The Game That Keeps Giving (next (nerf?) patch!)

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Drem
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The Game That Keeps Giving (next (nerf?) patch!)

Post by Drem »

Patch Currently on The Training Room Test Server: 6/8

Powers:

• Doubled duration of Deflection Shield and Insulation Shield.
• Doubled the duration of Fortitude (it does not stack).
• Reduced the END cost of Clear Mind. Decreased its recharge time.
• Increased the duration of Kinetics/Speed Boost and reduced its END cost.
• Decreased the END cost of Kinetics/Increase Density.
• Kinetics/Fulcrum Shift now buffs caster, and those near the caster, in addition to buffing those near enemies.
• Increased the duration of the Sleep/Disorient protection from O2 Boost.
• Fixed Short Help for Accelerate Metabolism (said it was a Team power but it is an Ally power).
• Reduced END cost of Super Speed.
• Regeneration/Instant Healing now accepts Recharge Enhancements and End Discount Enhancements and its recharge time is reduced to 60 seconds.
• Added DoT to Electricity Blast/Short Circuit (it now does significantly more damage).
• Increased damage of Energy Manipulation/Power Thrust.
• Increased damage of Energy Blast/Power Push.
• Increased Healing of Twilight Grasp and Transfusion. Increased Accuracy of Transfusion and Transference.
• Increased Recharge, Damage and END Cost of the following Blaster melee attacks: Energy Manipulation: Energy Punch, Bone Smasher; Electricity Manipulation: Charged Brawl, Havok Punch, Tunder Strike; Fire Manipulation: Fire Sword, Ice Manipulation, Ice Sword. This was to make them more useful and appealing as a secondary set power.
• Decreases threat level of Phase Shift, Dimension Shift. It will be much harder to hold agro with these powers now.
• It is now possible for some villains to resist Enervating Field.
• Sprint again accepts Jump Enhancements.
• Fixed a bug that let you select Leadership Vengeance before have 2 of the previous powers in the pool. If you already have Vengeance, but were not suppose to, it will NOT be removed.
• Reduced the END cost of Defender Blast powers. Slightly reduced the END cost of scrapper, tanker and controller attack powers.


And to top it all off, Burn AND Provoke have been nerfed. The Burn patch duration is a lot faster now, so theres no way to stack burn on burn. Provoke no longer stops mobs from fleeing from any power that causes them to run in fear, ie Burn/Ignite, Fire Rain, Ice Storm, Freezing Rain, etc. Grats Tankers, youre almost as useless as scrappers now!

So much fun!
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Post by Lemon Aide »

Burn was overpowered. Period. I messed around with it, and I saw just how overpowered it was... now tell me this, from a reality perspective here, just how likely are you to step right back into A WALL OF FREAKING FLAMES because somebody told you your mother smells? Provoke was not nerfed, and Burn needed to be retuned.

Burn tankers can no longer exploit what they could before, that is all...
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Ransure
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Post by Ransure »

Drem, are those your comments? or is that something you quoted from somewhere?....

Burn did need to be nerfed... people shouldnt bitch when an obvious flaw is fixed.
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Drem
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Re: The Game That Keeps Giving (next (nerf?) patch!)

Post by Drem »

Drem wrote: And to top it all off, Burn AND Provoke have been nerfed. The Burn patch duration is a lot faster now, so theres no way to stack burn on burn. Provoke no longer stops mobs from fleeing from any power that causes them to run in fear, ie Burn/Ignite, Fire Rain, Ice Storm, Freezing Rain, etc. Grats Tankers, youre almost as useless as scrappers now!
This is my own quote, but i got my info from people who tested burn/provoke on the test server. Everyone saw the burn nerf coming. Im just bored and enjoy ranting.
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Post by Ransure »

ahh, okies, got lost in the context :p
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Gamei
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Post by Gamei »

I'm..er..well...I see one nerf(burn, as mentioned, which needed a nerf badly) and everything else is a buff to various other powers/classes.

Crazy talk to call this a nerf patch, heh. =p
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Post by Drem »

As Statesman recently posted, an incomplete list of patch notes went up with today’s patch. Let me join him in apologizing for any confusion. There certainly was no intent to stealth nerf. In fact, many great improvements were added that we are sure you would want to know about and would be happy to hear about. So it seems like there was simply a copy/paste error somewhere and not all the notes were published. Again, we apologize.

So here are the complete POWERS patch notes. Again, this is just Powers patch notes. All patch notes will be updated HERE shortly, so be sure to check this page for the complete listing.

Current Patch notes currently listed:



Doubled duration of Deflection Shield and Insulation Shield.

Doubled the duration of Fortitude (it does not stack).

Reduced the END cost of Clear Mind. Decreased its recharge time.

Increased the duration of Kinetics/Speed Boost and reduced its END cost.

Decreased the END cost of Kinetics/Increase Density.

Kinetics/Fulcrum Shift now buffs caster, and those near the caster, in addition to buffing those near enemies.

Increased the duration of the Sleep/Disorient protection from O2 Boost.

Fixed Short Help for Accelerate Metabolism (said it was a Team power but it is an Ally power).

Reduced END cost of Super Speed.

Regeneration/Instant Healing now accepts Recharge Enhancements and End Discount Enhancements and its recharge time is reduced to 60 seconds.

Added DoT to Electricity Blast/Short Circuit (it now does significantly more damage).

Increased damage of Energy Manipulation/Power Thrust.

Increased damage of Energy Blast/Power Push.

Increased Healing of Twilight Grasp and Transfusion. Increased Accuracy of Transfusion and Transference.

Increased Recharge, Damage and END Cost of the following Blaster melee attacks: Energy Manipulation: Energy Punch, Bone Smasher; Electricity Manipulation: Charged Brawl, Havok Punch, Tunder Strike; Fire Manipulation: Fire Sword, Ice Manipulation, Ice Sword. This was to make them more useful and appealing as a secondary set power.

Decreases threat level of Phase Shift, Dimension Shift. It will be much harder to hold agro with these powers now.

It is now possible for some villains to resist Enervating Field.

Sprint again accepts Jump Enhancements.

Fixed a bug that let you select Leadership Vengeance before have 2 of the previous powers in the pool. If you already have Vengeance, but were not suppose to, it will NOT be removed.

Reduced the END cost of Defender Blast powers. Slightly reduced the END cost of scrapper, tanker and controller attack powers.



Additional patch notes that were missed:



Hamidon has grown in power.

You now produce less agro when using Phase Shift and/or Dimension Shift.

Fixed Devouring Earth Swarm vulnerability (they were taking double and triple damage from some damage types like fire).

More tuning to jumping physics. Jump Controls should be improved now.

Behemoths should not longer appear in Kings Row.

Increased Provoke Recharge Time from 3 to 10 seconds. Also, Provoke no longer Auto Hits. (It currently does not take ACC Enhancements, but this will be corrected in the next patch).

Increased Fly Speed of Group Fly. Also fixed a bug that stop Fly Enhancements from increasing your Fly Speed of Group Fly.

Removed Heal Enhancements as valid Enhancements allowed in Moment of Glory. MoG does not increase heal rate, and thus the Enhancements were not doing anything.

Fixed Moment of Glory so you cannot regenerate HP while it is on, even with Instant Healing.

Reduced Duration of “Burn” in half. Decreased its END cost to 1/3. Increased Recharge time.

Fiery Embrace now Buffs the damage of all damage types for a short while (it still greatly increases fire attacks for a long time): "Significantly boosts the damage of all your Fire attacks for quite a while. Also increases the damage of all your other non-fire based attacks for a short while."

Fixed F/X for Fiery Embrace.

Increased Damage and decreased END cost of Blazing Aura.

Increased Damage and decreased END cost of Death Shroud, Spines/Quills and Lightning Field.

Changed text help for burn, hot feet, and ice patch to indicate it can only be activated near ground (this is a text only change).

New system chat message that Sprint is activated.

Fixed Vengeance help text info error. (This is a text only change).

Fixed Short Circuit help text info error. (This is a text only change).

Fixed Tesla Cage help text info error. (This is a text only change).

Fix Telekinesis help text info error. (This is a text only change).

Fixed Singularity help text info error. (This is a text only change).

Arch villains are more resistant to debuffs now.

Fixed problem that made it difficult to select (click on) Devouring Earth villains.

Reduced Ignite Duration.




Future Power Patches: (these are NOT released yet, but are on the way)



Decreased the difficulty of Higher level foes. It has been expanded so a Team can be created with a 5 level spread (you will be able to affect foes 7 levels higher than you). Please see my detailed notes on this HERE

Fixed a bug that made some powers that buffed/healed in an AoE if it hit a villain target (like Transfusion, Siphon Power, or Twilight Grasp) heal/buff less if the target was higher level. These powers will now buff/heal based on the casters level.

Fixed a bug that was causing Scrapper/Regeneration/Resiliance to drain a tiny bit of END every 10 seconds.

Fixed Short Help description for Claws/Focus (it said it was a Melee AoE, but it is a Ranged Targeted power. Power did not change, only description was corrected).

Fixed Short Help description for Storm Summoning/O2 Boost (it said it was a Ranged AoE, but it is a Ranged Targeted Ally power. Power did not change, only description was corrected).

Fixed Short Help and long description for Energy Blast/Explosive Blast (Actual damage is Moderate, but description said it was Minor. Power did not change, only description was corrected).

Fixed O2 Boost and Clear Mind Resistance to Sleep (it would awaken slept Allies, but it gave no resistance).

Burn now also protects the caster from Sleep and Hold effects.

Damage Resistance will be capped at 90%. You will not be able to get your resistance to any type of damage beyond 90%.

Fixed a bug that allows a power that can Slow a Targets Recharge Time to infinity. This would completely stop all of a Targets attack rate. The most you can Slow (increase) a targets attack rate will be 4 times its normal recharge time. This fix effects both villains and Heroes.

Fixed a bug that allowed Damage Debuff powers to debuff a targets Damage to 0. The most a target can have its damage debuffed to is now 10%. This change affects both villains and Heroes.

Added a Critical Hit (small % change to do double damage) to ALL Scrapper Primary attack powers (existing scrapper powers that already had critical hit damage have a higher success chance than other powers).

Provoke will accept ACC Enhancements.
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Kwonryu DragonFist
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Post by Kwonryu DragonFist »

Hehe! I suggested a small percentage of a double damage critical hit for Scrappers!

Nice!
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Post by Adela »

Hmm. a comeback may be in order
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Post by Menelaos »

Hooray, provoke now needs to win a roll to hit, and recharge increased over 3 times? That is such a huge nerf :(
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Post by Kwonryu DragonFist »

Just slot it with accuracy and reduce delay! :D
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Post by Ebumar »

Cant do either yet, Kwon.
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Post by Kwonryu DragonFist »

Not yet but soon Ebums!

Probably next patch! :)
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