Development => General Suggestions and Feedback => Topic started by: brw316 on Jan 20, 2023, 10:32 AM
Title: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: brw316 on Jan 20, 2023, 10:32 AM
(https://archive.paragonwiki.com/w/images//f/f7/Originicon_science.png)New Pool Power Set: Experimentation Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often.
(https://archive.paragonwiki.com/w/images//b/b9/Experimentation_ExperimentalInjection.png) Experimental Injection Short Ranged, Ally +Regeneration, +Recovery, +Res(Status)
You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long
(https://archive.paragonwiki.com/w/images//5/5b/Experimentation_ToxicDart.png) Toxic Dart Ranged, Minor DMG(Lethal), High DMG(Toxic)
You fire a toxic dart at your target causing a very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate
(https://archive.paragonwiki.com/w/images//d/dc/Experimentation_SpeedofSound.png) Speed of Sound Toggle: Self +Speed, (Special)
Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while. Recharge: Moderate
Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate
(https://archive.paragonwiki.com/w/images//a/a8/Experimentation_CorrosiveVial.png) Corrosive Vial Ranged (Targeted AoE), High DoT(Toxic), -Defense
You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Long
You inject yourself with a concentrated serum that boosts your damage, recharge, and chance to hit by a large amount for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long
Travel Pool Powersets Revamp
(https://archive.paragonwiki.com/w/images//2/22/SuperSpeed_SuperSpeed.png) Running, (https://archive.paragonwiki.com/w/images//8/84/Jump_LongJump.png) Jumping, and (https://archive.paragonwiki.com/w/images//d/d8/Flight_TravelFlight.png) Flying speed caps have all been raised by 400%!
(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/SuperSpeed_FlurryCone.png) Flurry Melee (Cone), High DoT(Smash), Self +Def(Melee, Lethal), Special
Attack type changed from single-target melee to narrow melee cone. It now accepts PbAoE enhancements instead of Melee enhancements.
Added a short duration +Def(Melee, Lethal) similar to Parry. Flurry now accepts Defense enhancements.
Increased damage from .143 to .2695 per tick
Increased endurance cost from 5.46 to 14.01
Increased recharge time from 3s to 14s
Removed chance for stun
Burnout Special Effect: Flurry instantly recharges for 10s immediately after Burnout is activated
(https://archive.paragonwiki.com/w/images//4/4d/SuperSpeed_AcceleratedCombat.png) Hasten Self +Recharge, +SPD
Added moderate move speed increase. Hasten now accepts Run and Universal Travel enhancements.
Expanded PBAoE radius to 25 and added Attract to pull enemies into the center
In PBAoE center added Moderate Smashing/Energy damage
Foes that enter the center will also be Knocked back and be very briefly stunned (~2s)
Reduced additional endurance cost per foe hit from 1.5 to 1.0
Whirlwind now automatically shuts off when your endurance reaches 25% or less
Recharge Time increased to 105s
Burnout Special Effect: Whirlwind costs no endurance per foe hit for 10s immediately after Burnout is activated
You may not train this power if you have already trained Blink Blitz, Dive Attack, or Spring Attack
(https://archive.paragonwiki.com/w/images//e/e2/SuperSpeed_Burnout.png) Burnout Self +Recharge, +SPD, Res (Slow), +DEF(All), Special
Added a large move speed and jump increase for 60sec. Burnout now accepts Run and Universal Travel enhancements. The jump height increase is not enhanceable.
Added 40% resistance to slow effects for 60sec
Added moderate Defense(All) for 60sec. Burnout now accepts Defense enhancements
Reduced recharge time from 1800s to 600s
Added Special effect: Burnout Acceleration. This effect grants brief bonuses to Flurry and Whirlwind for a short time immediately after Burnout is activated.
This power has been renamed Recall. It can teleport either an ally or an enemy to you.
Depending on whether your target is a friend or foe this power will either function as (https://archive.paragonwiki.com/w/images//6/6a/Teleportation_RecallTeleport.png) Recall Friend or (https://archive.paragonwiki.com/w/images//8/86/Teleportation_TeleportFoe.png) Teleport Foe.
Training both Recall and Blink will enable you to teleport NPC foes without any interruption window.
If you previously had Recall Friend you will now have Recall
Added a passive Endurance Discount if you have trained Team Teleport
Added a passive Range buff if you have trained Long Range Teleport
(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/Teleportation_BlitzTeleport.png) Blink Blitz (formerly Team Teleport) PBAoE High DMG(Smashing); Self Teleport, +DEF(All)
Blink Blitz now occupies the former Team Teleport power in the Teleportation pool.
You may not train this power if you have already trained Dive Attack, Spring Attack, or Whirlwind.
(https://archive.paragonwiki.com/w/images//d/d1/Teleportation_GroupTeleport.png) Team Teleport
Obtaining Blink Blitz now unlocks Team Teleport mode for Teleport.
This power has become a toggle. While toggled on it that turns Teleport into Team Teleport. Enhancing Teleport also enhances Team Teleport power.
Team Teleport also provides a passive Endurance Discount to the solo Teleport power mode.
If you previously had Team Teleport you will now have both Blink Blitz and Team Teleport powers.
(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/Teleportation_TeleportFoes.png) Mass Translocate (formerly Long Range Teleport) Ranged (Targeted AoE), Foe Teleport
Mass Translocate now occupies the former Long Range Teleport power in the Teleportation pool.
(https://archive.paragonwiki.com/w/images//9/99/Teleportation_LongRangeTeleport.png) Long Range Teleport
Obtaining Mass Translocate now unlocks Long Range Teleport.
Long Range Teleport also provides a passive Range buff to the normal teleportation range of Teleport.
If you previously had Long Range Teleport you will now have both Mass Translocate and Long Range Teleport powers.
This power now stacks with other Flight powers, sans Hover
Added the original Fly pose as a power customizable option.
Combat Flight's hover pose will always show over the default fly pose due to having a higher priority.
Decreased endurance cost from 0.19/s to 0.16/s
While this power is active Combat Jumping will suppress
(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/LuminousAura_EnergyFlight.png) Energy Flight Toggle: Self Fly
Reduced endurance cost from 1.0/s to 0.36/s
New fast travel switching mechanic: Activating this power automatically switches off Super Jump and vice versa
(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/LuminousAura_QuantumAerobatics.png) Solar Glide (formerly Group Energy Flight) Toggle: Self +FlySpeed, Res(-Fly), +Def(All), +Flight Control
Solar Glide now occupies the former Group Energy Flight power.
While Solar Glide is active, Acrobatics and Weave will suppress.
(https://archive.paragonwiki.com/w/images//6/66/LuminousAura_GroupEnergyFlight.png) Group Energy Flight
Obtaining Solar Glide now unlocks Group Energy Flight.
If you previously had Group Energy Flight you will now have both Solar Glide and Group Energy Flight powers.
This power has been renamed Starless Recall. It can teleport either an ally or an enemy to you.
Depending on whether your target is a friend or foe this power will either function as (https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/UmbralAura_ShadowRecall.png) Shadow Recall or (https://archive.paragonwiki.com/w/images//f/f6/UmbralBlast_StarlessStep.png) Starless Step.
Training both Starless Recall and Starless Charge will enable you to teleport NPC foes without any interruption window.
If you previously had Shadow Recall you will now have Starless Recall
Obtaining Extinguish Light now unlocks Shadow Slip.
Shadow Slip also provides a passive Range buff to the normal teleportation range of Teleport.
If you previously had Shadow Slip you will now have both Extinguish Light and Shadow Slip powers.
(https://archive.paragonwiki.com/w/images//6/63/ForceField_DispersionBubble.png)Force Field Revamp Force Field has long needed improving for the set's most underused and lackluster powers. Particularly giving those powers effects suited to supporting the team in a way that befits this classic heroic support set. Alongside this revamp, Force Field becomes available to corruptors for the first time as well as to Guardians in the new Force Composition power set.
(https://archive.paragonwiki.com/w/images//6/63/ForceField_DispersionBubble.png)Force Field
(https://archive.paragonwiki.com/w/images//d/dc/ForceField_PersonalForceField.png) Personal Force Field Toggle: Self +Def, Res(All except Toxic)
Removed the power's OnlyAffectsSelf property, allowing the user to attack and buff normally while it is active.
The power now can only be active for up to 30 seconds at a time, and cannot be activated more often than once every 90 seconds. Recharge increased to 120 seconds.
Animation time reduced from 2.03 to 1.03 seconds, and removed endurance cost.
This change is experimental - we are seeking feedback on it!
(https://archive.paragonwiki.com/w/images//1/10/ForceField_ForceBolt.png) Force Bolt Ranged, Moderate DMG(Smash), Foe Knockback, Disorient, -Fly
This power now does splash knockdown, knocking down up to 3 additional nearby targets (these targets do not take damage or become stunned).
The power also now inflicts a stackable magnitude 1.5 stun, allowing it to disorient minions with one hit, LTs with two hits, and bosses after three hits.
Increased damage scale to 1.0. It can benefit from Scourge and Containment for their respective Archetypes.
(https://archive.paragonwiki.com/w/images//1/13/ForceField_RefractionShield.png) Barrier Field (formerly Detention Field) Ranged, Ally +Absorb OR Foe Capture (Special)
This power has been renamed to Barrier Field, and now may be used on either enemy or friendly targets.
When used against a friendly target, it grants that target a very large amount of absorption over time for a short period of time.
When used against an enemy target, it functions as the current Detention Field power does.
The detention effect of the power has also been increased to magnitude 6 (allowing it to affect standard EBs), and the detention'd target is now also able to be affected by knockback, attract, and repel effects (only) from other Force Field (or Force Composition) powers.
(https://archive.paragonwiki.com/w/images//2/26/ForceField_RepulsionField.png) Repulsion Field
Toggle: PBAoE Knockback OR Repel (Special)
This Toggle power creates a field that repels nearby foes. If Force Bubble is also active, then when Repulsion Field is active it grants a Repel effect to Force Bubble, but has no effects itself. If used on its own, Repulsion Field violently flings away any foes that get too close, at the cost of some Endurance for each foe repelled. Repulsion Field's knockback can still affect a target that has been captured by Barrier Field. Repulsion Field costs no endurance to run, and is automatically granted by purchasing the Force Bubble power. Recharge: Slow
This power is no longer purchased as an independent power, instead it is automatically granted by purchasing Force Bubble.
If you previously owned Force Bubble, you will now also own Repulsion Field.
When used on its own, Repulsion Field functions as it currently does.
When activated while Force Bubble is also active, Repulsion Field has no effects itself, but enables Force Bubble's repel effect. In either case, Repulsion Field no longer has an ongoing endurance cost.
Animation time reduced from 2.03 to 1.03 seconds.
Now inflicts a significant -damage debuff and movement slow on targets hit.
The repel effect is no longer permanently active - toggling on Repulsion Field while Force Bubble is active enables the repel effect, or leave Repulsion Field off to inflict the slow and -damage effects without any repel.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Generator on Jan 20, 2023, 04:55 PM
Containment Shell takes Immobilization enhancements, but it doesn't look like they do any good. The Shell itself lasts for about 45s and it looks like the immobilize effect lasts about that long too.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: faith-grins on Jan 20, 2023, 10:06 PM
OK. Having actually tried it out a bit in various actual gameplay scenarios, I am now prepared to offer my feedback on the Personal Force Field change. And while my impression of it has improved upon use, and while it's very close, I still think this is not the version of PFF that I ultimately want. I actually really like being able to turn PFF on in the middle of things without having to effectively remove myself from the fight, especially with all the new tools Force Field has gotten. Given the new role of the set with this redesign, that is not a factor I would be willing to give up; I definitely prefer "shoot through PFF" to the old PFF, even if it is much more limited in duration. However, I dislike the mechanism which disallows the player from simply staying in PFF all the time — a hard 30 second time limit on the toggle itself. The reason I dislike this is that there are no visual indicators for when the toggle is going to drop — you simply start taking a lot more damage if you still have aggro. For Masterminds this isn't a tremendous concern because they are likely not going to be holding much aggro themselves, but for the other ATs, and Controllers in particular (who naturally draw a lot of aggro because enemies hate Mez), I think this is a significant issue, *especially* because the set's redesign encourages Force Bolt/Repulsion Bomb spam and increases their damage output for the two Force Field ATs most likely to draw aggro.
Personally speaking, I would vastly prefer for PFF to simply be the heaviest toggle in the game coupled with that 90 second (or maybe 120 second, if need be) recharge. I'm talking upwards of 4 END/sec. That puts a pretty strict limit on how long you can maintain it in the middle of a bad situation and still contribute to the team, but the player has multiple tools to manage and/or extend that duration themselves, and you have a very obvious visual cue for when it's about to crash on you (and have reason to cancel it early yourself). This makes PFF a big power with a big impact, but difficult to master and very demanding of investment if you want it to be truly powerful. It also has the side-effect of allowing players to use it very similarly to how it functioned before if desired simply by slotting it for END redux and making sure you have Stamina slotted. (It also happens to justify the power's appearance later in the set for Masterminds thanks to their built-in Endurance penalty.)
I do recognize that there are several END management tools that run the risk of making "shoot-through" PFF whose drawback is a high endurance cost a ridiculously powerful power. I am personally of the opinion that this is not more game-breaking than building for a large amount of Defense from IOs, but I also acknowledge that it's a legitimate balance concern that needs careful consideration. If the team believes this is not tenable with the prevelance of +END IOs/Speed Boost/Ageless Invocation, then I would at least request that the team consider converting the power to a click so that the icon under your Health/Endurance bars blinks as it is about to expire. This is more difficult to notice than the blue bar crashing, but at least it is a visual warning of some kind.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Ourobius on Jan 20, 2023, 10:16 PM
The enhancement permissions for Aerobatics and Dive Attack appear to be switched. I can slot damage into Aerobatics, but I *cannot* slot Soaring or Freebird. However, Dive Attack *will* accept Soaring and Freebird.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Ourobius on Jan 20, 2023, 10:22 PM
CORRECTION: Dive Attack does not accept them either.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Ourobius on Jan 20, 2023, 10:25 PM
There appears to be a hitch in the flight animation. When my character comes to a dead stop, the flight pose is held for roughly half a second before dropping into idle.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: SilverAgeFan on Jan 20, 2023, 11:02 PM
Quote from: Ourobius on Jan 20, 2023, 10:25 PM There appears to be a hitch in the flight animation. When my character comes to a dead stop, the flight pose is held for roughly half a second before dropping into idle.
For clarity, a few questions:
Are you using the default flight pose? Or a custom flight pose?
Were you using Afterburner as well? Have you customized either Afterburner or Hover?
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Ourobius on Jan 21, 2023, 01:18 AM
I tested it with custom and default flight poses. Same result with both.
I also tried it with and without Aerobatics. Did not try it with Afterburner.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: faith-grins on Jan 21, 2023, 03:05 PM
Quote from: Ourobius on Jan 20, 2023, 10:25 PM There appears to be a hitch in the flight animation. When my character comes to a dead stop, the flight pose is held for roughly half a second before dropping into idle.
For clarity, a few questions:
Are you using the default flight pose? Or a custom flight pose?
Were you using Afterburner as well? Have you customized either Afterburner or Hover?
This seems to be a general delay in changing poses while flying. There is a half-second delay when moving from a full-stop (you'll be moving forward in the default Hover animation for a moment then enter whatever flight pose you have selected) as well as when stopping while in flight. (You'll have stopped while holding your Fly pose for a moment.) There is also a delay when you change direction from moving forward to moving upward, which has a different animation as well. There is also a visual bug caused by being attacked while in flight, which causes you to revert to the default Hover pose (regardless of which flight pose you have selected for Hover) until you do something else which would cause you to change flight poses (stopping and starting again, moving upwards, etc.).
All testing of above was done in Rikti War Zone with the default Fly pose, the Heroic Fly pose, the Soaring Fly pose, the default Hover pose, and the Fly Hover pose.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Microcosm on Jan 21, 2023, 03:50 PM
Posted some of this in Discord, but want to elaborate here. I like the way a lot of these changes have been thought out and applied. I think we have some issues with the Warshade part of this though. The most valuable part of the TP changes to a Warshade is going to be Teleport Foes. More than any other character in the game a WS needs enemies grouped around them for all their melee-range buffs/stun/attacks. Because of the original slap-together design of khelds, they have many abilities that actively push enemies away from their buff/debuff zone, and Teleport Foes would be the only current power that can dump a group right into it instead.
You can go through the TP pool as a WS and still get to TP foes, but it forces you to pick one completely useless duplicate power in either TP Self or TP Other since WS's get those by default. (You can pick up the pool version of Blink instead of the Starless Charge for the other pick, which is fine). Even as valuable as TP Foes is for WS's, picking one duplicate power with no benefits feels bad.
Now, combine this with the fact that Starless Charge looks to be actually an inferior choice. First, human Warshades have plenty of single target attacks, but hurt more on AoE (Extinguish Light helps here!), so they don't really need it except as a mule. Second, Blink seems to actually do the same amount of damage in game for a slightly shorter animation time, and since it pushes you along the path for that more valuable Teleport Foes, it makes more sense to just grab Blink (Warshades don't tend to have as bad a pool power crunch as they used to).
My 2 cents would be, swap Starless Charge for a Warshade version of Teleport Foes. Players can still get the single target teleport attack if they want by grabbing Blink for one power pick (which is again already better than Starless Charge), and it doesn't force you to get two versions of TP Self or TP Other to get to the power they actually want. You could also move Extinguish Light to where Starless Charge is and put Teleport Foes where Extinguish Light currently is (might make more sense since the EL is actually an attack anyway).
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Cinnder on Jan 29, 2023, 12:35 AM
- Recall: - Range of NPC Teleport decreased to slightly over standard attack distance from 200 ft to 100 ft. The power still accepts ranged enhancements, TP and Universal Travel sets. - Range of PvP Teleport decreased to long-range attack distance from 200 ft to 150 ft. The power still accepts ranged enhancements, TP and Universal Travel sets.
Curious to know the thinking behind this change. Maybe I've been using it not-as-intended, but I always thought of TP Foe as a substitute for a snipe power: able to pick off a single enemy at an extreme distance when you need to thin the herd. If I'm correct in thinking 150 feet is standard for snipe powers, wouldn't it make sense for that to be the minimum range for this as well?
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Redlynne on Jan 29, 2023, 08:43 AM
Quote from: Cinnder on Jan 29, 2023, 12:35 AM - Recall: - Range of NPC Teleport decreased to slightly over standard attack distance from 200 ft to 100 ft. The power still accepts ranged enhancements, TP and Universal Travel sets. - Range of PvP Teleport decreased to long-range attack distance from 200 ft to 150 ft. The power still accepts ranged enhancements, TP and Universal Travel sets.
Curious to know the thinking behind this change. Maybe I've been using it not-as-intended, but I always thought of TP Foe as a substitute for a snipe power: able to pick off a single enemy at an extreme distance when you need to thin the herd. If I'm correct in thinking 150 feet is standard for snipe powers, wouldn't it make sense for that to be the minimum range for this as well?
I agree. The base range of this power ought to be consistent in PvE and PvP. Set both to 150 ft and call it a day.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: GueVesa on Feb 04, 2023, 11:16 PM
Question for Teleport powers: how baked in is facing for the power? It would be great if the toon didn't have to stop and turn when using "powexeclocation left:6 recall". If it would just drop the target to the left of me, and not make me turn left before casting, so I then don't have to turn back to the fighting, that would be great. Other uses would be "Powexeclocation backwards:10 teleport", just to skip backwards 10 feet, but still facing the direct I was. Even sticking with the "must be in camera view" would be fine.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Jagged on Feb 07, 2023, 02:37 PM
Please can we revert the lastest change that moved +flight control out of Aerobatics and into Afterburner. It doesn't work either mechanically or thematically.
Title: Re: FOCUSED FEEDBACK: Power Revamps, Force Composition and Experimentation
Post by: Redlynne on Feb 16, 2023, 12:31 AM
Quote from: brw316 on Jan 20, 2023, 10:32 AM (https://archive.paragonwiki.com/w/images//7/77/Jump_Acrobatics.png) Acrobatics Toggle: Self +Jump, +DEF(All), +Res(Knockback, Hold)
Added moderate Defense(All) on par with Weave. Acrobatics now accepts Defense enhancements.
Added moderate Jump height/speed. Acrobatics now accepts Jump and Universal Travel enhancements.
Increased endurance cost from 0.26/s to 0.33/s.
Effects will suppress while Aerobatics (Flight) is active.
Weave will suppress while Acrobatics is active.
(https://www.cityofheroesrebirth.com/public/images/Issues/rebirth-issue-5/Flight_Aerobatics.png) Aerobatics (formerly Group Fly) Toggle: Self +FlySpeed, Res(-Fly), +Def(All), +Flight Control
Aerobatics now occupies the former Group Fly power in the Flight pool.
While Aerobatics is active, Acrobatics and Weave will suppress.
(https://archive.paragonwiki.com/w/images//7/7f/Flight_GroupFly.png) Group Fly
Obtaining Aerobatics now unlocks Group Fly mode for Fly.
If you previously had Group Fly you will now have both Aerobatics and Group Fly powers.
Just to confirm what ought to already be apparent ... it is perfectly possible (and indeed intended!) to have Acrobatics OR Aerobatics toggled on instead of Weave, even if not jumping or flying. It's not as if the +Def(All), etc. mods suppress when not jumping or flying ... correct?
In other words, Acrobatics/Aerobatics can be taken as "set and forget" toggles, much like how Weave is handled in that regard (no dependencies, it's just ON).
Granted, if you aren't jumping/flying around, having extra jump speed/height or extra flight speed/flight control isn't really "doing anything for you" until you move around "that way" ... but it's not as if the +Def(All) buff gets suppressed while just standing around (or fighting on the ground) ... right?