Update to test (05/17/11)


Adeon Hawkwood

 

Posted

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Originally Posted by Zombie Man View Post
But a Ustream chat is a reliable place to get the info that they're WAI and thus will always work as they are now?
Who said it was ? If you have a failure to communicate the first time you don't fix it with another


 

Posted

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Originally Posted by Another_Fan View Post
Wow you really stretch. After searching I managed to find his post in the D.O.T and procs thread. A thread that the original post was about how they worked
I am sure you would not be so ill-informed if only Paragon could make some effort to help us track Dev posts...


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

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Originally Posted by Necrotech_Master View Post
yes -20% tohit can be a high amount of debuff, but the only things that will get the full effect of a resistable debuff is even con baddies that do not have any resistance to it, a lvl 54 AV will resist that by ~85% and it will drop that -20% tohit maybe -4% which is negligible (purple patch doesnt apply because the debuff is applied to self)

most minions and LTs would be dead prolly before you got to that -20% tohit anyway and they would always take the full debuff hit since they dont have resistance to it, the only thing it might help you with is bosses, which on teams still dont last very long to matter

the only other reason i say they should be unresistable is because the stack limit is very very low and it takes ALL sources into account, so 24 poeple in a BAF cant stack more than x4 of the debuff on one of the AVs

while solo it would help a lot but in a team setting it does little to nothing, which is why i still think they would be unresistable, i mean it is an incarnate ability and the current version of it feels extremely underpowered unless your using reactive for the DoT
If you are saying the game is so easy you don't need debuffs then that is a different issue than the relative strength of the interface debuffs.

buff/debuff still trounces raw damage teams in both speed and safety, so I'm not sure I totally agree with your premise if that is what you are stating.

Further to that debuffing AV's (aside from -res, -regen and to a lesser extent -dam) has never been the key to success with any of them. So you relating how the debuffs aren't very effective in that environment really only speaks to how AV's have arbitrary rules that reward and punish certain properties that players bring to the fight. But again has little to do with the relative strength of the interface debuffs because they would have to be through the roof to have an impact on AV's.

For clarity though I think the interface procs aren't particularly well thought out introductions to the game as they were implemented or given the direction they seem to be going with these recent changes.


 

Posted

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Originally Posted by Another_Fan View Post
It would be insanely funny if they actually put something like this in announcements so more than <1% of the player base would have seen it
But the offhand Ustream video comment likely reached 97.23876% of the playerbase. I can see why it would have been vital to mention a reversal.

Do you think more than <1% of the player base really expected the devs to allow crashless nukes on a sub 30 second timer in the same issue they released powers obviously intended as crashless nukes on a 90 second fixed timer that did less damage than the reactive was doing in rains?

You should stop being goofy. It was obviously broken. Someone at Paragon obviously misunderstood how broken it was and made a comment in error. They quickly communicated back to us they may be in error. They are quickly fixing the broken Interface-rain/aura relationship. This all sounds like a company doing the right thing. Why are you so offended and upset at this?


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

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Originally Posted by StratoNexus View Post
long rationalization
The issue is that there was no effort made to communicate with the players. Acquiring incarnate rewards is already a sore point, invalidating the effort people put into that acquisition isn't going to sit well with people that have any common sense


 

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Originally Posted by Zombie Man View Post
C'mon, people.

The important thing to remember is that the Incarnate Procs are still ridiculously overpowered in MMs whose pets hit almost as often as a rain.

At least we still have that!
LOL the entire incarnate system is ridiculously overpowered, or did you miss the effect of destiny on mastermind pets, or those judgement nukes ? Or the st dps from the pets ?


 

Posted

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Originally Posted by Another_Fan View Post
LOL the entire incarnate system is ridiculously overpowered, or did you miss the effect of destiny on mastermind pets, or those judgement nukes ? Or the st dps from the pets ?
You mean like how before Incarnate Powers I couldn't solo a Pylon and now I can do it under a minute? And that's without any Tier4s?

Or how a Kill-All LGTF is as fast as the Speed version now?


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Quote:
Originally Posted by Zombie Man View Post
You mean like how before Incarnate Powers I couldn't solo a Pylon and now I can do it under a minute? And that's without any Tier4s?

Or how a Kill-All LGTF is as fast as the Speed version now?
I was thinking how people do Master of tfs at the same rate they used to do the speed versions but the principle is the same. I also remember the hew and cry that was raised when the new difficulty settings were put in about people running tfs at -1 and now its practically the default setting


 

Posted

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Originally Posted by StratoNexus View Post
I believe the interface procs should not have the target limit. They do not have a target limit in standard AoEs, the 10 second rule is an appropriate limiter for rains and auras, the target limit is not.
/signed, hope all you test server folks can get this communicated before they patch this live.


 

Posted

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Originally Posted by Another_Fan View Post
LOL the entire incarnate system is ridiculously overpowered, or did you miss the effect of destiny on mastermind pets, or those judgement nukes ? Or the st dps from the pets ?
The purpose of the incarnate system is to amp up our characters power levels considerably, so calling it overpowered is akin to the pot calling the kettle black.


 

Posted

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Originally Posted by Nericus View Post
The purpose of the incarnate system is to amp up our characters power levels considerably, so calling it overpowered is akin to the pot calling the kettle black.
This.

There has to be a better answer than the stupid 10s rule; and the 1 target thing better be a bug.

What's next? Should my damage aura also only hit one target at a time? <_<


 

Posted

1, please make it so it can hit more then 1 target like other AOEs

2, make it proc every 5 seconds instead of 10 so still has an advantage over regular procs(it is an incarnate power after all).




Thanks devs no hard feelings carry on.


 

Posted

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Originally Posted by MayorOfAngrytown View Post
This.

There has to be a better answer than the stupid 10s rule; and the 1 target thing better be a bug.

What's next? Should my damage aura also only hit one target at a time? <_<
Whilst I agree it seems like a massive "gimp" to the original status, I somewhat disbelieve Interface was truly WAI. In operation it may be, but in the less subtle mechanics such as the limit/caps it may not have.

Of course Incarnates are meant to provide you with more power, if we compare Interface: Reactive to any other Interface Incarnate slot there is no argument that Reactive is, relatively speaking, incredibly "OP".

Fury


 

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oh one thing I forgot please fix beast/ninja run in the ITrials. I paid good money for them and feel like I'm being penalized for buying a booster pack and not taking pool power travel.
This is highly irritating and if is not fixed would like a refund(ncsoft credit works too)


 

Posted

Be sure to /bug the proc change if you feel that it's bugged at the moment.


Phantom Rose: Ill / Kin / Psi
Soleau: Ice / Icy / Ice / Core: Ice / Fire / Pyre / Wind / Eclipse / Flare / Corona
---------------
Solo Space

 

Posted

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Originally Posted by Quasadu View Post
Dunno what else is new but I have commas in my 'real numbers' Inf field. So that's nice.
Please push this part to live now So far my favorite change.


 

Posted

Sign, since the Ustream I slotted 3 guys with reactive... You know since it was WAI.

Sucks since you can't just respec out of it.


 

Posted

Well, there went any reason I had for taking rain powers. And my Volcanic Gasses power is no longer notably useful against targets with good hold protection, such as AVs. I'll miss it. :P But yes, I think a 5-second rule would be better, and it wouldn't be bad for the Interface debuffs to get a duration increase, in my opinion.


 

Posted

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Originally Posted by Lucky666 View Post
2, make it proc every 5 seconds instead of 10 so still has an advantage over regular procs(it is an incarnate power after all).
The best IO procs have a 33% chance to fire and only work in one power. The best Interface procs can have a 100% chance to fire and work in most of your attacks that deal damage. Even at just tier 3, many effects have a 50% or 75% chance to occur. I am not opposed to increasing the rate of fire to 5 seconds, but Interface does already have a big advantage over regular procs.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by MayorOfAngrytown View Post
This.

There has to be a better answer than the stupid 10s rule; and the 1 target thing better be a bug.

What's next? Should my damage aura also only hit one target at a time? <_<
The one target thing I expect to be unintended. But the "stupid 10s rule" is how all invention procs work. Because allowing them to work differently makes the powers far too strong. Invention procs would be too good if they didn't do this. The repeated pulsing and hits from rains and toggles makes the damage stack far too fast, especially considering that Reactive is more powerful than regular procs.

The previous iteration was already capable of turning a basic rain power into a nuke that could kill +3 lieutenants in one cast. You could cast Rain of Fire, Freezing Rain, or Sleet and kill an entire spawn of level 54 enemies including lieutenants with one power. I know the point of incarnate is to make us more powerful, but this is akin to just giving us a power that instantly kills whatever we target. There's a limit. This wasn't a minor increase in capability, it was "able to kill a +4/x8 spawn of enemies with one power every 15 seconds."

Quote:
Originally Posted by Lucky666 View Post
1, please make it so it can hit more then 1 target like other AOEs

2, make it proc every 5 seconds instead of 10 so still has an advantage over regular procs(it is an incarnate power after all).

Thanks devs no hard feelings carry on.
Reactive already has a huge advantage over procs. First of all it doesn't require any enhancement slots. And it works in ALL of your powers, even stuff you wouldn't normally throw procs in.

Normal procs do 71.8 damage at a 20% rate. Purple procs do 107.1 damage at a 33% rate. That means normal procs add ~14.36 damage per attack, and purples add ~35.343 damage per attack. And again, this is one slot per power.

Reactive does around 13.38 damage per tic, up to 5 tics of 75% chance. Meaning it adds ~50.175 damage per attack. It's better than a purple damage proc slotted in every one of your powers. And at t4 it can even apply a -RES proc on top of that. Since it technically procs five times per power, at a high rate, it's even much more reliable than other procs. IE, it's almost never going to not proc to some degree on any target you hit.

It doesn't need to be any more powerful than that.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

I'm ok with the 10 seconds but only affecting 1 target seems like it's a bug. I can't imagine that part of the nerf is WAI. With it only affecting 1 target makes it weaker in Rain/patches than other AoEs.

If that was intentional I think it's an extremely poor decision.


Level 50s: to many to remember at this point

 

Posted

Quote:
Originally Posted by Dispari View Post
The one target thing I expect to be unintended.
I would not be sure. The very high rate of proccing may have made the devs feel it was warranted. It is also possible there are technical limitations on their end that makes a "one target can be hit every 10 seconds limit" the only solution they have that can work for now.

I am all for asking them to change this. I am really sad that my Hot Feet will not be proccing my Diamagnetic as an AoE. Same with my Freezing Rain and Diamagnetic (silly me, most of the characters I have that could abuse Reactive in rains/auras went for Diamagnetic instead, although I did create a Reactive on one of them for testing purposes). Having them proc to the cap in one second was silly and needed fixing. Having them proc on just one target in the entire AoE is just as silly, IMO, and also ought to be fixed.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.