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Posts
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Quote:All powers are retaining their old functionality - they are only gaining new functions on top of what they had before. Field Operative will still provide just as much stealth and Defense as Cloaking Device did before it.So, regarding the changes to Cloaking Device/Field Operative, is Field Operative going to retain the stealth function of Cloaking Device?
While fighting out of Stealth has never been as much of a benefit to my Blaster as it would be for a Stalker, I have to admit, the sniper changes could make a cloaked Sniper a *lot* more viable, as I'm given to understand the snipes won't have their (highly localized) aggro tendencies changed. -
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Good question! I shall reply with a paraphrased meme, in honor of the upcoming costume contest: "If you take damage and you don't get any health back, you're gonna have a bad time."
Sustain is basically the idea of moderate but reliable amounts of healing over time, usually used in the game industry in the context of damage dealing/non-tanky characters still being able to keep themselves alive while solo. There are only two ATs with no Sustain functionality in their powersets right now - Dominators and Blasters. However, Dominators mitigate much more damage than Blasters due to their control, allowing their baseline Sustain from health to cover the amount of damage they take each spawn. -
Hah, you caught me... but it doesn't have a t3 blast to benefit from that range buff, and has been bandied about as an underperforming blast set due to said lack of t3 blast, which is why I brought it up.
Quote:I am somewhat curious as to why it was decided to put the "sustain" in Lightning Clap as opposed to Lightning Field, which would be more in line with things like Fire Manipulation, Ice Manip and Devices. I know I haven't taken Lightning Clap in ages.
For Electric Manipulation, that means the eligible powers were Havoc Punch, Build Up, and Lightning Clap. Of the three, I thought Lightning Clap made the most sense - you could use it outside of combat to get its benefit, its recharge was low enough, and there was very little reason to take it in most non-concept builds as-is.
Quote:Also, if Voltaic is going to have its uptime looked at, can it be a bit more aggressive? It doesn't help if my "Tier 3 blast" is following 10 feet behind me and not engaging anything as I move from spawn to spawn. (Adding a chaining effect would be nice, too, giving Elec. blast something pretty much every other elec. set has somewhere, keeping the theme going.)
* yes, I'm particularly interested in anything happening to Elec/Elec, or even one of the two - first 50 was an Elec/Elec back in I3/I4, have recreated that one a few times with the same sets "just because," and have other elec blast and elec manip characters. I like electric. -
Quote:It's certainly worth considering! I'd only seen it brought up once before, but we'll look at it. Mental Manipulation has kind of operated in its own paradigm independent of other Blaster Support sets for years, but a lot of that paradigm contributed to making that secondary both powerful and fun to play.Nice, any change to Time Bomb's current implementation would be appreciated. Overall, these changes look great on paper, Arbiter Hawke, great job
I do have a question: are you planning to extend the range of the Blaster secondaries' Tier 1 attacks, like Web Grenade and Electric Fences, or is this limitation by design? They're currently at 50ft range whereas many others (like Mental's Tier 1 Subdual) are 80ft. -
Quote:They probably won't all be normalized, but AR, Archery, and Beam Rifle may change since right now they look kinda funky if you have to draw the weapon.Will each set's snipe be normalized as far as activation times go?
Quote:Are Scrapper/Stalker snipes getting harsher tohit requirements? The Stalker ones will be doing incredible damage from Hide.
Quote:- With the changes, will Fire Blast be seeing any performance adjustments? It's already arguably the best set for damage (probably in part due to Blaze), so having a 2nd Blaze seems a little scary.
Quote:Would you consider expanding the number of powers that can be activated while mezzed for Defiance, or maybe just making that a perk of having a ranged set? Mezzes are still rather potent against ranged ATs.
Quote:Is Drain Psyche going to lose the target requirement or having it's duration adjusted? The idea behind the other sustain powers is constant/guarenteed uptime, which Drain Psyche doesn't have without pretty significant amounts of recharge.
Quote:Also, thanks for the thread Hawk. We love you and your sometimes Amish/Wolverine hair! I love this community, and talking about powers is probably my favorite thing ever. XD
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Quote:We've considered it, but we would prefer to fix layered and repeated crowd control problems from the NPC side rather than from the player side. I want to add CC suppression to NPC CC powers at some point in the future - maybe i24, more likely i25 or later. This would dramatically lower the performance delta between characters with access to status protection and those without. But it's a massive amount of data to parse and then change, so it's a timely and costly endeavour.Did you consider giving Blasters mez protection as well? Not a huge amount, but enough to deflect a single hold or sleep or such (perhaps not knockdowns, just the instantly disabling effects). If you jump into the deep end and let a whole lot of mez fall on your head, that's your own problem.
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Quote:This may be a common misconception. The two effects are functionally identical in most significant ways, so making them perform identically is just a question of doing the math on the scales of the effects. There is no difference between Regenerating 1% of your health per second and Healing 1% of your health per second.I have seen that for the most part Regen outperforms Heal over Time, this is specially true for the two incarnations of Pain Domination's infamous bubble. How will Cauterizing Aura(sp?) be taking those into account? Any chance this power gets its radius increased a bit?
Quote:I am also a bit concerned about mitigation, while you said on the stream that these changes will definitely help with the blaster not needing to stop to rest between every spawn it still doesnt change the fact that a Super Reflex will always be more durable than a Regen(without taking min/maxing builds into account), specially considering the fact that the biggest problem blasters seems to face is they get flattened in the middle of the fight.
There are two important ideas to consider when looking at character durability - Mitigation and Avoidance. In City of Heroes, Defense is our Avoidance stat - high defense sets such as Super Reflexes have high Avoidance but low Mitigation. Resistance, Regeneration, Absorb, and Healing are all Mitigation stats - they take damage that you've taken and make it matter less.
How durable any given character can be is often called Effective Health. This is a combination of that character's Avoidance and Mitigation. What you are describing above is not an inherent attribute of Mitigation, but rather a scenario in which one the defense-based character's Effective Health is much higher than the Regen based character's.
Quote:Has it ever be considered to buff the defensive power pools(Maneuvers, Combat jump, Weave) to blasters to make them more appealing to them? I believe that this might help both trends of blaster players, since those that want to go pure damage could do so, while those that want something a bit more sturdy could give up a little damage powers in exchange of a few others. Even with all of those toggles they won't be on par with any scrapper set that I can think of, but it might help with the recurring trend that blasters simply dont do enough damage for the huge lack of survival they currently have on normal situations.
Quote:*takes a deep breath* and for the last bit, I know nukes wont be touched, but I have brought up a few times that pre-Judgement this was no issue, however, a team with 2 judgement users can clear a mob faster and without any drawback than a character who decided to take a chance to use a nuke, currently the blaster either takes a chance and goes nuke the spawn first and tries to kill them all or he risks to be outdamaged by two /defenders/ with judgement for trying to keep his survival rate higher. -
Quote:We'll probably do something that makes Build Up better in the Snipe combination.For Blasters using Build Up to FastSnipe requires it to be ED capped for To Hit or the use of a Kismet IO. While this isn't to bad for level 50s (and especially level 50s with IO access) it's not particularly good for mid-level Blasters on SOs (since you either have to 6-slot build up or choose either recharge or FastSnipe). Are you looking at making FastSnipe more easily attainable through Build Up in the mid-levels or is the intent that BU require significant effort to attain FastSnipe?
Quote:Is there any possibility of getting Devices looked at? I realize the perma-FastSnipe is a huge buff for it but it would still be nice to have Trip Mine and/or Time Bomb changed to be a bit faster to use. -
If it's a toggle power or a PBAoE power, it doesn't need to hit an enemy at all. If it's enemy-targeted single target, it still needs to hit an enemy, but its accuracy will be highly boosted.
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Quote:I would consider making snipes also instant while under the effects of Domination, but if I did so I would also lower the scale of all of the Dominator snipes back to the 2.76 standard.Is there going to be anything else done to allow dominators to take better advantage of these snipe changes? Most doms with snipes can't get to those levels of +tohit without inspirations (I think only /elec can), which aren't a sure thing. If I recall correctly one of the reasons given for keeping moonbeam in the dark assault set was that snipes in general were going to be buffed, but as it stands most doms can't actually make much use of the buff.
Quote:Third, are you going to look at the 'fool' magic buff power? At the moment the 3% tohit debuff it lays on you is essentially ignorable, but if it makes the difference between being able to fast cast your snipe or not, I could see it getting annoying very fast - especially since it lasts 20 minutes and can't be removed. It's likely not a problem if you're getting over the threshold using aim, but could definitely be an issue otherwise.
Quote:Fourth, is blaster thunder clap going to remain as KB rather than KD? At the moment it's not super important, but once there's this new, strong incentive to take and use the power for a purpose other than stunning/KBing the mobs, the possible annoyances multiply greatly. Using it between combats can partially alleviate that issue, but if the buff goes down at a bad time, having to choose between scattering the mobs or not refreshing the buff could be problematic. -
Quote:It's true that To-Hit is somewhat arcane, but this mechanic actually boils down pretty simply:I have a lot of concerns about the new changes. I'll try to give the main ones.
Is there a simpler mechanic that can be used on snipes? There's no way I'll be able to explain to a new player why their snipe is sometimes fast and sometimes slow without having to first explain to them the game's underlying mechanics, including the distinction between accuracy and tohit.
-"Hit Aim, Snipe becomes instant."
-"Pop 3 small yellows, Snipe becomes instant."
-"Get a big team with people running leadership, Snipe becomes instant."
Or, most simply, "If you get a yellow ring around your Snipe attack, you can click it and use it in combat." I've spent at least 30 hours testing all of these mechanics on Blasters internally, and our QA team has been sending me messages like "When will this go live? I want my live blaster to be this fun!"
We kicked around a number of possible activation conditions before settling on To-Hit - High health enemies, low health enemies, enemies at long range, enemies at short range, Just used Aim, Just used Build-Up, Your last snipe was interruptible, etc. - but ultimately I do actually think To-Hit accomplishes our goal in a number of ways. This redirect condition is simple enough that all ATs can use it equally, and easy enough to understand that players shouldn't have a problem getting used to it. It also is increasingly more probable of being met as team size increases, which helps counteract the perception that snipes are less and less worth using as team size increases. -
Quote:We will probably measure and adjust Voltaic Sentinel's uptime and DPS to make it functionally equivalent to having a tier 3 blast.Anything more specific you can say regarding electric blast?
Quote:And will we feel any changes if we don't use have the manipulation power for a set which is getting the "sustain" feature?
Putting all of the bonus in one power has the downside of causing a lot of people to try to take that power, but has the notable upside of only requiring you to fit one different power into your build if you didn't take it already. Ultimately I felt that tweaking one power in each secondary was less disruptive to the build metagame than it would be if I had changed, say, three powers in each secondary and given them each a third of the total sustain power. -
Quote:Whenever we're making a change to something that's already live, we recognize that it has the risk of being controversial or making people feel that it's unnecessary. In this case, changing the name of the changed abilities in each Blaster secondary powerset was done to indicate that the ability's function had substantially changed, and that players who were used to Cloaking Device's function and deciding whether or not to take it should now re-read it and make their build decisions accordingly.Why did you guys feel the need to change the names of certain powers, like Cloaking Device, when there was nothing wrong with the name in the first place?
There's absolutely nothing wrong with the name Cloaking Device, but naming it something new is more likely to get the percentage of players who don't read patch notes to readjust their opinion of that power. -
Regeneration attributes will be 50% enhanceable - this means those powers will accept both standard Heal enhancements as well as Heal IO sets. Healing and Absorbption attributes will be 100% enhanceable so that you don't see two separate numbers tick over your head every time you use them, but their base value of hitpoints per second will start slightly lower so that the average enhanced performance of all Sustain abilities is within the same ballpark across all Blaster secondaries.
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Dual Pistols' animation times are being shortened to raise the set's DPA across the board. Ice Blast, Sonic Attack, and Electric Blast are on Synapse's and my radar to make sure they perform up to par with the new blast set paradigm, and will likely see additional changes to ensure that they are not "left behind" on account of not having a snipe.
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Hi all!
Theres been a lot of discussion about the upcoming changes both to Blast sets and to the Blaster AT, and I wanted to try a fun kind of thread that can both centralize discussion about them and give you all some insight into when we make changes, and why we choose the changes we do. So, from now until 5 PM pacific today, Ill be here on this thread answering any questions you have about any of the upcoming changes! I probably wont be able to get to every single question, and I wont be talking about any additional unannounced features for Issue 24, but feel free to ask me anything about Archetypes, existing powersets, or game balance. Thanks, and looking forward to this discussion!
-Arbiter Hawk -
That's exactly what it is. Pendragon gets the honor of "First absorb power used in game". If you look at his health bar in the Target window when he uses his Fae Shield, you should see part of that bar colored in as white, representing the amount of absorb he has left. I also put it in the trial's UI, since absorb is new, but in the future that's one thing to keep your eye on, especially once players start getting absorb in their own hands...
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Quote:If you defeat the guards before they reach him, or if you keep them out of the range of his Power of Tartarus (60' Sphere centered on him), he will not receive the buff from sacrificing the guards.Hmm. Does that mean if we defeat the Guards before Tyrant consumes them he cannot buff himself with them, or is he buffed no matter how they're defeated?
An interesting note about the buff from this power is that it stacks in a new way - every time he receives a stack of the buff, it refreshes the duration of all other stacks. The buff duration is 60 seconds, so that means that in order to keep him from building up his ToHit and damage bonus, you need to keep the Olympian Guards more than 60 feet away from him for one minute.
Additionally, he runs out of Olympian Guards when his health hits 40%, which means that a minute after he dips below 40%, his buffs from Power of Tartarus will expire. -
Quote:It's not intended to be particularly secret - there's a red text floater when each is defeated that briefly describes what mechanic is added to the fight. The inspiration for these mechanics was to turn the Battle Royale into a montage of many of the mechanics you've overcome on your Incarnate journey.Question: Why the secrecy of what buffs Shadow Hunter, Nega-Pendragon, and Chimera give the others when defeated.
Banish is a variation on Sequestration Field. Chimera's minefield is a souped-up version of Director 11's Minelayer. Pendragon's Excalibur attacks are a dark version of Battle-Maiden's Halberd strikes. Our intent here was that this gauntlet reminded you of everything you've already overcome and at the same time made the trial more approachable, since you already know how to beat all of these things. The only trick then comes from determining what order and combination of mechanics your league can confront, which you then create based on what order you defeat the trio of enemies. -
Quote:Shadowhunter uses a power called Grasp of the Beyond. This power kicks in when his health is lower than half. This is its descriptive text:Myself and a few others have noticed something odd when fighting Pendragon and crew, and thats that sometimes things like transfusion and radiant aura simply stop working (noticed on multiple runs). Also I had a full tray of respite and I was almost dead but no longer taking damage and I ate about 7 respites and my health did not change one bit. Also as I tend to put my kin in melee range, when transfusion stops working I almost always die lol.
- "Shadowhunter seeks to drag those near him into the Shadow Realm as he feels his own death draw imminent. The closer he is to death, the harder it is for nearby players to heal."
Each time this power ticks, it places resistance to Heal on every nearby character proportional to the amount of health he has left. So if you bring Shadowhunter down to 50% (or he heals himself back to 50% with twilight grasp), you can definitely have some windows where healing doesn't do nearly as much as you're used to. Of course, you can solve this problem by defeating him or by leaving his health above 50%.
Quote:Also when our incarnate powers get siphoned I noticed that my charged armor also dropped yet I still had plenty of endurance, however I'd like to see it happen again so I can confirm it wasn't me being stupid.
Quote:As for rewards table, I have also a few times gotten just threads, as have many of my league mates, even on runs where we got badges and made Tyrant drop like a wet bag of sand lol. I guess I don't care that much but it is a little O.o
Quote:Anyways kinda off topic but I do like the final fight I think it was pretty well thought out. -
Yes, pets are intended to receive the shifts as well. The power was originally structured as a 5000 foot sphere that ignored line of sight - but spheres have a default target cap of 16. I've restructured it as a map-wide power with a target cap of 255, so it should be easily able to buff a full mastermind league and all of their pets after the coming update.
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Hello all,
I hope you're enjoying the Magisterium! I wanted to pop in to clarify some mechanics of the final fight:
1.) Your deaths have no effect on Tyrant at all. He has no mechanics that trigger on player death
2.) There is currently a bug where only 16 players/pets will receive the level shift from destroying Light of the Well. Well be fixing this in an upcoming patch as quickly as possible I checked the fix in as soon as the issue was discovered.
3.) Tyrant does not have a self heal. He does have a self-buff power which consumes his Olympian Guards, killing them, and providing him with bonus ToHit and Smashing Damage for each guard consumed in this way. This has a visual effect which looks a bit like a heal, but is meant instead to connote Powering up off dark energy.
4.) There is no direct negative effect to Being in the hospital. I have seen several people postulate that Tyrant heals or grows in power when people are in the hospital, but the only effect hosping has on him is that youre dead and not DPSing, and therefore his regeneration is healing him better.
I hope this information helps you, and good luck in your endeavours to bring Tyrant down!
-Arbiter Hawk -
Hey guys,
Thanks for all the builds posted so far! Several of these are very strong contenders!
This contest will end one week from today, on April 13th. I'll have a winner to announce soon after that date - stay tuned!
-Hawk
Z - Fixed the date