Gros changements a venir sur le pts.
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Gros changements a venir sur le pts.
Howdy PTS!
We've got some pretty large changes to a lot of core stuff coming up soon, and you're going to start seeing some of it coming to the PTS... hopefully tomorrow morning. I thought it best if we share some of our plans, as you aren't going to see it all hit at once, and it also will be on the PTS much longer than our normal builds are.
This patch will be when we go back to our shared code base, which means we get to pick up lots of cool new stuff that our other teams have been working on, but it also has the potential to introduce new bugs, which is part of why it will be up on PTS for a much longer time than usual (somewhere around 2 months). However, we're also going to be rolling out quite a few big changes to the game. This first patch you'll be seeing soon has 2 of them in it.
First, players will no longer receive two Super Stats. Instead, they will receive one Primary Super Stat and two Secondary Super Stats. Primary Super Stats will largely behave the way you're used to Super Stats behaving now - you get 80 points in that stat at level 40, and the extra damage provided from that stat will still be the same (though this will be changing soon, more on that in a bit...). Secondary Super Stats are similar, but only provide you with 40 points in that stat at level 40, and the damage bonus is half that of your Primary Super Stat.
This change is being done for several reasons. One reason is to make it easier and more desirable to diversify your stats. Another big one is to support some upcoming changes that will be going live with this change, but aren't ready for PTS yet. We'll be introducing a new form of character customization (in the power sense, not the visual sense) that will have interactions with Primary and Secondary stats. We'll also be changing the way Super Stats work, so that instead of always granting (for example) 32% Damage, they'll do different things depending on which role you are in. As a DPS character, they might grant 32% Damage AND 16% Threat Reduction. Being in the Support role might add 16% Damage and 32% Healing. The specifics are still being finalized, but those changes will be going up over the coming weeks.
The second change you'll see in this patch, is that we have reduced the Tier requirements for out of framework power purchases, and for Tier 4 powers. We've been planning to change these for a while, and now is that time. Here is the checkin note for that change:
Power tier requirements have been reworked to make out of framework purchases available sooner. Tier 1 requirements are unchanged. Tier 2 powers now require 4 non-energy-building powers from any framework, down from 5. Tier 3 powers now require 6 non-energy-building powers from any framework, down from 8. All of the in-framework requirements are unchanged (1 power for Tier 1, 3 powers for Tier 2, 5 powers for Tier 3). In addition, Tier 4 power requirements have changed. Instead of requiring 10 powers from the meta-framework and completion of the Vibora Bay Crisis, they now just require that you are level 35 to purchase them, and you are restricted to only having 1.
This will make it easier to make your cross framework selections earlier. We felt the restriction didn't prevent any kind of power level issues, all it did was make it harder to get what you wanted. The Tier 4 change will make it so that anyone can use any Tier 4 power, but you'll only be able to have one of them (though, the "only one" restriction isn't in yet... so try not to abuse having multiple Tier 4s too much). This change will allow us to make additional Tier 4 powers in the future, without feeling the need to make 6 of them at a time. We'll also be doing some review of the Tier 4 powers before these changes go live.
We also have a lot more changes we're working on for this release, which we'll be slowly moving onto PTS before they all go live together in several months. Large itemization changes will be taking place to support the new Super Stat system and to make itemizing your character more interesting, and more enjoyable as you level. As I mentioned, a new form of character customization is being worked on. Alerts are on their way. A lot of exciting things are going on, and we're working away to get them all ready.
EDIT - I knew I'd forget to mention something I wanted to mention in the original post.
You'll also be seeing changes to the Stats themselves, and to Roles, in the upcoming weeks. An example of those changes - Dexterity is going back to the old way it worked, just providing Crit Chance and Aggro Stealth. At the same time, Ego will no longer provide Crit Chance or Crit Severity - it will now be providing a Ranged Damage bonus, similar to how Strength provides a Melee Damage bonus. How that bonus works for both of them is also being changed to a soft cap at 20%, instead of the hard cap currently in place. Crit Severity will be set to a higher base percentage, and increasing it will no longer come directly from stats.
Roles are being reviewed at this time as well, to go along with all of these changes. /EDIT
We look forward to getting these new changes up on PTS and seeing your feedback!
-Ame
En gros nous aurons 1 super stat plus deux secondaires avec des changements importants quant aux stats elle même avec des spécialisations plus poussées et donc moins de "must have obligatoire" comme Ego. Ce n'est que la première salves de changements...certains parlent de l'arrivée des omega stats attendus depuis belles lurettes .
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Nivji- Messages: 274
Date d'inscription: 31/07/2011
Re: Gros changements a venir sur le pts.
Arrivée sur le Pts des gros changements a venir sur les stats et pouvoirs:
Powers:
Earth: The earth framework will now properly respect the new Tier purchasing requirements.
Block: Base Energy Return now properly scales with Recovery, instead of with Ego.
Tier 4 powers are now all listed in the "Ultimate" category heading within their respective frameworks.
Ultimates: You can no longer purchase more than one Ultimate Power.
Might: Clobber: The opening attack should once again scale up properly with Rank.
Might: Hurl: The damage bonus this power gets now scales with either your Melee Damage bonus (from Strength) or your Ranged Damage bonus (from Ego), whichever is higher.
Martial Arts: Shuriken Throw: The damage bonus this power gets now scales with either your Melee Damage bonus (from Strength) or your Ranged Damage bonus (from Ego), whichever is higher.
Martial Arts: Shuriken Storm: The damage bonus this power gets now scales with either your Melee Damage bonus (from Strength) or your Ranged Damage bonus (from Ego), whichever is higher.
Telepathy: Psionic Healing: Psionic Emanation: Now has an icon.
Telepathy: Mindful Reinforcement: Fixed a bug that could allow the heal from this power to sometimes be more than double the remaining shield amount.
Celestial: Seraphim: The periodic heal provided by this power now scales with your Presence.
Gadgeteering: Medical Nanites: The periodic heal provided by this power now scales with your Presence.
Gadgeteering: Orbital Cannon: This power should once again deal damage, and no longer repeatedly display the firing FX forever.
Sorcery: Eldritch Shield: Imbue with Power: The Radiant Shield portion of this Advantage now scales with Presence, and is properly tagged as a HoT.
Supernatural: Resurgence: Updated the description to state that this power does not scale with Presence, unlike most heals.
Stats:
Several low level stat changes have occurred, in preparation for other upcoming changes. Base Avoidance has been increased to 20%, up from 16.7%. The energy you start with in the tutorial at level 1 has been increased substantially, and curves up to the base Energy of 100 at level 10 more smoothly. Base Equilibrium now starts at 33, instead of starting at 23 and increasing to 33 by level 3.
Strength: Changed the way the bonus to Melee Damage is applied to make it more consistent and more maintainable. This should cause no noticeable change, however, it could have undesirable side effects. Please inform us if you notice any powers that used to scale with Strength that no longer do, or powers that now scale with Strength that previously didn't.
Dexterity: No longer grants Crit Severity. Crit Chance granted has been increased to the amount it was before the Crit Chance/Crit Severity split with Ego.
Ego: Now provides a bonus to Ranged Damage the same way that Strength provides a bonus to Melee Damage. No longer provides a bonus to Critical Chance or Critical Severity. Critical Severity now starts at a 50% base for all characters. Increased the amount of Hold Resistance
granted by 10%.
Presence: No longer affects Threat, Threat modifiers are now applied via your Role and your Super Stats. Now provides bonus strength to all Holds (Stun and Paralyze). Bonus healing provided has been changed to match the same scaling that Strength uses for Melee Damage and Ego uses for Ranged Damage. This means the value scales roughly the same to ~70 Presence (at Level 40), but then slows down faster than it did previously. Now provides resistance to Crowd Control effects (counted as Hold, Confuse, Disable, and Root).
Super Stats/Roles:
Primary Super Stats no longer always provide the same benefit (for example, +30% Damage). The benefit they provide now changes with the role you are in. Secondary Super Stats work similarly, but have slightly different ratios for some roles/stats. The new benefits are (based on an old value of +30% damage):
Tank: All Damage +15%, Threat +30%. Secondary Stats provide half these values.
Ranged Damage: All Damage +30%, Threat -15%. Secondary Stats provide half these values.
Melee Damage: All Damage +30%, Threat -15%. Secondary Stats provide half these values.
Support: All Damage +15%, Healing +30%, Threat -15%. Secondary Stats provide half these values.
Hybrid: All Damage +30%, Healing +15%. Secondary Stats provide three-quarters these values.
Roles have been renamed to more accurately describe what they are intended to do. Protector is now known as Tank. Avenger is now known as Ranged Damage. Brawler is now known as Melee Damage. Sentinel is now known as Support. Balanced is now known as Hybrid. The rollover descriptions for the Roles have also been updated to provide much more information than they used to.
Tank: Base resistance to CC effects (Hold, Root, and Confuse) increased from 1.2 to 1.25. Instead of granting a second tick of Energy when blocking that scales with Constitution, this role now increases the amount of Energy gained when blocking by 25%. No longer has increased Power Decay (the rate at which your Energy decreases to Equilibrium when above that point).
Ranged Damage: No longer receives a reduction to base health. No longer receives a penalty to healing strength. Base Ranged Damage increased to 125%, up from 120%. Now reduces threat generation by 10%. No longer has reduced Power Decay (the rate at which your Energy decreases to Equilibrium when above that point).
Melee Damage: No longer receives a penalty to Ranged damage. No longer receives 5% cost discount on all powers. No longer has increased Power Decay (the rate at which your Energy decreases to Equilibrium when above that point). Now receives the same strength reduction to Control powers as the Ranged Damage role. Base Melee Damage increased to 125%, up from 120%. Now reduces threat generation by 10%.
Support: Instead of gaining 20% Healing Strength, now increases base Healing by 25%. Now only receives a 10% reduction to Base Health, down from 16.7%. Control(Hold, Root, and Confuse) effect strength now 125%, up from 120%. No longer grants bonus resistance to Control effects. Damage penalty decreased to 10%, down from 20%.
Archetypes:
Stats from Innate Talents updated to match Super Stat changes.
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Nivji- Messages: 274
Date d'inscription: 31/07/2011
Re: Gros changements a venir sur le pts.
on va devoir revoir tout nos build.
Glebnar- Messages: 19
Date d'inscription: 30/07/2011
Re: Gros changements a venir sur le pts.
Glebnar a écrit:on va devoir revoir tout nos build.
Le but annoncé est une plus grande variété de build et une véitable utilité des "classes" qui sont d'ailleurs renommées Tank, support, etc....
Apparemment présence boost pas mal les hold...j'aimerai tant que ce soit vraiment utile (controler de cox me manque).
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Nivji- Messages: 274
Date d'inscription: 31/07/2011
Re: Gros changements a venir sur le pts.
Le fait de pouvoir prendre la même super stat primaire et secondaire a été virée c'était un bug.
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Nivji- Messages: 274
Date d'inscription: 31/07/2011
Re: Gros changements a venir sur le pts.
Voila les bonus que l'on pourra récupéré sur le stuff:
First up we have Offenses!
Bonus Offense
Critical Chance
Critical Severity
Bonus Healing
Bonus Superstat (this one adds points to your selected SS)
Armor Penetration (PVP)
Next up are Defenses!
Bonus Armor
Bonus Health
Crowd Control Resistance
Dodge
Avoidance
Resilience (PVP)
Lastly we have Utilities!
Cooldown Reduction
Power Cost Discount
Bonus Energy
Minimap Radius
Crowd Control Strength
Perception (PVP)
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Nivji- Messages: 274
Date d'inscription: 31/07/2011
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