Arbiter Hawk

Systems Designer
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  1. Quote:
    Originally Posted by Head_Kracker View Post
    Just for clarification on the conserve power to energize change, this will totally be a direct port of energize from the electric armor sets?

    The only reason I ask this is that currently conserve power is on a base 600 seconds recharge timer with no way even when we werent ED capped of being anything but glacialy slow to come back up.

    Whereas Energize has a base 120 sec recharge and is quite reasonable for what it is when slotted with the correct enhancements.
    It's not an exact copy of Energize, but it does have the 120 second recharge, down from Conserve Power's 600. It provides 60 seconds of scale 1 Endurance Discount, 60 seconds of scale 2.5 Regeneration (50% enhanceable), and a scale 1 heal on activation. All numbers subject to change pending internal and beta testing, but I figured I'd throw some real numbers out there so you have as much information as possible.
  2. Quote:
    Originally Posted by Agent White View Post
    Are the changes coming to Dual Pistols -purely- DPA adjustments? Or will the Change Ammo toggles be examined?

    More specifically, is anything going to be tweaked that makes the Cold and Toxic ammo viable choices over Fire's added damage?
    There are more than DPA changes coming to improve Dual Pistols. But Synapse should be the one to tell you about what he hath wrought.
  3. Quote:
    Originally Posted by dugfromthearth View Post
    I second this.

    I would like things to be right rather than convenient. If you want it on the power you chose, that's fine. But if you want it on a different power but the order gets in the way - switch the order.
    Re-ordering powers does bad things. It can sometimes cause enhancements to get deleted, for example, which is a customer service nightmare. I think the sustain makes sense on all the powers I chose for it, and I wouldn't want every powerset to have it in a toggle - I think that would be boring for some variants of the Blaster playstyle.
  4. Quote:
    Originally Posted by Arcanaville View Post
    I'm pretty sure Arbiter Hawk meant to say that the change affects the same single target 40 foot ranged attacks in Dominator assault sets, where those sets contain those powers. I doubt *any* AoEs of any kind, cones or targeted AoEs, are getting *any* buffs as a part of this change, no matter what Arbiter Hawk may colloquially say to the contrary, unless he specifically and explicitly states so by power name.
    This is, indeed, correct. I've edited to clarify that only single-target blasts are affected.
  5. Quote:
    Originally Posted by Oliin View Post
    So dominators are getting the snipe improvement but not the range increase where available?
    Ah, my mistake, Dominator t9 single target blasts are going up to 80 feet as well. I misspoke earlier.
  6. Quote:
    Originally Posted by Arcanaville View Post
    Another APP question: the blaster max max health cap is about +34.6% Hoarfrost buffs max health by +30% and is enhanceable. It offers very marginal benefit beyond its heal if you have +health accolades, and its +maxhealth enhanceability is essentially worthless with or without health accolades. Would it be reasonable to consider switching hoarfrost from a +maxhealth buff to an absorb shield so blasters could benefit from that power without having to tamper with the blaster health cap? As an absorb shield it could still be very strong, independent of maxhealth.
    Totally reasonable. Blaster MaxMax Health might not have changed when Blaster Max Health was adjusted upwards many issues ago. No promises, but it sounds like a cool change, and doesn't violate cottage rule since Absorb still uses Heal enhancements.
  7. Quote:
    Originally Posted by Zombie Man View Post
    Q: What are the powers getting the range boost? Are they just the ST ones? Are they just for Blasters?
    • Beam Rifle/Lancer Shot
    • Dual Pistols/Executioner's Shot
    • Energy Blast/Energy Burst
    • Fire Blast/Blaze
    • Ice Blast/Bitter Ice Blast
    • Radiation Blast/Cosmic Burst
    • Sonic Attack/Shout

    These range increases apply to all Archetypes with the Ranged Blast powersets - Blasters, Defenders, and Corruptors.

    Edit to add: Dominator Tier 9 single target blasts are also receiving the range boost up to 80 feet.
  8. Quote:
    Originally Posted by ryu_planeswalker View Post
    Umm while we are on the subject of powers.

    Are there any plans to look at the Special Ops mastermind pets and, well how generally useless they are and well how stealth is completely worthless for them to have?
    All mastermind pets are on the list to look at and bring up performance to something significantly above where Mercs are right now. This is a long-term goal (read: not soon) due to the sheer amount of analysis required to simulate all of those various different lists of powers.

    Quote:
    Also, a minor gripe but something that would be a huge QOL thing for masterminds in incarnate trials but could pets in general get some sort huge levels of AOE damage defense so that an AV doesn't instantly kill melee pets with AOEs?
    We actually explicitly design almost all Incarnate Trial AoE abilities to do somewhere between 50% and 10% of their normal damage to pet-class targets. We also explicitly design patch-targeted powers never to target pet-class targets, since for some reason they seem to be notoriously bad at dodging... If you ever notice a pet taking as much damage from an AoE mechanic as you are within an Incarnate Trial, it's probably a bug.
  9. Quote:
    Originally Posted by Neuronia View Post
    Are 40 foot range powers gone the way of the dodo?
    Will newer sets only feature 80 foot range powers?
    Unless we make a Ranged Blast powerset which uses Range as one of its major mechanics, I believe all non-snipe single target blasts in Ranged Blast powersets will now be 80 feet forever. Shorter ranged attacks in non-ranged blast sets will remain as is. Shorter ranged cones will remain as is.

    Quote:
    Was Boost Range considered for elimination from EM and do the Devs view it as problematic?
    EM was the easiest choice to make - it had Conserve Power, which we've twiced changed in to Energize, so we felt it made a lot of sense to do the same again. Boost Range is not problematic, although it is a bit unintuitive in how well it synergizes with cones. It's the kind of power that I really enjoy as a player but would probably not design in a new set because I feel a number of players would just not grok how to use it best.
  10. Quote:
    Originally Posted by Lobster View Post
    Was there ever a reply/comment about Frozen Aura in Ice Manip? Man I'd love to see some damage love in there.
    I'm not adding damage to it, but I did increase its range up to 30 feet so it's now a more effective deterrent to enemies closing to melee range with you.
  11. Quote:
    Originally Posted by Thunder Knight View Post
    I didn't see if this was asked or answered, so my apologies for repeating someone else's suggestion.... but any chance of making the Snipe activation scaling rather than all-or-nothing?
    Sadly, this is not possible within the scope of what our game can do. It's a cool idea - "The better my aim, the less time it takes to line up a shot!", but it's just not something our animation system is capable of.
  12. Quote:
    Originally Posted by St_Angelius View Post
    Oooooo, that seem interesting. Toggle on, Time bomb drops. Toggles runs for 15 second and Time bomb explodes and toggle ends. Drop toggle early, time bomb explodes. Maybe make it so the explosion hurts the caster to discourage toggling on and off straght away and at least having to retreat first.
    Someday, maybe.

    Edit - minus the self damage, I wouldn't inflict that on Devices.
  13. Quote:
    Originally Posted by BigBlackAfrica View Post
    You said in the coffee talk that the sustainability powers would not stack. Does that mean that the click powers need to be activated every 60sec or will a new activation after 45sec restart the the clock at zero?

    I only ask because some of the language used to describe how they work seems to imply that the power lasts for 60sec and then needs to be recast. Other times it seems like the counter will reset with each new casting regardless of whether the 60sec duration has expired.
    If you activate the power at 45 seconds, the clock starts back at 0. The Regen/Recovery attributes of the power Replace themselves instead of stacking, meaning they will still be applied if you use the power again, but overwrite the copies that were there before.
  14. Quote:
    Originally Posted by Tannim222 View Post
    Also Dark Manipulation should be able to use Death Shroud instead of a single target attack that could end up forcing the player to lose out on a good alpha strike attack, or lowering dps in prolonged fights due to interupting attack chains in order to make sure their buff is up. The down side of this is the current design may allow for those powers to have higher values that would go down due to being changed to an always available toggle buff.

    Which is why we need to test it
    Death Shroud, like Electric's damage aura, comes at level 4, which is earlier than we wanted to put these powers within the cadence of the powersets. You only need to use Touch of the Beyond once every 60 seconds, and you may even find that the mitigation from Fear also helps you stay alive, especially now that you can use it at an 80 foot range.
  15. Quote:
    Originally Posted by Kiriel View Post
    Please make sure the +rec bonus on the 'new' power is large enough to overcome the end cost, or lower the end cost on the powers. Adding a 0.78 end/s toggle for a modest self heal (blazing aura) isn't going to help most blasters.
    The +Rec on the new powers is quite sizeable, and in many cases Endurance costs for the powers required have been reduced or eliminated. We felt it didn't make a ton of sense to spend endurance to get Recovery in these powers.
  16. Quote:
    Originally Posted by StratoNexus View Post
    Will Cauterizing Aura take both Heal and Accurate Heal IO sets?
    It will definitely take Heal sets. I believe the only sustain power which takes Accurate Heal IO sets is Touch of the Beyond, because all of the other powers work even if they don't land their hit roll (though it does have a high base accuracy of 1.2, and a recharge of only 10 seconds, so it's very easy to keep your buff up with it.)
  17. Quote:
    Originally Posted by Kyriani View Post
    I have a few questions I hope don't get too lost in shuffle overnight...

    1) Since Body Armor from the munitions APP is of much lower base value compared to the toggle shields in other APPs, would it be possible to make Body Armor cover all forms of damage and not just s/l? that would certainly give some incentive to take Munitions IMO.
    Strictly hypothetically speaking, that's one option. That's what I opted to do with Resilience in Regeneration, for instance - a power that I felt was hard to justify using a build slot on AND in a powerset that needed some help. Part of me would rather find something to do with the power that makes it stand out/feel more unique, but this may ultimately be what we end up doing with it.

    Quote:
    2) Earlier you said:


    Can you explain that a bit more in detail? As in, is it not simply a matter of changing a number value for a specific power for a specific AT? And would it be so bad to up those values? Since you're trying to shore up Blaster survival, if Blasters generally had a higher mod for defensive/buff powers (stuff like combat jumping, maneuvers, tactics, etc) than they currently do, wouldn't upping the base values help a bit? The base numbers they have right now are so pitifully low that even enhanced to the ED cap they are very lackluster.
    What I meant was that if I change one number in the table of values that define how good an AT is at something, like for instance increasing the Melee_Buff_ToHit of Blasters, every single power that has a Melee_Buff_ToHit type now operates differently when used by Blasters. All I did was change one number, but functionally that change has had huge ripple effects that our QA team would have to ensure were all intended. Class table changes are therefore seen as extremely risky, where risky is defined as "likely to have unintended consequences."
  18. Quote:
    Originally Posted by Miladys_Knight View Post
    1) I have Aid Self on a majority of my blasters. It has 2 purposes that I use it for. One is the stun resistance granted by the power the other is to heal damage taken after combat.

    Will the sustain power be roughly equal in utility to Aid Self? (I guess the real question is, will I regret dropping Aid Self to pick up sustain? If they aren't roughly equal the answer is probably a yes).
    I don't think you'll regret dropping Aid Self to pick up sustain. Aid self is a 1.96 scale heal on the HealSelf table, which means it's healing you for 19.6% of your base max HP on use, before enhancements. It has a cast time of 3.33 seconds and an interrupt time of 1 second, meaning in an average off the cuff build it has a cycle time of about 13 seconds. That's an average of 1.5% health per second if you use it every time it comes off recharge and are never interrupted - but it also takes up 4.33 seconds per 13 seconds of possible animation time. Sustain powers will enhance to just around the same value of health per second, but will only require one fairly short animation per 60 seconds for clicks, or one animation ever for toggles, allowing you to use those 4.33 seconds for offensive output and mitigation via your own status effects. In short, this power will grant you slightly less health over time than using an enhanced Aid Self would if you used it as often as possible, but is costing you much much less to use in terms of DPS, endurance, and interruptibility.

    Quote:
    If they are roughly equal would you consider adding the same amount of stun resistance to sustain so that we can pass up the medicine pool and take our secondary powers instead?
    If what you really want is the stun resistance, I'm afraid for the time being you'll still have to take Aid Self. However, Aid Self can't really heal you during a stun, while your sustain power will be able to.

    Quote:
    2) Myself and blaster players like me see mez as the single most debilitating issue for blasters and it is by definition NOT FUN because while you are mezzed you don't get to play.
    Taking control of a player's character away from that player for protracted periods of time is very frustrating. We agree with this. We would just rather address it from the NPC side (e.g., "Do it right") then hack something into Blasters which fundamentally changes the feel of the AT while only kicking the status protection can down the road.
  19. Alright guys, I'm back and I'll try to answer as many of these as I can. However, I do have spreadsheets to make so I can't guarantee I'll get to all the unanswered questions - if your question is similar to someone else's, my apologies if I don't reply directly to your post, and hopefully you'll get all the information you were seeking. Fire away, and I'll work through the unanswered questions as I get a chance.
  20. Alright ladies and gents, that's it for today. If you have further questions, please feel free to continue posting them, I'll try to free up some more time tomorrow to follow up.
  21. Quote:
    Originally Posted by Memphis_Bill View Post
    "Eh, wot?"
    "Indeed."
  22. Quote:
    Originally Posted by Haetron View Post
    I'm curious, what is the reason why LRM Rocket is being skipped for the snipe change?

    It's a final tier APP power so it requires 2 other power picks and isn't accessible till level 44 so it's not like it doesn't require an expenditure to reach, and by mere observation, it seems the Munitions APP is actually already the least popular of the APP choices for blasters.

    The power just always seemed very underwhelming to me, especially compared to having Judgement now at level 50.
    LRM is awesome already. Instant LRM would just be ludicrous. If Munitions Mastery needs a boost, I would probably look to Sleep Grenade or Body Armor, not to LRM.
  23. Quote:
    Originally Posted by Agahnim View Post
    Are there any plans to buff the -end drain capabilities of Electricity to make it useful when not paired with a +special secondary? The all or nothing component right now makes it so that even fully slotted for end drain, the targets will be dead before they are out of endurance.
    End Drain is rough because it's so binary, and because high-class NPCs such as AVs and GMs have a huge base End pool. I'd personally rather focus on Elec's damage first, then worry about getting its secondary effect up to par.
  24. Quote:
    Originally Posted by Neogumbercules View Post
    Since we're almost done here I thought I'd poke you with my question one more time

    What do you think of Time Bomb granting a second "detonate" power that lets you pop it whenever you want. Any thoughts on ranged casting for the Bomb/Mine powers?

    Can I get over time bomb, or should I keep holding out hope? Oh and thanks for doing this. As an almost 6 year player, I appreciate this kind of dev interaction with the long term fanbase.
    If we were going to do this to Time Bomb, we would have a way of doing it without granting you any extra powers or making you click any buttons that weren't Time Bomb.
  25. Quote:
    Originally Posted by Alluvion View Post
    What if blasters had a 'bank' of protection that was in some way related to defiance? Perhaps it only regenerates out of combat, but allows a blaster to navigate alphas (and some extended combat) with some reliance on 'damage as mitigation'.

    At full charge I have 3 'charges' of mag 3 stun/sleep/hold/confuse protection, after those three are consumed, I have one mag 2 charge, and one mag 1 charge left until I am without any mez avoidance. Kind of like 'absorb' but for ranged_mez only.

    Thanks for your work, Sir Arbiter!
    Hmm. That's not really possible within the constraints of how the game works right now. It's a cool idea, but we don't have the concept of "Status Protection that goes away when a status hits it." If it were possible, I would also worry about it fundamentally changing the way Blasters play - one of the last things I would personally want to create is a mechanic or power that encouraged you to sit around and wait for it to recharge before you started the next combat.

    If we were going to give blasters a way to mitigate mez, I think we would probably go with "fighting your way out of it", since that feels very thematic and defiance-y. No plans to add this to the AT right now, though - we want to see how this regen/absorb/HoT solution shakes out before we consider adding anything else defensive that might be multiplicatively powerful with that same solution.