Release Notes for FC.31.20150712.4:
This build is available on PTS now, 8/7/2015.
- Changed the Level up Pack to usable by only level 6+ players.
- Changed heirloom items in the pack to be account-bound instead of character-bound.
Release Notes for FC.31.20150712.3:
New C-Store Level 30 Power-Up Pack added to the PTS Store
- This item raises the player's current level to level 30 and grants the player a set of Heirloom gear.
Event Revisions
- Changed the 7 Custom Alerts to use a 7-week rotation (1 week/alert).
o Added a meta-mission called Alerts: Vigilance that can be completed by completing each of the 7 custom alerts. This grants 30,000 refined questionite.
- Removed Hourly Events & replaced them with special week-long events.
o Vehicle Mods Week – significantly reduced the drop rate of rank 1 vehicle mods and added the possibility for rank 2 / rank 3 vehicle mods to drop.
Bug Fixes
- Minimines: Now deals half of its damage as fire and half of its damage as crushing.
- Martial Arts: Fury of the Dragon: The periodic energy cost of this power has been reduced by 75%. You are Immune to controlling effects while channeling this.
- Telepathic Reverberation:
o This Enhancement should now correctly activate when you use a telepathic offense against a Confused target.
o Should now apply to Mental Leech, Mental Storm, and Shadow of Doubt.
o Now has an activation range of 100 ft. (increased from 50 ft.).
Please format any bugs you find in the following format:Bug
Where it happens
What happens
Please stay on topic in this PTS thread. We use bug reports from this thread to decide whether a PTS build is ready to go live, and so we need to make sure we're seeing everything in it. Please do discuss the changes, but if you find yourself writing about something that isn't specific to what's on PTS, then that should probably go here: LIVE Bug Reports
These player & moderator maintained threads are checked weekly by developers:
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- Alerts Issues
- Costume Bugs
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Comments
Did minimines get an actual boost to damage? Can't tell from the way it is phrased.
I'm not sure what I think about this, but it sounds like an interesting move if reasonably priced. I like seeing all of the bug fixes and event revisions however. My continued thanks to the devs for what the work that's been done.
Wow...That's new. O_O
Interesting...looks like we'll have to put together alert teams on PTS. Hopefully I'll be around to test these.
When I saw this. My reaction:
THANK YOU! I WILL TEST THIS!
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All that I got to say is these two will be interesting. nopeididntchangedtheentirecommentnope
So....once you remove gear you go back to your actual level? Must test...
If that is what it means, please change it back right now.
"This item raises the player's current level to level 30 and grants the player a set of Heirloom gear."
"Changed the 7 Custom Alerts to use a 7-week rotation (1 week/alert)."
okayphew. Thanks a lot. ;w; I will still hold about the curiosity on the Custom Alerts though. Since, well. Aren't they a week long already each? Or is it like changing the days? I WOULD LOVE TO CHECK BUT DARN IT STILL A SILVER.
I took it to mean a different alert weekly on a 7 week cycle. But some clarification would be nice. All of this looks great though. It looks like Cryptic is really serious about improving the game. Keep it coming guys - be the MMO turn around story of the year!!!!
Note: The only possible downside to this is if we end up with an all Ao'Qephoth alert week. She's not impossible to beat - if you know what you're doing. But with random alert teams it can be touch and go. But if that happens the complain level will be epic.
NVM most of my post. It appears I need a reading comprehension class. I see it's just the custom alerts not all alerts.. ooops.
No, no, no, no, no, no, no, NO!
Don't even think about it. It takes practically no time to hit level 40 in this game already. It is not justified. We've not had a level cap increase that we were suppose to get. We've not gotten any new zones since Vibora Bay. We've not had any new power SETS in a long time that we were going to. We've not had any new DUNGEONs in a since Vibora Bay.
To put it another way, there is absolutely no reason to level in this game, at all. All reasons to do so were shot in both feet when content was constantly made to scale with the level of the player as they did said content. There is no elder game content, no big bad that requires a bunch of heroes to take down. The rampages, were an attempt, but even those fall flat on their intentions.
Something like this is worthless when there is absolutely no reason to buy it. If we had a bunch of end game dungeons, a few raids, and elder game content zones or other such areas that were for those of high level, sure go for it. But guess what. You don't have this.
Cryptic has sat back on it's laurels and constantly said it's all about the journey and not the destination and now you introduce an item that's about the destination, a destination this game DOES NOT have. It's a terrible idea, and all it's going to do is bore people faster once they've hit the end and realized there is nothing there for them to do once they've done a few alerts.
You need something first before you put in an item that let's people skip roughly 70% of your game already. And since we don't have any of that stuff, it's just going to cause burnout and boredom that much faster.
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Make sure these are blocked from use in the Tutorial. I can see people going in there, and buying it then running it as a level 30.
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I'm pretty sure that's exactly how Heirloom and Questionite gear works on live. You don't see the stat perks until you actually earn the stats.
I thought about that too. I suspect we'll add a level requirement so people can only use it right after they finish the tutorial.
- This item raises the player's current level to level 30 and grants the player a set of Heirloom gear."
Using this item doesn't grant you a level up box that comes with every character. If you use this under level 6 you miss out on the rewards you would normally get every 5 levels.
EDIT:
Apparently going into the Powerhouse (or changing instances) grants you the Level Up Kit if you are missing one. Wouldn't it be better to be granted automatically?
On the other tentacle, the only reason I'd use this would be to grab the Heirloom gear and pass it to a lower toon - I actually enjoy leveling, at least once we're past freaking Westside (hey, there's a thought - can you make a less-expensive version that will only jump me to 15?).
- David Brin, "Those Eyes"
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Did minimines actually get buffed, or did it just get its damage type altered?
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Block timing explained
Works @ 100ft? Yes.
Works with Confuses? Yes.
Works on targets which can actually be confused (Henchmen to Master Villain).
Works with Mind Break, Mental Leech, Shadow of Doubt & Mental Storm? Sort of.
Mental Leech - Yes.
Mental Leech will properly produce Telepathic Reverberation when used on Henchmen to Master Villain Targets who fill the HELD, CONFUSED, SLEPT or DISORIENTED conditions for TP Reverb.
Shadow of Doubt - Yes.
Shadow of Doubt will properly produce Telepathic Reverberation when used on Henchmen to Master Villain Targets who fill the HELD, CONFUSED, SLEPT or DISORIENTED conditions for TP Reverb.
Mental Storm - Here's the problem.
Mental Storm when applied does not trigger Telepathic Reverberation, technically it counts as a hold and damage power so it should but for the purposes of Telepathic Reverberation I assume it isn't yet working that way. An example of a power which works as BOTH Crowd Control and Damage and works with Telepathic Reverb is Ego Storm.
Mental Storm when coupled with Mental Leech and Shadow of Doubt on Henchmen to Master Villain Rank targets appears to work to produce Telepathic Reverberation.
BUG #1: Mental Storm does NOT initially proc Telepathic Reverberation when it holds targets. This is a bug, as Telepathic Reverberation should generate energy when a target is placed under controlling effects from Telepathy.
How to reproduce: Apply Mental Storm to any rank target. You will not see any initial TP Reverberation returns once applied for the first time. This should not happen.
Solution - Allow Mental Storm to be classed as a hold power for the purposes of Telepathic Reverberation, so it grants energy when you initially apply the paralyze.
--
BUG #2: Telepathic Reverberation is not granting energy consistently versus Super Villain Rank foes in The Powerhouse. I have to physically...well mentally FORCE Super Villain Rank foes to Sleep emote before I receive any energy returns from the power.
How to reproduce: Take Telepathic Reverberation, attempt using a crowd control power on Super Villain, Legendary or Cosmic Foes and watch for energy returns. Since Crowd Control (even with Manipulator) cannot affect Legendary and Cosmic Rank foes, they do not count as held for the purposes of Telepathic Reverberation.
Normally, players don't apply crowd control to super villain rank foes and achieve Sleep effects, like so:
Solution: To rectify this needs to happen:
Addition of an additional clause for Telepathic Reverberation:
Telepathic Crowd Control Attempts in the form of Sleep, Confuse & Paralyze need to proc Telepathic Reverberation on ALL target ranks based on attempts to hold them rather than HELD = Yes conditions, since this currently puts telepaths at a disadvantage since we cannot crowd control Legendaries and Cosmics.
Incapacitates already naturally work with Manipulator to further breach Super villain resistance to Crowd control and works with Telepathic Reverb.
Since normal players won't bother trying to achieve Sleep effects/emotes on Super villains...they will not see any energy return when soloing unless they break their own holds in order to fulfil the Disoriented condition for Telepathic Reverb. Not all telepathy builds run with Ego Sleep, so this still counts.
One more thing. Please edit Telepathic Reverberations description; It scales with Presence and is affected by Recovery. Not scale with EGO.
Overall, I am delighted that I am one step closer to using my LIVE build the way I intended on my main. Thank you!
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What HAVE you guys done to Confuse powers? Whatever it is...make it stay.
EDIT: Whilst it is still awesome, it's difficult to replicate, ever since I just patched...did I do something unintended?
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Heirloom gear exists. It's always remarkable nobody knows this and you didn't need to pay real money for it.
When it's considered that the end game of Champions is making new characters, introducing a you are now X level item is superfluous and just ends up boring people that much faster.
And I know how you have jonsills, because you hear and read everything, apparently, especially since you knew I was a forumite since 2008. But this item doesn't present any change to the issue. It's an item for an elder game thing that doesn't exist in Champions.
The reason games like WoW introduce it is because they want players to play their raids and new dungeons and the new content they just released at their new level cap. We don't have that. We don't have raids, we don't have dungeons, and we don't have any end game content to be doing for gear or items in any quantity.
All the new stuff was set to scale to the level of the player or upscale the player to the level of the content.
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^ Above you can see there are two targets which have been controlled, yet I am receiving THREE lines of Telepathic Reverberation?
Unless I am drawing mental energy from a yet unidentified being's mind...I assume this is an invisible being which provides Telepathic Reverb at 100ft?
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Are you guys planning on introducing some content that requires level 30 to complete? Some clarification on what this item is intended to address?
I have to agree here.
I think the most "difficult" levelling is probably from 38-40 since you are so close. Unless this item is going for something like...10-15k Zen, I think it is a real shame to allow players to skip, essentially...30 levels.
I'm assuming it could be to try and level out issues with Alerts and teams not having members who all pull their weight or something.
I'd love to be able to gift my other characters XP through running through certain missions.
It could even be an item in the C-Store.
[XP Storage] - Once activated, all the XP your character gains from running Adventure Packs, Comic Series, Missions, Alerts, Rampages & Lairs will be stored in this device. Once this device has collected [Insert Value] amount of XP it will shut off and no longer be able to store XP. You will be able to remove this device from your character and GIFT it to another character on your Roster, allowing them to level up for the full amount of this stored XP. Note: Your character must be at least level 35 in order to store XP on this device and characters who wish to benefit from this XP must have the following:
- Desert or Canada Crisis Completed.
- An Active Nemesis.
- Level 25.
^ With something like that, I think that would sell.
Alternatively, you could have the device come in Level bands: XP Storage Level 6-15, XP Storage Level 15-24, XP Storage Level 24-33 & XP Storage Level 33-38.
You could also have [Special XP Storage], costs a bit more works the same way but allows you to GIFT XP to OTHER players.
Just a thought.
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Mini mines damage has just been split between Fire and Crushing instead of additional fire damage added.
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I'm okay with this. Nemesis Heirloom Equipment though... could the system it started out life with be next in line for some updates?
Sweet stuff. Can we get Vehicle Mods Week to give a few higher leveled mods based on the character's level? Like say, we're Lv40 and we get Rank 4 and very rarely Rank 5 stuff instead of it capping at Rank 3?
Minimines: I feel that it still needs a buff in overall damage, but cool that it does Half Crushing/Half Fire now.
Fury of the Dragon: Immune to Crowd Control while channeling? That's a very interesting mechanic you're adding to CO, will have to see how or if it works. I feel like this belongs on Mind Link as well, but that's just me. Cool.
Telepathic Reverb: Alright, "New Telepathy" finally works with it, and at a greater distance? Love it.
Overall, it looks good.
And I will always be @DZPlayer122.
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ok the level up box.
1. the heirloom gear is BOUND. Not listed as Bound to acct. So unless that gets changed, it's buy it for each character. That needs to be clarified before you start selling them and people complain they aren't heirloom items, since you can't pass them on. Last thing you need is our forums ghouls and their complaints of bait and switch to get given ammunition.
2. as with championshewolf. These skip level items are usually done in games with a heck of a lot of levels which take a long time to do AND a lot of end game. What was the comment on the NW ones "It's so you can get to the REAL game" without wasting time.
Our endgame is a few lairs with stuff all rewards, which a lot of people can solo. Not me.
Rampages to get Gear if you're feeling very lucky.
The only people here likely to want it, are ones with a new concept to try, which requires high level and they can't be bothered spamming alerts for it or who , as Jonsills pointed out, are just sick to death of doing the same missions over and over.
and that's it.
Ravenforce,
good idea with the storage item. One amendment. Item shows clearly when mouseover, what is in it.eg. Level 5-10 filled, 11-16 empty.
So people can't pass on an empty during a trade.
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What's the incentive at 30? I get LOTRO's Instant 50 because the XP curve spikes around 45, and you can get stuck grinding skirmishes after running out of XP in Angmar and the Misty Mountains before you can unlock Moria. I get WoW's Instant 90 because, to put it politely, the game stops being interesting when you finish Icecrown Citadel, and was supposed to get interesting again in Old Draenor. (Whether it actually did or not is an exercise left to the player.) LOTRO and WoW have something else in common: Level caps of 100 or more. Can you honestly say that 30 through 40 is the most interesting part of the quick leveling journey in CO, especially when skipping 6 through 29 cuts out massive chunks of three zones?
They're not there in the beginning, but when your story ends / Gonna last with you longer than your friends
+ x primary stat,
+ x secondary stat
+ x secondary stat
as you get the stats, it changes to
+20 EGO etc.
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I made a thread with a poll so we can discuss the problems of the auto level 30 item outside of the pts thread.
The heirloom gear from this boost is bound to the character. So unless that changes it seems kind of a waste. Personally I'd like to see all heirloom gear become bind on account (Including the heirloom items from the Q store).
I imagine this works to 30 to avoid any problems that might occur from the free character slot earned at level 40.
35 is "just" that level of end game stuff, yet with enough progression that it'll be good enough to tempt people to buy it. of course this is me talking out loud so, just an idea. I could be shot down.
In other curiosities though, mostly about the Heirloom gear. If we cannot transfer this Heirloom gear at all, can I just say... could it be possible to "boost" its stats a bit? Obviously not like to Heroic modded levels, but just a "bit" more to make it a little alluring. And since I see there's no Bonus XP Effect or anything of the sorts... it feels a bit deserved to balance it out. Character locked Heirloom with no Bonus Effect? A little bit stronger stats could do good. '+' ( Since i am not in the PTS and I get second hand info, if I am corrected I will correct this as well. I just wish to give my thoughts on these things. )
This item, is great, and is something I always asked for, its almost like a blessing to me, I can understand and respect, that this item will be pricey-ish an have a level block until maybe like level 10, then so be it. If this item is not for you, don't cry about it and yell at it like its the spawn of Satan, grow up, stop overreacting and just play the damm game.
If you don;t like it, don't buy it, if you really hate it?
Just leave the game, simple be.
lol!, the point of this poll is?
this just makes me laugh, that people go this far, to make a wee-little poll, to try prove something they don't understand.
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Block timing explained
Firstly, lets just cut the straw man arguments off here. My issue is not with having items that buff leveling. I use the XP gear and buffs extensively, and as I said in my post I'd be quite amenable to seeing more of them introduced. I simply don't see the value of an insta 30 item, because its far too easy to grind those levels in casual play.
Let me put this in perspective for you, my fastest leveling time has been on my Automaton, Scrapheap. I created him on Friday morning of the week he came out, took my wife to our anniversary retreat for two days, returned home that Sunday morning, and had him at 40 by Noon on Tuesday. I'd estimate conservatively that he took about 20 hours of continuous play, mostly in alerts, and almost entirely running with other Automatons., a class that is somewhat upsetting to deal with in Alerts. Mine tanked a great deal
So when I say I don't see a need for this specific item, its because after leveling 18 or so characters, I honestly don't see a need. What purpose is it supposed to serve on a game when 90% of the content either scales to level 30, or is outleveled by that point?
This feels sort of like fast forwarding to the award scene in Star Wars because you don't feel like watching the actual movie. It's particularly confusing because our endgame content basically consists of "Go Back and Do it Again."
On a separate note, if we're addressing alert rewards, could you guys please, Please take a look at rampage token drops? Adding a single daily with a guaranteed token reward would ease so much frustration from myself and other players. At this point I don't even attempt justice gear because of the drop rates. I know people who have done 2-300 alerts and still not seen their first one.
As far as the new leveling gear goes. Please don't call it heirloom gear.. as that's the type of gear you can pass down to your other characters. Just take the word "Heirloom" out completely to avoid confusion and backlash from players. Naming it Power-Up Gear should work just fine.
Yeah, Heirloom gear should not be BoE. BoA yes, but not BoE. Here's the WoW definitition for reference:
http://wowwiki.wikia.com/wiki/Heirloom
Which I know, we're not playing that game here, but if we're going to use their nomenclature, we should at least be consistent in our application.
I guess some points in there are worth the vote up, however that don't excuse the crying kiddos in the topic
The only person that seems to be acting like a drama queen in this thread atm is you cry. Perhaps you could lay off with the insults and hyperbole in a PTS thread. It's not called for and is totally counterproductive.
You seem to make a habit of this.
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What I'd also like to see is the travel powers spread out a little more. Maybe allow the second travel power at 20-25, allow rank 2 travel powers at 15 and rank 3 at 30. There's no reason we should need to wait for 35 and 40 for these.
The item might also make sense if they plan to build some new content that is level-gated at 30+.
I'm pretty neutral on the leveling item. The power fixes are slightly encouraging though.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
Although appreciated, I think you guys are somewhat missing the mark w/ these buffs to FotD. I think it would have been more worthwhile to look at the damage scaling of this Ultimate. Unleashed Rage scales more than 10x better per Enraged! stack than FotD does w/ Focus stacks. I mean, is it really intended for FotD to only gain about 4-5% base dmg per Focus stack? Cause that seems pretty low..
Also:
While ur looking at this power, I think you guys should consider giving it a notable base damage buff- especially since it has been crit-disabled.
Loving these bug fixes, btw. Hope ya can keep the ball rolling!
- Be safe and have fun, champs - for science!
When did they started selling stones?
I think you're in a wrong game forum....
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Part of what players disliked about Vehicle Mod Hour was how it cluttered their inventory. If Vehicle Mod Week now drops Rank 1-3 mods (of the 14 different vehicle mods), that seems like a lot more inventory clutter.
If a player has the means to acquire a vehicle (a relatively expensive item), he/she likely intends to slot it with mods of Rank 6 or above (for the third enhancement boost on each mod). I think that limiting Vehicle Mod Week to dropping Rank 3 mods or above would be a reasonable change, as Rank 3 vehicle mods in bulk can be somewhat valuable when fused to higher ranks (125 minimum to fuse a Rank 6). Anything below that would likely be considered an inventory-clogging nuisance.
Fury of the Dragon:
I'm glad that Fury of the Dragon is getting some attention. But as flowcyto mentioned, the Focus-scaling aspect is currently broken. The Focus stack does not give any additional damage compared to other forms, which is contrary to the description.