Castle Talks Powers on w00t Studios Podcast!
Nice find, off to download err listen to it.
Zombie_Man on the US forums helpfully posted a nice summary (for those of us at work who can't listen) of the chat as follows:
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Topic: PvE Power Changes.
Why Kheldian changes?
1. Power disparity v. VEATs.
2. Are VEATs popular? Yes.
3. HEATs are hard (to learn) and will still be hard. But some QoL: e.g., AT inherent buffs will remain on all forms, so, no worrying about those buffs dropping; multi-builds will help in having two different builds that can specialize the forms.
4. Range of the AT inherent buff isn't changing because how intensive the server needs to work to check on buffs.
5. Kheldian damage increase is because VEAT damage was higher and because of data mining.
6. Kheldian tanking? Can cap out Resistance, but no stacking defense and no pool powers for defense... so, not really Tanks.
7. Kheldian inherent new info: 10% resist to recharge slows for every H/VEAT on the team.
8. Other Kheldian details being saved for Hero Con
Power Toggles Not Detoggling Anymore
1. Since I4 Castle had been looking for a coding change to allow an end to Toggle dropping. Unbeknownst to him, Shannon Pozniewski (a cryptic programmer) added it in. Castle only recently found documentation on that, so, now it's in.
2. Bigger effect for squishie ATs that are more easily mezzed.
3. What is suppressed during a mez: Anything that is not a status protection will get suppressed. Exception: Kheldian flight will still fly, but speed is suppressed. Kheldian forms don't drop. Suppressed team buffs are suppressed for teammates.
[Chat on what happens if a Group Flier is mezzed... everyone loses the buff and drops. <laugh, laugh> (But they forget that would happen anyway if a Group Flier is mezzed <shrug>.]
4. Effect on Power Toggle and game play: In internal tests, no more having to pay attention to toggles. But that could lead to not noticing a power that is detoggled for some other reason. It will be a significant change for PvPers.
5. No more powers that detoggle a foe in PvP.
6. Critters will not get the same toggle protection -- the few that have toggles can be detoggled.
Most Negative Feedback? Barrage.
1. Because it effects low level tankers who don't have an attack chain yet.
2. What about Vet Reward powers? Doesn't effect newbies!
3. Why long recharge? To give it more damage to fit in an attack chain (but, again, that hurts low level toons).
4. Castle is still 'looking at it'. He's been reading the forums about it.
Movement (and now Recharge!) Protection for Temperature Protection
1. Did it for kicks, seemed like the right thing to do at the moment.
Invulnerability
1. Perceived weakness (but wasn't that weak).
2. So, removed Defense Debuff.
3. Tried to make each power as good as the others.
Energy Aura
1. The work of one of Castle's minion. Keep a look at it during beta. If too weak, other stuff they can do.
2. Eventually proliferated to Heroes, no timetable.
War Mace
1. Has been under performing. Has been getting buffs over time. Looking to see if the current change went too far.
2. Clobber changed from stun-only power to partial damage power.
3. If the updated War Mace overperforms, Castle thinks it'll more likely be because of Crowd Control's max number of targets, and not because of the change to Clobber.
Midnight Grasp
1. DOT was too long. Most critters die before it's finished. So, more damage (2.2 damage scale) upfront, and shorter DOT (.6 damage scale),
Patron Pools and APP
1. They all got looked at by Posi, Castle, and minion. Datamined which ones were taken and which were ignored. Buffs, nerfs, and power replacements!
2. If powers are replaced, when you log in, you'll have the new power. No grandfathering.
3. About 20% of the A/EPPs were replaced.
4. As one example of the Epic/Patron changes, Castle mentions that Weapon Mastery for Scrappers will now include Focused Accuracy. If his memory is correct.
Mission Architect
1. Repeat the reason why it's delayed: Players wanted customizable bosses. So, Castle sees himself writing AI scripts non-stop.
Toxic Damage
1. Why no Defense? Originally, it was untyped. When it became typed, they added resistance, but forgot to retrofit Defense. And then it became a lack of time issue in order to code it in.
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1. Since I4 Castle had been looking for a coding change to allow an end to Toggle dropping. Unbeknownst to him, Shannon Pozniewski (a cryptic programmer) added it in. Castle only recently found documentation on that, so, now it's in.
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Heehee - hurrah for patchy change management systems!
he miss a bit off or i miss heard the pod cast they seam to be reworking temp protect to include slow resist.
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he miss a bit off or i miss heard the pod cast they seam to be reworking temp protect to include slow resist.
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Um, from the quoted article:
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Movement (and now Recharge!) Protection for Temperature Protection
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Nice summery. Although, that they finaly discovered programmed things from cryptic devs might give a peek what they got in mind on their new MMO. Interesting.
Overall nice stuff, barrage i not sure about but combined with the rech resist (yeey another power to pick in my already way too tight build), it might be ok.
Kheldian i like most, since i still want to hit 50 with one (HEAT i dont like). I see khelds as backup-tank, they got footstomp (great migation) and self heal.
But, i rather would have seen the continuing of weapon-redraw, power synergy and QoL features. Mace balancing is nice, but there is more then just mace (only 2 AT use this?)
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4. As one example of the Epic/Patron changes, Castle mentions that Weapon Mastery for Scrappers will now include Focused Accuracy. If his memory is correct.
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I wonder what power in that pool that got axed then. Was kind of planning to take that to round out my ninja concepts (with caltrops, shurikens etc). Seems a bit odd to have the same power in two pools (Focused Accuracy is already in Body Mastery for scrappers) unless they changed the other one too.
there has been some suggestion on the US forums that caltops will be removed, to pave the way to proliferate Ninjitsu to scrappers.Thi has lead to much histeria.
Personally, I think this is unlikely, as Castle says it is the least taken powers that will be removed, and I think Caltrops is the most taken power in that pool (Shiruken the least).
As for the thinking behind it, currently Body Mastery has 2 powers that are much better than anything else avaialble: Conserve Power and FA. As a result, probably about 80% of scrappers feel they have to take Body Mastery. Ether splitting those two powers between different pools, or dupicating them, would lead to more players choosing different pools.
I really should do something about this signature.
FA in weapons mastery! That sounds great. I expect one of the shurikens is getting dropped.
Respec for my scrapper!
I am really happy about i13 now. I have always hoped that the devs would spend more time on current game mechanics and current content than adding more new stuff.
All of the current power changes imo are an excellent improvement and even the kheld changes which I feel still leaves them a little confused are still a great step in the right direction.
The toggle dropping change is just excellent on every level and is a huge QoL improvement for practically everybody.
Revised opinion re i13=win
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there has been some suggestion on the US forums that caltops will be removed, to pave the way to proliferate Ninjitsu to scrappers.Thi has lead to much histeria.
Personally, I think this is unlikely, as Castle says it is the least taken powers that will be removed, and I think Caltrops is the most taken power in that pool (Shiruken the least).
As for the thinking behind it, currently Body Mastery has 2 powers that are much better than anything else avaialble: Conserve Power and FA. As a result, probably about 80% of scrappers feel they have to take Body Mastery. Ether splitting those two powers between different pools, or dupicating them, would lead to more players choosing different pools.
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Aw I liek trops
Still opens up a pool that I would rarely take over body mastery. I hope it is one of the shurikens over trops though. Cant see the need for two shuriken powers myself.
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Seems a bit odd to have the same power in two pools
[/ QUOTE ]You don't play Villains much, do you?
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Seems a bit odd to have the same power in two pools
[/ QUOTE ]You don't play Villains much, do you?
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My highest villain is level 18...
Anyway, I don't quite see what focused accuracy has to do with weapons. Scrappers are a bit short-changed when it comes to APPs as it is (only three of them, while the other ATs have 4-5) and breaking the theme for one of them and duplicate powers isn't going to help the diversity.
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4. As one example of the Epic/Patron changes, Castle mentions that Weapon Mastery for Scrappers will now include Focused Accuracy. If his memory is correct.
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I wonder what power in that pool that got axed then.
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I wonder if it'll get a new animation? Maybe a targeting drone? or if they'll just use the normal animation.
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1. Since I4 Castle had been looking for a coding change to allow an end to Toggle dropping. Unbeknownst to him, Shannon Pozniewski (a cryptic programmer) added it in. Castle only recently found documentation on that, so, now it's in.
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Heehee - hurrah for patchy change management systems!
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I wonder what else has been coded and is just waiting to be discovered?
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Seems a bit odd to have the same power in two pools
[/ QUOTE ]You don't play Villains much, do you?
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I got a 50 villain? But no I play villains less. Still dont see why there should be two almost identical powers in that epic set.
I think the point is all 4 PPPs have all 4 virtually idendical powers.
I really should do something about this signature.
Hmmm I hope they will let us know about pool and epic changes and give a respec beforehand or something, wouldn't like to discover after a patch that my Focused Accuracy is gone because it changed Ancillary Pool and my Gaussian set has disappeared...
The change for Temperature Protection looks really good now with the recharge debuff protection (I understand that's what he meant) no more delays on Healing Flames
No, enhancements and sets won't disapear. If they enhance something which can't be enhanced, it will simply do nothing.
There will be a freespec with the issue to enable you to move or sell your enhancements, but there will be no need to use it before the change.
I really should do something about this signature.
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Anyway, I don't quite see what focused accuracy has to do with weapons. Scrappers are a bit short-changed when it comes to APPs as it is (only three of them, while the other ATs have 4-5) and breaking the theme for one of them and duplicate powers isn't going to help the diversity.
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At least heroes get some diversity, villains are the really short changed ones.
No detoggling in pvp? Sounds dumb.
Oh please let me keep the two AoEs I dont want an AoE and a cone on my brute, or an AoE and something else (unless its powersink but I don't see that happening)
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
mmmmmm... powersink on a brute
*dreams a bit*
Rabbits & Hares:Blue (Mind/Emp Controller)Maroon (Rad/Thermal Corruptor)and one of each AT all at 50
MA Arcs: Apples of Contention - 3184; Zen & Relaxation - 35392; Tears of Leviathan - 121733 | All posts are rated "R" for "R-r-rrrrr, baby!"|Now, and this is very important... do you want a hug? COH Faces @Blue Rabbit
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there has been some suggestion on the US forums that caltops will be removed, to pave the way to proliferate Ninjitsu to scrappers.Thi has lead to much histeria.
Personally, I think this is unlikely, as Castle says it is the least taken powers that will be removed, and I think Caltrops is the most taken power in that pool (Shiruken the least).
As for the thinking behind it, currently Body Mastery has 2 powers that are much better than anything else avaialble: Conserve Power and FA. As a result, probably about 80% of scrappers feel they have to take Body Mastery. Ether splitting those two powers between different pools, or dupicating them, would lead to more players choosing different pools.
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Aw I liek trops
Still opens up a pool that I would rarely take over body mastery. I hope it is one of the shurikens over trops though. Cant see the need for two shuriken powers myself.
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How about letting them keep the spikes, but take them away from the Knives - fair enough?
@Golden Girl
City of Heroes comics and artwork
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1. Since I4 Castle had been looking for a coding change to allow an end to Toggle dropping. Unbeknownst to him, Shannon Pozniewski (a cryptic programmer) added it in. Castle only recently found documentation on that, so, now it's in.
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Heehee - hurrah for patchy change management systems!
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That change is something that really excites me, if I understand it correctly.
Does he mean that if an enemy hits you with a power which currently would drop your toggles, after I13 it won't drop those toggles?
That to me is one of the most irritating things about this game, having to constantly reclick your toggles.
[url=http://vox-doom.deviantart.com]Take A Gander At This.[/url]
Just found this on the US forums...
http://boards.cityofheroes.com/showflat....v=#Post12151323
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Last week Senior Designer Floyd "Castle" Grubb described what's going into testing as part of Issue 13: Power and Responsibility in the article Issue 13 PvE Powers Changes.
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Now, Castle talks on the Jester's Court Podcast about these changes! It's a 41 minute podcast, but if you are interested in these changes, it's well worth the listen!
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[url=http://www.w00tstudios.net/jesters-court/281-episode-110-power-to-the-people.htmlClick here to visit w00t studios and listen to the podcast![/url]
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I figured we should have a discussion thread for it too.
@FloatingFatMan
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