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Posted (edited)

I've tried some of this so far I'll give a general take on the things I play frequently: 

 

Kinetic Melee on stalkers is superb especially with that long animation AS buff.  I do think maybe the siphon stacks on other ATs could last a little bit longer, otherwise love where its at.  Can we port just this over right now?  No need to wait for Christmas.  

 

Broadsword is okay.  It feels better than it was but still not as good as it could be, it's a little bit of slow crunch set but there's still faster sets that put out more damage.  Maybe massage it up a bit more.  

 

Dual Pistols felt good like maybe it was doing 50pts more ST damage now being full elemental when switching to the different bullets.  It should help a bit more on single targets since there's a lot less enemies with high toxic/cold resistances.  I would've still liked to have gotten a way to incrementally increase the dmg/tohitt by adding some sort of ranged follow up to one of those pistol attacks.  The aoe felt great and even a little better, but aoe was never an issue with DP, mainly just ST dpa.  

 

Bio is the top armor and has needed some sort of slight tuning down for some time now.  Other than any bugs people are finding I do have one hope that DNA Siphon can get less of a harsh nerf as it is getting.  A decent amount of people just skip it for more uptime aoe damage output powers but I love the dual aspect of damage when I need it or a great heal.  It feels like this power is getting kneecapped with the heal being less and the damage output severely reduced, making it an even easier skip.

 

The whole armor t9 revamp could use some pullback on duration to somewhere between 60-90s for most of them and put some sort of crash back into it.  This way that new crash tech that was just implemented can still feel relevant.  

 

There's lots of goodies for everyone to enjoy with this one thanks.  

Edited by Mezmera
Posted
11 hours ago, Catalyze said:

INinja Time!

Your changes to Kyoyo (Endurance Recovery power) snuck by me for a bit. Then I took one of my Scrappers to Beta. I am slotted to give 45 Endurance back to 

myself. How it works Now:

1. Live: 45 Endurance back every 19 seconds. That equals 2.4 Endurance/Second average.

2. Beta: 45 Endurance back over 30 seconds. That equals 1.5 Endurance/Second average. I have the recharge to bring the 90 second recharge down to 28 seconds.

but ...... Look at your NERF on this power. That is one nasty bit of "Adjustment". And with Your Nerfs, I get to keep mashing that button throughout a fight

since endurance comes back slowly and not in a chunk When I Need It.

 

 

 

 

I have to agree with Catalyze on the Ninjitsu changes - this is a huge, ugly nerf. If you are really going to reduce the powers return this much keeping it as a click power is cruel and unusual punishment. Make it a toggle (that costs no end) or an auto power so we can take it, stick a perf shifter +end proc and run with  would work so much better and still get the reduction in overall end recovery you want. Having to click the power every 30 seconds (at least) will make it unusable, at least to me. Clicking it at the end of a fight so you can move quickly to the next group, or once during a fight when you get hit by end drain is cool, constant clicking just to get slightly over half the end rec is NOT COOL. 

 

So please, be cool.

 

But seriously - a click power that returns a bunch of end makes sense, feels good and is worth taking. A click that just slightly boosts your end rec will just confuse players as its hard to see the returns and I doubt many people (if any) like having to constantly click for no obvious return. The set already has one click you need to put on auto (kuji-in rin), with this change Seishinteki Kyoyo would be better off as an auto or toggle that boosts your end rec, just like quick recovery. 

 

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Posted
17 hours ago, Faultline said:

 

No, the IO sets won't get anything extra. This is something where I overrode the powers team (who wanted to change the procs entirely) so you can blame it on me. 

 

The reason is simple: at the moment the changes to supremacy are just in testing, and even if they make it live, the powers team is not shy of reverting things every now and then.

 

By only lowering the ATO numbers without changing them in any other way, it is easy to bring them back up to the original values if needed. If they get something else, then people who got the IOs because of the new thing will be rightfully ticked off if they are changed back.

 

Yes, the Mastermind ATOs will feel pretty underwhelming now. That's fine. If you think they're a waste of a slot now, then congratulations, you now have an extra slot to put something more useful in. 

That's fair enough, it's not like it's lost at least but they just feel lackluster. Perhaps another suggestion if it's going to be looked at at all would be to add some knockback protection and fear protection into those ato procs.

Posted

Personally the thing I hate most is having so many characters and all the respecs that will be needed. If only they could just keep existing powers in sets but change how they work maybe?

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Posted

This is way too much all at once, actually wondering what game are these devs playing, so many nerfs, for very little reason.  

 

This is a Super Hero game and i like to feel super powered, adding difficulty options was  a good thing, following it up with nerfs feels like WTF

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Posted

So I can't speak with any detail on most of these changes except that I generally like most of them. Part of the reason I can't speak with any detail is a lot of these changes are affecting powers I had a tendency to skip or take and ignore (just putting a set in them or something), and I may now start using more of them.

A bit of irony on the Master Brawler change: I was never confused about how it made other powers gain status protection. That's actually all I ever cared about with it. I tended to take it as a passive and never use it. While I don't need Super Reflexes gaining more end cost (Never got why it felt so end heavy, it doesn't seem to have that many toggles), I don't mind just having a toggle for status protection like most other armor sets.

Posted
On 12/5/2025 at 5:20 PM, The Curator said:

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%

Can we please still get sonic clap and sandman's whisper fixed. Clap with it's area should be 10 targets or more damage but both should have a 12s dam/rech scalar, they're still too weak/pointless at 8s, and the kd chance on sonic clap is FAR too low. It's basically hand clap only half the radius which is a 100% knock power. Especially with half the radius it should be guaranteed or at least very high.

  • Like 1
Posted (edited)
3 hours ago, arcane said:

People seem to think total crash removal was going to be free. Weird thought process IMO.

 

Weird to think it shouldn't be free. Blaster nukes got their crash removed and it barely cost them anything, a small adjustment to damage scaling and not nearly enough to ruin the powers. Weird thinking that helping a power, buffing it, should cost its entire identity and usability. Or cost anything at all. If the goal is to make the powers more desirable, butchering them is sure not gonna make people take them.

 

From the I24 open beta notes regarding Blasters:

"All Blaster secondaries (except Mental Manipulation, which already has Drain Psyche) will have a modified power that grants the character additional buffs (typically both Regen and Recovery). All of these powers will be changing names as a result. No functionality will be taken away. "

 

"Blast Set Nuke powers are being adjusted. The endurance crash is being removed and recharge is being decreased. Damage is being normalized, average damage will go down a bit but the damage is now (mostly) a fixed amount rather than a number of "chance to damage" ticks."

 

Emphasized because I think that's a nice design angle to keep in mind regarding power changes.

 

Edited by Night
  • Like 2
Posted

One thing to keep in mind, is that the Dev's can (and, sometimes do) roll back changes that don't work out.  Of course, whatever they do, they are going to please some people and dissapoint others.  That's just the nature of the thing.  Give the changes some time to breathe out in the wild, before you get too annoyed about it.  If enough people agree with you and complain about the same changes, it probably has a good chance of getting rolled back.

Posted

I'm not sure if this is what's supposed to be happening with Storm Blast, but with Storm Cell active over enemies, you see the visual FX of the lightning strikes from Storm Cell like right off the bat, but the enemies don't react and take no damage... and every second or so, more lightning strikes occur (and this is without using other powers to proc the lightning strikes).  While it's flashy and visually appealing, the fact that those strikes deal no damage and the enemies are completely unfazed and nonreactive to what appears to be getting struck by lightning is quite jarring.  Is anyone else finding this to be a bit odd?

Posted

Another thought i had , is that i guess i really do not know the thought process behind these changes, or what metric they are chasing.  For example when i make a build for a character i made, i have a plan and what im adding or skipping to it.  with these changes it feels like they are  adding alot of difficulty to the game from last patch, and then taking functionality away from popular sets.  It is obvious that the devs feel that Proc building is something they want us to stop doing.  Someone up there thinks its weird and wants it to go away.  I dont get it but fine.  It also feels like they want controllers and such "back in there lane" stick to controlling stuff leave damage to the blasters.  again fine still dont get it but thats what they want.  Add difficulty to the game so controllers are needed for the controls, this i like and understand.  but removing survivability or just plain functionality for melee seems counterproductive to the previous goals.  

 

One of the main reasons i have loved this game for so long was the ability to do stuff with anyone regardless of AT or group make up.  If all my friends wanted to do an all defender run ...heck ya lets do it! and it works! this is starting to feel like they are wanting the game to feel more like other games and some groups already are doing this with insane group requirements that limit player choice like must have cold domination and +4 barrier, or your /dark nope cant come we need another /cold.  this is the WRONG way for the game to be heading.  

 

Nerfing Bio armor and other sets, even just making it more annoying to play, is a weird choice.  Are some sets including bio overtuned with Min Maxed builds?? They sure are! but instead of toning them down slightly or heaven forbid bring UNDERPERFORMING sets up to that level of functionality, they chose to completely change how people are playing certain sets and taking away build variety for others.  This just plain feels bad and without some idea of what the developers' plans are, it seems ridiculous.

 

I am asking for clarity regarding these changes and what the end goal for your build developers so maybe i can see why you are 6 slotting the game with Adjusted Targeting instead of one slotting it with a gaussians chance for buildup.  help me understand what and why this is happening.

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Posted
35 minutes ago, Triumphant said:

One thing to keep in mind, is that the Dev's can (and, sometimes do) roll back changes that don't work out.  Of course, whatever they do, they are going to please some people and dissapoint others.  That's just the nature of the thing.  Give the changes some time to breathe out in the wild, before you get too annoyed about it.  If enough people agree with you and complain about the same changes, it probably has a good chance of getting rolled back.

Completely true most of the time. But this is actually the second time we've seen these T9 nerfs. They originally showed up back when Energy Aura was ported to Tanks, and when Elec Armor got revamped.

 

These T9 nerfs were unpopular back then, so they got tabled. They've now been brought back. And are still unpopular.

 

I can't see the T9 nerfs being scrapped again, only to get revisited in another page at a later date for a third time. And I can't see them being scrapped outright, because they've survived closed beta, and are now in open beta. Open beta is largely just for bug fixes, feature polish, and minor tweaks. Contentious stuff (i.e. stuff that can go away if people complain enough) rarely makes it to open beta. So IMO it's safe to say these T9 nerfs are going live as-is.

 

I know it's bad form to say feedback has been ignored. For all I know it's been thoroughly listened to and just disagreed with. But if the dev team don't engage with any of the concerns, i'm not sure how useful this distinction is. It certainly makes leaving feedback, or testing, feel completely pointless. And I say this as someone who used to hardcore test all of the armorset changes.

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Posted
33 minutes ago, Americas Angel said:

Completely true most of the time. But this is actually the second time we've seen these T9 nerfs. They originally showed up back when Energy Aura was ported to Tanks, and when Elec Armor got revamped.

 

These T9 nerfs were unpopular back then, so they got tabled. They've now been brought back. And are still unpopular.

 

I can't see the T9 nerfs being scrapped again, only to get revisited in another page at a later date for a third time. And I can't see them being scrapped outright, because they've survived closed beta, and are now in open beta. Open beta is largely just for bug fixes, feature polish, and minor tweaks. Contentious stuff (i.e. stuff that can go away if people complain enough) rarely makes it to open beta. So IMO it's safe to say these T9 nerfs are going live as-is.

 

I know it's bad form to say feedback has been ignored. For all I know it's been thoroughly listened to and just disagreed with. But if the dev team don't engage with any of the concerns, i'm not sure how useful this distinction is. It certainly makes leaving feedback, or testing, feel completely pointless. And I say this as someone who used to hardcore test all of the armorset changes.


It does seem to me that there is at least a conversation happening about keeping the existing T9s but introducing the new ones as a mutually exclusive choice. I could get behind that, because both seem to have proper uses. I know I take the T9s when I am leveling because it's a very nice Oh Shit button, whereas the new ones don't feel that way at all.

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Lockely's AE Tales:

H: The Rook's Gambit (Arc ID 49351), P: Best Left Buried (WIP)

Posted
6 minutes ago, Lockely said:


It does seem to me that there is at least a conversation happening about keeping the existing T9s but introducing the new ones as a mutually exclusive choice. I could get behind that, because both seem to have proper uses. I know I take the T9s when I am leveling because it's a very nice Oh Shit button, whereas the new ones don't feel that way at all.

One of the powers devs said that "branching" style choices won't be offered for T9's here and that it's more of an all-or-nothing sort of deal. If there's enough feedback it might all just get yanked. 

.

 

Posted
58 minutes ago, Americas Angel said:

These T9 nerfs were unpopular back then, so they got tabled. They've now been brought back. And are still unpopular.

 

How do we quantify that the changes are actually unpopular? How many players usually skip the T9s? If they end up getting used that's a positive.

Posted

I have about 90 toons that have not been played because they are due for a respec after the previous round of nerfs/changes and I haven't had the time to do the respecs. This round will probably put another 50-60 on the shelf. I know I have more alts than most players, and I probably hate respecs more than most as well, but these changes just seem unnecessary and unfocused.

 

I loved the recent patch with all of the new content, but then this patch is such a downer. I have very little faith in the powers devs and their bait-and-switch tactics of releasing a powerful set like marine mastery, giving me time to make 20 of them, and then nerfing the fun away.

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Posted
55 minutes ago, Biff Pow said:

 

How do we quantify that the changes are actually unpopular? How many players usually skip the T9s? If they end up getting used that's a positive.

 

If we like what we have, and dont take it anymore, and some who didnt start to take it its sort of a wash innit?

Posted
Just now, Aracknight said:

 

If we like what we have, and dont take it anymore, and some who didnt start to take it its sort of a wash innit?

Not necessarily. If a few who liked it don’t take it anymore, but many who didn’t like it start to take it, then it’s not a wash, it’s an improvement. But it would be great if a mutually agreeable solution was found.

Posted
2 hours ago, FupDup said:

One of the powers devs said that "branching" style choices won't be offered for T9's here and that it's more of an all-or-nothing sort of deal. If there's enough feedback it might all just get yanked. 

 

They should be as those proposed T9s are such a massive departure from what those powers are now that they cover completely different bases and situation. And are terribly nerfed versions at that. Make those new ones mutually exclusive T9s to what we have now and remove the crash from the T9s we have now, at no cost as that's unnecessary.

Posted

The two toons I deleted bc nothing was coming out of them are now going to get good buffs....

The toon I decided to level up just for fun is now considered trash....

Time to get a break.

Posted (edited)
12 minutes ago, Azael said:

The two toons I deleted bc nothing was coming out of them are now going to get good buffs....

The toon I decided to level up just for fun is now considered trash....

Time to get a break.

Or wait until changes are actually published to the live shards before making decisions?

Edited by Glacier Peak
What to wait
Posted
2 hours ago, Gerswin said:

I have very little faith in the powers devs and their bait-and-switch tactics of releasing a powerful set like marine mastery, giving me time to make 20 of them, and then nerfing the fun away.

 

Isn't this just how balance works?  You iterate on something until it's balanced.  If anything, I would assume the lag in iteration time is because the devs are working for free (mostly free?) and have a shitload on their plates.

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