Developer Captain Powerhouse Posted yesterday at 12:21 AM Developer Posted yesterday at 12:21 AM We are at a point where we are not changing any aspects of the powers that require a power or note description change. This means the attune bonus is not changing until after launch. Attune [Sonic Clap] is not being treated as a single target attack but an AoE one. I know some players will toss cones in ST chains, but any tweaks to the power will be focused on its AoE and like noted above it's not likely to happen until things go live. Although alternate animations are not out of the table, don't expect punches. At most only expect lay of hands/shouts for this set, but that is not likely to be part of the launch release. I don't make these schedule calls, but leadership does get to force us to stop at some point and focus exclusively on bug fixes/minor tweaks for things to get done and us not to iterate on things in perpetuity. Note I am not saying feedback is not welcomed, we are still looking at design feedback and it will be considered for the first post-launch update. 1 2 2
Captain Fabulous Posted yesterday at 01:51 AM Posted yesterday at 01:51 AM 3 hours ago, WindDemon21 said: Sure thing! 1. Sonic Thrust: Animation/sound is good, but should still not be required to get the effect out of attune. Recharge is a bit fast, but this is ok as a "get now respec out later power", but if it's still required for attune (which it is to get the increased DOT which is much stronger than the 10% damage boost), that wholly breaks that and it becomes a crap power. 2. Strident Echo: Great power, does what it's supposed to do, Only issue is cast time is a little long for the lower recharge/damage value. Should be closer to 1.3s. 3. Attune: Cast time is too long for what it does to use in an attack rotation, so it becomes a "use once only for every target" power. As a toggle, it's also terribly annoying, but this is known, so hopefully they'll figure out how to make it work as a click, but then it still has the same issues i just mentioned. This power should still just be a self-toggle, that grants the addtional DOT on a target done with any sonic melee powers, similar to a guaranteed brimstone armor, with obvoiusly less DOT on the aoes, due to more of the single target DOT"s stacking higher. It's current iteration, on a scrapper at least, also seems like a lot less damage coming off it as well than before. With most intending to skip sonic thrust or strident echo as well, it also makes this power now pretty much a 2nd "must" skip. 4. Sonic Clap: Love the animation, and the cone is nice BUT, the cone is also too large for the power at the same time especially for an 8s recharge power with only a 5 target cap. It seems like a very clear case of "lets think of the most way we can make this power not work for procs." As is, the power should be on a 12 or 14s recharge, with a 10 target cap. It also has atrociously bad knockdown chances, only at 20%, even though it's similar power hand clap is a 100% knock rate. This power SHOULD be a 100% knockdown rate given what the power is similar to hand clap, but at least a 60 or 75% rate is what it should have if not 100%. It's fast recharge spamming also gets kinda annoying sound-wise as well, so having it on a longer recharge would also be another good reason to increase the rech/damage scalar. A cone size reduction is more than fine also, like 120degrees/10ft to still keep large but not, overly large where it borders on pointless for the amount of targets it's hitting. Bug: It's also still knocking back where it should be knocking down for some reason as well. 5. Sandman's Whisper: Power animation/sound is fine, secondary effect is good, but the power is on way too short of a recharge. the set already has 3 ST attacks that are 6 seconds or less, and another attack in earsplitter. This power should have a 12s recharge with increased matching damage to give the set more big hitters. (should be moved up in tier as well to tier 5. Bug: it's not sleeping enemies even if the attack misses. Sleep is supposed to be autohit even if the damage doesn't hit. 6. Confront: Standard power, still the forever skip on the melee set. 7. Sound Booster: Standard power, does what it's supposed to 8, Deafening Wave: Good stats. Nothing wrong with the power, though it's at too high of a tier IMO, but if proper adjustments on sonic clap are made then it is tolerable. 9. Earsplitter: Fine with the animation, though it should have a hand alternate animation. Stats are good. So what you're saying is there's something wrong with every power and there nothing about the set you like, LOL. Don't ever change, dude. 😂😂😂 5
Developer Captain Powerhouse Posted yesterday at 02:11 AM Developer Posted yesterday at 02:11 AM 1 hour ago, Captain Powerhouse said: Attune is not being treated as a single target attack but an AoE one. I know some players will toss cones in ST chains, but any tweaks to the power will be focused on its AoE and like noted above it's not likely to happen until things go live. Typo: I meant Sonic Clap
Captain Fabulous Posted yesterday at 02:13 AM Posted yesterday at 02:13 AM Been putzing around with the set for a few hours on an EA/SM tank. It's fine. Attune flows better than it did last time I played on Experimental, tho I did notice it's lost its up-front damage. Not sure if that's WAI. It took a little bit to find the set's rhythm but once I did it felt good. Two strong single target attacks and 2 large AoEs give it a nice mix of abilities. If I have one criticism to make is that I think the % chance of KD and disorient in Sonic Clap should be bumped up a bit. Too many times I've used it on a large group of critters and not a single one was knocked down or disoriented. Along the same lines is the migraine effect. I really wasn't paying too much attention as to how many critters were actually subjected to it, but it didn't feel like it was a lot. And heck while I'm at it I'll toss in that the sleep in Sandman's Whisper seems really short, especially against higher-level critters. I know all these are secondary effects and aren't going to be all that strong, but since the effects are all different you can't stack them like you can in most sets. In this way it's a lot like Super Strength, but in comparison they feel a lot weaker. Gonna try the set on a SM/EA Scrapper and see how it compares.
gameboy1234 Posted yesterday at 02:43 AM Posted yesterday at 02:43 AM 2 hours ago, BrandX said: Animations are fine to me. ATTUNE however could use a fix in location, as it feels a little less a scream and more mental with it's location, but maybe that's just my character. The animations are fine, but long term I wouldn't mind seeing alternate animations. One set that's all punching, like hitting people with your sonic fists, and one other that's all hand based but might be more "wiggle your fingers at them", sort of like Kinetic Melee, which might imply some other type of power besides just punching.
UltraAlt Posted yesterday at 05:07 AM Posted yesterday at 05:07 AM On 11/11/2025 at 5:34 AM, UltraAlt said: The default for the FX is all white. Please don't do that. Some of us have light sensitivity, and it is blinding and can be like stick in the eye. Better. Thanks. If someone posts a reply quoting me and I don't reply, they may be on ignore. (It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications) Some players know that I have them on ignore and are likely to make posts knowing that is the case. But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable. Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.
robobl4de Posted yesterday at 07:30 AM Posted yesterday at 07:30 AM 11 hours ago, Captain Powerhouse said: Seems Faultline decided to patch earlier so.... fix might be in brainstorm right now. Ok so tested Stalker (Ill get to testing other ATS later unless someone wants to help out before me) Stalker Chance to Hide ATO is still getting cancelled/spent by attune dot tick (Not fixed). T1 (Not fixed): Spoiler You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time (CRITICAL). You hit Vanguard MDC with your Sonic Thrust for 17.91 points of Smashing damage. You hit Vanguard MDC with your Sonic Thrust for 17.91 points of Energy damage. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time (CRITICAL). You hit Vanguard MDC with your Sonic Thrust for 17.91 points of Smashing damage. You hit Vanguard MDC with your Sonic Thrust for 17.91 points of Energy damage. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time (CRITICAL). You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. T2(Not fixed, bugged in different way?!) As combat log shows, i turned off attune after using T2, and the T2 kept the dot going as the source of it for 14-16 seconds varied: Spoiler You hit Vanguard MDC with your Strident Echo for 5.18 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. Shutting off Attune. <- I TURN OFF ATTUNE HERE You hit Vanguard MDC with your Strident Echo for 5.18 points of Smashing damage over time. You hit Vanguard MDC with your Strident Echo for 5.18 points of Energy damage over time. Attune is recharged. You hit Vanguard MDC with your Strident Echo for 5.18 points of Smashing damage over time. You hit Vanguard MDC with your Strident Echo for 5.18 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. Strident Echo is recharged. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. Since 3 of these issues need fixing if i can ask to clarify, when you toggle on Attune, using T1 or T2 is the Attune's dot supposed to become stronger for 16 seconds after using these two attacks so Attuned dmg scale is supposed to be 0.3 or one of these can improve it once to 0.2?
Auroxis Posted yesterday at 09:19 AM Posted yesterday at 09:19 AM 1 hour ago, robobl4de said: Ok so tested Stalker (Ill get to testing other ATS later unless someone wants to help out before me) Stalker Chance to Hide ATO is still getting cancelled/spent by attune dot tick (Not fixed). T1 (Not fixed): Reveal hidden contents You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time (CRITICAL). You hit Vanguard MDC with your Sonic Thrust for 17.91 points of Smashing damage. You hit Vanguard MDC with your Sonic Thrust for 17.91 points of Energy damage. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time (CRITICAL). You hit Vanguard MDC with your Sonic Thrust for 17.91 points of Smashing damage. You hit Vanguard MDC with your Sonic Thrust for 17.91 points of Energy damage. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time (CRITICAL). You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. T2(Not fixed, bugged in different way?!) As combat log shows, i turned off attune after using T2, and the T2 kept the dot going as the source of it for 14-16 seconds varied: Reveal hidden contents You hit Vanguard MDC with your Strident Echo for 5.18 points of Energy damage over time. You hit Vanguard MDC with your Attune for 4.71 points of Energy damage over time. Shutting off Attune. <- I TURN OFF ATTUNE HERE You hit Vanguard MDC with your Strident Echo for 5.18 points of Smashing damage over time. You hit Vanguard MDC with your Strident Echo for 5.18 points of Energy damage over time. Attune is recharged. You hit Vanguard MDC with your Strident Echo for 5.18 points of Smashing damage over time. You hit Vanguard MDC with your Strident Echo for 5.18 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. Strident Echo is recharged. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. You hit Vanguard MDC with your Strident Echo for 4.71 points of Energy damage over time. Since 3 of these issues need fixing if i can ask to clarify, when you toggle on Attune, using T1 or T2 is the Attune's dot supposed to become stronger for 16 seconds after using these two attacks so Attuned dmg scale is supposed to be 0.3 or one of these can improve it once to 0.2? T1 (Sonic Thrust) is not working as intended for sure T2 might be working as intended, and if it's a bug i wouldn't call it a major one (who's detoggling attune? who's getting disappointed by not losing damage from detoggling attune?) As for the chance to hide ATO getting cancelled, are you sure? Not able to test for a while but I still got crits after the ATO proc placed me in hide and DoT's were active.
Sovera Posted yesterday at 09:43 AM Posted yesterday at 09:43 AM I see mentions of 'stll have to take both T1 and T2'. Unless that feedback is old, or I misunderstood something, Attune has been reworked to give something to *all* powers of the set and is no longer linked to just the first two powers. Please re-read the newest patch notes. - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Shin Magmus Posted yesterday at 11:01 AM Posted yesterday at 11:01 AM 1 hour ago, Sovera said: I see mentions of 'stll have to take both T1 and T2'. Unless that feedback is old, or I misunderstood something, Attune has been reworked to give something to *all* powers of the set and is no longer linked to just the first two powers. Please re-read the newest patch notes. I did re-read the most current patch notes, the issue is that they are still wrong. One position the HC staff clearly needs is an Editor, because they leave in blatantly wrong text and/or typos in patch notes or in-game extremely often. Remember how we all thought Sonic Thrust did a Repel cus they forgot to proofread their text and change that? So next time, they need to fix the patch notes to say Attune is boosted by all Sonic Melee attacks if that's how it works. After reading this comment, you gain Wet. At 5 stacks of Forum Nonsense, your next Bad Argument Power will have an Orange Circle, raising the chance of me not giving a shit to 100%! The Definitive Empathy Rework
robobl4de Posted yesterday at 11:30 AM Posted yesterday at 11:30 AM (edited) 2 hours ago, Auroxis said: T1 (Sonic Thrust) is not working as intended for sure T2 might be working as intended, and if it's a bug i wouldn't call it a major one (who's detoggling attune? who's getting disappointed by not losing damage from detoggling attune?) As for the chance to hide ATO getting cancelled, are you sure? Not able to test for a while but I still got crits after the ATO proc placed me in hide and DoT's were active. It *technically* works "Stalker Guile proc now grant hide for 3s", when you proc hide, the hidden status gets cancelled as soon as next Attuned dot ticks, but i believe the way hide proc activation is coded from what ive gathered by testing you have a very small window before it actually disappears, the attune dot expends the hide but most of the time you can technically proc hide crit with next attack. The dot ticks should temporary pause like they do when you use placate and not expend hide proc instantly until you use other attack after. EDIT: "Strident Echo and Sonic Thrust: Non stacking bonus scale 0.1 per second damage over time over 16s" T2 right now doesn't give bonus 0.1 dmg per second, it only "extends" the attune dot if its toggled off, if Attune is still toggled when you use T2, this 0.1 doesn't do anything Edited yesterday at 11:35 AM by robobl4de
Auroxis Posted yesterday at 11:34 AM Posted yesterday at 11:34 AM 3 minutes ago, robobl4de said: It *technically* works "Stalker Guile proc now grant hide for 3s", when you proc hide, the hidden status gets cancelled as soon as next Attuned dot ticks, but i believe the way hide proc activation is coded from what ive gathered by testing you have a very small window before it actually disappears, the attune dot expends the hide but most of the time you can technically proc hide crit with next attack. The dot ticks should temporary pause like they do when you use placate and not expend hide proc instantly until you use other attack after. When I tested, the Attune dot ticks stopped after entering hide and the Strident Echo ticks did not. However they didn't take me out of hide, and I was able to crit with my other attacks out of hide despite the ticks while hidden.
BrandX Posted yesterday at 02:42 PM Posted yesterday at 02:42 PM 11 hours ago, gameboy1234 said: The animations are fine, but long term I wouldn't mind seeing alternate animations. One set that's all punching, like hitting people with your sonic fists, and one other that's all hand based but might be more "wiggle your fingers at them", sort of like Kinetic Melee, which might imply some other type of power besides just punching. Agreed. I always like option in animations. 1
robobl4de Posted yesterday at 03:52 PM Posted yesterday at 03:52 PM (edited) 4 hours ago, Auroxis said: When I tested, the Attune dot ticks stopped after entering hide and the Strident Echo ticks did not. However they didn't take me out of hide, and I was able to crit with my other attacks out of hide despite the ticks while hidden. Ok, i made a new toon to test, for some reason new toons stalker ato hide proc works as intended, the T1 and T2 are still bugged, they should make the Attune dot dmg scale be 0.2 (or 0.3?) : "All attacks now provide a bonus effect against the Attuned anchor Strident Echo and Sonic Thrust: Non stacking bonus scale 0.1 per second damage over time over 16s" But right now T1 is not doing anything and T2 is only extending the DOT (and acting like its source of damage) IF you toggle off Attune. Edited yesterday at 03:54 PM by robobl4de
Starhammer Posted yesterday at 04:12 PM Posted yesterday at 04:12 PM So, a little thematic feedback: First off there's a lot of focus on "Migraines" in the power descriptions. It just feels a little too close to real life, and maybe a less specific term could be found to dial that back? "Disorienting Pain" would be nice, if it weren't for "disorient" being an in-game synonym for "stun" It also feels like [Sandman's Whisper] being described as whispering in your target's ear, yet causing Smashing, Energy, and potentially Fire damage seems to create a bit of cognitive dissonance. It just feels like it either shouldn't do damage, or if it must, it should do Psionic. Maybe instead of damage, it could do -res, which would get us the that damage from other attacks. I get it, smashing/energy makes sense if you're screeching some sonic cannon vocals in their ear, but not a "whisper." 1
Game Master GM_GooglyMoogly Posted 23 hours ago Game Master Posted 23 hours ago 5 hours ago, Shin Magmus said: I did re-read the most current patch notes Those are not the most recent ones. These are: Quote New Melee Set for Brutes, Tankers, Scrappers and Stalkers Sonic Melee lets you use the power of sound waves to damage your foes with devastating close range sonic attacks that can inflict Migraines, debuffing their resistance to multiple debuffs, and holding foes for a short hold. This can be dramatically increased by using Sound Booster. With the ability to Attune your frequency to your target's, your single target attacks can trigger powerful reverberating damage over time, helping you quickly bring enemies to their knees. Sonic Thrust - Melee, DMG(Energy/Smash), Foe Knockdown, -Res(Debuffs) A focused attack of intense sonic power with high chance to violently knock a nearby foe off their feet. Deals minimal damage, but can be very effective. This power will inflict a strong additional damage over time effect against Attuned targets. This power's highlight icon indicates the last application of its effects is about to expire or has expired. Strident Echo - Melee, DMG(Energy/Smash), Foe -Res(Debuffs), Chance for Hold Strident Echo deals minor damage over time. It has a low chance of causing a migraine, leaving the target shaking in pain and helpless. This power will inflict a strong additional damage over time effect against Attuned targets. This power's highlight icon indicates the last application of its effects is about to expire or has expired. Attune - Melee Toggle, DMG(Energy), +Special A high-intensity sound wave that matches the resonant frequency of your target. This power inflicts continuous damage over time as well as making the target vulnerable to to additional effects from all your attacks. Sound Booster [Tanker/Brute/Scrapper only] - Self +DMG, +To Hit, +Special Greatly boosts your attacks for a few seconds. Slightly increases chance to hit. Moderately increases the duration of mez effects. Moderately increases the chance for Sound Manipulation powers to induce migraines. Build Up [Stalker only] - Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit. Sonic Clap - Melee (Cone), DMG(Energy), Foe Disorient, Knockdown You generate a powerful sonic wave that damage foes in front of you with a decent chance to stun and knock them down. This power will inflict 10% bonus damage against Attuned targets. Sandman's Whisper [Tanker/Brute/Scrapper only] - Melee, DMG(Smashing/Energy), Foe Sleep, -Res(DMG) You whisper on your foe's ear with a slumbering effect. Affected foe might fall asleep and will have their damage resistance lowered. This power will inflict 10% bonus damage against Attuned targets. This power's highlight icon indicates the last application of its effects is about to expire or has expired. Assassin's Whisper [Stalker only] - Melee, DMG(Energy/Smashing), Sleep, -Res(DMG) A signature Stalker attack. This attack does superior energy and smashing damage on its own as a frontal attack and cannot be interrupted. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you whisper at your unsuspecting foe. Affected target is likely to fall asleep and have their damage resistances lowered. This attack may be interrupted if you move or are attacked while executing this power and are hidden. Using this power while not hidden has a chance to critically hit equal to 33.3% times the number of stacks of Assassin's Focus. Using Assassin's Strike when not hidden will remove all stacks of Assassin's Focus regardless if you critically hit or not. Deafening Wave - PBAoE Melee, DMG(Energy/Smash), Foe Chance for Hold You create a large field of sonic waves, causing damage to all foes around you. It has a moderate chance of causing migraines, leaving them shaking in pain and helpless. This power will inflict 10% bonus damage against Attuned targets. Earsplitter - Melee, DMG(Energy/Smash), Foe -Res(Debuffs), Chance for Hold You generate an earsplitting sound wave right in the face of your foe, inflicting great damage. It has a good chance of causing a migraine, leaving them shaking in pain and helpless. This power will inflict 10% bonus damage against Attuned targets.
Developer Captain Powerhouse Posted 22 hours ago Developer Posted 22 hours ago 2 hours ago, robobl4de said: Ok, i made a new toon to test, for some reason new toons stalker ato hide proc works as intended, the T1 and T2 are still bugged, they should make the Attune dot dmg scale be 0.2 (or 0.3?) : As of the last change of direction, T1 and T2 apply their own dots if the target ‘tis attuned, they don’t boost the dot of Attune itself. The boosting was too unpopular and now Attune simply unlocks additional effects on each power. That said, the stalker version of Sonic Thrust is bugged and the DoT only applies against held foes (mixup with PvP crit rules). Should be fixed at some point today or overnight. 1 1
robobl4de Posted 22 hours ago Posted 22 hours ago 14 minutes ago, Captain Powerhouse said: As of the last change of direction, T1 and T2 apply their own dots if the target ‘tis attuned, they don’t boost the dot of Attune itself. The boosting was too unpopular and now Attune simply unlocks additional effects on each power. That said, the stalker version of Sonic Thrust is bugged and the DoT only applies against held foes (mixup with PvP crit rules). Should be fixed at some point today or overnight. If attune is running and if the T2 is working fine (as you didn’t mention its broken) i do not see any uptick in dot damage while attune is toggled on a target (unless the extra dmg numbers get ommited due to clutter), the only times i notice is when i toggle attune off, the dmg ticks from t2 keep going for a while.
Developer Captain Powerhouse Posted 21 hours ago Developer Posted 21 hours ago Not sure when the next build will land but want to get ahead and note the upcoming changes so far: Sonic Thrust and Strident Echo: Fix a bug with the stalker version of dot Tick rate slowed down in half to lower combat spam, per tick damage doubled to sustain the same total damage. Attune: Toggle ticks speed slowed down in half to lower combat spam Total damage per second increased by 25% 1 1
Developer Captain Powerhouse Posted 21 hours ago Developer Posted 21 hours ago 15 minutes ago, robobl4de said: If attune is running and if the T2 is working fine (as you didn’t mention its broken) i do not see any uptick in dot damage while attune is toggled on a target (unless the extra dmg numbers get ommited due to clutter), the only times i notice is when i toggle attune off, the dmg ticks from t2 keep going for a while. One of the two should be applying the DoT right now, forget if it was Echo or Thrust right now... The combat text should not be omitted, should be there. Note this new implementation requires Attune being on first before activating the T1/T2, unlike earlier versions where you could use these powers before Attune.
WindDemon21 Posted 21 hours ago Posted 21 hours ago 17 hours ago, Captain Fabulous said: So what you're saying is there's something wrong with every power and there nothing about the set you like, LOL. Don't ever change, dude. 😂😂😂 If you read it you'd notice there really were only 3 powers that I focused on and the rest were mainly good. But have fun sucking the devs teet thinking everything is always perfect.
WindDemon21 Posted 21 hours ago Posted 21 hours ago 1 hour ago, Captain Powerhouse said: As of the last change of direction, T1 and T2 apply their own dots if the target ‘tis attuned, they don’t boost the dot of Attune itself. The boosting was too unpopular and now Attune simply unlocks additional effects on each power. That said, the stalker version of Sonic Thrust is bugged and the DoT only applies against held foes (mixup with PvP crit rules). Should be fixed at some point today or overnight. This is still the problem. The effects granted should be the same for every power, again, as this is forcing you to take both the tier 1 and tier 2 in the set to get the most out of attune which is the additional damage.
Shin Magmus Posted 21 hours ago Posted 21 hours ago The smaller number of ticks but for higher damage will not only be less laggy, but make the set feel more impactful. And now that every power contributes to Attune, the option to skip more attacks is back on the menu. This should improve the set's performance, but its issues in terms of playing it will be about the same as before. After reading this comment, you gain Wet. At 5 stacks of Forum Nonsense, your next Bad Argument Power will have an Orange Circle, raising the chance of me not giving a shit to 100%! The Definitive Empathy Rework
Captain Fabulous Posted 19 hours ago Posted 19 hours ago 1 hour ago, WindDemon21 said: If you read it you'd notice there really were only 3 powers that I focused on and the rest were mainly good. But have fun sucking the devs teet thinking everything is always perfect. "Mainly good" = at least something wrong with it. Your words, not mine. And if you read *my* posts from Discord, Closed Beta, and here I expressed a number of concerns along with a few suggestions (of which I'm sure others similarly did too), some of which were implemented. But yeah, overall I think the set plays well. It's gonna still need some tweaks post-launch, but I feel it's in a good enough place for release.
WindDemon21 Posted 18 hours ago Posted 18 hours ago (edited) 48 minutes ago, Captain Fabulous said: "Mainly good" = at least something wrong with it. Your words, not mine. And if you read *my* posts from Discord, Closed Beta, and here I expressed a number of concerns along with a few suggestions (of which I'm sure others similarly did too), some of which were implemented. But yeah, overall I think the set plays well. It's gonna still need some tweaks post-launch, but I feel it's in a good enough place for release. I don't think it's FAR off. Mainly those 3 i mentioned, but if attuned isn't changing it's mechanic then it's really two, and mostly just increasing the dam/rech on those two, so simple fixes, not any mechanic changes or anything. And yes, that does make something still wrong with it. I'm not the only one saying this. Edit: It's also extremly ironic, that i'm just now thinking about this I promise it wasn't part of my thoughts before, but that the issues are with specifically the new powers these devs created because they didn't stat them properly lol Edited 18 hours ago by WindDemon21
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