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Posted

@Maelwys, the Aprocalypse has been on the docket for quite some time. If they think that moving towards it in stages is a better option that ripping off the band-aid, that’s how it’s going to be.

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Playing CoX is it’s own reward

Posted
3 minutes ago, Myrmidon said:

The Aprocalypse has been on the docket for quite some time. If they think that moving towards it in stages is a better option that ripping off the band-aid, that’s how it’s going to be.

I am going to have to remember this term...it fits peefectly.

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Posted
8 minutes ago, Moghedien said:

 Yeah this round, there have been many trollers primary damg nerfs over the last 2 years.

 

 

So its nothing about this patch and completely misses the buffs to containment this summer and that procs are still hella strong on controllers. Okay, got it.

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Everlasting's Actionette, Sunflare, Sparkle Punk, Nightlight, and way too many other alts

Posted
25 minutes ago, Moghedien said:

 Yeah this round, there have been many trollers primary damg nerfs over the last 2 years.

 

Controllers have been pretty thoroughly net buffed over the last 2 years.

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Posted
7 minutes ago, arcane said:

Controllers have been pretty thoroughly net buffed over the last 2 years.

 Yes the CC part, which is, as i said pretty useless endgame when whole groups drop in 2-4 seconds.

The CC buffs are nice but apart from leveling or solo play pretty pointless in endgame teams where nobody actually needs crowd control anymore. 

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Posted
49 minutes ago, Moghedien said:

Plus i wouldnt call Controllers using Procs absusing the system, they are trying to add something to endagme teams , and since nobody needs controls and corr or defenders have better buffs, they want to ad at least a little damg before whole mobgroups have been killed in 2 seconds.

FWIW, Corrs and Controllers have the same debuff modifiers. Defenders have the highest, but it goes Defender > Corr == Controller > MMs when it comes to debuff/buff modifiers.

Posted
5 minutes ago, Moghedien said:

 Yes the CC part, which is, as i said pretty useless endgame when whole groups drop in 2-4 seconds.

The CC buffs are nice but apart from leveling or solo play pretty pointless in endgame teams where nobody actually needs crowd control anymore. 

If you’re playing the type of content where mobs are dropping in 2-4 seconds, where exactly is the impact of the nerf you’re worried about?

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Posted
7 minutes ago, arcane said:

If you’re playing the type of content where mobs are dropping in 2-4 seconds, where exactly is the impact of the nerf you’re worried about?

Just to clarify my point, just 1 min ago my elec/marine troller was denied 4star ITF, because and i quote "We dont need any controls, and corr deal better damg and defenders have better buffs"... thats simply the truth and happened many times.

And even IF they accept a troller, its ONLY cold or nature, so in the hardest content controllers are not wanted because they dont bring as much to the table as other ATS to help the team

Posted
6 minutes ago, Moghedien said:

Just to clarify my point, just 1 min ago my elec/marine troller was denied 4star ITF, because and i quote "We dont need any controls, and corr deal better damg and defenders have better buffs"... thats simply the truth and happened many times.

And even IF they accept a troller, its ONLY cold or nature, so in the hardest content controllers are not wanted because they dont bring as much to the table as other ATS to help the team

Yeah 4 star teams are pretty exclusive and many AT’s are sidelined. Guess I’m not sure how that’s related to Hypnotizing Lights.

Posted

The last few updates have brought some major sweeping changes—some I’ve appreciated, and others I really didn’t care for. In particular, the T9 changes. I liked my builds the way they were, and I had specific setups in place to manage the crashes in a way that felt reasonable.

I’m especially not a fan of the changes to Icy Bastion or the Electric Armor T9. I still feel strongly that these T9 powers should offer two versions:

  1. A shorter-duration, less powerful option with no crash, and

  2. A longer-duration, more powerful option with a manageable crash—not one that nearly kills you just for using the power, but something that can be handled through other powers or inspirations.

On top of that, the sheer number of sweeping adjustments across powersets and builds is going to force players into multiple respecs. Because of this, I really feel that more than one free respec should be provided this time around.

 

I’m not trying to come across as an older player who’s resistant to change, but some of these changes feel like a bit much—especially for characters many of us have used and refined for years.

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Posted
6 minutes ago, Heatstroke said:

On top of that, the sheer number of sweeping adjustments across powersets and builds is going to force players into multiple respecs. Because of this, I really feel that more than one free respec should be provided this time around.

I think this is something that everybody can agree on, and I really dont understand the cost for a respec in the first place in the current game. The cost is so trivial as to be meaningless and just a time sink for no reason to buy a recipe and craft a recipe.

Posted
20 minutes ago, Moghedien said:

Just to clarify my point, just 1 min ago my elec/marine troller was denied 4star ITF, because and i quote "We dont need any controls, and corr deal better damg and defenders have better buffs"... thats simply the truth and happened many times.

And even IF they accept a troller, its ONLY cold or nature, so in the hardest content controllers are not wanted because they dont bring as much to the table as other ATS to help the team

 

I understand you're playing what you like. But if you know the current meta and still pick a Controller to do damage then why are you complaining?

You got two choices:

 

* Make your own HM team. The fact you're a Controller won't matter.

* Play non HM content. The fact you're a Controller won't matter.

 

Third bonus choice: pick another AT that suits you.

 

 

I agree with everything you've said though. I've been vocal for years now that Controllers have been surpassed by the meta. Nothing much to be done. Current devs are working with what they have, but the game's no WoW Cataclysm era heroic dungeon with super careful CC or the party wipes. Most of those classes CC buttons are now covered in dust. But here we have whole ATs designed for a task that is no longer needed outside specific HM scenarios.

Posted (edited)
2 hours ago, Moghedien said:

Just to clarify my point, just 1 min ago my elec/marine troller was denied 4star ITF, because and i quote "We dont need any controls, and corr deal better damg and defenders have better buffs"... thats simply the truth and happened many times.

And even IF they accept a troller, its ONLY cold or nature, so in the hardest content controllers are not wanted because they dont bring as much to the table as other ATS to help the team

 

It's an understandable feeling to have.  I have trouble getting my dom into 4stars with my tryhard groups even though I'm a pro on it and ran deathless 22 minute Lady Grey's with the challenge fight with these same tryhards.  

 

One problem is yeah there's little incentive to learn them since nuke go boom.  It's funny to see a lot of them not understanding about mag, hold duration and powerboosting with the bounty mechanic on the new ZTF.  The ones that do will just refigure their hold and bring a defender or corruptor for that task.

 

For HM structure some of the obligation lies in the design and some on the powers team.  Control should have gotten a 100% dmg cap increase for starters when those nukes came out like they did.

Edited by Championess
Posted
12 hours ago, Moghedien said:

I dont get the constant nerf to controller damg. 

The only real damg Controllers can do is through procs and you keep nerfing them as soon as they are actually worth slotting....

The game is 90% about damg and 5% tanking and 5% healing and thats it, even the new lvls wont change that.

Controlls are completely redundant in endgame and had been for ages. 90% of the time the mob groups are dead in 3 mere seconds, making controls absolutely useless.

If people want to skip set bonuses for more proc damg, let them do it for gods sake.

There is no place for controlls anymore where tanks can herd 30 mobs and 2 blasters aoe them down in 2 seconds.

And in the rare occasions of 4 stars, the only trollers who can get spots are either /cold or /nature and they are only taken or the secondary which corr or defs are way better at.

There is absolutely no reason to take a controller over a corr or defender, since they deal more damg AND have better buffs/debuffs-

 

Btw the fact that you buffed BURN... the numer 1 damg dealer in almost EVERY single farm build for years and nerfed whitecap and hypnotsizing lights is just a sign of either total loss of touch for the game or clear bias.

 

 

 

This was actually a clear nerf to burn. It never had problems hitting the 5 targets with it's 8ft radius mostly. All this does is ruin procs on the power which again, WTF devs...

Posted (edited)
2 hours ago, skoryy said:

 

What nerf to controller damage? Hypnotizing Lights is the only thing touched.

And that is a HUGE nerf to the damage on the set. it's easily at least 1/3 the damage on mine.

Edited by WindDemon21
Posted
7 minutes ago, WindDemon21 said:

This was actually a clear nerf to burn. It never had problems hitting the 5 targets with it's 8ft radius mostly. All this does is ruin procs on the power which again, WTF devs...

 

Have you tested it? 

 

Because if you have, you should be noticing the fact that the initial damage impact (before the pseudopet summon) and therefore any damage procs now hits 10 targets instead of 5.

Posted (edited)
2 minutes ago, Maelwys said:

 

Have you tested it? 

 

Because if you have, you should be noticing the fact that the initial damage impact (before the pseudopet summon) and therefore any damage procs now hits 10 targets instead of 5.

And you really don't think that's not* going to be fixed before it goes live?

Edited by WindDemon21
Posted
1 minute ago, WindDemon21 said:

And you really don't think that's not* going to be fixed before it goes live?

 

Given that the initial tick is specifically called out in the patch notes as affecting 10 targets now as well as stating the intent behind doing so?

 

Not really, no.

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Posted
2 hours ago, Dandropo said:

Super strenght new Power (toggle One) doesn't work in pvp. No damage value on SS Powers, only the 20% bonus damage.

Good catch, can fix that

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hqdefault.jpg

Posted (edited)

Round one of finally getting around to turning bio armor into a bottom scraping meme - COMPLETE! We did it guys, we cried enough about it and it's finally happening! Yay us!

Edited by BigJimPringle
Posted

Blaster nukes were given a lower recharge time and had their crashes removed at barely any cost to their damage (4.88 scaling into 4.0 scaling according to someone who knows better than me) and at no change in their functionality, and only had their %-based RNG damage ticks mostly removed to make sure you get full damage out of the powers. I think that's how it went. That was also alongside a very substantial buff to a power in each Blaster secondary to boost their sustain in combat as well. https://archive.paragonwiki.com/wiki/Issue_24

 

You can absolutely just remove the crashes from current T9 armors and not touch anything else about them and see their use go right up as players won't be afraid to click their panic buttons and might even use them for their secondary effects as well. But since that change seems improbable from the person/people in charge of current T9 power adjustments, then the best we can get is to put those new T9s as a separate mutually exclusive option and don't touch the current T9s at all. Maybe later on someone else will come along and simply remove the crash without nerfing anything.

 

That way you have those new T9s usable for tanking alpha strikes (although all defense scaling needs to go back up for that to work) which might be useful in minmax IO'd out teams/incarnate content on occasion as you jump between mobs much faster by that point, and have the current T9s be useful in the entire rest of the game and on SO/light IO builds which are much more common throughout alts.

 

Also un-nerf Meltdown and Parasitic Aura while we're at it 😄

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Posted (edited)
On 12/5/2025 at 3:20 PM, The Curator said:
  • 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)

 

I do think, out of the sake of choice, barb swipe should also apply Lunge's new ability.

 

It seems only fitting for the new mechanic to apply to both starting attacks? I'm essentially never choosing barb swipe after this change. And if I was new to the game, I might feel a little tricked.

Edited by brass_eagle
Edit: Still mutually exclusive / 1 stack or whatevs, just make them both able to apply this new mechanic.
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Posted (edited)
20 minutes ago, Night said:

Blaster nukes were given a lower recharge time and had their crashes removed at barely any cost to their damage (4.88 scaling into 4.0 scaling according to someone who knows better than me) and at no change in their functionality, and only had their %-based RNG damage ticks mostly removed to make sure you get full damage out of the powers. I think that's how it went. That was also alongside a very substantial buff to a power in each Blaster secondary to boost their sustain in combat as well. https://archive.paragonwiki.com/wiki/Issue_24

 

You can absolutely just remove the crashes from current T9 armors and not touch anything else about them and see their use go right up as players won't be afraid to click their panic buttons and might even use them for their secondary effects as well. But since that change seems improbable from the person/people in charge of current T9 power adjustments, then the best we can get is to put those new T9s as a separate mutually exclusive option and don't touch the current T9s at all. Maybe later on someone else will come along and simply remove the crash without nerfing anything.

 

That way you have those new T9s usable for tanking alpha strikes (although all defense scaling needs to go back up for that to work) which might be useful in minmax IO'd out teams/incarnate content on occasion as you jump between mobs much faster by that point, and have the current T9s be useful in the entire rest of the game and on SO/light IO builds which are much more common throughout alts.

 

Also un-nerf Meltdown and Parasitic Aura while we're at it 😄

 

Or maybe they take a compromised nuanced approach to t9's so they don't go making any other OP crutches for people to rely on?  The cat may be out of the bag as far as nukes are concerned but we can sure as hell get a squirt bottle for em.

Edited by Championess

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