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Posted

Tasks

Marigold 'Zoe' Langston's Task Force - 'The Golden Rule'

General

  • Fixed a typo in a clue.

 

General - Advanced Mode

  • Swap power the War Chassis steals for Time Manipulation from Time Crawl to Slowed Response.

 

Mission 2

  • Arachnos ambush no longer attacks disguised Automatons.

 

Mission 2 - Advanced Mode

  • Add a bubble of water that makes it very obvious when the Leviathan/Arachnid's Bounty is held or not.

 

Mission 3 - Advanced Mode

  • Enlightened Subjugator Psionic Pulse now deals one-fifth damage to pets.

 


Zones

Labyrinth of Fog

Adjustments

  • Reward table for defeating the Minotaur now offers 10 Prismatic Aether rather than 5 Prismatic + 10 Unstable.
  • Reduce player cap in the Labyrinth to 35 to manage lag in the zone during raids.
  • Something dangerous stirs in the Outer Darkness.

 

Fixes

  • Add new MM pet classes to the Labyrinth Shift targets.
  • Fix attempt for Mr. G (Primal) sending players to the Labyrinth for missions.
  • Girl In The Darkness no longer has an about me page.
  • Fix missing space in one of the darkness captions.
  • Labyrinth Call now applies while dead, except the bonus Inf/Exp, which still requires being alive.
  • The target cap for the mythic fog anchor in the Font is now uncapped.

 


Rewards

Incarnate Conversions

  • Put influence-costly conversions for Incarnate progress on Prometheus under option 'What can you do for me?'.

 

Vanity Pets

  • Fix Sally not dropping the pet version of themselves and buffed drop rate so it's still a common pet.
  • Fixed drop rate on Mini Nemesis pet being incorrectly set too low, now properly 10% per player.

 

Prestige Costumes

  • 'Min FX' added as customization option to Effect: Spidernado.

 

Experience

  • Minor tweak to the XP curve, rounding Experience Required down to the nearest 100
    • Example: Level 40 requires 8,401,500 experience instead of 8,401,519.

 


Tasks

Heldenjaeger - 'Brass  Tuesday'

  • Fixed Pstring errors with Heldenjaeger Ouroboros intro text.

 


Enemies

Nemesis

  • Generals and Tacticians now spawn in regular Nemesis content.
  • Remove Mini Nemesis Bombs from Invasion GM Nemesis.
  • Fixed typo on General description.
  • Fixed Pstring errors with Invasion GM Nemesis.
  • Fixed Nemesis Drill March rifle persisting after behavior ends.
  • Fixed Nemesis Vengeance not affecting Shadow Shard Reflections.
  • Created special definition of Mysterious Soldier for General Z arc and Dap-Dap mission to buff non-Nemesis allies.

 

The Awakened

  • Fixed Corrupted Crey melee attacks not being properly split smashing/special damage, added missing continuingfx to Corrupted Cryo Tank attacks.
  • Added chance for disorient to Corrupted Power Tank Haymaker.


Crey

  • Added 40% resistance to all damage types to Crey Juggernaut Personal Force Field, increased duration from 15s to 20s.

 

9th Generation Classified Protector

  • Fixed Incinerate having mismatched activation and root times, fixed using wrong damage table, fixed using wrong continuingfx.
  • Fixed Crane Kick using wrong damage table, adjusted to scale 1.96 melee damage.
  • Fixed Dragon's Tail using wrong damage table, fixed checking melee instead of AoE defense.
  • Fixed Echo Chamber using copypasted Blaster replace hold setup, removed controller overpower.
  • Converted Synaptic Overload to a true chain, fixed checking ranged instead of AoE defense, removed controller overpower.
  • Adjusted Moment of Glory damage buff from +100% to +25% decaying, matching player version.
  • Fixed Death Cry missing AoE and Fire defense type checks, fixed summoning multiple Corrosive Blood patches, fixed missing an endurance cost, fixed having an activateperiod instead of a rechargetime, fixed part of its damage using wrong damage table, Corrosive Blood patches now do scale 0.4 toxic damage per tick instead of scale 0.1 damage stacking DoT for 15 seconds and damage component is no longer autohit.
  • Entropy Shield is now a proper psuedotoggle suppressible by mez and end drain, removed Confuse protection, added end drain resistance and recharge buff.

 

Classified Crey Demolitionist

  • Fixed Incinerate having mismatched activation and root times, fixed using wrong damage table.
  • Fixed Fire Ball using wrong damage table, fixed not being properly split fire/smashing damage.
  • Fixed Seeker Drones using robot skeleton activation animation, increased recharge from 60s to 90s.
  • Fixed Purging Bomb setup being broken (likely happened when Time Bomb got converted to Remote Bomb).
  • Decreased Accelerate Metabolism damage buff from 22% to 20%, increased recharge from 90s to 211s.

 

Classified Crey Defender

  • Fixed Fire Breath using wrong damage table
  • Decreased Repulsing Torrent damage from scale 1.2491 to scale 1.1, decreased recharge from 20s to 12s.
  • Fixed Force Bolt using wrong damage table, added replacing -20% resistance debuff for 15s.
  • Deflection Shield now hits up to 3 targets on cast, no longer checks positional defenses, defense buff increased from 15% to 20%.
  • Converted Dispersion Bubble from auto power to a true toggle, no longer checks positional defenses, defense buff increased from 10% to 15%.

 

Praetorians

  • Reduced Battle Maiden's Crossbow to 100ft down from 310ft making it possible to move her with Taunt during the fight.

 

UPA

  • Fixed Resistance Runesoldiers/Specialists/Seer Beholders unable to activate powers after level 54.

 

Other

  • Increased Siege/War Walker Nano Reconstruction recharge from 30s to 60s, removed unresistable flag from heal.

 


Powers

 

General Adjustments -

 

Set Bonuses

  • Global Set bonuses now show up on their own section under the player powers list, instead of being grouped with other Set Bonuses.

 

Aura Radius Increases

  • Quote

    Design Notes
    In an attempt to make melee play a bit less cramped, we are increasing the are of many caster-focused scaling and debuff auras that are considered essential when balancing armor set survivability. Tanker versions that were already expanded due to their inherent are not getting any changes, and any damage/debuff auras they possess will continue to apply damage to the full 12ft radius.

     

  • Increased the radius of the following powers:
    • Bio Armor > Evolving Armor
    • Bio Armor > Genetic Corruption
    • Dark Armor > Cloak of Fear
    • Dark Armor > Oppressive Gloom
    • Earth Assault > Mud Pots (damage restricted to 8ft)
    • Earth Manipulation > Mud Bath
    • Energy Aura > Entropy Shield
    • Energy Aura > Repulse
    • Ice Armor > Chilling Embrace
    • Icy Assault > Chilling Embrace (damage restricted to 8ft)
    • Invulnerability > Invincibility
    • Mental Manipulation > World of Confusion (damage restricted to 8ft)
    • Psionic Armor > Impose Presence
    • Psionic Mastery > World of Confusion (damage restricted to 8ft)
    • Radiation Armor > Beta Decay
    • Regeneration > Integration (Brute/Tankers taunt aura)
    • Shield Defense > Against All Odds
    • Stone Armor > Mud Pots (damage restricted to 8ft)
    • Umbral Aura > Inky Aspect
    • Willpower > Rise to the Challenge
    • (Tanker versions of any above power that was already at 12ft had no alterations)

 

Endurance Cost Changes

  • Reduced Mastermind primary (only personal attacks) and secondary power end costs to match other AT endurance modifiers.
  • Reduced all Epic Pool endurance costs
  • Reduced the endurance cost of the following Pool powers:
    • Fighting > Boxing
    • Fighting > Kick
    • Fighting > Cross Punch
    • Flight > Air Superiority
    • Leaping > Jump Kick
    • Super Speed > Flurry

 

Archetype Adjustments -

 

Brutes

  • Resist and Defense modifiers increased from 75% to 85%
  • PvP base resistances lowered from 10% to 0%
  • Max HP increased from 1499.2554 to 1601.719

 

Sentinels

  • Self Resist and Defense modifiers increased from 70% to 75%
  • Sentinel Meter now only builds while in combat
  • Vulnerability is now as chain that can affect up to 5 targets
    • The main target takes the full effect, while other targets take a lesser debuff
    • The strongest version of Vulnerability will replace a weaker one
    • Known issue: the target requirement expression that is used to prevent the power from being used on a target that is already vulnerable is currently not working properly with chains.
  • Opportunity now grants a perception buff based on meter buildup, with a max of +40% at full meter.
  • Opportunity now grants a critical chance on all primary and epic attacks based on meter buildup, with a max chance of +40% at full meter, 5% with empty meter.
  • Critical damage is 40% the strength of base power damage.
  • Note: nukes are not intended to crit

 

Stalker

  • Assassination:
    • Scale increased from scale 7 to scale 8.5 in PvE

 

Masterminds

  • Henchmen Summoning
    • Henchmen are now summoned with a temporary high stealth and defense buff
    • These buffs last for up to 15s or until the henchmen engages in combat.
    • This effect is PvE only.
  • Teleportation
    • The T1 power now can teleport henchmen to the designated ground location.
    • Henchmen will only be teleported if they are outside supremacy range and have not attacked in the last 5 seconds.
    • This will not replace living henchmen, only teleport them.
  • Set Bonus Share
    • Has been increased from 40% to 50%
  • Supremacy
    • Supremacy +AoE Def/+Res/+Regen effects lowered to 10%/10%/100% respectively.
    • Now grants a +10% Res(ALL) and AoE Defense to henchmen within range.
    • Now grants a +100% regen buff to henchmen within range.
    • While within Supremacy range, henchmen will have a generic ToHit buff vfx on them.
    • Henchmen that leave supremacy range (60ft) and are not engaged in combat will receive a high stealth buff and perception debuffs as well as movement speed buffs. These will all cancel if they attack, are attacked or enter Supremacy range. This effect is PvE only.
  • Mastermind Personal attacks
    • These powers now accept ATOs.
  • Command of the Mastermind
    • +AoE defense lowered from +10%/+15% to +2.5%/+5% for Regular/Superior versions respectively.
  • Mark of Supremacy
    • +Res/+Regen buffs lowered to +2.5%/+5% and +25%/+50% for Regular/Superior versions respectively.

 

Melee Powerset Adjustments -

Broad Sword

  • Slash
    • Cast time lowered from 1.33s to 1.1s
  • Slice
    • This power now applies a -15% res debuff on targets for 15 seconds
    • After 15s from last use, this power can inflict a Rending Slice on the main target hitting for an additional 0.7254 lethal damage
    • -Defense debuff lowered from -7.5% to -3.75%,
    • Cast time lowered from 2.00s to 1.83s
    • Mutually exclusive option to Boomerang Slice
    • Damage from 1.23 to 1.2346
    • Stalker Only
      • Target cap increased from 5 to 10 targets
  • Boomerang Slice
    • A new mutually exclusive option to slice. It has a narrower area but longer reach than Slice. 
    • This power now applies a -15% res debuff on targets for 15 seconds
    • After 15s from last use, this power can inflict a Rending Slice on all targets hitting for an additional 3 ticks of scale 0.2 dot lethal damage [does not apply to Stalkers]
    • This power has similar stats with area, range and animation being the major differences. 
    • 1.83 cast time, 8s recharge, 30ft range, 30 degree arc with scale 0.877 damage.
  • Whirling Sword
    • Recharge increased from 14s to 20s
    • Radius increased from 8ft to 10ft on Scrappers, 12ft to 15ft on Tankers
    • Endurance cost increased from 13.52 to 18.512
    • Damage scale increased from 1.18 to 1.4218
  • Head Splitter:
    • This power now can hit up to 2 additional foes in a 90 degree arc for 33% damage.
    • Target cap adjusted to 3 on all ATs

 

Electrical Melee

  • Quote

    Design Note

    In an attempt to smoothen out the single target damage of the set we are turning Lightning Clap into a single target attack with splash AoE stun/knockdown. This plays off the general vibe that large parts of the set simply inflict splash effects of some sort or another. With the changes to Chain Induction and Lightning Rod, players should be able to expect more reliable carryover of buffs and enhancements as well as AT inherent effects in some limited forms.

     

  • Jacob's Ladder
    • Single target changes reverted
    • Recharge increased from 8s to 9s
    • Endurance cost increased from 8.528 to 9.36
    • Damage scale increased from scale 1.5 to 1.5233
    • (Previous recharge/endurance were too low for its damage
  • Chain Induction
    • This power is now a true chain
    • Attack type changed from Melee_Attack to AoE_Attack
    • No longer accepts Melee Enhancement sets
    • Now accepts Melee AoE Enhancement sets
    • [Stalker] Stealth crit can only trigger on the main target, remains at 100% chance
  • Lightning Clap
    • Power is now a foe targeted attack
    • Power now inflicts scale 2.76 energy damage against it's main target only
    • Power can now only proc on the primary target only
    • Recharge lowered from 30s to 15s
    • Accuracy increased from 0.8 to 1.0
    • Power now accepts Damage Enhancements and sets
    • Chance to stun and knockback lowered from 100% to 80%
  • Lightning Rod
    • The center of this power has been expanded to 5ft, but can only hit a maximum of one target
    • Scrappers and Stalkers can now crit for scale 3.2015 if they hit with the centermost portion of the power.
    • Is now a true pseudopet on all archetypes

 

Fiery Melee

  • Quote

    Design Note

    The last pass to this set went well, perhaps too well in some cases, but at the same time we left Breath of Fire untouched to revisit later. We are revisiting it now and making it a more viable melee cone attack. We attempted broadening the enhancement options during last pass, in part to help the Tanker version as it lacked Cremate. We feel this change was an overcorrection, especially when it also was applied to non-tanker versions of the set. We are not removing the options entirely, but Greater Fire Sword is losing access to it's -Defense secondary effect and -def enhancement options. Fire Sword and Fire Sword Circle continue to have these options. And finally, the Tanker version of the set now has access to Cremate as a slot opened up by making Cremate and Breath of Fire mutually exclusive options.

  • Breath of Fire
    • Recharge increased from 10s to 15s
    • Endurance cost increased from 10.192 to 14.352
    • Arc increase from 30 degrees to 120 degrees
    • Cast time reduced from 2.67s to 2.4s
    • Max Target hit reduced from 10 to 5 (16 to 10 on tankers)
    • FX has been adjusted to reflect new area
  • Combustion
    • [Tankers] Combustion and Breath of fire are now mutually exclusive
  • Cremate
    • Tankers now have access to Cremate as a T3 melee attack
    • Not accessible if they have taken both: Breath of Fire and Combustion. You will need to respec out of either power to pick Cremate
  • Fire Sword
    • Now has a No Swords theme
  • Fire Sword Circle
    • Now has a No Swords theme
  • Greater Fire Sword
    • No longer applies a -defense debuff
    • No longer accepts Defense debuff sets
    • Now has a No Swords theme

 

Kinetic Melee

  • All Powers
    • -Damage debuffs now effect all damage types (it did not decrease Toxic or Psychic damage)
    • -Damage debuffs are normalized to scale 0.7 for all ATs and powers except for Burst
    • Burst -Damage debuff is scale 1.2
    • -Damage durations increased:
      • Quick Strike, Repulsing Torrent - 6s
      • Body Blow - 8s
      • Smashing Blow, Focused Burst - 10s
      • Concentrated Strike - 12s
      • Burst - 15s
    • -Damage debuffs now show -Damage fx
    • KB values decreased by 50% (ex: Scale 0.67kb -> 0.4467kb)
    • Swapped damage type ratio so Energy is higher and Smashing lower to match En defense type
    • fixed Stalker powers not having the same damage scale ratio of Sm/En damage as other ATs
    • fixed Brute Fiery Embrace damage in Concentrated Strike
  • Power Siphon
    • Cast time lowered from 1.93s to 1.17s
    • Recharge lowered from 120s to 90s
    • ToHit and Power Siphon Mode duration lowered from 20s to 15s
    • Stack duration increased from 10s to 15s
    • Power now grants one stack of Siphon at activation
    • Each stack now grants +10% damage (down from +25%), now also increases Toxic and Psychic damage
    • Base powers strength now goes up by +10% per owned stack
    • This increases all the base stats of the power before any other boosts
      • This includes Damage, Mez Duration, Debuffs, and Knockback scale of Kinetic Melee powers
    • This multiplies against the buffed base damage
      • For example, at 5 stacks a 100 damage attack becomes 150 and then is boosted by +50% to 225
  • Repulsing Torrent
    • Range decreased from 40ft to 30ft, lowering it's area factor
    • Total damage scale increased from scale 1.1 to 1.29
    • Knockback scale lowered from 3 to 1
    • Now inflicts scale 0.7 -Dam debuff for 6s
    • Now grants a Power Siphon Stack
  • Focused Burst
    • Is now able to chain on hit to up to 4 extra targets, richocheting kinetic energy!
    • Tankers can hit up to 10 total targets due to Overcap like with 5-target cones
    • The 1st target takes full damage, with each extra target taking 25% less up to a minimum of 25%
  • Burst
    • Cast time lowered from 2.67 to 2.53
    • Now deals damage over time during the start of animation, then a stronger final hit
    • Total damage scale unchanged
    • [Stalkers] Stealth crit rate lowered to 50%
  • Concentrated Strike
    • Now can grant 2 stacks of Siphon, one at the start as you begin to drain the target and one at the final hit
    • Now deals 1/3 of it's damage over time during the start of the animation
    • Total damage scale unchanged
    • Stun chance increased from 60% to 100%
    • Cast time lowered from 2.83 to 2.67
    • [Stalkers/Scrappers] Now deals 3 scale 1.1867 ticks on crit, fully matching the total base damage over time
    • [Stalkers] No longer recharges Build Up on crit
    • [Scrappers] No longer has a chance to recharge Power Siphon

 

Psionic Melee

  • Insight
    • No longer has a lockout
    • Insight DoTs have been standardized to guarantee their average damage each time they are applied:
      • Mental Strike - Insight DoT changed from 80% chance of 0.084 x4 over 3.1s > 100% chance of 0.0661 x3 over 2.1s
      • Psi Blade - Insight DoT changed from 80% chance of 0.2285 x4 over 3.1s > 100% chance of 0.1799 x3 over 2.1s
      • Telekinetic Blow - Insight DoT changed from 80% chance of 0.18 x4 over 3.1s > 100% chance of 0.1417 x3 over 2.1s
      • Psi Blade Sweep - Insight DoT changed from 80% chance of 0.236 x4 over 3.1s > 100% chance of 0.1858 x3 over 2.1s
      • Mass Levitate - Insight DoT changed from 80% chance of 0.142 x4 over 3.1s > 100% chance of 0.1118 x3 over 2.1s
  • Boggle

    • Cast time reduced from 2s to 1s

    • Now has a highlight ring if you do not have any targets you have Boggled.

    • FX now lasts 15 seconds to indicate the effect being active

    • Chances to proc Insight on powers increased from 2x to 3x

    • Ex: Mental Strike's 8.9% goes from 17.78% to 26.67% vs a Boggled target

  • Greater Psi Blade
    • Now has a highlight ring when you have Insight.
    • Insight Strike damage increased from scale 1.38 > 1.656
    • Insight Strike no longer changes the Mag 3 hold portion to Scale 12.
    • Instead, it now adds an additional Scale 8, Mag 1 hold that stacks with the base hold
  • Mass Levitate
    • Delay for dealing damage reduced from 2s to 1.5s to better match when targets impact the ground

 

Sonic Melee

  • Strident Echo / Sonic Thrust
    • Increased these power's bonus against Attuned targets from 15s to 25s
  • Sonic Clap:
    • This power now triggers a dot around up to 5 targets around an attuned target (attuned target must be in the area of effect and be hit by the base power)
    • Highlight ring in this power means you have an Attuned target, but the power has not managed to apply its splash dot on any foes in the last 15s.
  • Deafening Wave:
    • This power now triggers a dot around up to 5 targets around an attuned target (attuned target must be in the area of effect and be hit by the base power)
    • Highlight ring in this power means you have an Attuned target but the power has not managed to apply it's splash dot on any foes in the last 15s
  • Earsplitter
    • Increased this power's bonus against Attuned targets from +10% to +20%

 

Super Strength

  • Hand Clap
    • Recharge time reduced from 30 to 12
    • Endurance reduced from 13 to 11.856
    • Stun changed from Stack to Replace
    • This power should now accept damage enhancement and sets.
    • Power description now warns damage enhancement and sets don't work unless Unleashed Might is active.
  • Hurl
    • This power is now a narrow cone with a 10 degree arc that can hit up to 5 targets in a straight line (10 on tankers due to Overcap)
    • Damage was kept the same 
  • Rage
    • -Defense crash reduced from -20% to -10.0%
    • Added a -20% res debuff to the crash
    • NOTE: This change is meant to make the crash more equitable across all Armor pairings
  • NEW Unleashed Might
    • New Toggle power, mutually exclusive from Rage
    • While this power is active, you will gain a Scale 2.0 buff to Damage and a scale 1.25 buff to ToHit
    • The following powers will also gain additional bonuses:
      • Jab:
        • Deals an additional scale 0.204 damage
      • Punch:
        • Deals an additional 0.3 scale damage
      • Haymaker:
        • Deals an additional 0.492 scale damage
      • Knockout Blow:
        • Deals an additional 0.4447 scale damage
      • Hurl:
        • Deals an additional scale 0.492 damage
      • Foot Stomp:
        • Deals an additional scale 0.1775 damage
      • Hand Clap:
        • Becomes a front facing cone with 180 degree arc and 15ft radius
        • Has a target cap of 5 (10 on tankers due to Overcap)
        • Knocks down instead of knock back
        • Loses the 50% chance for additional mag 1 stub
        • Deals scale 1.0899 damage
        • Base Accuracy is increased from 0.8 to 1.0

 

Spines

  • Barb Swipe

    • DoT duration increased from 2.1 to 3.1 (3 -> 4 total ticks)

  • Lunge

    • On hit, gain +15% to Spine Poison for 15s (replaces self)

    • Spine Poison increases the odds of Spines DoT of continuing per tick. While active, this increases the odds from 80% to 95%

    • When Spine Poison is not active, a highlight ring will appear around Lunge

    • Cast time lowered from 1.63s to 1.33s

    • Recharge lowered from 6s to 5s

    • Lethal Damage Scale lowered from 1.32 to 1.08

    • End Cost lowered from 6.864 to 6.032

    • DoT duration increased from 3.1 to 6.1 (4 -> 7 total ticks)

  • Impale

    • Now deals -100% Regen debuff for 15s (replaces self)

    • Cast time reduced from 2.43 to 2.23

    • Recharge increased from 8s to 10s

    • Endurance cost increased from 8.528 to 10.192

    • DoT now lasts for 15.1s (16 total ticks) at 80% chance

    • DoT starts at scale 0.2, and decays to scale 0.05 by the last tick.

    • Combined, this is a possible total of Scale 3.64 damage

  • Spine Burst

    • Cast time lowered from 3s to 1.67s

    • Recharge lowered from 16s to 10s

    • Endurance cost lowered from 15.184 to 10.192

    • Lethal damage scale lowered from 0.9 to 0.6

    • DoT duration increased from 3.1s to 6.1s (4 -> 7 total ticks)

  • Ripper

    • DoT duration increased from 4.1s to 7.1s (5 -> 8 total ticks)

  • Throw Spines

    • DoT duration increased from 4.1s to 7.1s (5 -> 8 total ticks)

 

Summoning Powerset Adjustments -


Beast Mastery

  • Lick Wounds

    • This power has been changed from Scale 1.33 Ranged_Heal to scale 2 HealSelf (20% self heal)

    • Power now available to Howler Wolves as part of the Tame Beast upgrade

  • Howl (all versions)

    • Cast time reduced from 3.67s to 1.67s

  • Maiming Bite (all versions)

    • Cast time reduced from 2.47s to 1.9s

  • Dire Wolf > Freezing Roar

    • Cast time reduced from 2.83 to 1.9s

  • Dire Wolf > Terrible Roar

    • Cast time reduced from 3.67 to 1.67

    • Dire Wolf should use this power a more often now

 

Armor Powerset Adjustments -
 

T9 Powers
 

  • Quote

    Design Notes
    In this page we are attempting to tweak armor T9 powers to increase their desirability by giving them situational but still more regular availability, removing crashes and adding additional effects in some cases. At this time, most of these changes are exclusive to PvE.

    We did a discrete AB testing last page with the Power Surge and Tanker Overload changes and the shorter duration, no crash, lower cooldown versions were extremely popular.


    We are not attempting to homogenize these powers, we want them all to have quirks, but we are trying to keep them in a ballpark that makes them feel they are frequently available even on non-perma-hasten builds.  Durations we will be playing with will likely range between 15s-40s and downtime/impact will likely not be proportional to each other. The shorter the duration, the higher the impact the power should have.

    If you think some of the powers don't pack enough punch for the duration, please note so and suggestions on what additions you feel might make the powers more worth while in your opinion. Do keep in mind that not all feedback will necessarily be implemented but we will take as much as we can into consideration as we move forward.

 

Bio Armor

  • Quote

    Design Notes
    In previous page betas we have attempted to tackle Bio Armor in various ways. Due in high part to it's high complexity, we always knew that we would not manage to get it right on the first try. With this pass, we are focusing on still lowering the set's high performance while being a bit more minimalist in the changes we implement. The performance change will still be significantly felt, but we hope to keep the set's feel much closer to the live version.

     

  • Offensive Adaptation
    • Recharge reduced from 4s to 0.5s
    • Proc damage lowered, reduction depends on activated power's endurance cost.
    • Proc damage is now increased by damage buffs.
    • Now debuffs the caster with irresistible: -7.5%/-5.63% res (on Tanker/Scrapper), * -3.75%/-2.81% def
  • Defensive Adaptation
    • Recharge reduced from 4s to 0.5s
    • Cast time reduced from 1s to 0.67s
  • Efficient Adaptation
    • Recharge reduced from 4s to 0.5s
  • Inexhaustible
    • -Recharge Resistance now only applies in Defensive Adaptation
    • End Drain Resistance now only applies in Efficient Adaptation
    • Movement Resistance now only applies in Offensive Adaptation
  • Evolving Armor:
    • Power now only applies -res in Offensive Adaptation
  • Ablative Carapace
    • Absorb is now based off base HP instead of Max HP (scale unchanged)
  • DNA Siphon:
    • Attack type changed from Lethal to Toxic
    • First (closest) target will apply the full effect; subsequent targets will yield 30% of its effects
    • While in Defensive Adaptation, the power will now only Heal and grant +End regardless of if the target is conscious or not
    • While in Efficient Adaptation, the power will now only grant +Regen and +Recovery regardless of if the target is conscious or not
    • This power now has Adaptive Recharge. It has a base recharge of 25 seconds, and each affected foe will increase the recharge by varying amounts to a maximum total of 90 seconds. First target adds 16.25 seconds, each additional target adds recharge proportionate to its buff strength
  • Environmental Modification
    • This power now grants a 5 Max End buff while in Efficient Adaptation
  • Environmental Adaptation > Environmental Modification (Sentinel Only Power)
    • Renamed to Environmental Modification
  • Rebuild DNA (Sentinels)
    • Lowered the scale of the endurance recovered outside Efficient Adaptation
    • Efficient Adaptation: Increased bonus endurance
  • Parasitic Aura/Parasitic Leech
    • Can now also be used while defeated.
    • Using this power while defeated will cost no endurance.
    • This power now recharges in 10 seconds if no targets are hit.
    • Area changed to 40ft PBAoE if used while defeated.
    • Used while conscious, this power now grants an auto self rez if the player dies within 45s of using it in it's conscious state.
    • Attack type changed from Lethal to Toxic.
    • Accuracy lowered from 1.5 to 1.0.
    • Duration of all effects reduced to 30 seconds
    • Recharge increased from 270s to 300s
    • Absorb is now based off base HP instead of Max HP
    • Base absorb increased from +10% to +25%
    • Base regen increased from +50% to +250%
    • Base recovery increased from +30% to +75%
    • Stance bonuses:
      • Defensive Adaptation bonus Absorb increased from +3.3% to 8.25%
      • Efficient Adaptation bonus Regeneration increased from scale 15% to scale 75%
      • Efficient Adaptation bonus Recovery increased from scale 15% to scale 22.5%
      • Offensive Adaptation now inflicts scale 0.1 damage every second over 14.25 seconds for a total of 1.5 scale damage on the first target hit.
      • Offensive Adaptation now inflicts scale 0.01 damage every second over 14.25 seconds for a total of 0.15 scale damage on subsequent targets hit.
      • First (closest) target will apply the full effect; subsequent targets will yield 10% of its effects

 
Dark Armor

 

  • Quote

    Design Notes: 
    Late in last page development we increased the up-front heal in this power. During that change, we should had lowered the regen buff durations but failed at it. It was never the intention for a high recharge build to maintain max regen permanently on top of constant burst of healing at a very low endurance cost.

  • Obscure Sustenance
    • Power now accepts endurance sets and enhancements.
    • No longer lists AoE/Negative types on its attack types.
    • Regeneration and recovery buff scales and durations adjusted.
      • Now provides a flat +250% enhanceable regeneration buff for 60s.
      • Now provides a flat +25% recovery buff for 60s.
  • Dark Regeneration (sentinels)

    • Power now accepts accurate healing sets.

Energy Aura

  • Overload
    • Cast time reduced from 3s to 1.67s
    • (PvE Only, Non-Tankers) Duration reduced from to 180s to 30s
    • (PvE Only, Non-Tankers) Recharge reduced from 1000s to 300s
    • (PvE Only, Non-Tankers) Defense lowered from scale 6 to scale 2.5
    • (PvE Only, Non-Tankers) Psi/Toxic defense lowered from scale 4.5 to scale 2
    • (PvE Only, Non-Tankers) MaxHP buff decreased from +40% to +30%
    • (PvE Only, Non-Tankers) Crash eliminated (Tanker version is not affected by this change)
    • (PvP Tanker Only) Duration increased from 30s to 180s
    • (PvP Tanker Only) Recharge increased from 300s to 1000s
    • (PvP Tanker Only) Power now has an endurance crash after effect ends

 

Fiery Aura

  • Quote

    Design Notes
    After it's last revamp, we still feel the set has some rough edges that can be improved. Although these changes are not likely to change min-max players minds about the set, we do think they will polish what was done in the last round. We are focusing these changes on Burn, Temp Protection and Phoenix Rising. We are looking at giving Burn a bit of a boost by increasing it's target cap and radius for the bulk of its damage. We are also extending its immob protection to also cover Knockback. Phoenix Rising can now be used as an emergency heal at any time for full strength, detached from current HP levels. Finally, Phoenix Rising will leave the player with increased hit points for a short period of time.

     

  • Burn
    • Increased Radius of up-front effect from 8ft to 15ft
    • Scale 0.44 damage only apply within 8ft
    • Scale 1 damage applies to the entire area
    • Patch remains at 8ft radius
    • Increased target cap of up-front effect from 5 to 10
    • Burn now grants the caster KB protection in addition to immob protection
  • Temperature Protection
    • Now adds 50% knockback resistance
  • Consume
    • 15% Max HP buff now requires a target, duration reduced from 120s to 45s
    • Power can now grant a small 1.5% Max Hp buff for each foe affected, up to a max of +15% max HP for 45s
    • Stacking set to refresh (a single foe hit will refresh all stacks)
    • Adaptive recharge has been implemented
    • 5 seconds recharge base, +5.5s per target hit, max of 60s recharge
  • Phoenix Rising
    • Power now heals applies a flat heal and endurance recovery buff regardless of the caster health
    • Power now applies a 30% Max HP buff for 30 seconds regardless if used conscious or as a rez.

 

Invulnerability

  • Unstoppable
    • Cast time lowered from 3.1s to 1.67s
    • (PvE Only) Recharge lowered to 400s.
    • (PvE Only) Duration reduced from 120s to 40s.
    • (PvE Only) Now provides 25% -endurance, -recovery, -Def, -Recharge and -Speed resistance
    • (PvE Only) Endurance cost increased from 2.6 to 10.4
    • (PvE Only) Crash Eliminated

 

Ninjitsu

  • Quote

    Design Notes
    With these changes we are looking to introduce some closer parity between the stalker version of the set and the Sentinel/Scrapper version of the set. We are seeking to still retain most the functionality of the Stalker version by merging Smoke Flash and Blinding Powder into a single power and offering Caltrops as a mutually exclusive Ninja tool. To make Caltrops a somewhat more enticing option, it's being given an additional unenhanceable -To Hit and -DMG debuff. This opens the room to bring two powers from the Sentinel/Scrapper version to Stalkers: Bo Ryaku and Seishinteki Kyoyo.

     

    As we do this, we are also adjusting the recharge for Seishinteki Kyoyo. This power was originally made rather similar to powers like Power Sink, without any of the drawbacks of having an alerted foe in range or even an endurance cost. This is considered to be a bit too much for no cost other than recharge, we are looking to retain the functionality but changing it to be delivered over time.

  • Blinding Powder [Sentinels]
    • Power now also applies a placate effect on targets (requires a tohit roll).
    • Recharge reduced from 120s to 60s
    • Endurance cost increased from 7.8 to 8.528
    • Arc increased from 40 degrees to 90.
    • Range increased from 25ft to 40ft.
    • Power now takes Taunt enhancements and sets.
    • Power now takes Sleep enhancements and sets.
    • Power now checks for Psionic defense in addition to AoE defense.
    • This effectively merges Smoke Flash and Blinding Powder into a single power.
  • Blinding Powder [Stalkers/Scrapprers]
    • Renamed Smoke Flash.
    • Power now also applies a placate effect on targets (requires a tohit roll).
    • Endurance cost increased from 7.8 to 8.528
    • Changed from a foe targeted cone to a PBAoE with a 25ft radius.
    • Cast time increased from 1.07s to 1.83s
    • Animation and description changed to match the changes.
    • Power now takes Taunt enhancements and sets.
    • Power now takes Sleep enhancements and sets.
    • Power now checks for Psionic defense in addition to AoE defense.
    • This effectively merges Smoke Flash and Blinding Powder into a single power.
  • Smoke Flash [Stalkers]
    • This power is being replaced with Bo Ryaku.
    • If you had this power in your build, it will be replaced with Bo Ryaku next time you log in.
    • All slotted enhancements and sets will still be in the power but you might want to change some of them.
  • Seishinteki Kyoyo
    • Recharge increased from 60s to 90s.
    • +Endurance now delivered over 30s
    • Now grants +30% resistance to -End for 30s
  • Shinobi-Iri [Sentinels]
    • Now grants a +30% chance for critical opportunity hit.
    • No longer grants a damage buff while stealthed.
  • Bo Ryaku
    • This power is now available to Stalkers at level 24.
  • Kuji-In Retsu
    • (PvE only) Endurance cost increased from 2.6 to 10.4.
    • (PvE only) Recharge reduced to 300s.
    • (PvE only) Duration reduced to 30s.
    • (PvE only) No longer crashes.
    • (PvE only) Defense buff lowered from scale 6 to scale 3.
    • Power now takes Heal enhancements and sets.
    • Using this power now recharges all Ninjitsu powers except Kuji-In Retsu
    • (PvE only) Now grants a 40% absorb buff for 30s.
    • (PvE only) Now grants mez protection for its duration.
    • (PvP only) Now grants a 20% absorb buff for 15s.
    • (PvP only) Now grants mez resistance for its duration.

 

Psionic Armor

  • Psychokinetic Barrier
    • This power should now show a ring around the power showing if stacks need refreshing in the next 10 seconds
  • Devour Psyche
    • This power should now show a ring around the power showing if stacks need refreshing in the next 10 seconds
    • Recovery debuff duration lowered from 45s to 10 seconds
    • Power now applies -20% recovery for 35s after the -100% expires
  • Consume Psyche
    • This power should now show a ring around the power showing if stacks need refreshing in the next 10 seconds
    • -Recovery debuff duration lowered from 45s to 10 seconds
    • Power now applies -20% recovery for 35s after the -100% expires

 

Radiation Armor

  • Radiation Therapy
    • Diminishing returns 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
  • Meltdown
    • Recharge reduced from 480s to 300s
    • Duration reduced from 60s to 30s
    • Endurance cost increased from 2.6 to 10.4
    • Crash Removed

Shield Defense

  • Shield Charge
    • Power is now a true Pseudopet (this should not affect how the power works outside inheriting the caster's caps)
    • This attack should now break hide.
  • One With The Shield
    • (PvE Only) Recharge lowered to 160s
    • (PvE Only) Duration reduced from 120s to 40s
    • (PvE Only) Crash eliminated 
    • Now grants 25% Res(-end and -recovery)
    • Now grants +20% Absorb (enhanceable) for 40s
    • Now executes a PBAoE shield slam on activation doing minor AoE damage and knocking down some foes around you

 

Super Reflexes

  • Quote

    Design Notes

    Years ago we ran our first experiment with mutually exclusive powers on Super Reflexes for Sentinel. At the time we attempted to tackle the desire many had to have a toggle version of Practice Brawler. The implementation changed how powers in the set worked depending what version players owned. Feedback we received over time (internally and from the community) was one of confusion. It was never clear for many that taking the power granted mez prot to others. With this change, we are aiming to make the alternate power (Master Brawler) grant the mez protection directly but as a toggle. This does mean the sentinel version will experience some changes, but it is more in line with our direction for mutually exclusive powers going forward.

     

  • Practiced Brawler
    • This power now grants scale 2.5 absorb that is strongest the less HP and most end you currently have.
    • This power now takes heal enhancements and sets
  • Master Brawler
    • Power is now a toggle
    • Powers that used to grant effects if this power was owned no longer do so, all effects moved directly into this toggle
    • No longer grants absorb nor takes healing enhancements or sets
    • Power is now available to Tankers, Brutes, Scrappers and Stalkers as a mutually exclusive power from Practiced Brawler
  • Elude
    • Cast time reduced from 2 seconds to 1.5 seconds.
    • Endurance cost increased from 2.6 to 10.4.
    • (PvE only) Recharge reduced to 300s.
    • (PvE only) Duration reduced to 30s.
    • (PvE only) No longer crashes.
    • (PvE only) Defense buff lowered from scale 6 to scale 3.
    • (PvE only) Recovery buff increased from +100% to 150%.
    • Power now takes Heal enhancements and sets.
    • (PvE only) Now grants a 150% regen buff.
    • (PvE only) Now grants mez protection for its duration.
    • (PvP only) Now grants mez resistance for its duration.
    • Should now accept Heal enhancements and sets


Willpower

  • Resurgence
    • This power can now be activated while conscious
    • If used while conscious, the power will:
      • Heal you for 25% of your base HP
      • Apply a scale 0.5 Fire, Cold, Energy, Negative, Toxic and Psionic resist buff for 10 seconds (Does not stack with itself)
      • Apply a scale 0.5 Fire, Cold, Energy, Negative, Toxic and Psionic resist buff for 60 seconds (Does not stack with itself)
      • Recharge in 90s
      • You will gain an auto-self rez if you are defeated in the next 35 seconds.
    • If used after being defeated, the power will apply the current effects
      • Apply a +100% recharge buff for 90 seconds.
      • Apply a scale 1 Fire, Cold, Energy, Negative, Toxic and Psionic resist buff for 90 seconds (Does not stack with itself)
      • Recovery and +End effects are no longer enhanceable
      • No longer provides Damage or ToHit buffs
      • No longer give a damage buff or crash
    • This power no longer takes Endurance Modification enhancements or sets.
    • This power now takes Resist Damage enhancements and sets.
       
  • Reconstruction (Stalkers)
    • This power has been replaced with Up to the Challenge, a regenerative toggle that does not require targets in range to grant it's regen buffs and currently available to Sentinels.
    • The healing is now moved to Resurgence.
    • Players that already owned Reconstruction will now have Resurgence in their builds instead
  • Rise to the Challenge
    • This power now grants 7.5% resistance to -regeneration for the first target and 2.25% for each target for a maximum 30% resistance.
  • Up to the Challenge
    • This power now grants 15% resistance to -regeneration.
  • Strength of Will
    • Cast time reduced from 3.1s to 1.67s
    • (PvE Only) Duration lowered from 120s to 30s.
    • (PvE Only) Recharge reduced from 300s to 120s.
    • (PvE Only) Crash eliminated.
    • (PvE Only) Smash/Lethal resistance increased from scale 2.5  to 4.5
    • (PvE Only) Non Smash/Lethal resistance increased from scale 1.25  to 3.25
    • (PvE Only) Now grants Taunt Protection
    • Now grants 25% resistance to most debuffs for its duration.
    • Now grants a scale 4 damage buff for its duration.


 

Other Powerset Adjustments -

 

Dual Pistols

 

Swap Ammo now changes 100% of the set's damage to the element of the active ammo type. Note that attack type will always remain Lethal.

 

Please scrutinize powers as much as possible for any discrepancies. 

 

Storm Blast

  • Quote

    Design Notes

    Storm Blast has a very unique playstyle, but is one that is not able to catch up in fast paced team environments. We would like to allow players to have a much easier time maintaining their Storm Cells as well as have wiggle room where they do not need to “feed” the Storm Cell and Category Five storm as much in order to keep up with combat more easily and do more than just brew their storm at all times.

     

  • Storm Brewing
    • Now is a separate temporary power that can stack up to 5 times on the player, instead of being tied directly to the power used.
    • This helps clean up the UI, and still requires multiple Storm Blast powers to be used as you only get 1 stack per individual power cast.
  • Storm Cell
    • Is now immobile
    • Cast Time reduced from 2.03s to 1.17s
    • Recharge reduced from 60s to 15s
    • Radius increased from 25ft to 35ft
    • The High Winds proc is now tied to Storm Brewing
    • While High Winds is active, Storm Cell will automatically cast lightning procs every 2s
  • Storm Cell - Automatic Lightning
    • These procs are now an aura power granted to the Storm Cell as long as High Winds is active
    • Can proc every 2s on any target in a Storm Cell
    • After hitting a target, up to 2 additional nearby targets can be struck with a 33% chance of occurring for each
    • The main target cannot be hit again for 2s by the proc, but can be struck by chained procs of nearby targets
  • Storm Cell - Lightning Procs
    • Target cap reduced to 1 from up to 4
    • Damage scale increased from 0.5 to 1.14
    • Proc rate per power changes:
      • Gust - 20%
      • Hailstones, Jet Stream - 30%
      • Direct Strike (Fast), Chain Lightning - 40%
      • Cloudburst - 50%
      • Direct Strike (Slow) - 80%
    • Can only occur every 2 seconds from the caster, no longer locked out on the target
    • These Lightning Procs can stack with Automatic Lightning
  • Storm Cell - Lightning Lockout
    • Damage and Endurance Drain are no longer subject to any sort of Lockout
    • All versions of Lightning now have a 33% chance to either inflict Knockdown or a brief mag 3 Stun
    • If either effect is procced, the target is immune from other strikes inflicting these effects for 5 seconds
  • Category Five
    • Radius of DoT, Lightning, and StormCell check increased from 30ft to 50ft
      • Sentinel radius increased from 30ft to 40ft
    • DoT rate reduced from 5 times per second to twice per second
    • Category Five Eye
      • Radius reduced from 30ft to 25ft
      • Sentinel Radius reduced from 25ft to 20ft
    • Category Five lightning
      • Now automatically strikes every second, and has a 25% chance to trigger on up to 5 targets
      • Damage reduced from Scale 1.0 to Scale 0.5
      • Shares the lightning lockout properties with Storm Cell lightning for secondary mez effects
      • Damage and Endurance Drain are not subject to Lockout
  • Chain Lightning
    • This power no longer deals additional DoT.
    • It is also now an auto-hit for applying it’s chain across enemies.
    • The power still needs to pass a ToHit check in order to actually hit enemies, but it is no longer subject to critical failure.
  • Cloudburst
    • Now accepts Slow and ToHit debuff enhancement

 

Marine Affinity

  • White Cap
    • Changed to location power due to extremely unreliable teleport mechanics
    • Recharge lowered from 30s to 15s
    • Endurance cost reduced from 18 to 14.352
    • Cast time reduced from 2s to 1.5s
  • Brine
    • Cast time reduced from 2s to 1.33s
  • Shoal Rush
    • Cast time lowered from 2.17s to 1.33s
  • Soothing Wave
    • -Dam debuff lowered from scale 1.2 to 0.75, is now resistable
  • Tide Pool
    • -Dam Debuff lowered from scale 2.4 to 1.5, is now resistable
  • Tide Pool Frenzy
    • -Dam Debuff lowered from scale 1.2 to 0.75, is now resistable
    • NOTE: These changes allow -Resistance to increase the -Damage debuff. With the native -Res powers, this will match the previous values on a single target, and can grow even more as more -Res is added
  • Tide Pool Frenzy
    • Individual targets can only be knocked down once every 4 seconds
    • NOTE: While infrequent, this prevents multiple knocks at the same time or keeping an enemy pinned for too long. 4 seconds is roughly the time it takes for them to stand up once knocked.
  • Shifting Tides
    • Can now only trigger damage 4 times per second on the same enemy
    • NOTE: This sets a speed limit on how often a single enemy can be damaged to prevent too many sources stacking at once

 

Pyrotechnic Control

  • Glittering Column
    • Explosion component is now an auto power
  • Hypnotizing Lights
    • Damage/Confuse procs should now only trigger of the confuse/damage sub-power

 

Dark Miasma/Affinity

  • Black Hole
    • Due to potential harassment against some enemy groups, now only the main target of the power will be Phased, should it be immune to repel effects.
    • Radius increased from 20ft to 30ft

 

Epic - Dark Mastery

  • Black Hole
    • Due to potential harassment against some enemy groups, now only the main target of the power will be Phased, should it be immune to repel effects.
    • Radius increased from 10ft to 20ft
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Posted

Doesn't seem to be a feedback thread for the smaller changes so gonna put my Black Hole thoughts here and hope it gets noticed.

 

I remember the power used to be a targeted AoE immobilize and phase on enemies way back on live, it had poor team synergy so I didn't use it since and I guess it got turned into its current version at some point still on live since the City of Data site has its effects listed as they are now. With some testing I just couldn't find a use case for it aside from phasing Devouring Earth emanators since those seemingly can't be moved, maybe turrets, Council/5th vampyri spawning chambers or Circle demon portals, although I'm unsure if that would stop the spawning process. I wondered if the controller AoE immobilize, which often adds a short duration -knockack effect to its targets, would prevent the pull effect and thus let you choose what group to phase out with more control but that doesn't seem to be the case.

 

For a suggestion how to make the power viable. It could have a trawl/pull-in field put on the ground under its target like the Singularity pet has, but with the radius of the power's effect so that it can continue pulling in other enemies for the duration and act as a more persistent if slow grouping tool. Second part of it was to let the power phase shift all its targets again, but apply the Speed Phase version of phase shift onto them, so that they're unable to affect players, but can still be affected and damaged by them. With that the power's crowd control effect effectiveness would be slightly above an AoE fear and still below an AoE hold or stun as the enemies would still be able to affect one another with buffs, as phased entities affect other phased entities.

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Posted

Stalker Willpower is being made into a real set, this is insanity?  It actually looks playable!

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The Definitive Empathy Rework

Posted

Can someone with greater math skills than I translate what this means in terms of how much less XP a player would need to reach Level 50?

 

Experience

  • Minor tweak to the XP curve, rounding Experience Required down to the nearest 100
    • Example: Level 40 requires 8,401,500 experience instead of 8,401,519.
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Posted

Y'all gonna make me want to try Super Strength again.  Don't hurt me like you hurt me last time.

 

1 hour ago, The Curator said:
  • Resist and Defense modifiers increased from 75% to 85%

Just to be clear, does this mean that all Brute powers now give higher defense/resistance than they did before?  'cause if so, hubba-hubba.  I'm gonna have to redo all my builds that I set up to just hit caps, though, but I guess I'll have to grin and bear it.

Or am I misunderstanding?

  • Like 3
Posted

Stalker Martial Arts got ignored in the Melee pass. Hello?

 

Bio Armor changes are trash. Stop nerfing shit. Adaptive Recharge is super lame.

 

Fire Armor got some relief from the brutal nerfs the HC Devs delivered to Burn a few years ago.

 

 

Posted
28 minutes ago, Lazarillo said:

Y'all gonna make me want to try Super Strength again.  Don't hurt me like you hurt me last time.

 

Just to be clear, does this mean that all Brute powers now give higher defense/resistance than they did before?  'cause if so, hubba-hubba.  I'm gonna have to redo all my builds that I set up to just hit caps, though, but I guess I'll have to grin and bear it.

Or am I misunderstanding?

You're understanding correctly, you'll cap a lot easier now. 

 

For reference Scrappers and Stalkers have 0.75 as their armor modifier, and Tankers are 1.0. Brutes used to be 0.75 but are now 0.85. Sentinels used to be 0.7 but are now 0.75 like the others in the medium armor category. 

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.

 

Posted
44 minutes ago, Heatstroke said:

oooh Shield Charge Breaking Hide..  oooh Shoild Stalkers arent going to be happy..

 

Yeah that one got me like noooooo.  My Shield Charge into a still crittable Fireball was so delicious.  That one and DNA Siphon now having Adaptive Recharge are gonna hurt the worst.

 

Most of this other stuff looks pretty gravy though.  Will be interesting to see how KM and Dual Pistols play now.  I'd have thought DP woulda had a ST power or two have their dpa increased internally so maybe the different damage type has a large enough effect.

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Posted

Brute def and res modifiers are juicy.  Also I'm over the moon with Fiery Melee changes.  I wish Breath got to keep the 10 target cap but at least Nu Breath will reliably hit all 5 instead of like 1 or 2.

 

No Sword options has me so excited I might just reroll my main from Sav/Rad Brute to Fire/Rad Brute, and it'll give me a chance to reconfigure armor slotting.

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Posted (edited)
1 minute ago, nethod said:

Retsu (ninjutsu t9) would be so much cooler if it was Burnout

it already instantly recharges all your ninja powers so not quite following what you mean

Using this power now recharges all Ninjitsu powers except Kuji-In Retsu

Edited by imzadi
Posted (edited)
8 minutes ago, imzadi said:

it already instantly recharges all your ninja powers so not quite following what you mean

Using this power now recharges all Ninjitsu powers except Kuji-In Retsu



what does burnout do that retsu doesn't?

burnout recharges your primary and secondary.
that's why I think it would be so much more interesting if it was more than just ninjitsu powers recharged on retsu, but the entire primary/secondary.

then you could do cool stuff like use a nuke on sentinal, use burnout, use another nuke, use retsu, use a third nuke.

Edited by nethod
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Posted (edited)
29 minutes ago, nethod said:



what does burnout do that retsu doesn't?

burnout recharges your primary and secondary.
that's why I think it would be so much more interesting if it was more than just ninjitsu powers recharged on retsu, but the entire primary/secondary.

then you could do cool stuff like use a nuke on sentinal, use burnout, use another nuke, use retsu, use a third nuke.

that's never gonna happen lol, burnout is a base 30 minute recharge, retsu is base 5m and why would it recharge primary powers, its a defensive t9 so it should and does recharge only defensive powers, and if it did recharge primaries it would make burnout completely irrelevant and nin would instantly become a target for nerfs because its pickrate would surge.

Edited by imzadi
Posted
27 minutes ago, nethod said:

then you could do cool stuff like use a nuke on sentinal, use burnout, use another nuke, use retsu, use a third nuke.


You may have just articulated the argument for why they didn't do that, buddy. 🙂

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Posted
20 minutes ago, imzadi said:

that's never gonna happen lol, burnout is a base 30 minute recharge, retsu is base 5m and why would it recharge primary powers, its a defensive t9 so it should and does recharge only defensive powers, and if it did recharge primaries it would make burnout completely irrelevant and nin would instantly become a target for nerfs because its pickrate would surge.

I think the last time i saw anyone play ninjutsu was.....
well...when I played one last to try it a few years ago.

its not a great set, just feels like energy armor with more steps and not a lot of benifits like entropic aura. it could use something mildly entertaining like popping 3 nukes in 30 minutes and 2 nukes every 5. that doesn't sound that over powered for a sentinal at all.

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Posted

As is, you can Click -> Kuji-In Retsu -> Click -> Burnout -> Click -> Kuji-In Retsu -> Click, with just the Ninja powers. Letting Kuji-In Retsu effect *all* powers is a no-go.

 

 

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hqdefault.jpg

Posted

It is mystifying that we're making all these armor set T9 changes which we know are going to be controversial when the win-win situation of "make the new ones mutually exclusive with the old ones" is staring us right in the face.

 

Full disclosure: I don't care either way. I tend to skip most T9s and would probably take them more often if they didn't have a crash and added stuff the set didn't already have a ton of, so I'm all in favor of these changes, but I also understand some players aren't going to like them and when we've already shown we're willing to start using mutually exclusive powers this is the perfect use case.

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Posted
4 hours ago, The Curator said:

Zones

Labyrinth of Fog

Adjustments

  • Something dangerous stirs in the Outer Darkness.

Don't think the beacon(s) are set for this "something." Nothing new in the Outer Darkness besides the -NoFly and Glow of Sanity power.

Posted
4 minutes ago, kelika2 said:

ok two versions of hand clap

[might] was clear

[rage] unsure what this does now, damage scale?  knockback?

If you're using Rage it does the exact same thing it's always done except now it recharges faster.

"If you can read this, I've failed as a developer." -- Caretaker

Want the difficulty menu back where it belongs - in the chat window? Click here!

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

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