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Posted (edited)
3 minutes ago, Championess said:

That's a lot of reading.  I thought the super power I wanted was flight but it turns out super reading would be best.  

 

From a quick glance this all sound very cool.  Adaptive Recharge on aoe holds is a real novel idea.  I'll have a looksie at the sleep change and the new control set looks neat. 

 

Lots of goodies to poke through thanks.

Right, but realistically it's going to pretty much always be used for large mobs. So this mechanic is fine, but the max MUST be 120s like the aoe holds should be. The max should never be longer than that for the recharge.

 

Also, not a fan of making most of these location holds. The fast "hold and done" click nature of the aoe holds always was more useful, especially with powerboost in play.

Edited by WindDemon21
Posted
1 minute 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 name of the Controller inherent power. Thus all Controllers can inherently control their big pets.

Singularity is listed in the post you quoted.

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Posted
53 minutes ago, Geoffron said:

Counterpoints: This patch is already coming out later than the devs were planning for, and not every armor set even has significant or any changes (of my 3 armored characters, I have shield defense and willpower which received no changes, and electric armor which I may or may not even need to respec).

 

Just because YOU need more time to adjust is not a justification for delaying the patch.

Counterpoint: Sweeping changes to multiple sets, whether or not it affects you individually, deserve to be tested. Using "live testing" is unfair and not a good practice. Just because YOU want the patch early does not justify rolling sweeping changes out without proper testing.

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Posted (edited)

Congratulations on finally pulling the trigger on AOE confuse rebalancing, it's about damn time.

the Adaptive Recharge concept is very smart, good job finally making those "situational" top tier long recharge powers into something much more appealing instead of something easily skipped.

Edited by Kaballah
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Posted

I'm really confused by what the tanker changes are. The self damage buff is for their build up equivalents (and Assault from the leadership pool, I guess?), not their base damage. But what's this Overcap? You can hit people above the target cap now? What arc/radius buff restrictions have been lifted?, Is this the powers that didn't benefit from the Gauntlet AOE size increase (Like most of Titan Weapons)? Cones are now deeper instead of wider?

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Tanking is only half the battle. The other half...

Posted
18 minutes ago, WindDemon21 said:

Also, not a fan of making most of these location holds. The fast "hold and done" click nature of the aoe holds always was more useful, especially with powerboost in play.

 

Oh I didn't catch they were location holds no I don't like that either, it takes away from the fluid feel.  I understand they may be looking for ways to stack mag so I can see it from that angle.  But yeah I'd prefer one shot as well especially if we're losing powerboost interaction.

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Posted
26 minutes ago, WindDemon21 said:

Right, but realistically it's going to pretty much always be used for large mobs. So this mechanic is fine, but the max MUST be 120s like the aoe holds should be. The max should never be longer than that for the recharge.

You're not factoring in these two use cases:

 

1. Alpha strike the pack with your main CC and AoE's just as you do now, and once the minions are dead you activate your new adaptive recharge AoE hold to keep things locked down

2. Quickly stack holds on a boss/EB

Posted
9 minutes ago, Auroxis said:

You're not factoring in these two use cases:

 

1. Alpha strike the pack with your main CC and AoE's just as you do now, and once the minions are dead you activate your new adaptive recharge AoE hold to keep things locked down

2. Quickly stack holds on a boss/EB

#2 there is where adaptive recharge really shines for me. It had me using powers that I would *never* "waste" on a single target,

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Posted
1 hour ago, WindDemon21 said:

No.

 

Add the scaling defense and resist fine (though the scaling options should 20000% be removed from the game as it's the worst mechanic outside of lockouts!! STOP DOING THIS CRAP!!!!!!!!)

 

But do NOT reduce it's duration.

 

From the get go the only main thing that should have been done for the power is to increase it's regen to 250-300% and reduce the recharge time to 30-60s and make non-stackable like disruption arrow or glue arrow are. But it should NOT have it's duration reduced. It's meant to be the long battle regen to help throughout long fights. Reducing the rech/upping regen is to make it more viable mob to mob, and the added mechanics are fine, but do NOT hinder it's "set for long fights and forget" nature of the power! Reduce the recharge further, up the regen, and make it non-stackable then if needed, but keep it's duration longer. Make it last 2 minutes at 250 or 300% regen and make it non-stackable then, and reduce the recharge to 60s or at least 90 so it times in easier for mob-mob which was always it's main issue.

Why?

 

You can just put out another one now a lot easier with some global recharge.  Have multiple up every fight, etc.

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

Posted
43 minutes ago, MASKEDup said:

Counterpoint: Sweeping changes to multiple sets, whether or not it affects you individually, deserve to be tested. Using "live testing" is unfair and not a good practice. Just because YOU want the patch early does not justify rolling sweeping changes out without proper testing.

counter-counter point

 

A lot of this has already been tested in closed beta, and probably already has been doing proper testing. The proper testing has been finished and its just looking for last minute changes before its official release. 

 

That being said, I'm so excited AND Energy Aura coming to Tankers at long last!? YASSSSSS!

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Posted
4 hours ago, arcane said:

Let’s maybe keep this one in beta a couple months minimum. The changes are extremely radical and now everyone has to save for and plan for a billion respecs. I mean it looks like every character with an armor set needs to go back to the drawing board.

 

I guess you guys got bullied out of changing Bio Armor though? Lol


Nah, it didn't happen that way at all.

Posted
3 minutes ago, luficia said:

counter-counter point

 

A lot of this has already been tested in closed beta, and probably already has been doing proper testing. The proper testing has been finished and its just looking for last minute changes before its official release. 

 

That being said, I'm so excited AND Energy Aura coming to Tankers at long last!? YASSSSSS!

EA Tank i'm super pumped for too!

 

But yeah, that's fair. Changes are a good thing!

Posted
46 minutes ago, Crasical said:

I'm really confused by what the tanker changes are. The self damage buff is for their build up equivalents (and Assault from the leadership pool, I guess?), not their base damage. But what's this Overcap? You can hit people above the target cap now? What arc/radius buff restrictions have been lifted?, Is this the powers that didn't benefit from the Gauntlet AOE size increase (Like most of Titan Weapons)? Cones are now deeper instead of wider?

 

I admit, I'm questioning this too but when I'm not running on 4-5 hours of sleep and not working, I plan to test this out on the differences. See how it feels!

Posted
30 minutes ago, luficia said:

 

I admit, I'm questioning this too but when I'm not running on 4-5 hours of sleep and not working, I plan to test this out on the differences. See how it feels!

TL;DR version:

  1. Base damage scale remains unchanged, but any power which gives +dmg will be weaker than it is now.
  2. “Overcap” is just a fancy way of saying damage is reduced on targets past 5 for cones and 10 for AoEs. Tankers still get higher target caps (10/16 instead of 5/10 that other melee ATs get).
  3. In the initial Tanker buffs a few years ago some but not all AoEs got higher arc or radius which was handled by an external power, which effectively meant you got better-than-the-base-numbers-would-imply proc performance and damage. The increased AoE sizes are now baked into the power base values, which has the effect of both reducing proc rate and reducing base damage.

The overall effect of these changes is small, and Tankers still handily outclass Brutes in most scenarios.

"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 (now with Victory support!)

@macskull/@Not Mac | Twitch | Youtube

Posted
1 hour ago, Auroxis said:

You're not factoring in these two use cases:

 

1. Alpha strike the pack with your main CC and AoE's just as you do now, and once the minions are dead you activate your new adaptive recharge AoE hold to keep things locked down

2. Quickly stack holds on a boss/EB

I'm not against the mechanic, just  that the max should still be 120second for the aoe holds max recharge and subsequently lower the recharge per target hit then as well.

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Posted

I haven't played in months and just checked in on the web on a whim.  Just from the description this is an amazing update.  I can't wait to test it.   I'm almost angry at the amount of alts this is going to have me making!   😄

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Posted
3 hours ago, WindDemon21 said:

Also, not a fan of making most of these location holds. The fast "hold and done" click nature of the aoe holds always was more useful, especially with powerboost in play.

 

patches that have a durational effect are unequivocally a lot better than the standard click/done powers in my experience, these changes are very good.

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Posted

Okay so about that NO CRASH feature Power Surge on Electric and the Overload for Energy Armor having NO CRASH, I first need to say

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THANK YOU!!!!

 

Removal of Tier 9 Armor Power crashes is way overdue and I am glad to see that it is coming at long last.

 

That being said, for the Invulnerable power set any chance that perhaps Dull Pain could become a regenerate instead of an HP Boost, and also Unstoppable losing its crash?

 

I foresee my Electric/Titan tank being rebuilt to have the modified Tier 9 power.  Would love to one day do the same for my Invulnerable tanks 🙂

 

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25 alts with all the badges!

Posted

Really love these changes overall some probably need a bit more refinement, but overall amazing and long awaited changes like sleep. i wanted to make a request to change  Black hole but then saw it in the patch notes,

 

I already know there is going to be so many Jubilees from the new Pyrotechnics Power-set.

 

Id love to see some Spider Powers for a future New powerset.

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