I still don't think Technologists are useless. Somebody is paying me for all these Expert Brutality Boosts and Refined Starshard Cores. I think it just isn't as pronounced as creating that uber elite set of tanking claws with 4 rune slots. But people are still using what I'm making consistently.
It took a little bit, but people are starting to figure out that the level 50 crafted blues which use the refined starshard cores can in some cases be better than the Expert crafted gear. The lack of specials lets you put a lot more raw stats, and you can do 2-3 crafts with the chance to the right rune slots for the cost of a single adventus item.
0
Tynnanseldom correct, never unsureRegistered Userregular
Highlights
PTR Exclusive
Anyone can now utilize the instant-level-50 boost NPC and test gear vendor on the PTR.
PvP items have been added to the test gear vendor on the PTR, allowing you to be properly suited up for battleground testing!
The “Bag of Prestige” can now be bought on the PTR, instantly filling your PvP currency.
General
Can no longer /follow if you or your target is dead.
“Level Up” VO now plays with a higher priority over quest and other types of VO.
Creatures
The telegraph shape for the Hurricane creature spell has been slightly adjusted.
Characters
Items
Liquid Confidence
Fixed an issue in which the event could trigger more than once every 0.25 seconds.
Adjusted the healing value to be appropriate for the frequency in which it can occur.
Healing Value: 106 health, down from 433 health.
Item Specials
Fixed a bug that was causing several Item Specials to be removed upon death.
Heavy Blow Special has been updated to have a 10s ICD on all tiers.
Tier 1 updated to 10% chance and 1m pushback down from 50% chance and 2m.
Tier 2 updated to 15% chance and 1.5m pushback down from 50% chance and 3m.
Tier 3 updated to 20% chance and 2m pushback down from 50% chance and 4m.
Tier 4 updated to 25% chance and 2.5m pushback down from 50% chance and 5m.
Tier 5 updated to 30% chance and 3m pushback down from 50% chance and 6m.
Classes
General
Resolved an issue that would let channeled spells clear their GCD after they had performed an Action.
Channeled Spells will no longer go on cooldown if interrupted unless they have ticked at least once.
Fixed an issue that prevented passive stance buffs/debuffs from applying when switching stances during GCDs or during CCs.
Fixed hit detection of cone telegraphs with min radius hitting units just behind caster.
Engineer
General
Made improvements to telegraphs so that enemies on top of the Engineer will be more reliably hit.
Adjusted telegraphs so they should no longer be able to reach players on the starting ledge in arenas.
Abilities
Flak Cannon
Fixed an issue in which Flak Cannon could be repeatedly cast to gain Volatility outside of combat.
Esper
General
Fixed a bug that caused the Blade Dance animation top last longer than intended.
Bolster and Concentrated blade now have a small 250ms Cooldown to prevent all charges from firing at the same time if Hold to Continue Casting is enabled.
Abilities
Blade Dance
Channel time reduced to 2 seconds down from 3 seconds.
Damage per level reduced to 5.35 from 6.96 (per tick) and 10.04% Assault Power down from 13.05% AP (per tick).
Concentrated Blade
The missile delay has been reduced to 3s at all levels down from 3.4s and 4.4s (T4+).
Tier 4 bonus now increases the recharge rate to 2 per 10 seconds.
Haunt
Tier 4 no longer grants a pushback.
Tier 4 bonus now grants an Empower that increases Magic Damage dealt by 6% for 5 seconds.
Psychic Frenzy
The Tier 8 Bonus now requires 3 charges to generate an additional Psi Point down from 6.
Reduced the GCD on the first press down to .75s down from 1.25s.
Telekinetic Strike
Now castable while moving.
The damage has been reduced to 33.6% Assault Power down from 37.34% Assault Power and 18 damage per level down from 19.93 damage per level. The damage per tier has been reduced to 5.67% assault power down from 6.3%.
The Tier 8 Bonus on Telekinetic Strike now required 3 charges to generate an additional Psi Point down from 6.
Medic
General
Fixed a bug that was preventing tiered abilities from using cooldown reduction.
Fixed a bug in which some Medic global cooldowns were using a 1.5s GCD instead of a 1.25s GCD.
Fixed an issue where Discharge and Emission would not reset their GCD if the spell was canceled before the first tick.
Abilities
Barrier
Fixed a bug where the tier 8 bonus was healing more than intended. Reduced the duration of the Interrupt Armor granted by Barrier to 3 seconds, down from 10 seconds.
Devastator Probes
Reduced the detonate damage from Tier 4 to 35%, down from 50%. Reduced the amount of additional foes affected by tier 8 to 2, down from 3. Additionally the splash damage from Tier 8 now deals 75% of normal detonate damage.
Gamma Rays
Can now hit 3 targets per beam, up from 1.
Base damage per beam has been reduced to 14.19 damage per level, down from 14.89, and 32.62% Assault Power, down from 34.21%.
The tier 4 bonus now causes each use of Gamma Rays to reduce its cast time by 0.5 second. Every third cast resets the cast time back to normal.
The tier 8 bonus now grants a 33% chance per beam that hits an enemy to build an Actuator.
Landing a hit with all 3 beams still grants a 100% chance to build an Actuator. There is now a 2 second cooldown on the Actuator granted from T8.
Mending Probes
Reduced the detonate healing from Tier 4 to 35%, down from 50%. Reduced the amount of additional allies affected by tier 8 to 2, down from 3. Additionally the splash healing from Tier 8 now restores 75% of normal detonate healing.
Rejuvenator
Reduced the duration of the Interrupt Armor granted by tier 4 to 3 seconds, down from 10 seconds.
AMPs
Reboot
This will now trigger on allies below 30% shield rather than only on empty shields. The bonus shield healing has been reduced to 135% Support Power, down from 225%.
Solid State
The Interrupt Armor granted by this now only lasts for the first 3 seconds of Protection Probes rather than the full duration.
Spellslinger
General
Quick Draw and Rapid Fire tooltips now read the proper target count.
Abilities
Rapid Fire
Once the initial cast is ‘Surged’, each tap will now trigger ’The One’ and ‘Surge Damage’.
Surged Rapid Fire now consumes 25 Spell Power once for all 4 taps (previously 25 Spell Power per Tap).
Spell Surge
Spell Power is no longer consumed if Spell Surge is activated mid-cast.
Spell Surge is now castable while casting.
Voidspring
Will now only trigger The One and Surge Damage at cast.
Wild Barrage
Can now be deflected.
AMPs
Gunslinger
Now procs when landing a hit with an assault ability that has a cooldown.
Can only trigger once per second.
Buff duration refreshes with each proc.
Buff duration reduced to 8s from 20s.
Critical Chance buff increased to 3.5% from 2.5%, and its stack count decreased to 3 from 5.
‘The One’ and ‘Surge Damage’ no longer replace one another.
Stalker
General
Fixed a bug that caused Ruin, Phlebotomize, Frenzy and Razor Disk to have a higher than intended Deflect Chance.
Abilities
Impale
Now hits 2 targets up from 1.
Last Stand
Reduced the Duration to 3 seconds down from 3.5 seconds.
Nano Field
Tier 8 Lifesteal reduced to 75% down from 100%.
Neutralize
Cost Debuff stack cap reduced to 5 from 6.
Steadfast
The tier 8 bonus can only trigger the Suit Power Regen a maximum of 5 times for the duration.
AMPs
Precision AMP is now properly flagged as Stalker Class only.
Warrior
General
Fixed a bug that was preventing tiered abilities from using cooldown reduction.
AMPs
Fixed an issue that was causing certain Warrior AMPs to drop more frequently than intended from Challenge reward bags. This fix will also slightly increase the chance to get rare AMPs from the Challenge reward bag.
PvP
General
Extricate will no longer work on bomb carriers.
Items
Rating requirements for PvP gear have been adjusted.
Scientist scanbots can no longer be summoned in Battlegrounds or Arenas.
Arena’s
Players will no longer be able to avoid being teleported into the arena by jumping off of the spawn platform and using a force move ability to get back.
Fixed exploit related to players leaving an Arena match early.
Daggerstone Pass
The bomb will no longer lose functionality when dropped multiple times.
Sabotage bomb visual polished.
A Spellslinger can no longer access an enemy spawn point by using Spatial Shift.
Re-secured the Dominion spawn point from Exile wall climbers!
Quest arrows will correctly point to the enemy Fusion Core.
The progress bar tooltips in both Warplots and Sabotage now indicate which team they belong to.
Content
General
Fixed a bug where some imbuement quests were not localized.
Blighthaven
All group-difficulty creatures in Blighthaven are now set for soft-kill, accommodating for multiple groups/ungrouped players and removing bottlenecking.
Breadcrumb quests into Blighthaven weren't being fired properly. Now they are! Welcome to Blighthaven!
Fixed a number of issues with the Scorchwing encounter in Blighthaven.
Multiple players (grouped or not) will be awarded participation for "Lost" in Blighthaven when they engage in the holdout.
Drusera Instances
Drusera Instance 2
Straining to be Heard
Fixed issue where exile players would not be pushed the quest on meeting the prerequisites.
Drusera Instance 3
The Hidden Dark
Canceling the clone spawning cinematic before it finishes will no longer block progression.
Galeras
The objective to poison the air supply for quest "The Warden" now correctly shows up as optional in the Quest Tracker.
Grimvault
Scorchwing should no longer occasionally go un-responsive when transitioning into the Egg phase.
Malgrave
Darkspur enemies in Swindler's End will now give XP to players as intended.
Northern Wilds
‘Calm Before the Storm’ quest text has been restored.
The Dominion Cannon is now appropriately telling players what it is.
Whitevale
The Wigwalli Lopp have decided to protect a holocrypt from the Ascendancy near Augmentation Facility X426 in Whitevale.
Adventures
The Hycrest Insurrection
Fixed a bug in Hycrest adventure where players might temporarily be unable to see each other.
The Malgrave Trail
The distance bar has been switched to fill up when players get close to the lost caravan member (rather than show how far away you are). The text messaging has also been improved to better inform players that the location is based off the caravan's position rather than the individual player's.
Dungeons
The Ruins of Kel Voreth
Forgemaster Trogun
Removed some safe areas during the Exanite Shards phase.
Adjusted boss wall placement.
Voreth Beastmaster
Pulverize can no longer crit.
Sanctuary of the Swordmaiden
Normalized the random event selection by wing to reduce variance in clear times caused by random optional objectives. In order to accomplish this we've done the following:
Enabled a single random non-miniboss objective per wing (previously 0 to 4). The entry wing and hub objectives are considered the same wing for this purpose.
Reduced the total number of non-miniboss random objectives selected to 4 (down from 5).
Adjusted the counts and parameters of the optional objectives to bring them closer in line in terms of time to complete.
‘Dodge the Totems’ challenge no longer fails when the totems' telegraph hits an NPC.
Deadringer Shallaos
The Sound and the Fury veteran boss challenge now only enables on Veteran difficulty.
Raids
Datascape
Updated multiple basepop encounters to improve cluster cooldowns, add missing Moments of Opportunity, correct execution frequency, etc. Just general cleanup.
System Daemons
Overload is now removed when entering one of the lower rooms.
Daemons should no longer sometimes auto attack between Disconnect and Memory Wipe.
Should be less likely to cast Power Surge in addition to another spell.
Increased trigger volume size for teleporters.
Overload now reduces threat generation per stack.
Maelstrom Authority
Increased HP.
Static Bombshell now also applies ability restriction.
Platform layouts are now random presets instead of complete randomization.
Lightning Strikes should no long be offset from the target.
Gloomclaw
HP Increased to 54.6m.
Volatility Lattice
Obstinate Logic Wall HP increased to ~1.23m.
Avatus
Increased HP.
Earthen Biomes
Updated spawn clusters and positioning.
Removed cleave from Bonechewer Rockhorde auto attack.
Glacial Fortress
Updated spawn clusters and positioning.
Snownado knockback is now more horizontal.
Pulling either Frost-boulder Avalanche now aggro’s all basepop on that platform.
The cube bridge to the final miniboss now activates once the basepop in front of it is killed.
Removed cleave from Icespike Hordling auto attack.
Obsidian Wastes
Updated spawn clusters and positioning.
Removed cleave from Obsidian Spikehorde auto attack.
Genetic Archives
Centrifuge Challenge loot will no longer be awarded until the event room is complete.
Experiment X-89
Shattering Shockwave no longer damages pets. Classes that start with the letter 'E' rejoice.
Dreadphage Ohmna
In order to discourage strategies based entirely on random chance, the following changes are being made to the final phase of the Dreadphage Ohmna encounter (We apologize for accidentally encouraging any use of the phrase "YOLO"):
Strain Spit from Phageborn Plasma Leeches and Tentacles of Ohmna will no longer daze players.
Final phase tentacle spawns will no longer take damage until they finish casting Erupt
Initial spawn of tentacles in the final phase now have pre-set positions and the total count has been reduced.
Genetic Torrent in the final phase now creates an additional "unsafe" area that prevents players from avoiding Torrent in unintended ways.
Ohmna no longer casts Genetic Torrent immediately upon beginning the final phase.
There is now small delay before Ohmna begins to rotate for Genetic Torrent in the final phase.
Ohmna will no longer cast Devour in the final phase.
Her challenge should now be correctly rewarded upon completion.
Ultimate Protogames
Each event room now has a holocrypt.
Upon entering each of the different event rooms, players receive a communicator message to introduce the gameplay.
When teleporting between event rooms, players can click on their transitional objective to see where the teleporter is located.
Paths
Settler
Settlers were unable to complete a mission that relied heavily on a quest to be completed before the mission was unlocked, this has been fixed.
Economy
Loot
Rare mob packs will no longer drop loot until the entire group has been killed.
Tradeskills
General
Sittable chairs near crafting stations have been removed. This is part of a short term fix to address a bug that occurs when players attempt to craft in any animation state except standing.
Architect
Architect Cybene in Malgrave has had her phasing flags updated, and her spawn point and quest location have been moved to increase visibility.
Tailor
Fixed an issue where some Walatiki and Bloodsworn schematic-granting items were not pointing to the correct schematics, causing some achievements to be un-achievable.
Corrected multiple instances of recipe granting schematics linking to the incorrect schematics. The following items have been corrected:
Pattern: Darkspur Spurboots
Pattern: Darkspur Darkpants
Pattern: Darkspur Darkshawl
Pattern: Shatterforce Commando Gloves
Pattern: Shatterforce Commando Robes
Pattern: Shatterforce Commando Sandals
Pattern: Shatterforce Commando Tights
Pattern: Shatterforce Commando Mantle
Pattern: Siegebreaker Gloves
Pattern: Siegebreaker Boots
Pattern: Siegebreaker Tunic
Pattern: Siegebreaker Trousers
Pattern: Thermock Bandana
Pattern: Thermock Colors
Pattern: Thermock Hands
Pattern: Thermock Shoes
Pattern: Thermock Knickers
Pattern: Thirsty Creek Gloves
Pattern: Thirsty Creek Waterseekers
Pattern: Thirsty Creek Duster
Pattern: Thirsty Creek Breeches
Pattern: Thirsty Creek Kerchief
Pattern: Thirsty Creek Bowler
Associated tech tree achievements are not affected, but should now track properly.
User Interface
Fixed a bug where certain special characters were being treated as word delimiters.
Improvements have been made to the salvage UI! It is now a flat list of all salvageable items and each entry has a detailed tooltip which compares the item with what you currently have equipped!
Fixed an issue where several addons would not load correctly if the player did not have addon save data.
Fixed a LUA error in the quest tracker if you disabled the Interface (OptionsInterface) addon.
Housing
FABkits have been adjusted in level to match their required placement level in housing.
Social
Fixed a bug which would sometimes prevent a COD mail from creating all items which were stackable.
0
SkwigelfPassed out in a cloud of farts and cigarette smoke.Registered Userregular
Yup. Right now, a lot of the lv50 pre-epochos stuff with a refined starshard core are pre-raid BiS(or near to) simply because you can max out your main AP/SP stat.
For instance, my Type III Galactium Weave Plastron(chest) has 125 Finesse, 29 Moxie, and 23 Crit Severity along with 3 decent rune slots(main slot is Fire. Bonus!). With the Epochos, due to the special, I could probably only get 95 or so Finesse if I completely reduce the other stats using a regular Hybrid Core(I havent seen anything other than regular, rough, or dual on the ComEx). And there's always the chance the special ain't so special, also the rune slot(s) could suck.
Price-wise:
Refined Starshard Power Core - 2g 20s 60c
Hybrid Power Core - 10g 33s 92c
Both the Type III and the Epochos take 7 Galactium and 2 Carbons. The Epochos also requires 2 Novacite. So if you were to buy all the mats from the ComEx/Vendor:
So yeah, 1/3 the price for a way better item. Especially when you consider the possibility of multiple craftings in order to get the right special/rune slots.
Blighthaven
All group-difficulty creatures in Blighthaven are now set for soft-kill, accommodating for multiple groups/ungrouped players and removing bottlenecking.
Seriously what the hell? They reduced the total effectiveness of mending probes combo by almost 66%, as in, it is now only a third as effective as it once was
Each first party detonate is now at 70% effectiveness, each third party detonate is now at 50% effectiveness, and you only get 2/3 of the third person detonations now.
Are those notes PTR only, or just the ones that say PTR exclusive?
Rend on
+1
Tynnanseldom correct, never unsureRegistered Userregular
I'm okay with it up to a point. And I think that point needs to fucking stop once you start hitting raids and getting gear that's going to be glued to your ass for a while. I'm hearing stories of people salvaging first kill epics with garbage rune slots that would have been upgrades otherwise. Something is wrong with that design when that happens. Like if I get a pair of boots that has anything other than air, earth, logic or life runes in them it's basically useless to me
I think that's the failure of the Rune system itself. It's just not that the runes are random and there's some there's BiS rune for some class, it's that entire types of Runes are literally useless for each class. If rune's were more equally useful to all the classes, the Runeslot RNG wouldn't be as bad(ignoring the fact some pieces of gear can have between 0 and 5(!) rune slots, which is too much variance). Adding to that problem is the rune sets, which due to how many you need to get the full effect on some, means you need to stack the same 1 or 2 types of runes.
The RNG just masks how borked it is in this respect. If items had static runes, you'd just see guides saying X item is BiS, and it has Y Slots, stack Z type runes in it, and that's all kind of bad in it's own right.
I think the intent was to lessen that last bit. But instead it kinda turned into this "pick your poison" sort of deal.
Yeah, I don't have a cite offhand, but Carbine said they don't want quick BiS, so that's probably the case.
I don't think the RNG is even the problem really. Hell, I think the RNG is needed to prevent the whole system from falling like a house of cards. Because without something from preventing BiS-ing the whole system becomes a illusion of choice, where there's only one real answer, and the rest strictly making you perform worse(AKA wrong from a min-max perspective). Trap options and all that.
If the different types of rune slots and runes were equally(or nearly so) for all classes, then the RNG means that runes would be a "mini-game" of figuring out how to to get as much as possible out of what runes you have on a piece of gear, and that the theoretical difference between different sets of runes would be very minor. Instead having the right kinds of rune slots and the right runes is pretty huge, so not having the right slots makes the gear awful, and it's the pick your poison you've mentioned.
Seriously what the hell? They reduced the total effectiveness of mending probes combo by almost 66%, as in, it is now only a third as effective as it once was
Each first party detonate is now at 70% effectiveness, each third party detonate is now at 50% effectiveness, and you only get 2/3 of the third person detonations now.
Are those notes PTR only, or just the ones that say PTR exclusive?
Wrecked devastator probes as well. can't say I'm a fan of the interrupt armor going down to only 3s either, but that's not too bad I guess. The gamma ray changes look to be a net boon, so I guess our rotation is just gamma ray 24/7 and discharge so you can gamma ray some more.
Whelp, these changes might be the proverbial nail in the coffin for me.
They're trying to shorten interrupt armor duration across the board, so I'm not surprised that particular ability got hit. I was surprised to see just how long it lasted the first time Motion used it on us,
0
firewaterwordSatchitanandaPais Vasco to San FranciscoRegistered Userregular
Wow. Those medic changes are hot, wet garbage. Doesn't bode well.
They're trying to shorten interrupt armor duration across the board, so I'm not surprised that particular ability got hit. I was surprised to see just how long it lasted the first time Motion used it on us,
They're doing it since in arena based PvP it's not hard to constantly have enough interrupt armor that CC isn't worth the slot on the bar. A medic on the team plus everyone having Guardian Potions+Gadget will have up to 4 or 5 IA on everyone. And that's before you get into CC breaks and other class abilities.
Architect
Architect Cybene in Malgrave has had her phasing flags updated, and her spawn point and quest location have been moved to increase visibility.
FINALLY! Can finally turn in that daily quest.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
Seriously what the hell? They reduced the total effectiveness of mending probes combo by almost 66%, as in, it is now only a third as effective as it once was
Each first party detonate is now at 70% effectiveness, each third party detonate is now at 50% effectiveness, and you only get 2/3 of the third person detonations now.
Are those notes PTR only, or just the ones that say PTR exclusive?
Wrecked devastator probes as well. can't say I'm a fan of the interrupt armor going down to only 3s either, but that's not too bad I guess. The gamma ray changes look to be a net boon, so I guess our rotation is just gamma ray 24/7 and discharge so you can gamma ray some more.
Whelp, these changes might be the proverbial nail in the coffin for me.
Gamma Ray changes lowered Medics single target damage, the way I'm reading it.
Maybe I've grown stubborn over the years but I'm not ready to throw in the towel. I think a large part of the problem is a lot of us are tired of the genre and totally don't want to admit they are tired of the genre. Another side of it, IMO, is I don't know who MMOs are really for anymore. I don't think the people making these types of games really do either.
Too much time gets wasted trying to define casual vs hardcore when I don't think there's any real difference in how many hours either one of those types of people play. It's just spread out different
I missed some forum time, so I may be behind in the conversation, but I've taken the standpoint of just playing the game and enjoying myself. MMO's have turned into games where you have to invest 40 hours of preamble to get to "teh end game" where the game starts, but Wildstar has a pretty entertaining story to the levelling process as well... I'll take my time levelling a toon and making sure that it's the class I really want to play (tried healing on my lvl 15 medic today and it was way different than I expected, but fun)... and when I get to the endgame it'll still be there with a bunch of PA guildies that I can meet and enjoy the game with when it happens.
wildstar's pve endgame is actually very quickly reachable after 50, just nobody thinks of legitimately hard 5-man dungeons as endgame content when larger raids exist afterwards. but the endgame pve of wildstar starts with veteran dungeons and then is just a straight line of challenging content that'll last even really hardcore players a super long time.
i feel like it's an admirable accomplishment, which is only marred by the fucking terrible rune system and some problems with class/role balance which they are hammering out.
the pvp endgame is a bit more problematic, because even though it's theoretically all right there the second you hit 50, the playing field is just incredibly fucked due to the influence of people who rushed the rating gear and done stuff like intentionally tanking their ratings or selling ranked wins.
Hah, amazing. Nerfing interuppt armor dutation is a good thing. They didn't mention they were gutting healing and damage as well though. So now medics are even better at being the worst dps and worst raidhealer :P.
Assuming they will buff something medics have apart from those notes, since they basically gut the only way to boost dps over gamma ray spam (dev probes t4) aaaand also nerf gamma rays. No idea where they are going with that.
Hm, apparently even with those number changes and the T8 internal cooldown, it is a 20% dps boost for GR spam. I guess the downside is that it skews even more to GR spam though.
Maybe they want dps medics to use fewer assault skills and have more support on-hand for hybrid style play? If not that, I'm stumped
The damage breakdown is already mainly Gamma Rays, they are just emphasising it even more. But is PTR, so they might change their mind on some of the dumber stuff like the ICD on the tier 8 proc.
0
BeezelThere was no agreement little morsel..Registered Userregular
Maybe they want dps medics to use fewer assault skills and have more support on-hand for hybrid style play? If not that, I'm stumped
This has always been an idea for medics that I really like. Why else to AMPs like "Scalpel! Forceps!" exist?
I will continue to hope to see medics as an offensive utility class, like WoW's Shaman used to be. Sit there, make sure you keep your buffs up, do DPS and throw spot heals, but mostly keep your buffs up/maximized.
+1
firewaterwordSatchitanandaPais Vasco to San FranciscoRegistered Userregular
Total conjecture, but if the sliver dungeon medals are as tight on DPS as it sounds like they are, I can't imagine there's much room for utility over DPS.
And honestly what utility are we talking about? From what I read, emp probes are less powerful than power link for utility, and with prot and mending probes getting depowered, I don't see much else.
The reboot nerf is super shitttttttty on top of all that. Who cares if it hits at 30% when you get fuckall boost from it?
Lokah Samastah Sukhino Bhavantu
0
Caulk Bite 6One of the multitude of Dans infesting this placeRegistered Userregular
edited July 2014
huh, so medics got nerfed right as I hit 20?
Dang it, Carbine.
Caulk Bite 6 on
0
firewaterwordSatchitanandaPais Vasco to San FranciscoRegistered Userregular
As far as I know it's just PTR. I haven't played (or will be able to play) in weeks, so just going by the scuttlebutt here.
But really, medics possibly getting a shitstick beating coupled with an apparent and unfortunate guild implosion will probably spell the end of my interest in this game.
Lokah Samastah Sukhino Bhavantu
0
Caulk Bite 6One of the multitude of Dans infesting this placeRegistered Userregular
oh, just in the testing.
that makes me feel better, I guess. hopefully they find out it's a terrible change?
@FireWater
I'm looking towards raid DPS.
that said, on some bosses, I DO go dps, because healing isn't really necessary in a few of the mechanics-check fights
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
Aside from the interrupt armor, none of those changes really make any sense and it's crazy to think they are even "testing" them because Medic was kiiiind of not in a great place to begin with so nerfing their healing and also their damage seems crazypants?
I was expecting worse with all the Medic whining, but by far the biggest hits are to IA generation which was far, far too good.
Odd that the probes got hit, but those changes are not nearly as bad as you guys are making it out to be.
The mending probes changes are absolutely a huge hit. The IA stuff sure, it was ridiculous before, but mending probes combo was pretty much the only big aoe burst medics have, and they reduced it's minimum effectiveness by 50% and it's maximum by 66%.
0
cptruggedI think it has something to do with free will.Registered Userregular
So I have a problem. I enjoy costumes a lot. Spent some plats on dye and such. So I figured I'd share.
The six current costumes of Corvette.
Bunny Cat Fu
Classic RPG
Space Cowgirl
Cyber Ninja
Space Hero
and
Wonder Aurin
I wish I could buy more costume slots cause my bank is full of pieces for prospective looks.
Random Rune Colors also suck, but less so. We’ll probably keep a lot of the random variance in rune colors but are looking at ways to mitigate this as much as possible. We’re considering potentially adding ways to reroll colors and/or adding new runes to fill in gaps where certain colors are either extremely valuable or woefully unwanted to some players.
No Carbine, random rune system in it's entirety sucks period, no one likes having to dump a good piece of loot they worked hard to obtain or make because you decided it should have a further RNG element there that gives them just the exact opposite elemental rune slots then fits what the class or class role the person needs it to have. There is no way to make that not suck; just give items their due diligence and fucking let players set runes in crafting/make drops with proper runes in them.
Rerolling is still leaving the RNG element in there that is going to still dump on people most of the time when they want a specific kind of rune. And if adding ways of rerolling that shit adds yet another time/money sink, well then all the worse.
Also great timing on that crafted gear rollback. People with the unaffected originals are still going to have a big edge and now crafting is going to be a lot less useful for the same level of hassle.
Stupid post launch balances and decisions like this are part of what made me just get fed up with the PvE progression, because you're fighting the itemization and crafting which should be easier to get you set with the stats you need and get you started early on, respectfully.
Corehealer on
0
CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
I will add that I am glad they are at least going back and re-evaluating the system in place, and are going to lessen the RNG overall for crafting and such. But it only adds to my wish that they had spent more time testing the endgame itemization, even just a few more weeks with more people boosted up to play with it a bit.
But I suppose that's asking a bit much of marketing when you need to ship it right now and we can't have them get too deep.
I'll go be bitter somewhere else now.
0
BeezelThere was no agreement little morsel..Registered Userregular
What I'm going to do is shoot for a 3-4 good runeslot tank gun and bank it since it is going to become incredibly overvalued if this change goes through
PSN: Waybackkidd
"...only mights and maybes."
+1
CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
What I'm going to do is shoot for a 3-4 good runeslot tank gun and bank it since it is going to become incredibly overvalued if this change goes through
Forge that platinum you rake in from their cold, pubbie tears good Beezel.
Posts
It took a little bit, but people are starting to figure out that the level 50 crafted blues which use the refined starshard cores can in some cases be better than the Expert crafted gear. The lack of specials lets you put a lot more raw stats, and you can do 2-3 crafts with the chance to the right rune slots for the cost of a single adventus item.
For instance, my Type III Galactium Weave Plastron(chest) has 125 Finesse, 29 Moxie, and 23 Crit Severity along with 3 decent rune slots(main slot is Fire. Bonus!). With the Epochos, due to the special, I could probably only get 95 or so Finesse if I completely reduce the other stats using a regular Hybrid Core(I havent seen anything other than regular, rough, or dual on the ComEx). And there's always the chance the special ain't so special, also the rune slot(s) could suck.
Price-wise:
Refined Starshard Power Core - 2g 20s 60c
Hybrid Power Core - 10g 33s 92c
Both the Type III and the Epochos take 7 Galactium and 2 Carbons. The Epochos also requires 2 Novacite. So if you were to buy all the mats from the ComEx/Vendor:
7 Galactium @ 21s = 1g 47s
2 Novacite @ 79s = 1g 58s
2 Three-Nines Fine Carbon @ 92s 72c= 1g 85s 44c
Epochos = 15g 24s 36c
Type III = 5g 53s 04c
So yeah, 1/3 the price for a way better item. Especially when you consider the possibility of multiple craftings in order to get the right special/rune slots.
YAY!
Each first party detonate is now at 70% effectiveness, each third party detonate is now at 50% effectiveness, and you only get 2/3 of the third person detonations now.
Are those notes PTR only, or just the ones that say PTR exclusive?
Yeah, I don't have a cite offhand, but Carbine said they don't want quick BiS, so that's probably the case.
I don't think the RNG is even the problem really. Hell, I think the RNG is needed to prevent the whole system from falling like a house of cards. Because without something from preventing BiS-ing the whole system becomes a illusion of choice, where there's only one real answer, and the rest strictly making you perform worse(AKA wrong from a min-max perspective). Trap options and all that.
If the different types of rune slots and runes were equally(or nearly so) for all classes, then the RNG means that runes would be a "mini-game" of figuring out how to to get as much as possible out of what runes you have on a piece of gear, and that the theoretical difference between different sets of runes would be very minor. Instead having the right kinds of rune slots and the right runes is pretty huge, so not having the right slots makes the gear awful, and it's the pick your poison you've mentioned.
Wrecked devastator probes as well. can't say I'm a fan of the interrupt armor going down to only 3s either, but that's not too bad I guess. The gamma ray changes look to be a net boon, so I guess our rotation is just gamma ray 24/7 and discharge so you can gamma ray some more.
Whelp, these changes might be the proverbial nail in the coffin for me.
They're doing it since in arena based PvP it's not hard to constantly have enough interrupt armor that CC isn't worth the slot on the bar. A medic on the team plus everyone having Guardian Potions+Gadget will have up to 4 or 5 IA on everyone. And that's before you get into CC breaks and other class abilities.
Architect Cybene in Malgrave has had her phasing flags updated, and her spawn point and quest location have been moved to increase visibility.
FINALLY! Can finally turn in that daily quest.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Gamma Ray changes lowered Medics single target damage, the way I'm reading it.
Unless I'm totally missing something.
I missed some forum time, so I may be behind in the conversation, but I've taken the standpoint of just playing the game and enjoying myself. MMO's have turned into games where you have to invest 40 hours of preamble to get to "teh end game" where the game starts, but Wildstar has a pretty entertaining story to the levelling process as well... I'll take my time levelling a toon and making sure that it's the class I really want to play (tried healing on my lvl 15 medic today and it was way different than I expected, but fun)... and when I get to the endgame it'll still be there with a bunch of PA guildies that I can meet and enjoy the game with when it happens.
Gamertag - Khraul
PSN - Razide6
i feel like it's an admirable accomplishment, which is only marred by the fucking terrible rune system and some problems with class/role balance which they are hammering out.
the pvp endgame is a bit more problematic, because even though it's theoretically all right there the second you hit 50, the playing field is just incredibly fucked due to the influence of people who rushed the rating gear and done stuff like intentionally tanking their ratings or selling ranked wins.
Assuming they will buff something medics have apart from those notes, since they basically gut the only way to boost dps over gamma ray spam (dev probes t4) aaaand also nerf gamma rays. No idea where they are going with that.
Hm, apparently even with those number changes and the T8 internal cooldown, it is a 20% dps boost for GR spam. I guess the downside is that it skews even more to GR spam though.
The damage breakdown is already mainly Gamma Rays, they are just emphasising it even more. But is PTR, so they might change their mind on some of the dumber stuff like the ICD on the tier 8 proc.
I can almost hear everyone mashing create character as they start to reroll esper
"...only mights and maybes."
This has always been an idea for medics that I really like. Why else to AMPs like "Scalpel! Forceps!" exist?
I will continue to hope to see medics as an offensive utility class, like WoW's Shaman used to be. Sit there, make sure you keep your buffs up, do DPS and throw spot heals, but mostly keep your buffs up/maximized.
And honestly what utility are we talking about? From what I read, emp probes are less powerful than power link for utility, and with prot and mending probes getting depowered, I don't see much else.
The reboot nerf is super shitttttttty on top of all that. Who cares if it hits at 30% when you get fuckall boost from it?
Dang it, Carbine.
But really, medics possibly getting a shitstick beating coupled with an apparent and unfortunate guild implosion will probably spell the end of my interest in this game.
that makes me feel better, I guess. hopefully they find out it's a terrible change?
I'm looking towards raid DPS.
that said, on some bosses, I DO go dps, because healing isn't really necessary in a few of the mechanics-check fights
Odd that the probes got hit, but those changes are not nearly as bad as you guys are making it out to be.
How about "Any downward change is bad when you are already on the bottom"?
The mending probes changes are absolutely a huge hit. The IA stuff sure, it was ridiculous before, but mending probes combo was pretty much the only big aoe burst medics have, and they reduced it's minimum effectiveness by 50% and it's maximum by 66%.
The six current costumes of Corvette.
Bunny Cat Fu
Classic RPG
Space Cowgirl
Cyber Ninja
Space Hero
and
Wonder Aurin
I wish I could buy more costume slots cause my bank is full of pieces for prospective looks.
Hey @Draeven, think I could still score that pass? Or anyone else for that matter.
Thanks!
Y'all might wanna get your craft on. Just saying.
http://dulfy.net/2014/07/24/wildstar-carbine-talks-about-itemization-and-crafting-nerf/
"...only mights and maybes."
No Carbine, random rune system in it's entirety sucks period, no one likes having to dump a good piece of loot they worked hard to obtain or make because you decided it should have a further RNG element there that gives them just the exact opposite elemental rune slots then fits what the class or class role the person needs it to have. There is no way to make that not suck; just give items their due diligence and fucking let players set runes in crafting/make drops with proper runes in them.
Rerolling is still leaving the RNG element in there that is going to still dump on people most of the time when they want a specific kind of rune. And if adding ways of rerolling that shit adds yet another time/money sink, well then all the worse.
Also great timing on that crafted gear rollback. People with the unaffected originals are still going to have a big edge and now crafting is going to be a lot less useful for the same level of hassle.
Stupid post launch balances and decisions like this are part of what made me just get fed up with the PvE progression, because you're fighting the itemization and crafting which should be easier to get you set with the stats you need and get you started early on, respectfully.
But I suppose that's asking a bit much of marketing when you need to ship it right now and we can't have them get too deep.
I'll go be bitter somewhere else now.
"...only mights and maybes."
Forge that platinum you rake in from their cold, pubbie tears good Beezel.