Tanks a lot

Updated INV data from Iron Vixen (from the “Weathering the Storm” INV (Tank) guide):

Interim test I5 resist numbers:

TI:30% to smashing/lethal (white SO is +6%)
Uy:5% to smashing/lethal, 10% to all other (non-psi) damage (white SO is +1% to S/L, +2% to all others)
R/El: 7.5% to Fire/Cold/Toxic (white SO is +1.5%)
R/En:7.5% to energy/negative energy (white SO is +1.5%)

Invinc now caps it’s +def bonus at 14 mobs in melee Statesman puts the bonus at 1.5% per mob, our tests show it close to 3.5% per mob.

Tough Hide is 5% def base to non-psi, non-toxic, non-AoEs.
“What are we supposed to use? Harsh language?”

In a bind

Okay, I want to do the rotating taunt thing that Doyce has documented (and can be found in the full-blown taunt guide here), but do it as a macro, so I can replace the taunt power button in my tray. But the rotating thing looks to be set up as only for binds, not for macros. Is there a similar bind_file sort of mechanism for macros?

Out of control

Statesman on various Controller issues:

We reduced AOE hold durations and increased the recharge times in order to prevent perma-holds in large groups. The single target holds remain quick, however, and with slotting, allows a Controller to hit one target, recharge, hit another, before the first one wakes up.
Well, hopefully more than one. To that extent, PC’s actually not in bad shape. Most of my holds are singletons — I never took Flash or Flare or whatever the multi-blind is. Indeed, my main “holds” are Blind and Deceive — which, it sounds like, have not been screwed with.

We decreased the # of pets because of their overwhelming power compared to some others. However, we added new pet functionality – permanence and going into elevators – to make the pets a little more Controller friendly.
Elevators? Elevators?! They can go through elevators, too!? Cool!
Hmmm. How about portals, too?
The number of pets isn’t such a concern to me, since I just got my first Phantasm and haven’t been trying to summon more than one. Indeed, one is sometimes more than enough. And, oh, yeah, Fred rocks.

Some Control powers in other sets were overlooked and still had the original values. We’ve been fixing those one at a time. A Controller should still be the best at holding!
Unless that holding is large group holds for too long a period.

AE limits on the # of targets – that’s something I’m still analyzing.
If the duration is going to be reduced and the recharge increased, don’t also reduce the number of targets. IMO.

Definition of the Controller’s role: that’s straightforward enough. Hold! I posted descriptions of my own Grav/Kin tactics. I’d fire off either Wormhole or Gravity Distortion Field to take some of the group out of the battle from the start. Then I’d selectively aim at others that were outlying. Note that I let the Tankers and Scrappers go in a few moments before hand to take the brunt of the initial aggro.
Always a good idea. Unless you can Deceive.
Now, let’s talk about Invis …

Fred-be-gone

Phantasms are great — until you don’t want them any more, and instead stand there appalled as they barge into the next group of Evil Bad Guys just as you were trying to set them up …
And with I5, Phantasms stay up (according to the release notes) effectively as long as you want (until you zone, die, etc.).
In a move that makes me feel slightly better, States has announced

I’ve seen many, many requests for an ability to unsummon pets…We’ll add more later, but for now we have a slash command:

/release_pets
Cool. Now Fred the Phantasm won’t be energy blasting past my shoulder that horde of Purples while I’m making my first Deceive attempt. Now all I need to do is reslot the Attack Rate so I can summon them quickly after I’ve banished them.
Now, to what “add more later” means … will this be a click option on pets? Or will there be other pet controls (someone on the board suggested “attack $target,” “stay,” “guard $target,” etc.)? Maybe, now that our AoE “control” powers are being so weakened, “controller” will represent our control of our pets …

Weekend update

Well, not actually much to update. The Blogathon kind of sucked it all up — early to bed Friday, all day blogging Saturday, big nap on Sunday, and early to bed Sunday, too.
Did have some fun helping Mal ding to 50. Also played the Azures, which is always a joy. Mr. Azure got Jump Kick at the last level, which does much better than Brawl in terms of damage (and knockdown), but which has the world’s goofiest animation.
Margie, whilst I was busy, spent a lot of time on Test, as well as doing badge collecting. It was nice having her stay up late with me on Saturday, and nice that she had “something to do” while I was busy typing.
On the Dev front …
… the NPCs in Escort missions will be faster (if not necessarily smarter). Other NPC/Ally types of stuff are slated, if not for I5, then for the future. (Interesting comment in that thread about the new value for Team Teleport and Team Fly with these sorts of mishes.)
Blaster Defiance is being buffed. That fits in with the comments I’ve read previously on it. Looking forward to seeing how it works with Torchielle.
… Some graphical bits and pieces from Test, including NPC highlights (Margie commented on this the other day) and stores on maps (missing labels, but that’s a known issue).

More I5 Dev Comments

The new “organization” of comments seems to be working. At least, I’m seeing more coherent notes and explanations from folks about the different I5 changes than before:

  • AoE Limits: The game starts with targets at the center of the effect, or the centerline of the cone, and checks TH on each one, stopping when it runs out of targets in the AoE or when the max number under the new nerfs is reached. So AoEs will continue to center about where told; it’s just the fringes that will be most likely to be unaffected.
    Since Taunt is auto-hit, it will affect the targetted mob and the four nearest (since there’s a limit of 5).

  • Enemy accuracy: AVs will have their accuracy reduced from the current 90% to 75%. Minions won’t be decreased because they “already have the worst accuracy in the game.”
  • Various previously unlisted bits: The Paragon Dance Party will now have contacts that sell Inspirations (which carries the drug analogy perhaps a bit too far). There’s now no distinction between Range and Cone Range (a single set of enhancements, which is nice). Enemies (wave/ambush) may follow you through elevators and doors (yikes?!). Various other clarifications, bugs, and stuff worth reading.

I5 changed changes

Dev feedback to the official I5 threads is beginning to come in.
On Controllers, they’re monitoring very closely the assertion that the AoE Duration and Recharge nerfs are too heavy in the face of what a Controller is all about. Statesman says he’s doing actual playtest of a Grav/Storm controller.
On Tanks, the Unyielding nerfs are being rolled back somewhat. The Defense debuff will be back at I4 levels. The Energy/Elements resists are being “doubled” (can’t recall the fraction they were originally reduced). Other indications, though, are that the Tanker stuff (esp. the aggro bits) are working as intended (to the Devs’ minds), and that Tanks that stick around to protect the squishies should be able to do their job.
Also, Taunt may only do five mobs, but it’s only five at a time. There’s no upper limit (aside from death) to the number of folks a Tank can taunt (Taunt, PAoE, punch-voke) over time.
More out there over time, I’m sure.

More I5 discussion

The “dev comment” forum posts are up — each commenter getting to post once, leave space for the devs to react. As such, the discussion is a bit more studied as to the various I5 issues (and informed by an intensive weekend of testing on Test).
My reactions:

  • Mission Customization: Good ideas (escorts, rescues) that may suffer from clumsy AI and poor documentation. We’ll see.
  • Blaster Defiance: As blasters drop below 40% HP, their blasts do more damage. Fun idea, but the cries have gone from “Yikes! Horribly imbalanced! Overpowers the blasters!” to “Yikes! Horribly useless!” Shrug.
  • XP Changes: Something you’d think nobody’s complain about, except that people manage to somehow — either dismissing it as unecessary or as evil because it’s a reaction to all the other nerfs. My thoughts: unmitigated goodness, and just what the game needs to ease things through the lower levels and create more reward for more even-conning (and now more dangerous) mobs.
  • Tanker Changes: A bit miffed over the Taunt limits. More critical are the nerfs to the defenses/resists. Um, like, guys, tankers are supposed to be, well, difficult to damage. And you’d think a power set called “Invulnerable” would be, well, even moreso. From what I read, though, the proposed INV changes — Unyielding in particular, but all of them in toto — go way beyond some level of balance and into the nigh-unplayable. Which is bad news for Velvet, I fear.
  • Controller Changes: I think the reductions on AoE holds are extreme, too. Fortunately, that doesn’t affect Psi-clone all that much, largely because (a) he hasn’t taken any AoEs and (b) he’s been orienting towards being a confender (or a detroller, or something like that). The only bright spot is that, strictly read, it doesn’t look like Group Invis took as big a hit from the nerf bat as Invis or Superior Invis or Stealth (knocks on wood).
  • Scrapper Changes: More damage is all good, right? Except, of course, the nerfs to defenses (in particular Lynn‘s Invuln or Mr. Azure or Amorpha‘s Regen) make the class much squishier — closer to a melee version of Blasters with more HP.
  • Defender Changes: And there goes P-siren under the nerf bat with changes to all the FF powers. 12.5% vs 20%? Swell. Every little bit will help now, I guess, but I worry that she’ll be too vulnerable as a team member. Rrg.
  • Power Pool changes: Thank goodness they’ve nerfed the defense from Hover. I mean, that 5% was such an imbalance to the game …

I remain guarded optimistic that not everything foretold will come to pass on Live, and that the actual changes will involve an evolution of tactics, not a revolution of some ATs simply not being worthy playing. But …

Coming changes and associated threads

Huge slew of “consolidated discussion” threads for I5 changes, for your info:

  • XP Changes: “No experience debt until level 10; half experience debt in missions; experience awards for defeating enemies level 25+ increased.” Sounds encouraging.
  • Mission Customization: “Many existing missions have been updated with hostage escorts, friendly heroes who fight by your side, villain wave attacks and more.” Sounds interesting.
  • Sonic Powers: Blast, Debuff. Sounds (heh) fun.
  • Blaster changes: “Blaster hit points increased. Overall increase in the damage output (and thus survivability) of Blasters.” Sounds like better days for blasters.
  • Max targets: “Set a maximum number of targets that can be affected by most offensive powers: AoE Debuffs, Ranged cones, and Melee AoE (PBAoE) are set to 10. Some Large PBAoE (like Nova) are set to 16.
    Melee Cones are set to 5. Ranged AoE damage powers are set to 16.
    Taunts (including Tanker inherent Taunt – ‘PunchVoke’) is set to 5.” Sounds questionable. Intent is to reduce herding, which is probably good, but if it hurts abilities while in actual melee, it’s not so good. The numbers seem pretty decent to avoid that second possiblity, though — except that the Tank Taunt seems way too low (unless we’re talking about *just* Punchvoke, as opposed to the Taunt power or the Taunt aura from INV, etc.); that’s going to definitely hurt Tank abilities to protect the party.

  • Controller changes: “Controllers will do double damage to a target (non pvp) that is Immobilized, Disoriented, Slept or Held. … Controller AoE Holds, Disorients and Sleeps (and a few others like Quicksand and Ice Slick) recharge times have been doubled and duration cut in half. AoE Immobilize and Phase Shift powers were not affected. … Controller Pets … can no longer stack. … Illusion Control/Phantasm can still summon multiple decoys; always summons 3 Decoys.” Sounds irksome. As a controller, I don’t particularly care about doing damage as much as controlling. Reducing AoE far outbalances the extra damage done during.
  • Villain powers: Reduced Lt./Boss/Elite Boss Accuracy (ToHit). Reduced Boss Accuracy (ToHit). CoT minion and power changes. Sounds “meh.” Nice, but not compelling.
  • Instant Healing: “Changed Regeneration/Instant Healing from a Toggle Power to a Click power. Gave it a new animation so it activates faster.” Lower END, higher recharge time. See also Integration nerf.
  • Scrapper Changes: “Scrapper damage increased for all powers.” Sounds scrappery!

And many more (than I have time to go through right now).

A nice set o’ updates

Update to the live servers today. A fair number of items, but here are two that deserve major highlighting:
Fixed bug that made it impossible to target enemies through some open doors.
Most frustrating. Bug. Ever. Thank God it’s fixed.
All Task Forces and Trials will now accept any player who has reached at least the minimum level of the Task Force or Trial to play it. Players above the maximum level of the Task Force or Trial will be auto-exemplared to the highest level of the Task Force or Trial. They will remain exemplared until they are no longer a member of the taskforce or trial.
A lot of huzzahs for this one, too. It will make it a lot easier to build TFs, for folks to retrospect back to catch content again, etc. The only drawback I can think of is that it now enables bands of very-high-levels to TF lower without getting level-appropriate people involved. Will this reduce the impetus for that sort of — well, exemplaring that the IC explanation implies?
There’s also this:
The /hide and /ghide commands are no longer linked. /hide makes you appear offline to others in local chat. /ghide makes you appear offline in global chat. The commands are canceled by /unhide and /gunhide respectively.
That’s probably a good thing — lets you fine-tune your visibility a bit. I don’t do a lot of hiding/ghiding, but I’ve done a bit of it, and it’s nice to be able to do it more cleanly.

Velvet Respec Redux

I never did do the Velvet respect I was talking about a month ago. Just never got to it.
But running around with her last night with Avocet and P-siren (and sucking wind on End and not doing a lot of actual damage) made me reconsider — especially with the Hess TF coming up this weekend (and having seen how Hyperthermian went through that).
Part of the problem I have is the conflict between being a damage-dealer and being a damage-taker. As a tank, my priority should be the latter, locking down the mobs and letting other folks pick them off.
What gets in the way of that a bit, mentally, is that when duo with P-siren, the numbers change. Her bubbles reduce my vulnerability dramatically (I usually don’t have to run with TI up, just Unyielding, esp when I’m in the Big Bubble), which makes my relative lack of damage dealing more irksome. It was very refreshing running with Avo last night, as mobs got cleared much more than 50% faster than just the two of us.
Okay, given that Velvet is now 24, and will be at 25 with another night of play, here’s what I’m looking at (from CoH Planner):
01 : Jab acc(01) dam(3) dam(17)
01 : Resist Physical Damage damres(01) damres(5) damres(7) damres(11)
02 : Punch acc(02) dam(3) dam(17) dam(19)
04 : Dull Pain recred(04) recred(5) recred(7) recred(19) recred(15) recred(15)
06 : Combat Jumping endred(06)
08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(13) damres(13)
10 : Taunt tntdur(10)
12 : Swift runspd(12)
14 : Super Jump jmp(14)
16 : Health hel(16)
18 : Invincibility defbuf(18) defbuf(27) thtbuf(27)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23) endrec(25)
22 : Temp Invulnerability endred(22) endred(25)
24 : Boxing acc(24)
26 : Tough damres(26)
28 : Weave defbuf(28)
I actually just changed that from the respec I’d suggested previously, not maxxing out RPD in favor of slots (recharge) to Dull Pain (on 2 minutes, off 90 seconds); eliminating Haymaker (sigh) in order to more quickly get through the Fighting pool (and its defense boosters), and adding a couple more slots to Invincibility. I also take Health rather than Hurdle, at BD’s suggestion.
Still sucks wind, Endurance-wise, though, and still is weaker to Elements/Energy. And the combat damage is no better (a bit worse, in fact). On the other hand, it still gets me Invicibility, it gets me to 98% damage resistance on lethal/smash (hitting the 90% cap) by the time its up to this level.
(All the above numbers are with even-level DOs; I can selectively SO some of them, too, but I haven’t fine-tuned things quite to that level.)
That 98% may be overkill with Invincibility (at least for big mobs). If I go back to Haymaker, that sets me up for either taking the fighting things thereafter, or else going with Tough Hide and Rage.
The key to this build seems to be going for the Invincibility, but it would be nice to beef up the damage a bit, assuming that I’m going to be bubbled (I hope).
Continuing to ponder (and read).

Undercover coolness

The 5th Column News Reel goes the extra mile to discover what’s upcoming in CoH. This can include hacking into the PIGG files, or posting screen caps from E3 …
… such as this one, which shows a bunch of the archery powers:

Defender Primary: Trick Arrow
Entangling Arrow
Ice Arrow
Glue Arrow
Flash Arrow
Poison Gas Arrow
Acid Arrow
Disruption Arrow
Oil Slick arrow
EMP Arrow

Defender Secondary: Archery
Snap Shot
Aimed Shot
Fistful of Arrows
Blazing Arrow
Aim
Explosive Arrow
Ranged Shot
Stunning Shot
Rain of Arrows
Fun stuff to dig through.