I was going to edit the thread title earlier today but figured you'd do it.
Not a big deal, Scoot and I can do it easily enough. Maybe someone will be nice enough to make a new thread the day before double EXP weekend, though.
• Flares for Blasters and Dominators range increased from 60’ to 80’. Common sense wins again! Never understood why some blasts were 60 while most were 80.
• The Recharge time for Choking Cloud has been reduced from 90 seconds to 20 seconds. YES! Nice buff to this power, makes it much more attractive. Can I take partial credit for this since I PM'd Castle asking for this exact buff last year? :P
Added two buttons to the Log In screen. Front-end UI changes give me hope there's more to come. Though so far it's all been adding buttons.
Blasters
o Energy Blast Power Bolt for Blasters had a 5% chance to not deal the smashing portion of its damage. This has been corrected -- it should now always do the smashing damage, assuming the power hits a target. Hah, I never noticed this on my blaster. Anyone know if it was an intentional thing or a bug?
Plus the Attribute Monitor looks like a great addition. It is so nice to see the new dev studio on a roll like this.
Edit: And pohsyb mentions some unannounced auction UI changes: Get All Inf button, filter by origin, filter by rarity.
I wonder how much faster one can get to 50 now. They didn't cut the amount of EXP it takes to get there but increased the amount mobs give, especially at certain levels, from what I understand. Kind of seems like a cumbersome way to go about it. For instance now there may be "optimal" level mobs to kill for EXP. Like at lvl 16 it might be better to kill level 13s than 16s because of the boost. Whatever, probably not enough to matter. It just seems like it would have been easier to cut the amount of EXP it takes to reach each level than it is to try and boost various levels of mobs EXP.
I think they might have run into problems with characters who already had a certain amount of XP. Doing it this way means no one gets free levels because they rejigged the XP tables.
Yeah, plus this means that they can also change the inf the critters give, which is a nice bonus. I've always thought that inf rewards were low for lower levels. Of course, that was pre-salvage, so it's less of an issue now, but still.
So are we expecting this patch, specifically the XP curve adjustment, to go live before Double XP weekend? Because that would be very very nice.
HarshLanguage on
> turn on light Good start to the day. Pity it's going to be the worst one of your life. The light is now on.
So I went on test to try out the xp curve. I got on a brute that got a level bump from 1 to 36 when they were testing DB and WP. This was a EM/WP brute. I got from 36 to 37 with five paper missions, one mayhem (only did one side), and seven short missions from Basse Croupier. All of which were done on relentless and solo. After the papers and mayhem, I was already at 4.5 bars. The change in the xp curve is really noticeable. The same contact on live would probably only give you about 2 bars.
The attribute monitors are pretty interesting to look at.
Full fury and build up for instance.
Hasten, three siphon speeds, and fulcrum shift off of 5 targets I think.
Stacking FS
And all the other stuff you can see about your character.
Theres an option to hide the powers where the stats come from.
XP I am supposed to get from a LvL 38 Lieu is 965 according to paragonwiki.
XP that I got on test is 3,685,
I got roughly twice as much XP from mission completes than normal. The damn copy tool is still down so I have no way of checking this with a character from a live server.
EDIT: It was in RWZ for reference. I've been told that the mission complete rewards are higher there.
I got roughly twice as much XP from mission completes than normal. The damn copy tool is still down so I have no way of checking this with a character from a live server.
That is weird, on the official boards people were bitching about Mission XP being the same as always and how one boss in some missions is worth the same amount as the mission bonus.
I got roughly twice as much XP from mission completes than normal. The damn copy tool is still down so I have no way of checking this with a character from a live server.
That is weird, on the official boards people were bitching about Mission XP being the same as always and how one boss in some missions is worth the same amount as the mission bonus.
I got 9k XP from the Raid Leader in Levanteras last mission. Still around 11k from completion. I have no idea if the completion rewards are the same. I do know from what paragonwiki has I am getting a great deal more XP from enemies. I hope they get the copy tool back up soon.
Hey, can anybody do one of those referral things for me? I'm looking to get a new MMO and CoX certainly has gotten more interesting since I left. A PM would be very nice.
Hey, can anybody do one of those referral things for me? I'm looking to get a new MMO and CoX certainly has gotten more interesting since I left. A PM would be very nice.
Wow, I was looking at the forums and I saw the changes they made to Rage. That is Statesman-level nerfing idiocy. Castle even managed to show it off as a "fix!"
I was going through the thread chronologically, and when I saw that they traded the "only affects self" with -dmg I thought, "Wow, that's a really great change!" Then when I later saw the -rec I realised that things had gone terribly, terribly wrong in the devs' thought processes.
I was on the verge of death when rage and hasten crashed around the same time. My toggles dropped and a gaggle of +2 arachnos were about to send me to the hospital. The only thing that saved me was blues and purples.
It seems like it will be harder for a tanker to hold aggro and protect his/her teammates. As well just killing a Brutes ability to build Fury. Which also is not good for a team. The angered cries of tankers and brutes will be deafening if this goes live. I guess they want everyone to go with EM.
So as someone who does not play melee, let alone SS... I'm not sure I understand the new Rage rage. The part where it no longer has a "only affect self" during the crash is good, right? The no-damage during that time is also OK as a tradeoff? But then the 5-second longer duration of the crash, and the 0% recovery during that time, takes it into bad nerf territory? Is it the addition of the 0 recovery debuff itself, or the longer duration of that debuff, that's the crux of the problem? (I'm guessing it's the debuff itself.)
HarshLanguage on
> turn on light Good start to the day. Pity it's going to be the worst one of your life. The light is now on.
So as someone who does not play melee, let alone SS... I'm not sure I understand the new Rage rage. The part where it no longer has a "only affect self" during the crash is good, right? The no-damage during that time is also OK as a tradeoff? But then the 5-second longer duration of the crash, and the 0% recovery during that time, takes it into bad nerf territory? Is it the addition of the 0 recovery debuff itself, or the longer duration of that debuff, that's the crux of the problem? (I'm guessing it's the debuff itself.)
It's both.
The problem with Rage right now is that when it crashes, it places the user in Only Affecting Self state. That means they can't attack, which is fine. But it also stops taunt and defensive auras like Rise to the Challenge and Invincibility from working. So, the theoretical WP/SS tanker surrounded by a dozen mobs is a killing machine one second, and then Rage crashes and he goes *splat* in short order, unless he's got greens to pop.
So, that needed to be changed; it's a stupid mechanic. There's also a substantial defense debuff with the crash, but that seems to be pretty reasonable.
Additionally Rage stacking was pretty abusive. It's an 80% damage buff that can be made permanent (well, with a minor crash) almost trivially, plus a 20% to-hit buff. Rage is, frankly, the best of the Build-Up type powers in the game. So, when you've got two going, you're looking at +160% damage and +40% to-hit. And that's assuming it's not slotted for +to-hit. For comparison's sake, ED's made +100% damage via slotting asymptotic, so you've got an effective hard-cap of damage enhancement of about 97%. And you're adding another 80%/160% to that permanently.
Plus, with the recharge being what it is, having double-stacked Rage is possible about 50% of the time with Hasten + IO sets.
But with the changes... Rage is looking a bit more lackluster. The crash is 50% longer, and it doesn't have the idiotic Only Affecting Self, ruin-your-aura aspect anymore, but -recovery, too? Ouch.
So, that needed to be changed; it's a stupid mechanic. There's also a substantial defense debuff with the crash, but that seems to be pretty reasonable.
Unless you're an Ice Tank or a pre-Granite Stoner, or an Energy Aura Brute.
Then it just makes you dead.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
Playing around on test with nehell's first build right now. Superspeed is capped at 92 mph and SJ is at the cap at 78.18 with one SO in SJ and hurdle. Also nice to see how much power boost affects aim and bu together. PB aim and bu is at 190% to hit as oppose to aim and bu at 127.5%. Power boost also affects travel power like SS, sprint, hover, and fly. Find it odd how it doesn't affect SJ or combat jumping. Hopefully they open up the character tool for training room, so I can play with nehell's current build and run some more tests.
So as someone who does not play melee, let alone SS... I'm not sure I understand the new Rage rage. The part where it no longer has a "only affect self" during the crash is good, right? The no-damage during that time is also OK as a tradeoff? But then the 5-second longer duration of the crash, and the 0% recovery during that time, takes it into bad nerf territory? Is it the addition of the 0 recovery debuff itself, or the longer duration of that debuff, that's the crux of the problem? (I'm guessing it's the debuff itself.)
It's both.
The problem with Rage right now is that when it crashes, it places the user in Only Affecting Self state. That means they can't attack, which is fine. But it also stops taunt and defensive auras like Rise to the Challenge and Invincibility from working. So, the theoretical WP/SS tanker surrounded by a dozen mobs is a killing machine one second, and then Rage crashes and he goes *splat* in short order, unless he's got greens to pop.
So, that needed to be changed; it's a stupid mechanic. There's also a substantial defense debuff with the crash, but that seems to be pretty reasonable.
Additionally Rage stacking was pretty abusive. It's an 80% damage buff that can be made permanent (well, with a minor crash) almost trivially, plus a 20% to-hit buff. Rage is, frankly, the best of the Build-Up type powers in the game. So, when you've got two going, you're looking at +160% damage and +40% to-hit. And that's assuming it's not slotted for +to-hit. For comparison's sake, ED's made +100% damage via slotting asymptotic, so you've got an effective hard-cap of damage enhancement of about 97%. And you're adding another 80%/160% to that permanently.
Plus, with the recharge being what it is, having double-stacked Rage is possible about 50% of the time with Hasten + IO sets.
But with the changes... Rage is looking a bit more lackluster. The crash is 50% longer, and it doesn't have the idiotic Only Affecting Self, ruin-your-aura aspect anymore, but -recovery, too? Ouch.
It must be part of the ongoing scheme to make people roll more kinetics, yeah....
I can't think of any other affect-other powers that give straight +endurance, at least. They should datamine and see how many fire/kins get rolled as a result of this and the upcoming xp weekend.
It must be part of the ongoing scheme to make people roll more kinetics, yeah....
I can't think of any other affect-other powers that give straight +endurance, at least. They should datamine and see how many fire/kins get rolled as a result of this and the upcoming xp weekend.
There are plenty already.
HarshLanguage on
> turn on light Good start to the day. Pity it's going to be the worst one of your life. The light is now on.
I wish they'd up SS' top speed. Given how much trouble the power is to use thanks to The Most Unrealistic Urban Planning Ever, they could at least make it fast enough to compensate for all the times you need to go around obstacles, but nooooo.
You know, they have the tech now to make powers unaffected by Recharge buffs (See: Strength of Will), so if they don't want people stacking Rage, maybe they should use that. And if they think people are getting too much damage out of it, I don't know why they don't just cut the +Dam. Esoteric crashes like this really please no one. Not that this really affects me, since none of my melee dudes are SS.
I don't get the feel that rage stacking is their main worry, although they are making sure that if you stack you compound your penalty. As it works now, you get your period of glory with double rage but also have to put up with the annoying crash proportionately more often. If SS wasn't all smashing it would probably be more of an issue; if you don't run rage SS is actually kind of lackluster (still not ice melee though).
I think the biggest source of complaint is really people disagreeing that the changes are a balanced tradeoff from the old crash. And one of the problems is that--just like today--the level of penalty kind of depends on what sets you're running.
As has been pointed out, the old crash was pretty hard on defense-based sets while just being annoying for resist sets. With the new crash, sets with end recovery powers make out a lot better than sets without. If you're depending on a lot of +recovery/running a bunch of toggles normally this new crash is proportionately worse. In fact, it could potentially reduce your sustained damage output over not using rage at all.
Of course on top of this there's the standard official board whining to cloud the issue. It is kind of amusing that right now the 'no temp power' part of the crash resets all temp powers when the crash is over.
Not that Castle ever answers my PMs, but I think I'll try asking him why he didn't port that FA change to Blasters. Cause, you know, that PbAoE sleep is so much more useful for Blasters than Tanks I guess.
Posts
Not a big deal, Scoot and I can do it easily enough. Maybe someone will be nice enough to make a new thread the day before double EXP weekend, though.
Plus the Attribute Monitor looks like a great addition. It is so nice to see the new dev studio on a roll like this.
Edit: And pohsyb mentions some unannounced auction UI changes: Get All Inf button, filter by origin, filter by rarity.
Yeah, plus this means that they can also change the inf the critters give, which is a nice bonus. I've always thought that inf rewards were low for lower levels. Of course, that was pre-salvage, so it's less of an issue now, but still.
So are we expecting this patch, specifically the XP curve adjustment, to go live before Double XP weekend? Because that would be very very nice.
> turn on light
Good start to the day. Pity it's going to be the worst one of your life. The light is now on.
The attribute monitors are pretty interesting to look at.
Full fury and build up for instance.
Hasten, three siphon speeds, and fulcrum shift off of 5 targets I think.
Stacking FS
And all the other stuff you can see about your character.
Theres an option to hide the powers where the stats come from.
I guess I'd better re-up for my double xp weekend so I can finally get Doc and Starlight to 50
XP that I got on test is 3,685,
I got roughly twice as much XP from mission completes than normal. The damn copy tool is still down so I have no way of checking this with a character from a live server.
EDIT: It was in RWZ for reference. I've been told that the mission complete rewards are higher there.
Please send me a PM if you are interested. Thanks!
PM'ed.
That is weird, on the official boards people were bitching about Mission XP being the same as always and how one boss in some missions is worth the same amount as the mission bonus.
I got 9k XP from the Raid Leader in Levanteras last mission. Still around 11k from completion. I have no idea if the completion rewards are the same. I do know from what paragonwiki has I am getting a great deal more XP from enemies. I hope they get the copy tool back up soon.
Steam: abunchofdaftpunk | PSN: noautomobilesgo | Lastfm: sjchszeppelin | Backloggery: colincummings | 3DS FC: 1392-6019-0219 |
Sent!
It seems like it will be harder for a tanker to hold aggro and protect his/her teammates. As well just killing a Brutes ability to build Fury. Which also is not good for a team. The angered cries of tankers and brutes will be deafening if this goes live. I guess they want everyone to go with EM.
1. No longer stackable
2. When it crashed, auras like RttC aren't affected
The patch as a whole looks real nice, but the Rage changes, I agree, are just stupid.
> turn on light
Good start to the day. Pity it's going to be the worst one of your life. The light is now on.
The problem with Rage right now is that when it crashes, it places the user in Only Affecting Self state. That means they can't attack, which is fine. But it also stops taunt and defensive auras like Rise to the Challenge and Invincibility from working. So, the theoretical WP/SS tanker surrounded by a dozen mobs is a killing machine one second, and then Rage crashes and he goes *splat* in short order, unless he's got greens to pop.
So, that needed to be changed; it's a stupid mechanic. There's also a substantial defense debuff with the crash, but that seems to be pretty reasonable.
Additionally Rage stacking was pretty abusive. It's an 80% damage buff that can be made permanent (well, with a minor crash) almost trivially, plus a 20% to-hit buff. Rage is, frankly, the best of the Build-Up type powers in the game. So, when you've got two going, you're looking at +160% damage and +40% to-hit. And that's assuming it's not slotted for +to-hit. For comparison's sake, ED's made +100% damage via slotting asymptotic, so you've got an effective hard-cap of damage enhancement of about 97%. And you're adding another 80%/160% to that permanently.
Plus, with the recharge being what it is, having double-stacked Rage is possible about 50% of the time with Hasten + IO sets.
But with the changes... Rage is looking a bit more lackluster. The crash is 50% longer, and it doesn't have the idiotic Only Affecting Self, ruin-your-aura aspect anymore, but -recovery, too? Ouch.
Unless you're an Ice Tank or a pre-Granite Stoner, or an Energy Aura Brute.
Then it just makes you dead.
- The Four Horsemen of the Apocalypse (2017, colorized)
Playing around on test with nehell's first build right now. Superspeed is capped at 92 mph and SJ is at the cap at 78.18 with one SO in SJ and hurdle. Also nice to see how much power boost affects aim and bu together. PB aim and bu is at 190% to hit as oppose to aim and bu at 127.5%. Power boost also affects travel power like SS, sprint, hover, and fly. Find it odd how it doesn't affect SJ or combat jumping. Hopefully they open up the character tool for training room, so I can play with nehell's current build and run some more tests.
It must be part of the ongoing scheme to make people roll more kinetics, yeah....
I can't think of any other affect-other powers that give straight +endurance, at least. They should datamine and see how many fire/kins get rolled as a result of this and the upcoming xp weekend.
PSN: LucidStar_BC
There are plenty already.
> turn on light
Good start to the day. Pity it's going to be the worst one of your life. The light is now on.
I think the biggest source of complaint is really people disagreeing that the changes are a balanced tradeoff from the old crash. And one of the problems is that--just like today--the level of penalty kind of depends on what sets you're running.
As has been pointed out, the old crash was pretty hard on defense-based sets while just being annoying for resist sets. With the new crash, sets with end recovery powers make out a lot better than sets without. If you're depending on a lot of +recovery/running a bunch of toggles normally this new crash is proportionately worse. In fact, it could potentially reduce your sustained damage output over not using rage at all.
Of course on top of this there's the standard official board whining to cloud the issue. It is kind of amusing that right now the 'no temp power' part of the crash resets all temp powers when the crash is over.
- The Four Horsemen of the Apocalypse (2017, colorized)