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Posted
23 hours ago, Vinceq98 said:

The following controller pets now have a 33.33% chance to proc containment damage:

  • ArsenalControl GunTurret.png Arsenal Control > Tri-Cannon

 

It used to do 100 percent containment dmg and was the perk for that power set. You released a strong damaging and control set and are now nerfing it because the other controller pets got buffed???

 

That's how I read the patch notes too.  I wonder if this is a mistake or if the TCannon was doing more damage than desired.  I haven't tested this yet tho.

 

Posted
2 hours ago, lemming said:

I just looked at the stats for a level 37 Arsenal controller on live & open beta.

 

Live, Tri-Gatling shows Average Damage at 73.92

Beta, it shows Average damage of 145.01

 

Where are you showing the nerf bit?

Admittedly I have been on the test server testing the new things so I haven't copied over my arsenal controller over beczuae these open betas are very short and I was not expecting this set at all to hit a stray bullet. Hoping this is all a typo because it isn't justified at all. 

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Posted (edited)
On 5/30/2025 at 9:07 AM, The Curator said:

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)


Why?

Seriously, why? Why are you turning everything into more of a damage sponge? At end game that's boring, probably one of the worst offenses an MMO can make as it is a blatant slap in the face of "we want to waste your time" for no reason. I mean the damage sponge bosses (albeit through high/multiple HP pools instead of regen) you made for Council made them SOOOO boring to fight.

Leveling up, especially solo and on low damage output ATs, this is a disaster. This doesn't address teams going through stuff too quickly as a team that floors a group with their alpha strike at end game will still be flooring the entire group with the alpha strike as regen requires time to be damage sponge. The new design is specifically going to be felt the most by low level, solo, and/or low damage ATs.

For an indication of what 5% every twelve seconds does: If it takes 15 seconds to take down a lieutenant on a level 11 controller right now, it'll take about 17 seconds after this change. Doesn't sound like a whole lot... but there's 30 lieutenants between me and the goal of this map. So that's an increase of 1 minute for this one mission of this ten mission contact arc... and we aren't including the increased time it takes to bring down the minion that's with each lieutenant. AND if the boss at the end takes me down... heaven forbid I have to hospital and spend 2 minutes running back... I'll be stuck in a death loop without popping half an insp. tray of red and purple skittles.

This change is just a slog.

I mean, if the goal is to get people to "slow down and smell the roses" so to speak... you might as well get rid of the double XP boost from the S.T.A.R.T. vendor.

(and I posted this here because there isn't a focused feedback page for this specific change)

Edited by Dragotect
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Posted
59 minutes ago, Dragotect said:


Why?

Seriously, why? Why are you turning everything into more of a damage sponge? At end game that's boring, probably one of the worst offenses an MMO can make as it is a blatant slap in the face of "we want to waste your time" for no reason. I mean the damage sponge bosses (albeit through high/multiple HP pools instead of regen) you made for Council made them SOOOO boring to fight.

Leveling up, especially solo and on low damage output ATs, this is a disaster. This doesn't address teams going through stuff too quickly as a team that floors a group with their alpha strike at end game will still be flooring the entire group with the alpha strike as regen requires time to be damage sponge. The new design is specifically going to be felt the most by low level, solo, and/or low damage ATs.

For an indication of what 5% every twelve seconds does: If it takes 15 seconds to take down a lieutenant on a level 11 controller right now, it'll take about 17 seconds after this change. Doesn't sound like a whole lot... but there's 30 lieutenants between me and the goal of this map. So that's an increase of 1 minute for this one mission of this ten mission contact arc... and we aren't including the increased time it takes to bring down the minion that's with each lieutenant. AND if the boss at the end takes me down... heaven forbid I have to hospital and spend 2 minutes running back... I'll be stuck in a death loop without popping half an insp. tray of red and purple skittles.

This change is just a slog.

I mean, if the goal is to get people to "slow down and smell the roses" so to speak... you might as well get rid of the double XP boost from the S.T.A.R.T. vendor.

(and I posted this here because there isn't a focused feedback page for this specific change)

Is this feedback based solely on the notes, or actual playtesting?

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Posted
1 hour ago, Dragotect said:


Why?

Seriously, why? Why are you turning everything into more of a damage sponge? At end game that's boring, probably one of the worst offenses an MMO can make as it is a blatant slap in the face of "we want to waste your time" for no reason. I mean the damage sponge bosses (albeit through high/multiple HP pools instead of regen) you made for Council made them SOOOO boring to fight.

Leveling up, especially solo and on low damage output ATs, this is a disaster. This doesn't address teams going through stuff too quickly as a team that floors a group with their alpha strike at end game will still be flooring the entire group with the alpha strike as regen requires time to be damage sponge. The new design is specifically going to be felt the most by low level, solo, and/or low damage ATs.

For an indication of what 5% every twelve seconds does: If it takes 15 seconds to take down a lieutenant on a level 11 controller right now, it'll take about 17 seconds after this change. Doesn't sound like a whole lot... but there's 30 lieutenants between me and the goal of this map. So that's an increase of 1 minute for this one mission of this ten mission contact arc... and we aren't including the increased time it takes to bring down the minion that's with each lieutenant. AND if the boss at the end takes me down... heaven forbid I have to hospital and spend 2 minutes running back... I'll be stuck in a death loop without popping half an insp. tray of red and purple skittles.

This change is just a slog.

I mean, if the goal is to get people to "slow down and smell the roses" so to speak... you might as well get rid of the double XP boost from the S.T.A.R.T. vendor.

(and I posted this here because there isn't a focused feedback page for this specific change)

 

Haven't felt a mission really taking longer.  Though, was playing a scrapper.

Posted
5 minutes ago, BrandX said:

 

Haven't felt a mission really taking longer.  Though, was playing a scrapper.

That's because high damage AT's and folks geared to the nines won't really feel this change. But for AT's like controllers and tankers (from what I'm seeing in the tanker feedback thread), there is a noticeable difference. Mobs take longer to defeat, especially if you're on a nerfed set. It's not impossible, but it's annoying and punishing casual players and players who run on SOs and common IOs. It's also kind of a weird change because this game is no longer for profit and doesn't need arbitrary means of getting people to sink their time into it to play. I also think it's weird to add this on at the same time as they're making sweeping AT/powerset changes, which makes it harder to test and give feedback when it's difficult to know if something you're having an issue with could be do to the powerset/AT change or due to the critter change.

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Global: @Valnara1; Discord Handle: @Valnara#0620

I primarily play on Everlasting, but you may occasionally find me on Indom. 🙂

Notable Characters: Apocolyptica - Demons/Storm MM; Lurking Monster - Human-Form WS; Environmentabot - Bots/Nature MM; Miss Fade - Ill/Traps Controller; Sister Apocalypse - Beast/Dark MM; Dr. Elaina Wrath - Plant/Rad Controller (Join the House of Wrath, and spread the word of science!); Ruff Ruff Boom - AR/Devices Blaster

Posted
23 minutes ago, TygerDarkstorm said:

But for AT's like controllers and tankers (from what I'm seeing in the tanker feedback thread), there is a noticeable difference.

I will note that I took my Elec/Time Controller thru a mission just to check out the new control bits and the noticeable difference was I blew thru it.   I wasn't doing anything very difficult, but this is something that should be tested, not just read.

Posted
3 hours ago, lemming said:

I will note that I took my Elec/Time Controller thru a mission just to check out the new control bits and the noticeable difference was I blew thru it.   I wasn't doing anything very difficult, but this is something that should be tested, not just read.

To which I have and have posted feedback as such. Elec Control got a huge buff this page, but Plant plays noticeably slower. And as I said, tankers are reporting their comparisons in their feedback thread and generally showing slower clear times compared to live. I based what I said off of testing.

Global: @Valnara1; Discord Handle: @Valnara#0620

I primarily play on Everlasting, but you may occasionally find me on Indom. 🙂

Notable Characters: Apocolyptica - Demons/Storm MM; Lurking Monster - Human-Form WS; Environmentabot - Bots/Nature MM; Miss Fade - Ill/Traps Controller; Sister Apocalypse - Beast/Dark MM; Dr. Elaina Wrath - Plant/Rad Controller (Join the House of Wrath, and spread the word of science!); Ruff Ruff Boom - AR/Devices Blaster

Posted
37 minutes ago, TygerDarkstorm said:

To which I have and have posted feedback as such. Elec Control got a huge buff this page, but Plant plays noticeably slower. And as I said, tankers are reporting their comparisons in their feedback thread and generally showing slower clear times compared to live. I based what I said off of testing.

Of course they are, Tanker damage got nerfed. I would be concerned if they WEREN’T slowing slower clear times.

Posted
On 5/30/2025 at 10:07 AM, The Curator said:

Critters Only:

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

 

Not noticeable at higher levels with high damage ATs, even against Bosses.

Outrageously soulcrushing on low damage and/or low level (below 40).  Seeing them heal while all my powers are on CD just makes me not want to play these things.

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Posted
58 minutes ago, DarknessEternal said:

Not noticeable at higher levels with high damage ATs, even against Bosses.

Outrageously soulcrushing on low damage and/or low level (below 40).  Seeing them heal while all my powers are on CD just makes me not want to play these things.

Can you provide some details. What mobs were you fighting at what level.

Posted (edited)

So... after doing actual testing. Yeah, this pretty much does what I expected it would.

 

On level 10-35 you really notice it against pretty much any mob. You can literally watch them heal significantly while your attacks are on cooldown or if you're out of energy- which you're going to be more frequently be as you MUST use EVERY attack you can to try to bring them down quickly. Every miss you make is that much more annoying because it is more time they get to significantly regenerate what little damage you managed to do. It isn't fun. It is painful.

This all gets fixed by teaming, sure, but when was the last time you could reliably get a team together in a timely manner for anything other than TFs? Who is going to join a contact arc? Especially if they don't have or have already done that contact- or heaven forbid if you want to read it, they can't and they also don't get the end of contact bonus.

Even on high level and damage ATs it turns those annoying long fights into even more annoyingly longer fights (such as the Master Illusionist or the revamped Council bosses that have two health pools due to forced rez/werewolf pop). It doesn't make them any more difficult. It just makes them take longer.

Again, I ask... Why? Why is this change being done? If you do enough damage, the change may as well not exist meaning it is an utterly pointless change, but if you don't do enough damage it takes already sluggish mob clears and pulls them through a sieve made of molasses. It is a targeted hurt to those already having the worst go of it. I do not understand this change.

All I can figure is this is yet another attempt to nerf Fire Farms and/or power leveling in general by significantly slowing down boss and EB clears from a single player as they're the only ones likely to have a health pool big enough for the regen change to make a noticeable difference. But at what cost? At some point you have to think about the rest of the game, the players that don't actively pursue that stuff, and how changes affect that as well.

Edited by Dragotect
Posted
2 hours ago, Dragotect said:

If you do enough damage, the change may as well not exist meaning it is an utterly pointless change, but if you don't do enough damage it takes already sluggish mob clears and pulls them through a sieve made of molasses. It is a targeted hurt to those already having the worst go of it. I do not understand this change.

 

+1

"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

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