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View Full Version : Will there be a balanace pass as part of FtP?


Archived Post
11-08-2010, 04:07 PM
While a number of power sets are weak, it's probably buff/debuff stacking that most needs examination.

Archived Post
11-08-2010, 04:39 PM
Looks like their intent is to just clean them up a bit. From the SotG:

Changes to Powers and Advancement
We're doing three major things to address these issues in the Free-to-Play update.

■New Descriptions - We've added tech and rewritten all of the power descriptions so that they are accurate and understandable. Tooltips should be more succinct while at the same time being clear and complete.
■Streamlined Powers - We're fixing many systemic inconsistencies and outright errors throughout the power frameworks. Most of the time, we're doing this by simplifying interactions. For example, there were many different kinds of holds, which led to all sorts of strange interaction problems and unexpected results. We've simplified control powers so that there are fewer distinct hold types. We've also set them up in a way that should make them easier to understand and use appropriately.
■Heroic Archetypes -

We are not deleting powers or changing how Champions Online plays! Any existing characters should play just like they always have (fixes and tweaks aside). The changes above amount to a bunch of bug fixing and a method to have your powers automatically chosen for you.

Archived Post
11-08-2010, 05:57 PM
We are also fixing some things which are just... well... kinda broken. Like how holds operate/stack/etc. Stay tuned for more information.

Archived Post
11-08-2010, 06:02 PM
How knockback resist works? Can you fix how knockback resist works? ie a static reduction in how far you're knocked not just a choice between either completely resisting my 250 foot force cascade and pummeling me to death or flying so far you're reduced to 10 hp and I win with 2 shots?

Archived Post
11-08-2010, 06:58 PM
How knockback resist works? Can you fix how knockback resist works? ie a static reduction in how far you're knocked not just a choice between either completely resisting my 250 foot force cascade and pummeling me to death or flying so far you're reduced to 10 hp and I win with 2 shots?

Or like how falling damage is often 10x more than whatever hit you and sent you flying to begin with?

Archived Post
11-08-2010, 07:47 PM
I recommend a "Push button to recover faster" effect during all Knocks just like we have for holds.

That way even if we do have to become helpless a moment, at least maybe now we can do something about it, like a quick recovery in a fighting game.

And yes, Knock damage needs to be toned down handily, as well as mitigated by defenses.

Archived Post
11-08-2010, 08:33 PM
No toning down fall damage until they buff force :-P That's all the damage I can get out of my force character.

Archived Post
11-09-2010, 10:01 AM
Please, stick to free-to-play Q&A stuff in this forum.

Archived Post
11-09-2010, 10:10 AM
I agree -

That when Champs goes Free 2 Play, debuff stacking should be addressed. (Getting 500% Damage or Mitigation bonus through buffs/debuffs and passives should not be possible)

But if it's not in the works, s'ok. Long as a few of our powersets get filled out nicely with much needed powers and tweaks :p

Archived Post
11-09-2010, 01:28 PM
Please, stick to free-to-play Q&A stuff in this forum.

Oh, I get it. It's like a Jeopardy thing:

When CO goes free-to-play, will you fix how knockback resist works?

When CO goes free-to-play, will you fix how falling damage is often 10x more than whatever hit you and sent you flying to begin with?

When CO goes free-to-play, I recommend a "Push button to recover faster" effect during all Knocks just like we have for holds.

When CO goes free-to-play, do not tone down fall damage until they buff force :-P That's all the damage I can get out of my force character.

Now can we get some answers? :)

Archived Post
11-09-2010, 01:38 PM
Doh! you caught me!!