Consume


 

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Can we fix Consume now that we're normalizing timers?

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There will be NO CHANGES to Consume at this time. Why? There are some essential datapoints I need to confirm which I have not had the opportunity to do yet. I *should* get my hands on the raw data after the Invention system hits.


 

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Something tells me you've been getting way too many PMs on this


 

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Something tells me you've been getting way too many PMs on this

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That, and I'm getting cranky in my dottage. :P


 

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That, and I'm getting cranky in my dottage. :P

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throw more dots!


 

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Eh? What's wrong with consume?


 

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Eh? What's wrong with consume?

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Perhaps it recharges a bit slowly? Castle probably hasnt got round to it because I've been hammering them with my Imps + Oil Slick requests.

Lewis


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Eh? What's wrong with consume?

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Powersink beat it up, ate its food, and slept with its girlfriend.


 

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Eh? What's wrong with consume?

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Perhaps it recharges a bit slowly? Castle probably hasnt got round to it because I've been hammering them with my Imps + Oil Slick requests.

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Between the different versions of consume or to compared to simular powers?


 

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Eh? What's wrong with consume?

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Long recharge (compared to similar powers in comparable sets), not auto-hit(like other PBAoE end drainers, due to the damage component IIRC), higher level enemies = less end drained. The last one is the most frustrating part for me.


 

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TY for the post. To me this leads me to be optimistic that once indeed you do get the data points, there is a possibility we can expect to hear some good news.


 

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higher level enemies = less end drained. The last one is the most frustrating part for me.

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I believe that's true for all endurance drains.


 

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higher level enemies = less end drained. The last one is the most frustrating part for me.

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I believe that's true for all endurance drains.

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Maybe. I've only ever noticed such a significant difference on my fire tank and brute. My Ice tank and electric brute don't seem to draw noticably less end from higher con enemies, but I haven't done any rigorous testing.


 

Posted

Consume is just underpowered. the damage is weaksauce and a REALLY poor excuse for its long recharge and tohit check. for a tanker that has no ability to increase its own HPs has to take pool shields to get good resists and has a power that now makes things run away almost twice as fast as before, consume is weak.


 

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Eh? What's wrong with consume?

[/ QUOTE ]If consume gets it recharge lowered, after Inventions , I want DC's to be lowered too!


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Posted

Guh...you don't need to see essential data points to know that fire tanks are always gasping for endurance.

Consume and Dark Consumption have always been overly long on the recharge, and the ONLY lousy reason for it is due to the fact that they deal a measly amount of damage. This also forces them to require an accuracy check, which means you less likely to get endurance recovered compared to other endurnace recovery powers in other sets.

These powers are balanced around the concept the Devs have for them : they do damage period. Players could careless about the 1 or 2 BI of damage they do, because we don't use them for damage , we use them to recover endurance.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Lets not jump all over Castle for performing due diligence. I have no doubt that once he has a chance to look into it he'll see what we've been saying all along - the miniscule damage comes nowhere close to meriting the lengthy recharge time.



Umber's Hall of Heroes & Villains

 

Posted

Honestly, even with Fulcrum Shift at the damage cap, the damage from Consume and Dark Consumption is still crap. It's a little different for DC, because that and Soul Drain is the only two AoE's... so then you might use it for damage. If you are using Consume for damage... then shame on you for wasting a power, whether it is the fire/ tank or /fire blaster. The longer timer actually works backwards that I would guessed between Powersink and Consume. Powersink is autohit, so you can put 3rech/3endmod and get it back faster than the 2acc/2rech/2endmod in Consume. Now, it seems to me that they would balance out if they were on the same time, because Consume does a measley amount of damage, but has the larger radius. And honestly, the radius isn't that big of a deal if 2 guys fill you up like with Powersink.

Also, powersink still gives the same amount back whatever the level of baddies.... The ones with tohit checks give less like Consume and DC, AFAIK.

The powersink/consume difference is one of the main reasons whey my /elec blaster made it to 50, and my /fire only made it to 33...


 

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Eh? What's wrong with consume?

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Perhaps it recharges a bit slowly? Castle probably hasnt got round to it because I've been hammering them with my Imps + Oil Slick requests.

Lewis

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Consume recharges at 180 seconds, compared to the ~60 of Power Sink. It returns only 20 endurance per target rather than Power Sink's 25. Where Power Sink does a respectable amount of endurance drain (the Blaster version drains 35% of a critter's endo), Consume does a very meager AoE damage effect of 0.4 damage scalar.

It's a bit sad that there's no change coming down the line soon, but then again, that means that there might be an Invention that makes Consume valuable.

Thank you _Castle_ for providing this information to the community.


 

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That, and I'm getting cranky in my dottage. :P

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Nit pick: I think that's dotage.


 

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Can we fix Consume now that we're normalizing timers?

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There will be NO CHANGES to Consume at this time. Why? There are some essential datapoints I need to confirm which I have not had the opportunity to do yet. I *should* get my hands on the raw data after the Invention system hits.

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Thanks for the reply. I really don't understand why one endurance drain has to have 3x the recharge of every single other endurance drain that exist in armor sets, but I'm willing to be patient until after Inventions come out.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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higher level enemies = less end drained. The last one is the most frustrating part for me.

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I believe that's true for all endurance drains.

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Maybe. I've only ever noticed such a significant difference on my fire tank and brute. My Ice tank and electric brute don't seem to draw noticably less end from higher con enemies, but I haven't done any rigorous testing.

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I have done the testing and consume scales down against higher level enemies and powersink (and energy drain) do not. This in addition to recharging 3 times as fast and being autohit (which means it can recharge even faster and recover even more cause it has more room for slots, and you can count on it never failing you when you really really need it).

Oh, and powersink drains a ton of end from the opponent. Consume does a wee bit of damage and costs virtually nothing iirc.

Only thing I can figure is that they think that /fire is good enough that consume doesn't need to be powersink's equal. I mean, there are sets with no end recovery (invul, dark, stone, and more).


 

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That, and I'm getting cranky in my dottage. :P

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Nit pick: I think that's dotage.

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Unless he's refering to each PM doing dot.


 

Posted

After you get the data, I have one of 2 suggestions for fixes to this power.

Others have requested, change this to mirror powersink, at least a bit closer. The damage dealth is an extemely minor, even with damage capped (same goes for Dark Melee's Dark Consumption).

Understandibly, since all powers cannot exist in a vacuum and have to consider all their possible build combinations for balance, Consume (and therefore, Dark Consumption) cannot be make equal to Powersink.

Consider these 2 possibilities, keep the power as is, but add in a pulsing dot-aura that does damage and and drains endurance, siphoning it to the user, for a duration of 60 seconds. This will give the upfront end boost, add some damage, and allow for continued end drain for a short time.

Or, reduce the recharge to 90, remove the to-hit check and damage. Change the amount of endurance gained for the first target hit, and a decreased amount for additional targets, the total of which is the same as it is now. Also add a self-buff to end drain resistance for 25 seconds. End mods placed not only increase the endurance gained on a drain, but also increase the end drain resistance (if possible).


 

Posted

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[ QUOTE ]
Can we fix Consume now that we're normalizing timers?

[/ QUOTE ]

There will be NO CHANGES to Consume at this time. Why? There are some essential datapoints I need to confirm which I have not had the opportunity to do yet. I *should* get my hands on the raw data after the Invention system hits.

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So consume is gonna be fixed in the next patch?


 

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That, and I'm getting cranky in my dottage. :P

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Nit pick: I think that's dotage.

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Unless he's refering to each PM doing dot.

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So a barrage of PMs is like a damage over time effect? Interesting.