Stats Revamp 1.4 - Light Feedback

Discussion in 'Stats Revamp Archive' started by spord, Feb 24, 2017.

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  1. BumblingB I got better.

    I noticed that claws were superior in damage than boxing gloves. I am not sure why, maybe speed of the combos?
  2. Brother Allen Loyal Player

  3. Brother Allen Loyal Player

    The Claw rotation is superior to Boxing Gloves on Live and Test. Has been for quite some time. The speed of the rotation is definitely a factor.
    • Like x 1
  4. Vinterriket New Player



    It's just what you need Light, it's a spammer power


  5. SuperNerdGeekOverkill Dedicated Player

    maybe this is a timing issue, but I just comboed from minigun -> ram, and while the ram animation had already started, I was interrupted.
  6. AbBaNdOn_IGN Committed Player

    Should not melee combos generate power like weapon attacks? Combo powers should def NOT be playing like Mental/Gadget/earth/sorcery....

    I cant play on test server but PLEASE kill the pop up effect on boxing. Make chainsaw do a better job tracking and chasing/lunging targets. I saw you killed the pushback on one of the powers. You definately should not be scattering enemies with your own attacks.
    • Like x 1
  7. spack2k Steadfast Player

    Can we extend this buff to all in the group, not just to nearest 3 ppl, for balance purpose?

    Also since Current Effects still not working , does the 10% buff overwrite the 33% weapon buff or do they stack or does overwrite the higher buff ?
  8. SkullGang Devoted Player

    Seems like this is the only power I can effectively play from tray and not go out on power. This is a good thing but I don't know if letting the channeled powers run their course is overall good for damage but then again I like not having to slow down in combat due to no power.
  9. Karasawa Loyal Player

    For those curious, the Recharge group buff stacks additively (not multiplicative) with your weapon buff. It only adds around 9% precision rather than 10%, which may be a bug.

    It only applies to 3 group members with the highest percentage of power at the moment of casting. However, Recharge only has a 1.5s cooldown and the group buff lasts 12s. So as the Controller continually uses it, the buff is likely to apply to the whole group eventually.

    At first I wondered why it only buffs Weapon DPS and Precision. Why not Might too? But it makes sense if you think about it. Recharge provides Power and Power now translates to higher damage output from DPS who can use it to cast more high cost abilities. However, Power benefits PftT builds more than Hybrids and Weapon Specialists. The group buff now mitigates that advantage. Now all types of DPS will benefit relatively equally from having Controllers in the group.

    What I want to test next is if 2 group buffs from 2 different Controllers can stack with each other. If anyone has tested it already please let me know.
    • Like x 2
  10. bmce84 Loyal Player

    They aren't generating power, you get power from the passive buff all abilities have, the thing is that since they are channeled abilities you get to keep them running longer thus giving you more time to generate power, but their damage is really bad since neither LB or MG take advantage of the PI effect of Dazed, as opposed to almost every Melee attack does. So you might use next to no power, but adds will take longer to die and in solo boss battles the range rotation isn't viable.
    • Like x 1
  11. bmce84 Loyal Player

    So far I've been able to run the melee AM rotation to the point where I can do the whole thing once, then by the second run right as I'm entering boxing I'm out of power. The problem with this is that you need to apply the PI for the best damage which alone is 200 power, so if every 12 seconds you have to stop the rotation (any rotation) to use a PI since Chompers and SQ don't chain with anything, you are left in a situation where running from the tray isn't possible in long fights, or add heavy fights. And then you have the Range rotation that only 2 range attacks actually use the PI with the rest not doing it, you get a lot of combo time but the damage just isn't there to make Range viable in any situation, which is really bad since the last mid range pass actually buffed Range attacks and this seems like a step backwards.
    • Like x 1
  12. spord Developer

    Yes
    • Like x 1
  13. spord Developer

    It is not a bug but thank you for pointing it out. I updated the initial post. Ram and Impact are very similar so I removed their melee distance only hit. Now Ram hits 1 time and Impact hits 3 times and distance shouldn't matter.
  14. bmce84 Loyal Player

    Can something be done to buff the Range rotation a bit, I know it's power safe but it's just not viable and chances are it will get you booted on group content where melee isn't an option, which is nearly all of it.
  15. spord Developer

    Thank you for the updates. Although we removed the vulnerability that was directly in the attacks there are some checks deep inside the counter system that are being triggered off of the melee/ranged input being used (defaults of left/right mouse buttons / square/triangle buttons / x/y buttons) . We should be able to get that fixed up. Because of the type of fix required don't worry about testing anymore specific rotations to find this issue. It will likely be in all of them.
    • Like x 3
  16. spord Developer

    Just to be clear do you mean ranged Light attacks like Ram, Impact, Minigun? OR do you mean ranged weapon attacks? OR both?
  17. spord Developer

    The biggest buff ranged attacks could get would be to remove their crowd control effects. So for instance if Ram no longer applied knockdown then its damage could be raised. You will see this in the other power sets that have been changed. We could also add PI based damage increases to some but power costs might need to change as well.
    • Like x 1
  18. Lord Jareth Steadfast Player

    alright thank you for letting me know :D
  19. UnFriendMe New Player

    I'm still getting used to the light combos consuming power (new) vs not (old) and figuring out how to get max damage out of the stats/mods (instead of pure might or pure power) but I'm not complaining. Just a new fun puzzle to solve.

    The power cost for initial use... I don't agree with the high cost. The damage is nowhere compared to what it was and solo content/duo's don't guarantee a troll will be available to offset the "new look". I like a challenge but a stacked deck is a stacked deck.

    If you're a pure combo user (like me) you'll find your power bar empty during solo/duo's due to a lack of weapon damage refueling it (like before). I would say this power set is a forced hybrid. All those years you spent perfecting that combo system, let it go, you'll be out of power for your hard work and dedication of learning it. You HAVE to use weapon damage to substantially regenerate power and that's the bottom line, for now (no blue numbers given for power attacks).

    I'm curious as to the costs of breaking out of stuns? Because with Light the way it is now, you kinda flip the coin on whether you breakout or endure so you can use your powers after getting knocked down after a long combo chain.

    Start vent -->My DPS character was power based at the start of the revamp. Then after tweaks had to become might based. I like Light because of the combos but I may just stick with Electricity, I'm never tempted to combo its powers and burn out the blue bar ('cause I can't combo the powers because I'm not supposed to). <--End vent
    • Like x 1
  20. bmce84 Loyal Player

    Ram-Light Blast-Minigun have no effect, haven't checked with Impact but as Brother Allen noted the issue is also happening with the power orbs on the Raising Hades duo.
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