Discussion: The Intrepid Informer: Power Set Proliferation


Alef_infinity

 

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Originally Posted by BackFire View Post
Wait, what?!? They're making a change to the AT? Like, they won't be Dominators, anymore? o.O

They didn't say anything about a change to their powers, but plans for "the archetype." Will be watching this closely.
Going to nip this potential rumor in the bud. There is no immediate plan to revamp, remove, alter, change, nerf or buff this archetype as a whole. I never said changes were coming. I said we had plans for the archetype. As in plans for power sets. So, stay tuned for that in the future! (And by future I mean post I21.)

Also, if you didn't see your set proliferated it is likely because we plan on having another round (or rounds) of proliferation in future issues and we only had enough time to implement as many sets as we did.

Regards,
Synapse


 

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Originally Posted by Test_Rat View Post
Or maybe you suck at it.

I hover on both my EA brute and EA Stalker to wonderful effect.
Nope. I simply lack the desire to be inefficient which is exactly what having to manually push your character into melee range brings about.

It's like whirlwind or flurry. Conceptually cute but a poor choice for melee characters.


Be well, people of CoH.

 

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Originally Posted by Xanatos View Post
Please fix PVP.

I move that we remove PVP zones, flag them as normal, and repurpose them, leaving PVP to the moderated and fair arena system set forth by our beloved devs in Issue 4 (If I recall)

<sits down>

Also, I was under the impression BS was not ported to brute do to it's massive damage + Fury would be OP. Or has it been nerfed / given different numbers? o.0

Also isn't the point of not giving brutes access to things like regen and stuff part of the master plan to balance the brute archetypes otherwise flawless nature? o.@

-C.A.


 

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My biggest guess is Dark Control/Dark Assault. It'd make sense after Dark Blast/Dark Manipulation, but would require more work.


 

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Looking forward to seeing the new sets.

Ahh, more alts to make.


 

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Also I'm surprised we're still doing this, wasn't one of the side effects / benefits of GR was to make it so as a dev you can say "You have access to that as "x" archetype and can now go to the other side if you wish, there's no need for further resources to be directed towards a redundant concept as prolifs'"? o.0 Maybe I'm not understanding properly o.o;


-C.A.


 

Posted

Quote:
Originally Posted by Synapse View Post
Also, if you didn't see your set proliferated it is likely because we plan on having another round (or rounds) of proliferation in future issues and we only had enough time to implement as many sets as we did.

Regards,
Synapse
Please Super Strength for Scrappers in Proliferation 4.0? Please?


Final Straw, DM/Regen Scrapper
Solari, Fire/Fire Blaster
Real Americana, MA/SR Scrapper
Task Force Timmy, Grav/Rad Controller
Astral Paragon, Spines/Regen Scrapper
Mr Drama King, Katana/Regen Scrapper
Psi-Stunner, Psi/Mental Blaster

 

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Originally Posted by Noyjitat View Post
Energy aura for scrappers sounds great but why wasn't it added for tankers as well? And why no energy melee for scrappers? I'll take what I can get but I was really hoping to see that as well.
I thought about this, then realized they probably thought Kinetic Melee can go with Energy Aura conceptually untill they likely make some changes to Energy Melee when they port it.


BrandX Future Staff Fighter
The BrandX Collection

 

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Originally Posted by Von Krieger View Post
Per the Ustream, Super Stength for Scrappers is something they want to do....Just because your treasured set didn't get in this time around is no need to run around like chickens with your heads cut off going "OH NOES MY SET DIDN'T GET TEH PORTZORZ! DEVS HATE ME!"
I don't really think I'm being that impatient. I've just never understood why Super Strength wasn't a Scrapper powerset to begin with, especially since Tankers seem so gimped in the attacking department. (I recently started a Tanker with the intention of playing through all the Hero-side content but switched to a Scrapper when I realized it was taking too freaking long to solo my missions. Maybe it's just a function of Scrappers having Critical Hit instead of Gauntlet, but that's the impression I get nonetheless. Was really scratching my head when they gave Dual Blades to Tanks. Overall feeling of Super Strength on a Tanker: "YAARRR!!! HULK TAKE FOREVER TO SMASH!!!") If you want Super Strength to be impressive, one would think you would put it on a Scrapper. Plus, it's punchy, and me likes to punch!


 

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Originally Posted by CaptainAmazing View Post
I move that we remove PVP zones, flag them as normal, and repurpose them, leaving PVP to the moderated and fair arena system set forth by our beloved devs in Issue 4 (If I recall)
Agreed. The PVP zones are such a waste of story potential. I would love to do missions in all of those zones. Wouldn't it be great to learn the backstory of the Shivan meteors, or the devastation of Siren's Call, or...um...whatever it is that goes on in Warburg?

I'd keep Recluse's Victory a PVP zone, though...unless nobody ever goes there....


 

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I'd love to see Poison on Defenders too at some point.


 

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...Dark blasters... fire defenders...



GLEE.


 

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I'm mostly looking forward the ridiculousness of SR/MA tankers. A complete lack of a need to build for defense and the obscene damage Eagle's Claw will be putting out when I kick some dude's face out the back of his skull.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

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Maybe when this goes live there will actually be people to team with besides 50s doing the BAF, LAM, or KEY!!!!

I've been waiting for Brutes to get Katana for quite awhile so I'll have to role one. I'm usually a Willpower guy, but the changes to energy aura sound intriguing. Might have to try out a Kat/EA Brute instead.

Any super teams being planned? An all blade one would be cool, but I'd like to get in on any that might pop up with this release.


 

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I want an energy melee scrapper and I want it NAO!


 

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Dark Control, Traps for Controllers, and Illusion for Dominators please.

Oh, and chuck in Kinetics for Masterminds while you're at it.


 

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Originally Posted by Sooner View Post
I want an energy melee scrapper and I want it NAO!
I used to want that but have come to be mostly content with kinetic melee - mind you, I wouldn't mind having the option to replace the air bending type animations with more straight forward punches - but I think mechanically the set is better off than energy melee.


Globals: @Midnight Mystique/@Magik13

 

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So, having spent almost three months of my life (if the in-game numbers are to be believed... I felt pretty lame when I did that calculation!) playing an /EA brute, I was curious as to what would be changed.

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Originally Posted by Avatea View Post
Energy Aura Revamp

The most exciting part of any powers work for me personally is making improvements to existing power sets. So, porting over Energy Aura to Scrappers gave us a really good opportunity to make some changes to the set. The changes we chose to make were intended to make thematic sense and build upon strengths instead of filling intended weak spots. I won’t list the lengthy patch notes here, but I will sum them up for you:

[*]Resistance on the set’s auto powers were slightly increased and now include endurance drain protection and slow resistance.
Interesting. This is good because it may open up a slot for me to put somewhere else, which I'll need to slot up Energize.
Quote:
[*]Entropy Shield is now Entropic Aura for Scrappers and Brutes. This power is a taunt aura that grants the user a scaling recharge buff based on the number of foes surrounding the user. The Stalker version of the set doesn’t have a taunt aura, but it offers a small Recharge bonus.
This one, however, concerns me a little. It creates a playstyle conflict within the set.

One of the things /EA has always done in a unique way is manage aggro, via unsuppressed stealth in Energy Cloak. Solo and in small teams, you can be much more selective in what gets pulled and what doesn't. Being the "stealth brute" is kind of cool.

I don't have any objection to a taunt aura for /EA (is the taunt component being pulled out of Energy Drain, btw?). I'm a little curious about the logic of putting it in the mez protection toggle, though. If I want to be stealthy in the way the set is designed to allow, I have to give up mez protection? That seems like kind of a steep trade-off.

In large teams it won't matter, because everything is going to be aggro'd anyway. But this does create some conflicts in solo/small team play styles that don't exist for /EA brutes currently.

Quote:
[*]Energy Drain no longer has a healing component, instead it offers a small defense boost per target hit.
Slottable for defense this might be interesting. I'll be curious to see duration information.

Quote:
[*]Conserve Energy was replaced by Energize, a self Heal that offers a moderate regeneration and endurance cost reduction boost for a short while. This power works identically to the Electric Armor version.
I've been waiting for this. I just need to figure out where to scrounge enough slots to get this slotted "properly".

I really like the changes. I just hope some consideration will be given to putting the taunt aura in a toggle other than Entropic Shield/Aura, or moving the mez protection to a different toggle.


My postings to this forum are not to be used as data in any research study without my express written consent.

 

Posted

Quote:
Originally Posted by Avatea View Post
Dark Blast and Darkness Manipulation for Blasters

We chose Dark Blast as it would be a fun control centric blast set for Blasters. The power set was changed slightly to make it a better fit for Blasters. Dark Pit was removed, Torrent and Nightfall were merged into a single power: Umbral Torrent, and then Aim and a new power Abyssal Gaze (a single target hold with a DoT component) were added to round out the set.

Darkness Manipulation made a lot of sense as it was fairly low hanging fruit and would be a perfect pairing for Dark Blast. The set is made up of powers that are found in Dark Armor, Defender Dark Blast and Dark Miasma. The set can deliver crushing melee damage as well as provide a measure of crowd control and self buffs.
This looks interesting and I'll probably make a dark / dark blaster but... will the blaster PPP change for Soul, or will we be able to have two Nightfall type powers and two tentacle powers? Sorta limiting choice if we want to keep the dark theme, but I guess something is better than nothing.

Still... I'm happy.


 

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Originally Posted by Lobster View Post
I'm actually pretty happy with EA lately, so I'm really curious to see how these changes play out. At least they aren't taking the stealth (although I'm curious how that will play with the taunt aura).
Stealth and taunt auras : SEE DARK ARMOR (DA has a dot/taunt aura).
Quote:
Originally Posted by Von Krieger View Post
I'm pretty sure that anything damage aura wise gets the Taunt dropped for Stalkers and Scrappers. Only Brutes and Tankers have the taunt aspect.
Not true - the only changes to the taunt aspect for scrappers is they tone it down a /little/, I believe. That is in part how we realized that Willpower has a weaker taunt - no WP scrappers stealing agro from WP tanks.
Quote:
Originally Posted by Computer View Post
That isn't the point though. Whether or not the Cottage rule is in play could have some serious ramifications for other sets.

Come to think of it, the changes to Poison's Poison Trap said in this thread is another example of this.

Also, I kinda liked Repulse
Posion trap - the purpose of the power is to debuff/slow down the target - it's purpose hasn't changed - I'd say it's gotten better (especially for those that like to drop the trap, and pull over it before alpha'ing.)
Quote:
Originally Posted by DarkSideLeague View Post
Poison Trap has one use - a place to put Fortunata Hypnosis.
Not anymore bwahahahaha.


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Originally Posted by Rajani Isa View Post
Posion trap - the purpose of the power is to debuff/slow down the target - it's purpose hasn't changed - I'd say it's gotten better (especially for those that like to drop the trap, and pull over it before alpha'ing.)
I think I spoke too soon about Poison Trap, but I can comment from the angle of Repulse.

Was its purpose mitigation, or was its purpose specified to knockback? I believe that distinction is in the eye of the beholder.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

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Good to see some new possibilities, though no Energy Melee for Scrappers, no Ice Melee for Stalkers, and no Energy Aura for Tankers (especially with the fixes) is a bit surprising. Please, complete the sets! And add some new matching Ancillaries for Blasters (Dark) and Defenders (Fire) ... and soon Stalkers (Ice) too

Personally, the only thing that immediately comes to mind is possibly rerolling my Inv/Axe tanker into a scrapper...

Also my /Poison mastermind appreciates the love


 

Posted

Quote:
Originally Posted by Rajani Isa View Post
Stealth and taunt auras : SEE DARK ARMOR (DA has a dot/taunt aura).
Toggling off your damage aura when you want to be stealthy makes worlds more sense than toggling off your mez protection.


My postings to this forum are not to be used as data in any research study without my express written consent.

 

Posted

Wow, so we're gonna see a whole lot more strong + pretty scrappers around aren't we?
And with some much needed and long-awaited love for /EA that is seemingly very nice to pair with Kin Melee, I'll be re-rolling my KM Brute for sure. I always wondered why conserve power never got changed like elec armor's did, but hey better late than never. good job once again devs!