Defense to All but Psi and Toxic.

Which doesn't make any sense. Why put Psi Def into Precog but leave it out of Mask Presence? Just make it Def All.

Edited by Wavicle
  • Thumbs Up 2
Posted

Gotta say, seeing Regen reworks warms my heart :')

My first ever character back at the very start of Issue 5, right after the dreaded IH change, was a Broadsword/Regen Scrapper. Once I got more into the game and learned what I had missed, I always wondered what could have been.

Can't wait to finally know! (Well, partially at least haha)

  • Thumbs Up 2
Posted

I am not sure I understand the point of the Adaptive Recharge.

So, Controllers and Dominators are meant to lock down enemies, but the more enemies they affect, the slower they become?

Doesn't that diminish their usefulness?  Or am I not reading this correctly?

Posted (edited)
19 hours ago, Wavicle said:

No, your existing build will continue to work with its existing slotting, but you might have to respec in order to take advantage of changes to powers that you have or have not taken.

 

Not troo.

Existing characters do not get to keep powers that have been removed. 

Existing characters do not get to keep previous iterations of powers.

Existing characters do not get to keep previous slotting [benefits] of powers if some enhancements have been removed from what a power can use.

Existing characters [do often] keep powers at previous levels if the level availability changed. [this is lost if a character ever respecs]

 

A character may get lucky and not have powers affected in a way that requires a respec, others will be gimped. A free respec will be provided to effected power sets.

 

@Misterthomas take note.

 

I would LOVE to be wrong. This has been observed during testing and experienced with previous changes.

Edited by Troo
additions for clarity shown as [ edit ]

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted
8 hours ago, Championess said:

especially if we're losing powerboost interaction.

 

Tradeoffs.

It is the reality of balancing changes that are more than a small tweak. The devs have the best intentions and it is often not easy. 

If folks are unfamilar with sweeping changes and 'revamps', tradeoffs can often negate a perceived buff where the benefit really only works for a very specific use case that may not match common play styles.

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted

Great stuff, overall, adaptive recharge seems a great idea (hoping it doesn't make too much too OP) and a lot of the changes and adds have me excited to dive in and play around / try them out and come up with some cool stuff! Good work, thanks for continuing here and keeping a great game alive and well. 

 

I run a few Rad Armors - one thing I keep coming up with - Every time I use Meltdown I can't help but think it should have some sort of status effect and / or dmg component to enemies. Like -5% def or a minor toxic dot. Having a meltdown in your face would seem to have some sort of adverse effect imo. Nonetheless still pretty stoked with the new stuff.

Thanks, again. Keep up the good work. Much appreciated.  

Posted

Wowie-zowie, Khallisti Wharf FINALLY gets its due!!!

 

Love those Blackwing trucks...not ominous or realistic at all, and I totally didn't reflexively wince in apprehension at the mere sight of them!

 

I would like to think I may take partial credit for the "Swordfish"!

Quote

...If you're not willing to risk your life or what you hold dear to accomplish your goal, then maybe you should re-think what you really want. Power, control, security; all of those are just fancy ways of saying that you're afraid, and you want to not be afraid anymore. People will do a lot to avoid fear, even become the monsters they're afraid of. - Crimson

 

Quote

The game lags because you touch yourself at night - @Zem

 

Posted
10 hours ago, WindDemon21 said:

How does the containment work to command the pets?

 

But also, please add singularity to this. It's the only pet that really actually NEEDS the ability to command it so you can make it move into the mob for it's pull in without being forced to taking tp target to move it around. Please fix this!

containment is the controller inherent power like defiance is for blasters. controling your T9 pet is now part of that inherent power. all T9 controller pets get this, including singularity. most, if not all, the MM pet control macros work, including goto and stay.

"I'm not crazy, my reality is just different than yours" the Cheshire Cat

"Ce n'est rien de mourir; c'est affreux de ne pas vivre"

(It's nothing to die, it's terrible not to live) Jean Valjean

"وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب”

(Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz

Posted
1 hour ago, Arnabas said:

I am not sure I understand the point of the Adaptive Recharge.

So, Controllers and Dominators are meant to lock down enemies, but the more enemies they affect, the slower they become?

Doesn't that diminish their usefulness?  Or am I not reading this correctly?

 

  

On 5/26/2025 at 2:22 PM, The Curator said:

This power now has Adaptive Recharge. It has a base recharge of 8 seconds, and each affected foe will increase the recharge by 14.5 seconds for a maximum total of 240 seconds.

 

if the power does not hit any of the targets, it recharges in 8 seconds. if it hit one target, it recharges a bit slower, 14.5 seconds slower. if it hit 2 targets, 28 seconds longer, so 36 seconds., etc..

"I'm not crazy, my reality is just different than yours" the Cheshire Cat

"Ce n'est rien de mourir; c'est affreux de ne pas vivre"

(It's nothing to die, it's terrible not to live) Jean Valjean

"وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب”

(Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz

Posted (edited)

can adaptive recharge get it's own category with an explanation and maybe a focused feedback, along with a list of power affected? it is a mechanic that is being introduced, with the first explanation buried in design notes under symphony control/chords of despair.

Edited by Ridiculous Girl
added something :)

"I'm not crazy, my reality is just different than yours" the Cheshire Cat

"Ce n'est rien de mourir; c'est affreux de ne pas vivre"

(It's nothing to die, it's terrible not to live) Jean Valjean

"وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب”

(Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz

Posted
42 minutes ago, Ridiculous Girl said:

can adaptive recharge get it's own category with an explanation and maybe a focused feedback, along with a list of power affected?


There is already just such a thread, though it's easy to miss in the huge wall 'o threads this Page needs:
 

 

  • Pizza (Pepperoni) 1

Unofficial Homecoming Wiki - Paragon Wiki updated for Homecoming!  Your contributions are welcome!
(Not the owner/operator - just a fan who wants to spread the word.)

Posted
1 hour ago, Doc_Scorpion said:


There is already just such a thread, though it's easy to miss in the huge wall 'o threads this Page needs:
 

 

ah good thanks! i mentioned it before and did not see it reflected in the notes... 🙂

"I'm not crazy, my reality is just different than yours" the Cheshire Cat

"Ce n'est rien de mourir; c'est affreux de ne pas vivre"

(It's nothing to die, it's terrible not to live) Jean Valjean

"وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب”

(Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz

Posted

I didn't see any place to discuss this one as a focused feedback, and no link was provided and this one definitely caught my eye (bolded part):

 

Critters Only:

All -regen debufs (not flagged to be irresistible) should now be resisted by magnitude, not duration
Reduced the magnitude of many (not all) low recharge -regen debuffs with magnitudes greater than -100%

All critters now regenerate health 5% of their health every 12 seconds (does not include GMs or AVs)

 

According to the wiki the current health regen rates are:

 

Minion 5% every 42 seconds

Lieutenant 5% every 23 seconds

Boss 5% every 23 seconds

Elite Boss 5% every 23 seconds

Arch Villain 5% every 15 seconds

Hero 5% every 15 seconds

Giant Monster 5% every 10 seconds

 

So, every critter out there will now have basically better than AV % rates of health regen?  Or am I reading that wrong? 

 

High damage AT's probably won't even notice, but something like a controller or defender that tend to kill things slowly?  I'll have to test to see especially if the single target immobilizes that controllers get that take 9 seconds to even get their full damage off even make a dent anymore, especially on a boss.  What's the purpose here?  Seems like all it will do is make lower damage AT's even harder to solo.  

  • Thumbs Up 1
Posted

Well... This is certainly an ambitiously sized collection of changes. No wonder it took a long time to get out of closed beta. I can see how some changes are effectively bundled up together but in all honesty I worry that this patch is too big for effective testing.

 

New content obviously has the potential for a lot of bugs but my bigger concern is the number of changes to existing mechanics and powersets. The bar should be set very high for sweeping changes, as characters with significant player investment in them are being affected. The simple fact that there are two pages of feedback threads suggests that it is unlikely each change is going to receive enough focus.

 

To end on a positive though, it's good to see the developer notes outlining the thinking behind the changes. Big thumbs up for that.

  • Thanks 1
  • Thumbs Up 1
Posted

image.png.0eef875f18289eadab0d9ee5e8854e5b.png

 

This is a good fix. However, there are also legacy contacts that run out of out missions too early, namely the 15-20 Technology contacts. Could they get a quick fix as well? Here they are:

image.png.bcb208cb3201d43e0aa732ee7267ae14.png

 

Posted
6 hours ago, Arnabas said:

I am not sure I understand the point of the Adaptive Recharge.

So, Controllers and Dominators are meant to lock down enemies, but the more enemies they affect, the slower they become?

Doesn't that diminish their usefulness?  Or am I not reading this correctly?

This is a buff; you're looking at it backwards.

The *fewer* enemies they affect, the *faster* they become. 

It allows you to drop your giant holds on single targets like bosses (for mez stacking) without feeling like you're "wasting" something you won't get back for two minutes.

  • Thumbs Up 2
  • Developer
Posted
10 hours ago, Troo said:

 

Not troo.

Existing characters do not get to keep powers that have been removed. 

Existing characters do not get to keep powers at previous levels if the levels have changed.

Existing characters do not get to keep previous iterations of powers.

Existing characters do not get to keep previous slotting of powers if some enhancements have been removed from what a power can use.

 

A character may get lucky and not have powers affected in a way that requires a respec, others will be gimped. A free respec will be provided to effected power sets.

 

@Misterthomas take note.

 

I would LOVE to be wrong. This has been observed during testing and experienced with previous changes.

 

Hello Troo, 

 

Just to clarify, players do keep slots in powers that changed slotting options. Set bonuses might not work on them though if the power category changes (Targeted AoE bonuses may not work if the power becomes Single Target, and so on).

 

Players also do keep powers that were changed in order. The game only remembers the level they were when they acquired the power, not what level the power needs. It will only affect their build if they respec, or if they have not leveled into that power yet.

  • Like 3
Posted
16 hours ago, Wavicle said:

 

Arachnos ATs and Patron Pools.

 

You know exactly what i meant, and you know Arachnos is not the same as the spider powersets im referring to.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...