Few other QoL things...


8_Ball

 

Posted

One of these is a QoL change that's been a looooong time in coming, and predates any PvP.

I think you're missing something.

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Does this include tornado and lightning storm?

Like others have said, a list would be great.

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I can't wait for the patch notes.


 

Posted

I must be becuase the only thing that allows certain blasters to survive is bapping.

How am I supposed to fight a tank who has 10x the HP as me along with a way to negate damage and heal it back (DP) if I cant drop toggles now?


 

Posted

...5 generous changes and 2 posts in a row from Geko...
THE APOCALYPSE IS HERE


For clarity: When people think Target-based power, they should just think "MbAoE" and "PbAoE"... Transfusions, Burn patches... But Geko confuses the issue by listing Ingnite which is a targeted burn-patch. But he says there's a difference between targeted powers and summoned entities. Trip mines for example aren't affected so it would stand to reason that they are considered "unbuffable pets" or stand-alone Entities because they run an AI script once they're created.... same for Lightning Storm, Voltaic, and Tornado even though you can't target these entities in your reticicle...

But these "pets" should already be benefitting from the "buffs" that you pass to then directly through their Slotting(If they aren't, /BUG IT!). And so should the Targeted powers. The difference is, the Targeted Powers should also recieve the Buffs that their Creator had on at the time they were created. And the reason these are Not passed to the unbuffable pets is that those Ai-driven Entities typically out-live the duration of their owner's Buildup/Aim and most +DMG buffs and it could be situationally over-powered.

But this change to Targeted Powers also coincides with their plans to remove all auto-hitting powers which damage...which they said is to help DEF sets but conveniently enough also closes a number of PL loopholes...


 

Posted

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We're tweaking with toggle dropping...mostly decreasing its overall effect.


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I'm assuming there's more to the toggle drop change than just complete removal. TDs were put in for valid reasons(even though they're an unfun, hack mechanic).

Really, if toggle dropping is completely removed, I think all those PvP FotM Assault Rifle/Fire blasters will just have to make the best of no longer being insanely overpowered in PvP, and 3-shotting every archetype in Siren's Call.


 

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Can one of you please tell me why we are all over States jock about this?

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Maybe because of how enhanced it apears in all of the marketing videos?

Just a thought.


 

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Actually you just made me more confused...??

You say it affects targeted based powers but not summoned entities. But then you say it affects Burn????

Since when did Burn become a targeted based power?

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It always has been. It's just that the target was always at your feet.

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The same can be said for Trip Mine, but geko listed it as one of those not receiving this buff.

My understanding of targeted locational power: You activate the power, a target appears and allows you to decide where to place the power. That includes all the rain-type powers, Caltrops, Oil Slick, etc.

Interestingly, Tar Patch belongs in this category too. Imagine firing PB (actually PBU) then laying a patch.


 

Posted

What I'm wondering about, is if Knockdown "duration" increases with PB and can stack from the same Source? We know that PowerBoost increases the duration of Status effects, but what does it to do Knockdowns? It's stands to reason that it increase the Distance of Knockbacks and Knock-Ups... but does it also increase their Duration?

Example: Some mobs... especially large mechanical bosses like Clock Barons and Nem WarHulks will resist the first 1 or 2 Knockbacks from my Repel Aura while some Brutes in PvP can resist the KB forever. ...This leads me to believe that the Duration of a knockback from some sources Stacks but the duration is so short that you can only get up to a total-magnitiude of Mag-6 or Mag-8. For instance I teamed with a fellow Kin who also ran Repel and if both of us ran it against an AV or GiantMonster, we'd overcome their KB protection every 4 or 5 seconds and make them flop around which was a Pseudo-Hold and actually helped us defeat Lusca with only 6 of us there and only 1 death.

So where this questioning brings me too... IS: Could you increase the Duration thus Magnitidude of the Knockdowns that your Freezing Rain, Ice Slick, or Earthquake do, thus increase the Frequency that it knocks down all sorts of Mobs... maybe even Bosses, AV's and Giant monsters?? And what the hell does slotting a KnockDown power with KB enhancers provide exactly if the only thing they do is increase Distance(According to I6 patchnotes)??


 

Posted

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build up and fortitude to your trip mine or fire imps). This change will, however, fix other powers that may seem unrelated, but were coded in similar ways. This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).

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does that mean that in pvp it'll take the full damage and not just base damage for the -dmg part of the debuff?


 

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Rain or Arrows just got a whole lot better".

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I hate "Rain or Arrows"

I always get rain...


 

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Rain or Arrows just got a whole lot better".

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I hate "Rain or Arrows"

I always get rain...

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Dude, where I live its rained for 29 straight days.


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Posted

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Rain or Arrows just got a whole lot better".

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I hate "Rain or Arrows"

I always get rain...

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Dude, where I live its rained for 29 straight days.

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Could be worse. You could've been getting 29 straight days of arrows.


 

Posted

Oh god if thats the case please limit that to pvp. I do not want to have to slot freezing rain for accuracy :/....., if that is the case though and its gonna take away the autohit feature make it pvp only the way smoke needs a to hit check in pvp but not pve.


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Posted

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Oh god if thats the case please limit that to pvp. I do not want to have to slot freezing rain for accuracy :/....., if that is the case though and its gonna take away the autohit feature make it pvp only the way smoke needs a to hit check in pvp but not pve.

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You can TP out of the AOE, stopping the damage. You can't do that to fireball.


Still here, even after all this time!


 

Posted

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Rain or Arrows just got a whole lot better".

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I hate "Rain or Arrows"

I always get rain...

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Dude, where I live its rained for 29 straight days.

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Could be worse. You could've been getting 29 straight days of arrows.

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Then he could have fought in the shade.


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Posted

ok wow, so now you can hit aim+buildup/drop out of the sky filling your defiance when you hit the ground AoE a spawn/group of players while popping green inspirations and watch as your exp bar fills...

sweet!


 

Posted

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does that mean that in pvp it'll take the full damage and not just base damage for the -dmg part of the debuff?

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No change was made to PvP.

In regards to what is affected and what isn't, from the looks of it all your powers are going to be buffed in I7. Right now, if you take a red inspire, all your blasts and punches get the damage buff. However, if you call a rain of fire or throw out some caltrops, those are currently treated as pets by the game and they get no benifit from your red inspire. That's a nasty 'gotchya' as most players don't realize those things are pseudo-pets and are treated differently. I7 will make pseudo-pets get buffed just like other powers - you'll no longer have to worry about this whole pseudo-pet thing.

REAL pets will not get the benifit. I'm guessing that a real pet is a pet that you can actually click on and select. (Does that happen with traps?) No benefit for controller/dominator pets, dark servants, warshade pets, or MM henchmen. I forget whether Voltaic Sentinal can be targetted but Tornado can not so it will likely get the buffs.

Ah well, we'll find out when I7 hits.


 

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ok wow, so now you can hit aim+buildup/drop out of the sky filling your defiance when you hit the ground AoE a spawn/group of players while popping green inspirations and watch as your exp bar fills...


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You can already do that. Unless your AoE is Rain of Somethingorothers? In that case, the rain will get the boost but, given how little damage it does, your xp bar will most likely be filling with the debt bar.


 

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We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

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Let me help clarify this. Currently, due to limitation, target based powers, such as Rain of Fire, Blizzard or Rain or Arrows, cannot be buffed. So if you cast Build Up and then cast Blizzard, it would not do any more damage. This change will now allow such powers to be affected by buffs just like any other powers.

This change affects targeted based powers, but not targeted summoned entities or built devices or traps (you cannot pass build up and fortitude to your trip mine or fire imps). This change will, however, fix other powers that may seem unrelated, but were coded in similar ways. This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).

If you are confused, that’s ok. Lets just say "Rain of Fire, Ice Storm, Blizzard, Burn, Ignite and Rain or Arrows just got a whole lot better".

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How about voltaic sentinel? Sparky could use the love.


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We're tweaking with toggle dropping...mostly decreasing its overall effect.


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"Decreasing its overall effect" does not sound to me like "will happen much less often." It sounds like toggle dropping might get mechanically changed somewhat, perhaps to adding a way to debuff the strength of toggles or temporarily suppressing them, instead of dropping them altogether, which would probably be a lot more fair and fun in PvP overall.

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That's what I'm afraid of actually.

Now that the Defense sets have been lowered, twice, toggle dropping outside of status effects isn't even needed, nor should it be there. After all, PvP isn't supposed to be balanced for solo play, but group play.

I have no problem with controls being able to stack to achieve enough power to drop my anti-control toggle. I have no problem with stuns and holds dropping all my toggles when they land.

Blasters, however, shouldn't be able to punch me and remove my toggles at all!! Being a resist set makes this even more painful as I was never that difficult to hit to begin with.


 

Posted

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Why not use surpression here:

Brawl: 50% chance surpressing 1 toggle for 10s
Assassin Strike: 100% chance 1 toggle for 15s, 75% chance 1 toggle for 15s, 50% chance 1 toggle for 15s

Just some example numbers, they would have to be tweaked of course.

Basically, the toggles are surpressed, and don't give their benefit, but are not toggled off. Once the surpression timer, which is based on the power used to detoggle runs out, the toggle starts working again.

Addtionally, for PvP you could introduce +Surpression Enhancements, they would not increase the chance of a power detoggling, but the time the toggles are supressed. This would offer new possibilites for PvP slotting.



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This would actually make it pointless to ever turn your toggles on. They'd be perma-suppressed anyway. Those AT's with Defensive power sets are balanced around their toggles. The ability to easily remove those toggles is imbalancing in the extreme.


 

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Well, I, for one, am certainly glad to see Blasters get their come-uppance in PvP. After all, we all know they're running around, one-shotting everyone with Brawl and Sprint.

I bet with maximum Defiance and Build-Up and Aim, they could one-shot a tank!

This is a nerf, folks.

It disheartens me to see those of you who play primarily meleers actually celebrating that another AT is getting nerfed.

There's an AT that definitely needs... let's call it "balancing"... in PvP, and it ain't Blasters.

This just makes it that much harder for Blasters to deal with that AT in PvP.

Kudos to you, Jack. Seriously. You've helped clarify some things for me today.

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Nice attempt at sidelining. No one is worried about blasters with brawl. But a blaster with an Energy Secondary outmelees Brutes regularly. What's more, toggle dropping was put in place as a result of the insanely high defenses specific Defense sets allowed for. That level of Defense is no longer possible, therefore toggle dropping is no longer needed. It's not a nerf, it's a step towards fixing something that is broken.


 

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I hate when people respond to stuff like this with their own limited agenda. That's why I'll keep this short...

Toggle-dropping is one of the only useful things a Dominator brings to the table in PVP. This is from experience (I have a 40 Dom and PVP a lot). Holds don't do anything thanks to the Break Free candy stores in every PVP zone, and Dom damage is the lowest in either game. On a small team or in a massive villain-vs-hero battle, the best way I can help my team is to plug away at Scrappers and Tankers with my Dominator toggle-dropper melee powers. Without these working reliably (and they only drop 1 toggle per hit), I would really be dead weight. Please keep that in mind when you're reducing toggle-dropper powers. Thanks.

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Yet, the second that hold lands it drops every single toggle, does it not? So, it's not useless at all (assuming I'm correct), it's simply that you have to build up your Domination bar first to get it to land by yourself.

Melee toggle dropping doesn't need reduced, it needs removed. No melee AT can take away your abilities without defeating you. Yet, those with melee toggle droppers do that to the melee AT's, which turns them into blasters with hit points. Tankers get it worst than anyone else, they have very litttle damage.


 

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If you are confused, that’s ok. Lets just say "Rain of Fire, Ice Storm, Blizzard, Burn, Ignite and Rain or Arrows just got a whole lot better".

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I have little to say other than "Woo Hoo!". Seriously, I was wondering why (on some of those powers.) Looking at the list, it seems I seem to design characters which repeatably hit powers that had this problem. Sigh.


 

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Melee toggle dropping doesn't need reduced, it needs removed. No melee AT can take away your abilities without defeating you.

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Unless of course we get held or stunned in one blow, then we're relatively helpless while we stand there and get pounded, and since we dont even have "hit points" to back us up, we die.

I play a Tanker, a Brute, and a Blapper. If you seriously think that melee ATs are helpless against toggle dropping, why dont you actually try fighting back instead of just standing there waiting to die?