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Posted
3 hours ago, OverkillEngine said:

No Swords

 

Check!

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted

  

On 12/6/2025 at 7:20 AM, The Curator said:

Shinobi-Iri [Sentinels]

  • Now grants a +30% chance for critical opportunity hit.
  • No longer grants a damage buff while stealthed.


Apologies if this was asked and answered earlier, I'm late to the party and 13 pages wailing and gnashing of teeth is a lot to parse through.

Does the +30% crit chance on Shinobi for Sents stack additively with the new inherent crit chance?

If Sents hold their load, on a /Ninja build, can they effectively sit at 70% crit chance in battle?

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Posted
7 hours ago, Shin Magmus said:

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. 

 

You are taking the reply out of context and dismissing other points made. This reply was precisely to someone comparing B against C and explaining precisely that is not an objective comparison to make.

 

Branching is not being done to make two things that have the same primary impact, but to have two distinct results with, ideally, very noticeable plus and cons. In the case of this power, it was intended to offer lower health sustain but stronger debuff resistance and endurance management.

 

7 hours ago, Shin Magmus said:

I got hard confirmation on the forum topic just like Stalkers aren't getting access to the best single target attack in Elec Melee.

 

I did not make such statement. I said no power would be replaced. This does not mean more than what was literally stated. 

 

1 hour ago, twozerofoxtrot said:

Does the +30% crit chance on Shinobi for Sents stack additively with the new inherent crit chance?

 

Should be additive but we have experienced some oddities in how the chance mods work in game (most notoriously, negative chance mods seem to be overridden instead of added by positive ones for some reason) so please test and see if there if you find any discrepancy of it only applying the strongest of the two.

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image.png.d7263abb5a7dafd50165ec7e6c2c94dd.png

 

Posted
30 minutes ago, Captain Powerhouse said:

I did not make such statement. I said no power would be replaced. This does not mean more than what was literally stated. 

   Look, I don't know what you want from me or what you are implying; I 100% don't get it.  Stalker Elec Melee doesn't have Lightning Clap, you said no powers are getting replaced (a power would have to be replaced in order to make room for Lightning Clap), so Stalkers aren't getting Lightning Clap.  I shared that info and stopped asking for Stalkers to get the power.  What..  what else is there?  It's done.

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The Definitive Empathy Rework

Posted
1 hour ago, twozerofoxtrot said:

Does the +30% crit chance on Shinobi for Sents stack additively with the new inherent crit chance?


Yes.
 


But that doesn't make Shinobi-Iri having their original +40% damage swapped to +30% Crit Chance a worthwhile tradeoff.
Because (i) Sentinels only deal 40% damage with their Crits rather than 100% and (ii) Nukes can't Crit.
 

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Posted

 

A bit tragic, I'd started a character in the hope of no-crash T9, guess I just won't take it now (like the rest of my Inv).   

 

More space for other powers, I guess?

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Posted
40 minutes ago, Wageslave72 said:

 

A bit tragic, I'd started a character in the hope of no-crash T9, guess I just won't take it now (like the rest of my Inv).   

 

More space for other powers, I guess?

   Now you can fit in Taunt (or Confront).  I'm actually not joking, my new Invuln Scrapper made room for Unstoppable, but unlike on a Brute or Tanker where they situationally might like the assist to ensure they hit 90% Res, Scrappers only go to 75%.  So my new build will just have Confront; I tend to skip it on Scrappers but having it means I can "for real" tank AVs on teams with no Brutes/Tankers, even on 4-star stuff. 

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The Definitive Empathy Rework

Posted
7 hours ago, Captain Powerhouse said:

Branching is not being done to make two things that have the same primary impact, but to have two distinct results with, ideally, very noticeable plus and cons. In the case of this power, it was intended to offer lower health sustain but stronger debuff resistance and endurance management.

It already WAS that before though, and here you're just nerfing it even further now when it was already pretty balanced, half the survival, for better end, i think that's a fair trade, now the nerf puts it at more like 1/3 survival, not cool..

 

And again, can we PLEASE not shove this under the rug, but the endurance cost on whitecap was already too high with it at 18 end on a 30s recharge for how much you spam the power. Now lowering it to 15s, it harshly ruins the powers effectiveness for procs, and it's base use does not do anywhere near enough to warrant the end cost that it had to begin with. Even keeping  the same end ratio, it's new end would be 9 end per cast, yet you harshly nerfed that to be the 14.35 end IIRC, which is almost 50% MORE of an end cost per second than it had before. That's absolutely insane when at 30s and 18end it practically negated the end gain from toroidal bubble and POTD (which the max end honestly is still too low and the power should have a 40ft radius being a tier 9 mostly all defensive buff that takes everything to make perma).

 

So please, PLEASE, PLEASSSEEEEE fix  the end cost on the new whitecap to be at most 9 end, if not closer to the 7ish end it should cost. (again, the power itself doesn't actually do that much to warrant that high end cost, the power always only really got it's value for the rech/end cost out of the procs, which are now being harshly nerfed, at least let the power not murder your end bar now, PLEASE! I'm fine with it losing some proc power, as long as the end cost is justified, which it is terribly not right now, not to mention now you're forced to tp into melee more often should you not want that, that's still something to consider too, maybe a mutually exclusive option of one that tps you and one that doesn't, i usually have gotten used to the tp to like it, but it still puts you into harms way even more now which can be more disadvantageous)

Posted
On 12/5/2025 at 5:20 PM, The Curator said:
  • Slash
    • Cast time lowered from 1.33s to 1.1s
  • Slice
    • This power now applies a -15% res debuff on targets for 15 seconds
    • After 15s from last use, this power can inflict a Rending Slice on the main target hitting for an additional 0.7254 lethal damage
    • -Defense debuff lowered from -7.5% to -3.75%,
    • Cast time lowered from 2.00s to 1.83s
    • Mutually exclusive option to Boomerang Slice
    • Damage from 1.23 to 1.2346
    • Stalker Only
      • Target cap increased from 5 to 10 targets
  • Boomerang Slice
    • A new mutually exclusive option to slice. It has a narrower area but longer reach than Slice. 
    • This power now applies a -15% res debuff on targets for 15 seconds
    • After 15s from last use, this power can inflict a Rending Slice on all targets hitting for an additional 3 ticks of scale 0.2 dot lethal damage [does not apply to Stalkers]
    • This power has similar stats with area, range and animation being the major differences. 
    • 1.83 cast time, 8s recharge, 30ft range, 30 degree arc with scale 0.877 damage.
  • Whirling Sword
    • Recharge increased from 14s to 20s
    • Radius increased from 8ft to 10ft on Scrappers, 12ft to 15ft on Tankers
    • Endurance cost increased from 13.52 to 18.512
    • Damage scale increased from 1.18 to 1.4218
  • Head Splitter:
    • This power now can hit up to 2 additional foes in a 90 degree arc for 33% damage.
    • Target cap adjusted to 3 on all ATs

Things to note, Boomerang slice again isn't popping up as an option to pick on test if you missed that earlier

 

Head Splitter, it already hit 3 targets, so i assume that's not included in the 2 additional foes, so it actually hits 5 targets right? Or was that only for the tanker bonus?

 

Whirling sword, can we please just get all animations of this, which are ALL too long, cut down to the 1.83s that axe cyclone has for the exact  same animation? Whirling sword, whirling mace, spin, whirling hands etc.

 

Can we also finally get parry and divine avalanche fixed a little, and have their cast times reduced to .83s to more justify using them in battle. The damage is still already low but at least if the DPA was more appropriate.

Posted

Masterminds

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

 

These was what we wanted all along. The new devs give so little out and then have to reign in their buffs with nerfs all in the name of balance. So that some shmuck in SOs who has all 4 ancillary power pools and brawl sockted and is wondering why their character sucks? doesnt feel left out when playing this game. Had these been in the first round this topic wouldnt have reached 14 pages of comments

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Posted
On 12/5/2025 at 5:20 PM, The Curator said:
  • Breath of Fire
    • Recharge increased from 10s to 15s
    • Endurance cost increased from 10.192 to 14.352
    • Arc increase from 30 degrees to 120 degrees
    • Cast time reduced from 2.67s to 2.4s
    • Max Target hit reduced from 10 to 5 (16 to 10 on tankers)
    • FX has been adjusted to reflect new area
  • Combustion
    • [Tankers] Combustion and Breath of fire are now mutually exclusive

Can we please get combustion on non-tankers instead of BoF (especially this new bof which is just awful wtih the target cap reduction and large radius) And should have always had combustion instead. If anyting BoF should have been a taoe power that burns the ground like scorpion does in mortal combat.

 

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

Dual Pistols

 

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

 

Please scrutinize powers as much as possible for any discrepancies. 

Can we please also get a "piercing" option added to swap ammo, so you can get actual boosts while still keeping the lethal damage and the -defense and knockdown and make suppressive fire ACTUALLY do something with lethal damage. The power honestly should also still grant a steady to hit/damage bonus like 10% to hit and 37.5% damage boost.

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Posted
19 hours ago, WindDemon21 said:

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.

 

That 78% Recovery is with approximately 200% Recharge.  Unslotted the +Rec is (10% x 30s + 38% x 20s + 60% x 10s) / (60s + 1.93s) = 26.8%.  The hit is that you can no longer improve the Rec with slotting.

Posted
4 minutes ago, csr said:

 

That 78% Recovery is with approximately 200% Recharge.  Unslotted the +Rec is (10% x 30s + 38% x 20s + 60% x 10s) / (60s + 1.93s) = 26.8%.  The hit is that you can no longer improve the Rec with slotting.

Yes, which obviously you slot the power and your build, so this is a HUGE nerf to most anyone, even just slotting the power itself with no hasten/bonuses it's still a harsh nerf to recovery.

Posted (edited)
6 hours ago, WindDemon21 said:

Head Splitter, it already hit 3 targets, so i assume that's not included in the 2 additional foes, so it actually hits 5 targets right? Or was that only for the tanker bonus?


The new version seems to be a Single Target effect, that deals a fraction of the damage to two other targets in a “cone”.

 

Haven’t tested it on Tanker, but I don’t imagine they get extra targets.

Edited by Eirei07
Posted
4 hours ago, WindDemon21 said:

 If anyting BoF should have been a taoe power that burns the ground like scorpion does in mortal combat.


 

Breath of Fire as a targeted Area of Effect that basically sets up a mini-burn path?

 

Now THAT is something to consider.

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Playing CoX is it’s own reward

Posted

Greetings,

 

I did not see a new focused feedback for the changes to the Sonic Melee powerset. I tried these out, and found them to be functional in regards to making the set run smoother, and with making the attune mechanic more impactful. As an aside, with testing, I have found the attune mechanic to be largely fluid and not as janky as it was prior to the shortening off its animation, and allowing the AoE powers in the set to have an AoE effect with attune is a nice interplay with the set dynamic.

 

As an aside, I think a lot of the frustration with the set lies not with the attune mechanic itself, but with the interplay with the power Strident Echo. The way the mechanic is set up it wants to reward you for taking both the T1 and the T2 powers, but in reality, trying to use SE in any combat chain just feels bad. The DoT is slow enough to be barely noticeable if you are watching orange numbers, often duplicating what is already being applied by Attune, but the animation is just unwieldy with the rest of the set which seems snappy. In play this has led me to just omitting Strident Echo, and the set just flows better without it.

 

But thumbs up for continuing to fiddle with the set, these changes and the changes to the Brute scaling made me reroll my Psi/Sonic Tank as a Brute. Hopefully if these changes go live as they are, I will see the same sort of smooth play that I experienced on the Test Server. It doesn't kill the fastest, but the animations (outside of Strident Echo) and recharge times almost makes it feel like Claws to me, with the placing of Attune taking the place of Follow Up, but I have not had the same DPS levels. I consider this a decent tradeoff for enjoying the synergy between Sonic and Psi.

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