Enhancement Proc Changes
I have to disagree. The amount of Recharge a build can get at this point is insane. I think it is fabluous that there will be (or could be) a balance point at which more recharge isn't good.
|
Really. There is no good balance justification for that to happen.
Also: see my example of different builds with the same primary, above.
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
I have to disagree. The amount of Recharge a build can get at this point is insane. I think it is fabluous that there will be (or could be) a balance point at which more recharge isn't good.
|
Being buffed by another player should NEVER be detrimental to you. It is bad design. Period.
Edit:
It is an inescapable fact that quantitative balancing problems and solutions will have the most dramatic effects at the margins of performance. Anyone who lives there will be the most affected by game balance changes over time. That's a truism. You can disagree, in the same sense that you can disagree with arithmetic. The only question is whether any dev team would expend far more resources to address those issues at the margins than they would everyone else combined, and the answer is essentially always no.
Looking for a way to mitigate the issues at high recharge is a reasonable step in this case because I believe that mitigation comes at low cost in resources and design impact. However, if that were not true, the high end performance area would lose. They always have, and always will. You can argue with me about it, but I'm not in any position to change it. I'm only commenting on it. |
Since you went on to discuss the fact that consideration should and easily could be given to that playstyle in this particular instance, I will assume that you just chose your words poorly in the first post.
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
Synapse, and whoever else over there at Paragon has participated in this decision, thank you for considering our concerns on this and communicating the decision. I'm sure I personally will have things to say about the exact implementation when that goes into beta but the communication right now is important, and addresses most of what worried me about this.
As Synapse stated, this is a change in game design with the intent of bringing parity to both SBE's and Crafted IO's. The intent of the change addresses a very real concern and complaint that has been voiced.
If you have concerns regarding your purchase, those should be addressed with customer service. In this thread, I would ask that you please discuss the mechanic changes specifically as it effects *all* enhancements, and not the nature of your purchase. Should you have additional thoughts, you are encouraged to PM myself (don't PM Synapse as he has nothing to do with Store policies) and I will be more than happy to pass along your concerns to the appropriate parties.
Thanks.
-Z
Andy Belford
Community Manager
Paragon Studios
As Synapse stated, this is a change in game design with the intent of bringing parity to both SBE's and Crafted IO's. The intent of the change addresses a very real concern and complaint that has been voiced.
If you have concerns regarding your purchase, those should be addressed with customer service. In this thread, I would ask that you please discuss the mechanic changes specifically as it effects *all* enhancements, and not the nature of your purchase. Should you have additional thoughts, you are encouraged to PM myself (don't PM Synapse as he has nothing to do with Store policies) and I will be more than happy to pass along your concerns to the appropriate parties. Thanks. -Z |
GATHER THE PITCH FORKS AND TORCHES.
I say things in another thread and then thread gets deleted. Me sad now.
But I am looking forward tot his new change. It makes balancing things easier.
TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide
There is a difference between "isn't good" as in, increasing your statistic of Recharge doesn't benefit you anymore, and "isn't good" as in, increasing your statistic of recharge actively hurts your performance.
Being buffed by another player should NEVER be detrimental to you. |
That is, of course, assuming the procs fire off with any reliability over a period of time. If they do then when you're buffed you'd get more attacks over X amount of time but generally the same number of procs firing off. Any individual attack in that chain might do less damage than without the recharge buff, but you'd still attacking more for more total damage.
Of course it's certainly a nerf over the current system where recharge plays no factor, but I don't think that a recharge buff after this gets implemented will somehow lower a character's overall damage output.
I am slightly annoyed by the 90% thing since I have a couple characters (generally controllers/dominators) that have procs in powers with rather long recharges. If a proc is listed as 4PPM and it's in a power with a 30 second recharge it should really activate when I use the power.
MA Arcs: Yarmouth 1509 and 58812
That is, of course, assuming the procs fire off with any reliability over a period of time. If they do then when you're buffed you'd get more attacks over X amount of time but generally the same number of procs firing off. Any individual attack in that chain might do less damage than without the recharge buff, but you'd still attacking more for more total damage.
|
I know RNGs can be a little streaky, but I don't know that a recharge buff will actively hurt your overall damage under the proposed system.
|
Edit: Let's try to put some realistic numbers to this. Consider that, under the current system, we have pretty easy access to proc rates in the 60-80% range on single-target powers. On a lot of builds, if PPM didn't increase, the new system Synapse described would drop the proc rate to around 30-40% range or less, because a lot of IO'd characters can churn out at least +100% total recharge between slotting and set bonuses. Same PPM at 1/2 the recharge time whould be roughly 1/2 the proc chance (I'm ignoring activation time.). But we know that the PPM rate will increase, so I'm hoping that will put us back up at least around 30-40% in powers with around 4s cycle times. (Consider that a current non-SBE purple proc is 33%.)
Now, if you have around 100% +recharge for a power (slotted + global), then something like speed Boost is going to reduce your proc rate to around 200/250 of its original value, which is 80%. So you'd go from 30-40% proc rate to around 24-32% proc rate.
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
Past the early levels, the vast majority of builds have gapless or nearly-gapless attack chains. At that point, more recharge doesn't mean using proportionally more attacks, it just means that your best attacks are a larger fraction of the attacks that you do make. So, roughly the same number of power activations, but lower proc chance = less procs. This is most extremely clear when you consider someone using a specific pre-calculated attack chain - say, Incinerate-Scorch-Cremate-Scorch in Fiery Melee - hitting them with Speed Boost will not change which nor how many attacks they use at all, but their procs will be less likely to go off.
|
MA Arcs: Yarmouth 1509 and 58812
Well thats a kick to the groin after spending 2k points on Hecatomb procs for My characters specifically with KO blow and Concentrated strike since I greatly enjoy Kinetic Melee and Super strength. As it stands now because of my desire to have high recharge I'm going to be screwed out of procs with the asinine changes to make the chance to proc based off of modified recharge.
Yeah not happy about this at all and not buying any Attuned Enhancements from the store again at this rate and may have to reconsider giving Paragon Market $250 a month just to show my support with these kind of screw job nerfs to things I've paid for.
...did you read the part about how 1) PPM will be increased, thus compensating for most/all of the penalty from recharge except in extreme cases, and 2) how this is not even slated for next issue, but the one after that, and thus highly subject to change?
Express your discontent, by all means, but it's a bit early (and misinformed) to start a boycott over nerfs.
I did read it thanks. But regardless it is a flat out nerf as the Hecatomb procs have a 100% proc rate as their current 4.5 PPM form in the two powers I listed. The very fact there is a 90% cap is a nerf and now unless Synapse changes his mind about proc rate being affected by modified recharge instead of base recharge it may very well be lower than 90.
So as it stands its a small nerf 90% down from 100% with potential to be an even larger one.
TBH, I'd rather they just make it so both SBEs and normal IOs both used flat % proc rates.
While some of the SBE's are pretty awesome (I bought a couple SBE decimation procs), I think that the system is overly messy, complicated, and unnecessary. The normal IO procs have worked just fine for years now.
I wonder how the Force Feedback proc will affect things with this change. Take this proc with this low chance but great buff that'll now nerf your other procs including itself!
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
I know the stalker ato proc keeps getting brought up, but really..anyone who can look at how it works, and NOT say it is simply too awesome has no idea about the game.
Dont get me wrong, I LOVE how it works. But come on..every time? Even working 50% of the time would be flat out awesome, to not having the proc. |
If I have to monitor my proc results to see **IF** I got the hide effect from a power that has a 5% miss chance to begin with, then I have to waste time before I activate Concentrated Strike - time that almost always ensures I'll be hit and lose the hidden status anyways.
If I can't get a 100% Proc rate (even if I have to catalyze it to get that rate) then I'm going to drop the set entirely from my build, as it actually doesn't add anything set bonus wise.
And for that matter? Announcing changes to Hecatomb AFTER IT'S BEEN ON SALE FOR TWELVE HOURS IS COMPLETELY UNDERHANDED.
Oh and if my lockdown proc wont work 100% of the time in Soul Storm I'm calling customer service - and if I don't get a refund I'm deleting it out of spite.
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Wrong. If I can't RELY on the hide proc to work EVERY TIME it's worthless to me.
If I have to monitor my proc results to see **IF** I got the hide effect from a power that has a 5% miss chance to begin with, then I have to waste time before I activate Concentrated Strike - time that almost always ensures I'll be hit and lose the hidden status anyways. |
Losing the reliability definitely makes it worse, but it doesn't make it totally useless.
I currently find it fun to put all manner of procs into low-damage, low-recharge, low-endurance powers. It's part of the fun of making a build. I mean, what else am I going to put in those six slots that don't need more end reduction or recharge reduction or range enhancement? The other powers NEED more slots of that stuff, so I won't be wasting their slots on procs.
So I'd prefer you keep crafted IOs as they are instead of shifting to this newfangled PPM system which makes my brain hurt.
I don't really care what you do with SBEs because I don't have any. It befuddles me, however, that they were designed to work any differently than crafted enhancements. Boggles the mind. This is me. Boggled.
thanks for asking for our feedback!
Thanks, Synapse. I am much happier now.
My opinion, for what it's worth:
1) All IO procs will have their flat percentage chance to trigger updated to use Procs Per Minute.
|
2) Proc chance will cap at 90%. This means that there is always a small chance for the proc to not trigger even if slotted into a power that would previously guarantee a proc. |
3) Procs Per Minute will use modified recharge instead of base recharge. The reason for this is that the whole idea of Procs Per Minute goes right out the window when we keep the base recharge even though that value can be dramatically altered. 4) To compensate for this, the Procs Per Minute on all enhancements will be increased. |
A circle forms, everybody comes round
Just to hear the incredible sound
Of a genius smashing expectations
- Jonathan Coulton
I'm not frothing mad or anything, but I am very disappointed by the complete train wreck this has turned into.
The company may have the right to alter the content to maintain "balance" or quiet vociferous complaints, but they also have a responsibility to do so professionally with a minimum of shenanigans or churn, and are wise to do it in a way that does not antagonize their customers...particularly the "good" high-roller customers who spend more than the minimum on the game. The described approach does not seem to take this into account.
So, I'll wait and see what the outcome is after its been coded and put out for us to test before passing judgement, but it _sounds_ bad as explained and seems to intrinsically create problems. "Solutions" that spawn new and significant problems are rarely a great idea, in my experience.
But while I'm waiting and seeing, I will _not_ be buying further SBE's, or more Paragon Points other than my subscription until this is all sorted out and I can tell exactly what my money is buying. I certainly wont be picking up the 3 or 4 sets of hecatomb I was initially planning on getting.
It wont break the bank for the studio if I stop spending in their shop, but at the level of one long time customer and fan, the impact of this debacle is a loss of revenue for Paragon of an average of $100 a month. Likely I am not the only person who will curtail their spending, based upon the ambiguity this decision engenders.
So in summary, this is a bummer.
Found out something interesting today. Apparently, brute claws spin has the same animation time as scrapper claws spin, but does more damage and has a longer recharge time, making the scrapper version considered the weaker of the two.
But that's where fixed rate procs came in, and what I really liked about them. Fast recharging attacks often come in lower on the DPA scale. Fixed rate procs helped give the fast, light hitters a little parity by boosting them disproportionately. I thought that was part of the intent. Now, PPM procs don't penalize the slow, big hitters at all, so won't this be another reason to be a claws brute rather than a claws scrapper?
Looking for a way to mitigate the issues at high recharge is a reasonable step in this case because I believe that mitigation comes at low cost in resources and design impact. However, if that were not true, the high end performance area would lose. They always have, and always will. You can argue with me about it, but I'm not in any position to change it. I'm only commenting on it.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)