Test Server Hotfix - June 9, 2017 - Stats Revamp 1.7

Discussion in 'Public Test Update Notes' started by Mepps, Jun 9, 2017.

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  1. Mepps Sr. Community Manager

    General Updates
    • Updated the tooltip for Block.
    • All skillpoints on characters should now be reset.
    • Executes (35%ers) and Supercharge abilities should no longer benefit from PIs, though some Supercharges may still apply them.
    • Reduced the effectiveness and trigger thresholds of Roleless Buffs.
    • Reduced player damage across the board and reduced NPC health to compensate.
    • Increased NPC damage slightly in alert and raid content.
    • Significantly increased Elite NPC stats.
    • Increased the amount of Power granted by mods, generator mods, skill points, consumables, and socket bonuses by 50%.
    • Weaponized Smash
      • General pass for new balance values.
    • Consumables
      • Rebalanced throughput values for new balance standards.
    • Flight
      • High Pressure
        • Updated animation and increased damage to match new dovetail time.
    • Iconic Abilities
      • General pass for new balance values.
      • Freezing Breath, Heat Vision, and Sonic Shout now cost 150 power per second (updated damage accordingly).
    • Movement Modes
      • General pass for new balance values.
    • PvP
      • Updated PvP stats for new damage values.
    • PvP Legends
      • Fixed an issue that caused power to drain over time while in Legends PvP.
    • Stats
      • Updated clamps for new stat curves.
      • Increased baseline Supercharge to 10000.
      • Reduced Supercharge regen by 50% and greatly increased throughput for Supercharges.
      • Reduced the amount of Restoration, Dominance, and Vitalization gained per level by half, but doubled their effectiveness.
    • Skill Points
      • Masteries (Weapon Mastery, Hybrid Mastery, and Power Mastery) are now mutually exclusive.
      • Added Hybrid Mastery and updated mastery functionality.
      • Power has been merged into Might skill points bonuses and rebalanced accordingly.
      • Power and Defense have been removed from the skill trees.
      • Updated several skill tree icons.
    • Tactical Mods
      • Updated Tank power set Supercharged Tactical Mods to grant supercharge as a percentage of the cost for the associated ability and to grant it after one second instead of five seconds. Other roles to follow.
      • Added Fortified Assault as the mirror option to Fortified Block. Fortified Assault: Increases Defense while not blocking.
    Atomic
    • General:
      • General pass for new balance values.
    • Atomic Blast:
      • Cone attacks now have a wider angle.
    • Atomic Reorganization:
      • Cone attacks now have a wider angle.
    • Geiger Beam:
      • No longer deals extra damage to enemies affected by any power interactions.
    • Neutrino Blast:
      • Now has a small heal and cost 200 base power
    • Radiation Shower:
      • Cone attacks now have a wider angle.
    Celestial
    • General:
      • General pass for new balance values.
    • Benediction:
      • Will now heal back every two seconds instead of every second and have higher Dominance and Restoration caps.
    • Cleansed Haunt:
      • Cone attacks now have a wider angle.
    • Corrupt Benediction:
      • Will now heal back every two seconds instead of every second and have higher Dominance and Restoration caps.
    • Corrupt Smite:
      • Cone attacks now have a wider angle.
    • Haunt:
      • Cone attacks now have a wider angle.
    • Malediction:
      • The first tick of damage now happens when the ability is used instead of a second later.
    • Smite:
      • Cone attacks now have a wider angle.
    Earth
    • Power Interactions
      • Removed the Dazed power interaction! Crushing only!
      • The main adjustment is that Crush is now the only power interaction relevant to Earth
    • Pets will be adjusted in a future update
    • Gemstone Shield’s cost per combo ability has been increased, along with its effectiveness
    • Localized Tremor now exploits Crushing, instead of Dazed
    • Pebble Blast no longer applies Daze
    • Sand Blast no longer exploits Poison
    • Earthquake can now only be activated at 100% supercharge
    • Meteor Shower has been increased to a 100% supercharge
    Electricity
    • Attract:
      • Cone attacks now have a wider angle.
    • Bioelectric Surge:
      • Now heals for more and cost 250 base power.
    • Ionic Drain:
      • No longer deals extra damage to enemies affected by power interactions.
    • Shockwave:
      • Cone attacks now have a wider angle.
    Fire
    • General:
      • General pass for new balance values.
      • Channels now always allow retargeting.
    • Burning Determination:
      • Reduced the amount of healing.
    • Burnout:
      • Increased cost to 200 and increased heal accordingly.
    • Meteor:
      • Increased cost to 300, up from 200, and increased damage accordingly.
    • Volcanic Calamity:
      • Increased the size of the visual effects.
    Gadgets
    • Pacing
      • A variety of Spammer options available:
        • Paralyzing Dart, Gauss Grenade, Napalm Grenade, Cryo-Foam
      • Adjusted cooldowns to account for cast time:
        • Sticky Bomb, Thermite Mine, Taser Pull, EMP Pulse
      • Stealth mechanics adjusted:
        • Now Detaunts and Surprise Attack spreads Dazing effects
    • Balance and Damage (particularly Damage Over Time)
      • Damage Over Time options available:
        • Fear Gas, Napalm Grenade, Thermite Mine, Implosion Mine, Cryo-Field
    • Reactions have been added, giving Gadgeteers more control over how they play, whether that is the choice between instant damage, Damage Over Time, or crowd control. We also created more synergy between the different ability types to encourage a variety of combinations between the different power interactions.
      • “Electroshock” reaction, stuns and deals Damage Over Time to targets:
        • Electric Gadgets VS the Dazed power interaction
        • Stasis Field VS the Electrify power interaction
      • “Freeze” reaction, encases enemies and sets up targets for other interactions:
        • Ice Gadgets VS the Frostbite power interaction
        • Implosion Mine VS the Frostbite power interaction
      • “Detonation” reaction, destroys encasements and allows some abilities to deal instant damage instead of Damage Over Time to targets:
        • Fire Gadgets VS Encasements
        • Fear Gas VS the Burning power interaction
    • Dazing Gadgets
      • Paralyzing Dart now exploits Daze only
      • Stasis Field now applies Daze and exploits Electrify
      • Fear Gas now applies Daze and exploits Burning
      • Implosion Mine now applies Daze and exploits Frostbite
    • Electric Gadgets:
      • Taser Pull now deals target area-of-effect damage, applies Electrify, and stuns in Control Role
      • Gauss Grenade now exploits Electrify
    • Ice Gadgets:
      • Cryo-Foam now has a reduced cooldown, applies Frostbite, and will encase Frostbitten targets
      • Cryo-Field’s cooldown has been reduced
    • Fire Gadgets:
      • Sticky Bomb now applies Burning
      • Napalm Grenade now exploits Burning
      • Thermite Mine now exploits Burning, and has an increased cost and cooldown
    • Debuff changes
      • Defense
        • Taser Pull
        • Cryo-Foam
      • Damage
        • Sticky Bomb
        • Paralyzing Dart
      • Healing
        • Gauss Grenade
        • Napalm Grenade
    • Photon Blast no longer exploits any power interactions
    Ice
    • General:
      • Updated all abilities for new balance values.
      • Glacier Flash, Blizzard, and Freeze Ray no longer benefit from Frostbite.
      • Deep Freeze and Freeze Ray no longer inflict Crushing.
      • Channels now always allow retargeting.
    • Arctic Gust:
      • Increased cost to 200, up from 100, and increased damage accordingly.
    • Blizzard:
      • Reduced cost back to 50% and reduced damage accordingly.
    • Frost Blast:
      • Increased cost to 400, up from 300, and increased damage accordingly.
      • Cone attacks now have a wider angle.
    • Ice Boulder:
      • Increased cost to 300, up from 200, added knockdown, and increased damage accordingly.
    • Ice Boulder Strike:
      • Increased cost to 300, up from 200, and increased damage accordingly.
      • Now benefits from Frostbite, rather than applying it.
    • Inescapable Storm:
      • Cone attacks now have a wider angle.
    • Shatter Restraints:
      • Increased cost to 200 and increased shield accordingly.
    Light
    • General:
      • Impact and Fan have new icons.
    • Fan:
      • Cone attacks now have a wider angle.
      • Now has unique icon instead of sharing icons with Flight abilities.
    • Impact:
      • Cone attacks now have a wider angle.
      • Now has unique icon instead of sharing icons with Flight abilities.
    • Minigun:
      • Cone attacks now have a wider angle.
    • Ram:
      • Cone attacks now have a wider angle.
    • Recharge:
      • Increased Controller Group Weapon Buff bonus to 20%, up from 10%.
    Mental
    • Lack of Crowd Control
      • Thought Bubble returns!
      • Encasements options:
        • Thought Bubble, Cryokinesis
      • Levitation options:
        • Telekinesis, Mass Levitation
      • Stun options:
        • Psychic Shock , Telekinetic Pull, Pyrokinesis, Phantom Flames, Terror Tendrils, Mass Terror, Psychic Prison, Ambush: Sleep
      • Other options:
        • Horrific Visage
    • Pacing
      • A variety of Spammer options available:
        • Telekinesis, Telekinetic Push, Cryokinesis, Psychic Shock
      • Damage Over Time options available:
        • Telekinesis, Mass Levitation, Pyrokinesis, Phantom Flames, Psychic Prison
      • Invisibility mechanics adjusted:
        • Now Detaunts and Ambush: Pain Blast converts Daze into Terror
    • Power Interaction conversion abilities have been implemented to increase the synergy and flow between the Daze and Terror power interactions, opening up ability combinations for Mentalists. To help with this, the Burning and Frostbite power interactions have been removed.
    • Mental players will find plenty of crowd control options available in Control Role, with reduced options (but greater damage output) in Damage Role
    • Mental players will also find a variety of instant damage and Damage Over Time ability options, allowing them to stack the DOTs or burst as they please.
    • Daze interacting abilities
      • Abilities that apply Daze
        • Telekinesis now deals Damage Over Time
        • Mass Levitation now deals Damage Over Time
        • Thought Bubble now deals instant damage, targets 8 enemies, and has a reduced cooldown
      • Abilities that exploit Daze
        • Telekinetic Push
        • Telekinetic Bolt
        • Telekinetic Pull
        • Pain Blast now converts the Daze interaction to Terror
        • Pyrokinesis now converts the Daze interaction to Terror
    • Terror interacting abilities
      • Abilities that apply Terror
        • Terror Tendrils
        • Horrific Visage target count increased to 8 from 4
      • Abilities that exploit Terror
        • Psychic Shock now deals instant damage, instead of Damage Over Time
        • Phantom Flames
        • Mass Terror now deals instant damage, instead of Damage Over Time
        • Cryokinesis now converts the Terror interaction to Daze
    • Other abilities
      • Terrorize no longer exploits the Terror power interaction
      • Psychic Prison’s cost and output have been increased
      • Cryokinesis will also encase targets that are Dazed or Terrified
    Munitions
    • General:
      • Rebalanced all abilities to the new standards and updated tooltips with standard power interactions to use a referenced glossary.
    • Chain Gun:
      • Now works with the Empowered Channeling tactical mod.
    • Five-Barrel Minigun:
      • Now works with the Empowered Channeling tactical mod.
    • Killer Instincts
      • The head band visual effect will now show in Controller role as well as DPS role.
      • Rebalanced all abilities to the new standards and updated tooltips with standard power interactions to use a referenced glossary.
    • Particle Gun:
      • Now works with the Empowered Channeling tactical mod.
    • Pump Action Shotgun
      • Animations have been re-timed to be longer allowing for more input time and more damage.
    • Reload:
      • Increased Controller Group Weapon Buff bonus to 20%, up from 10% and now costs 300 power.
    • Railguns:
      • Now works with the Empowered Channeling tactical mod.
    • Rocket Launcher:
      • Now works with the Empowered Channeling tactical mod.
    Nature
    • Damage
      • There have been changes to the way that Poison functions, and how other abilities interact with this power interaction. SEE THE OVERVIEW!
      • Chaotic Growth is now 100% Supercharge
        • This supercharge should now provide maximum damage in a single cast.
      • Carnivorous Plants is now 50% Supercharge
        • Many complained about the damage compared to other 100% supercharges. The damage was reduced to accommodate the healing portion of the ability.
    • Healing
      • There have been changes to the way that Pheromones function, and how other abilities interact with this power interaction. SEE THE OVERVIEW!
      • Bloom now provides instant healing, followed by Healing Over Time.
    • Form Changes
      • Form changes have been converted into Supercharges, to increase the passive bonuses they provide. We chose this route since, as a normal power-consuming ability, some stats must be decreased on Insectoid and Primal Wolf to keep them balanced otherwise. We also wanted these forms to be optional, instead of being the absolute most effective way to perform the role.
        • Primal Wolf: +10% Damage, +15% Critical Attack Chance, +30% Critical Attack Damage
        • Insectoid: +10% Healing, +15% Critical Healing Chance, +30% Critical Healing Magnitude
        • Gorilla: +30% Defense, +35% Damage, +35% Healing
    • Power Interactions
      • Poison and Pheromones have been reduced to a single stack, to decrease the amount of ramp up time and allow more room for other abilities or supercharges.
      • Poison and Pheromones are applied as over time effects and the remainder of the effect can be consumed as an instant effect, providing the players with more control over the Power Interactions.
      • Poison and Pheromones have been opened up and are both now available in Damage Role and Healer Role
      • Pheromone applying abilities:
        • Bloom, Cross Pollination, Metabolism, Flourish
      • Pheromone consuming abilities:
        • Blossom, Flourish
      • Poison applying abilities:
        • Briar, Serpent Call, Thorn Burst, Vine Lash
      • Poison consuming abilities:
        • Harvest, Savage Growth
      • Poison exploiting abilities:
        • Voracious Plants
    • Damage abilities
      • Savage Growth now deals instant damage and consumes remaining Poison for additional damage. No Healer Role effects.
      • Harvest now deals Damage Over Time and consumes remaining Poison effects for additional instant damage.
      • Thorn Burst now deals instant damage and trailing Damage Over Time. No more Shield effects.
    • Healing abilities
      • Blossom now consumes remaining Pheromones for instant group healing.
      • Flourish gives Healing Over Time and consumes remaining Pheromone effects for additional instant healing.
    Quantum
    • General:
      • General pass for new balance values.
      • Increased the potency of the group weapon buff on Controller burst power heals, and slightly reduced power healing.
      • Executes and Supercharges should generally no longer benefit from PIs.
      • Supercharge costs and throughput have been increased.
      • Channels now always allow retargeting
    • Temporal Extortion:
      • Increased power cost to 300 and increased group buff.
    • Timeshift:
      • Cone attacks now have a wider angle.
    Rage
    • General:
      • General pass for new balance values.
      • Channels now always allow retargeting.
    • Berserk:
      • Increased buff duration.
    • Dreadful Blast:
      • Increased the cost of the combo portions to 150, up from 100, and increased damage accordingly.
    • Eviscerating Chain:
      • No longer benefits from PI.
    • Frenzy:
      • Can now cast while moving.
      • Increased starting cost to 150, up from 100. Increased combo cost to 50, up from 35. Increased damage accordingly.
    • Infuriate:
      • Increased crit bonus and max healing.
    • Ire:
      • Increased cost to 200 and increased heal accordingly.
    • Outrage:
      • Hold combo now deals increased damage when used after the tap combo.
      • Increased the cost of the combo portions to 150, up from 100, and increased damage accordingly.
    • Plasma Retch:
      • Cone attacks now have a wider angle.
    • Ragebringer:
      • Cone attacks now have a wider angle.
    • Remorseless Recovery:
      • Reduced healing (healing is no longer treated as using shield values).
    Sorcery
    • General:
      • General pass for new balance values.
      • Polymorph and Baleful Transmogrification CC effects can no longer be broken by solo and duo NPCs.
    • Arbiter of Destiny:
      • Reduced cost to 50%.
    • Final Ruin:
      • No longer benefits from PI.
    • Grand Summoning:
      • Increased duration to 30s, up from 20s.
    • Rejuvenate:
      • Increased power cost to 250, up from 150, and increased heal accordingly.
    • Soul Siphon:
      • Cone attacks now have a wider angle.
    Weapons
    • General:
      • Updated weapon combos for new standards and clipping.
      • Fixed certain weapon attacks doing less damage than intended, which affects the following abilities:
    • Martial Arts
    • Smoke Bomb Shield
    • Sidearm Throw
    • Heavy Sidearm Throw
    • Lifting Strike Mastery
    • Magnum Round Mastery
    SATURDAY (6-10-17) HOTFIX NOTES

    General Updates
    • Consumables
      • CC from consumables should now properly apply to non-boss group NPCs when used by a Tank or Controller.
    • Skill Points
      • Updated tooltip for Might skill points to be "Might and Power."
    • Tactical Mods
      • Updated Controller powerset Supercharged Tactical Mods to grant supercharge as a percentage of the cost for the associated ability, and to grant it after one second instead of five seconds. (Healer role and Iconics to follow.)
    Atomic
    • General:
      • In Tank Role, Molecular Charges now restore health equal to 40% Dominance, increased from 28%.
    • Atomic Combos:
      • In Tank Role, Molecular Charges now restore health equal to 40% Dominance, increased from 28%.
    Celestial
    • Renew:
      • Base power cost is now properly 250.
    Earth
    • Reinforce visual effects update
    Gadgets
    • Battle Drone will shield in Control Role, but still damage in Damage Role
    Light
    • Recharge's base power cost is supposed to be 300 now
    Nature
    • Shapeshifting Form updates:
      • Primal Wolf form and Insectoid form critical chance passives will be corrected
      • Gorilla melee combos will be updated
        • Lunge >> Chest Pound (hold) >> Primate Roar (hold)
        • Basic 1 >> Double Fist Slam (hold)
        • Basic 2 >> Double Fist Slam (hold)
        • Basic 3 >> Gorilla Backfist (hold)
        • Basic 4 >> Double Foot Kick (hold)
        • Basic 5 >> Primate Roar (hold)
        • Double Fist Slam (hold) >> Gorilla Backfist (hold) >> Double Foot Kick (hold)
      • Form ability tooltip will be updated with the proper effects listed
    Sorcery
    • General:
      • Channels now always allow retargeting.
    • Watcher:
      • Now passively restores a small amount of health over time to up to 8 nearby group members with the lowest health.
      • No longer casts Soul Siphon (damage), but instead uses its power exclusively for Remedy (healing).
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