And yet another thread


Arcanaville

 

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No, it is PvP only. It should have no effect at all on PvE.

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Well, it would explain the crappy Accuracy we seem to be suffering from lately if there is a bug.

And yes, patch notes on "stealth nerfs" would be a nice thing for you to do. EvilGeko hits that nail on the head.


"I never said thank you." - Lt. Gordon

"And you'll never have to." - the Dark Knight

 

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We've reduced base To Hit from 75% to 50% for PvP purposes. This change was made to give Defense sets more effectiveness. With the ED changes, coupled with the prevalence of +To Hit buffs it was necessary.

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That's a pretty darn big change. I'm not saying I disagree with it, but its hard from a consumer standpoint to understand how something this major misses the patch notes. Patch notes need to be confirmed and released by someone who has the big picture. There's nothing more frustrating than finding a problem and trying to guess if its a bug or an intended change.

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Same with the reduction in status protection. Isn't this the kind of thing that should go to the Testserver first? There are not many Controllers out there in PvP zones that *can't* stack three holds on a Scrapper. Even in PvE it's noticable. I find this kind of 'change', whether accidently forgotten or not, to be despicable. When will you guys *finally* stop nerfing the hell out of all my toons?


 

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so how about those claw fixes, eh?

what kinda cookies do ya like?

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As I said...Claws changes are in early planning stages. Might not be for a while, so...be patient! (Yeah, I know...I always hated hearing that around Christmas as a kid!)

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so your saying we will get changes near christmas? .

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Starting a betting pool on when this becomes a rumor.


Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)

 

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so how about those claw fixes, eh?

what kinda cookies do ya like?

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As I said...Claws changes are in early planning stages. Might not be for a while, so...be patient! (Yeah, I know...I always hated hearing that around Christmas as a kid!)

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so your saying we will get changes near christmas? .

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Starting a betting pool on when this becomes a rumor.

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I'll take yesterday.


- Ping (@iltat, @Pinghole)

Don't take it personally if you think I was mean to you. I'm an ******* to everyone.

It's a penguin thing. Pingu FTW.

 

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Same with the reduction in status protection. Isn't this the kind of thing that should go to the Testserver first? There are not many Controllers out there in PvP zones that *can't* stack three holds on a Scrapper. Even in PvE it's noticable. I find this kind of 'change', whether accidently forgotten or not, to be despicable. When will you guys *finally* stop nerfing the hell out of all my toons?

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Scrappers and tankers being completely immune to mezzing in PVP was probably negating in large part controller purpose. Now, whether they should be able to easily break it is another matter. That it's supposed to be a defense should make it more difficult than against other enemies.


Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)

 

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A combo I like to use is Soaring Dragon, it knocks my oponent in the air, then follow up with a Golden Dragon Fly, but it misses everytime, I have to wait for the target to settle and move directly next to him to land this attack.

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There is a bug with certain Cone powers which cause them to always miss moving targets. We're working on a fix, but have no ETA.

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Are you including Shadow Maul in this fix?, as although it's not a cone power, it does have the ability to effect more than one mob, and is behaving in the exact same way. If the target moves, even slightly, the attack will virtually always miss!


 

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Same with the reduction in status protection. Isn't this the kind of thing that should go to the Testserver first? There are not many Controllers out there in PvP zones that *can't* stack three holds on a Scrapper. Even in PvE it's noticable. I find this kind of 'change', whether accidently forgotten or not, to be despicable. When will you guys *finally* stop nerfing the hell out of all my toons?

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Scrappers and tankers being completely immune to mezzing in PVP was probably negating in large part controller purpose. Now, whether they should be able to easily break it is another matter. That it's supposed to be a defense should make it more difficult than against other enemies.

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The balance of power issue that I think is a concern is that controller mez is generally ranged, and its being used to break the mez protection of scrappers, tanks, stalkers, and brutes that are primarily melee-oriented. If mez protection can be broken with just three holds, then any controller with three ranged holds can mez a melee toon in the opening volley before the melee can even get into range to counterattack.


Suggestion: at the same time you are lowering the mez protection (magnitude) of melee based mez protection powers, how about giving all melee inherent mez *resistance* so that mez wears off faster - so that at least if a controller only needs three holds to break mez protection, the controller has to land them fast(er), or have them significantly slotted for duration (since the inherent mez resistance will stack with the active mez resistance) and even if mezzed, melee will at least shake it off faster (since the inherent mez resistance won't be vulnerable to detoggle).

Melee shouldn't be 100% immune to mez, but they should have meaningful mez defense relative to non-melee, and mez resistance might be the best way to balance that.


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Melee shouldn't be 100% immune to mez, but they should have meaningful mez defense relative to non-melee, and mez resistance might be the best way to balance that.

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This is more to my liking. Don't get me wrong here, Kali, I agree with you when you say that Scrappers/Tanks/Brutes and Stalkers should be completely immune. Obviously, Controllers need to be able to play out their strenghts too -- aside from the fact that Controllers hardly needed this kind of 'boost' that is -- they are strong enough in PvP as is.

What bothers me about this mostly, is that it is -- once again -- PvE too. I stopped doing PvP some time ago anyway, so I hardly care about the PvP changes (for myself). Perhaps it was a needed change, perhaps not. All I am seeing is that I get 'balanced' once more.


 

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There is a bug with certain Cone powers which cause them to always miss moving targets. We're working on a fix, but have no ETA.

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OK ... WHY oh WHY isn't this listed on The Known Issue page ?
(along with the MANY other known issues that can only be found by scouring the forums)


 

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There is a bug with certain Cone powers which cause them to always miss moving targets. We're working on a fix, but have no ETA.

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OK ... WHY oh WHY isn't this listed on The Known Issue page ?
(along with the MANY other known issues that can only be found by scouring the forums)

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There's a known issues page? Funny... I've never actually seen that before. Amazing how there are 3 things there, yet I've seen at least half a dozen things in the last week that have been mentioned by devs as being bugs.

I think this all goes back to the missing patch notes problem. The devs are obviously having a hard time getting lists of all the small things that are changed with each patch, let alone a list of all the things that are currently known to be broken. I'm sure this isn't trivial, as they sound as if they are working with a pipeline of builds that is at least 4 long (1 on live, 1 on test servers, 1 on internal QA and 1 in development). On the one hand, I sympathize with them. Keeping track of fixes to things in software is definitely non-trivial. On the other hand, it would make us players very happy to get a nice list of everything that is changed with each patch, as well as a page that lists all of the known issues.


 

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I'm looking into the Mind Control issue. The high accuracy of certain Controller powers is intended and unlikely to change.

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Just wanted to say, although all Controller single-target holds are innately accurate, this is a special case with the specfic powers listed. I did some testing on this and both Blind and Mesmerize, without any accuracy slotted, were hitting as if the target had no defense (with slotted toggles, passives, and Elude). I then tested again using Fire's Char (heavily slotted for acc with slotted Tactics going), Earth's Fossilize, and Ice's Block of Ice, and all of those were solidly floored by slotted Elude. I'm pretty sure this isn't just because Blind and Mes are Psi-based either, since Mental Blast was floored as well.

Have not personally tested how these powers do against other high-defense targets, such as PFF. Thanks for looking into this.


 

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So... placate can be overcome by a quick jab at the right moment. Is this the idea? Whether it's in PvP or PvE? If I'm fighting a foe, and I go to placate him/her, if the foe starts an attack after my placate animation starts but before my placate animation ends, I'm screwed? Do I not have any protection from this?

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yeah, this seems a little dodgy.

the equivalent in CoH would be Tanks taunt not working if the mobs were already hitting their teammates.


 

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oh and Castle, Please stop posting so i can update the current issues thread! (what a problem to be having)


 

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Are you including Shadow Maul in this fix?, as although it's not a cone power, it does have the ability to effect more than one mob, and is behaving in the exact same way. If the target moves, even slightly, the attack will virtually always miss!

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Shadow Maul is in fact a cone power.


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Are you including Shadow Maul in this fix?, as although it's not a cone power, it does have the ability to effect more than one mob, and is behaving in the exact same way. If the target moves, even slightly, the attack will virtually always miss!

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Shadow Maul is in fact a cone power.

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i wasnt even aware shadow maul was a stalker power.
*;Glares at the Scrappers*

Step away from the Stalker AT Rep, this is one AT you do not want a war with


 

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Well even really smart use of placate can't dodge an attack that I don't see coming but I can work around that. Thanks for the reply.

And especially a HUGE thank you for this [ QUOTE ]
We've reduced base To Hit from 75% to 50% for PvP purposes. This change was made to give Defense sets more effectiveness. With the ED changes, coupled with the prevalence of +To Hit buffs it was necessary.

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As a long time player of defensive sets this is the change I was waiting for!


 

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Are you including Shadow Maul in this fix?, as although it's not a cone power, it does have the ability to effect more than one mob, and is behaving in the exact same way. If the target moves, even slightly, the attack will virtually always miss!

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Shadow Maul is in fact a cone power.

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i wasnt even aware shadow maul was a stalker power.
*;Glares at the Scrappers*

Step away from the Stalker AT Rep, this is one AT you do not want a war with

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Since scrappers dont have an AT rep (and alot of scrappers play stalkers) we have adopted Castle, the coolest of the reps.

Now if we could just lure him into our forum...


 

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Are you including Shadow Maul in this fix?, as although it's not a cone power, it does have the ability to effect more than one mob, and is behaving in the exact same way. If the target moves, even slightly, the attack will virtually always miss!

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Shadow Maul is in fact a cone power.

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i wasnt even aware shadow maul was a stalker power.
*;Glares at the Scrappers*

Step away from the Stalker AT Rep, this is one AT you do not want a war with

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Well, the guy was getting all paranoid about one power of all the powers in this category (all cones - ranged and melee - are affected) getting excluded from the fix. I figured setting his mind at ease before we got a riot was a good plan.


Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)

 

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Don't get me wrong here, Kali, I agree with you when you say that Scrappers/Tanks/Brutes and Stalkers should be completely immune.

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*Ahem*

I see a typo in my own post, but can't edit it anymore. So I quoted myself as some sort of fix. It should say:

"Don't get me wrong here, Kali, I agree with you when you say that Scrappers/Tanks/Brutes and Stalkers should NOT be completely immune."

Just wanted to see that fixed. It looks so different now


 

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Thanks for the responses on these issues.

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Scrapper Mez protection abilities were reduced somewhat by intent. I was not involved in the change, so I don't know the specific reasons behind it, so I won't comment further at this time.

No Patch note is an oversight, nothing more. Just a quick note on how this works on the powers team, specifically: Each day, we make anywhere from a dozen to hundreds of changes to the Powers data, whether it is adding new creature and object powers, adjusting things in player powers, fixing bugs (it is amazing how many grammatical errors slip by!) When we put all of the changes into source control, we add comments on each and every change we made. That's the theory. In practice, sometimes we'll be in the midst of a series of things and get interrupted, causing us to forget to write down that particular change.

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This seems like a very reasonible and understandable explanation for missed patch notes on bug fixes and text changes. I hope something like reducing mez protection would be planned, discussed, and tested enough that it wouldn't slip anyone's mind.

s.


 

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so how about those claw fixes, eh?

what kinda cookies do ya like?

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As I said...Claws changes are in early planning stages. Might not be for a while, so...be patient! (Yeah, I know...I always hated hearing that around Christmas as a kid!)

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Claw changes? What Claw changes? Claws are perfect as is (I don't care what you all think, I love them as is). Please no more changing - I don't think I can take anymore.

<curls up in a ball>


 

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A combo I like to use is Soaring Dragon, it knocks my oponent in the air, then follow up with a Golden Dragon Fly, but it misses everytime, I have to wait for the target to settle and move directly next to him to land this attack.

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There is a bug with certain Cone powers which cause them to always miss moving targets. We're working on a fix, but have no ETA.

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Thanks much for the heads up I and Im sure many others look forward to seeing this change go in to play

Keep up the great work Castle!


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Posted

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We've reduced base To Hit from 75% to 50% for PvP purposes. This change was made to give Defense sets more effectiveness. With the ED changes, coupled with the prevalence of +To Hit buffs it was necessary.

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I think it's nice that you're trying to help defense sets, but, I also think this is a bit overkill. I now have a totally binary relationship with Scrappers in PvP. I can hit resist sets with my Controller and I miss constantly against defense sets. I also miss constantly against defense sets in other ATs. This is despite having 3 slotted tactics PLUS 2 Acc SOs PLUS Insights. That, to me, does not seem balanced in the slightest. It means I literally cannot defend myself against defense-based foes since all I do is perma-whiff on them. I realise they need their defense to work, but, I find its simply working too well.


 

Posted

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We've reduced base To Hit from 75% to 50% for PvP purposes. This change was made to give Defense sets more effectiveness. With the ED changes, coupled with the prevalence of +To Hit buffs it was necessary.

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I think it's nice that you're trying to help defense sets, but, I also think this is a bit overkill. I now have a totally binary relationship with Scrappers in PvP. I can hit resist sets with my Controller and I miss constantly against defense sets. I also miss constantly against defense sets in other ATs. This is despite having 3 slotted tactics PLUS 2 Acc SOs PLUS Insights. That, to me, does not seem balanced in the slightest. It means I literally cannot defend myself against defense-based foes since all I do is perma-whiff on them. I realise they need their defense to work, but, I find its simply working too well.

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Defense sets are balanced against even level minions: i.e. villains with base 50% tohit. Reducing players to a similar level makes sense given that: I've been basically asking for precisely that change for quite a while.

Whenever someone suggests that defense is "working too well" my standard question is, and no vague answers please: just how much can they be allowed to make you miss before its working "too good?"

I ask because I'm generally amazed at the typical responses, when I get a response at all: in the past, people have generally suggested that missing much more than half the time was intolerable: certainly missing 3 times in 4 was horribly broken. Except thats a level of mitigation far under what all other scrapper sets can achieve.

Super reflexes can only get about 28% defense maximum, without resorting to elude or inspirations. If you are permanently missing against SR, its either because they popped lucks (in which case that's working as intended - anyone can do that to you), or they are running under elude (in which case that too is working as intended, if elude wasn't making you miss pretty much constantly without heavy tohit buffing, it would be totally worthless).

Most people, if they miss three in a row and then are killed by an SR scrapper, conclude defense is overpowered. Its not: that's defense working correctly. When my blaster gets held, cannot fight back, and is killed by a controller, the conclusion is not that holds are too powerful, and need to be taken away. Or is it?


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

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so how about those claw fixes, eh?

what kinda cookies do ya like?

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As I said...Claws changes are in early planning stages. Might not be for a while, so...be patient! (Yeah, I know...I always hated hearing that around Christmas as a kid!)

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Claw changes? What Claw changes? Claws are perfect as is (I don't care what you all think, I love them as is). Please no more changing - I don't think I can take anymore.

<curls up in a ball>

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he might fix swipe and slash. hush up!


Level 50 is a journey, not a destination.

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