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Posted
2 minutes ago, Maelwys said:

 

True. Technically Supremacy also has a limitation in that it's buffs only apply to Mastermind Henchmen, not "pets". Meaning that stuff like Forcefield Generator, Barrier Reef and Lore Pets (which do gain full benefit from the ATO buffs!) are technically losing out on the bit of +Res/+Regen/+AoE Def that's been moved into Supremacy. 

 

Powers stuff be complicated.

 

That’s true. I’m not sure how much that has been taken into account.

 

I am however, also willing to take something of a long view. There are likely to be further buffs to player pets and to buff/debuff sets down the line.

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Posted
9 hours ago, Catalyze said:

While cleaning the cat's boxes, I thought about "Why would a Dev even look at Ninja armor? Nobody clamors about it being The Meta. So why would They waste their limited time to nerf the endurance return power by 40%?"  (Live Note: 45 Endurance/18 second cd = 2.5 end/second .... Beta Note: 45 endurance/30 second = 1.5 end/second. These are the figures from 1 of my coped to beta toons)

 

Then as the sand slowly sifted through the cat sand scoop, I realized the Devs are looking at Every armor set that is popular and seeing why it is chosen so much. Then they nerf that ability into mediocrity. They call it "adjusting it to be more inline with other powers". They are looking toward every armor set being workable but Not Outstanding in anything. In Live you could make some real Bad Choices on armor and power set combos. Then the Devs said "Do a Respec Trial with your bad performing toon and hope your team carries you." The Future holds no such scenario. There will be no underperforming or overperforming Anything. All armor will Work at a mediocre level. Each will have something to make it different to play BUT NOT perform differently. It will all keep you alive mostly and have enough diversity in slotting so you really feel like you created something OP. Armors will become Dunkin' Doughnut Armors. It's all the same doughnut with some colorful frosting (for the RP players) and subtle taste variations. It's all the same doughnut underneath, all the jelly filled ones are gone (Bye Bye Raspberry Bio filling). 

 

No Wrong Combinations on Anything. That's what the Devs want. No learning curves (you are so toast Kheldians), nothing Underperforms (according to an average they set) and nothing will Stand Out.  Stats will show them what is Too Popular and Too Ignored. Then will come the Revisit so everything is a mediocre choice with colored frosting (or sparkling glitter columns).

 

 

Maybe you could have left it in the cat box where it seems to have originated?

Posted
7 hours ago, BrandX said:

 

I'm curious, as someone who didn't hate them, why the roll back?  


 

The most likely reason is that they want to patch this live soon, so anything that needs serious rework has to come out and wait until a later update.

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Posted (edited)
1 hour ago, Maelwys said:

Again, No.

 

What? I was talking singularly about the IO and how it wasn't 1/10th (NOT THE SET, the SINGLE IO bonus). If you want to bring in the rest of the set... please explain without being a bit condescending.  

 

That was a bit unfair of you. 

 

Retracting here. I was looking at the wrong in-game LIVE IO spreadsheet. However, it was solely engaging in this forum after my initial reading of the notes and couple times testing certain things on open beta to respond to Ultra. Please do not say "Again, no" like you've spoken to me personally before on this topic like I'm a child. I find that inappropriate. I would appreciate it very much. Stuff like that will set me off in a time of the holidays when we should be excellent to each other. 

 

This is a personal request. Please don't do that.

Edited by brass_eagle
The edit is the retraction.
Posted

It's too bad about the crashless T9's being rolled back, but hopefully in the future the idea is revisited.

 

meme.png.75c0c65744111d1350b10d4d2bfbf23e.png

 

😜

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Posted
2 hours ago, brass_eagle said:

Specifically, the IO is 1/2'ing it's bonuses:

 

--> Resistance bonus on test is going from 5% to 2.5% (decimal)

--> Regeneration bonus on test is going from 50% down to 25% (no decimal)

 

The note could be written better, and the operative word is respectively. Taking my knowledge of the IO in question into account, I think you are reading it wrong. It would be a lot worse as you claim and might believe if it was "1/10"ing... but it's "1/2"ing and moving most of those bonuses & better ones to the MM inherent (not all). But look at the IOs on live and test before asking for me to explain it to you. I'm not sure if you have used them before, or are aware of the bonuses but a 25% resistance aura for minions in an IO would be ludicrous and has never existed in an ATO IO.

 

Mark of Supremacy

+Res/+Regen buffs lowered to +2.5%/+5% and +25%/+50% for Regular/Superior versions respectively

 

 

 

Yes. I think there is a sentence structure issue.

The sentence reads like "respectively" should apply to the "regular/superior" versus "+res/+regen" which confused me.

 

I had it in my mind in reading it that it was saying that the +25% Res was being lowered to +2.5% and the +50% Regen was being lowered to +5%.

So, yes, I was confused, especially since the numbers in-game currently are showing +10% resistance listed in the info on both regular/superior versions and "moderate" increase on regen for both regular/superior versions in the info. 

 

Perhaps:

The +Res/+Regen buffs have been lowered to +2.5/+5% Res and +25%/+50% Regen for regular/superior versions respectively.

Or even better

The +Res/+Regen buffs have been lowered to +2.5 Res/+25% Regen for regular version and +5% Res/+50% Regen for superior version.

 

The numbers in-game currently, I'm seeing +10% resistance listed in the info on both regular/superior versions and "moderate" increase on regen for both regular/superior versions in the info. But I never bothered to read the details on it, I guess. I just saw it gave a bonus and slotted it. 

I was trying to read the beta notes as quickly as possible before going into game to meet up for team that tries to start around the same time each week.

 

The numbers in-beta currently, I'm seeing +2.5% res and +25% regen listed for regular versions in the info and +5% res +50% regen for superior versions in the info.

So I can see my confusion as what was written and what you are saying.  Makes sense once I pulled the numbers out of the Beta.

 

I apologize for my confusion. Thank you for helping me understand what is going on.

 

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Some players know that I have them on ignore and are likely to make posts knowing that is the case.

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Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

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Posted
2 hours ago, Maelwys said:

(depending on your level)

 

It should not be fluctuating by level, it should be a fixed value across all levels. If its scaling by level that is a legacy bug.

 

1 hour ago, Myrmidon said:

The most likely reason is that they want to patch this live soon, so anything that needs serious rework has to come out and wait until a later update.

 

We are not planning to be going live soon. 

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image.png.d7263abb5a7dafd50165ec7e6c2c94dd.png

 

Posted (edited)
7 hours ago, brass_eagle said:

 I was looking at the wrong in-game LIVE IO spreadsheet. However, it was solely engaging in this forum after my initial reading of the notes and couple times testing certain things on open beta to respond to Ultra. Please do not say "Again, no" like you've spoken to me personally before on this topic like I'm a child. I find that inappropriate. 

 

I said "Again, no" because I had literally just clarified the very same thing about the very same line in the patch notes in this very same thread to the very same person you were replying to.

 

It was not a snipe at you. If anything it was a snipe at the line.

 

Perhaps also with a slight hint of exasperation with all the previous incorrect cryings of nerf whenever the same line was taken out of context (when someone spotted the reduction here, but not the addition to Supremacy).

 

If it came across to you differently then I apologise.

 

Happy Christmas 🙂

 

Edited by Maelwys
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Posted
7 hours ago, Captain Powerhouse said:

It should not be fluctuating by level, it should be a fixed value across all levels. If its scaling by level that is a legacy bug.


Just checked + looks like Supremacy on OB is indeed granting an identical value for Regen, Resistance and AoE Defense at levels 1 and 50+1.
So yep, fixed value with no scaling taking place. 

Thanks for clarifying!

Posted
8 hours ago, Captain Powerhouse said:

 

We are not planning to be going live soon. 


I knew I should have remembered to capitalize Soon and add the trademark.

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Posted
10 hours ago, Sovera said:

 

 

Maybe you could have left it in the cat box where it seems to have originated?


Now, now. What if Catbox Theory gets us a Donut Armor powerset (to go along with Carp Melee)?

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

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.

 

Can we please keep looking at this, because this is a 200% nerf on the regen of the power, and even unslotted it's a FIFTY THREE percent recovery NERF  from the previous version (25% recovery versus the 78% recovery it was before assuming using it every 20s which is entirely possible) If that's going to be the case just keep it how it works now rather than nerfing it. This is a HUGE loss! Please do NOT do this!

 

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

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

 

And PLLEEEAASSSEEE fix the end cost on whitecap. This is intentionally being done to nerf some procs, like, ok..., but the power already costed far too much end for what it did in it's base use anyway, and this is making it's end even worse as you halved the recharge but didn't even halve the end cost, which was already too high. Halving the recharge would halve the end to 9, but it should still be more like 7end or so with the new 15s recharge. THIS IS SUPER VITAL! DO NOT IGNORE THIS!!!

 

Also, on broadsword on test, boomerang slice wasn't opening up as a power, but also it's cone size is too narrow at 30 degrees, it has the same issues with the ranged cones in the epics that make ZERO sense on a melee toon (esp only 5 targets that doesn't hit the whole mob before jumping in). So the power is pointless anyway so should be fixed, but it's not even available to select as an option on test.

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Posted
51 minutes ago, WindDemon21 said:

Can we please keep looking at this, because this is a 200% nerf on the regen of the power, and even unslotted it's a FIFTY THREE percent recovery NERF  from the previous version (25% recovery versus the 78% recovery it was before assuming using it every 20s which is entirely possible) If that's going to be the case just keep it how it works now rather than nerfing it. This is a HUGE loss! Please do NOT do this!

 

And PLLEEEAASSSEEE fix the end cost on whitecap. This is intentionally being done to nerf some procs, like, ok..., but the power already costed far too much end for what it did in it's base use anyway, and this is making it's end even worse as you halved the recharge but didn't even halve the end cost, which was already too high. Halving the recharge would halve the end to 9, but it should still be more like 7end or so with the new 15s recharge. THIS IS SUPER VITAL! DO NOT IGNORE THIS!!!

 

Also, on broadsword on test, boomerang slice wasn't opening up as a power, but also it's cone size is too narrow at 30 degrees, it has the same issues with the ranged cones in the epics that make ZERO sense on a melee toon (esp only 5 targets that doesn't hit the whole mob before jumping in). So the power is pointless anyway so should be fixed, but it's not even available to select as an option on test.

   Obscure Sustenance was never meant to be competitive just like Storm Blast was never meant to be competitive.  The devs basically told me so themselves.  Obscure will be forever in Dark Regeneration's... shadow.  The logic that 2 mutually-exclusive powers should be about as good as each other is something I believe in, but the devs do not.

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Posted
1 hour ago, Shin Magmus said:

   Obscure Sustenance was never meant to be competitive just like Storm Blast was never meant to be competitive.  The devs basically told me so themselves.  Obscure will be forever in Dark Regeneration's... shadow.  The logic that 2 mutually-exclusive powers should be about as good as each other is something I believe in, but the devs do not.

you think that in pvp dark regeneration is simply unusable for a lot of reasons 😂

Posted
2 hours ago, Shin Magmus said:

   Obscure Sustenance was never meant to be competitive just like Storm Blast was never meant to be competitive.  The devs basically told me so themselves.  Obscure will be forever in Dark Regeneration's... shadow.  The logic that 2 mutually-exclusive powers should be about as good as each other is something I believe in, but the devs do not.

IT's still far less healing than dark regen is though, by a LOT. Point being, just leave it as it was, they are actively nerfing the power from what it was before even and it was less effective than dark regen. The better end was part of the tradeoff, now it's just absolutely horrible in comparison. Just leave it as for the love of god devs...

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Posted

Not sure why you would expect Dark Regeneration and Obscure Sustenance to provide comparable levels of added survivability when the former destroys your blue bar and the latter can be put on auto and keeps it full?

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Posted (edited)

Currently it can, but the current beta iteration only gives you 25% recovery. For comparison, the majority of passive recovery powers in other armor sets give 30%. 

 

Since Obscure is meant to be a sustain over time power instead of burst heal power (that's what DR is for), I think I'd rather see the upfront heal portion take a hit if that meant we could keep a bit more of the regen/recovery side. 

 

Bonus round: Finished builds solve DR's endurance cost using tools like Theft of Essence and using Cardiac/Vigor alpha incarnates, in addition to just having more recovery and endurance slotting in general. 

Edited by FupDup
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Posted
59 minutes ago, FupDup said:

Since Obscure is meant to be a sustain over time power instead of burst heal power (that's what DR is for), I think I'd rather see the upfront heal portion take a hit if that meant

we could keep a bit more of the regen/recovery side. 

 

I am not saying the power is staying in its current iteration, nor am I saying it won't, but on this point: how many of those recovery powers also grant about 500% regen with 3 SOs?

 

You can't just compare a power that has the healing potency of Reconstruction (up to 50% heal with 3 SOs), can grant up to 500% regen, +ToHit res, and -regen resist and then say it's terrible because it's weaker than a power that takes a power pick and does just that even if that power is a passive. 

 

I'm ok with criticism and negative feedback, but lets be a bit more objective about these things.

image.png.d7263abb5a7dafd50165ec7e6c2c94dd.png

 

Posted (edited)
1 hour ago, Captain Powerhouse said:

 

I am not saying the power is staying in its current iteration, nor am I saying it won't, but on this point: how many of those recovery powers also grant about 500% regen with 3 SOs?

 

You can't just compare a power that has the healing potency of Reconstruction, can grant up to 500% regen, +ToHit res, and -regen resist and then say it's terrible because it's weaker than a power that takes a power pick and does just that even if that power is a passive. 

 

I'm ok with criticism and negative feedback, but lets be a bit more objective about these things.

If we were to pack up Obscure and stick it in a different power set, I can concede that it would look better from a relative standpoint than it does when it has to compete against the almighty lord and savior Dark Regen. That's not going to happen, of course. I don't remember who it was who said it, but I remember a dev saying that powersets are balanced as a whole collection rather than as individual powers (in response to people comparing individual powers from Set A to Set B). So that's why I mostly do "internal" comparisons to DR for it. If we are gonna compare to other sets, we can also make the same argument for Dark Regen too (instant heal from 1% to 100%, PBAOE proc bomb, very short recharge). 

If the concern is "too many things" in the power budget, that's why I suggested lowering the upfront healing potency in order to free up a little more space in that budget. How much budget would we need to free up (via burst heal reduction) to get the regen/recovery to around 350/35 or so? 

In the Dark Armor FF thread, I also made an alternate compromise suggestion for adding more debuff resists (like endurance and recovery, since it's meant to be the option to keep your blue bar happy, maybe toss in slow resist or something else etc.) to the list since the theme was already established with the tohit/regen parts. I don't expect to get that one at the same time as the one above. Just another option. 

Edited by FupDup
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.

 

Posted (edited)
3 hours ago, arcane said:

Not sure why you would expect Dark Regeneration and Obscure Sustenance to provide comparable levels of added survivability when the former destroys your blue bar and the latter can be put on auto and keeps it full?

I know you're joking about comparable levels of survival. OS currently even on live is equal to about 1200% regen equivalency in total. Dark regeneration can roughly be 2400% regeneration equivalency. That's a notable difference about twice the survival. I think that's enough to warrant the better end you're supposed to get off *current* obscure sustenance. The new rework just NEUTERS the recovery you would get from it before, taking it from 78% unslotted recovery down to just 25%, lower than 1/3 of its original value.

 

Personally the power should have just been a combined version of the two powers. Most of the heal off the first target, and a proc of end on the power with more up front on the first target as well and could have lasting regen/recovery, similar to soul absorption but for the personal player's armor.

Edited by WindDemon21
Posted (edited)

I take a  break and of course ya'll come out with some absolutely beautiful beta patch notes.

image.png.b93f6393a39901cd7f38186a1b0ecbd2.png

Any chance we can in the future get All Swords and No Swords options across both Fiery and Ice Melee? I'm so close. I'll even take alternate exclusive powers if the animations can't be balanced 1:1.

Otherwise I'm going to need a Blue Balls costume option to be added.

Edit: I love that the game is being actively developed, helps keep it interesting far better than treating it like a Museum/Sacred Shrine where any changes are automatically blasphemy.

Edited by OverkillEngine
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Posted
6 hours ago, WindDemon21 said:

IT's still far less healing than dark regen is though, by a LOT. Point being, just leave it as it was, they are actively nerfing the power from what it was before even and it was less effective than dark regen. The better end was part of the tradeoff, now it's just absolutely horrible in comparison. Just leave it as for the love of god devs...

   I understand your frustration.  BTW, this is going to be a long patch cycle with everyone going on Winter holiday stuff so the things that aren't going to get changed really aren't worth being upset about because you'll just be upset about them for an extra long time... and they still won't change.  Obscure is getting the nerfbat.  I got hard confirmation on the forum topic just like Stalkers aren't getting access to the best single target attack in Elec Melee.  No point even leaving feedback about it anymore.

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Posted
3 hours ago, Captain Powerhouse said:

 

I am not saying the power is staying in its current iteration, nor am I saying it won't, but on this point: how many of those recovery powers also grant about 500% regen with 3 SOs?

 

You can't just compare a power that has the healing potency of Reconstruction (up to 50% heal with 3 SOs), can grant up to 500% regen, +ToHit res, and -regen resist and then say it's terrible because it's weaker than a power that takes a power pick and does just that even if that power is a passive. 

 

I'm ok with criticism and negative feedback, but lets be a bit more objective about these things.

   You misunderstand this scenario exactly like when rebalancing the epic powers.  Players are building their character, then they get to a decision point to pick A or B.  They don't care how B compares to C.  They can't pick C at all in this context, ever.  You want to balance B against C, which is on you.  The players have to choose between A and B.  By not bothering to make B competitive with A, all that happens is you ensure most players stick with A and then B becomes a dead power.

 

   A great example of this that isn't Obscure Sustenance would be Ice Mastery's ridiculously long Build Up Cooldown.  That power absolutely sucks relative to the other Epic options, but you chose to balance it against a base power instead of the other epics available to that specific character at that level, so nobody takes it instead of the other better option

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