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FC.31.20180427.16 - Bug Fixes
Misc
- Addressed an issue with players being unable to get past the patcher if they updated to a recent windows update.
Nemesis
- Fixed a bug where a phase in the alert was causing a massive dodge debuff to be applied.
- Increased Nemesis Recognition rewards to 4 (from 3).
- Added a small pause in the initial waves of Nemesis in the hallway.
- Fixed a bug where multiple reward types could be granted.
- Fixed a bug where rewards would be granted on a failed run.
- Fixed a bug where the daily mission could not be turned in.
- Fixed a bug where the Action Figures cost old Nemesis tokens.
- Fixed a bug where the Shadow Oblivion perk was not displaying a count.
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Comments
All my characters in live have the Old missions which didn't got updated to include the new alert
Is that mission officially retired? should I discard it and take the new one?
I can wait until the Warlord alert to test if the mission can still be completed and be turned in for rewards but I don't want to end with the dissapointment of a broken mission (Reference to the original Cosmic Beatdown which after being replaced couldn't be awarded by the NPC)
My super cool CC build and how to use it.
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Mobs repeatedly spawn after the first death and then do not stop multiplying and have a giant aggro radius (entire room runs to the door when you stand in the door way). This makes that entire phase, incredibly obnoxious, a lot more so than it should be, since I've been on runs where this doesn't happen.
After some time of disengaging they completely vanish though and either do not return or only one single enemy from each corner of the room spawns.
I'm not entirely sure what is causing this, but I note this usually happens when the team die at various points during that first phase post corridor ambush.
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The spawns in general seem to be inconsistent in a few ways. Sometimes on the turret floor it seems like the spawn rate becomes really slow compared to other times, and during the nem fight sometimes spawns keep coming, sometimes spawns get really slow/sparse, and sometimes they stop entirely.
It almost feels like different minion types have different spawn behaviors? I haven't actually tested to see if these phenomena are consistent between minion types though. The only thing I can offer is that I know that electric minions were involved in the hyper-mode spawns on the turret floor several times. Initially it made me think that electric minions were extra dangerous, but now I think it might just be the hyper-mode spawning.
My super cool CC build and how to use it.
-Sterga
Also: Super-strong minions (throwing rocks) in large(r) numbers, seem to be causing frame drops but I don't know it's related to this mega-spawn phenomena.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
However: in both runs (and previous ones, IIRC) – I noticed that teammates kept retreating back into the hallway and tried to DPS from there. EDIT: Other players I spoke with believe that camping inside the hall / luring adds through the door is what keeps them from multiplying / eliminates the “extras”.
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My super cool CC build and how to use it.
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Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
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Block timing explained
What you need to be looking at is the core. It flashes when the repel happens. If you drop block before the attack happens of course you're gonna get hit by it >:T
My super cool CC build and how to use it.
It kind of seems like Dino's hold attack to me. If you block right when you see the bubble and hold until after the repel you should be alright. If you try to block at the last second before the wireframe bubble collapses, then you'll either be blown off the platform, or at least pulled a moment.
On live, I have been blocking constantly, prior to the 'tell', and still get thrown off the top. I am not sure if there is a power/aura combo that is to blame, or if certain minion powersets are more likely to corrupt your block, but in alerts where it happens, it usually happens a LOT, suggesting to me that there is an external reason for it, especially because I have already eliminated block-timing as an issue by being blocked in advance of the tell.
Seems to me that the nemeses system as a whole is a ton more complicated in programming than it would seem for us; so it's likely not an easy solution as it would appear to be.
-Sterga