City Of Heroes
city_of_heroes
..:. .: .::.:.
Featured Hero #59
Name: Bruisefairy
Origin: Mutation
Archetype: Scrapper
Primary: Martial Arts
Secondary: Regeneration
Server: Victory
Nethari Rivers, aka Bruisefairy, is a metahuman from another dimension which is controlled by the Council Empire. She came to Paragon City as a child when her mother made a bid for freedom from the population purges on their homeworld and was adopted by a local family after her mother died. She and her human brother Micah both excelled at martial arts as children and continued their studies into adulthood. Nethari holds a special hatred for the Council, as she is fully aware of what they can become if left to run unchecked. Micah disappeared shortly after the first Rikti War and Nethari now searches for him even as she defends Paragon City from all manner of threats. She can be found most often with her best friend Lady Abigail Talonfist, her partner in leading the Nocturnal Misfits.


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Fox Sterling [userpic]
PVP Changes Announced

Issue 13 PvP Powers Changes

Diminishing Returns
Nearly all attributes characters have are now subject to Diminishing Returns. The specific numbers vary from attribute to attribute, and from class to class (it's easier to Buff Resistance and Defense on a Tanker, than on a Blaster.)
* In general, a single buff will have near full effect, while additional buffs begin to offer less and less benefit. Example: Under the old system, Aim + Build up might provide a combined 67% To Hit buff, while under this system it provides a combined 49% To Hit Buff.
* The calculation is based on the sum of all buffs, so the order the buffs are applied in does not matter.
* It is important to note that the Real Numbers tool will not always report the results of diminishing returns accurately, at least initially. This is specifically true of Damage Buffs, which always display the Pre-Diminished value.

Melee Attacks
* Changed Melee Range to 7'. Since this is essentially a buff, this effect will be present in PVE as well.

Travel Powers
* PvE Travel Suppression continues to work as it has since it was introduced. PvP Travel Suppression will be handled differently, however (see below.)
* All Teleportation and Summonable Teleportals are Disabled while PvP Travel Suppression is active.
The Duration of Movement Suppression in PvP is now variable based on the most recent suppression event applicable to the character. In case of multiple events applicable on the same server tick, only the longest value is applied.
Suppression events are:
Activating a foe TargetedRange (range > 7') damaging Power: 3s * Sum of damage scales.
Example1: Power Bolt has a damage Scale of 1.0 (0.1 + 0.9) resulting in a Suppression Duration of 3 seconds.
o Example2: Power Burst has a damage scale of 2.12 resulting in a Suppression Duration of 6.39 seconds.
* Activating a foe Targeted Melee (Range >0' && Range => 7') damaging Power: 2s* Sum of damage scales.
o Example1: Swipe has a damage scale of 0.76 resulting in a suppression time of 1.52 seconds.
o Example2: Eviscerate has a damage scale of 1.99 resulting in a suppression time of 3.98 seconds.
* Activating a foe targeted Range debuff or control power: 3.5s
* Activating a foe targeted Melee debuff or control power: 2.5s
* Placing a Location Based Entity: 4s
* Activating a self or friend targeted Heal power: 4s
* Activating a Friend targeted Buff power: 4s
* Being the target of an attack: 2s

Control Powers
Control power changes are fairly extensive. The goal here was to make control effects less binary in nature. The shorter durations of status effects, combined with the change from status Protection to Status resistance means that these powers will now how impact on a PvP situation more frequently, but are no longer quite as severe a deciding factor.
* For Controllers: Change Duration base to 4 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attributes. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations.
* For Dominators: Change normal control Duration base to 4 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attributes. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations. Change Domination control Duration base to 4 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attribs. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations. Change Magnitude bonus from +3 to +1.
* For ALL OTHERS: Change control Duration base to 2 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attributes. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations.
* For Tankers: Change Taunt to a fixed 6 second duration.
* For Scrappers and Brutes: Change Taunt to a fixed 4 second duration.
* For the Manipulation Pool: Change Taunt to a fixed 4 second duration.
* For Stalkers: Change Placate to a fixed 10 second duration.
* For VEATs: Change Placate to a fixed 4 second duration.

Buff and Heal Powers
* A Heal Event now imposes a 25% Resistance to further heals on the character, regardless of source. This Resistance to heals will last for 15 seconds, and stacks with itself. This means that if you are healed 4 times, no further healing will affect you until the resistance duration ends.
* Status Protection attributes for all statuses except Knockback and Knock up changed to Status Resist. For example, a Tanker running Unyielding at level 50 has 12.975 points of protection in PVE, while in PVP he has 129.75% Hold Resistance. That will convert an 8 second hold into a 3.48 second hold.

Damage Powers
* Powers now calculate damage based on their activation time, instead of their recharge.
* Lower activation time powers get a slight bonus to damage, due to chaining low damage powers being difficult in PvP.
* Longer Recharge time powers also get a slight damage bonus, so higher level powers with long recharge times deal extra damage.
* Damage has been adjusted for all AT's, reducing the damage gap between each AT.

Resistance Powers
* Each AT now recieves a bonus resist buff while in PVP, in order to set each AT closer in overall survivability. This resist primarily reduces up the gap in hitpoints between lower hitpoint AT's and higher hitpoint AT's
* Epic armors and Tough (Pool Power) now provide resistance to all damage types while in PVP.
* Any armor set lacking a type of resist or defense will now provide it while in PvP zones.

Taunt Powers (NOTE: These changes are effective in PVE as well! They are essentially accross the board buffs which should give greater crowd control ability to those who possess these power.)
* Add 75% Range Debuff to Tanker Taunt (full aoe)
* Add 75% Range Debuff to Scrapper Confront (and equivalents.) These remain single target.
* Add 75% Range Debuff to Brute Taunt/Confront powers. The Range Debuff should have radius outer set to 0 so it only affects the main target.

Classes Tables
* Increased MAX RESIST value for all status effect attribs. This means status resistance effects will have more meaning. This also affects PVE.
* IncreaseRange STR MIN value to 25%. This means no player or critter powers range can be decreased to more than 25% of its original range. So, an 80' attack can never be debuffed below 25'. This also effects PVE.

So, there you have it. A whole slew of changes for you to chew over, plan around...and test on the Training Room! We still have a lot of testing and tuning to do. While our initial playtests are showing these changes to be fun, we’ll ultimately look to broader playtests to validate the changes.

Comments

The first time I read that I really freaked out. I missed that it was for PVP...

Ohhhh. See, I was going to bring up this conversation about diminishing returns on stacking buffs, I was going to say how I was a little nervous about its implementation.. but I missed that whole "PvP" thing too.

Yay! I don't PvP!

Nothing there encourages me to want to try PVP.

Also, what is a "heal event" ... it looks like a massive bend-over-and-push to anyone with Regen or regen-like powers.

It isn't supposed to make you want to PvP if you don't already want to. It's supposed to narrow the gap between optimized and non-optimized PvP characters and give the PvP game the overhaul it greatly needed for those who already want to PvP but don't because it's so broken.

Actually, if I read the goals, it's supposed to make PVP more attractive to people who felt burned by it.

That would be me. I got disgusted by the binary defeats. where characters with particular debuffs were always able to totally dominate all encounters with anything except their one special single Achilles Heel, and that one special person would be fodder for almost anything else.

Multi-builds may help much more towards this goal than yet another round of massive rewriting so PC vs PC becomes a matter of whose PC and net connection is faster.

I'm thinking a healing event is 'any time you're healed that's not straight health regen'. So Reconstruction is a healing event, while Instant Healing isn't.

Correct. This includes self-heals (Reconstruction, Healing Flames, Dark Regeneration, etc) and ally-heals (Heal Other, O2 Boost, etc).

Cool, so I can have an ally nerf my speed for me.

Awesome.

I can't comment on 90% of this, since I don't really PvP, but...

* Being the target of an attack: 2s

ohai griefers! Enjoy your massive buff, I'll be over here avoiding PvP zones like the plague.

(Seriously. That one change is going to keep me out of PvP zones permanently if it goes live. I get why they did it, and it actually makes a lot of sense for arena/base PvP, but zone PvP? Awful.)

(Also, while the whole update may go over well with regular PvPers - given that it's basically changing the way a whole lot of powers work, thus necessitating different builds for PvP, won't that discourage casual PvPers who don't want to bother with an optimized PvP build, even as a secondary build?)

These changes will narrow the gap between optimized and non-optimized builds. It will help the casual PvPer, not hurt them.

I'm on the fence about the suppression when getting attacked. On paper, it looks bad. In practice, it may not be. Especially given the fact that the new top-speed for suppressed characters will be faster than it currently is. About Sprint speed, according to Castle. You want to try it before you cry doom.

It's going to hurt flyers more than runners unless they're seriously going to up the base speed of hover for PvP.

Not really. The suppression is based on MAX speed not base speed, and the end result is that all travel powers will have the same suppressed speed.

http://boards.cityofheroes.com/showflat.php?Cat=&Board=Dev&Number=12226135&bodyprev=#Post12226135

GenericVillain:

So am I right in assuming that no matter how many suppressions you are hit with (like say you get attacked by 6 enemies at once), the maximums are the same with 1 or 5?

If so, what are the planned maximums gonna be for running, jumping, and flight?

Castle:

Identical, no matter how many attackers are on you. Well, unless they toss a movement slow power on you, and THAT slows you beyond this point, but that is another issue all together.

I don't remember the exact number off the top of my head, but I think it's something along 36' per second for Running, Flight and Jumping. In the 30-38' per second range, anyway.

the end result is that all travel powers will have the same suppressed speed.
Except Teleport, of course.

* A Heal Event now imposes a 25% Resistance to further heals on the character, regardless of source. This Resistance to heals will last for 15 seconds, and stacks with itself. This means that if you are healed 4 times, no further healing will affect you until the resistance duration ends.
If “regardless of source” includes the spectral-damage healback from Phantom Army and Spectral Wounds, this is a massive buff to Illusion Control.

Ah, I see Castle has already mentioned this in the dev digest:

Also, I'm not too familiar with how the power works (even less so now), but would the returned health from Spectral Wounds trigger this?
Good question. It might, and that alone might cause this to be be revisited. Needs testing.
He also answers the question abouut what counts as a heal for purposes of heal decay:
Yes, Heal decay applies to all healing. Inspirations, self-heals, outside heals -- all trigger this effect.
But not regeneration, just heals.