More Pool Power Changes


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Posted

Can't watch the video right now. Can someone post the bullet points?

Power Customizable pools

Some kind of buff to Aid Self that gives recovery?

A power added to medicine that gives you a boost to the healing effects?


 

Posted

There were a few other interesting discussions going on like when someone asked about Water Assault and Synapse said "Maybe oneday but it would have to be after water melee and water armor." I know that from the tone in his voice that it's something that may happen next year but I admit my heart skipped a few beats when I thought about having Water Melee, Water Armor and Water Assault.

Someone also asked about Water Pets and Zwill and Synap. used their best overly dramatic poker face and said "that sounds like a good idea...*tiny smirk*". So maybe Water Control? Ugh...curse this game! lol Someone tell the Art Team to stop being so awesome.



 

Posted

Quote:
Originally Posted by Nihilii View Post
A video. No plain text announcement.

"Fix everything issue"... Right. Fix your stupid marketing, Paragon Studios. Not everyone is fluent in english, not everyone wants to hear you blabble for minutes when only seconds would be needed to convey the actual information.
This is actually a thing?


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Posted

Quote:
Originally Posted by Neogumbercules View Post
Can't watch the video right now. Can someone post the bullet points?

Power Customizable pools

Some kind of buff to Aid Self that gives recovery?

A power added to medicine that gives you a boost to the healing effects?
Changes to Medicine -

Stimulant is now injection - Ally OR Foe targetable, when targetting a foe gives a to-hit/damage/recharge (IIRC) debuff. Ally is same as stimulant.

Field Medic - can't recall if just having it does it, but allows Aid other and Aid self (as i recall from the description) to not have interrupt. Aid Self gains a +end "dot". Can't recall if those two effects are all the time, but the +25% Strength to heals and -25RES(Heal) is a clicky buff from it.

No change to the res.


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Posted

If I'm reading the wiki notes correctly...you can now take just Tough and Weave, without the T1 prereq?


 

Posted

Quote:
Originally Posted by StormDevil View Post
If I'm reading the wiki notes correctly...you can now take just Tough and Weave, without the T1 prereq?
My understanding is that you can take Kick or Boxing then straight to Weave, but before you choose Weave or Tough you must have either Kick or Boxing.


 

Posted

Quote:
Originally Posted by Trickshooter View Post
I think the power is called Field Medic, not Healing Medic.

And anyway, Suppress Pain is already fairly superior to Soothing Aura, anyway.
Soothing Aura can nullify sleep while Suppress Pain can't.


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Posted

Quote:
Originally Posted by Nihilii View Post
A video. No plain text announcement.

"Fix everything issue"... Right. Fix your stupid marketing, Paragon Studios. Not everyone is fluent in english, not everyone wants to hear you blabble for minutes when only seconds would be needed to convey the actual information.
This 'fix everything' label is just taken from the internal joke and is not meant to actually 'fix everything' in the game. This label has been thrown around the forum way too much. People are setting themselves up for disappointment.


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Posted

Quote:
Originally Posted by ketch View Post
My understanding is that you can take Kick or Boxing then straight to Weave, but before you choose Weave or Tough you must have either Kick or Boxing.
You're right, I misread that. Still, pretty nice option.


 

Posted

Im wondering why not just make field medic a passive. It just... doesn't seem very good as a click, IMO. Mind you, this is with zero testing, of course, but the functionality of it just seems like something that would be better in passive form.


 

Posted

Quote:
Originally Posted by Cheetatron View Post
A placate in the concealment pool makes sense, in the presence pool? not really I think a taunt aura makes sense
That's a pretty interesting idea, maybe bring this up during beta.


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Posted

Thanks, I added an annotation to the video - for some reason I put 'Healing Medic' instead of 'Field Medic in my notes.


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Posted

Quote:
Originally Posted by Haetron View Post
Im wondering why not just make field medic a passive. It just... doesn't seem very good as a click, IMO. Mind you, this is with zero testing, of course, but the functionality of it just seems like something that would be better in passive form.

Because the boost is probably significant and they dont want you to have that always. Can we make power boost an auto as well?


 

Posted

Quote:
Originally Posted by JayboH View Post
Soothing Aura can nullify sleep while Suppress Pain can't.
On yourself? Only if you're lucky enough to get a heal tick out as you fall asleep. Both auras' effects are surpressed by mezzing. If you mean on allies, I don't consider that some kind of real benefit since both powers are in a set with several heals and ally mez protection, anyway.

What I meant was in their main effects. +200% Regen on a Corruptor with no MaxHP buffs is equivalent to about ~13.39 HP/s, while Soothing Aura is about ~11.04 HP/s. And that's just on the Corruptor itself.

Because a regen tick is always 5% of a character's current maximum hit points, regen buffs effectively get more potent with higher amounts of max HP (i.e., a player with higher current MaxHP will regen more Hitpoints during their regen ticks than a player with lower current MaxHP, even if they have the same regeneration rate).

So for any AT being affected with the +200% Regen that has more HP than the Corruptor, the buff will only increase in the amount of HP/s it's equivalent to.

In fact, the only AT that gets less out of +200% Regen than the Heal of a Corruptor's Soothing Aura is... the Mastermind, and even then they only need about 12% in MaxHP buffs to get to the point where the Regen beats the Heal.


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Posted

Quote:
Originally Posted by Cheetatron View Post
A placate in the concealment pool makes sense, in the presence pool? not really I think a taunt aura makes sense
I have many alts that would KILL for a taunt aura. And I totally agree, this seems like the place, for sure. Much better than a placate here.


 

Posted

Quote:
Originally Posted by Haetron View Post
Im wondering why not just make field medic a passive. It just... doesn't seem very good as a click, IMO. Mind you, this is with zero testing, of course, but the functionality of it just seems like something that would be better in passive form.
Frankly, I agree. Even if it meant reduced value.

Quote:
Originally Posted by RevolverMike View Post
Because the boost is probably significant and they dont want you to have that always. Can we make power boost an auto as well?
Its currently 25% +Heal and 25% -Heal Resistance. Personally, I'd probably be happy with 10 or 15% as an Auto power instead, as long as it still maintained the Synergy bonuses for Aid Other/Self.


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Posted

Quote:
Originally Posted by Oathbound View Post
Personally, I'd probably be happy with 10 or 15% as an Auto power instead, as long as it still maintained the Synergy bonuses for Aid Other/Self.

Bring that up in beta. It could happen.


 

Posted

So it looks like if you have all Field Medic, Aid Self and Aid Other then Aid Self will become uninteruptable even when field medic is -not- activated? That's pretty awesome.

The ability to choose higher tier powers in pools now with less pre-reqs is also pretty game changing.

Victory Rush sounds pretty awesome. Wonder what the stats will be.

Overall this seems really cool.

Still, I'd also kill to get a taunt aura out of the presence pool. I don't care if it costs a ton of end. I'd take that on every Scrapper I have.


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
So it looks like if you have all Field Medic, Aid Self and Aid Other then Aid Self will become uninteruptable even when field medic is -not- activated? That's pretty awesome.
Is that correct ? because if it is my Super Reflex toons are doing happy dances. I can also chalk up another + to my list of needed changes that got implemented.


 

Posted

No no no no no no no no no no.

Aid OTHER will be un-interruptible. Aid Self keeps the interupt.


 

Posted

Ah yes you're right. Misread the wiki page. The useless power gets a useless buff and the power that would actually benefit players the most gets a useless buff. Wonderful.

I hate the interrupt mechanic in literally every single occurrence of it in this game and feel like it should be totally eliminated, redacted and forgotten.

But that's just me.


 

Posted

Quote:
Originally Posted by Trickshooter View Post
On yourself? Only if you're lucky enough to get a heal tick out as you fall asleep. Both auras' effects are surpressed by mezzing. If you mean on allies, I don't consider that some kind of real benefit since both powers are in a set with several heals and ally mez protection, anyway.
Yeah but think of the poor Mastermind - if he/she had it you wouldn't have to spam Enforced Morale over and over on your pets getting put to sleep.


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Posted

Quote:
Originally Posted by Neogumbercules View Post
So it looks like if you have all Field Medic, Aid Self and Aid Other then Aid Self will become uninteruptable even when field medic is -not- activated? That's pretty awesome.
No you have it backwards - if you have it, Aid Other will become uninterruptible, not Aid Self. Aid Self just gets endurance over time added to it.


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Posted

The long description actually does state that both Aid Other and Aid Self would lose their interrupt period, but Synapse mentioned "cleaning up" the info, and didn't mention that benefit for Aid Self when discussing the actual power's benefits. Additionally it doesn't mention Aid Self getting an End over Time effect.

It is therefore reasonable to assume that at one point Field Medic DID make Aid Self uninterruptable, but the Devs felt that was too good and replaced that effect.*

Perhapse a case can be made to return that functionality.





*(That or it still does remove the interrupt from Aid Self, and that bit got skipped over.)


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