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Statesman_NA
01-11-2006, 06:07 PM
We're tweaking with toggle dropping...mostly decreasing its overall effect.

We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

BellaStrega
01-11-2006, 06:11 PM
Toning down toggle-drops?

Awesome.

Flaming1
01-11-2006, 06:14 PM
Ooo...!

Two-for-two!

ChrisMoses
01-11-2006, 06:17 PM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

Toggle droppign was a bit rough with the lowered defenses now, this coming from a PvP Toggle-Dropping Blaster Fool. I would make it that the Blapper punches only have a 75% Chance to drop one toggle for one of the punches, and a 50% chance on the other. So its possible no toggles will be dropped, and the Tank/Brute/Scrapper can do something during the fight, rather than re-toggling everything.

BUFFING BLIZZARD?!?!?! I thought this day would never come! I'm so glad I rolled another Ice Blaster now! (After having deleted my original at level 42).

Good job States.

The_Foo
01-11-2006, 06:21 PM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]
My womb just skipped a beat.

I don't even have a womb.

Vox Populi
01-11-2006, 06:21 PM
Try to make toggle-dropping more power-based and less random.

I'd like to see Tanks get one high magnitude attack that can stun the other melee-ers through status protection. Sort of an Assassin Strike, but high magnitude instead of high damage. It would really bump up their threat level in PvP, without much effect on PvE.

But I could be bias towards Tanks... :p

Aaron123
01-11-2006, 06:23 PM
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

Quantum_Paradox
01-11-2006, 06:23 PM
Never really been affected by toggle dropping (used against me), but I'll still give it a Hurray!! for being another nice change.

However, does this mean the accursed PFF Master Mind will be even harder to defeat?

MowDownJoe
01-11-2006, 06:23 PM
Who are you, and what have you done to the States that was on a nerfing spree?

Shadez
01-11-2006, 06:23 PM
If you tone down toggle dropping to make it to an extreme like 1 toggle 50%, and please buff electrics end drain and their primaries damage. And replace Voltiac Sentinal with something good!

Obsidius
01-11-2006, 06:24 PM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

Two things I want to know:
<ul type="square"> Where's the REAL Statesman?!?!
Who the heck are you?!?!
[/list]

All this in two days is almost too much to contain... (http://boards.cityofheroes.com/dosearch.php?Cat=&amp;Forum=All_Forums&amp;Name=509&amp;Search page=0&amp;Limit=25&amp;)
Zounds!

StarkRavingMad2
01-11-2006, 06:25 PM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

[/ QUOTE ]

W00t! ^_^

[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

... What? o_0

Vox Populi
01-11-2006, 06:28 PM
[ QUOTE ]
Two things I want to know:
<ul type="square"> Where's the REAL Statesman?!?!
Who the heck are you?!?!
[/list]

[/ QUOTE ]
This is the real Statesman! You can thank me, I just saved him from Tyrant! :p

BlueWrecker
01-11-2006, 06:28 PM
Is the toggle drop change a PVP or PVE thing, or both...?

BellaStrega
01-11-2006, 06:31 PM
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]

Blizzard apparently doesn't benefit from +dmg buffs applied to the user - so, Build Up, Aim, Fortitude, Fulcrum Shift, etc, don't do anything for it.

I could be mistaken, though.

gSOLO
01-11-2006, 06:31 PM
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

O . . . M . . . G ! ! !

Synonym
01-11-2006, 06:33 PM
You're on a roll today :).

Logarithm
01-11-2006, 06:34 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]

Blizzard apparently doesn't benefit from +dmg buffs applied to the user - so, Build Up, Aim, Fortitude, Fulcrum Shift, etc, don't do anything for it.

I could be mistaken, though.

[/ QUOTE ]

As he stated it, I believe that's a correct interpretation. Droppable powers and pseudo-pet powers have had problems accomodating buffs.

Kyokomon
01-11-2006, 06:35 PM
[ QUOTE ]


We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]
So burn won't suck as much as it does now?

Flaming1
01-11-2006, 06:35 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]

Blizzard apparently doesn't benefit from +dmg buffs applied to the user - so, Build Up, Aim, Fortitude, Fulcrum Shift, etc, don't do anything for it.

I could be mistaken, though.

[/ QUOTE ]

Nope, that sounds about right.

If I'm not mistaken, I think most all of the "rain"-type powers are similarly unbuffable. That part, I'm less sure of.

Mr_Right
01-11-2006, 06:38 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]

Blizzard apparently doesn't benefit from +dmg buffs applied to the user - so, Build Up, Aim, Fortitude, Fulcrum Shift, etc, don't do anything for it.

I could be mistaken, though.

[/ QUOTE ]

Nope, that sounds about right.

If I'm not mistaken, I think most all of the "rain"-type powers are similarly unbuffable. That part, I'm less sure of.

[/ QUOTE ]

And that part will make me giddie as a school girl! And I'm not even in school! *is giddie as a school girl over Rain powers, even a few, getting buffed by build up*

ChrisMoses
01-11-2006, 06:40 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]

Blizzard apparently doesn't benefit from +dmg buffs applied to the user - so, Build Up, Aim, Fortitude, Fulcrum Shift, etc, don't do anything for it.

I could be mistaken, though.

[/ QUOTE ]

Thats exactly what it means. All "Summon" type skills that require a reticle can not be buffed from Self Buffs. Blizzard, Ice Storm, Trip Mine (I believe), Burn, etc. If it shows up in your Status Bar, then it wouldn't be affected by Build Up, I believe.

Fiery Embrace buffing Burn? Now you're talking.

gSOLO
01-11-2006, 06:40 PM
[ QUOTE ]
...most all of the "rain"-type powers are similarly unbuffable.

[/ QUOTE ]

That is correct...

ProcessedMeatMan
01-11-2006, 06:47 PM
I wonder how far this will extend. Using inspirations or self-buffs before casting controller/dominator pets comes to mind...

ChrisMoses
01-11-2006, 06:50 PM
[ QUOTE ]
I wonder how far this will extend. Using inspirations or self-buffs before casting controller/dominator pets comes to mind...

[/ QUOTE ]

You say that like it would be overpowered. Maybe actually have something to do with those Enrages as an Ice Controller now.

gSOLO
01-11-2006, 06:51 PM
I'd take a wild guess and say that Pets will not be a part of those 'certain powers'...

ProcessedMeatMan
01-11-2006, 06:53 PM
I'd guess pets would be unaffected as well. It just brings up a slew of questions about certain power combos though. Will Aim boost Thorntrops? Will Powerboost affect Ice Slick? The possibilities are endless...

BellaStrega
01-11-2006, 06:54 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]

Blizzard apparently doesn't benefit from +dmg buffs applied to the user - so, Build Up, Aim, Fortitude, Fulcrum Shift, etc, don't do anything for it.

I could be mistaken, though.

[/ QUOTE ]

Thats exactly what it means. All "Summon" type skills that require a reticle can not be buffed from Self Buffs. Blizzard, Ice Storm, Trip Mine (I believe), Burn, etc. If it shows up in your Status Bar, then it wouldn't be affected by Build Up, I believe.

Fiery Embrace buffing Burn? Now you're talking.

[/ QUOTE ]

This is what I thought, but it's been many moons since I read about such things.

My Fire/Dark Corruptors will exclaim happily and set things on fire.

EvilGeko
01-11-2006, 07:18 PM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

Wherever you took Statesman and crew, please do not tell the authorities or Taser or anyone else for that matter. Good Job, whoever you nice people are! :D

Black_Scourge
01-11-2006, 07:25 PM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

Thats great news for my toggle-heavy DA scrapper. I spend more time reactivating toggles than attacking some blastrs/Tanks. And mezzing someone thru a toogle while its in the process of being dropped was bad game design.

Nozybida
01-11-2006, 07:36 PM
[ QUOTE ]
Two things I want to know:
<ul type="square"> Where's the REAL Statesman?!?!
Who the heck are you?!?!
[/list]



All this in two days is almost too much to contain... (http://boards.cityofheroes.com/dosearch.php?Cat=&amp;Forum=All_Forums&amp;Name=509&amp;Search page=0&amp;Limit=25&amp;)
Zounds!

[/ QUOTE ]

First they hacked the servers, now they have hacked States' forum account! We'll all be gone to the Americans before too long!

Still can't shake the feeling I'm being set up though. Been a Regen scrapper for too long. :p

Neparos
01-11-2006, 07:41 PM
Both are pretty good changes. I don't normally champion for nerfs, but toggle dropping was getting pretty silly, especially after all the defense toggle based sets took really hard nerfs on their. A few character classes (ie blasters, defenders, dominators) should still have a couple powers that are good at "purging" as an AT strength, but it should not but totally taken out.


The blizzard (and maybe arrow rain too? :) ) fix is very welcome, and this fix has been something anyone who uses a DoT non buffable power has been waiting on for a while.

BarackObama
01-11-2006, 07:44 PM
[ QUOTE ]
and please buff electrics end drain and their primaries damage. And replace Voltiac Sentinal with something good!


[/ QUOTE ]

Yes, what that guy said !!!


Jack your vacation must have been good, you should take them more often :)

Mr_Jaytastic
01-11-2006, 07:52 PM
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

After all these months, I'll be able to buff blizzard with buildup and aim????

*cries*

_Phantom_
01-11-2006, 07:57 PM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

'bout time.

Absolutely retarded that all this time a blaster using melee 1st in fight has about a 80% increase in his chance to defeat a melee AT - who he should be doing everything in his power to remain at range from and only melee as a last resort.

I guess we'll see a mysterious decrease in the self subscribed and often broadcasted "skill" level of all you /nrg blasters out there who have been riding the out of control toggle dropping cheese and just shrug at all the complaining like its tough to be so good.

Congratulations, you've been balanced.

Id enjoy laughing at you but you'll mysteriously stop pvping after this change I guarentee it, you know who you are.

Cuah..
CuahaAHaha!

Hey, its been a while since states actually posted something that made me smile.
Thanks buddy.

The defense changes are nice too btw.

...

Ok..who are you?
What did you do with Statesman?
----------------------
50 INV/SS Tanker - Virtue
31 SS/INV Brute - Victory
32 Plant/Thorn Dominator - Victory

Futurias
01-11-2006, 07:59 PM
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]

Attacks that are actually pets will now be affected by buildup type powers? HOLY COW!

Can that pretty-please be added to Dark Servant?

Arc_Salvo
01-11-2006, 08:19 PM
Oh my... now Rain of Arrows will be worth taking... and aim+buildup+ Blizzard will be insane if you have aoe immobs on your team.

And the stuff you could pull with aim+buildup+Rain of Arrows every time ROA is up will make Archery much more popular, I'm guessing.

It'll be able to out-do even Full Auto one on one for instance, which'll be nice for the people who took ROA before and wept when they discovered it was unbuffable aside from enhancements.

I'm -very- happy at this fact.

Monkey_King
01-11-2006, 08:19 PM
*drinks more coffee so he can spit it out*

I can Build-up/Aim Blizzard now? Seriously?? This is going to be the Best. Nuke. Ever, now.

AVs are soloable now, defense is getting equalized, rain powers are getting buffed. I7 is really shaping up to be the "fix everything that's still broken" issue. Throw in some fixes to Fire Manipulation and Devices, and I may never have anything to complain about ever again.

Arcanaville
01-11-2006, 08:22 PM
[ QUOTE ]

We're tweaking with toggle dropping...mostly decreasing its overall effect.


[/ QUOTE ]

"Decreasing its overall effect" does not sound to me like "will happen much less often." It sounds like toggle dropping might get mechanically changed somewhat, perhaps to adding a way to debuff the strength of toggles or temporarily suppressing them, instead of dropping them altogether, which would probably be a lot more fair and fun in PvP overall.

Dysmal
01-11-2006, 08:23 PM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

/em Evil Laugh

My Ice/Dark corruptor just got even better! By buffs, I assume you mean things like Build Up and Aim? Or will external buffs like Fortitude and Forge now affect dropped summons like Blizzard, Lighting Storm, Freezing Rain, etc?

And thumbs up to decreasing toggle dropping. I think its a decent mechanic that is too prevalent right now.

Dysmal
01-11-2006, 08:29 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]

Attacks that are actually pets will now be affected by buildup type powers? HOLY COW!

Can that pretty-please be added to Dark Servant?

[/ QUOTE ]

I dont think this will affect pets. Dropping inspirations on Henchman seems like an MM only thing. However, I think DS should be slottable for damage with the beating he got in I5 and ED.

BellaStrega
01-11-2006, 08:34 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]

Attacks that are actually pets will now be affected by buildup type powers? HOLY COW!

Can that pretty-please be added to Dark Servant?

[/ QUOTE ]

I dont think this will affect pets. Dropping inspirations on Henchman seems like an MM only thing. However, I think DS should be slottable for damage with the beating he got in I5 and ED.

[/ QUOTE ]

I believe he meant attacks that are really summoned, like rains and burn patches. They're technically pet-like.

I don't think he meant actual pets.

UberGuy
01-11-2006, 08:35 PM
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]

Place effects such as Blizzard, Rain of Fire, Burn, and Ice Storm (and, a few others you might not expect, like Twilight Grasp) are currently not able to be buffed by buffs to their owner/caster.

For example, Build Up will not improve Rain of Fire, and Power Build Up will not improve Twilight Grasp.

What he is describing allows that to be fixed.

Stupid_Fanboy
01-11-2006, 08:42 PM
[ QUOTE ]
[ QUOTE ]


We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]
So burn won't suck as much as it does now?

[/ QUOTE ]

yep burn would be in this category of powers. yay burn buff!

also, Who are this Statesman and what did he do with Jack?

where the hell's Recluse? it's gotta be a trap.

Insekt_NA
01-11-2006, 09:10 PM
Jack, do you like Queen?

I miss Freddie Mercury.. ._.

Galactiman
01-11-2006, 09:26 PM
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]
To me that means once something like Blizzard is cast and exists in the game world, then something like Fortitude or Fulcrum Shift may be cast onto it. Basically, they will now be AI-less, immobile pets. That means self-buffing powers such as Aim or Build-up still would not affect them.

And my money is on Burn NOT being one of the powers that gets this feature.

Bone_Machine
01-11-2006, 09:32 PM
[ QUOTE ]
Try to make toggle-dropping more power-based and less random.

I'd like to see Tanks get one high magnitude attack that can stun the other melee-ers through status protection. Sort of an Assassin Strike, but high magnitude instead of high damage. It would really bump up their threat level in PvP, without much effect on PvE.

But I could be bias towards Tanks... :p

[/ QUOTE ]

Best Idea Evar!!!!!!

Quanze13
01-11-2006, 10:30 PM
[ QUOTE ]
[ QUOTE ]


We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]
So burn won't suck as much as it does now?

[/ QUOTE ]

And Firey Embrace will have a purpose for non-/Fire Tanks?!

firebane
01-11-2006, 11:14 PM
Toning down toggle dropping....




HURRAY!!!

...and with the moving melee bug fix it might actually be possible to bring a tank to the PvP zones!

It's never to late to make wrong things right States!

UberGuy
01-11-2006, 11:22 PM
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]
To me that means once something like Blizzard is cast and exists in the game world, then something like Fortitude or Fulcrum Shift may be cast onto it. Basically, they will now be AI-less, immobile pets. That means self-buffing powers such as Aim or Build-up still would not affect them.

And my money is on Burn NOT being one of the powers that gets this feature.

[/ QUOTE ]

I think you're missing the context of previous discussions on the powers we're talking about.

I guarantee you it means buffs that affect the caster now will be inherited by place powers they "cast".

You use Build Up and then Rain of Fire, the RoF gets a +100% damage buff and a 62.5% toHit buff (or whatever the real value is), just like Fireball would.

That's what it means. Today, you can't do that, and it's been wished for by the players for a very, very long time.

Cycloid
01-11-2006, 11:41 PM
[ QUOTE ]
Try to make toggle-dropping more power-based and less random.

I'd like to see Tanks get one high magnitude attack that can stun the other melee-ers through status protection. Sort of an Assassin Strike, but high magnitude instead of high damage. It would really bump up their threat level in PvP, without much effect on PvE.

[/ QUOTE ]

A very interesting suggestion. I myself have been considering more and more that if the numbers with defense and resistance are considered to be about where they should be and toggle dropping is being brought into line, perhaps Tankers should be granted some offensive punch in a form which would still play and feel differently than the attacks of the Scrapper. I thought about a sort of slow, impressive Tanker "super attack" that would hit one target extremely hard every now and then, but generate massive aggro--a kind of Aggro Alpha, if you will. This would also benefit the Tanker faintly though noticeably in solo and PvP battles, but in a very tangible and fun way!

What do you think?

Lobster
01-12-2006, 12:36 AM
Dude...does this mean I will actually have to take build up on my ice blaster now? O.O Not that I'll ever play her again anyway ...

HarshLanguage
01-12-2006, 12:38 AM
As you're looking at toggle-dropping, I hope you're considering changing the likelihood of toggles dropping when mezzed and/or decreasing the recharge time and activation time of toggles. I'm thinking on non-melee toggles especially. The leadership pools, stealth/defense auras.

There's one specifically that is a personal pet peeve: Radiation's Choking Cloud. It's a toggle, a not-very-powerful hold aura, that has a very long recharge (90 seconds). Sadly, it's basically not worth it to run against most villain groups, because the amount of toggle-drop mezzing is just crazy. And since it's PBAOE, I have to be in proximity to the foes for it work -- where it's much more likely I'll be mezzed -- creating a vicious cycle. Something needs to be done to help this power in particular.

LaEstrella
01-12-2006, 12:43 AM
I would like to know more details about the "tweaking" to toggle dropping, since Energy actually has respectable damage and a side effect (disorient), and its blast set actually has a lot of, you know, blasts, Electric will not fare as well if this change is too drastic.

If toggle dropping is nerfed to the point where I cant even melee, since I cant blast well, and my "secondary effect" is essentially worthless, then what am I going to do in PvP besides get mercilessly slaughtered?

Vox Populi
01-12-2006, 12:52 AM
[ QUOTE ]
I myself have been considering more and more that if the numbers with defense and resistance are considered to be about where they should be and toggle dropping is being brought into line, perhaps Tankers should be granted some offensive punch in a form which would still play and feel differently than the attacks of the Scrapper. I thought about a sort of slow, impressive Tanker "super attack" that would hit one target extremely hard every now and then, but generate massive aggro--a kind of Aggro Alpha, if you will. This would also benefit the Tanker faintly though noticeably in solo and PvP battles, but in a very tangible and fun way!

[/ QUOTE ]
The aggro idea is interesting, maybe we can combine our ideas. :p

I don't think Tanks need any more damage, but I think one extreme-magnitude attack would definitely make them a threat in PvP. Other players may even target them without being Taunted first! ;)

I don't think this would be overpowered because one, you have to hit the target first, and two, the other melee-ers could still resist the attack with another hero buffing their status resistance or a by taking a "break free".

I call it turning Tanks into "shock troopers".

Skydance
01-12-2006, 01:45 AM
Why not use surpression here:

Brawl: 50% chance surpressing 1 toggle for 10s
Assassin Strike: 100% chance 1 toggle for 15s, 75% chance 1 toggle for 15s, 50% chance 1 toggle for 15s

Just some example numbers, they would have to be tweaked of course.

Basically, the toggles are surpressed, and don't give their benefit, but are not toggled off. Once the surpression timer, which is based on the power used to detoggle runs out, the toggle starts working again.

Addtionally, for PvP you could introduce +Surpression Enhancements, they would not increase the chance of a power detoggling, but the time the toggles are supressed. This would offer new possibilites for PvP slotting.


The same would work for PvE. If you are hit with a hold for example, you are locked into place, and cannot move or do anything like now, and your toggles, whatever you might have running won't give any benefit (debateable if they cost endurance while surpressed). Once the hold runs its course, you can move again, and your toggles are working fully again, without you having to restart each one manually.

The thing that annoys me the most about the whole toggle dropping is not so much the dropping itself, but the aggravating time to restart them all. Having fought the original Balista-1 with Dark Armour Brute, I didn't mind his ability that much, he put up a good fight for once, but the stupid annoying time to go through all the toggle power up animations again and again really pissed me off :( Surpression, here could be a welcomed tool for once IMO.



As for the buff ability on blizzards (assume rains in general)... Hooray :)

Tuft__NA
01-12-2006, 03:09 AM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]
To me that means once something like Blizzard is cast and exists in the game world, then something like Fortitude or Fulcrum Shift may be cast onto it. Basically, they will now be AI-less, immobile pets. That means self-buffing powers such as Aim or Build-up still would not affect them.

And my money is on Burn NOT being one of the powers that gets this feature.

[/ QUOTE ]

I think you're missing the context of previous discussions on the powers we're talking about.

I guarantee you it means buffs that affect the caster now will be inherited by place powers they "cast".

You use Build Up and then Rain of Fire, the RoF gets a +100% damage buff and a 62.5% toHit buff (or whatever the real value is), just like Fireball would.

That's what it means. Today, you can't do that, and it's been wished for by the players for a very, very long time.

[/ QUOTE ]


If I understand it correctly, some powers are implemented as separate "temporary creatures", rather than coming directly from the player character. Thus any temporary buff that the player had, such as red inspirations, fulcrum shift, increased metabolism, etc, does not carry over to that power. Call it a pseudo-pet or something, as it is not separately buffable as a real pet is.

CoH and CoV is apparently written on top of some kind of toolkit, which limits the devs flexibility with what they can do. Now that toolkit has recieved an upgrade that allows buffs on a player to carry over to his "pseudo-pets". The decision to inplement some powers as pseudo-pets in the first place is probably just to get around limitations in that toolkit.

Hunter2357
01-12-2006, 03:10 AM
[ QUOTE ]
Why not use surpression here:

Brawl: 50% chance surpressing 1 toggle for 10s
Assassin Strike: 100% chance 1 toggle for 15s, 75% chance 1 toggle for 15s, 50% chance 1 toggle for 15s

Just some example numbers, they would have to be tweaked of course.

[/ QUOTE ]

"tweaked" is rather moderate considering the severity of your example... in many ways this is actually worse than the current situation.

You would be enhancing the chance for toggle effect in both brawl and AS significantly, while at the same time increasing the time needed to get ones shields back up for any tank or scrapper.

Most defensive toggles only take around 3 seconds to recharge and have an activation time of roughly 1 to 2 seconds... as such what can be accomplished in around 5 seconds now would take 3 times as long, coupled with the enhanced odds you suggest just makes toggle dropping more potent as opposed to a reduction in capacity.

With the rate at which opponents can brawl and with a 50% chance with each strike for an associated 10 second suppression, you can pretty much be assured that no melee AT will ever have their toggles helping them.

Needless to say I hope that the actual solution is VERY different than what you are proposing (i.e. if they are going with a suppression system that it be sophisticated enough to take into account how long a particular power takes to reactivate under the current system and not just select arbitrary and universal times)

Circuit_Boy
01-12-2006, 03:49 AM
Well, I, for one, am certainly glad to see Blasters get their come-uppance in PvP. After all, we all know they're running around, one-shotting everyone with Brawl and Sprint.

I bet with maximum Defiance and Build-Up and Aim, they could one-shot a tank!

This is a nerf, folks.

It disheartens me to see those of you who play primarily meleers actually celebrating that another AT is getting nerfed.

There's an AT that definitely needs... let's call it "balancing"... in PvP, and it ain't Blasters.

This just makes it that much harder for Blasters to deal with that AT in PvP.

Kudos to you, Jack. Seriously. You've helped clarify some things for me today.

Ironcross
01-12-2006, 04:15 AM
Funny, if your talking about stalkers then your sorely mistaken. So what now you and stalkers can one hit wonder every one. Whats the big deal, you have a power set that totally negates stalkers until they start hide stacking. Wonder just how big that plus to perception on drones is. Because I havn’t missed a stalker creeping on me yet. Of course I aucttly have to shoot them imagine that a blaster shooting things. 9 times out of ten i see them when there moving behind me and give them a swift Charge shot to the head. I really can't say i care tomuch about this -shrugs- If you want to look at broke pvp at's look at every one but blaster and stalkers.

_Brev__NA
01-12-2006, 04:48 AM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]

Blizzard apparently doesn't benefit from +dmg buffs applied to the user - so, Build Up, Aim, Fortitude, Fulcrum Shift, etc, don't do anything for it.

I could be mistaken, though.

[/ QUOTE ]
Please, please, please say that also means Controller APP Ice Storm will now get containment. Pretty please with icing on top... and a cherry... and a Pie.

Skydance
01-12-2006, 05:34 AM
[ QUOTE ]
[ QUOTE ]
Why not use surpression here:

Brawl: 50% chance surpressing 1 toggle for 10s
Assassin Strike: 100% chance 1 toggle for 15s, 75% chance 1 toggle for 15s, 50% chance 1 toggle for 15s

Just some example numbers, they would have to be tweaked of course.

[/ QUOTE ]

"tweaked" is rather moderate considering the severity of your example... in many ways this is actually worse than the current situation.

You would be enhancing the chance for toggle effect in both brawl and AS significantly, while at the same time increasing the time needed to get ones shields back up for any tank or scrapper.

Most defensive toggles only take around 3 seconds to recharge and have an activation time of roughly 1 to 2 seconds... as such what can be accomplished in around 5 seconds now would take 3 times as long, coupled with the enhanced odds you suggest just makes toggle dropping more potent as opposed to a reduction in capacity.

With the rate at which opponents can brawl and with a 50% chance with each strike for an associated 10 second suppression, you can pretty much be assured that no melee AT will ever have their toggles helping them.

Needless to say I hope that the actual solution is VERY different than what you are proposing (i.e. if they are going with a suppression system that it be sophisticated enough to take into account how long a particular power takes to reactivate under the current system and not just select arbitrary and universal times)

[/ QUOTE ]
Sorry, just wrote the numbers down from the top of my head without thinking about them at all. Thats why I said tweaked. I just wanted to show the principle how it could work. So just ignore the numbers I wrote completly at this point, they were just to illustrate the mechanics, nothing more.

If they would actually go with a system similar to that, they obviously had to take in account, how long it in general takes for a standard toggle to bring up and use that as a basis for how long surpressions lasts.

Ohms__NA
01-12-2006, 05:35 AM
So the ATs that have a defensive capacity get a boost while the ATs that don't have a defensive capacity and can only handle the ATs with those that do by dropping their toggles get screwed. Uhm... yay.

deadboy_champion
01-12-2006, 06:07 AM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect

[/ QUOTE ]

Not every single Blaster that PvP's has melee attacks or has access to Buildup....

Devices Blasters get their toggle droppers at levels 28 and 35 in Tripmine and Timebomb (whereas all the other Blaster Secondaries get their toggle droppers at 4 and 10) ... Both of which often have to be used with TP Foe and require set up time as well...

I wonder if that's been considered...

BurningChick
01-12-2006, 06:20 AM
Hi Statesman,

Can you please, please, please give us some thoughts about force fields? If FF's ability to drop toggles is neutered, FF's role in PvP becomes vastly diminished since a single pool power, acrobatics, invalidates a third of the set. Additionally, since knockback is supressable, if I do knock someone back, supression kicks in giving him immunity to knockback. Knockback is, at very best, an annoyance in PvP. Toggle dropping is THE raison d'etre of a bubbler in PvP.

Hell, I can't even use repulsion bomb anymore to reliably mezz opposing toons.

You don't talk about FF as a def-based set, so it's unlcear whether def scaling will affect FF. Repulsion bomb still isn't particularly useful to solo bubblers despite its recent change. So ... whither force fields?

Grazer
01-12-2006, 06:53 AM
If the buff thing does not include the ability to give your pets inspirations as the master minds do, they at least we should be able to give temp power pets inspys because in CoV u can.

Captain_Valor_NA
01-12-2006, 07:06 AM
[ QUOTE ]
Who are you, and what have you done to the States that was on a nerfing spree?

[/ QUOTE ]

We're not complaining, mind you...we're just curious.

Oh...and whatever you've done with him...please take good care of him. :D

Thank you.

Captain_Valor_NA
01-12-2006, 07:07 AM
[ QUOTE ]
If you tone down toggle dropping to make it to an extreme like 1 toggle 50%, and please buff electrics end drain and their primaries damage. And replace Voltiac Sentinal with something good!

[/ QUOTE ]

And I want a pony and a train set...oh, and if you're not too busy, walk on water and turn stone to bread.

Much appreciated.

p0isonb0x
01-12-2006, 07:11 AM
[ QUOTE ]
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.
We just received tech that will allow players to pass buffs
onto certain powers (such as Blizzard).

[/ QUOTE ]

Two things I want to know:
<ul type="square"> Where's the REAL Statesman?!?!
Who the heck are you?!?!
[/list]


[/ QUOTE ]


Quoted for truth :)

Captain_Valor_NA
01-12-2006, 07:15 AM
[ QUOTE ]

This is a nerf, folks.

It disheartens me to see those of you who play primarily meleers actually celebrating that another AT is getting nerfed.

[/ QUOTE ]

Welcome to PvP.

Captain_Valor_NA
01-12-2006, 07:18 AM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

Would this also be true with a power like Hot Feet?

(Or is that already buffable? sorry for asking...new to the fire/* controller set....and loving Hot Feet. :) )

gSOLO
01-12-2006, 07:24 AM
Hot Feet is already buffable. It's not a summon...

Captain_Valor_NA
01-12-2006, 07:26 AM
[ QUOTE ]
Hot Feet is already buffable. It's not a summon...

[/ QUOTE ]

Awesome...thanks for answering. :)

Bone_Machine
01-12-2006, 07:30 AM
[ QUOTE ]
I would like to know more details about the "tweaking" to toggle dropping, since Energy actually has respectable damage and a side effect (disorient), and its blast set actually has a lot of, you know, blasts, Electric will not fare as well if this change is too drastic.

If toggle dropping is nerfed to the point where I cant even melee, since I cant blast well, and my "secondary effect" is essentially worthless, then what am I going to do in PvP besides get mercilessly slaughtered?

[/ QUOTE ]

You mean like Tanks are now when a blaster comes by and knocks off our toggles, hits our HEAVILY NERFED resistance for 30% unresisted damage and disoirents us to knock off the rest of the toggles and even if we get a counter-attack in, it does paultry damage because, hey, we're tanks. THAT kind of slaughtered in PvP? Yeah, cry me a river.

Ohms__NA
01-12-2006, 07:36 AM
[ QUOTE ]
Not every single Blaster that PvP's has melee attacks or has access to Buildup....

[/ QUOTE ]

Not every Blaster PvPs. I don't, but I find this change irritatingly par for the course. I can only wonder what this game would be like if the lead designer wasn't nigh-obsessed with Scrappers and Tankers (and Brutes and Stalkers).

Galactiman
01-12-2006, 07:54 AM
And so it goes. One man's buff is another man's nerf.

NotDoc
01-12-2006, 07:56 AM
I hate when people respond to stuff like this with their own limited agenda. That's why I'll keep this short... :eek:

Toggle-dropping is one of the only useful things a Dominator brings to the table in PVP. This is from experience (I have a 40 Dom and PVP a lot). Holds don't do anything thanks to the Break Free candy stores in every PVP zone, and Dom damage is the lowest in either game. On a small team or in a massive villain-vs-hero battle, the best way I can help my team is to plug away at Scrappers and Tankers with my Dominator toggle-dropper melee powers. Without these working reliably (and they only drop 1 toggle per hit), I would really be dead weight. Please keep that in mind when you're reducing toggle-dropper powers. Thanks.

Optimator
01-12-2006, 08:14 AM
My main PvP character is an elec/elec blapper, and I don't think that this is a bad change. Quite frankly, I don't NEED toggle-dropping to take out most villains I've encountered in BB and SC. I do enough damage to squish the squishies quite nicely, and can do very respectable damage to brutes. And I'm only at lvl 26 with him, so I don't even have Thunder Strike yet, which means my damage potential is only going to go up.

Fact is, toggle dropping is currently ridiculous. Blappers consistently dominate melee ATs. I know some of you find the thought of this changing to be quite upsetting, but thematically, a melee AT should be superior in melee.

Stupid_Fanboy
01-12-2006, 08:52 AM
[ QUOTE ]
It disheartens me to see those of you who play primarily meleers actually celebrating that another AT is getting nerfed.

[/ QUOTE ]

no, i believe they are celebrating the toning down of a terrible kludge that adds to extremely unbalanced nature of pvp. PvP is and has been woefully unbalanced and if if this is the start of them actually making real strides towards balancing it, then it's a great thing.

perhaps they'll actually encourage and incentivize blasters to stay at range through further changes. who knows.


also, i'm tickled at the irony of you berating people for celebrating someone's nerf.

Stupid_Fanboy
01-12-2006, 08:58 AM
[ QUOTE ]
I hate when people respond to stuff like this with their own limited agenda. That's why I'll keep this short... :eek:
.
Toggle-dropping is one of the only useful things a Dominator brings to the table in PVP. This is from experience (I have a 40 Dom and PVP a lot). Holds don't do anything thanks to the Break Free candy stores in every PVP zone, and Dom damage is the lowest in either game. On a small team or in a massive villain-vs-hero battle, the best way I can help my team is to plug away at Scrappers and Tankers with my Dominator toggle-dropper melee powers. Without these working reliably (and they only drop 1 toggle per hit), I would really be dead weight. Please keep that in mind when you're reducing toggle-dropper powers. Thanks.

[/ QUOTE ]

You are severely understating the usefulness of holds. I've had plenty of Dominators blow through the status protection of my tankers and scrappers. It's a race to see if I can beat them before they hold me. Note that. They hold me, it's only a matter of time. Break frees only last so long and can also be broken through unless you stack a bunch and so far, it hasn't taken too long for a Dom to make me run through all the break frees in my tray.

Ohms__NA
01-12-2006, 09:22 AM
[ QUOTE ]
Fact is, toggle dropping is currently ridiculous. Blappers consistently dominate melee ATs. I know some of you find the thought of this changing to be quite upsetting, but thematically, a melee AT should be superior in melee.

[/ QUOTE ]

psst Blappers are a melee AT. Rather, there are no "melee" ATs. There are those that can take a punch, and those that cannot. Blasters and Blappers give up defensive capacity for offensive capacity. It matters not one wit at what range that damage is dished out. Are they supposed to give up offensive capacity as well?

LibertyStar
01-12-2006, 09:47 AM
For the most part I honestly think this may only be a Blaster toggle drop change. The Defender/Controller/Mastermind/Dominator/Corruptor ones aren’t as hard to deal with as fighting a Blapper who does nothing but constantly drop toggles.

How many of us Blasters who use melee attacks did NOT see the toggle dropping change coming? I did and I don’t mind it. With the universal defense/dmg resistance reductions is there really any need for powers that can drop up to 3 toggles at once? Do I want it to go away? Nope.

I wouldn’t mind seeing our toggle droppers have %s to drop one toggle for each melee power used. The %s would be based on dmg and secondary effect. Like Energy Punch would be 100% 1 toggle all the time and then say Bone Smasher is 50% 1 toggle all the time. Please keep in mind I am tossing these %s out as examples and not what I think they should be.

Some think this will curtail the use of Blappers in PvP. I don’t think it will. The toggle dropping is nice bonus but the sad truth for those Blasters with Energy as their secondary the combo of Energy Punch+Bone Smasher+Total Focus deals more dmg then most ranged attack chain can (Ice may be an exception). Plus Defiance just seems to work better in melee then at ranged in PvP.

Dominator holds are nice and they are stackable but it all matters on how fast you can stack them versus just how long you’ll live. It takes 3-4 stacked holds to break mez protection now. For Fire/Mind Dominators it is much easier to stack them due to lower animation times, then say an Ice/Grav Dominator. Toss in the to hit chances and it becomes harder for the Dominators to get holds stacked versus the time it would take for them to run in and use a combo of their melee+holds to establish a successful hold.

And finally YAY on the whole Blizzard buffable change! Now I’ll be able to (hopefully) use Fulcrum Shift on my Blizzard! I am a very happy Blaster/Corruptor today.

JaZonZ
01-12-2006, 10:06 AM
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]
I second this question!

EDIT: I trust the posters who have already answered this but I wouldn't mind an amen from a dev.

Logarithm
01-12-2006, 10:08 AM
[ QUOTE ]
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect

[/ QUOTE ]

Not every single Blaster that PvP's has melee attacks or has access to Buildup....

Devices Blasters get their toggle droppers at levels 28 and 35 in Tripmine and Timebomb (whereas all the other Blaster Secondaries get their toggle droppers at 4 and 10) ... Both of which often have to be used with TP Foe and require set up time as well...

I wonder if that's been considered...

[/ QUOTE ]

I can only hope that, since this announcement was a looooong time in coming, the devs took a hard look at blaster secondaries(and every possible primary pairing) for balance issues.

Toggle drops were a fix to the symptoms of PvP imbalance within the blaster archetype(among other things).

If the devs haven't fixed the actual imbalance, changing toggle drops will be the equivalent of "passing around" the short end of the PvP stick to a different archetype for a bit.

If an AR/fire blaster had equivalent performance to an Ice/EM in PvP, there wouldn't be any need for blasters to have toggle drops. The devs could just pick an arbitrary percent of unresistable damage and all would be right with the PvP world.


I hope this announcement means that the devs are finally tackling the roots of PvP imbalance, and no longer inventing mechanics to cover up the symptoms.

Toning down or removing an unfun mechanic can only be a good thing for all archetypes long-term. Even if it may cause short-term imbalances(depending on how detailed the TD plan is, it may be good for everyone, right out of the box).

Ohms__NA
01-12-2006, 10:21 AM
[ QUOTE ]
I can only hope that, since this announcement was a looooong time in coming, the devs took a hard look at blaster secondaries(and every possible primary pairing) for balance issues.

[/ QUOTE ]

Start holding your breath...... now!

NotDoc
01-12-2006, 10:39 AM
[ QUOTE ]
I can only hope that, since this announcement was a looooong time in coming, the devs took a hard look at blaster secondaries(and every possible primary pairing) for balance issues.

...If an AR/fire blaster had equivalent performance to an Ice/EM in PvP, there wouldn't be any need for blasters to have toggle drops.

[/ QUOTE ]
God, amen to that! I PVP all the time and I never... ever... eeeeever see anything other than /Energy Blasters. Basically only noobs and people devoted to concept take other secondaries, and it's been that way for a long time now. Compared to the uber damage melee attacks and the utility of Power Boost, Boost Range, and Conserve Power, the other secondary sets are garbage.

Lynx_Nordique
01-12-2006, 10:40 AM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.



[/ QUOTE ]


YES! YES! YES!
WOOHOOOOOOO

/em uncontrolably jump of joy

:)

Futurias
01-12-2006, 10:45 AM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

[/ QUOTE ]

On deeper thought, I *really* hope toggle dropping is going away, as being Hulk and then suddenly turned into that wimp Bruce Banner is just not fun.

Ms_Teri
01-12-2006, 10:50 AM
[ QUOTE ]
I wonder how far this will extend. Using inspirations or self-buffs before casting controller/dominator pets comes to mind...

[/ QUOTE ]

I doubt it will be the pets, since there's a way to use inspirs on a MM pets already and there have been comments about giving controllers MM like control of their pets would make them too powerful, so I think pets will stay the same. (and most pets receive cast buffs and heals already)

However, I was wondering about some of the summoning def and controller powers like lightning storm, freezing rain, tornado) (Ok I admit I have a 50 stormie . . .) and some of the field powers (If I could use acc inspirs on choking cloud . . .)

This would be a huge change for stormie in particular and defs, controllers, and corrupters in particular.

Psi_Ko
01-12-2006, 10:55 AM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

[/ QUOTE ]

Toggle users buffed, toggle droppers nerfed? weeeeeeeeeee! Now we're getting somewhere. :p

[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

Whats the catch? Will there be a nerf to base numbers for this new buffable goodness?

Irika
01-12-2006, 11:30 AM
Does this mean that burn is affected by fury,buildup and fiery embrace?

WeirdBeard
01-12-2006, 11:55 AM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]
I second this question!

EDIT: I trust the posters who have already answered this but I wouldn't mind an amen from a dev.

[/ QUOTE ]

It's pretty much what other posters already suggested. Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. This change allows the designers specify that a pet should get copies of buffs on the creator (Damage and To-Hit inspirations, Power Boost, Build Up/Aim, Accelerate Metabolism, Fulcrum Shift, etc). So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.

Galactiman
01-12-2006, 12:05 PM
[ QUOTE ]
increase ... Burn damage.

[/ QUOTE ]
I just hope you don't get fired for using those three words in the same sentence. :p

Red_Zero
01-12-2006, 12:14 PM
[ QUOTE ]
increase ... Burn damage.

[/ QUOTE ]

/emote Drops Jaw in disbelief

HeroVorkk
01-12-2006, 12:15 PM
This creates some questions....

If the caster has Fort on him when he casts Burn, the damage of burn is increased, yes?

What if Burn is cast then Fortitude is applied to the caster after? Does this increase Burn damage of the already existing Burn patch?

Fulcrum Shift... If the caster of Caltrops, Blizzard or other "temporary pets" powers has FS buffs on him when he casts the Caltrops (and others), do the Caltrops do more damage?

What if the FS is done AFTER the caltrops are already out?

What if the caltrops are already out AND they are in the AoE of the FS when FS is cast?

The basic question here is... does the buff have to be already on the caster of the "temporary pet" power for that "pet" to be buffed?

SDragon
01-12-2006, 12:16 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]
I second this question!

EDIT: I trust the posters who have already answered this but I wouldn't mind an amen from a dev.

[/ QUOTE ]

It's pretty much what other posters already suggested. Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. This change allows the designers specify that a pet should get copies of buffs on the creator (Damage and To-Hit inspirations, Power Boost, Build Up/Aim, Accelerate Metabolism, Fulcrum Shift, etc). So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.

[/ QUOTE ]

Say WHAAAAT? :eek:

Cobaltix
01-12-2006, 12:17 PM
[ QUOTE ]
[ QUOTE ]
increase ... Burn damage.

[/ QUOTE ]
I just hope you don't get fired for using those three words in the same sentence. :p

[/ QUOTE ]

Honestly, after the hammering that Burn has taken over the last couple of patches, it needs a little buffing.

Not that my Fire/EM will be picking it up again or anything ... ;)

Catwhoorg
01-12-2006, 12:20 PM
Burn ? It has damage still ?

/em rushes of to bug THAT oversight :)

StarkRavingMad2
01-12-2006, 12:20 PM
[ QUOTE ]
Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. ... So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.

[/ QUOTE ]

Hate to be the curmudgeon here, but I can't help but notice this.

To date Defense has not scaled with the enemy difficulty. God knows how many powers, as it turns out, were not getting buffed by inspirations or certain powers. Many of us who don't follow the confusing number-crunching threads were completley unaware of this. Knowing (now) that the powers worked (or rather didn't work) this way really explains A LOT about why certain toons were getting their butts kicked when I tried them out.

IOW... we've been playing a broken game for the past year.

Don't get me wrong, I'm glad they are fixing these things. They sound like they will definitely improve the game.

Crawler
01-12-2006, 12:21 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]
I second this question!

EDIT: I trust the posters who have already answered this but I wouldn't mind an amen from a dev.

[/ QUOTE ]

It's pretty much what other posters already suggested. Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. This change allows the designers specify that a pet should get copies of buffs on the creator (Damage and To-Hit inspirations, Power Boost, Build Up/Aim, Accelerate Metabolism, Fulcrum Shift, etc). So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.

[/ QUOTE ]

I don't know if power boost even effects this or not but was wondering if this would be possible within this upcoming change. Power Boost(Primal Forces APP) then use Fulcrum Shift on a group of critters. Would PB boost the Damage Debuff on the critters and the Damage Buff on team?

I know PB boosts things like disorients, holds and defense buffs but was not sure if it boosted Damage Buff/Debuffs

Generic_Past
01-12-2006, 12:26 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]
I second this question!

EDIT: I trust the posters who have already answered this but I wouldn't mind an amen from a dev.

[/ QUOTE ]

It's pretty much what other posters already suggested. Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. This change allows the designers specify that a pet should get copies of buffs on the creator (Damage and To-Hit inspirations, Power Boost, Build Up/Aim, Accelerate Metabolism, Fulcrum Shift, etc). So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.

[/ QUOTE ]

*foams at the mouth*

1 more quickie question if possible: What if you drop say..Blizzard and then Fulcrum Shift (I know about the no end, I meant popping a blue and then using FS). Will it buff the damage of blizzard temporarily or will you have to do all the +dmg and +acc before you throw something like Blizzard?

Cryokinesis
01-12-2006, 12:37 PM
What.....Power Boost will double the duration of....say....Blizzard?

*foams at the mouth*

Could Ice/Eng possibly become even more of a FotM?

Logarithm
01-12-2006, 12:40 PM
[ QUOTE ]
Will it buff the damage of blizzard temporarily or will you have to do all the +dmg and +acc before you throw something like Blizzard?

[/ QUOTE ]

Do you think the server we all know and love could handle doing buff-checks every tenth of a second on every player for the duration that a rain-power or pseudo-pet is in play?

I'm not even sure it would make sense in the context of some of those powers:

You use all your endurance to summon a mighty Blizzard into existence for a time, and you're totally exhausted....But then you're very angry, so it becomes more deadly for a bit?


I'd guess it's a one-time check performed as the power is used.

James_Bonnell
01-12-2006, 12:40 PM
Hmm. A friend, now mostly departed (Mekhazzio) and I tested this once with AutoTurret and Siphon Power.

I dropped AT (on my ar/dev) with no damage enhancements in it, to get base damage, then he fired off Siphon Power - my damage went up, AT did not.

Waited until AT refreshed.

Siphon Power first, then dropped AT - AT's damage went up.

I assume, then, if it ends up working the same way, that damage buffs on the player will affect the summoned entity (blizzard, burn, caltrops) if the damage boost is in effect when it is summoned.

(Ponders what that will do to controller pets, if anything. They can already receive Fulcrum Shift buffs and lose them in the course of regular play. Hopefully, then, this change will mean - nothing at all to controller/dominator/MM pets as far as giving them damage buffs).

Instead, caltrops, blizzard or even something like the Acid Mortar might be affected by this change.

Obviously, I'm not a dev, but if it works the same way AT was buffed when we tested... boost damage first then drop the power. Opinion only until a redname comments, of course.

Fuzun
01-12-2006, 12:49 PM
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]

* doffs developer hat

"We just received tech" translation "The coders finally figured out a way and implemented said thing without having the server come to a grind halt, without having to spent a bazillion hours recoding the entire gaming engine and without having to sacrafice too many body parts...however they still have to wave a rubber chicken over said game servers"

And said thing is buffing things like the Blizzard "Nuke" and Tanker Burn patches with Build Up, Aim, et al.

_Ilr_
01-12-2006, 12:49 PM
Since Fulcrum Shift isn't thought of as a PbAoE Pet/Drop... It needs the 10-target vs 3 Target "upfront-Buffing" for it they did did for Energy Absorbtion. Fulcrum shift starts out as a ranged AoE and should have 16 Targets just like every other Ranged AoE.

Gangrene
01-12-2006, 12:51 PM
[ QUOTE ]
This creates some questions....

If the caster has Fort on him when he casts Burn, the damage of burn is increased, yes?

What if Burn is cast then Fortitude is applied to the caster after? Does this increase Burn damage of the already existing Burn patch?

Fulcrum Shift... If the caster of Caltrops, Blizzard or other "temporary pets" powers has FS buffs on him when he casts the Caltrops (and others), do the Caltrops do more damage?

What if the FS is done AFTER the caltrops are already out?

What if the caltrops are already out AND they are in the AoE of the FS when FS is cast?

The basic question here is... does the buff have to be already on the caster of the "temporary pet" power for that "pet" to be buffed?

[/ QUOTE ]

I would imagine that when the 'pet' is created, and it copies over the buffs, that they will be limitless as long as the pet lasts, and no new buffs can be applied.

Why?

Because if not they'll probably have to deal with adding buffs and debuffs dynamically. It would be muuch easier if they just took the buffs from the creation time. And if they don't, then they'll have to deal with people wanting to buff their Blizzards directly.

Suppose I was a Fire Blast / Thermal corrupter. Thermal has a nice buff in Forge. I want to cast my 'Rain of Fire' and then I want to use Forge to increase it's damage. I can't cast it on my 'pet' Fire Rain... and I can't cast it on myself. but someone else can cast it on me, and effect my pet? It just seems odd.

So my guess is, no buffing 'temp pets' after they're created. But this is just a guess.

Doctor_Gravity
01-12-2006, 12:54 PM
[ QUOTE ]
What.....Power Boost will double the duration of....say....Blizzard?

*foams at the mouth*

Could Ice/Eng possibly become even more of a FotM?

[/ QUOTE ]

No.

Power boost will significantly increase the duration of the slow effect from blizzard. NOT the duration (and hence damage) of blizzard itself.

_Ilr_
01-12-2006, 12:54 PM
[ QUOTE ]
Do you think the server we all know and love could handle doing buff-checks every tenth of a second on every player for the duration that a rain-power or pseudo-pet is in play?

[/ QUOTE ]

It already does ACC, chance of Knockdown, and -SPD anti-stacking code. And damage on DoTs are assigned only one time when the DoT is created, not every tick. If we could buff a "drop" after it was made, then we'd already have been able to do it with Burn and Blizzard just by hitting fulcrum after it was created. But these Drops appear to be flagged un-buffable just like Phantom Armies

James_Bonnell
01-12-2006, 12:57 PM
*wonders if this would affect Lightning Storm and Voltaic Sentinel too*...

... which would make life interesting for teaming with fulcrum shift kinetics if I have storm, /storm, or /elec.

Heh heh heh - well, that would help blaster /elec, since as far as I know, VS there is *still* the same BI as defender VS.

At least, for sets that get Buildup and Aim...

BU + Aim + Voltaic Sentinel = 60 seconds of buffed fuzzy ball of attacking goodness, and no more would defender and blaster VS be the same (if they still are).

... of course, with Fulcrum Shift along, that would also be VERY interesting...

Futurias
01-12-2006, 01:02 PM
[ QUOTE ]
*foams at the mouth*

1 more quickie question if possible: What if you drop say..Blizzard and then Fulcrum Shift (I know about the no end, I meant popping a blue and then using FS). Will it buff the damage of blizzard temporarily or will you have to do all the +dmg and +acc before you throw something like Blizzard?

[/ QUOTE ]

From what it sounds like, it *inheirets* all buffs (that are applicable) from you when it spawns. So you don't buff them after you cast it, but before you cast it (like any other attacks.)

I wouldn't mind this if the short lived pets were given this "bonus" over perma pets.

LordZ
01-12-2006, 01:02 PM
[ QUOTE ]
increase your Burn damage.

[/ QUOTE ]


:eek: :eek: :eek: :eek: :eek: :eek:

1 question... brute + burn + fury + build up/soul drain + red insps???? That will work????

SilverMagnus
01-12-2006, 01:03 PM
what constitutes a 'pet'?

FS is what confuses me. Burn, Ice Patch, and others have a dinstict placement, but FS is a buff on other players.

Are buffs pets then? A little IM discussion with my friend imagines our usually 4 man Rad/Rad team dropping Accelerate Metabolism one after the other to get 15 AM's going!

First player drops - 1 total buff
2nd player (w/ 1 AM buff on) drops - 3 total buffs
3rd player (w/ 3 AM buffs) drops - 7 total buffs
4th player (w/ 7 AM buffs) drops - 15 AMS! OMG!

that would be sweet, although I'm sure I'm wrong

reiella
01-12-2006, 01:12 PM
[ QUOTE ]
It's pretty much what other posters already suggested. Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. This change allows the designers specify that a pet should get copies of buffs on the creator (Damage and To-Hit inspirations, Power Boost, Build Up/Aim, Accelerate Metabolism, Fulcrum Shift, etc). So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.

[/ QUOTE ]

Consequently, doesn't this make Mastermind's ability to give their henchmen inspirations a bit pointless? Since, they could just pop the inspiration and give the benefit to all their minions?

Well, except for single instance inspirations (Respite, CAD, Break Free sorta).

James_Bonnell
01-12-2006, 01:20 PM
Hmm... no, I don't think it would work that way.

Think of MM pets and controller pets the same way - you can buff them individually, so there is no need to do this fix for them.

Blizzard, Burn, caltrops - in today's world, you can't buff their damage except through enhancements.

Well, you *can* "buff" their damage (in a way)... by using a -res power, like Tar Patch or Enervating Field. But not directly, because -res affects the mob, not the placeable.

Autoturret always was a strange one, becuase you could buff it individually, with, say, Speed Boost or Fortitude, but as I found out in testing, it received damage buffs from Siphon Power (or Fulcrum Shift) only when the player had them on their toon before dropping it.

Since controller and MM pets can get, say, Fulcrum buffs on their own - I don't think they're the kind of "pet" that is included in this fix. And that would be rather brokenly overpowered, anyway.

Giving Blizzard max damage through Fulcrum Shift or Defiance buffs (yay! now it's not just for Inferno/Nova/Full Auto!) is fine, because Blizzard is temporary.

MM pets are 'permanent' until killed or dismissed.

Darkfang
01-12-2006, 01:21 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]
I second this question!

EDIT: I trust the posters who have already answered this but I wouldn't mind an amen from a dev.

[/ QUOTE ]

It's pretty much what other posters already suggested. Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. This change allows the designers specify that a pet should get copies of buffs on the creator (Damage and To-Hit inspirations, Power Boost, Build Up/Aim, Accelerate Metabolism, Fulcrum Shift, etc). So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.

[/ QUOTE ]

1) you included Fulcrum Shift as a temporary pet... mistake, right? Sorry if this was asked before.

2)How will this change Phantom Army? Can they now be buffed? And can they now be debuffed if this is the case? Because the worst case scenario I'm seeing is that you'll be giving Illusion controllers actual pets that can be buffed, but NOT debuffed, making them insanely overpowered in comparison to other controller sets.

James_Bonnell
01-12-2006, 01:28 PM
Well... in a sense, maybe, if what I understand from previous redname statements is correct.

Fulcrum Shift's initial target spawns an AOE debuff effect, which in turn causes every target mob to spawn an AOE 'buff effect'. The debuff AOE size is classified as Large, IIRC, and each AOE buff is 'Medium'. So you can be standing on the front edge of a mob group, and not receive all the buffs, if the group is spread out and you're not overlapping with all of the 'buff' effects.

Transference and Transfusion work this way, too - they create a temporary 'pet' as the way to make the pretty green or blue ring.

However, having Fulcrum Shift 'buff it's own damage' would be, well, silly - so it's probably more in a descriptive sense that it's a "pet" rather than for purposes of getting this change. But I'm speculating.

By the way - since Transfusion and Transference are "temporary pets" ... which has led to the "death bug" where you get a nice green or blue ring but no heal/endurance... is there any way that could be prevented?

Personally, I'd be happy if it was either classified as a miss and no SFX played... OR a hit and you got the ring and the effect.

Not really the same thing, but if you're fixing one long-standing annoyance (no self-buff affects on Ice Storm, Blizzard, Rain of Fire, etc)...

WeirdBeard
01-12-2006, 01:29 PM
[ QUOTE ]
What.....Power Boost will double the duration of....say....Blizzard?

[/ QUOTE ]

Power Boost increases the strength of your secondary effects. For things like holds that means it increases the duration. It won't increase the duration of your pets, but in this example it could increase the run speed debuff of your Blizzard.

[ QUOTE ]
Blizzard and then Fulcrum Shift

[/ QUOTE ]

The buff copy is performed when the pet is created. New buffs you get while the pet is already out and about are not copied.

[ QUOTE ]
what that will do to controller pets, if anything

[/ QUOTE ]

Probably nothing, since they're already normally buffable, but in the end it's up to the designers to specify which "pets" get this bonus and which don't.

[ QUOTE ]
Fulcrum Shift

[/ QUOTE ]

Fulcrum Shift is a little nutty, I probably shouldn't have used it as an example. The buffs and debuffs you end up with are just that, but they are applied to you and your targets by invisible temporary pets. Now that I look at it, the strength of your Fulcrum Shift won't be affected by this change (so I definitely shouldn't have used it as an example), but the buff (or debuff) you get from Fulcrum Shift can now be copied to things like Blizzard, Lightning Storm, Rain of Fire, and so on. Sorry for the confusion.

Fuzun
01-12-2006, 01:33 PM
[ QUOTE ]
[ QUOTE ]
It's pretty much what other posters already suggested. Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. This change allows the designers specify that a pet should get copies of buffs on the creator (Damage and To-Hit inspirations, Power Boost, Build Up/Aim, Accelerate Metabolism, Fulcrum Shift, etc). So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.

[/ QUOTE ]

Consequently, doesn't this make Mastermind's ability to give their henchmen inspirations a bit pointless? Since, they could just pop the inspiration and give the benefit to all their minions?

Well, except for single instance inspirations (Respite, CAD, Break Free sorta).

[/ QUOTE ]

I don't think that the change will effect "true" pets/henchmen. Having a MM pop a bunch of Enrages which would buff all of their henchmen, would be insanely overpowering. Even I would want me nerf'ed in that case.

Mephe
01-12-2006, 01:34 PM
[ QUOTE ]

This creates some questions....

If the caster has Fort on him when he casts Burn, the damage of burn is increased, yes?


[/ QUOTE ]

WierdBeard says it allows the devs (within their power table file or whatever they use) to say IF a pet power gets copies of the buffs that are on the owner of the pet. Now does this also mean that debuffs on the caster gets copied to the pet?
So IF they say burn is buffable when the pet is created all the buffs (and debuffs?) are copied to the pet.

[ QUOTE ]
What if Burn is cast then Fortitude is applied to the caster after? Does this increase Burn damage of the already existing Burn patch?


[/ QUOTE ]

From the way WierdBeard said it, when the pet is created buffs are copied to the pet. I would highly doubt any buffs done after the pet are created are applied to the pet. This would require more code than a simple copy buffs from object A to object B. You would have to monitor object A for any changes and then apply all changes to object B. 1 operation version n, where high values of n could slow the server down when done over the population of users.

[ QUOTE ]
Fulcrum Shift... If the caster of Caltrops, Blizzard or other "temporary pets" powers has FS buffs on him when he casts the Caltrops (and others), do the Caltrops do more damage?


[/ QUOTE ]
Same question as the burn one. If a dev decides caltrops is a buffable power it will work like all other buffable powers. (Doing anything else would require more code).

[ QUOTE ]
What if the FS is done AFTER the caltrops are already out?


[/ QUOTE ]
Same as the burn/fort question. The way it was stated from Wierdbeard I would say no effect.

[ QUOTE ]
What if the caltrops are already out AND they are in the AoE of the FS when FS is cast?


[/ QUOTE ]
Currently the pet powers are not buffable from outside sources, and I doubt that changed. My guess would be the only thing that had to change was the creation of the pet powers has an extra call to copy buffs from the caster.

[ QUOTE ]
The basic question here is... does the buff have to be already on the caster of the "temporary pet" power for that "pet" to be buffed?


[/ QUOTE ]
All my answers are guesses based on how projects, and code are normally done in complex systems that are perfomance hungry. I would be very shocked if they did anything more than the copy buffs at construction from object A to B.

Hellblaze
01-12-2006, 01:36 PM
I'm just curious, but if my Ice/NRG blaster were to use Power Boost before using Blizzard, would power boost turn Blizzards Knockdown into a Knockback?

If so, I imagine this could be a problem for several powers, like Ice Contrrol - Ice Slick when combuined with Power Boost from the Primal Forces Mastery pool.

SDragon
01-12-2006, 01:37 PM
As i understand it all of those powers that made AoE Heals/buffs around you/the target create a temp pet.

for example the Dark heal. It lowers Dmg and Acc(i think) and then creates a oneshot heal aura around you. In code terms it debuffs them, then summons an invisible pet that shoots a heal out before dissapearing.


thats(as far as i know) how the Kinetic heal,power buff, ubber power buff, and the Dark Heal power work.

Starsman
01-12-2006, 01:37 PM
[ QUOTE ]
having Fortitude could increase your Burn damage.

[/ QUOTE ]

Hmmm... its a shame that enemies now run out of burn, can suddenly imagine fire/super strenght tankers with perma rage....

Angry_Citizen
01-12-2006, 01:40 PM
[ QUOTE ]
Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc).

[/ QUOTE ]

Well, this explains why Transfusion won't heal around just-dead mobs. The power fails because the target is no longer applicable and the pet does not spawn. Speaking of QoL things, will the Transfusion bug ever be fixed?

James_Bonnell
01-12-2006, 01:40 PM
Er, actually - since the "death bug" from Transfusion doesn't happen with Twilight Grasp - (i.e. even if the mob is dead when the debuff hits them, it is classified as a 'hit' and you get a heal off)...

... I think Twilight Grasp (if it hits the mob in the first place with the debuff portion), just fires off a "standard" PBAOE heal in the same way that Radiant Aura is a PBAOE.

I don't think Radiant Aura, Healing Aura, or TG are 'pets' of this nature, but Transfusion and Transference definitely are.

Ergo why Powerboost or Vanguard would pump the effect of HA, RA, or TG - but not Trans*.

Vixen_Valor
01-12-2006, 01:43 PM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

By 'tweaking with toggle-dropping' you really mean 'We took this ridiculous ability away from Assassin Strike but have left everything else alone, right? Right?' *grovels*

EvilRyu
01-12-2006, 01:49 PM
All I want is a buffable trip mine. This would give me reason to not horde insprirations for mm pets. Now if we can get a fix for all those npcs running wild in the missions that get us killed.

fuzzy_chainsaw
01-12-2006, 01:50 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]
I second this question!

EDIT: I trust the posters who have already answered this but I wouldn't mind an amen from a dev.

[/ QUOTE ]

It's pretty much what other posters already suggested. Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. This change allows the designers specify that a pet should get copies of buffs on the creator (Damage and To-Hit inspirations, Power Boost, Build Up/Aim, Accelerate Metabolism, Fulcrum Shift, etc). So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.

[/ QUOTE ]

Would the really pet-like not-pets and the pseudo-pets benefit from this as well? (thinking; Trip Mine, Poison Trap, Seeker Drones, Acid Mortar, that lightning thinger that elec secondary blasters get, auto-turret, etc..)

Pitho
01-12-2006, 01:55 PM
[ QUOTE ]
[ QUOTE ]
Fulcrum Shift

[/ QUOTE ]

Fulcrum Shift is a little nutty, I probably shouldn't have used it as an example. The buffs and debuffs you end up with are just that, but they are applied to you and your targets by invisible temporary pets. Now that I look at it, the strength of your Fulcrum Shift won't be affected by this change (so I definitely shouldn't have used it as an example), but the buff (or debuff) you get from Fulcrum Shift can now be copied to things like Blizzard, Lightning Storm, Rain of Fire, and so on. Sorry for the confusion.

[/ QUOTE ]

Maybe it'd boost fulcrum's accuracy? Not sure how exactly how it works though.

Kitsune9tails
01-12-2006, 02:00 PM
Why not just give Ice Slick and the like full Pet status and make them (selectively) buffable?

James_Bonnell
01-12-2006, 02:06 PM
... do you want them targetable and destructible? Aside from adding more elements with HP to track... not sure how that would be from a performance standpoint...

That might add something to the game, for sure - especially if it worked for both players and enemies ("take out that Lightning Storm! Blow up those caltrops!").

I could see pluses and minuses for some powers.

But, say, Rain of Fire or Blizzard? Not sure that makes any sense...

And it would leave them out of being buffed, say, by Buildup.

BlueWrecker
01-12-2006, 02:12 PM
[ QUOTE ]
but the buff (or debuff) you get from Fulcrum Shift can now be copied to things like Blizzard, Lightning Storm, Rain of Fire, and so on. Sorry for the confusion.

[/ QUOTE ]

...so just so I'm and others are reading this right:

Currently: No fulcrum on you when casting Blizzard, LS, RoF etc = normal dmg.

Currently: Fulcrum on you when casting Blizzard, LS, RoF etc = normal dmg.

Upcoming: Fulcrum on you when casting Blizzard, LS, RoF etc = fulcrumed dmg. for the pet for the normal duration of the fulcrum? Also... so if my stormie pal drops a LS, and THEN I fulcrum while under it, IT gets the fulcrum now too?

If so I will leap with joy.

HoshiAdam
01-12-2006, 02:13 PM
Hmm...

Does Defiance get copied onto the pet? Not that I'd ever consider Defiance-bombing with Time Bomb...

James_Bonnell
01-12-2006, 02:17 PM
Er, no, I think you were right the first time.

Fulcrum on you when you drop LS - buffs to LS. No damage buffs on you when you drop LS - no damage buffs to LS.

You get FS'd after dropping LS - no buffs for LS.

Res_Ipsa
01-12-2006, 02:19 PM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

[/ QUOTE ]

In other words, my bubbler will now be even more of a buff-bot in PVP than she already is.

November
01-12-2006, 02:34 PM
[ QUOTE ]
Who are you, and what have you done to the States that was on a nerfing spree?

[/ QUOTE ]

My guess is... the REAL Statesman's back... c'mon fill us in on the details - we wanna know how you beat your evil twin!!

TheMightyStorm
01-12-2006, 02:35 PM
[ QUOTE ]

Fulcrum Shift is a little nutty, I probably shouldn't have used it as an example.

[/ QUOTE ]

Bad Coder! BAD! No caffeine for you!

WasabiPeanut
01-12-2006, 02:36 PM
[ QUOTE ]

Power Boost increases the strength of your secondary effects. For things like holds that means it increases the duration. It won't increase the duration of your pets, but in this example it could increase the run speed debuff of your Blizzard.

[/ QUOTE ]

And, importantly, Power Boost + Ice Storm + Blizzard = Nobody's running ANYWHERE...

Of course, Ice Storm and Power Boost may already work together, my Ice/Energy is only 30, and I won't be getting Power Boost until 35. Regardless, using Power Boost with Blizzard should become basically default for any Ice/Energy blaster, since it'll make all the difference in the world.

Nishnig_Jones
01-12-2006, 02:39 PM
[ QUOTE ]
[ QUOTE ]
increase your Burn damage.

[/ QUOTE ]


:eek: :eek: :eek: :eek: :eek: :eek:

1 question... brute + burn + fury + build up/soul drain + red insps???? That will work????

[/ QUOTE ]

Yeah, that would be pretty sweet. I'd be able to con dominators into hanging out with me and letting me herd more often.

Gunderwald
01-12-2006, 03:12 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ] Um...what does this mean exactly?

[/ QUOTE ]
I second this question!

EDIT: I trust the posters who have already answered this but I wouldn't mind an amen from a dev.

[/ QUOTE ]

It's pretty much what other posters already suggested. Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. This change allows the designers specify that a pet should get copies of buffs on the creator (Damage and To-Hit inspirations, Power Boost, Build Up/Aim, Accelerate Metabolism, Fulcrum Shift, etc). So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.

[/ QUOTE ]

So a Speed Boosted &amp; Hastened storm defender could potentially throw a Lightning Storm that fired twice as fast? Or a tornado that moved even faster?

/e retreats to the shadows to ponder the joyous knock-back chaos potential :)

BiohazardMan
01-12-2006, 04:04 PM
[ QUOTE ]
The buffs and debuffs you end up with are just that, but they are applied to you and your targets by invisible temporary pets.

[/ QUOTE ]

Ok. This just blows my mind. Invisible Temporary Pets? We've had these ghosts running around this whole time and no one knew? They must be the ones who stole my pens. Cant find em anywhere. Maybe I will ask Veet Voojagig.

Biohazard

Lazarus
01-12-2006, 04:08 PM
Statesman is making smart changes now? Did he have some sort of "It's a Wonderful Life" experience over the holidays?

Monkey_King
01-12-2006, 04:11 PM
[ QUOTE ]
Hmm...

Does Defiance get copied onto the pet? Not that I'd ever consider Defiance-bombing with Time Bomb...

[/ QUOTE ]
The thought makes me tremble. A defiance-fueled nuke? Talk about the mother of all desperation attacks!

Eww. I bet there's going to be some nerfs riding along with some of these changes to compensate for how much more powerful poewrs like Rain of Fire is going to be. Add about 400% damage to Blizzard between Build-Up, Aim, inspirations, and Defiance, and we're looking at some sick, sick damage.

Hmm, buffing Burn damage. If they nose the power back up on the blaster versions, they just might fix it.

Semper_Fi
01-12-2006, 04:27 PM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

More awesome news! The devs do listen. This is the only MMO I have ever seen involvement like this! This is why I renew without hesistation. Every time i think, "uh oh a nerf," I immediately think of the buffs that i've seen. This is just more proof, of the goodness to come!

&lt;blinks&gt; I hope suprression of travels gets reworked in the next few months. :eek: :eek: :eek: :eek:

BellaStrega
01-12-2006, 04:37 PM
[ QUOTE ]
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.

We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

By 'tweaking with toggle-dropping' you really mean 'We took this ridiculous ability away from Assassin Strike but have left everything else alone, right? Right?' *grovels*

[/ QUOTE ]

That would barely be worth mentioning.

Darklight
01-12-2006, 04:51 PM
Will this by any chance allow people (MM pets) under the effect of group fly to get the flight speed boost from enhancements so they don't fall behind and drop?

/em crosses fingers and hopes answer is yes. :D

Ohms__NA
01-12-2006, 07:52 PM
[ QUOTE ]
The thought makes me tremble. A defiance-fueled nuke?

[/ QUOTE ]

Uhm... huh? "nukes" aren't pets. You can already fire off defiance-fueled nukes. Well, in theory anyway.

Dveight
01-12-2006, 08:13 PM
You know what pal? I really could care less. I do not engage in PvP at all. Thank god, because You guys have made a dog's breakfast of implementing PvP in this game, but that's no secret. My concern is you're going to continue your track record of ruining the PvE game because of the PvP fiasco.

Again.


fictional poster will say:
[ QUOTE ]
But Black Adder, it's not even out so you don't even know how it'll be yet but Jo0 are attacking it lol!!!111

[/ QUOTE ]
After almost 2 years of their track record for nerfs being evident for anyone possessing eyeballs, all I can ask is, you're kidding me right?

Windenergy21
01-12-2006, 09:15 PM
Well considering the two types of pets are already separated by being tangible or not id assume that too. Wouldnt seem right to use a full inspiration tray of enrages and then casting a pet and having that pet live forever in zone, while being buffed constantly at the rate of all those enrages. Non targettable pets on the other hand, have a lifespan. Hence this "buff" would work for them.

geko
01-13-2006, 12:39 AM
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

Let me help clarify this. Currently, due to limitation, target based powers, such as Rain of Fire, Blizzard or Rain or Arrows, cannot be buffed. So if you cast Build Up and then cast Blizzard, it would not do any more damage. This change will now allow such powers to be affected by buffs just like any other powers.

This change affects targeted based powers, but not targeted summoned entities or built devices or traps (you cannot pass build up and fortitude to your trip mine or fire imps). This change will, however, fix other powers that may seem unrelated, but were coded in similar ways. This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).

If you are confused, that’s ok. Lets just say "Rain of Fire, Ice Storm, Blizzard, Burn, Ignite and Rain or Arrows just got a whole lot better".

Doc_D
01-13-2006, 12:45 AM
[ QUOTE ]
If you are confused, that’s ok. Lets just say "Rain of Fire, Ice Storm, Blizzard, Burn, Ignite and Rain or Arrows just got a whole lot better".

[/ QUOTE ]

Is Caltrops also on that list?

Dysmal
01-13-2006, 12:55 AM
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

Let me help clarify this. Currently, due to limitation, target based powers, such as Rain of Fire, Blizzard or Rain or Arrows, cannot be buffed. So if you cast Build Up and then cast Blizzard, it would not do any more damage. This change will now allow such powers to be affected by buffs just like any other powers.

This change affects targeted based powers, but not targeted summoned entities or built devices or traps (you cannot pass build up and fortitude to your trip mine or fire imps). This change will, however, fix other powers that may seem unrelated, but were coded in similar ways. This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).

If you are confused, that’s ok. Lets just say "Rain of Fire, Ice Storm, Blizzard, Burn, Ignite and Rain or Arrows just got a whole lot better".

[/ QUOTE ]

Geko, could you perhaps post a complete list of all powers effected by this change. Lots of people are thinking that this will effect Ice Slick/Patch, Lighting Storm, etc. If thats not the case, then it would be good to know. In developer speak, is an Ice Patch a trap? Or a Lighting Storm a summoned entity? Players dont have the information to know these things.

It seems clear that all "rain" class powers (Blizzard, Rain of Arrows, Ice Storm, Fire Rain, Freezing Rain, Sleet) will be effected by the change, as well as Burn and Ignite. Other powers are unclear.

Edit: Also, is the powers team currently considering any changes to the base damage of these powers due to this tech change that allows buffs to effect Rain powers?

Monsieur_Adam
01-13-2006, 01:04 AM
[ QUOTE ]

If you are confused, that’s ok. Lets just say "Rain of Fire, Ice Storm, Blizzard, Burn, Ignite and Rain or Arrows just got a whole lot better".

[/ QUOTE ]

Wow, Burn got better? They removed the fear!

Oh, they didn't? Carry on.

FightingFro
01-13-2006, 01:17 AM
Just for the sake of asking...
Can you replace one of the powers on the Phantom Army with blind, or add it to their existing powers? Or maybe even to Spectral Terror?

ChrisMoses
01-13-2006, 01:19 AM
[ QUOTE ]
[ QUOTE ]
Lets just say "Rain of Fire, Ice Storm, Blizzard, Burn, Ignite and Rain or Arrows just got a whole lot better".

[/ QUOTE ]

Could you give us a complete list of those buffed, by chance Geko?

Even the weird ones, like Twillight Grasp you mentioned?

TheMightyStorm
01-13-2006, 01:35 AM
Mr. Ge... Gec... Geico... Mr. Lizard.

Mr. Lizard... Does this 'new tech' hold any promise of a world in which transfusion and similar mob-based powers might still *work* if you cast the power in time to see the effect, but the mob dies before the numbers appear? It just seems to me that it would be *awfully* nice if you could somehow apply this new tech so that the various villain-centered effects didn't stop when the villain went body-parts up.

I realize it's two different things. I suppose that the mob-centered effects are similar to toggles which turn themselves off after 1 'tick' of effect. But could you possibly do a glue-arrow kind of thing where the location of the target becomes the spawn for an invisible pet that does it's thing and then despawns? That would be AWFULLY NICE OF YOU MR. AMPHIBIMAN.

Jitter
01-13-2006, 01:39 AM
[ QUOTE ]
This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).

[/ QUOTE ]

Well now! Does this mean that Power Build Up will affect Transfusion's heal?

Or even, the damage buff from fulcrum shift?

That'd be swell.

Rajani Isa
01-13-2006, 01:42 AM
My guess is caltrops would be on the list - it is, in the end, and effect, and not a "mob" like trip mine and acid motor.

Ice slick, lighting storm, and such are continuous effects, right? I am pretty sure, then, they will get coverd by this.

At least, from what I know of the powers system says it will.

All the ones he named that will be buff don't show up as a pet, yet I know acid mortor does (I am not high enough level for tripmine on my /traps yet).

Sween
01-13-2006, 02:15 AM
[ QUOTE ]
transfusion and similar mob-based powers might still *work* if you cast the power in time to see the effect, but the mob dies before the numbers appear?

[/ QUOTE ]

::HUG::

I feel your pain, sister. I feel your pain.

firebane
01-13-2006, 03:52 AM
Actually you just made me more confused...??

You say it affects targeted based powers but not summoned entities. But then you say it affects Burn????

Since when did Burn become a targeted based power?

Malcontent
01-13-2006, 04:06 AM
[ QUOTE ]
Let me help clarify this. Currently, due to limitation, target based powers, such as Rain of Fire, Blizzard or Rain or Arrows, cannot be buffed. So if you cast Build Up and then cast Blizzard, it would not do any more damage. This change will now allow such powers to be affected by buffs just like any other powers.

[/ QUOTE ]

Will it be possible fo you to decide which buffs affect those powers? For example power boost will affect both slow and knockback in powers like freezing rain and blizzard. Obviously the boost to slow is very welcome in those powers but knockback distance is not.

HarshLanguage
01-13-2006, 04:17 AM
Geko, I know this is a long shot, but will this code change also fix the biggest problem with Kinetic powers such as Transfusion and Transference, where the effect doesn't happen if the target dies right after the power hits? That bug makes these powers much less reliable than they should be, and it's a constant source of aggravation for defenders, controllers and corruptors with the kin powerset.

Otherwise, can you do anything else to relieve Kinetics of our infamous refrain to "stand near an enemy who's not near death if you need health/end"?

Estarriol_NA
01-13-2006, 04:19 AM
[ QUOTE ]

This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).


[/ QUOTE ]

OK, now I'm really intruiged. Which powers?

Is this related to the Transfusion/Transference "I hit but nothing but the graphic happens as you died after I hit you but before my effect resolved" quirk? If so, does this fix it?

8_Ball
01-13-2006, 04:33 AM
[ QUOTE ]
[ QUOTE ]

This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).


[/ QUOTE ]

OK, now I'm really intruiged. Which powers?

Is this related to the Transfusion/Transference "I hit but nothing but the graphic happens as you died after I hit you but before my effect resolved" quirk? If so, does this fix it?

[/ QUOTE ]

I'm extremely curious as to how this affects Kinetics as well...my only guess is that the Buff from FS or SP will now affect those using Rain of Fire/Blizzard etc...

Cycloid
01-13-2006, 05:59 AM
[ QUOTE ]


If the devs haven't fixed the actual imbalance, changing toggle drops will be the equivalent of "passing around" the short end of the PvP stick to a different archetype for a bit.

[/ QUOTE ]

Or possibly keeping it just where it is, since as it stands lots of Heroes have nothing but Brawl in this department and still need to be able to drop an opponent's toggles to stand a chance of victory.

bpphantom
01-13-2006, 06:43 AM
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

Let me help clarify this. Currently, due to limitation, target based powers, such as Rain of Fire, Blizzard or Rain or Arrows, cannot be buffed. So if you cast Build Up and then cast Blizzard, it would not do any more damage. This change will now allow such powers to be affected by buffs just like any other powers.

This change affects targeted based powers, but not targeted summoned entities or built devices or traps (you cannot pass build up and fortitude to your trip mine or fire imps). This change will, however, fix other powers that may seem unrelated, but were coded in similar ways. This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).

If you are confused, that’s ok. Lets just say "Rain of Fire, Ice Storm, Blizzard, Burn, Ignite and Rain or Arrows just got a whole lot better".

[/ QUOTE ]

Pie for Geko! :D

Defenestrator
01-13-2006, 07:22 AM
[ QUOTE ]
Actually you just made me more confused...??

You say it affects targeted based powers but not summoned entities. But then you say it affects Burn????

Since when did Burn become a targeted based power?

[/ QUOTE ]

It always has been. It's just that the target was always at your feet.

Dveight
01-13-2006, 07:22 AM
I could care less about the toggle drop issue. As long as this 'toning down' does not affect the damage or the stun of /energy in PvE, I'm happy. I know they'll screw that up for the sake of PvP though. As usual. Man an MMO without PvP and the type of people that flock to it would be a refreshing change for once. Hurry up with that DDO release!

SaintNicster
01-13-2006, 07:43 AM
[ QUOTE ]
Will it be possible fo you to decide which buffs affect those powers? For example power boost will affect both slow and knockback in powers like freezing rain and blizzard. Obviously the boost to slow is very welcome in those powers but knockback distance is not.

[/ QUOTE ]
I'm pretty sure that Blizzard and Freezing Rain do Knockdown, not knockback. I think that Knockdown is unenhanceable, too.

EDIT: last sentance added

Starfire_One
01-13-2006, 07:53 AM
What about Phantom Army and Spectral Terror in the Illusion Control line. Unlike Phantasm, neither of those can be buffed. Are they in the works for the buffing of certain pets?

Iodine
01-13-2006, 08:56 AM
Sounds nice, geko. Now how about a base Flight and Hover speed buff update post ED?

Ms_Teri
01-13-2006, 09:37 AM
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

Let me help clarify this. Currently, due to limitation, target based powers, such as Rain of Fire, Blizzard or Rain or Arrows, cannot be buffed. So if you cast Build Up and then cast Blizzard, it would not do any more damage. This change will now allow such powers to be affected by buffs just like any other powers.

This change affects targeted based powers, but not targeted summoned entities or built devices or traps (you cannot pass build up and fortitude to your trip mine or fire imps). This change will, however, fix other powers that may seem unrelated, but were coded in similar ways. This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).

If you are confused, that’s ok. Lets just say "Rain of Fire, Ice Storm, Blizzard, Burn, Ignite and Rain or Arrows just got a whole lot better".

[/ QUOTE ]

So would freezing rain get buffed? But not things like tornado and lightning storm because they are "summoned" entities?

Mr_Jaytastic
01-13-2006, 09:39 AM
[ QUOTE ]
This change affects targeted based powers, but not targeted summoned entities or built devices or traps

[/ QUOTE ]

Does this include tornado and lightning storm?

Like others have said, a list would be great.

CounterParadox
01-13-2006, 10:07 AM
Affecting Twilight Grasp and Kinetic's Transfurion, eh? I assume that also means it affects Howling Twilight and Kinetic's Transferance. Seeing hoe my only lvl 50 is an Illusion/Kinetics, and how my only level 40 villian is a Ninja/Dark Miasma, I'm jsut curious to know how these are going to be altered. Right now, it seems that whether or not Twilight Grasp heals is dependant on whether or not the power activates while the target is alive. 90% of the time, the heal will go off if the target is in the process of dying. But for Trasnfusion, it's more like a 40% shot of firing off the power. Maybe less. Transfusion has to be timed a little earlier in the case that the target might soon die.

I'm just wondering if the change will affect that? If not, what kind of change are we looking at?





Or should I just shut my trap and find out when it comes to Test? Yeah, that sounds good. ^_^

Eracove
01-13-2006, 10:23 AM
Can one of you please tell me why we are all over States jock about this? Once again somthing will be affected in PVE due to whiners in PVP? Or am I missing somthing?

Logarithm
01-13-2006, 10:29 AM
One of these is a QoL change that's been a looooong time in coming, and predates any PvP.

I think you're missing something.

[ QUOTE ]
Does this include tornado and lightning storm?

Like others have said, a list would be great.

[/ QUOTE ]

I can't wait for the patch notes.

Eracove
01-13-2006, 10:33 AM
I must be becuase the only thing that allows certain blasters to survive is bapping.

How am I supposed to fight a tank who has 10x the HP as me along with a way to negate damage and heal it back (DP) if I cant drop toggles now?

_Ilr_
01-13-2006, 10:35 AM
...5 generous changes and 2 posts in a row from Geko...
THE APOCALYPSE IS HERE


For clarity: When people think Target-based power, they should just think "MbAoE" and "PbAoE"... Transfusions, Burn patches... But Geko confuses the issue by listing Ingnite which is a targeted burn-patch. But he says there's a difference between targeted powers and summoned entities. Trip mines for example aren't affected so it would stand to reason that they are considered "unbuffable pets" or stand-alone Entities because they run an AI script once they're created.... same for Lightning Storm, Voltaic, and Tornado even though you can't target these entities in your reticicle...

But these "pets" should already be benefitting from the "buffs" that you pass to then directly through their Slotting(If they aren't, /BUG IT!). And so should the Targeted powers. The difference is, the Targeted Powers should also recieve the Buffs that their Creator had on at the time they were created. And the reason these are Not passed to the unbuffable pets is that those Ai-driven Entities typically out-live the duration of their owner's Buildup/Aim and most +DMG buffs and it could be situationally over-powered.

But this change to Targeted Powers also coincides with their plans to remove all auto-hitting powers which damage...which they said is to help DEF sets but conveniently enough also closes a number of PL loopholes... :)

Logarithm
01-13-2006, 10:40 AM
[ QUOTE ]
We're tweaking with toggle dropping...mostly decreasing its overall effect.


[/ QUOTE ]

I'm assuming there's more to the toggle drop change than just complete removal. TDs were put in for valid reasons(even though they're an unfun, hack mechanic).

Really, if toggle dropping is completely removed, I think all those PvP FotM Assault Rifle/Fire blasters will just have to make the best of no longer being insanely overpowered in PvP, and 3-shotting every archetype in Siren's Call. :p

Iodine
01-13-2006, 11:27 AM
[ QUOTE ]
Can one of you please tell me why we are all over States jock about this?

[/ QUOTE ]
Maybe because of how enhanced it apears in all of the marketing videos?

Just a thought.

Devian
01-13-2006, 11:47 AM
[ QUOTE ]
[ QUOTE ]
Actually you just made me more confused...??

You say it affects targeted based powers but not summoned entities. But then you say it affects Burn????

Since when did Burn become a targeted based power?

[/ QUOTE ]

It always has been. It's just that the target was always at your feet.

[/ QUOTE ]

The same can be said for Trip Mine, but geko listed it as one of those not receiving this buff.

My understanding of targeted locational power: You activate the power, a target appears and allows you to decide where to place the power. That includes all the rain-type powers, Caltrops, Oil Slick, etc.

Interestingly, Tar Patch belongs in this category too. Imagine firing PB (actually PBU) then laying a patch.

_Ilr_
01-13-2006, 12:00 PM
What I'm wondering about, is if Knockdown "duration" increases with PB and can stack from the same Source? We know that PowerBoost increases the duration of Status effects, but what does it to do Knockdowns? It's stands to reason that it increase the Distance of Knockbacks and Knock-Ups... but does it also increase their Duration?

Example: Some mobs... especially large mechanical bosses like Clock Barons and Nem WarHulks will resist the first 1 or 2 Knockbacks from my Repel Aura while some Brutes in PvP can resist the KB forever. ...This leads me to believe that the Duration of a knockback from some sources Stacks but the duration is so short that you can only get up to a total-magnitiude of Mag-6 or Mag-8. For instance I teamed with a fellow Kin who also ran Repel and if both of us ran it against an AV or GiantMonster, we'd overcome their KB protection every 4 or 5 seconds and make them flop around which was a Pseudo-Hold and actually helped us defeat Lusca with only 6 of us there and only 1 death.

So where this questioning brings me too... IS: Could you increase the Duration thus Magnitidude of the Knockdowns that your Freezing Rain, Ice Slick, or Earthquake do, thus increase the Frequency that it knocks down all sorts of Mobs... maybe even Bosses, AV's and Giant monsters?? And what the hell does slotting a KnockDown power with KB enhancers provide exactly if the only thing they do is increase Distance(According to I6 patchnotes)??

jamie_NA
01-13-2006, 12:13 PM
[ QUOTE ]
build up and fortitude to your trip mine or fire imps). This change will, however, fix other powers that may seem unrelated, but were coded in similar ways. This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).

[/ QUOTE ]


does that mean that in pvp it'll take the full damage and not just base damage for the -dmg part of the debuff?

Brawlnstein
01-13-2006, 02:23 PM
[ QUOTE ]
Rain or Arrows just got a whole lot better".

[/ QUOTE ]

I hate "Rain or Arrows"

I always get rain...

Dysmal
01-13-2006, 02:39 PM
[ QUOTE ]
[ QUOTE ]
Rain or Arrows just got a whole lot better".

[/ QUOTE ]

I hate "Rain or Arrows"

I always get rain...

[/ QUOTE ]

Dude, where I live its rained for 29 straight days.

Ohms__NA
01-13-2006, 02:44 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Rain or Arrows just got a whole lot better".

[/ QUOTE ]

I hate "Rain or Arrows"

I always get rain...

[/ QUOTE ]

Dude, where I live its rained for 29 straight days.

[/ QUOTE ]

Could be worse. You could've been getting 29 straight days of arrows.

Windenergy21
01-13-2006, 03:08 PM
Oh god if thats the case please limit that to pvp. I do not want to have to slot freezing rain for accuracy :/....., if that is the case though and its gonna take away the autohit feature make it pvp only the way smoke needs a to hit check in pvp but not pve.

Futurias
01-13-2006, 03:13 PM
[ QUOTE ]
Oh god if thats the case please limit that to pvp. I do not want to have to slot freezing rain for accuracy :/....., if that is the case though and its gonna take away the autohit feature make it pvp only the way smoke needs a to hit check in pvp but not pve.

[/ QUOTE ]

You can TP out of the AOE, stopping the damage. You can't do that to fireball.

BellaStrega
01-13-2006, 03:19 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Rain or Arrows just got a whole lot better".

[/ QUOTE ]

I hate "Rain or Arrows"

I always get rain...

[/ QUOTE ]

Dude, where I live its rained for 29 straight days.

[/ QUOTE ]

Could be worse. You could've been getting 29 straight days of arrows.

[/ QUOTE ]

Then he could have fought in the shade.

Micro_Huge
01-13-2006, 03:26 PM
ok wow, so now you can hit aim+buildup/drop out of the sky filling your defiance when you hit the ground AoE a spawn/group of players while popping green inspirations and watch as your exp bar fills...

sweet!

Zloth
01-13-2006, 03:27 PM
[ QUOTE ]
does that mean that in pvp it'll take the full damage and not just base damage for the -dmg part of the debuff?

[/ QUOTE ]
No change was made to PvP.

In regards to what is affected and what isn't, from the looks of it all your powers are going to be buffed in I7. Right now, if you take a red inspire, all your blasts and punches get the damage buff. However, if you call a rain of fire or throw out some caltrops, those are currently treated as pets by the game and they get no benifit from your red inspire. That's a nasty 'gotchya' as most players don't realize those things are pseudo-pets and are treated differently. I7 will make pseudo-pets get buffed just like other powers - you'll no longer have to worry about this whole pseudo-pet thing.

REAL pets will not get the benifit. I'm guessing that a real pet is a pet that you can actually click on and select. (Does that happen with traps?) No benefit for controller/dominator pets, dark servants, warshade pets, or MM henchmen. I forget whether Voltaic Sentinal can be targetted but Tornado can not so it will likely get the buffs.

Ah well, we'll find out when I7 hits.

Zloth
01-13-2006, 03:29 PM
[ QUOTE ]
ok wow, so now you can hit aim+buildup/drop out of the sky filling your defiance when you hit the ground AoE a spawn/group of players while popping green inspirations and watch as your exp bar fills...


[/ QUOTE ]
You can already do that. Unless your AoE is Rain of Somethingorothers? In that case, the rain will get the boost but, given how little damage it does, your xp bar will most likely be filling with the debt bar.

GrimReaperX2
01-14-2006, 03:49 AM
[ QUOTE ]
[ QUOTE ]
We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

[/ QUOTE ]

Let me help clarify this. Currently, due to limitation, target based powers, such as Rain of Fire, Blizzard or Rain or Arrows, cannot be buffed. So if you cast Build Up and then cast Blizzard, it would not do any more damage. This change will now allow such powers to be affected by buffs just like any other powers.

This change affects targeted based powers, but not targeted summoned entities or built devices or traps (you cannot pass build up and fortitude to your trip mine or fire imps). This change will, however, fix other powers that may seem unrelated, but were coded in similar ways. This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).

If you are confused, that’s ok. Lets just say "Rain of Fire, Ice Storm, Blizzard, Burn, Ignite and Rain or Arrows just got a whole lot better".

[/ QUOTE ]

How about voltaic sentinel? Sparky could use the love.

Netherian
01-14-2006, 09:05 AM
[ QUOTE ]
[ QUOTE ]

We're tweaking with toggle dropping...mostly decreasing its overall effect.


[/ QUOTE ]

"Decreasing its overall effect" does not sound to me like "will happen much less often." It sounds like toggle dropping might get mechanically changed somewhat, perhaps to adding a way to debuff the strength of toggles or temporarily suppressing them, instead of dropping them altogether, which would probably be a lot more fair and fun in PvP overall.

[/ QUOTE ]

That's what I'm afraid of actually.

Now that the Defense sets have been lowered, twice, toggle dropping outside of status effects isn't even needed, nor should it be there. After all, PvP isn't supposed to be balanced for solo play, but group play.

I have no problem with controls being able to stack to achieve enough power to drop my anti-control toggle. I have no problem with stuns and holds dropping all my toggles when they land.

Blasters, however, shouldn't be able to punch me and remove my toggles at all!! Being a resist set makes this even more painful as I was never that difficult to hit to begin with.

Netherian
01-14-2006, 09:12 AM
[ QUOTE ]
Why not use surpression here:

Brawl: 50% chance surpressing 1 toggle for 10s
Assassin Strike: 100% chance 1 toggle for 15s, 75% chance 1 toggle for 15s, 50% chance 1 toggle for 15s

Just some example numbers, they would have to be tweaked of course.

Basically, the toggles are surpressed, and don't give their benefit, but are not toggled off. Once the surpression timer, which is based on the power used to detoggle runs out, the toggle starts working again.

Addtionally, for PvP you could introduce +Surpression Enhancements, they would not increase the chance of a power detoggling, but the time the toggles are supressed. This would offer new possibilites for PvP slotting.



[/ QUOTE ]

This would actually make it pointless to ever turn your toggles on. They'd be perma-suppressed anyway. Those AT's with Defensive power sets are balanced around their toggles. The ability to easily remove those toggles is imbalancing in the extreme.

Netherian
01-14-2006, 09:16 AM
[ QUOTE ]
Well, I, for one, am certainly glad to see Blasters get their come-uppance in PvP. After all, we all know they're running around, one-shotting everyone with Brawl and Sprint.

I bet with maximum Defiance and Build-Up and Aim, they could one-shot a tank!

This is a nerf, folks.

It disheartens me to see those of you who play primarily meleers actually celebrating that another AT is getting nerfed.

There's an AT that definitely needs... let's call it "balancing"... in PvP, and it ain't Blasters.

This just makes it that much harder for Blasters to deal with that AT in PvP.

Kudos to you, Jack. Seriously. You've helped clarify some things for me today.

[/ QUOTE ]

Nice attempt at sidelining. No one is worried about blasters with brawl. But a blaster with an Energy Secondary outmelees Brutes regularly. What's more, toggle dropping was put in place as a result of the insanely high defenses specific Defense sets allowed for. That level of Defense is no longer possible, therefore toggle dropping is no longer needed. It's not a nerf, it's a step towards fixing something that is broken.

Netherian
01-14-2006, 09:26 AM
[ QUOTE ]
I hate when people respond to stuff like this with their own limited agenda. That's why I'll keep this short... :eek:

Toggle-dropping is one of the only useful things a Dominator brings to the table in PVP. This is from experience (I have a 40 Dom and PVP a lot). Holds don't do anything thanks to the Break Free candy stores in every PVP zone, and Dom damage is the lowest in either game. On a small team or in a massive villain-vs-hero battle, the best way I can help my team is to plug away at Scrappers and Tankers with my Dominator toggle-dropper melee powers. Without these working reliably (and they only drop 1 toggle per hit), I would really be dead weight. Please keep that in mind when you're reducing toggle-dropper powers. Thanks.

[/ QUOTE ]


Yet, the second that hold lands it drops every single toggle, does it not? So, it's not useless at all (assuming I'm correct), it's simply that you have to build up your Domination bar first to get it to land by yourself.

Melee toggle dropping doesn't need reduced, it needs removed. No melee AT can take away your abilities without defeating you. Yet, those with melee toggle droppers do that to the melee AT's, which turns them into blasters with hit points. Tankers get it worst than anyone else, they have very litttle damage.

busybody
01-14-2006, 10:00 PM
[ QUOTE ]
[ QUOTE ]
If you are confused, that’s ok. Lets just say "Rain of Fire, Ice Storm, Blizzard, Burn, Ignite and Rain or Arrows just got a whole lot better".

[/ QUOTE ]

I have little to say other than "Woo Hoo!". Seriously, I was wondering why (on some of those powers.) Looking at the list, it seems I seem to design characters which repeatably hit powers that had this problem. Sigh.

LaEstrella
01-16-2006, 12:44 AM
[ QUOTE ]
Melee toggle dropping doesn't need reduced, it needs removed. No melee AT can take away your abilities without defeating you.

[/ QUOTE ]

Unless of course we get held or stunned in one blow, then we're relatively helpless while we stand there and get pounded, and since we dont even have "hit points" to back us up, we die.

I play a Tanker, a Brute, and a Blapper. If you seriously think that melee ATs are helpless against toggle dropping, why dont you actually try fighting back instead of just standing there waiting to die?

Kitteh
01-16-2006, 09:10 AM
[ QUOTE ]
Can one of you please tell me why we are all over States jock about this?

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Too d@mn funny!
I hadn't 'heard' that phrase since last uttered by the young kids in my childhood neighborhood.
Thanks for the laugh!!! :D

Gunderwald
01-16-2006, 09:59 AM
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This change affects targeted based powers, but not targeted summoned entities or built devices or traps (you cannot pass build up and fortitude to your trip mine or fire imps). This change will, however, fix other powers that may seem unrelated, but were coded in similar ways. This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).


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Do summoned entities like Trip Mines at least benefit from AoE buff powers like Tactics and Assault? I hate to see that */Dev blasters are basically getting excluded from this; by my count there are 4 powers out of the 9 that currently don't get buffed (Caltrops, Trip Mine, Time Bomb, Turret), and after this change there will still be 3. Please excuse me if I don't feel overwhelmed that my Caltrops can now share my build-up...oh wait, I forgot. I don't get build up. At least they can share my Targetting drone Acc bonus, to improve their accuracy from auto-hit to...well I guess that doesn't change anything either.

Windenergy21
01-16-2006, 10:29 AM
Voltaic Sentinal is still considered a "pseudo-pet" its just that instead of staying in one spot it follows you around. So more than likely this will affect VS as well.

Windenergy21
01-16-2006, 10:31 AM
So you dont have a buff power like build up for your trip mines. Not everyone in the game is going to be affected by this only builds that first off have to have a pseudo-pet. Secondly, AR/Dev was your choice of power sets, you dont get build up, but you can still use enrages to buff your trip mines now. From what i see, your still making out better.

Dveight
01-16-2006, 03:58 PM
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Well, I, for one, am certainly glad to see Blasters get their come-uppance in PvP. After all, we all know they're running around, one-shotting everyone with Brawl and Sprint.

I bet with maximum Defiance and Build-Up and Aim, they could one-shot a tank!

This is a nerf, folks.

It disheartens me to see those of you who play primarily meleers actually celebrating that another AT is getting nerfed.

There's an AT that definitely needs... let's call it "balancing"... in PvP, and it ain't Blasters.

This just makes it that much harder for Blasters to deal with that AT in PvP.

Kudos to you, Jack. Seriously. You've helped clarify some things for me today.

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Nice attempt at sidelining. No one is worried about blasters with brawl. But a blaster with an Energy Secondary outmelees Brutes regularly. What's more, toggle dropping was put in place as a result of the insanely high defenses specific Defense sets allowed for. That level of Defense is no longer possible, therefore toggle dropping is no longer needed. It's not a nerf, it's a step towards fixing something that is broken.

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bullsht. My scrapper with only SO's wipes the floor with Hami'd /energy blasters every time and I'm a total incomepetent at PvP. If yours isn't, then you sir, suck at PvP even worse than I do. The only ones who have a right to [censored] about toggle dropping are tanks and maybe brutes. In that case, improve the tanks, and leave everyone else alone. god knows they need it.

Cambios
01-17-2006, 07:07 AM
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Wow, Burn got better? They removed the fear!

Oh, they didn't? Carry on.

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Heh, no kidding. When will they realize that is the core problem with burn.

Cambios
01-17-2006, 07:08 AM
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Sounds nice, geko. Now how about a base Flight and Hover speed buff update post ED?

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Good idea. Their speed is crazy painful slow.

Futurias
01-17-2006, 08:26 AM
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Wow, Burn got better? They removed the fear!

Oh, they didn't? Carry on.

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Heh, no kidding. When will they realize that is the core problem with burn.

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No, the core problem that Burn had is that it allowed tanks to do blaster damage.

This has been corrected.

TGIA_
01-17-2006, 10:17 AM
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Wow, Burn got better? They removed the fear!

Oh, they didn't? Carry on.

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Heh, no kidding. When will they realize that is the core problem with burn.

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No, the core problem that Burn had is that it allowed tanks to do blaster damage.

This has been corrected.

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Tanker inherent = gauntlet = powers have taunt in them = baddies should attack them

Tanker = agro machine = things should flock to them and attack them like mad

Burn = crap = power that makes baddies run away = clearly not a tank

Anything that makes people run away is foolish to give to a tank... tanks want power that make baddies run in and attack them giving tanks fear that makes baddies run away makes NO sense.

However Im here to talk about toggle dropping, while I agree that blasters should not have the ability to drop toggles, what do you expect a FF def or troller to do in pvp now? My 12.5% buff to def isnt even viable. For one I cant put them on myself another thing is a blaster hits thrgouh them like nothing... I depend on toggle dropping as the only ability worth while I have. Peopole always make the joke about how badly regen has been nerfed... look back at FF controllers NOTHING has been nerfed more and harder NOTHING.

If I have a tank running at me I can turn on force bubble and keep them away, unless they are invuln or stone with rooted up.
So then I have the option to shoot them like a fool with force bolt to get them away by detoggling them, if I cant detoggle them two hits later = one dead FF def. Getting rid of detoggling to FF in any way makes FF much weaker than any other troller secondary, emps can keep themselves alive and give real buffs to their team, rads can debuff people like mad, kin can suck the end right out of you and buff themselves and others, dark can slow people to a hault and debuff and heal and stun, sonic buffs RES and has a cm type power, trick arrow I am not familiar with. FF puts on a shield that can be out done by popping a luck, and any blaster with aim can hit through it like nothing. As of right now the only thing FF Def have going for them in pvp is detoggling.

Futurias
01-17-2006, 10:40 AM
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Anything that makes people run away is foolish to give to a tank... tanks want power that make baddies run in and attack them giving tanks fear that makes baddies run away makes NO sense.

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This is not exactly correct. A tanker is trying to keep attacks away from his team, not necessarily keep all attacks on him (as a matter of fact, several powers are just damage avoidance powers. Like Ice Patch.)

Signal
01-24-2006, 12:22 PM
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We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

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I have an AR/Dev blaster and I wonder if this means that Targetting Drone will buff the accuracies of Trip Mine, Time Bomb, and Auto Turret?

I apologize if this has already been mentioned in this big, big thread.