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#1
AroSei

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These are the first round of testing numbers for the PTS. These numbers will change and be updated here in the coming weeks. Please post feedback below.

New Skill/ Mutation/ Weapons Numbers:
Weapons:

Increased recharge to 13 for all levels of Lunatic.
Increased recharge to 9 for all levels of Bastard
Increased recharge from 15 to 20 for all levels of Jackal

Effects:
Armor Use

Reduced the speed penalty for Dreadnaught. Ranks are as follows:
level description duration cost cool down
8 Primary 75 speed -10% Stance
13 Primary 116 speed -9% Stance
18 Primary 158 speed -9% Stance
23 Primary 200 speed -8% Stance
28 Primary 242 speed -8% Stance
33 Primary 283 speed -7% Stance
38 Primary 325 speed -7% Stance
43 Primary 366 speed -6% Stance
48 Primary 408 speed -6% Stance
53 Primary 450 speed -5% Stance

Dirty Tricks

Sabotage now reduces physical damage from a target. Ranks are as follows:
level description duration cost cool down
70 reduces physical damage by 10% 15 38 60
100 reduces physical damage by 13% 15 55 60
130 reduces physical damage by 16% 15 72 60
160 reduces physical damage by 19% 15 88 60
190 reduces physical damage by 20 15 105 60

Dodge
Reworked the cost of Duck and Weave. Rather than cost stamina per point it now reserves a percentage of stamina while the stance is active.
level description duration cost cool down
57 reduces 10% of incoming damage stance 70 % stam
87 reduces 10% of incoming damage 65% stam
117 reduces 10% of incoming damage 60% stam
147 reduces 10% of incoming damage 55 % stam
177 reduces 10% of incoming damage 50 % stam

Escape Artist
Increased the duration and cool down of Misdirection
level description duration cost cool down
105 increase primary armor 283 secondary/tertiary 339 30 duration 16 60 sec cool down
135 increase primary armor 449 secondary/tertiary 539 30 duration 20 60 sec cool down
165 increase primary armor 616 secondary/tertiary 739 30 duration 24 60 sec cool down
195 increase primary armor 783 secondary/tertiary 939 30 duration 28 60 sec cool down

First Aid
Renew has been replaced with Save Yourself. Save Yourself gives you 20% max hp for the duration. When the effect ends the hp is removed.
level description duration cost
84 gain 20% max hp for duration hp goes away when effect ends 6 duration 40 stamina
114 gain 20% max hp for duration hp goes away when effect ends 12 duration 60 stamina
144 gain 20% max hp for duration hp goes away when effect ends 18 duration 80 stamina
175 gain 20% max hp for duration hp goes away when effect ends 24 duration 100 stamina

Suck It up has been combined with Renew so that it also clears snares.

Melee
Charge no longer boosts power. The speed boost also scales more appropriately with level.
level description duration cost cool down
60 speed by 8% 8 33 300
90 speed by 16% 16 50 300
120 speed by 24% 24 67 300
150 speed by 32 32 83 300
180 speed by 40 40 100 300

Precision
Perfect Timing no longer increases precision, now it boosts physical damage:
level description duration cost cool down
63 boosts physical damage by 3 % 6 sec 19 300
93 boost physical damage by 6% 6 sec 35 300
123 boosts physical damage by 9% 6 sec 52 300
153 boosts physical damage by 12% 6 sec 69 300
183 boosts physical damage by 15% 6 sec 85 300
102
Social
Flag of Truce has been replaced with Motivational Speaker. A stance that boosts healing to your entire team by 5%

Illumination
Meditation:
51 increases stamina and gamma regen by 3 boosts effects dmg 5%
69 increases stamina and gamma regen by 6 boosts effects dmg 5%
87 increases stamina and gamma regen by 9 boosts effects dmg 10%
105 increases stamina and gamma regen by 12 boosts effects dmg 10%
123 increases stamina and gamma regen by 15 boosts effects dmg 15%
141 increases stamina and gamma regen by 18 boosts effects dmg 20%
159 increases stamina and gamma regen by 21 boosts effects dmg 20%
177 increases stamina and gamma regen by 24 boosts effects dmg 25%
195 increases stamina and gamma regen by 27 boosts effects dmg 25%

Nano-Manipulation
Vital Osmosis now heals all players in a cone, even hostile ones. The amount it heals for has been rebalanced as has the cost.
level description Cast time Cost
45 heals team in a cone for 30 10 30
63 heals team in a cone for 50 10 40
81 heals team in a cone for 75 10 50
99 heals team in a cone for 100 10 60
135 heals team in a cone for 125 10 70
153 heals team in a cone for 150 10 80
171 heals team in a cone for 200 10 90
189 heals team in a cone for 250 10 100


Patho Transmission
Debilitating Weakness now reduces the % of physical damage done for up to 5 targets around the caster
level description Duration Cost
60 reduces 5% of physical damage in aoe up to 5 targets 20 33
78 reduces 10% of physical damage in aoe up to 5 targets 20 43
96 reduces 15% of physical damage in aoe up to 5 targets 20 53
114 reduces 20% of physical damage in aoe up to 5 targets 20 63
132 reduces 25% of physical damage in aoe up to 5 targets 20 73
150 reduces 30% of physical damage in aoe up to 5 targets 20 83
168 reduces 35% of physical damage in aoe up to 5 targets 20 93
186 reduces 40% of physical damage in aoe up to 5 targets 20 103

The speed debuff for Sapping Sickness has been increased.
level description duration cost delay
72 reduced speed around target by 35% - up to 8 people 15 sec 33 2 min cool down
90 reduced speed around target by 40% 15 sec 44 2 min cool down
108 reduced speed around target by 45% 15 sec 55 2 min cool down
126 reduced speed around target by 50% 15 sec 66 2 min cool down
144 reduced speed around target by 55% 15 sec 77 2 min cool down
162 reduced speed around target by 60% 15 sec 88 2 min cool down
180 reduced speed around target by 65% 15 sec 99 2 min cool down

The regen debuff for Wracking Pains has been increased
level description duration cost delay
48 reduces targets regen by 9 - health, stamina, gamma 15 22 5
66 reduces targets regen by 12 15 27 5
84 reduces targets regen by 15 15 35 5
102 reduces targets regen by 18 15 42 5
120 reduces targets regen by 21 15 50 5
138 reduces targets regen by 24 15 57 5
156 reduces targets regen by 27 15 65 5
174 reduces targets regen by 30 15 72 5
192 reduces targets regen by 33 15 80 5

Primal
The damage for Beast Might has been increased.
level description duration cost

72 50 crushing damage to next attack 28 health
90 60 crushing damage to next attack 37 health
108 70 crushing damage to next attack 46 health
126 80 crushing damage to next attack 55 health
144 90 crushing damage to next attack 64 health
162 100 crushing damage to next attack 73 health
180 110 crushing damage to next attack 82 health

The health buff for Primal Vigor has been increased
level description duration cost

48 increases health by 65 stance 50% gamma
66 increases health by 85 stance 50% gamma
84 increases health by 105 stance 50% gamma
102 increases health by 120 stance 50% gamma
120 increases health by 145, stance 50% gamma
138 increases health by 165 stance 50% gamma
156 increases health by 185, stance 50% gamma
174 increases health by 205 stance 50% gamma
192 increases health by 225 stance 50% gamma

Sonic
Catastrophic Dissonance aoe has had its damage increased.
level description duration cost
60 60 sonic damage aoe instant 43
78 75 sonic damage aoe 53
96 90 sonic damage aoe 63
114 105 sonic damage aoe 73
132 120 sonic damage aoe 83
150 135 sonic damage aoe 93
168 150 sonic damage aoe 103
186 160 sonic damage aoe 113

Rending Vibration has had its damage increased.
level Description duration cost delay
72 24 sonic damage in a cone 15 36 15
90 30 sonic damage in a cone 15 46 15
108 36 sonic damage in a cone 15 56 15
126 42 sonic damage in a cone 15 66 15
144 48 sonic damage in a cone 15 77 15
162 54 sonic damage in a cone 15 87 15
180 60 sonic damage in a cone 15 97 15


Suppression
The amount of gamma and stamina reduced by Denial has been increased.
level description duration cost delay
48 reduces target's gamma and stamina by 100 50 3
66 reduces target's gamma and stamina by 125 62 3
84 reduces target's gamma and stamina by 150 75 3
102 reduces target's gamma and stamina by 175 87 3
120 reduces target's gamma and stamina by 200 100 3
138 reduces target's gamma and stamina by 225 112 3
156 reduces target's gamma and stamina by 250 125 3
174 reduces target's gamma and stamina by 275 137 3
192 reduces target's gamma and stamina by 300 150 3

Sap Stamina has been replaced with Thwarted Intention. This ability reduces heals to a target.
level description duration cost delay
72 Reduces healing done to the target by 4% 15 25 60
90 reduces healing done to the target by 10% 15 45 60
108 reduces healing done to the target by 16% 15 65 60
126 reduces healing done to the target by 22% 15 85 60
144 reduces healing done to the target by 28% 15 105 60
162 reduces healing done to the target by 36% 15 125 60
180 reduces healing done to the target by 40% 15 150 60

Telekinesis
Always armed has had its damaged increased
level description duration cost delay
48 24 damage each time you hit 7
66 27 damage each time you hit 10
84 32 damage each time you hit 13
102 38 damage each time you hit 16
120 44 damage each time you hit 19
138 48 damage each time you hit 22
156 55 damage each time you hit 25
174 60 damage each time you hit 38
192 66 damage each time you hit 31

Bend Metal has had its armor buff reduced.
level description duration cost delay
72 Reduces target armor by 164 10 30
90 Reduces target armor by 340 10 37
108 Reduces target armor by 515 10 45
126 Reduces target armor by 696 10 52
144 Reduces target armor by 883 10 59
162 Reduces target armor by 1076 10 66
180 Reduces target armor by 1300 10 73

The cost of Propel has been slightly decreased
level description duration cost delay
60 64 crushing every time you hit equipped 20 10
78 87 crushing every time you hit 30 10
96 110 crushing every time you hit 40 10
114 133 crushing every time you hit 50 10
132 156 crushing every time you hit 60 10
150 179 crushing every time you hit 70 10
168 202 crushing every time you hit 80 10
186 225 crushing every time you hit 90 10

#2
AyameArmakuni

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Needs tweaks but I like it, it gives more viability to the currently unused mutations and skill

Edited by AyameArmakuni, 15 November 2012 - 02:53 PM.

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#3
apOstaJI

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Need tweaks.... ? XD
I can boost my Heal up to 1.500, speed up to 60% and damage reduce up to 60%....LOL

You want it ..... ?

Sorry im pass here.

/OD

Edited by apOstaJI, 15 November 2012 - 03:47 PM.


#4
mrpaced

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These are the first round of testing numbers for the PTS. These numbers will change and be updated here in the coming weeks. Please post feedback below.

New Skill/ Mutation/ Weapons Numbers:
Weapons:

Increased recharge to 13 for all levels of Lunatic.
Increased recharge to 9 for all levels of silly person
Increased recharge from 15 to 20 for all levels of Jackal

Effects:
Armor Use

Reduced the speed penalty for Dreadnaught. Ranks are as follows:
level description duration cost cool down
8 Primary 75 speed -10% Stance
13 Primary 116 speed -9% Stance
18 Primary 158 speed -9% Stance
23 Primary 200 speed -8% Stance
28 Primary 242 speed -8% Stance
33 Primary 283 speed -7% Stance
38 Primary 325 speed -7% Stance
43 Primary 366 speed -6% Stance
48 Primary 408 speed -6% Stance
53 Primary 450 speed -5% Stance

Dirty Tricks

Sabotage now reduces physical damage from a target. Ranks are as follows:
level description duration cost cool down
70 reduces physical damage by 10% 15 38 60
100 reduces physical damage by 13% 15 55 60
130 reduces physical damage by 16% 15 72 60
160 reduces physical damage by 19% 15 88 60
190 reduces physical damage by 20 15 105 60

Dodge
Reworked the cost of Duck and Weave. Rather than cost stamina per point it now reserves a percentage of stamina while the stance is active.
level description duration cost cool down
57 reduces 10% of incoming damage stance 70 % stam
87 reduces 10% of incoming damage 65% stam
117 reduces 10% of incoming damage 60% stam
147 reduces 10% of incoming damage 55 % stam
177 reduces 10% of incoming damage 50 % stam

Escape Artist
Increased the duration and cool down of Misdirection
level description duration cost cool down
105 increase primary armor 283 secondary/tertiary 339 30 duration 16 60 sec cool down
135 increase primary armor 449 secondary/tertiary 539 30 duration 20 60 sec cool down
165 increase primary armor 616 secondary/tertiary 739 30 duration 24 60 sec cool down
195 increase primary armor 783 secondary/tertiary 939 30 duration 28 60 sec cool down

First Aid
Renew has been replaced with Save Yourself. Save Yourself gives you 20% max hp for the duration. When the effect ends the hp is removed.
level description duration cost
84 gain 20% max hp for duration hp goes away when effect ends 6 duration 40 stamina
114 gain 20% max hp for duration hp goes away when effect ends 12 duration 60 stamina
144 gain 20% max hp for duration hp goes away when effect ends 18 duration 80 stamina
175 gain 20% max hp for duration hp goes away when effect ends 24 duration 100 stamina

Suck It up has been combined with Renew so that it also clears snares.

Melee
Charge no longer boosts power. The speed boost also scales more appropriately with level.
level description duration cost cool down
60 speed by 8% 8 33 300
90 speed by 16% 16 50 300
120 speed by 24% 24 67 300
150 speed by 32 32 83 300
180 speed by 40 40 100 300

Precision
Perfect Timing no longer increases precision, now it boosts physical damage:
level description duration cost cool down
63 boosts physical damage by 3 % 6 sec 19 300
93 boost physical damage by 6% 6 sec 35 300
123 boosts physical damage by 9% 6 sec 52 300
153 boosts physical damage by 12% 6 sec 69 300
183 boosts physical damage by 15% 6 sec 85 300
102
Social
Flag of Truce has been replaced with Motivational Speaker. A stance that boosts healing to your entire team by 5%

Illumination
Meditation:
51 increases stamina and gamma regen by 3 boosts effects dmg 5%
69 increases stamina and gamma regen by 6 boosts effects dmg 5%
87 increases stamina and gamma regen by 9 boosts effects dmg 10%
105 increases stamina and gamma regen by 12 boosts effects dmg 10%
123 increases stamina and gamma regen by 15 boosts effects dmg 15%
141 increases stamina and gamma regen by 18 boosts effects dmg 20%
159 increases stamina and gamma regen by 21 boosts effects dmg 20%
177 increases stamina and gamma regen by 24 boosts effects dmg 25%
195 increases stamina and gamma regen by 27 boosts effects dmg 25%

Nano-Manipulation
Vital Osmosis now heals all players in a cone, even hostile ones. The amount it heals for has been rebalanced as has the cost.
level description Cast time Cost
45 heals team in a cone for 30 10 30
63 heals team in a cone for 50 10 40
81 heals team in a cone for 75 10 50
99 heals team in a cone for 100 10 60
135 heals team in a cone for 125 10 70
153 heals team in a cone for 150 10 80
171 heals team in a cone for 200 10 90
189 heals team in a cone for 250 10 100


Patho Transmission
Debilitating Weakness now reduces the % of physical damage done for up to 5 targets around the caster
level description Duration Cost
60 reduces 5% of physical damage in aoe up to 5 targets 20 33
78 reduces 10% of physical damage in aoe up to 5 targets 20 43
96 reduces 15% of physical damage in aoe up to 5 targets 20 53
114 reduces 20% of physical damage in aoe up to 5 targets 20 63
132 reduces 25% of physical damage in aoe up to 5 targets 20 73
150 reduces 30% of physical damage in aoe up to 5 targets 20 83
168 reduces 35% of physical damage in aoe up to 5 targets 20 93
186 reduces 40% of physical damage in aoe up to 5 targets 20 103

The speed debuff for Sapping Sickness has been increased.
level description duration cost delay
72 reduced speed around target by 35% - up to 8 people 15 sec 33 2 min cool down
90 reduced speed around target by 40% 15 sec 44 2 min cool down
108 reduced speed around target by 45% 15 sec 55 2 min cool down
126 reduced speed around target by 50% 15 sec 66 2 min cool down
144 reduced speed around target by 55% 15 sec 77 2 min cool down
162 reduced speed around target by 60% 15 sec 88 2 min cool down
180 reduced speed around target by 65% 15 sec 99 2 min cool down

The regen debuff for Wracking Pains has been increased
level description duration cost delay
48 reduces targets regen by 9 - health, stamina, gamma 15 22 5
66 reduces targets regen by 12 15 27 5
84 reduces targets regen by 15 15 35 5
102 reduces targets regen by 18 15 42 5
120 reduces targets regen by 21 15 50 5
138 reduces targets regen by 24 15 57 5
156 reduces targets regen by 27 15 65 5
174 reduces targets regen by 30 15 72 5
192 reduces targets regen by 33 15 80 5

Primal
The damage for Beast Might has been increased.
level description duration cost

72 50 crushing damage to next attack 28 health
90 60 crushing damage to next attack 37 health
108 70 crushing damage to next attack 46 health
126 80 crushing damage to next attack 55 health
144 90 crushing damage to next attack 64 health
162 100 crushing damage to next attack 73 health
180 110 crushing damage to next attack 82 health

The health buff for Primal Vigor has been increased
level description duration cost

48 increases health by 65 stance 50% gamma
66 increases health by 85 stance 50% gamma
84 increases health by 105 stance 50% gamma
102 increases health by 120 stance 50% gamma
120 increases health by 145, stance 50% gamma
138 increases health by 165 stance 50% gamma
156 increases health by 185, stance 50% gamma
174 increases health by 205 stance 50% gamma
192 increases health by 225 stance 50% gamma

Sonic
Catastrophic Dissonance aoe has had its damage increased.
level description duration cost
60 60 sonic damage aoe instant 43
78 75 sonic damage aoe 53
96 90 sonic damage aoe 63
114 105 sonic damage aoe 73
132 120 sonic damage aoe 83
150 135 sonic damage aoe 93
168 150 sonic damage aoe 103
186 160 sonic damage aoe 113

Rending Vibration has had its damage increased.
level Description duration cost delay
72 24 sonic damage in a cone 15 36 15
90 30 sonic damage in a cone 15 46 15
108 36 sonic damage in a cone 15 56 15
126 42 sonic damage in a cone 15 66 15
144 48 sonic damage in a cone 15 77 15
162 54 sonic damage in a cone 15 87 15
180 60 sonic damage in a cone 15 97 15


Suppression
The amount of gamma and stamina reduced by Denial has been increased.
level description duration cost delay
48 reduces target's gamma and stamina by 100 50 3
66 reduces target's gamma and stamina by 125 62 3
84 reduces target's gamma and stamina by 150 75 3
102 reduces target's gamma and stamina by 175 87 3
120 reduces target's gamma and stamina by 200 100 3
138 reduces target's gamma and stamina by 225 112 3
156 reduces target's gamma and stamina by 250 125 3
174 reduces target's gamma and stamina by 275 137 3
192 reduces target's gamma and stamina by 300 150 3

Sap Stamina has been replaced with Thwarted Intention. This ability reduces heals to a target.
level description duration cost delay
72 Reduces healing done to the target by 4% 15 25 60
90 reduces healing done to the target by 10% 15 45 60
108 reduces healing done to the target by 16% 15 65 60
126 reduces healing done to the target by 22% 15 85 60
144 reduces healing done to the target by 28% 15 105 60
162 reduces healing done to the target by 36% 15 125 60
180 reduces healing done to the target by 40% 15 150 60

Telekinesis
Always armed has had its damaged increased
level description duration cost delay
48 24 damage each time you hit 7
66 27 damage each time you hit 10
84 32 damage each time you hit 13
102 38 damage each time you hit 16
120 44 damage each time you hit 19
138 48 damage each time you hit 22
156 55 damage each time you hit 25
174 60 damage each time you hit 38
192 66 damage each time you hit 31

Bend Metal has had its armor buff reduced.
level description duration cost delay
72 Reduces target armor by 164 10 30
90 Reduces target armor by 340 10 37
108 Reduces target armor by 515 10 45
126 Reduces target armor by 696 10 52
144 Reduces target armor by 883 10 59
162 Reduces target armor by 1076 10 66
180 Reduces target armor by 1300 10 73

The cost of Propel has been slightly decreased
level description duration cost delay
60 64 crushing every time you hit equipped 20 10
78 87 crushing every time you hit 30 10
96 110 crushing every time you hit 40 10
114 133 crushing every time you hit 50 10
132 156 crushing every time you hit 60 10
150 179 crushing every time you hit 70 10
168 202 crushing every time you hit 80 10
186 225 crushing every time you hit 90 10


looking good cant wait to test BUT can u plz add more of a delay to lunatic!! 1.4 or 1.5 or plx

Edited by mrpaced, 15 November 2012 - 04:43 PM.

lifenet workr(Ganksters), thi zen(SnM), paced(SnM)

#5
AyameArmakuni

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Need tweaks.... ? XD
I can boost my Heal up to 1.500, speed up to 60% and damage reduce up to 60%.... ah and regen HP up to 60% LOL

You want it ..... ?

Sorry im pass here.

/OD


I fail to see that, you mean health up to 1500 ? speed boost 60% at top rank (since when does PE have non gore builds). IF its a 5 minute delay on charge its just a trump card (says 300 seconds). I don't see any HP based % heals in there, only mitigation or damage reducing abilities. The only %hp thing I see is the oh mommy card ability in first aid.

They have not disclosed the cooldown on the first aid ability yet it could be 5 minutes.

1.4 dly plz minimum on the gore sword, that thing is like swinging a car block on a chain right now.

Also please get to the pts when its up, because if something is that overpowered OD it has to be trumped.

Edited by AyameArmakuni, 15 November 2012 - 03:45 PM.

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#6
Zloj Gogi

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Lets see on PTS...there are much questions i have.
Like what is with Charge. Does it drops if you are shooting?


since when does PE have non gore builds


PE has ALWAYS build that is adjusted to the CS. (btw that sayng someone fighting with GORE)
Also PE was first who was against even "fixed" GOREs on PTS and who was sayng this mommy is just OP.
But if they dont fix it, its part of the game. And we will use it.

Edited by Zloj Gogi, 15 November 2012 - 04:08 PM.


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#7
mrpaced

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Lets see on PTS...there are much questions i have.
Like what is with Charge. Does it drops if you are shooting?




PE has ALWAYS build that is adjusted to the CS. (btw that sayng someone fighting with GORE)
Also PE was first who was against even "fixed" GOREs on PTS and who was sayng this mommy is just OP.
But if they dont fix it, its part of the game. And we will use it.


what you guys cant have fun in pvp and use non overpowered cr@p?
lifenet workr(Ganksters), thi zen(SnM), paced(SnM)

#8
Vincent Cross

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Does anyone know if we'll be getting multiple respec injectors when they update this combat system like they did when they updated the old system?
Vincent Cross, Icarus Cross, Alexi Knives

Kill a GORE scrub with Fuzzies. Fired 37 times. 24 hits, 13 misses. I must be aimbotting. Trav logic.

#9
mrpaced

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Does anyone know if we'll be getting multiple respec injectors when they update this combat system like they did when they updated the old system?


we better get multiple respec injs
lifenet workr(Ganksters), thi zen(SnM), paced(SnM)

#10
Tremondously

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Wanted to clarify a couple things. The formatting got screwy when that list was being compiled.

The duration for Charge is 8 seconds for all ranks, and the cooldown is 30 seconds.

The cooldown for Save Yourself is 2.5 minutes.

We welcome any and all feedback on these numbers based on your PTS testing. We want to give you additional options to have viable builds.

Edited by Tremondously, 15 November 2012 - 05:39 PM.

-The dev formerly known as Neverender-

#11
Dr Hurst

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Those changes sound interesting in general. Yet:

Dodge
Reworked the cost of Duck and Weave. Rather than cost stamina per point it now reserves a percentage of stamina while the stance is active.
level description duration cost cool down
57 reduces 10% of incoming damage stance 70 % stam
87 reduces 10% of incoming damage 65% stam
117 reduces 10% of incoming damage 60% stam
147 reduces 10% of incoming damage 55 % stam
177 reduces 10% of incoming damage 50 % stam


10% less of all damage seems nice, but i still doubt anyone would give up half of his/her stamina for that...

Effects:
Armor Use

Reduced the speed penalty for Dreadnaught. Ranks are as follows:
level description duration cost cool down
8 Primary 75 speed -10% Stance
13 Primary 116 speed -9% Stance
18 Primary 158 speed -9% Stance
23 Primary 200 speed -8% Stance
28 Primary 242 speed -8% Stance
33 Primary 283 speed -7% Stance
38 Primary 325 speed -7% Stance
43 Primary 366 speed -6% Stance
48 Primary 408 speed -6% Stance
53 Primary 450 speed -5% Stance


Those levels seem kinda low.

Primal
The damage for Beast Might has been increased.
level description duration cost

72 50 crushing damage to next attack 28 health
90 60 crushing damage to next attack 37 health
108 70 crushing damage to next attack 46 health
126 80 crushing damage to next attack 55 health
144 90 crushing damage to next attack 64 health
162 100 crushing damage to next attack 73 health
180 110 crushing damage to next attack 82 health


Since the damage done is reduced by armor, you'll still hurt yourself worse than your enemy most of the time.
If the stamina drain was dropped it might get used as a finishing move, but i doubt it.

Suppression
The amount of gamma and stamina reduced by Denial has been increased.
level description duration cost delay
48 reduces target's gamma and stamina by 100 50 3
66 reduces target's gamma and stamina by 125 62 3
84 reduces target's gamma and stamina by 150 75 3
102 reduces target's gamma and stamina by 175 87 3
120 reduces target's gamma and stamina by 200 100 3
138 reduces target's gamma and stamina by 225 112 3
156 reduces target's gamma and stamina by 250 125 3
174 reduces target's gamma and stamina by 275 137 3
192 reduces target's gamma and stamina by 300 150 3


I assume those are 3 minutes of cooldown. Still a bit too powerful for my taste, since it doubles as a heavy snare in mid-fight.
(and yes, you could use stim surges, but i can use poisons as well)

#12
MICFILLER

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Suppression overall will be too strong it seems as combined with a poison is up front 395 stam drain nevermind that the poison will snare you so it requires an additional amount of stam to clear.

Patho snare will be WAY too strong...snare nades are bad enough as is nevermind a skill thats stronger.

Stam reduction on duck and weave is too strong.

Vital osmosis nerf will make it so it is NEVER used due to not knowing the cone radius and the fact u might risk healing enemies will make it so its never used(the fact u might heal the enemy team is the main reason most dont use filtration nevermind an aoe heal).

The amount of dmg reduction you can stack is pretty silly 60%...way too strong. The higher one should overwrite the other and the single one should be stronger NOT the aoe one.

The healing boost on social should be higher as atm its the ONLY good skill. Also tweak diplomatic immunity as well so its viable, not the numbers but the skill usage.

lunatic should be 1.5 or 1.6, if the rifle is going to 2.0, lunatic should go further besides a .1.

Also there should be some turning to precise hit/bullseye so they can't do so much burst dmg and 2hit etc.

Edited by MICFILLER, 15 November 2012 - 07:39 PM.

Tiggs mad.

#13
A Kim

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It would be also intersting to see new armor stats.

#14
Phill House

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These are the first round of testing numbers for the PTS. These numbers will change and be updated here in the coming weeks. Please post feedback below.

New Skill/ Mutation/ Weapons Numbers:
Weapons:

Increased recharge to 13 for all levels of Lunatic.
Increased recharge to 9 for all levels of silly person
Increased recharge from 15 to 20 for all levels of Jackal


You increase bastards up to 0.2, jackal up to 0.5, and the lunatic which needs increase of delay most badly up to 0.1? Gotta be even more op.

#15
Illwlll

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Are you making changes to Heavy Weapons -skill line? I have seen complains most after gore addition that it is forgotten skill line. And new values in some mutations/skills makes it looks like more outdated but maybe someone else can comment better about this since I don't have experience in HW.
And are you making Willpower more useful? Those mutations over 180 are not really looking really interesting for example meditation gives just 3 points more to regen and if you move when regen tick comes it is just 1.5 more. Maybe you could add more Alpha Mutation to make Willpower more useful than it is now.
I hope to see enough players in PTS when these new skills are there that we can test these new skills and values out.
P.S. Those delay numbers of GORE seems still kind of weird. Melee one looks still too good next to rifle.

#16
Wariwulf

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What Inane said.

And about Lunatic please minimum 1.6. PLEASE !
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#17
Wariwulf

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New Skill/ Mutation/ Weapons Numbers:
Weapons:
Increased recharge to 13 for all levels of Lunatic.
Increased recharge to 9 for all levels of silly person


Increased recharge to 16 for all levels of Lunatic.
btw change the sound that make Bastards.


Effects:
Armor Use
Reduced the speed penalty for Dreadnaught. Ranks are as follows:
level description duration cost cool down
8 Primary 75 speed -10% Stance
13 Primary 116 speed -9% Stance
18 Primary 158 speed -9% Stance
23 Primary 200 speed -8% Stance
28 Primary 242 speed -8% Stance
33 Primary 283 speed -7% Stance
38 Primary 325 speed -7% Stance
43 Primary 366 speed -6% Stance
48 Primary 408 speed -6% Stance
53 Primary 450 speed -5% Stance

Effects are too low compare to how Bend Metal reduces.


Dodge
Reworked the cost of Duck and Weave. Rather than cost stamina per point it now reserves a percentage of stamina while the stance is active.
level description duration cost cool down
57 reduces 10% of incoming damage stance 70 % stam
87 reduces 10% of incoming damage 65% stam
117 reduces 10% of incoming damage 60% stam
147 reduces 10% of incoming damage 55 % stam
177 reduces 10% of incoming damage 50 % stam

Too much Stam needed.

First Aid
Renew has been replaced with Save Yourself. Save Yourself gives you 20% max hp for the duration. When the effect ends the hp is removed.
level description duration cost
84 gain 20% max hp for duration hp goes away when effect ends 6 duration 40 stamina
114 gain 20% max hp for duration hp goes away when effect ends 12 duration 60 stamina
144 gain 20% max hp for duration hp goes away when effect ends 18 duration 80 stamina
175 gain 20% max hp for duration hp goes away when effect ends 24 duration 100 stamina

Suck It up has been combined with Renew so that it also clears snares.
Ok so now what do we have to remove snares and negative effects ? Suck it up with a 2,5 min cd and Shake it Off ?


Charge no longer boosts power. The speed boost also scales more appropriately with level.
level description duration cost cool down
60 speed by 8% 8 33 300
90 speed by 16% 16 50 300
120 speed by 24% 24 67 300
150 speed by 32 32 83 300
180 speed by 40 40 100 300

Is it stoppable by shooting on the target ? Or there’s only “Provoke” to cut it ?
Because +40% of speed combined with Dash ? We’re gonna see untouchable teleport ghost.
(Tent city: 6% + injector: 5% + Charge: 40% + Dash: Idr maybe 30%)
You will force players to make point on Melee, no more pistols fights.


Social
Flag of Truce has been replaced with Motivational Speaker. A stance that boosts healing to your entire team by 5%

Is it stackable ?

The speed debuff for Sapping Sickness has been increased.
level description duration cost delay
72 reduced speed around target by 35% - up to 8 people 15 sec 33 2 min cool down
90 reduced speed around target by 40% 15 sec 44 2 min cool down
108 reduced speed around target by 45% 15 sec 55 2 min cool down
126 reduced speed around target by 50% 15 sec 66 2 min cool down
144 reduced speed around target by 55% 15 sec 77 2 min cool down
162 reduced speed around target by 60% 15 sec 88 2 min cool down
180 reduced speed around target by 65% 15 sec 99 2 min cool down

65% for 15sec, it’s too damn high but if you keep charge at +60% why not.

Patho looks pertty awsome like this lol.

Primal
The damage for Beast Might has been increased.
level description duration cost

72 50 crushing damage to next attack 28 health
90 60 crushing damage to next attack 37 health
108 70 crushing damage to next attack 46 health
126 80 crushing damage to next attack 55 health
144 90 crushing damage to next attack 64 health
162 100 crushing damage to next attack 73 health
180 110 crushing damage to next attack 82 health

It cost too much life compare to damage.

The health buff for Primal Vigor has been increased
level description duration cost

48 increases health by 65 stance 50% gamma
66 increases health by 85 stance 50% gamma
84 increases health by 105 stance 50% gamma
102 increases health by 120 stance 50% gamma
120 increases health by 145, stance 50% gamma
138 increases health by 165 stance 50% gamma
156 increases health by 185, stance 50% gamma
174 increases health by 205 stance 50% gamma
192 increases health by 225 stance 50% gamma

Sounds good, if you wanna play a none gamma user.

Catastrophic Dissonance aoe has had its damage increased.
level description duration cost
60 60 sonic damage aoe instant 43
78 75 sonic damage aoe 53
96 90 sonic damage aoe 63
114 105 sonic damage aoe 73
132 120 sonic damage aoe 83
150 135 sonic damage aoe 93
168 150 sonic damage aoe 103
186 160 sonic damage aoe 113

What’s the radius ? No limited targets ?


Suppression
The amount of gamma and stamina reduced by Denial has been increased.
level description duration cost delay
48 reduces target's gamma and stamina by 100 50 3
66 reduces target's gamma and stamina by 125 62 3
84 reduces target's gamma and stamina by 150 75 3
102 reduces target's gamma and stamina by 175 87 3
120 reduces target's gamma and stamina by 200 100 3
138 reduces target's gamma and stamina by 225 112 3
156 reduces target's gamma and stamina by 250 125 3
174 reduces target's gamma and stamina by 275 137 3
192 reduces target's gamma and stamina by 300 150 3

Seems too strong, reduces gam/stam by 300 outch.

Sap Stamina has been replaced with Thwarted Intention. This ability reduces heals to a target.
level description duration cost delay
72 Reduces healing done to the target by 4% 15 25 60
90 reduces healing done to the target by 10% 15 45 60
108 reduces healing done to the target by 16% 15 65 60
126 reduces healing done to the target by 22% 15 85 60
144 reduces healing done to the target by 28% 15 105 60
162 reduces healing done to the target by 36% 15 125 60
180 reduces healing done to the target by 40% 15 150 60

Looks like a good idea, maybe we will see more dedicated Healers with that kind of things.

Telekinesis
Always armed has had its damaged increased
level description duration cost delay
48 24 damage each time you hit 7
66 27 damage each time you hit 10
84 32 damage each time you hit 13
102 38 damage each time you hit 16
120 44 damage each time you hit 19
138 48 damage each time you hit 22
156 55 damage each time you hit 25
174 60 damage each time you hit 38
192 66 damage each time you hit 31

Still useless no ? Compare to Propel.

Edited by Wariwulf, 16 November 2012 - 02:16 AM.

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#18
Reservoir Sem

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Lunatic recharge should be increased to 1,5-1,6.
The main problems in using bastards were their sound and non standart delay, increasing to 0.9 and changing sound will give this OP to all non skilled players. Dominated build now at server is pistol - melee, cause not all can use bastards in proper way, and delay melle is OP.
Increasing recharge of Jackal is posibble only in one way, if u`ll give some alternative weapon for riflemen. Now riflemen is dead class. Without altrenative weapon for riflemen this changing is fail.

Changing in sabotege will make Dirty Tricks must to have chain of skills.

Charge - such high bonus for speed will create run and heal combats. + dash and smoke sphere...

Perfect Timing - can`t give simple opinion, must be tasted.

Social
i hope diplomatic immunity also will be changed.

Meditation
effects dmg increasing level is too high

Patho Transmission - OP. Too high snare and reducing damage level. I even don`t wanna imagine reducing regen... It`ll be OP skills.

Suppression - too strong


In general the maine problem is too high final level of skills and incremental step. And we still don`t know, how all this new skills will stack one with other - so we`ve got alot of things to test.
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#19
Melinda Verinian

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Bend Metal is still way too high.

Moist Green Paste.................+300
Dreadnaught 10 (Stance)...........+450 (189 Armor Use Required) 448 AP Investment
Calibration 9 (Aura)..............+629 (192 Enhancement Required) 471 AP Investment
--------------------------------------
Total Mitigation Bonus...........+1379


Bend Metal 7.....................-1300 (180 Telekinesis Required) 344 AP Investment

So a 344 AP Investment can overwhelm a 919 AP investment and a consumable?
Bit OP in my opinion. The resist penetration bonus for this exceeds Dirty Steel 6
and Dent armor 5 combined for way less of an investment. Thought mutations were
only supposed to augment and not replace.

Note: AP costs were determined by character planner. May be off by a point here and there.

Edited by Melinda Verinian, 16 November 2012 - 08:10 AM.


#20
mrpaced

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guys lets test first then say whats overpowered not look and say what we think will be over powered, and yes ive seen the %s and i agree but im just saying it may seem over powered till u test it
lifenet workr(Ganksters), thi zen(SnM), paced(SnM)

#21
SirSplatsalot

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I'll wager melee builds benefit the most.

Outside pts the max charge will look like teleporting on sync issues. And due to high speed charge, short range pistols especially will be less efficient. Target will be gone and have buffed HP before u can cuss.

Better keep the pts open for days, so many changes... I was hoping for tweaks not a huge revamp again.
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#22
Hyl6

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Bastards - fine with me, delay did not matter much anyways, and will make neverenders more usefull again.
Lunatic - ffs, this is completely stupid nerf. Completely agreeing on that delay on Lunatic should be not less than 1.6, perhaps even bigger delay. In my oppinnion delay of lunatic should be 0.1 or 0.2 secs less than Jackal's.
Jackal - gonna agree with Semy here, 2sec delay is too much. Either keep 1.5 delay and decrease t3 Jackals dmg to 190 electric (t2 180), or make delay same as normal volatile ZI LR Custom, 1.6 secs.

Most mutations and skills changes are horrible to be honest.
Dreadnaught is good, great job, going the right way.
Dodge too much stamina reservation.
First aid is going to be one hell of a strange skill, that is for sure. Looking forward to test. And to other players - Preservation also removes debuffs.
About charge, i think difference between low lvl skill and high should be much less, increasing by 8% with each lvl is too much. Make it 4% or 2% with each lvl and lesser stamina consumption at high lvl.
Precision i cannot say anything about, need testing.
Patho transmissions, too high speed decrease lvl.
Suppression is ALL TOO HIGH. - notice, caps on for dramatic effect,

Think that the rest looks kind of ok.

#23
AlexDelazorra

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Don't see any useful changes there.

All skills I use stay untouched, except for that the only really good PvP-thing I have (Kneecap) will be a lot easier to counter now.... that sucks.

Duck & Weave imho would only be useful if it was the old system (dmg taken on stam instead of health) but that I can choose to what minimum stamina it will work. Cause the problem is (or was) that you drained everything and were basically dead in the water after taking some hits, which lead to you surviving not longer, but shorter.... and yeah 50% sta? Sure, I'll get that skill immediately NOT.
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#24
Tremondously

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PTS should be opened up for you guys now. I'm hanging out in there for the time being.
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#25
antiyou24

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Please just increase the delay on the GORE sword...

#26
apOstaJI

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On the paper:

@Weapon
Increased delay to 1.5 for Lunatic. (reducing a bit of damage Would not bad)
Let finger away from GORE pistols delay, reduce a bit of damage.(We have enough Heavy Pistol in game)
Increased delay to 1.7 of Jackal (without new weapon riflemen is dead class)

@Dreadnaught
I don't care about PVE skills

@Dirty Tricks

This skillline is good enough. After this change, it is too powerful!

@Misdirection

I agree here

@Charge

We have enough lags and warps in FE, we do not need more speed.
More Speed = More Warps.

30% for lvl 5 skill is good enought.

@Illumination Meditation:

Just to powerful! Give'em Hell + Combat Endurance in one Aura?!
Remove damage boost pls! Its support Aura and not Damage dealers!

@Patho Transmission
To powerful line!
Rework this mutation line pls.

@Suppression
To powerful line!
Rework this mutation line pls.

--------------------------------------------

Now I go on PTS and test it all in practice.

I hope it's not so bad as i suppose....

Ah and sorry for bad english :)

/OD

Edited by apOstaJI, 16 November 2012 - 02:26 PM.


#27
KAOSNufan

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How to fix FE:

1. Make it full loot and permadeath.
2. Get rid of the cloners.
3. Make everything but starter towns into PvP zones.
4. Remove all nodes from in and near towns.
5. Make food and water a necessity.

#28
Reservoir Sem

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I can boost my Heal up to 1.500, speed up to 60% and damage reduce up to 60%....LOL

Proved on PTS
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#29
apOstaJI

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I hope it's not so bad as i suppose....

/OD


It is BAD!!!

/OD

Edited by apOstaJI, 16 November 2012 - 02:24 PM.


#30
mrpaced

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another thing i was wondering is if you guys can add a either a new ability or a new skill line that boosts 2ndary and tertiary armors. (i know about ablate and soak elements im just saying a 3rd way would be nice) or add in consumables that can boost is
lifenet workr(Ganksters), thi zen(SnM), paced(SnM)

#31
Vincent Cross

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Ok. After doing some testing this is my opinion:

Keep in my mind, this is just my opinion.

Lunatic:
Should be nerfed to have a 1.5 or 1.6 delay. I'm still not a fan of it doing more Secondary damage than Primary but I'll get to that later.

B@stard (I don't know why you've named it that since the forums change what I wrote anyway):
I like the change to the delay. I don't know if it's just the PTS but it still has the old firing sound which causes lag.

Jackel:
Again, another welcome change to the delay. Again, not a fan of it doing all Tertiary damage. I think it should do half ballistic damage and half tertiary damage.

Armor Use:
Eh, whatever. It's not a stance that I use but I like the changes. They seem fair and balanced.

Dirty Tricks:
I like the change that's been made. It makes Sabotage a useful skill now and worth training.

Dodge:
Way too much Stamina for too little damage mitigation.
I suggest 20-25% mitigation for 50% Stamina or 10% mitigation for 20-25% Stamina.

Escape Artist:
I honestly didn't test this as I don't use the Misdirection skill anyway but it seems fair and balanced.

First Aid:
I love the new changes. The Save Yourself buff is incredibly useful and I like how Suck It Up can now be used to clear snares.

Melee:
The speed changes are a nice change and seems more balanced than 30% speed increase for every level.

Illumination:
Meditation is now another useful skill that will have gamma/stamina heavy users seriously consider specing into it.

Nano-Manipulation:
The new changes to Vital Osmosis are broken. It's just another reason why people will NOT spec into Nano out of fear of healing the enemy team.

Patho-Transmision:
At first, I thought this skill line would be OP broken but it's actually pretty useful. I like it because it's another skill line that people might spec into because it's actually useful.

Primal:
Again, this mutation seems like it would be really useful but after testing it still costs way too much HP for the damage bonus. I suggest increasing it to deal twice the damage of the amount of HP drained. Example: Beast Might 7 drains 82 HP you should gain a 164 Crushing damage bonus as Crushing is a primary armor and most players have 50% primary resist.

Sonic:
This has actually become a very useful mutation line. The AoE DoT is a little too powerful but it can be cleared with the new Suck It Up. I suggest decreasing the damage by about 10-15 on each level. On a side note: Rending Vibration 7 is broken. It's supposed to do 60 damage it only does 20. Also, when you are hit by the DoT it does not appear in your buff bar. Not really a big issue you can see that you've been hit by the DoT but it just doesn't show up in the buff bar like every other DoT.

Suppresion:
Always a useful mutation to have but it's a little too powerful now. Thwarted Intention is actually pretty good. It's very balanced and useful. Denial is too powerful. 300 Stamina is way too much. I think it should only drain 200 Stamina at the highest level.

Telekinesis:
This has been my favorite mutation since I first started playing. I like all of the changes except to Bend Metal. Propel is actually worth the gamma to cast. Always Armed, never really useful in the past, is something that I might consider training just to have something to be annoying with. Bend Metal, personally, this was always a favorite and I don't feel as though the armor debuff should have been changed. I like the delay change. It seems more fair and balanced but, again, the armor debuff should not have been changed as it is an aimed skill.

Other changed that should be implimented:
Since, the new GORE weapons are more used in PVP than any other weapon type and the new attack mutations that are being revamped mostly hit with secondary and/or tertiary damage, there should be more consumables or new armors that increase secondary and tertiary resists. One suggestion that I can think of immediately: change the Commander Hulk Armor Plate to increase Secondary and/or Tertiary resists. It's a small trinket that I have seen many people have but never use as they mostly get 50% primary resists without it and favor stamina/gamma regen over additional armor.

Final Verdict:
All in all a very good first rough draft that has pleased many of my friends in the PVP community. There's still some work to be done but at least now we have a definite direction to start moving in.

Edited by Vincent Cross, 16 November 2012 - 04:54 PM.

Vincent Cross, Icarus Cross, Alexi Knives

Kill a GORE scrub with Fuzzies. Fired 37 times. 24 hits, 13 misses. I must be aimbotting. Trav logic.

#32
Hyl6

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Will repeat what i said after several tests.

Return rifle to 1.5 and decrease its dmg at t3 to 190 and t2 to 180 to test it out, will be more usefull. Or, let the dmg stay and make delay 1.6 as volatile rifle. Atm gore rifle does about same dmg as volatile ZI LR when character gets BM and OW debuffed. Think that 2seconds delay is too fatal, it is not a shotgun. Decreasing its dmg and restoring delay should be more balanced, though needs to be tested.

Sword can easily handle 1.5 or 1.6 secs delay, 1.3 is way too little.

Pistols as i said i did not care about, feels kind of the same :)

Then a little about several skills:
Dodge - not worth using.
First aid - seems like a cool change. Dont know how it will affect live server.
Melee - actually did not care that much about the differences. But still think they should be more centralized.
Sappness Sickness - all too OP. Needs to be nerfed a little.
Sonic - mutation has good huge dmg AOE. Needs to be fixed to same lvls as other AOEs.
Suppression - needs decrease to 200-150 of maximum value.
Telekinese - actually changes were ok good. Does not seem to lose alot in BM and other skills become more usefull.

#33
SauceBoss

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The rifle delay should be decreased it fires too slow already and the animation is not good. A blue bolt or something simple and not laggy with these servers.

Speed just got some what adjusted to an acceptable standard and these changes are pretty good at the early levels. Again, think of the lag here and just the fact that you dont slow down when you make awkward movements.

Looks like people glitching around the screen on bath salts.

Edited by SauceBoss, 16 November 2012 - 09:04 PM.


#34
Evangelique

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Are we all getting respecs?............ Balancing out everything is work but it is for the better but if this is another way to juice people for money ( Marketplace Injectors) then that would be very shameful.

- Roger Lou-

Edited by Evangelique, 17 November 2012 - 12:28 AM.

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#35
Andrew Leslie

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1.3 delay for Lunatic is nothing, 1.5 or 1.6 must be right.
.9 for B@stards is good, but what about huge single shot damage?
2.0 seconds delay for sniper rifle - its horrible. Imho, 1.5-1.6 delay, and only 1/3 Electrical damage, 2/3 - Ballistic.
And - where the close-range riflemens weapon? We still need shotgun, really!

About all skills/mutations. Why all steps is equally? May be last level of ability must grant greater bonus (especially for 181+ skills and mutations)? For reason of skills/mutations maxing. You can do many things, but do it moderately. Or you learn one or two skills at maximum - and gain large bonus for it.

Armor Use - imho, good changes, and this stance will be more useable in PVE. In PVP - still useless.

Dirty Tricks - Sabotage now really make this skill line is absolutely must have for all characters. May be slightly nerf debuff duration, like 10 seconds? And make 7-9-11-13-15%?

Dodge - much more useful, but 50% of Stamina is stand too high penalty. 40-35-30-25-20%.

Escape Artist - with Missdirection allmost all good, but, imho, need cooldown reduce: 60-55-50-45 seconds. And what about Dash - still 2 minute cooldown? May be let it add +25% to speed at both levels, but cooldown 90/60 seconds? And someone, tell me, which level of Shake It Off need to remove Improved Snare?

First Aid - Suck It Up remove the snares?! Hm-m, it's really cool and strongly change PVP. But what level will be remove Improved Snare? 162 or 192? If 192 - its horrible. About Save Yourself - what happens after buff falls and you get more damage then your 100% HPs? You die or set at 1 HP? Or at "you current HPs - 20%"?

Melee - ah-h, Charge, my love.. Now my crafter will need to respec - +8% is useless to travel through towns.. But +40% speed - it's op. 10-15-20-25-30% and. And 40 seconds duration for Charge 5? I don't mistake? 40 seconds duration and 30 seconds cooldown? Yes, it will be good for my melee toon, but duration is too long. 9-12-15-18-21, may be so..

Precision - can't say anything without self testing, but anyway looks much better then old version with no guaranteed critical for so much stamina. 30 seconds cd and 6 seconds duration.. We can use Precise Hit and Perfect Timing simultaneous? If so, it's good, if not - why simple not make the PT toggle ability?

Social - now healers forced to learn Social to 165 - and for only +5% to healing power? Phew.. Don't see any use for this stance.


Mutations.
One question about Preservation ability. Why don't you let it remove snares too?


Illumination - ah-h, yes! only one, but how strong aura! Now Meditation looks like must have mutation. If seriously, now this aura is too op. Really huge boost to stamina/gamma regen and give you damage bonus to damage effects. It's +25% to skillshots and DOTs, if i correctly understand? Precise Hit and Bull's Eye easily can do about 350-400 damage with non GORE weapon. Add 25% - 500 damage with regularry weapon? Why all this bonuses in one aura? Jedi must rule? : )

Imho, you forgot second, most useless ability, Endless Reserves stance. May be add damage bonus there? But not too powerful, about +3-4-5-6-7-8-9-10%. And remove -25% to HP. +10% to damage, and +stamina/gamma maximum.

And in Meditation - +4-6-8-10-12-14-16-18-20 to stamina/gamma regen only. And it will be 2 useful abilities, both stance and aura.


Nano-Manipulation - as all people says, now no one will be use this ability and Nano stand almost useless. I don't want heal my enemies in dog-fight combat. Yes, it's looks more logical what cone must heal all, but in close combat when both friends and enemies run close to each other, you can't use this ability. To raise useability better to decrease casting time to 1 second and make enable use when move. And keep previous healing power with same cd, and let this cone friend-or-foe ability.


Patho Transmission
Debilitating Weakness - -40% to damage at maximum level.. Hm-m. Great answer to GORE pistollers, what i can say. 50% base armor, -40% to damage, +~10% of armor penetrating of most characters.. -~80% to damage for 20 seconds, if i rightly calculated. If there no GORE pistols, this ability will be really op, but now.. Coordinated team of 3-4 toons can debuff opponents for every time (cooldown 1 minute?). Don't know, must be tested in combat conditions.

Sapping Sickness - really good debuff now. Cooldown 2 minute, but strong snare effect. Looks balanced, but depends on what level of Suck it Up need to remove this snares.

Wracking Pains - 15 seconds with lowered HP/stamina/gamma regen, and cd 5 seconds? Imho this ability finally gound some use.

I like almost all changes to Patho, but DW need to be nerfed.


Primal
The damage for Beast Might has been increased. But not enough increased. Most characters have 50% primary armor, and you will do not 110 crushing damage, but 55. And 82 to yourself.

The health buff for Primal Vigor has been increased. +225 HP. Hm-m. Can't say anything about this toggle, never use it - 50% of gamma is too much cost. But now it gives much more HPs to user. Don't know, who will be use this toggle for this cost - non gamma users? : )

And what about Rampage? -50% stamina for 5 seconds ofr Power/Precision increase? It's too costly to use this ability.


Sonic - can't say anything, looks like you add more damage to abilities, but never use this mutation and don't know, good or bad it was : )


Suppression
The amount of gamma and stamina reduced by Denial has been increased. -300 Gamma/Stamina with single cast?! It will be riflemens ultimate killer. Yes, 3 minute cd, but -300 stamina.. Ok, not many peoples will be raise Willpower, but -275 is really big value, too. 70-90-110-130-150-170-190-220-250. +30 for last level.

Sap Stamina has been replaced with Thwarted Intention. This ability reduces heals to a target. Actually, don't understand, for a what reason this awesome vampiric ability was removed. And this Thwarted Intention looks very unliked to me. Can't say anymore.


Telekinesis
Always armed has had its damaged increased. The cost of Propel has been slightly decreased. Don't know, never use this attack abilities. May be now it will be more useful.

Bend Metal has had its armor buff reduced. You slightly nerf armor debuff, but how about reuse time? Cooldown 3 seconds as early? And we still can spam this awesome ability to the left and right? Imho, BM cd must be at least 10 seconds. And let the debuff be strong, with -1500 armor at max level, but cast every 3 seconds debuff what remove 1000+ armor - its op.

Edited by andrewleslie, 17 November 2012 - 12:51 AM.


#36
AlexDelazorra

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How to fix FE:

1. Make it full loot and permadeath.
2. Get rid of the cloners.
3. Make everything but starter towns into PvP zones.
4. Remove all nodes from in and near towns.
5. Make food and water a necessity.


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#37
shortround45

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Flag of Truce has been replaced with Motivational Speaker. A stance that boosts healing to your entire team by 5%


This is an aura and the top tier, Motivational Speaker 5, increases healing by 25%. This needs to be taken out, imo.

#38
de357mag5

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This is an aura and the top tier, Motivational Speaker 5, increases healing by 25%. This needs to be taken out, imo.


yippie heals are even more powerful. just what started this whole thing.

just from reading this I hope they fixed the skill use and level equalizer debuff too, otherwise we're going to have lvl 55 mutation only builds running around s1 and 2 lolz killing the lowbies.

#39
Chrispy Cream

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Many people did not use the Sonic skill. I used it at it's highest rank and rending vibration at 50damage per second ends up being ALOT put it down to bout 30-35 and it would be a useful skill to use in PvP and out of PvP.
Also with the lunatic the fact that you have to get close and stay close to a target and many times you get no registers with your swing and lose a skill shot, i believe it shouldn't be 1.5-1.6 keep it the way it is.

Edited by Chrispy Cream, 17 November 2012 - 04:45 AM.


#40
antiyou24

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Many people did not use the Sonic skill. I used it at it's highest rank and rending vibration at 50damage per second ends up being ALOT put it down to bout 30-35 and it would be a useful skill to use in PvP and out of PvP.
Also with the lunatic the fact that you have to get close and stay close to a target and many times you get no registers with your swing and lose a skill shot, i believe it shouldn't be 1.5-1.6 keep it the way it is.


but that's coming from someone who only uses the gore sword.



the delay is too little, you forget what happens if you do register the hits, which most do anyway. as it hits so fast 2-3 slashes = dead