the1egend1ives Posted Sunday at 03:57 PM Posted Sunday at 03:57 PM I'm confused by the sleep mechanics. Upon taking damage, do enemies continue to stay asleep ONLY if they have deep sleep? If so, that means that only controller sleeps get a buff, since controller buffs are the only ones that stack and cause deep sleep. Any other sleep, like the Poison Gas Arrow from Trick Arrow, will continue to be ineffective in combat, since enemies will take damage instantaneously from other powers
Troo Posted Sunday at 05:52 PM Posted Sunday at 05:52 PM So far this Page it appears folks are most concerned about or interested in: 14.6k+ views [---] Focused Feedback: Powerset - Plant Control 13.4k views [---] Focused Feedback: Tanker - Archetype Inherent Changes 9.8k+ views [---] Focused Feedback New Powerset - Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) 9.1k views [---] Focused Feedback: Powerset - Regeneration / Proliferation to Tankers 5k views [---] Focused Feedback: New Powerset - Pyrotechnic Control (Controllers, Dominators) 3.1k views [---] Focused Feedback: Powerset - Electric Armor Plant Control & Psionic Armor have had "numerous changes", Tanker Inherent Change has also had changes/adjustments. "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
OldPenn Posted Sunday at 06:26 PM Posted Sunday at 06:26 PM On 6/5/2025 at 10:22 AM, The Curator said: Diminishing returns: All powers Melee set powers that go over their standard caps will inflict work at 1/3rd efficiency on those targets Patch note issue: Please clarify if this is for all powers or Melee powers (fwiw I had no idea a power could hit more targets than its limit except for with what Gauntlet grants, which this note says is immune, so this entire note is 100% confusing to me since I've never read or seen the overhit mechanic before.)
Riverdusk Posted Sunday at 06:33 PM Posted Sunday at 06:33 PM (edited) 2 hours ago, the1egend1ives said: I'm confused by the sleep mechanics. Upon taking damage, do enemies continue to stay asleep ONLY if they have deep sleep? If so, that means that only controller sleeps get a buff, since controller buffs are the only ones that stack and cause deep sleep. Any other sleep, like the Poison Gas Arrow from Trick Arrow, will continue to be ineffective in combat, since enemies will take damage instantaneously from other powers That is correct. Poison gas arrow is one of those that constantly 'tics' though. In its case, every 2.5 seconds it tries to put things to sleep again for its duration as long as they stay in the area of effect. However, It is also low magnitude, so it is only going to affect minions. Honestly, for poison gas arrow, it is more about the damage debuff it gives, which is very high (-50% for defenders). And the damage debuff affects everything, not just minions. Edited Sunday at 06:35 PM by Riverdusk 1
Wavicle Posted Sunday at 07:20 PM Posted Sunday at 07:20 PM 46 minutes ago, Riverdusk said: That is correct. Poison gas arrow is one of those that constantly 'tics' though. In its case, every 2.5 seconds it tries to put things to sleep again for its duration as long as they stay in the area of effect. However, It is also low magnitude, so it is only going to affect minions. Honestly, for poison gas arrow, it is more about the damage debuff it gives, which is very high (-50% for defenders). And the damage debuff affects everything, not just minions. It’s not entirely correct. Deep Sleep is only Control sets, but other Sleep powers stack now. 1 Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Mezmera Posted Sunday at 07:52 PM Posted Sunday at 07:52 PM This page does a lot for control ATs. Pretty much everything is gravy for controls. Adaptive Recharge is a great idea for aoe controls. The Controller inherent being altered to allow pets to be managed better. Then Deep Sleep seems to be a well done soft control. There's a few things left I'd like to see for future alterations to finish off specifically control ATs: With Adaptive Recharge any procs in that power are a waste but some procs are necessary for certain bonuses like the Contagious Confusion proc or the Unbreakable proc in aoe holds. I'd like to see it where in a power with Adaptive Recharge if you have 4+ of a set in that power the proc fire rates scale up higher so there can be some slight adjustment so procs don't feel outright useless in these powers like they now do. For example the Contagious proc was a nice extra layering for more confuse in Mass Confusion but now it'll only hit like 2 targets, if you have the full set in there it's a shame you don't get some extra accounting for that. Another thing with Adaptive Recharge is that now some ST controls are becoming less than redundant when all you need to do is hit your aoe hold to stop the 3-5 targets on you rather than targeting them individually and holding each one. I'd like to see the control AT have their ST hold get some kind of universal debuff like say a -10% resistance on target since these are powers you're typically stuck taking anyways. This'll give some more want to use the ST holds over the aoe holds that now have similar recharge with Adaptive. One more thing a little lower on the list I'd like to see is that since Controllers got their nice alteration to their inherent to allow for direct control of pets maybe Dominators instead of any direct control over pets which now a lot are asking for we can maybe see them get some kind of damage modifier increase, at least melee. They are blaster-lite with a good deal more risk to play and so rather than altering hp caps and the like I think a damage modifier increase would appease most wanting to play this unarmored class. Anyways good stuff with this page so far. It feels like control ATs are almost where they should be. 1
Wavicle Posted Sunday at 08:40 PM Posted Sunday at 08:40 PM 47 minutes ago, Mezmera said: They are blaster-lite with a good deal more risk to play Less risk. Stronger CC, pets, and mez protection. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Mezmera Posted Sunday at 08:52 PM Posted Sunday at 08:52 PM 5 minutes ago, Wavicle said: Less risk. Stronger CC, pets, and mez protection. Blasters have higher base and capped HP, they have been given good survival abilities in their secondaries including some of their own mez protection, Blaster nukes are currently the best CC in the game. Maybe in the olden days of live I'd have agreed with some skill they were the lesser risky unarmored class but not the current state. 1
JayboH Posted Monday at 12:39 AM Posted Monday at 12:39 AM On 6/6/2025 at 1:30 PM, Myrmidon said: After all this time, still no “beneficial”Kinetic Melee adjustments… (Thanks, Indystruck😂) Yeah Kinetic Melee and Poison are probably my top two set adjustment requests. Then third to do whatever is needed to fix Super Strength so it can be proliferated to Scrapper/Stalker (which I assume means playing with Rage.) 1 1 Flint Eastwood
Vinceq98 Posted Monday at 08:00 PM Posted Monday at 08:00 PM New build out and they broke Seeds of Confusion. 6 sec base recharge and is bugged. Does not take adaptive recharge. It is a spammable power with now. This issue wont make it live for a long long time. 2
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