Developer The Curator Posted June 19 Developer Posted June 19 Powers Psionic Armor > Consume Psyche / Devour Psyche Fixed a bug where this power would pop up red "First Target Only" popups every time it was used Fixed a bug where the Res(Heal) debuff was being suppressed Psionic Armor > Memento Mori Fixed a timing issue with the conscious usage auto self rez Psionic Armor > Aura of Insanity This power should now accept ATOs Dark Armor >Soul Transfer Fixed a timing issue with the conscious usage auto self rez Self Rez Players will now be stealthed in PvE while under the effects of self-rez Untouchable buffs Radiation Armor > Radiation Therapy Diminishing return changed from a multiplicative -30% per target to a flat 30% strength value for all secondary targets. Adjusted Adaptive recharge to: 25s base +9.5s for the first target 2.8 for every additional target A maximum of 60s recharge This should address proc issues introduced in RC2 Electric Control > Conductive Aura Fixed an issue where the recovery/regen buff from this power was not stacking Electric Armor > Grounded Off-ground duration of KB protection dialed back to 5 seconds Text issues Fixed an issue where some powers had too many back-to-back line breaks Plant Control > Seeds of Confusion Fixed an issue where the controller version of this power was triggering Domination Pyrotechnic Control > Glittering Column Due to bugs with this power, various aspects were reimplemented The power should no longer grant some players a Glitter Explosion power -ToHit debuff moved to it's own Aura Power, separate from the taunt and explosion. This aura can hit 16 targets in a 15ft radius and the effect lingers for 10s The aura starts from the moment the Column is created, but requires a ToHit check to apply per tick. Pyrotechnic Control > Hypnotizing Lights Fixed an issue where this power was not able to proc domination, overpower or containment damage from it's confuse sub-power Robotics > Maintenance Drone Fixed an issue where this power was not spending the pet's HP Regeneration > Instant Healing [PvP only] [PvP only] Reduced unenhanceable regeneration from scale 6.00 to scale 4.00 Regeneration > Reactive Regeneration [PvP only] Reduced base +regeneration from scale 2.00 + to scale 0.80 [PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08 Regeneration > Reactive Regeneration [PvP only] Remove resistance to -regen in PvP Tankers: The following powers were inadvertently boosted in radius when they were not intended to. These radius boosts have been rolled back. Dark Melee > Dark Consumption Dark Melee > Soul Drain Badges City Badge Tracker Increased max memory limit on the tracker's script to prevent it from crashing when used by a lot of players over time. Tasks Erin West - 'Cutting Back Old Growth' Fixes to bugs in Mission1_2 and Mission 3_5 Robert Kogan - 'The Sun and the Spotlight' Fix to wrong actor speaking in Kogan tip mission. Fixing looping dialog. Miscellaneous New Player Experience Update to Welcome Message Dialogue to account for Roleplaying Role and thematic font colors. 6 6
Maelwys Posted June 20 Posted June 20 (edited) On 6/19/2025 at 12:35 PM, The Curator said: Radiation Armor > Radiation Therapy Diminishing return changed from a multiplicative -30% per target to a flat 30% strength value for all secondary targets. Adjusted Adaptive recharge to: 25s base +9.5s for the first target 2.8 for every additional target A maximum of 60s recharge This should address proc issues introduced in RC2 Interesting. Under the original version of the changes this was 25s base with +20s for the first and +14s for the second and +9.8s for the third etc. up to a maximum of 90s. The next version (that made it to live!) then set this to 15s base with +12s for the first and 9s for the second and +6.75 for the third etc. up to a maximum of 60s. This revision looks like the same 25s base duration as the original (so the activation rate of 3.5PPM procs in it become 46.72% again instead of the current 28.77%) And with a -70% flat reduction for additional targets instead of -25% multiplicative it's not hitting their performance vs large numbers of foes anywhere near as hard. I've been testing various different slotting setups on my EM/RA Scrapper; in an attempt to get the best bang-for-my-buck in terms of AoE damage output over time. The most effective combos I can find in each case are below: ("Old" Live prior to the i28p2 changes) ("Current" version on Live after i28p2) (This proposed "New" version on Brainstorm right now) This revision certainly seems like a more reasonable balance IMO compared to what is on Live right now. Still lower spike damage (unless you're just fighting a single target) but the dropoff in damage over time versus higher numbers of targets is considerably less harsh. Adding more procs instead of damage enhancement aspect also appears to be detrimental; therefore "procbombing" will be bad but fitting in 1-2 procs is fine. From a mitigation standpoint the numbers are still much higher than they used to be prior to the i28p2 patch whenever you're only fighting a single target. Looks good to me 👍 Edited June 20 by Maelwys 1
Troo Posted June 21 Posted June 21 On 6/19/2025 at 4:35 AM, The Curator said: Regeneration > Instant Healing [PvP only] [PvP only] Reduced unenhanceable regeneration from scale 6.00 to scale 4.00 Regeneration > Reactive Regeneration [PvP only] Reduced base +regeneration from scale 2.00 + to scale 0.80 [PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08 Regeneration > Reactive Regeneration [PvP only] Remove resistance to -regen in PvP Why? "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
gazellie Posted Saturday at 08:03 PM Posted Saturday at 08:03 PM 4 hours ago, Troo said: Why? Reactive Regen in its current state is over performing to a monumental degree in certain PvP rulesets, to the point that PvP Brutes/potentially Tankers can effectively be made entirely unkillable in a 1v1 scenario while running Reactive Regen (on top of other effective mitigation tools, naturally). After a lot of testing with this, it's brought Regen in PvP from the unambiguous top of the heap back to a comfortable position as a very strong set. I was startled by the .8 and .08 scalars, but neither of them through a series of different tested builds felt like they were necessarily cutting down on the effectiveness of RR in any serious shape. It just meant that there were actually opportunities for someone to be able to beat a Regen Brute again. It's a good fix. I maintain that putting it at a 1.0 scalar would make people feel less scared, but the .8 is really not as drastic a difference as it seems. 1
Troo Posted Saturday at 08:10 PM Posted Saturday at 08:10 PM and Instant Healing? "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
gazellie Posted Saturday at 08:17 PM Posted Saturday at 08:17 PM Similar situation — Because of the changes brought forth by Ailment Resistance in making 1v1 scenarios overall heavily weighted towards Regen, Instant Healing was similarly over performing to the point that PvP diminishing returns were essentially making you lose out on the excess of benefits you were receiving. There's at least some parity between the two choices in a PvP context here, now, with IH often being more useful for tiding over against heavy spike damage builds and RR being the pick for dealing with straight consistent heavy damage.
Troo Posted Wednesday at 03:54 PM Posted Wednesday at 03:54 PM @gazellie So there is no concern in PVE? I play often solo in PvP zones as I enjoy the mini games. Should someone like myself expect a serious performance hit going from PvE to PvP zones? "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
arcane Posted Wednesday at 04:23 PM Posted Wednesday at 04:23 PM 28 minutes ago, Troo said: @gazellie So there is no concern in PVE? I play often solo in PvP zones as I enjoy the mini games. Should someone like myself expect a serious performance hit going from PvE to PvP zones? Your powers are going to change pretty radically in PvP zones whether you’re Regen or not… 1
Troo Posted yesterday at 09:45 AM Posted yesterday at 09:45 AM (edited) An existing power, Instant Healing, was working one way in pvp zones a few weeks ago, and is now suddenly nerfed ~25%. Edited yesterday at 09:50 AM by Troo "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
twozerofoxtrot Posted yesterday at 11:57 AM Posted yesterday at 11:57 AM 2 hours ago, Troo said: An existing power, Instant Healing, was working one way in pvp zones a few weeks ago, and is now suddenly nerfed ~25%. The power doesn't operate in a vacuum, it's part of a set. It was suddenly nerfed after the set overall was suddenly buffed. Gaz already laid how how it was was being affected. Troo, give it a shot first and see how it plays before going down a spiral on this. 1
Troo Posted yesterday at 12:11 PM Posted yesterday at 12:11 PM 1 minute ago, twozerofoxtrot said: Troo, give it a shot first and see how it plays before going down a spiral on this. It's an off the top -200% regeneration. Tankers or Brutes may be able to spare that, a Stalker, not so much. Don't get me started on how 1v1 shouldn't dictate sweeping changes. Folks couldn't get even consideration of tweak to the revamp but all bow to 1v1? That's dumb. "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
arcane Posted yesterday at 03:46 PM Posted yesterday at 03:46 PM 3 hours ago, Troo said: It's an off the top -200% regeneration. Tankers or Brutes may be able to spare that, a Stalker, not so much. Don't get me started on how 1v1 shouldn't dictate sweeping changes. Folks couldn't get even consideration of tweak to the revamp but all bow to 1v1? That's dumb. It’s a change exclusive to PvP… Why do I doubt you are even one of the five people that still PvP? 1
Troo Posted 23 hours ago Posted 23 hours ago (edited) 1 hour ago, arcane said: It’s a change exclusive to PvP… Why do I doubt you are even one of the five people that still PvP? PvP is wider than arena. On 6/25/2025 at 8:54 AM, Troo said: I play often solo in PvP zones as I enjoy the mini games. Others do as well. I'd guess my account has hundreds of hours in PvP zones maybe over a thousand. Not many spent trying to defeat players. 4 zones lots of content: Bloody Bay, Siren's Call, Recluse's Victory and Warburg Edited 23 hours ago by Troo "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
arcane Posted 23 hours ago Posted 23 hours ago (edited) 16 minutes ago, Troo said: PvP is wider than arena. Others do as well. I'd guess my account has hundreds of hours in PvP zones maybe over a thousand. Are you implying that PvP needs to be balanced around PvE because it is technically possible to PvE in a PvP zone? Hopefully I am just misinterpreting you. If you aren’t in the PvP zone to PvP and are complaining about the changes’ impact on PvE, I gotta come clean and say I don’t think that opinion should even be considered. Edited 23 hours ago by arcane 1
Troo Posted 23 hours ago Posted 23 hours ago 1 minute ago, arcane said: Are you implying that PvP needs to be balanced around PvE because it is technically possible to PvE in a PvP zone? Hopefully I am just misinterpreting you. You are. My beef here is limited to one power. Instant Healing was not part of the 'revamp'. But while we are here, let me get this straight: Are you implying that "five people that still PvP" should dictate changes to everyone else on all the servers when they don't use the zones,.. maybe one zone from time to time on one shard? Hopefully I am just misinterpreting you. "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
arcane Posted 23 hours ago Posted 23 hours ago 2 minutes ago, Troo said: You are. My beef here is limited to one power. Instant Healing was not part of the 'revamp'. But while we are here, let me get this straight: Are you implying that "five people that still PvP" should dictate changes to everyone else on all the servers when they don't use the zones,.. maybe one zone from time to time on one shard? Hopefully I am just misinterpreting you. Those are PvP zones. Obviously they have to be balanced for PvP whether PvP is alive or not. 1
Glacier Peak Posted 23 hours ago Posted 23 hours ago 13 minutes ago, arcane said: Are you implying that PvP needs to be balanced around PvE because it is technically possible to PvE in a PvP zone? Hopefully I am just misinterpreting you. If you aren’t in the PvP zone to PvP and are complaining about the changes’ impact on PvE, I gotta come clean and say I don’t think that opinion should even be considered. I'm just glad the folks who actually do PvP cared enough to test the changes and recommend them to the development team. There's hardly enough players interested to test other changes to the game, let alone in PvP settings. I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
PeregrineFalcon Posted 22 hours ago Posted 22 hours ago 23 minutes ago, Glacier Peak said: There's hardly enough players interested to test other changes to the game, let alone in PvP settings. Keeps closed beta locked down and doesn't let new players join. Complains that there's not enough people interested in testing. Wait, what?!? June: Men's Health Awareness Month Being constantly offended doesn't mean you're right, it means you're too narcissistic to tolerate opinions different than your own.
Glacier Peak Posted 22 hours ago Posted 22 hours ago 9 minutes ago, PeregrineFalcon said: Keeps closed beta locked down and doesn't let new players join. Complains that there's not enough people interested in testing. Wait, what?!? I'm assuming because you're quoting my post that you're attributing that to me? If so, that's not my take. Closed Beta is closed in name only. Any can join and it's been that way since October of last year... And there's never been enough players to test things on Closed or Open Beta, unfortunately because any number of reasons. That's why things like the Labyrinth of Fog get tested on live shards iteratively or minor issues pop up after a patch releases that need address immediately with hotfixes or follow on patches. 1 I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
PeregrineFalcon Posted 22 hours ago Posted 22 hours ago 28 minutes ago, Glacier Peak said: I'm assuming because you're quoting my post that you're attributing that to me? If so, that's not my take. No, I wasn't attributing that to you specifically. 1 June: Men's Health Awareness Month Being constantly offended doesn't mean you're right, it means you're too narcissistic to tolerate opinions different than your own.
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