Post by programmingsocks on Mar 28, 2021 9:43:34 GMT -5
Kinetic Melee (All Archetypes)
Reduced Power Siphon duration by 30 seconds.
Decreased recharge time by 30 seconds.
Increased damage buff from scale 3 to scale 5.
Made doubly sure it can't stack this time.
>>This is just a follow up on rebalancing Kinetic Melee, as it was performing beyond expectations. One-shotting oranges and reds with stacked Power Siphon is not a good look, especially with the new mini-crit on Concentrated Strike. It's still a stronger and less micro-intensive version of Follow Up, so that goal is still there.
Assault Rifle (All Archetypes)
Increased Buckshot recharge by 4 and Endurance cost by 2.
Swapped Full Auto and Napalm's places on the level up tree (Full Auto now unlocks at 18, Napalm at 32).
Decreased Full Auto's damage from scale 0.162 to 0.14
Decreased Full Auto's recharge time from 60 to 50 seconds.
Reduced Full Auto's accuracy bonus from 1.35 to 1.2
Added two more checks for bonus fire damage to Full Auto.
Turned Full Auto correctly back into a targeted cone.
Sniper Rifle now correctly benefits from Lucky Bullet (fucking redirects...)
Napalm back-loaded damage indirectly buffed (redundant AT damage modifiers, ugh) for defenders, slightly nerfed for Blasters - from scale 0.1 and 0.5 to 0.8 for both. Corruptor damage reduced from 0.067 to 0.05 to compensate for Scourge.
Increased Napalm's recharge time from 20 seconds to 90.
>>Assault Rifle still needs some tuning to get the numbers right and not be totally gamebreaking. With Napalm functioning more like a Capstone Nuke than Full Auto ever has, it makes sense to make it official and swap their places. You'll still melt spawns, they just might get to fight back now. A little.
Widows:
Indominable Will is now correctly a toggle.
>>It never should've been an auto power. That was a really bad idea.
Savage Melee (Stalkers)
Fixed a bug where the correct kind of Blood Frenzy wouldn't build.
Misc.:
Squashed a few pstrings and bugs.
Hot Fix:
Removed bruising from Super Strength Brutes
Fixed savage melee stalker tokens. Again.
Regeneration (Stalkers)
Fixed a bug where Fast Healing wasn't accepting Recovery enhancements.
Beast Mastery (Masterminds)
Added a 12 second -range debuff to the Howler Wolf attacks.
>>Beast Mastery underperforms as a melee-only Mastermind pet set, as its ability to flexibly adapt to situations and exploit Pack Mentality depends on controlling the crowd. This should fix the problem without changing the overall feel of the powerset.
Martial Arts (Tankers and Stalkers)
Fixed a bug where the Auto Recharge of Focus Chi wasn't applying.
Dual Blades (Stalkers)
Fixed a bug where Follow Up was highlighting even though it wasn't a ComboBlade consumer.
Willpower (Stalkers)
Fixed a bug where Fast Healing wasn't accepting Recovery enhancements.
Reduced Power Siphon duration by 30 seconds.
Decreased recharge time by 30 seconds.
Increased damage buff from scale 3 to scale 5.
Made doubly sure it can't stack this time.
>>This is just a follow up on rebalancing Kinetic Melee, as it was performing beyond expectations. One-shotting oranges and reds with stacked Power Siphon is not a good look, especially with the new mini-crit on Concentrated Strike. It's still a stronger and less micro-intensive version of Follow Up, so that goal is still there.
Assault Rifle (All Archetypes)
Increased Buckshot recharge by 4 and Endurance cost by 2.
Swapped Full Auto and Napalm's places on the level up tree (Full Auto now unlocks at 18, Napalm at 32).
Decreased Full Auto's damage from scale 0.162 to 0.14
Decreased Full Auto's recharge time from 60 to 50 seconds.
Reduced Full Auto's accuracy bonus from 1.35 to 1.2
Added two more checks for bonus fire damage to Full Auto.
Turned Full Auto correctly back into a targeted cone.
Sniper Rifle now correctly benefits from Lucky Bullet (fucking redirects...)
Napalm back-loaded damage indirectly buffed (redundant AT damage modifiers, ugh) for defenders, slightly nerfed for Blasters - from scale 0.1 and 0.5 to 0.8 for both. Corruptor damage reduced from 0.067 to 0.05 to compensate for Scourge.
Increased Napalm's recharge time from 20 seconds to 90.
>>Assault Rifle still needs some tuning to get the numbers right and not be totally gamebreaking. With Napalm functioning more like a Capstone Nuke than Full Auto ever has, it makes sense to make it official and swap their places. You'll still melt spawns, they just might get to fight back now. A little.
Widows:
Indominable Will is now correctly a toggle.
>>It never should've been an auto power. That was a really bad idea.
Savage Melee (Stalkers)
Fixed a bug where the correct kind of Blood Frenzy wouldn't build.
Misc.:
Squashed a few pstrings and bugs.
Hot Fix:
Removed bruising from Super Strength Brutes
Fixed savage melee stalker tokens. Again.
Regeneration (Stalkers)
Fixed a bug where Fast Healing wasn't accepting Recovery enhancements.
Beast Mastery (Masterminds)
Added a 12 second -range debuff to the Howler Wolf attacks.
>>Beast Mastery underperforms as a melee-only Mastermind pet set, as its ability to flexibly adapt to situations and exploit Pack Mentality depends on controlling the crowd. This should fix the problem without changing the overall feel of the powerset.
Martial Arts (Tankers and Stalkers)
Fixed a bug where the Auto Recharge of Focus Chi wasn't applying.
Dual Blades (Stalkers)
Fixed a bug where Follow Up was highlighting even though it wasn't a ComboBlade consumer.
Willpower (Stalkers)
Fixed a bug where Fast Healing wasn't accepting Recovery enhancements.