Issue 13 PvP Powers Changes
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.
* Changed Melee Range to 7'. Since this is essentially a buff, this effect will be present in PVE as well.
* 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 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.
* 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.
* 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.
* 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.
Featured Hero #43
Primary: Gravity Control
Secondary: Force Field
After a heavy night of partying at the Pocket D, Kyle McNamee stumbled through the streets of Kings Row to his studio apartment. All was well and good until a small group of Skuls saw him as easy prey and advanced upon him. A quick pistol whip to the back of Kyle’s head triggered his unknown dormant powers of gravity control, force field generation and later, telepathic assault. After fleeing for his life inside of a personal force bubble, he later returned to the crime scene as his new costumed alter ego: Rapport.
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PVP Changes Announced
Issue 13 PvP Powers Changes
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.
Nothing there encourages me to want to try PVP.
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.
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.
I can't comment on 90% of this, since I don't really PvP, but...
These changes will narrow the gap between optimized and non-optimized builds. It will help the casual PvPer, not hurt them.
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.
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:
He also answers the question abouut what counts as a heal for purposes of heal decay: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.
Yes, Heal decay applies to all healing. Inspirations, self-heals, outside heals -- all trigger this effect.But not regeneration, just heals.