Feedback on Incarnate powers post-Live


Arcanaville

 

Posted

Well the expanded Incarnate system has been Live for over a month now, and we've had plenty of time to see the powers in action and experience them for ourselves. With that experience, here are some trouble spots I've noticed with various powers:

Note: This is my feedback. Feel free to post your own if you feel so inclined.

Lore:

The most problematic slot, I already feedbacked all over Lore in this thread.

Judgement:

First, Ion. Ion is a major outlier in the Judgement slot because it does ridiculous damage against large groups due to a bug. I posited a creative solution to the problem in this thread. I also don't see why every time the lightning jumps it needs to say "ION JUDGEMENT JUMP" in big orange letters. I can see the lightning and hear the jumps, that's enough for me. Other AoEs don't make the secondary targets say, "ALSO AFFECTED BY THE ATTACK" over their heads. Plus, the jumps can't actually fail, but the damage can, so you'll see enemies that have that message over their head that don't get affected, which is really misleading.

Second, Cryonic. People rag on this power because it's a cone, but I've used it and frankly I think it's fine. One thing I like about this pool is the way the powers follow logical upgrade paths. The only weird thing is that Partial Core has a slow effect, but when you upgrade to Final Core that slow effect disappears. I'm not a big fan of upgrades causing you to lose effectiveness in some way, so I'd change Partial Core's special thing to be an increase in range and cone width like Partial Radial has. That would make the upgrade paths follow very logical and easy-to-understand routes, described in this diagram.

Cryonic also has a graphical bug where the gush of frost and ice continues to emanate from where your hand was even after your character has moved his hand back to the neutral position.

Third, Void. Void's varieties have an eclectic upgrade path, and it's hard to see the logic in them. For one, Final Radial's upgrade over the rare versions is just an increase in the target cap. Having that many targets (32 to be precise) in one place is pretty rare, making it only marginally useful and leaving you with little reason to upgrade to Very Rare if you decide to go Radial. Also, Partial Core and Partial Radial have knockback effects that aren't present in the Final versions. Like I said, I'm not a fan of losing effects when you upgrade, and high-mag knockback in a huge AoE is unlikely to be appreciated by many players beyond simple novelty. I would remove the knockback entirely and just have the Void pool follow the same logical upgrade path as described in the diagram above. That would mean adding a control effect, of course.

What control effect? I see two possibilites: either Confuse, which could be fine since Void can't be used at range like other Judgements, or something new I'll call Sleep over Time. Sleep over Time would be like Static Field; a sleep effect would constantly be reapplied to a target over a period of time, so even if awakened the target could fall asleep again. Unlike Static Field though, the targets couldn't avoid the effect by leaving or being knocked out of an area. Hold is already in use by two of the Judgements, so this would help Void be unique. The downside of Sleep over Time is that apparently the acronym would be a bad word?

Lastly, Pyronic. The only real weirdness is that Partial Core is not much of an upgrade over regular Core. Total Core has the advantage of having the potential to do much more damage if all the ticks happen, but there doesn't seem to be any reason to pick Partial Core. The ticks do more damage than Core, but not as much more as Total Core gets. I'd fix this by giving it the increased range upgrade.

Destiny:

Ageless and Clarion are both great. The only thing is that you can use Ageless with 0 end and Clarion while mezzed, which are awesome features that really should be mentioned in the descriptions!

Even with the rez effects, Radial Barrier is rather unpopular. One change I definitely think should happen is rezzed targets should also get the Barrier defense buffs, even if it's only the basic, first-level Barrier Invocation and not the longer-lasting versions. Another thing that would help would be to double the max number of rezzes that can happen with each version, though that would probably mean the healing and end recovery would have to be reduced. That'd be fine with me, as long as the players can fight again.

Finally, and this is kind of a pipe dream, but since we can use the mez-protection Destiny when mezzed and the endurance Destiny while endurance-less, could we possibly use the Barriers with rezzes to self rez? Effectively using one of the powers' finite rezzes-per-cast on ourselves. If it did this I'd still expect it to buff people around us, even if we only got the weak version because it rezzed us, like I said before.

Lastly, Rebirth. Radial Rebirth is great, no help needed there. Core Rebirth, though, is a stinker. The HP buffs are too small to help much, and +HP in general is only really useful to ATs with high HP caps. A number of ways to improve the branch have been put forth:

  • Just increase the HP buff. This is kind of boring, but it'd work. Personally I'm not a fan of it, but that's because I came up with:
  • Add -Resistance to healing. That would make any further healing to the target from other sources heal for more. This would stay in the healing theme, and make Core Rebirth more unique.
  • Make the power double as a self-rez. Basically you'd be able to use the power while alive or dead. Ideally it would still buff your teammates even if used to rez. Might not be technically possible, I don't know. Obviously if this were done then Radial Barrier should probably not get the same treatment so they don't step on each other's toes.

Interface:

Interface seems pretty good all around, but I have a hard time seeing the value of the non-Reactive varieties with such low stacking caps. That might just be me.

They need to be customizable, though. I don't know why they all have to be orangey-yellow, and an option for no effects would be much appreciated, too.


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Posted

Quote:
Originally Posted by Vanden View Post

First, Ion. Ion is a major outlier in the Judgement slot because it does ridiculous damage against large groups due to a bug. I posited a creative solution to the problem in this thread. I also don't see why every time the lightning jumps it needs to say "ION JUDGEMENT JUMP" in big orange letters. I can see the lightning and hear the jumps, that's enough for me. Other AoEs don't make the secondary targets say, "ALSO AFFECTED BY THE ATTACK" over their heads.
Most AOEs don't jump. There's the chain from Electric Melee (which also gives the same feedback, just jumps less,) and Jolting Chain - which, while it doesn't put up an announcement, does have a fairly obvious knockdown in place.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Most AOEs don't jump. There's the chain from Electric Melee (which also gives the same feedback, just jumps less,) and Jolting Chain - which, while it doesn't put up an announcement, does have a fairly obvious knockdown in place.
What difference does it make? They all affect enemies near your target that you didn't have the reticle on. And I don't like it on Chain Induction either.


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Posted

I thought Ion Judgement's bug was fixed. No?


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

 

Posted

Quote:
Originally Posted by Vanden View Post
Judgement:

First, Ion. Ion is a major outlier in the Judgement slot because it does ridiculous damage against large groups due to a bug. I posited a creative solution to the problem in this thread. I also don't see why every time the lightning jumps it needs to say "ION JUDGEMENT JUMP" in big orange letters. I can see the lightning and hear the jumps, that's enough for me. Other AoEs don't make the secondary targets say, "ALSO AFFECTED BY THE ATTACK" over their heads. Plus, the jumps can't actually fail, but the damage can, so you'll see enemies that have that message over their head that don't get affected, which is really misleading.
I believe the damage buff bug was fixed. The jumps *can* fail: specifically when someone launches Ion at the same spawn as you within the same second or so. If a target is flagged for an Ion jump, no other Ion powers can jump to that target until the flag expires. This prevents Ion from jumping to the same target over and over again, but it also locks out everyone else's Ion jumps from landing on that target also.

If you use Ion slightly after someone else, their jumps will probably propagate out to all the targets in range, and yours will be suppressed. The lack of *orange* jump messages tells you your jumps failed: the grey jump messages are someone else's.


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Posted

That was a different bug, where the damage from jumps was enhanceable. I'm talking about the bug where targets can be hit by multiple jumps for double or more damage.


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Posted

Quote:
Originally Posted by Vanden View Post
That was a different bug, where the damage from jumps was enhanceable. I'm talking about a different bug, where targets can be hit by multiple jumps for double or more damage.
That was happening in beta, but it was mostly fixed. I have heard reports that it can sometimes happen under extreme lag or activity situations infrequently, but I haven't heard of a case where this was happening regularly recently. I haven't seen it myself in normal testing.


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Posted

I see it all the time, on any mob that's big enough to still have targets unhit after the first wave of jumps.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Quote:
Originally Posted by Vanden View Post
Interface:

Interface seems pretty good all around, but I have a hard time seeing the value of the non-Reactive varieties with such low stacking caps. That might just be me.

.
I took Diamagnetic on my Tanker. Being able to stackup to -20 to Hit Debuff is pretty impressive. Being a Electric Tanker, I didn't have prefect Def like Inv or Granite tankers. So being able to effectively buff up my Def that was weak in a few area's was very nice.

not to mention it helps midigate Defense Debuffs.

Between all my AoEs, and Damage Aura (and 100% Proc chance) it very quick and easy to have things hitting stack cap.

The Neg Reg? *shrug* being that it only stacks to a maxium of -60% and that anything I would really want that -60% reg on (AVs, GMs etc) have massive resistance to it. Yeah... kinda a dud. One place I did find it somewhat useful was stacked with my Warworks neg reg (can get up to -210% Reg if everything stacks up), and vs Longbow Wardens that are Reg base along with Paragon Protectors.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

Quote:
Originally Posted by Arcanaville View Post
The jumps *can* fail: specifically when someone launches Ion at the same spawn as you within the same second or so. If a target is flagged for an Ion jump, no other Ion powers can jump to that target until the flag expires. This prevents Ion from jumping to the same target over and over again, but it also locks out everyone else's Ion jumps from landing on that target also.
Another unfortunate failure case is if your target dies before you complete the animation. This results in no jumps at all. It's similar to when Twilight Grasp or Transfusion are targeting an enemy about to die.

It made me very sad when I discovered it, because I have this odd tendency in my SG teams to pick the same target for my Ion Judgement as three other blasters who are using faster attacks.

I think two out of five Ion Judgements fail in team play for that reason. I mean, obviously this isn't a great burden to the team, we're killing enemies fast. But it makes me sad, because the folks with Pyronic get to see their attack go off even if the target dies, but my Ion is conditional.

... that, and the Ion doesn't animate correctly for me anyway so it isn't very impressive. :( (To clarify: I do NOT see any animation/effects for jumps. I only see the initial bolt over my character, and the bolt to my initial target. Without the orange numbers/letters, I would not know a jump had occurred.)


Quote:
Originally Posted by Arcanaville View Post
Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.

 

Posted

twilight grasp in dark miasma can still fire if the target dies because the pseudo pet is summoned on your self not the target


the only incarnate slots which i have a slight problem (lore) and major problem (interface)

the problem i have with lore is the awful recharge, the pets should be able to at least perma or have maybe 1 minute downtime, not 10

the big problem that i have with interface is the fact that the debuffs are resistable and the very low stacking cap, if the debuffs were NOT resistable i would not have problem with the stacking cap, but being resistable they are nearly useless on tougher targets due to their resistance and weaker stuff to feel the entire effect dies too fast to make use of the stack limit. the way i think interface needs to be fixed is either unresistable debuffs or increase stack limit to 10 (or more)


 

Posted

I'm not sure if Barrier rez works this way but...


I'd take the Rez out of Barrier and put it into rebirth core. I'd keep the HP buff, but I'd give the rez an "auto-life" feature. Basically, if you die while this power is effecting you, you automatically rez with full HP/End and have some additional short-term buffs on you to get you back in the action.

But I don't know what I'd give barrier to make up for taking away the rez.


 

Posted

Quote:
Originally Posted by Vanden View Post
Also, Partial Core and Partial Radial have knockback effects that aren't present in the Final versions. Like I said, I'm not a fan of losing effects when you upgrade, and high-mag knockback in a huge AoE is unlikely to be appreciated by many players beyond simple novelty. I would remove the knockback entirely and just have the Void pool follow the same logical upgrade path as described in the diagram above. That would mean adding a control effect, of course.
And for a PBAoE no less, which makes it more attractive to melee characters. This is one of those "what were they thinking?" things.

I would replace the knockback with knockdown, and add fear for thematic reasons.

Quote:
Interface seems pretty good all around, but I have a hard time seeing the value of the non-Reactive varieties with such low stacking caps. That might just be me.
I do not have a hard time seeing the value of to-hit debuffs at all.

Quote:
They need to be customizable, though. I don't know why they all have to be orangey-yellow, and an option for no effects would be much appreciated, too.
Yes and yes. Diamagnetic is this sickly yellow and it's very flashy. I'm not a fan of the flashy. Powers that flash too much bug my eyes. There is no reason why these debuffs need to have a visual effect beyond the usual debuff graphic.

Speaking of visuals, I'd tone down Barrier too. Clarion is fairly minimal and looks kinda neat, Rebirth and Ageless are completely unobtrusive, but that striped bubble is just...no. Ugh. Ick.


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Posted

Quote:
Originally Posted by Vanden View Post
Well the expanded Incarnate system has been Live for over a month now, and we've had plenty of time to see the powers in action and experience them for ourselves. With that experience, here are some trouble spots I've noticed with various powers:

Judgement:

Second, Cryonic. People rag on this power because it's a cone, but I've used it and frankly I think it's fine. One thing I like about this pool is the way the powers follow logical upgrade paths. The only weird thing is that Partial Core has a slow effect, but when you upgrade to Final Core that slow effect disappears. I'm not a big fan of upgrades causing you to lose effectiveness in some way, so I'd change Partial Core's special thing to be an increase in range and cone width like Partial Radial has. That would make the upgrade paths follow very logical and easy-to-understand routes, described in this diagram.

Cryonic also has a graphical bug where the gush of frost and ice continues to emanate from where your hand was even after your character has moved his hand back to the neutral position.
I've been disappointed in Cryonic. I'm doing +0/3 missions and I can't even take out a spawn with my T3 Cryonic (the one with chance to crit). The cone seems nice and wide but the damage doesn't seem impressive even a little bit. Are the others (other than Ion) similar?

Cryonic doesn't feel at all Incarnate-y to me. It mostly feels like a slightly pumped version of Fistful of Arrows on a long recharge.


 

Posted

All the Judgement powers have the same base damage, except one of the Pyronic ones which does reduced initial damage in exchange for a stronger DoT.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Quote:
Originally Posted by Vanden View Post
something new I'll call Sleep over Time. Sleep over Time would be like Static Field; a sleep effect would constantly be reapplied to a target over a period of time, so even if awakened the target could fall asleep again.
...

That's not new. That's called Fear.


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Posted

Quote:
Originally Posted by Eva Destruction View Post

Yes and yes. Diamagnetic is this sickly yellow and it's very flashy. I'm not a fan of the flashy. Powers that flash too much bug my eyes. There is no reason why these debuffs need to have a visual effect beyond the usual debuff graphic.

Speaking of visuals, I'd tone down Barrier too. Clarion is fairly minimal and looks kinda neat, Rebirth and Ageless are completely unobtrusive, but that striped bubble is just...no. Ugh. Ick.
Barrier definitely could use some toneing down. At least with the moding of the color you can turn it its "loudness" down a bit.

I tryed Yellow to get that golden Incarnate power look. OMG I think I burned my eyes out when I hit the button with 30+ people around me with pets. It was like the Yellow Dawn all over again *shivers*.

Currently I have it set to a darker purple, very soft and easy on the eyes.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
...

That's not new. That's called Fear.
I guess on paper it's pretty similar, though I'm pretty sure with Fear even if the enemy doesn't take damage, like from a debuff, it can still act.


Issue 16 made me feel like this.
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Posted

Quote:
Originally Posted by Vanden View Post
I guess on paper it's pretty similar, though I'm pretty sure with Fear even if the enemy doesn't take damage, like from a debuff, it can still act.
No, but a terrorized enemy can periodically act without any intervention. On the other hand, fear is not broken by healing, unlike sleep, and no matter how much damage is being thrown at a terrorized enemy, it cannot act more frequently than once per 5s.


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