Release notes for build 1600.20090930.0 - 10/5/09
And people were already saying that Shield Charge for Tankers was a bit too powerful. (They're wrong IMO.)
My Fire/SD Scrapper will appreciate the fix as well.
Unless the patch is live before the end of the week this coming weekend's Shardtober run of Justin Augustine will be a bit light on merits. Oh well.
Nice batch of fixes regardless.
Dr. Todt's theme.
i make stuff...
After the update, I am unable to log in to the test server.
Edit: Good to go.
Thanks GF!
Back to working on my Arc...
Thanks, GF! That did the trick.
Scrappers * Shield Defense - Shield Charge: Modified this powers damage to have it correctly be multiplied by the Scrapper damage modifier. The end result is a large increase in damage to this power. |
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.
I guess that answers the question of what AT to get as an elec/shield.
However, this introduces a balance issue. AAO is dramatically less useful for brutes than scrappers. Before, brutes' shield charge advantage was more than enough to make that irrelevant, but now shields are definitely better for non-brutes.
A game is not supposed to be some kind of... place where people enjoy themselves!
However, this introduces a balance issue. AAO is dramatically less useful for brutes than scrappers. Before, brutes' shield charge advantage was more than enough to make that irrelevant, but now shields are definitely better for non-brutes.
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For example, this situation has existed all along for Super Strength with Rage and other sets with Build Up. (Not even mentioning that BU is smaller +damage for Brutes than it is for Scrappers.)
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Brutes also have higher base HP, and thus get more out of true grit. Balance is a good thing.
The only possible issue I can think of now is the damage cap on psuedo-pets being the same and not following the AT's damage cap.
Be well, people of CoH.
Somehow, someway brutes are perfectly ok with this slight balance issue...nothing to see here Castle.
All Brute powesets beneft less from +damage buffs. This doesn't introduce a balance issue. It might be highlighting an existing one.
For example, this situation has existed all along for Super Strength with Rage and other sets with Build Up. (Not even mentioning that BU is smaller +damage for Brutes than it is for Scrappers.) |
A game is not supposed to be some kind of... place where people enjoy themselves!
Scrappers Shield Defense - Shield Charge: Modified this power’s damage to have it correctly be multiplied by the scrapper damage modifier. The end result is a large increase in damage to this power. |
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Biggest Troll on the forums? I'll give you a hint:
While the sound glitch with INV might be fixed, my FX for Invincibility on my INV tanker (female) are still not showing no matter what I set it to (dark, bright, original [usually use orginal]) as has been the case since the patch that brought the sound glitch... I was hoping they were somehow tied together...
Also Unyielding seems to have a weird delay in show the FX about 1 second after the animation finishes, but Invincibility is way more important to me, my character feels... wrong without that glow...
Yay, a bug i reported got fixed!
...good thing I already finished, ah, "testing" it >_>
-STEELE =)
Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
Scrappers
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Also: Geez, that added 130.99 extra damage onto my Scrapper's Shield Charge. Me like.
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Samuel_Tow: Your avatar is... I think I like it
[quote=ChaosExMachina;2302387]
Build up is not much of a concern since every primary gets a similar power, but this is one of the specialties of shields.
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There's nothing magically bad about the damage buff from */Shield on Brutes here. It works like everything else similar across the AT.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Scrappers
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But...Will it now Crit, like its supposed to?
Or would that throw it out of "Balance"?
[*]Controller - Kinetics - Transference effects should now tint properly.[*]Controller - Kinetics - Siphon Power effects should now tint properly.[*]Controller - Kinetics - Fulcrum Shift effects should now tint properly.
YAAAAAY ! I R HAPPY Naow!
Somehow, someway brutes are perfectly ok with this slight balance issue...nothing to see here Castle.
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It's also highly likely that the powerset WAS balanced for Scrappers, with Tankers and Brutes getting more than they were supposed to, but a change in the opposite direction - reducing Brute and Tanker damage BY A LOT would not have gone over well.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I don't see a note for the exemplar influence/infamy bug, did it make it in this patch?
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MA ArcID: 1197
You have enemies? Good. That means you've stood up for something, sometime in your life. Winston Churchill
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Basically, you don't see any increase in infamy/influence when exemplaring. You get exactly the same amount.
Release notes for build 1600.20090930.0
October 5th 2009
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- Shield Defense - Shield Charge: Modified this powers damage to have it correctly be multiplied by the Scrapper damage modifier. The end result is a large increase in damage to this power.
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