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Meddik
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Big, Bad Ugly Changes on Test.
Reply With Quote   #1

Scroll down, and see if you can figure out which ones I think are biggies.

Now Testing in the Training Room as of 4/27/05:

City Zones:

o Faultline: Fixed a hole in the map.

o Perez Park: Fixed large hole

o Skyway City: Fixed a hole in the War Wall.

o Rikti Crash Site: Fixed hole in the map

Arena:

o Removed Ready buttons from the Arena.

o Fixed bug that gave players exiting the Arena low health.

o Mission Waypoints now appear correctly while in the Arena

Powers:

o Controller and Defender Hurricane will no longer debuff Tanker and Scrapper Range

o Changed Moment of Glory, Elude, and Light Form to have a Duration of 180 seconds and a base recharge time of 1000 seconds. This prevents these powers from being 'Permanent'

o Elude now also offers a Recovery boost.

o Fixed Recovery debuff at the End of Elude (it didn’t always debuff your Recovery)

o After Moment of Glory wares off, you will be unable to regenerate HP for 15 seconds. This is to keep MoG consistent with the drawbacks associated with other high-end defense powers like Elude and Unstoppable.

o Added Suppression to Singularity and Dark Servant powers in PvP.

o Fixed Brawl so it only has a 33% chance to knock off 1 toggle power in PvP.

o Added Knockback suppression in PvP for Battle Axe and Stone Melee.

o Fixed a bug that was causing Slow Enhancements to increase the attack speed of the Enhanced power.

o Fixed bug in Howling Twilight. The magnitude of its Disorient on PvP was too high and did not have Suppression.

o Decreased the Accuracy Buff gained from Invincibility.

o Granite Armor, Bright Nova, White Dwarf, Dark Nova and Black Dwarf have been made immune to Toggle Drop effects brought on by Brawl and similar De-Toggle abilities. These powers are still vulnerable to being shut down by Holds and Stuns.

o Added 50% ToHit debuff to Super Speed and Super Leap.

o Added Suppression effect to Jack Frosts Hold

o Added Suppression effect to Illusion/Blind secondary Sleep effect

o Added Suppression effect to Gravity/Singularity Repel

o Fixed Suppression and/or added Suppression to:

§ Temporary Powers: Tesla Gauntlet

§ Temporary Powers: Chromatic Grenades

§ Temporary Powers: Confiscated Beanbag

§ Temporary Powers: Nemesis Staff

§ Temporary Powers: Stun Grenade

§ Accolades: Crey CBX-9 Pistol

§ Tanker Defense: Stone Armor: Mud Pots

§ Tanker Melee: Energy Melee: Barrage

§ Tanker Melee: Energy Melee: Energy Punch

§ Tanker Melee: Energy Melee: Bone Smasher

§ Tanker Melee: Energy Melee: Whirling Hands

§ Tanker Melee: Energy Melee: Energy Transfer

§ Tanker Melee: Ice Melee: Frozen Aura

§ Tanker Melee: Stone Melee: Stone Fist

§ Tanker Melee: Super Strength: Jab

§ Tanker Melee: War Mace: Bash

§ Tanker Melee: War Mace: Pulverize

§ Tanker Melee: War Mace: Whirling Mace

§ Scrapper Melee: Martial Arts: Crippling Axe Kick

§ Scrapper Melee: Quills: Barb Swipe

§ Scrapper Melee: Quills: Lunge

§ Scrapper Melee: Quills: Fling Quills

§ Scrapper Melee: Quills: Quills

§ Scrapper Melee: Quills: Ripper

§ Scrapper Melee: Quills: Quill Throwing

§ Blaster Support: Energy Manipulation: Energy Punch

§ Blaster Support: Energy Manipulation: Bone Smasher

§ Blaster Support: Electricity Manipulation: Charged Brawl

§ Blaster Support: Electricity Manipulation: Havok Punch

§ Blaster Support: Electricity Manipulation: Lightning Clap

§ Defender Buff: Force Field: Refraction Shield

§ Defender Buff: Radiation Emission: Choking Cloud

§ Defender Buff: Radiation Emission: EMP Pulse

§ Defender Ranged: Radiation Blast: Atomic Blast

§ Controller Control: Earth Control: Salt Crystals

§ Controller Control: Mind Control: Mesmerize

§ Controller Control: Mind Control: Mass Hypnosis

§ Controller Buff: Force Field: Repulsion Bomb

§ Controller Buff: Radiation Emission: Choking Cloud

§ Controller Buff: Radiation Emission: EMP Pulse

§ Pets: VolcanicGeyser: Thermal Vents

§ Pets: Stone: Stone Fist

§ Peacebringer Offensive: Luminous Blast: Pulsar

§ Warshade Offensive: Umbral Blast: Unchain Essence

§ Ancillary: Psychic Mastery: Telekinesis

§ Ancillary: Earth Mastery: Fossilize

o Fixed bug that made all targeted toggle powers (Radiation Infection, Enervating Field, Darkest Night, Snow Storm, Telekinesis) have no effect.


Telurinon
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re: Big, Bad Ugly Changes on Test.
Reply With Quote   #2

So, are those Good or Bad in your opinion, Meddik?


Ruccus
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re: Big, Bad Ugly Changes on Test.
Reply With Quote   #3

Since about the only thing that interests Nightprowl right now is Hamidon I don't like the Super Jump change; can't say I didn't see the Elude change coming, but now it makes Nightprowl more of a liability in AV situations (though I didn't change her into a toggle-elude scrapper until after she hit level 49, so she fought most AVs with toggles only).

SR scrappers' toggle defenses were 44% (to be honest 40% realistically since most every toggle scrappers needs to run an endurance reduction in their toggles or else stop attacking so as to not run out of endurance) and Elude had a base of 60% plus was usually run with one defense enhancement for a total of 72%, that means they've nerfed the best SR scrappers' defensive potential by 32%, which is a huge amount. I think the change to elude needs to be implemented with an offsetting increase to the toggle defense (from the current base of 20% to a base of 25%). That will increase the defenses of lower level SR scrappers and mean the perma-elude nerf would only be a 22% defensive decrease (5 defense SOs plus 1 endurance SO would = 50% defense if the base was 25%).

About the only thing I'm wondering about now is how many endurance recovery enhancements I'll need to put into elude to enable me to run all five toggles (FF, FS, Evasion, CJ, and Stealth) and attack non-stop for 3 minutes.


Cantatus
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re: Big, Bad Ugly Changes on Test.
Reply With Quote   #4

I imagine the changes to Superjump and Superspeed were done for the Arena. I've been in several fights against superspeeders whose tactics consist of queuing up an attack, running in with SS, running into range and then tearing out of it allowing the ability to hit Usually you can't even retaliate as they are out of range before you can do anything.

However, the arena does allow you to turn off travel powers if you find this problematic. It never really bothered me too much since there are way of defending yourself from these tactics if you see them coming (tar pit, siphon speed, holds, queuing up an attack too, etc.) It's also sort of annoying because Superjump was one of the only ways for my Scrapper to get fliers. Really though, I don't see the need for the change. Perhaps there are PvE reason I'm missing out on though?

As for the Elude, Light Form and Moment of Glory changes, they don't surprise me at all. The developers are trying to balance Scrappers and Tankers so a "Scrapper's offense is as good as a Tanker's defense and vice versa." These powers really threw a wrench in that design since they basically made Regen and Reflexes Scrappers as good as (or better) than Tankers. It always struck me that these powers were designed as "Oh ****!" type powers and not something you kept up permanently anyways.

However, I will say I think these changes are a little overboard. I think a Scrapper should have to think before he activates these powers, but I don't think he should have to wait 15mins between uses (or a few mins less with enhancements.) I imagine the times will be fiddled with though.


Meddik
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Re: re: Big, Bad Ugly Changes on Test.
Reply With Quote   #5

Telurinon said:
So, are those Good or Bad in your opinion, Meddik?
See thread title.

The First one doesn't affect me personally, but Just about everyone I play with is a SR or Regen Scrapper. So It hits them really hard.

The Second one kills any chance I have at soloing as an Empath. (Admittedly, the worst soloers in the game...) It means I can't Use Stealth + SS for effective invisibility to open up combat, making me lose the initiative. And Unless I can open up with my attacks before they get a chance to shoot first. (Well, I could attack while invis, but I'd miss horribly.)

It Also means that In groups, I can't play Invisible Battlefield medic, unless I want to give up attacking. Yeah, I'm a heavy support role already, but I'm not going back to the EQ days of being a Healer/Buffer only.


injijo
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re: Big, Bad Ugly Changes on Test.
Reply With Quote   #6

I was planning on respecializing into a pool toggle/MoG regen scrapper. I probably won't even get MoG now, or if I do I dont think i will slot it. On top of that my friend just used his last respec to become a perma MoG scrapper, I hope they give out free respecs. Im not sure why they would make jump/run make you miss, thats going to be very annoying. I had just worked my endurance regen up to the point where I can keep them on and still have enough endurance for normal fighting so I wouldnt have to turn them on/off.
I understand the logic behind them, but these changes are poop.


Axian-OoP
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re: Big, Bad Ugly Changes on Test.
Reply With Quote   #7

With the +50% chance to hit on SS and SJ ... do you guys think it is only fair that they allow characters who have these powers to re-pick their form of travel?

I just re-spec'd Lady Frostbite (30 Mutant Ice/Ice Blaster) from Flight to Super Jump and now I want Flight Back... :(

Maybe this question will help me out...
Can A character re-do the Terra Volta Task Force and choose Respec a 2nd time?

---------------------------------------------------------------------------------
-Axian 70 Rog Saryrn Server - EQ
-Lady Frostbite 30 Ice/Ice Blaster Guardian Server - CoH



AXIAN (Axe/ee/N)* noun. Your worst nightmare, see also: 'Whoopin' your ass'
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Meddik
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re: Big, Bad Ugly Changes on Test.
Reply With Quote   #8

Know what I think would have been better almost?

Just say If you are running a travel power and attack, That travel power (SS, SJ or Fly) will be toggled off. Give it a Minimal (1/2 second) recharge.

That way, People could still initiate combat, or jump up and hit flying targets, but they couldn't use the powers continuously during combat.


braincandy99
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re: Big, Bad Ugly Changes on Test.
Reply With Quote   #9

Just run a respec mission so you can respec. I don't think any of the changes affect my tanker class too badly, just need to remember to switch out of SJ to CJ.

What is the 'suppression' effect? Is that a PVP arena only effect or does it affect PvE? What does it do?


Meddik
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Re: re: Big, Bad Ugly Changes on Test.
Reply With Quote   #10

Axian-OoP said:
With the +50% chance to hit on SS and SJ ... do you guys think it is only fair that they allow characters who have these powers to re-pick their form of travel?

I just re-spec'd Lady Frostbite (30 Mutant Ice/Ice Blaster) from Flight to Super Jump and now I want Flight Back... :(

Maybe this question will help me out...
Can A character re-do the Terra Volta Task Force and choose Respec a 2nd time?
I'd be very surprised if they don't end up offerring a freespec to everyone after I4 goes Live. Not because Its a new issue, but because there are so many changes.

Also, You can do another respec, but you get one at 24, one at 34 and one at 44. If you are 30 now, you will have to wait until 34 to do another respec trial.


Ruccus
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re: Big, Bad Ugly Changes on Test.
Reply With Quote   #11

Someone wrote on the CoH board that Statesman mentioned no 'freespec'. It does suprise me a bit since half of the travel powers changed, half the scrappers changed (probably more, since I think there are way more regen and SR scrappers than DA and invul), the Kheldian changes, and other more minor changes.

Maybe he thought 'I'm not handing out a respec just because of elude and MoG' without looking back and considering all the other changes done for issue 4.


Ruccus
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re: Big, Bad Ugly Changes on Test.
Reply With Quote   #12

I loaded up Nightprowl on test to try out the new elude against a +1 Battle Maiden. My defenses were all the SR toggles with five defense buffs and one endurance reduction (40% defense), all the passives with three defense buffs (16%), stealth with an endurance reduction (7.5% melee/ranged), and Combat Jump with a defense buff (6% melee/ranged). In the 'new' elude I had four recharges, one defense buff, and one endurance recovery (so 72% defense if elude has an unchanged defense portion). Practiced Brawler was set to auto-fire. That means my defense was 128% AoE and 141.5% melee/ranged. Not sure what a +1 AV has to hit me, but I probably floored her to the 5% minimum.

Firstly, with all five toggles running I could attack non-stop for the entire duration (when I lasted the full three minutes ) of Elude without any worries about stamina. Those running focused accuracy might still have problems, but the endurance recovery in elude is noticeable. Second, when Elude crashed the only way to regain stamina was though a CaB (blue inspiration), as elude's debuff now prevents stamina from working as well.

-First try, I was hit once in three minutes.
-Second try I was alphaed about 45 seconds into the fight.
-Third try I was alphaed on her first attack (I wasn't very heroic - she hit me and I hit the ground :O)
-Fourth try I was hit four times in three minutes but with healths I stayed alive.
-Fifth try I was hit once in three minutes.

All in all, as a person who didn't like the perma-elude's crash, I think the new elude is an improvement for 4 or larger person AV groups (same weakness to an alpha as elude, but recovery and an AV shouldn't last 3 minutes against 4 heroes), but really hurts 3 person or fewer AV teams. When elude drops Nightprowl will end up standing in front of an AV with a defense rating of 16%, and when I get all the toggles up she'll still only have a defense rating of 56% AoE and 69.5% melee/ranged. With those numbers an AV (who I believe has a base of greater than 100% chance to hit) is going to eat her up and spit her out (and to be honest, before I respecced Nightprowl into perma-elude that's exactly what happened).




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