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sorry all but i /unsign the /unsigned which can't be /unsigned.
we get freespecs because when the devs change powers and such it affects our build.
some of us use more than one build so it is good customer service to provide a freespec for that build as well.
sorry but it is not good to force customers to use up other methods for respecs when changes are made.
oh and a 3rd build is coming too lol. -
Quote:they can make it possible.As is isn't that impossible since you cannot have more than one freespec?
And from a business point of view why would one do that when the small subset of people who use Dual Builds and need to respec both can either run a Trial, buy an IO or just spend some RL monies on the second one.
from a customer service point of view... -
i suggest that you give 2 freespecs when they are handed out. thanks
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Quote:lol you are seriously funny.Oh noes! Here's proof that the servers are all ghost towns. The game is DOOMED! do you hear?
DOOMED!
DOOMED!
DOOMED!
the topic is about documented financials from ncsoft and cohs ability to survive with a declining population, not the roughly remaining 60k players playing the game currently.
look at the chart provided by unsub and you can see for yourself the downward trend which could lead to doom.
Quote:The NCsoft Q1 2010 financials are out and things don't look good for CoH/V. Q1 covers January to March 2010, which includes the start of the GoRo pre-order offer (March 2, I believe).
In that period of time, CoH/V earned 3 348 M Won, which roughly translates to about US$2.9m (I've used an end of period exchange rate than an average over the 3 month period, but I don't believe there is much difference between the two results). Sadly, this is the lowest quarterly revenue generated by CoH/V in its history. It's a 13% drop on the previous quarter's earnings, with Q4 2009 being the previous record holder for the lowest revenue generated. In Won terms, it is also about half the revenue generated compared with year-on-year figures.
It's a result that is probably explained by the lack of content releases in Q1 2010 and that players may have adopted a 'wait and see' approach about Going Rogue.
DOOOOM comments incoming in 5, 4, 3, 2, ...Quote:I haven't yet updated this to reflect the most recently figure, (which is US$2.93m iirc), but I did create this to show the previous history with $US:
As for what NCsoft expects from CoH/V, it's 19 000 M Won for 2010. At today's exchange rate, that's about US$16.6m. GoRo is going to be a major revenue driver, but the real question is "how major"?
In wider terms, Aion is doing great business for NCsoft and the main Korean operation is doing very well. That doesn't mean much for CoH/V since NCsoft has probably worn out its patience for unprofitable titles that don't have a chance of recovery.
Other MMO developers generally don't split their revenue up by game title. I'm waiting to see what Atari's next earning statement looks like and perhaps Turbine's earnings will be more transparent now that they've been bought out. EvE looks like it continues to grow its active sub figures. EA doesn't talk about WAR anymore and servers have been shutting down on that game all over the world.
EDIT - To add, the $US conversions were calculated using an end-of-period approach, rather than a 3-month exchange rate average. When I did the check on the two methods, the differences were very small at the top level so I used end-of-period. -
valid point.
do you think that CoH could pull off a major expansion for Cimerora and provide a "fantasy" niche as well to draw in some of those types of gamers?
i personally feel CoH has the potential to cover multiple niches very well. -
don't deflect, just answer the questions.
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Quote:They aren't excuses. They are legitimate reasons why people change their real life schedules. Having those things happen doesn't mean that they up and cancelled their subscriptions like you want people to believe.
The truth is that even with subscriptions being lower then they used to be most of the playerbase doesn't have problems finding teams on any server regardless of the size of its population.
It sure is fun watching you guys froth at the mouth whenever anyone disagrees with you.
yes there are some legit reasons but how do you explain CoH only having roughly 60k subs and earning 1mil per month currently when in 2009 there were roughly 21,000,000 (pay to play) mmo gamers in the U.S. alone who spent an average of $15 per month???
Even with flaws, CoH is one of the cooler games out there compared so why such poor numbers???
Quote:let's not forget about the financial excuses either.
some interesting information i found yesterday.
http://www.gamasutra.com/view/news/2...Os_in_2009.php
Quote:Study: U.S. Gamers Spent $3.8 Billion On MMOs in 2009
by Eric Caoili
5 comments Share
March 9, 2010
U.S. gamers spent $3.8 billion on massively multiplayer online games in 2009, almost 15 times more than other substantial MMO markets in Europe, according to a new study.
Consumer data from Today's Gamers MMO Focus Report by Gamesindustry.com and TNS indicates that the number of MMO players in the U.S. has reached 46 million, 46 percent (21 million) of which paid to play online games; the rest, around 25 million gamers, play MMOs without spending any money. The average paying MMO player spent around $15.10 per month on their games.
The report points out that Blizzard's World of Warcraft has the most number of players in the U.S. out of all the MMOs it tracked, just in front of NeoPets and Club Penguin. Other MMOs in the top five include Disney ToonTown and RuneScape.
The study also breaks down the $3.8 billion total spent on MMOs in 2009: 47 percent ($1.8 billion) was spent on monthly subscriptions, 15 percent ($580 million) on annual subscriptions, 19 percent ($740 million) on virtual currency, 8 percent ($280 million) on direct microtransactions, and 11 percent ($400 million) on the initial boxed product or client download.
Consumers in the UK, which has the second highest total measured by the report, spent only $270 million on MMOs in 2009. However, the country's total had the highest percentage of revenues from direct microtransactions, 19 percent ($51 million).
Germany ($250 million total), France ($220 million), and the Netherlands ($65 million) had the biggest 2009 revenue percentages from virtual currency, each pulling in at least 26 percent from that source. Belgium's ($55 million) revenues had the highest percentages for monthly and annual subscriptions, at 53 percent and 20 percent respectively. -
Quote:let's not forget about the financial excuses either.As a counterpoint, the fanboys always have an excuse as to why less people are playing:
It's Summer, people are outside
It's Fall, people are busy starting school
It's the holidays, people are spending time with family
It's after the holidays, people are playing with their new games
It's Spring, people are getting out after a long winter
It's finals/graduation people are busy
It's summer...
I've seen every single one of those brought out as an excuse as to why the player population is dropping.
some interesting information i found yesterday.
http://www.gamasutra.com/view/news/2...Os_in_2009.php
Quote:Study: U.S. Gamers Spent $3.8 Billion On MMOs in 2009
by Eric Caoili
5 comments Share
March 9, 2010
U.S. gamers spent $3.8 billion on massively multiplayer online games in 2009, almost 15 times more than other substantial MMO markets in Europe, according to a new study.
Consumer data from Today's Gamers MMO Focus Report by Gamesindustry.com and TNS indicates that the number of MMO players in the U.S. has reached 46 million, 46 percent (21 million) of which paid to play online games; the rest, around 25 million gamers, play MMOs without spending any money. The average paying MMO player spent around $15.10 per month on their games.
The report points out that Blizzard's World of Warcraft has the most number of players in the U.S. out of all the MMOs it tracked, just in front of NeoPets and Club Penguin. Other MMOs in the top five include Disney ToonTown and RuneScape.
The study also breaks down the $3.8 billion total spent on MMOs in 2009: 47 percent ($1.8 billion) was spent on monthly subscriptions, 15 percent ($580 million) on annual subscriptions, 19 percent ($740 million) on virtual currency, 8 percent ($280 million) on direct microtransactions, and 11 percent ($400 million) on the initial boxed product or client download.
Consumers in the UK, which has the second highest total measured by the report, spent only $270 million on MMOs in 2009. However, the country's total had the highest percentage of revenues from direct microtransactions, 19 percent ($51 million).
Germany ($250 million total), France ($220 million), and the Netherlands ($65 million) had the biggest 2009 revenue percentages from virtual currency, each pulling in at least 26 percent from that source. Belgium's ($55 million) revenues had the highest percentages for monthly and annual subscriptions, at 53 percent and 20 percent respectively. -
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2,925,000 USD
can city of heroes survive much longer on these numbers?
will going rogue breathe new life into the game?
has city of heroes been left in this anemic state purposely because a sequel is around the corner? -
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Quote:Tell me the names of your toons so I can avoid droning you.So there is no defence vs a drone and we all know that. But you want to say this is wright whan you dont need to drone to defeat your opponent.
Ok send in the mob im not afraid of any of you insult me all you want. But what is the big fear of haveing droning stopped?
In any MMO it has to change to grow and this change is good for all.
Yes we do hold a difference of opinion on this. I dont hold it agenst you you have that right.
I hope you dont hold my opinion agenst me. I believe this to be wrong so going to drive on until I hear from a dev on this. -
Quote:I believe this to strategist PvP maneuver and smart.
But I do disagree with this
The police drones possess abilities well beyond the normal game mechanics. Jist because it is not written in red ink doesn't make it not a exploit.
There are plenty of bugs and exploits in any of the MMOs. That will never be found or reported but thay still are what thay are.
droning is a stategist pvp maneuver and smart -
Quote:Farm targets should be more respectful to others.Right kid....
You know oh so much about the game and yet you ignore logical statements. I'm not going to get into a forum war over stupid **** because someone happens to spend way more time on the forum than I do so that they can pronounce themselves to be knowing of what they are talking about.
Go back and read the banter between Con and myself about the KB statements too bud, never said it wasn't good to slot the power for KB, just said most peeps that know how to avoid the KB altogether and you may as well get the most bonuses out of that power. I'll even drop it to you like I did your boy Con. Get a /Nrg dom and show me how its done. It better be a earth/nrg because stalagmites will be the only thing that could save you. -
Quote:pvp players using the tp foe power to tp opposing players into police drones is not an exploit.Players on Freedom are uesing there teleport foe power. To teleport opposite faction players to these ploice drones. I would understand if thay teleported players to a boss minons or other players. But a ploice drone is a oneshot and your dead. As soon as your done your loadingscreen he heha. A littie commonsense tells me this is a exploit and to the point that I consiter it griefing.
(I do understand why Drones where put there in the first place. Most likely to stop players camping the bases.)
I did make petition and the GM thought it. Was more a question for the Development Team so was directed hear. But the one thing remains how do you stop this? Because obviously this is a exploit.
i'm glad you understand that you can tp foe players into critters and players.
if you used a little more common sense you would understand that this was placed in the game by the devs and has remained so intentionally.
glhf! -
Quote:Are you saying you are the reason for i13 changes?
My point exactly, the devs listened to players who had absolutely no idea what they were talking about.
neeto you're busted! good catch boss!
Quote:OBJECTIVE (not opinion based) feedback:
- one really good thing about i13 PvP is the lack of dependence on any one inspiration.
- second, is that teaming in PvP is to be the most effective if all players multi-task and use both their Primary and secondary. This takes many players to a different level of play were its not as easy as being just the "buffer", "healer" or "taunt bot" anymore.
- many ATs (excluding Doms and blasters) have been placed appropriately in their respective roles and even when fighting each combination of ATs there is a chance to win or lose depending on skill and style. This is also made possible because of the inheret AT PvP resistances, resistable AS values, and the buff to taunt.
- Slightly less dramatic differentiation between PvE builds and PvP specific builds in a PvP environment.
- Elusivity really helped many sets that were slightly underperforming before, (but at the same time, some elusivity values are uncalled for such as blaster and dom PFF values which essentially made these damage/damgecontroll ATs capable of being more resilient than a tank or brute.)
- PvP rewards medium inspirations and enough influence to buy more inspirations.
- Fly is more viable.
- TP foes is slightly less useful, and makes it harder for people to grief.
- More viable ATs for high end arena matches.
- Multi-Builds
Subjective (less important personal opinions) feedback:
- I like how many of my ATs feel more comic book like than before as i (or i must) have taken more powers that not only make me more effective in PvP but make me fit the comic book theme.
(This opinion stuff is hard soo i'll stop here.) -
Quote:glhf!hello all,
does the shields defense drop when entering pvp zones?
I've noticed that my tank's melee/aoe/ranged defense drops roughly 12 percentage points when out of zone, but when looking at my enhance/slotting screen the pvp/pve data is basically the same. The pve numbers are also reflecting in mid's pvp totals (granted, i haven't to check if its a bug or not with mid's)
please bring up to speed on this..thx
Quote:Originally Posted by castleissue 13 pvp powers changes
by floyd castle grubb
hello again everyone. Last time, i told you about the pve powers changes we have planned for issue 13. This time, we're going to talk about pvp.
Player vs. Player combat (pvp) is a fun topic. Currently, we have a small portion of our players actively engage in pvp on a regular basis. We think this is in part due to problems in how pvp is implemented in our game. We want to take some steps to help make player vs. Player encounters more attractive to a larger group of players, while at the same time opening up more "character build" options for the existing dedicated pvp players. This is a challenging issue to tackle, given the scope of the proposed changes, but we feel the time is right to address these issues.
Our first step was to look at what archetypes (at) were actually doing in pvp. What we found was there are two distinct different pvp categories: Zone pvp and arena pvp. This isnt very surprising, since we originally wanted there to be differences between the two. However, the actual differences were different from what we'd initially planned. Zone pvp was less hyper specialized and formulized than arena pvp. Zone pvp is more open to new pvpers, but more likely to see the new pvper 'griefed' and driven out of the playzone (often, never to return.) arena pvp by contrast, is much more civil but has a huge barrier to entry -- if your character isn't up to par, you are not likely to contribute much.
We wanted to spend time working on revamps for the existing pvp zones; but due to the massive amount of work involved well need to address this in a future release. That meant that we had to focus almost entirely on base raids and arena pvp. We did a lot of work on bases, raiding and the cathedral, but we have to save that for later -- those are all works in progress for a future update. Arena pvp, though, was a self contained area which could be isolated and worked with. It also provides an excellent testbed for base raids, since the two are at least in the most basic terms similar. That's where we focused our attention.
We began by looking at the disparities that existed, and discussed how to address them. Ultimately, we decided that in order to allow better competition between the at's and powersets, we needed to take some drastic measures. We decided that a different rule set needed to apply in pvp than in pve. By changing the basic rules, we hope to encourage a greater variety of character builds in arena pvp, and ultimately in base raids and zone pvp.
At the core, many of the power effects are the same: Heals still heal, attacks still deal damage, and holds still hold. However, the new system makes a number of adjustments that should be friendlier to a wider range of at's and skill levels. The goal is for players to be able to bring any at and powerset combination into pvp and to be competitive and have fun! Furthermore, with the issue 13s multiple builds feature, players can design a pvp specific build and not have it affect their normal character.
There are still a number of balance factors which we are working through; the prevalence of phase shift type defenses, "caging" and "spiking" to name a few. These are things we are working on in the beta process to find the correct balance.
So, without further ado, here is the list of the current changes and how they were implemented. Please keep in mind that there is still more testing and tuning to be done.
Diminishing returns
nearly all attributes characters have are now subject to diminishing returns. The specific numbers vary from attribute to attribute, and from class to class (it's easier to buff resistance and defense on a tanker, than on a blaster.)
* in general, a single buff will have near full effect, while additional buffs begin to offer less and less benefit. Example: Under the old system, aim + build up might provide a combined 67% to hit buff, while under this system it provides a combined 49% to hit buff.
* the calculation is based on the sum of all buffs, so the order the buffs are applied in does not matter.
* it is important to note that the real numbers tool will not always report the results of diminishing returns accurately, at least initially. This is specifically true of damage buffs, which always display the pre-diminished value.
Melee attacks
* changed melee range to 7'. Since this is essentially a buff, this effect will be present in pve as well.
Travel powers
* pve travel suppression continues to work as it has since it was introduced. Pvp travel suppression will be handled differently, however (see below.)
* all teleportation and summonable teleportals are disabled while pvp travel suppression is active.
The duration of movement suppression in pvp is now variable based on the most recent suppression event applicable to the character. In case of multiple events applicable on the same server tick, only the longest value is applied.
Suppression events are:
Activating a foe targetedrange (range > 7') damaging power: 3s * sum of damage scales.
Example1: Power bolt has a damage scale of 1.0 (0.1 + 0.9) resulting in a suppression duration of 3 seconds.
O example2: Power burst has a damage scale of 2.12 resulting in a suppression duration of 6.39 seconds.
* activating a foe targeted melee (range >0' && range => 7') damaging power: 2s* sum of damage scales.
O example1: Swipe has a damage scale of 0.76 resulting in a suppression time of 1.52 seconds.
O example2: Eviscerate has a damage scale of 1.99 resulting in a suppression time of 3.98 seconds.
* activating a foe targeted range debuff or control power: 3.5s
* activating a foe targeted melee debuff or control power: 2.5s
* placing a location based entity: 4s
* activating a self or friend targeted heal power: 4s
* activating a friend targeted buff power: 4s
* being the target of an attack: 2s
control powers
control power changes are fairly extensive. The goal here was to make control effects less binary in nature. The shorter durations of status effects, combined with the change from status protection to status resistance means that these powers will now how impact on a pvp situation more frequently, but are no longer quite as severe a deciding factor.
* for controllers: Change duration base to 4 seconds for stun, sleep, hold, immobilize, terrorize, confuse, untouchable, intangible attributes. Duration of status effects (hold, sleep, etc.) no longer scale by level; instead they have fixed base durations.
* for dominators: Change normal control duration base to 4 seconds for stun, sleep, hold, immobilize, terrorize, confuse, untouchable, intangible attributes. Duration of status effects (hold, sleep, etc.) no longer scale by level; instead they have fixed base durations. Change domination control duration base to 4 seconds for stun, sleep, hold, immobilize, terrorize, confuse, untouchable, intangible attribs. Duration of status effects (hold, sleep, etc.) no longer scale by level; instead they have fixed base durations. Change magnitude bonus from +3 to +1.
* for all others: Change control duration base to 2 seconds for stun, sleep, hold, immobilize, terrorize, confuse, untouchable, intangible attributes. Duration of status effects (hold, sleep, etc.) no longer scale by level; instead they have fixed base durations.
* for tankers: Change taunt to a fixed 6 second duration.
* for scrappers and brutes: Change taunt to a fixed 4 second duration.
* for the manipulation pool: Change taunt to a fixed 4 second duration.
* for stalkers: Change placate to a fixed 10 second duration.
* for veats: Change placate to a fixed 4 second duration.
Buff and heal powers
* a heal event now imposes a 25% resistance to further heals on the character, regardless of source. This resistance to heals will last for 15 seconds, and stacks with itself. This means that if you are healed 4 times, no further healing will affect you until the resistance duration ends.
* status protection attributes for all statuses except knockback and knock up changed to status resist. For example, a tanker running unyielding at level 50 has 12.975 points of protection in pve, while in pvp he has 129.75% hold resistance. That will convert an 8 second hold into a 3.48 second hold.
Damage powers
* powers now calculate damage based on their activation time, instead of their recharge.
* lower activation time powers get a slight bonus to damage, due to chaining low damage powers being difficult in pvp.
* longer recharge time powers also get a slight damage bonus, so higher level powers with long recharge times deal extra damage.
* damage has been adjusted for all at's, reducing the damage gap between each at.
Resistance powers
* each at now recieves a bonus resist buff while in pvp, in order to set each at closer in overall survivability. This resist primarily reduces up the gap in hitpoints between lower hitpoint at's and higher hitpoint at's
* epic armors and tough (pool power) now provide resistance to all damage types while in pvp.
* any armor set lacking a type of resist or defense will now provide it while in pvp zones.
Taunt powers (note: These changes are effective in pve as well! They are essentially accross the board buffs which should give greater crowd control ability to those who possess these power.)
* add 75% range debuff to tanker taunt (full aoe)
* add 75% range debuff to scrapper confront (and equivalents.) these remain single target.
* add 75% range debuff to brute taunt/confront powers. The range debuff should have radius outer set to 0 so it only affects the main target.
Classes tables
* increased max resist value for all status effect attribs. This means status resistance effects will have more meaning. This also affects pve.
* increaserange str min value to 25%. This means no player or critter powers range can be decreased to more than 25% of its original range. So, an 80' attack can never be debuffed below 25'. This also effects pve.
So, there you have it. A whole slew of changes for you to chew over, plan around...and test on the training room! We still have a lot of testing and tuning to do. While our initial playtests are showing these changes to be fun, well ultimately look to broader playtests to validate the changes.
Here's hoping you all enjoy it!
Floyd 'castle' grubb -
Quote:glhf!ok so i have this dominator hes geting close to lvl 50 and im just starting to get my epic powers and all that. So i have to ask:
Which epic pool and why (i was thinking mace for pff and poison ray but when i use it in pvp i can only get a max def of 20%-21%) also i have a mids build if you want to see it ill post it(maybe you can figure something better then i did).
Quote:Originally Posted by castleissue 13 pvp powers changes
by floyd castle grubb
hello again everyone. Last time, i told you about the pve powers changes we have planned for issue 13. This time, we're going to talk about pvp.
Player vs. Player combat (pvp) is a fun topic. Currently, we have a small portion of our players actively engage in pvp on a regular basis. We think this is in part due to problems in how pvp is implemented in our game. We want to take some steps to help make player vs. Player encounters more attractive to a larger group of players, while at the same time opening up more "character build" options for the existing dedicated pvp players. This is a challenging issue to tackle, given the scope of the proposed changes, but we feel the time is right to address these issues.
Our first step was to look at what archetypes (at) were actually doing in pvp. What we found was there are two distinct different pvp categories: Zone pvp and arena pvp. This isnt very surprising, since we originally wanted there to be differences between the two. However, the actual differences were different from what we'd initially planned. Zone pvp was less hyper specialized and formulized than arena pvp. Zone pvp is more open to new pvpers, but more likely to see the new pvper 'griefed' and driven out of the playzone (often, never to return.) arena pvp by contrast, is much more civil but has a huge barrier to entry -- if your character isn't up to par, you are not likely to contribute much.
We wanted to spend time working on revamps for the existing pvp zones; but due to the massive amount of work involved well need to address this in a future release. That meant that we had to focus almost entirely on base raids and arena pvp. We did a lot of work on bases, raiding and the cathedral, but we have to save that for later -- those are all works in progress for a future update. Arena pvp, though, was a self contained area which could be isolated and worked with. It also provides an excellent testbed for base raids, since the two are at least in the most basic terms similar. That's where we focused our attention.
We began by looking at the disparities that existed, and discussed how to address them. Ultimately, we decided that in order to allow better competition between the at's and powersets, we needed to take some drastic measures. We decided that a different rule set needed to apply in pvp than in pve. By changing the basic rules, we hope to encourage a greater variety of character builds in arena pvp, and ultimately in base raids and zone pvp.
At the core, many of the power effects are the same: Heals still heal, attacks still deal damage, and holds still hold. However, the new system makes a number of adjustments that should be friendlier to a wider range of at's and skill levels. The goal is for players to be able to bring any at and powerset combination into pvp and to be competitive and have fun! Furthermore, with the issue 13s multiple builds feature, players can design a pvp specific build and not have it affect their normal character.
There are still a number of balance factors which we are working through; the prevalence of phase shift type defenses, "caging" and "spiking" to name a few. These are things we are working on in the beta process to find the correct balance.
So, without further ado, here is the list of the current changes and how they were implemented. Please keep in mind that there is still more testing and tuning to be done.
Diminishing returns
nearly all attributes characters have are now subject to diminishing returns. The specific numbers vary from attribute to attribute, and from class to class (it's easier to buff resistance and defense on a tanker, than on a blaster.)
* in general, a single buff will have near full effect, while additional buffs begin to offer less and less benefit. Example: Under the old system, aim + build up might provide a combined 67% to hit buff, while under this system it provides a combined 49% to hit buff.
* the calculation is based on the sum of all buffs, so the order the buffs are applied in does not matter.
* it is important to note that the real numbers tool will not always report the results of diminishing returns accurately, at least initially. This is specifically true of damage buffs, which always display the pre-diminished value.
Melee attacks
* changed melee range to 7'. Since this is essentially a buff, this effect will be present in pve as well.
Travel powers
* pve travel suppression continues to work as it has since it was introduced. Pvp travel suppression will be handled differently, however (see below.)
* all teleportation and summonable teleportals are disabled while pvp travel suppression is active.
The duration of movement suppression in pvp is now variable based on the most recent suppression event applicable to the character. In case of multiple events applicable on the same server tick, only the longest value is applied.
Suppression events are:
Activating a foe targetedrange (range > 7') damaging power: 3s * sum of damage scales.
Example1: Power bolt has a damage scale of 1.0 (0.1 + 0.9) resulting in a suppression duration of 3 seconds.
O example2: Power burst has a damage scale of 2.12 resulting in a suppression duration of 6.39 seconds.
* activating a foe targeted melee (range >0' && range => 7') damaging power: 2s* sum of damage scales.
O example1: Swipe has a damage scale of 0.76 resulting in a suppression time of 1.52 seconds.
O example2: Eviscerate has a damage scale of 1.99 resulting in a suppression time of 3.98 seconds.
* activating a foe targeted range debuff or control power: 3.5s
* activating a foe targeted melee debuff or control power: 2.5s
* placing a location based entity: 4s
* activating a self or friend targeted heal power: 4s
* activating a friend targeted buff power: 4s
* being the target of an attack: 2s
control powers
control power changes are fairly extensive. The goal here was to make control effects less binary in nature. The shorter durations of status effects, combined with the change from status protection to status resistance means that these powers will now how impact on a pvp situation more frequently, but are no longer quite as severe a deciding factor.
* for controllers: Change duration base to 4 seconds for stun, sleep, hold, immobilize, terrorize, confuse, untouchable, intangible attributes. Duration of status effects (hold, sleep, etc.) no longer scale by level; instead they have fixed base durations.
* for dominators: Change normal control duration base to 4 seconds for stun, sleep, hold, immobilize, terrorize, confuse, untouchable, intangible attributes. Duration of status effects (hold, sleep, etc.) no longer scale by level; instead they have fixed base durations. Change domination control duration base to 4 seconds for stun, sleep, hold, immobilize, terrorize, confuse, untouchable, intangible attribs. Duration of status effects (hold, sleep, etc.) no longer scale by level; instead they have fixed base durations. Change magnitude bonus from +3 to +1.
* for all others: Change control duration base to 2 seconds for stun, sleep, hold, immobilize, terrorize, confuse, untouchable, intangible attributes. Duration of status effects (hold, sleep, etc.) no longer scale by level; instead they have fixed base durations.
* for tankers: Change taunt to a fixed 6 second duration.
* for scrappers and brutes: Change taunt to a fixed 4 second duration.
* for the manipulation pool: Change taunt to a fixed 4 second duration.
* for stalkers: Change placate to a fixed 10 second duration.
* for veats: Change placate to a fixed 4 second duration.
Buff and heal powers
* a heal event now imposes a 25% resistance to further heals on the character, regardless of source. This resistance to heals will last for 15 seconds, and stacks with itself. This means that if you are healed 4 times, no further healing will affect you until the resistance duration ends.
* status protection attributes for all statuses except knockback and knock up changed to status resist. For example, a tanker running unyielding at level 50 has 12.975 points of protection in pve, while in pvp he has 129.75% hold resistance. That will convert an 8 second hold into a 3.48 second hold.
Damage powers
* powers now calculate damage based on their activation time, instead of their recharge.
* lower activation time powers get a slight bonus to damage, due to chaining low damage powers being difficult in pvp.
* longer recharge time powers also get a slight damage bonus, so higher level powers with long recharge times deal extra damage.
* damage has been adjusted for all at's, reducing the damage gap between each at.
Resistance powers
* each at now recieves a bonus resist buff while in pvp, in order to set each at closer in overall survivability. This resist primarily reduces up the gap in hitpoints between lower hitpoint at's and higher hitpoint at's
* epic armors and tough (pool power) now provide resistance to all damage types while in pvp.
* any armor set lacking a type of resist or defense will now provide it while in pvp zones.
Taunt powers (note: These changes are effective in pve as well! They are essentially accross the board buffs which should give greater crowd control ability to those who possess these power.)
* add 75% range debuff to tanker taunt (full aoe)
* add 75% range debuff to scrapper confront (and equivalents.) these remain single target.
* add 75% range debuff to brute taunt/confront powers. The range debuff should have radius outer set to 0 so it only affects the main target.
Classes tables
* increased max resist value for all status effect attribs. This means status resistance effects will have more meaning. This also affects pve.
* increaserange str min value to 25%. This means no player or critter powers range can be decreased to more than 25% of its original range. So, an 80' attack can never be debuffed below 25'. This also effects pve.
So, there you have it. A whole slew of changes for you to chew over, plan around...and test on the training room! We still have a lot of testing and tuning to do. While our initial playtests are showing these changes to be fun, well ultimately look to broader playtests to validate the changes.
Here's hoping you all enjoy it!
Floyd 'castle' grubb -
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umbral talk lot.
granite good so why umbral want make granite bad like other bad tanks?
only wish make rocky and crystaly armor resistance not defenstance then all make better.
anyone touch good and special places on stone tanks in bad way make many angry. not good making stone tanks angry.