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Posted (edited)
7 minutes ago, Ukase said:

What I'm not clear on is why the defense is reduced just a full 10% from the defense total, but the resistance debuff is using that convoluted math instead of the straight 20%, down to 70% (which is what I was expecting)

But that's not relevant. It's either by design or an error. I'll let y'all figure that out. 

 

Looks like a flat -20% to me judging by your Negative Energy Resistance values.

I suspect you normally have 103.32% Smashing Resistance (capped at 90%)

 

Edited by Maelwys
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Posted

This seems weird. 
image.png.6f68146563175fd4880e53e8ab99025e.png
Why would you put it like this? Why not say 1.5 knock protection?  And why have %%? I recognize it - it means convoluted math is at play. Most folks on the servers don't speak math and don't really know what this means. If the math says it's not 1.5 pts of kb protection, then why not just sub 1.0 for whatever the value is? 

Posted
5 minutes ago, Ukase said:

This seems weird. 
Why would you put it like this? Why not say 1.5 knock protection?  And why have %%? I recognize it - it means convoluted math is at play. Most folks on the servers don't speak math and don't really know what this means. If the math says it's not 1.5 pts of kb protection, then why not just sub 1.0 for whatever the value is? 

 

Protection and Resistance aren't the same thing at all. This is going to virtually amount to much more than 1.5, probably. 'Probably' because the wiki isn't clear on what KB Res does exactly so I don't know if it's applied on the magnitude or the effective distance...

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Posted
11 hours ago, BlackSpectre said:

Looking at only the words written, It looks like the last 2 digits (on the right) will be removed. So 519 becomes 500, and 599 also becomes 500. So at most 99 xp points less needed to earn, but most likely a lot less than 99 depending on the level. It’s a negligible change. Not sure why the devs are doing it, but there’s got to be some reason…

 

That is how I read it as well. I just tested it on Brainstorm by auto-leveling to 50. I was granted 39,149,000 XP. Level 50 used to require (per the wiki Experience page) 39,149,119 XP, so a difference of 119 XP. As noted, a negligible change.

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Posted
8 hours ago, Divi said:

 

Please don't. Up to the Challenge sucks. It equates to less than 20 hp/s at the hp cap.* That is not better than an on-demand heal, idiosyncratic as it is. Moving it to the self-rez (a Lv28 pick) with a 90s cd—50% longer—and forcing us to take every single power in the set to be viable is a gargantuan quality of life reduction.

 

Not to mention, the set already has a passive regeneration power—called Fast Healing. Why double up with redundant functionality instead of just buffing values on FH? It does exactly the same thing.

 

I suspect you're experiencing a common misunderstanding of regeneration.  Fast Healing is actually all but worthless without additional regeneration.  Redundancy is vital to making regeneration a viable survivability tool, and in sentinel (and now stalker) Willpower, Up to the Challenge is a key power for achieving viability with regeneration.

 

Health regeneration works by restoring 5% of a character's HP at set intervals.  The interval is variable, it's dependent on your +Regeneration, but the % HP is not, it's always 5%.  This is true for everything in the game, doesn't matter if it's an NPC or a player character.  The default interval is 12 seconds.  Regeneration modifiers decrease that interval.  The more you have, the shorter the interval.  You never actually regenerate "X HP per second" unless you're at or above 1200% regeneration, but because the game, and a lot of players, refer to all regeneration that way, most people think of it that way.  It's a trap, though, one that distorts the true functionality and deceives players into believing their tiny regeneration totals are impressive, when the truth is, they're getting little more out of it than lucky ticks or HP bar top-offs between fights.

 

The thing with regeneration is, you need it in quantity for it to make a functional difference in combat.  Small amounts make an impressive difference when all you have is a small amount to begin with, but small amounts are of little functional value in combat.  200% means jack shit in combat because you're waiting 6 seconds between ticks, and Fast Healing's piddling 75% is, in a set with no other sources of regeneration, functionally no better than rolling your face across the keyboard and hoping you bump a key bound to a healing power.  It's barely improving your survivability.  Stacked with Health, it's only reducing the interval to 5.58s.  In Co* combat, with the number of enemies we're allowed to aggro, 5.58s might as well be the lifetime of the universe.

 

Up to the Challenge reduces the interval by almost 3x as much as Fast Healing, though.  And stacked with Fast Healing and Health, your regeneration interval is reduced to ~2.9s.  Without slotting, just toggling on Up to the Challenge, your survivability is drastically increased.  With slotting, you can push your regeneration up to ~700%, giving you that 5% HP restoration every ~1.68s.  And that's on a build restricted to SOs.  With IOs, you can go over 900%, reducing the interval to a mere ~1.3s.

 

NOW you have in-combat survivability.  NOW you're unlocking the true functionality of regeneration.

 

So at this point, you want to ask, "Okay, so why Up to the Challenge instead of Rise to the Challenge?"

 

The obvious answer is that Rise to the Challenge would break Hide, because the existing versions of Rise have a -ToHit component.  Could they alter Rise by removing the -ToHit and simply letting it siphon regeneration from foes?  Of course, but thematically, stalkers aren't supposed to be the kind of archetype that thrives on being surrounded by enemies, which is how Rise to the Challenge works (every enemy inside the radius grants bonus +Regen).  They're just not going to do that.

 

And now someone's going to say, "Okay, but Up to the Challenge is just crap compared to Rise to the Challenge."

 

I play both types of Willpower.  My favorite characters to play, period, the characters I'll log in to play even when I don't feel like playing anything, are my Staff/Willpower brute and my Ice/Willpower sentinel.  I've had ample opportunity to examine and dissect the difference between Rise and Up.  I'm going to tell you straight up, Up is the better power.  Yes, you can lower the interval significantly more with Rise, but it's variable.  If you back away from a group, if you're fighting fewer than 4 enemies, if a fucking doorway blocks Rise, it turns into the biggest disappointment imaginable.  It does nothing to help you unless you meet its requirements.  Up's only requirement is that it's toggled on.  Sixteen enemies attacking you from range?  Doesn't matter, you're still getting all of its regeneration.  Bunch of jerks cheating by hitting you through terrain that would block Rise's enemy detection?  Doesn't matter, Up's still doing its thing.  Cleared everything but the GM or AV?  Doesn't fucking matter, because Up isn't dependent on the trash.

 

Yeah, my brute's regeneration rate might be 1207% under ideal conditions, but it also might be 854% if I'm down to three targets, or it might even be 703% if nothing's trying to grope my ass.  My Ice/Willpower sentinel's regeneration rate is always 909%.  It's 909% when I'm standing around in my base.  It's 909% when I'm neck-deep in enemies.  It's 909% if everything is shooting at me from range.  It's 909% at all times, and that's the kind of regeneration that a stalker, an archetype designed for hit and run combat, needs.  It's not just appropriate thematically, it's functionally superior for an archetype that isn't intended to have 10 enemies glommed onto it at all times.

 

Lastly, mathematically, Up to the Challenge will give all but identical HP recovery in comparison to what Reconstruction offers, and I dare say it'll be better than Reconstruction for most players, since hitting the recharge cap is pretty damn hard if you don't have someone buffing you constantly.  At best, you can heal yourself for ~49% HP with Reconstruction every 12.924s, if you have 400% combined global and slotted +Recharge (good luck with that) and the power slotted to max healing.  In the same ~13s, with 900% regeneration, you're recovering 50% HP passively.  And that is achievable without someone buffing you constantly.  I know it is because my Ice/Willpower sentinel is at 909%.  I guarantee that most players, from newbs to vets, will have a net survivability improvement from Up being swapped in for Reconstruction.

 

And now you can tack on a heal if you need it with the new-and-improved Resurgence.

 

This is a win-win for stalker Willpower.  Ride it like you stole it.

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Get busy living... or get busy dying.  That's goddamn right.

Posted
30 minutes ago, Fira said:

 

Protection and Resistance aren't the same thing at all. This is going to virtually amount to much more than 1.5, probably. 'Probably' because the wiki isn't clear on what KB Res does exactly so I don't know if it's applied on the magnitude or the effective distance...

Ah..I do need to read more carefully, thank you. 
Looking at the combat attributes, it appears work on the effective distance of the kb. Reduces it by half, but it seems to work like a proc, sometimes on, sometimes off. At least, that's what I'm seeing in Knockback Resistance of the Combat Attributes. 

Posted

Handclap, with unleashed might...me like! Finally a reason to take Handclap. 

I'm trying it out with a brute. An SS/Fire brute, so I can look at the burn patch area changes, as well as the other changes in Fire armor. 

Consume as adaptive recharge is a nice touch. I would have never asked for it, but now that I'm using it, I really like it. 

I'm purposely not testing it in AE...as I think the active farmers are just going to have a lot of fun with unchained might, handclap, burn and footstomp, (most likely that order). I do not want to know if it will be as amazing as it sounds. At level 35, I'm chewing through Devouring Earth at 0/8. 
And I don't even have Weave yet. Defense is really low, so when I am getting hit a fair amount. But with healing flames and consume, the hp is up there nicely. 

I can't say yet, but fire armor will never be OP, simply because of the sacrifices that need to be made to shore up the weaknesses in other areas. But the combo here is nice. I think on a team with any kind of nature or kin this would be an unstoppable force until some of the more challenging stuff in the lab and KW maps. It is click though, in that when being first in the fray, I have to pay attention to the health..but that's nothing new for a fire brute. 
 

Posted

So the Brutes do get buffed after all! These buffs seem small, but it allows Brutes place better as the middleground of Scrapper and Tanker better than before now that Brutes can have an easier time to hit 90% Resist cap. Not as effectively as a Tanker can when solo (i.e. solo farming), but definitely an easier time when teaming with +Def/+Res teammates as an “off-tank”.

 

I was right in the money that Sentinels will get some sort of crit system if they have to catch up with Scrappers, but buffing Vulnerability into a chain (for half as much on chained foes) is a very pleasant surprise. Up to 40% chance of 40% extra damage may not seem as much as Scrapper/Stalker’s mostly double, but the 40% chance is still a lot more frequent than a mere 5/10% without relying on ATOs so the crit damage will add up quickly… and it stacks with Vulnerability, too. Also, a nice way to compensate with not using Vulnerability at all, something that some people complained about some Sentinels not using it.

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Posted
11 hours ago, Harbor said:

Outside of lasting for 3 minutes, what part of the current T9s do you guys like? Or is it just the duration that is the hang up?


Can you note any advantages there are to having powers like Elude, Kuji-In Retsu, Unstoppable, or Power Surge as they are on live? Something that would make it worth having them as mutually exclusive?

 

You must have missed my feedback in the others threads. Reposting it here as it answers your question directly.

 

My first post explains the benefits of live Brute/Scrapper/Stalker Overload. (And why it is vastly superior on Scrappers/Brute/Stalkers than a 30s Tank Overload would be):

 

On 9/27/2025 at 4:43 AM, Americas Angel said:

I'm one of the few players who regularly used Overload in both PvE and PvP. It is a great power. It doesn't need a revamp IMO. Yes, the more casual side of the playerbase isn't familiar with its use-case. But I don't think that's justification to revamp it.

 

For those of you that don't know, the way to use Overload in PvE is twofold. If I'm leveling 1-50 on SOs? It's an "oh shit" button. But at endgame, when you introduce IOs, Incarnates, and builds, it works by cycling it with other powers. On my EM/EA Scrapper at 50, I do the following:
 

Minute 1: Ageless + Unleash Potential
Minute 2: Overload
Minute 3: Ageless + Overload
Minute 4: Overload


I can cycle this over and over. Using the +end from Ageless to counter the endurance crash of Overload. (And if I'm clutch with the timing, I can avoid the toggles dropping all together!) The benefit of this:

  • Capped Psy Defense due to Overload or Unleash Potential being active
  • Capped DDR  due to Overload or Unleashed Potential + Ageless
  • HPS Increase - both Overload's +HP and Unleashed Potential's +Regen stack nicely with Energize's +Regen.
  • Higher HP in Overload as an antispike tool. 
  • I skip the crash. The +End from Ageless is more than enough to last 20s.


End result? My EM/EA scrapper is much tankier than an EM/EA that foregoes the T9. It can handle multiple spawns of hard enemies like Carnies, CoT, etc, at +4/8 solo. It doesn't require inspirations to fight psy enemies. It shrugs off -def debuffs.

Here's a video of @Frosticus's EM/EA stalker in action. Same principles:
 

 

As you can see...it's pretty tough!

 

Sad to see outlier powers like this being homogenised. It really does make the game duller.

 

These other two post of mine explains why, from a player experience standpoint, the 180s T9s in general are desirable in general:

 

On 10/8/2025 at 4:31 PM, Americas Angel said:

Personally, I'd say having T9 function differently across powersets helps avoid homogenity. And that is very much a selling point. More options = more ways for players to express themselves in different playstyles. By making the T9s essentially all play the same way, you're encouraging a One True Way to play CoH. Which is, IMO, the antithesis of MMO design. As it encourages "this game is solved" small-minded thinking in how players build their characters. Overload, Elude, One With The Shield, Meltdown, etc all playing the same way is not interesting game design. It doesn't give me different playstyle options. And as a consequence, it makes the game less fun.

 

Your stated design goal is to make these powers more desirable. I don't think you've managed that in the case of Overload.

 

On 10/19/2025 at 3:15 PM, Americas Angel said:

Not a fan of these One Size Fits All T9 nerfs. It's lazy and represents yet another push towards the hegemonisation of powersets/playstyles.

 

A better approach would be to just remove the crashes and see if that breaks anything.

 

Spoilers: for the most part it won't. This game is DPS spam where players can become so unkillable they don't even need healers. The extra survivability from crashless T9s won't unbalance anything significant. On SOs or IOs.

 

Crashless T9s would open the game up a bit and give players more options. Adding options, rather than taking options away, should be the design goal of the powers team IMO.

 

If you want to know how others feel, then you can see the Focused Feedback thread, below:

 

 

One of the justifications given for the recently homogenised T9 nerfs was that "30s Powersurge and 30s Tanker Overload were popular changes!"

 

On the surface, this seems to make sense. So why am I a fan of 30s Powersurge and EA on Tanks, but not a fan of the broadstroke application of these changes to Overload on Scrappers, Brutes, Tanks, or to the other 180s T9s in general?

 

This post of mine from the above FF thread explains why:

 

On 12/4/2025 at 3:37 PM, Americas Angel said:

As someone who was heavily involved with testing these powers in prior pages (in some cases I was the only person testing them), here is some important context that can hopefully shine some light on it:

  • Tanker Overload wasn't popular. Tanker EA was popular. An important distinction. And this is because:
    • EA Tanks got Power Armor (+7.5% res and +187.4 HP) instead of the Brutes/Scrappers getting Energy Cloak (3.75% +def).
    • EA Tanks had higher defense/resist/+hp/regen/heal numbers, not to mention higher HP, all due to tank modifiers.
    • EA Tanks had access to the extremely overpowered Tanker ATOs. Which grant a huge absorb shield every ~20s, and can give up to +20.1% bonus resistance.
    • Due to the above three points, EA Tanks were incredibly durable, to a point where the nerfed Overload in Tank EA wasn't as much of a big deal.  But to say that this meant this nerfed Overload was popular would be completely twisting the truth.  Therefore, using the reception to Tanker EA as a case study for why Brute and Scrapper Overload can be nerfed, whilst getting none of the above benefits Tanker EA has, would be extremely misguided.
  • Similarly, Power Surge's revamp was welcomed because of how well it complimented the rest of the Elec Armor changes, not due to the power itself in isolation. We know this, because Power Surge's changes were welcomed by testers who also pushed back on Overload, Elude, Retsu, and Unstoppable receiving those same changes. So, again, the above quote is incorrect. If shorter duration, no crash, lower cooldowns were inherently more popular/desirable, then the beta testers pushing for Power Surge's changes would have also pushed for Overload, Elude, Retsu, and Unstoppable also receiving these changes. But they didn't. They pushed back. And that lead to the Overload, Elude, Retsu, and Unstoppable changes getting tabled. This means, again, that revamped Power Surge is not a good case study for similar tweaks to Overload, Elude, Retsu, and Unstoppable.

 

In short: the reason these T9 changes are happening now, and not back when Elec Armor was tweaked/Tank EA was introduced, is because they were hugely unpopular proposals back then. Judging from the player feedback, it seems like they are still hugely unpopular. (Not that popularity dictates whether something gets implemented or not. Just painting it as I see it.)

 

Hope that answers your question. If any of the above is unclear or you have any questions feel free to ping me here. I was heavily involved in the testing of these changes back when they were first introduced. And I use T9s all the time in both PvE and PvP.

 

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Posted

Definitely a "flood the zone" kind of patch. So many changes and not enough time to test all of them thoroughly. There are AT-wide changes to brutes, sentinels and masterminds plus significant changes to 8 melee sets, 7 armor sets (plus another 4 T9s), 1 ranged blast set and 1 support set. A lot of suboptimal stuff is going to slip through the cracks.

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Posted (edited)

Some of the recent changes really makes you wonder if the devs actually ever played the sets they change......

 

Pyrotechnics for example went from Top tier to low middle tier with the changes.

The only thing that made Pyro stand out was the proccability of hypnotising lights , which is in effect completely removed, making it a mediocre cone sleep......

Dont claim the 5 target 20 feet proc ist still working.... in any real play scenario its is NOT proccing at all.

If you want to use it as a damg source you have to stand so close the narrow cone hits maybe 3 mobs for less damg than cross punch, plus it makes the cc part completely obsolete since you hit maybe 3 mobs with it if you stand so close.

So in order to make the cc part work you have to stand far away from the mobs to make the cone actually hit more than 3 mobs, therefore canceling out any damg.

So in any realistic scenario, there is no damg or proc part to Hypnotizing lights anymore.

But sure... buff Burn for farmers even more since it was so weak to beginn with.... Not hard to figure out what kind of sets  the devs are playing....

Edited by Moghedien
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Posted
13 hours ago, Harbor said:

Outside of lasting for 3 minutes, what part of the current T9s do you guys like? Or is it just the duration that is the hang up?


Can you note any advantages there are to having powers like Elude, Kuji-In Retsu, Unstoppable, or Power Surge as they are on live? Something that would make it worth having them as mutually exclusive?

 

TLDR: The way those T9s are presented are a massive nerf to what an armor T9 offers and the lowered recharge is not worth the massively reduced scaling and duration, cutting down a power's duration to 1/4th and sometimes 1/6th of its current duration, and the quadrupled activation cost. Those are not worthwhile tradeoffs for what we have now and a huge departure from what those T9 armor powers offer currently.

 

Reduced scaling means you'll be hit more often and harder when going up against anything at a higher difficulty or against any enemy group with ToHit buffs, meanwhile right now Elude/Overload/Kuji-In Retsu softcaps you all on its own and it's very useful if you wanna survive an encounter, activate it when getting up with a wakie or a rez and get right into the fights, or if you run out of endurance and don't wanna die from all your toggles dropping. 30 seconds is also not long in a fight and when you activate a godmode you wanna feel powerful and survive whatever bad situation forced you to pop it in the first place.

 

 

I think that defense/resistance-oriented T9s should still keep their current scaling, putting you at defense softcap out of the box is what they do now and lowering that would only be an unwanted nerf. It's also useful in situations when you're just getting up with a wakie, or running out of endurance and needing to get your defenses back instantly so you don't get defeated, or getting attacked by an ambush or a giant monster (particularly during a zone event) and activating that so that you can get right into the action and ignore your actual defensive toggles for the moment. That's also an argument for keeping the endurance cost low as quadrupling it only removes its use as a panic button.

 

Level difference between you and the enemy and their rank will still affect their accuracy to a significant degree even if it's an accuracy modifier instead of ToHit one, there's usually many consecutive attacks swinging at you every few seconds and that builds up. Also big number is nicer than small number.

 

 

Using Moment of Glory as a blueprint for godmodes is also misguided. Moment of Glory started out as a clicky that maxed out your defense and resistance (to all but psi, and probably toxic) for a few minutes but it set your health to 25% and prevented you from healing in any way (aside from increasing your max health number via Dull Pain). The way the power worked was changed because preventing yourself from regenerating health went against the idea of Regeneration as a whole. It was also a death sentence when fighting Psychic Clockwork or Carnies.

 

That way the new (current) Moment of Glory was also changed was so that you would be able to survive a mob's alpha strike, the initial mass of attacks a big group hits you with when you first charge in, before the rest of the team could join you to help you or so that enemy attacks stagger out instead of hitting all at once, allowing for the bulk of the set, its passive regeneration and clicky heals, to keep you alive. 

 

 

Since Moment of Glory seems to be the main inspiration for these changes, we must look at what Regeneration as a set was, from the wiki:

"This set has been in the game for Scrappers since Issue 0."

"This set was included with the original release of Stalkers in Issue 6."

"This set was proliferated to Brutes in Issue 21."

 

For the massive bulk of the game's lifespan, Regeneration was not a set designed to be the sole tank of a team and with its many, many nerfs, only recently was Regeneration given a long-deserved glow-up. This kinda design does not apply to every other armor set.

 

That and low-duration buff powers provide a massive benefit, so instead of nerfing their scaling, they should be heavily buffed to make you actually unkillable for this heavily reduced duration. Even now Moment of Glory offers ~70% defense and resistance values.

 

 

 

There are three main suggestions I propose for those suggested T9s:

 

1. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations without any changes.

 

2. Make them into a mutually-exclusive option to the current existing T9s that retain their current existing scaling, features, cost, and their current existing durations while also adding minor buffs to the current existing T9s, such as simply removing the crash and reducing their recharge times while still being fully enhanceable, and changing nothing else, no nerfs.

 

3. Try out the idea of applying a form of adaptable recharge into the T9s and turn them into Incarnate Hybrid-style toggles that have a maximum duration (2 minutes and 3 minutes depending on T9, as they have now) but can be detoggled early for reduced recharge time. So that each second of use adds one second of recharge time. Meaning that if you toggle a T9 for 30 seconds, it goes on a 30 second cooldown, but you can also toggle it for its full duration of 2 minutes or 3 minutes depending on the T9, with their full current scaling and all current benefits, and afterwards let it go on a 2 and 3 minute recharge respectively. It could be adjusted so that the power has a base recharge of ~30s onto which use-time is added, so that if you use the T9 for 10 seconds, the recharge time is 40 seconds, and so on, but that's for later.

 

Personally I like option 2 since it's a simple buff to the powers' functions and covers the goals of the changes without turning them into completely different powers. At the very least those suggested T9s should be added as a mutually exclusive option to choose between that and the current T9s and not be forced into these suggested versions as they deviate so much from their current originals that they do not cover the same bases anymore.

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Posted

Personally I have always held the position that Icy Bastion and Moment of Glory are the best god mode T9’s. Very happy to see the rest follow that superior pattern.

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Posted
1 hour ago, Uun said:

Definitely a "flood the zone" kind of patch. So many changes and not enough time to test all of them thoroughly. There are AT-wide changes to brutes, sentinels and masterminds plus significant changes to 8 melee sets, 7 armor sets (plus another 4 T9s), 1 ranged blast set and 1 support set. A lot of suboptimal stuff is going to slip through the cracks.


They literally split this stuff into a separate patch from Panel 1 and are allowing the open beta to run over the entire holiday season *specifically* so people have more time to test. 

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Posted

One thing not mentioned in the patch notes. You can target by mob rank now.

Ranks:

-1: Small, Underling, Swarm,
0: Minion, Citizen,
1: Lieutenant, Sniper, Pet, Destructible,
2: Boss,
3: Elite,
5: Archvillain, Hero,
100: Giant Monster, Monstrosity

 

Macros:

/macro minion target_custom_next 0 enemy
/macro lt target_custom_next 1 enemy
/macro boss target_custom_next 2 enemy
/macro eb target_custom_next 3 enemy
/macro av target_custom_next 5 enemy
/macro gm target_custom_next 100 enemy

 

Lt or boss, basically highest rank in view. That means it could select another spawn if there is a boss.

/macro lt|boss "target_custom_next 1 enemy$$target_custom_next 2 enemy"

One limitation, if the mob has one of the numbers in it's name. That number will take priority over mob rank.

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Night Pixie - Fortunata, Black Magic Pixie - Night Widow, Morgan Mu - Electrical Blast/Psionic Armor Sentinel, Arctic Drift - Ice Blast/Temporal Manipulation Blaster

Introduction to Arachnos Widows - Night/Blood/Fortunata

 

Posted
5 hours ago, Wavicle said:

The original t9s were designed in absence of Inventions or Incarnate powers. Godmode of several minutes made some sense. Now, you get IOs for your near Godmode, and you can use these new t9s as a rotational shield alongside your self heals and other defensives.

 

It is important that every powerset is a fun and viable option without expecting the player to use an IO build or Incarnates. Aside from Hard Mode TFs, and maybe incarnate repeatable missions, the game is not and should not be balanced around the expectation that a player is running an IO build, and even less so a min-maxed IO build.

 

You gain access to armor T9s midway through the levels now and a 35-45 range is generally what I'd test them on, and even at lvl 50 with an SO build they come in handy. Sure I like tinkering with IO builds and even putting together weird non-meta concept builds and making them viable in endgame, but that should not be the base. SOs and often teamplay are a good starting point. 

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Posted

Masterminds - overall, awesome changes.

Spines - really happy to see this set get some love. Despite it being almost dead last for performance, it was one of my favorite for theme and mechanics.

Bio - Hokay... not gonna lie. I expected this one to get nerfed at some point, but this.. strikes me as absurdly harsh. Particularly the buffs from the main way it survives by buffstacking - reduced to 30 seconds? And the recharge increased from 270 to 300 seconds? I am not sure how they even expect this to be played now, honestly. The only reason it performed so great was when you had enough recharge to have a continuous cycle of buffs. Until you reach that point, Bio is actually a mediocre set at best. If you want to re-balance it, you shouldn't mess with that, but instead reduce the "potency" of the stacks.

 

But as this reads, the math isn't mathing. I expect this to make bio fall from one of the good endgame armors to middle-ish ground. Especially since the way it works now is by combining all the powers together, but now with the overall "X only does Y when in Z stance" is kind of a double whammy as far as effectiveness goes.

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Posted
21 hours ago, The Curator said:
  • 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

UM WTF!! just NO! Sentinel version is the absolute most perfect armor set and version of this. For the love of GOD please keep the absorb click for master brawler, and the absorb on practiced brawler that is way weaker? WTF again! No this power is used for mez protection, there is no way this is a good idea to have the absorb tied to this waiting to use it for that when it means not keeping it on for the mez protection. Please do NOT do this!

  • Thumbs Up 1
Posted
21 hours ago, The Curator said:
  • 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.

This is a joke right? Is it April 1st and i was in a coma for 5 months? Because this can't possibly be real

Posted
50 minutes ago, WindDemon21 said:

This is a joke right? Is it April 1st and i was in a coma for 5 months? Because this can't possibly be real

I can't speak to whether or not you're in a coma, but the reduced bonus from the invention sets was moved to Supremacy. It's not a net nerf, it's a buff to MMs who don't have the sets and a break-even for those who do.

  • Like 5
Posted
53 minutes ago, WindDemon21 said:

This is a joke right? Is it April 1st and i was in a coma for 5 months? Because this can't possibly be real

The rest of the bonus was baked into Supremacy itself, so the IO Set pieces are less mandatory.

Posted
23 hours ago, The Curator said:

Hypnotizing Lights

  • Damage/Confuse procs should now only trigger of the confuse/damage sub-power

 

UGHHHH way to take away one of the main things that let me enjoy pyro with brilliant barrage still needing fixed. Could you just like, not, do this..

  • Like 1
Posted
10 minutes ago, StarkWhite said:

I can't speak to whether or not you're in a coma, but the reduced bonus from the invention sets was moved to Supremacy. It's not a net nerf, it's a buff to MMs who don't have the sets and a break-even for those who do.

I get that, but it devalues those IOs themselves, where clearly this is all happening because the MMs need BUFFs. While maybe a net buff still, these IO globals just feel really subpar now like they need some extra compensation. Like maybe, especially, adding a +to hit buff and +damage buff to them or something.

Posted

No dedicated Stalker Focused Feedback thread, so will ask here.

 

23 hours ago, The Curator said:

Stalker

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


What does the above mean? Higher base critical chance for Stalkers? I ran a few tests on a Practice Dummy with my Ninja Blade Stalker and didn't notice any differences with Crit Chances.

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