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FC.31.20150819.2/.3/.4 - Supervillain Onslaught

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  • darqaura2darqaura2 Posts: 932 Arc User
    gradii wrote: »
    darqaura2 wrote: »
    cryneting wrote: »
    Humm ok, so I had a play with the new dudes, and what I can say is: God I want the all powers as powers we can unlock. ourselfs.

    I wouldn't be surprised if player-versions of them are eventually coming. It's just such an obvious thing . . .

    They are in fact, coming.
    Release Notes for FC.31.20150819.3:
    This build is available on PTS now, 8/24/2015.

    - Added the following player powers: Gravitic Ripple, Nuclear Shockwave, Lance Rain
    These new powers will be purchasable with villain tokens in the Onslaught store, but are not yet ready for testing. They will be available for testing, along with Endbringer's Grasp, later this week.

    Ahhh I skimmed the latest notes too fast! Thanks!!!
  • jonsillsjonsills Posts: 6,318 Arc User
    You know, it wasn't until I read through someone's complaint about INT being rendered "worthless" in another thread that I even realized it contributed to CD. The tooltip mentions its reduction of costs, which I don't think has been nerfed, and that and stealth-sight are the two biggest reasons I take INT as a SS (when I do). It's hardly "worthless" when you go through the Desert missions, which I like, and can spot the hidden VIPER Infiltrators before they can spot you...​​
    "Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"

    - David Brin, "Those Eyes"
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  • voyagersixvoyagersix Posts: 232 Arc User
    I agree that there are a lot of currently useful devices. I find it helpful to use different builds to hold them all. For example:
    • Build 1 has out-of-combat devices (teleports, party bombs, et cetera)
    • Build 2 has in-combat devices (healing device, assorted damage devices, et cetera)
    • Build 3 has transformation devices (vehicles, becomes, et cetera)

    Good call.
    Aiqa suggested that the primary gear could be replaced by secondary gear, which I think is a possible alternative to my device suggestion.

    I am really on board with the idea of Onslaught gear being the upgrade to Vigilante secondaries instead of Justice primaries. A new tier of secondary gear with mod slots to play with and set bonuses to reward you for having two or all three. Now that would be different, fresh, and welcome. ​​
  • voyagersixvoyagersix Posts: 232 Arc User
    ladygadfly wrote: »
    - Added the following player powers: Gravitic Ripple, Nuclear Shockwave, Lance Rain

    Ahh! It's like Christmas. Please don't be behind a soul-crushing grind...​​
  • mrhinkypunkmrhinkypunk Posts: 1,569 Arc User
    edited August 2015
    gradii wrote: »
    It's not "OP" to be able to put a player character to sleep for a few seconds or until they take damage.

    I just would like to point out that ego sleep lasts a fair bit longer than a few seconds, especially using manipulator...

    A basic stun can easily last around 3 seconds without putting anything really into increasing it, when you get over 10 seconds for a stun it ends up being a little more than "OP" when you reach 14-15 seconds and you just watch the player try to get out of it while their AO's are on CD it's kinda painful. Don't try to claim that CC isn't extremely strong in PVP without truly knowing a great deal about it. <_<

    The villains should be given a fair amount of knock resist and hold resist to counter against being stun locks and / or juggled 3 times in a row by force geyser which would be very un-boss like.
  • darqaura2darqaura2 Posts: 932 Arc User
    gradii wrote: »
    It's not "OP" to be able to put a player character to sleep for a few seconds or until they take damage.

    I just would like to point out that ego sleep lasts a fair bit longer than a few seconds, especially using manipulator...

    A basic stun can easily last around 3 seconds without putting anything really into increasing it, when you get over 10 seconds for a stun it ends up being a little more than "OP" when you reach 14-15 seconds and you just watch the player try to get out of it while their AO's are on CD it's kinda painful. Don't try to claim that CC isn't extremely strong in PVP without truly knowing a great deal about it. <_<

    The villains should be given a fair amount of knock resist and hold resist to counter against being stun locks and / or juggled 3 times in a row by force geyser which would be very un-boss like.

    Then it should be changed to act differently in pvp when not using manipulator. Though some might argue that was the point of manipulator.

    I think it should be left as is or buffed in

    Agreed on the changes needed for the Onslaught villains.

  • dicesnakedicesnake Posts: 51 Arc User
    edited August 2015
    ""Or BUFFED"". Did i just hear CC should be buffed?
    Honestly you havent seen what it does have you...you havent REALLY looked into the strength of holds AT ALL.
  • theravenforcetheravenforce Posts: 7,140 Arc User
    edited August 2015
    EDIT #3: This is technically off topic so I'm moving it to another thread where it can be discussed.
  • stellariodragonstellariodragon Posts: 588 Arc User
    edited August 2015
    People have become very comfortable with the status quo.

    I think part of it also is that people who like new an interesting things have moved on to other games already, so most of the vocal long-time players/forumites want the status quo, even if it won't help the game in the long-run.

  • dicesnakedicesnake Posts: 51 Arc User
    edited August 2015
    Ego Sleep <-- This power is a unique form of Crowd Control, found nowhere else in CO aside from New Shadows Villains and even that isn't a proper version of Sleep. Initially was the highest order CC ability, which allowed it to do a variety of things such as bypass blocking mechanic. Since this was not stated outright, players have the tendency to incorrectly label this as a bug.

    //Worded in a way which shows youre biased. You have no defense for this. You cannot say everyone else is incorrect, just because you WANT it to be that way. There is nothing stated that it is BETTER than other holds, just as you say it isnt stated that it shouldn't. You presume it should be better than any other hold because you desire it to and are a user of this power. Let go of your own needs and think about the game. The game has always enforced you cannot ignore block unless you physically disable it with Crippling Challenge.

    Charged Paralyzes <-- There is nothing wrong with these powers versus players. So no adjustments are needed here.

    //Again you underestimate how brokenly absurd Hold Strength can get. And to add, Ego Sleep doesnt need a charge to apply a full effect to a person because of its multiple ways of being broken and out of balance. This includes being able to be used on a perma-stealth exploit build without losing stealth, again, breaking game rules.

    Roots <-- These need to really lock a player in place. Currently rooted targets can still lunge and reverse lunge, whilst this could be considered a counter, it undermines the effectiveness of roots. Roots should be 50% stronger in Melee DPS role than any other role including Support Role. As generally speaking melee role players could do with the boost. I'd also suggest allowing Melee Role's snare power to be upped as well.

    All players need to do when they face being hit by NPC crowd control is take a block enhancer and block the hold and then wait till you have blocked one to three hits from NPCs (depends on your Ego or STR statting as well as if the CC is intangible or not).

    //On this we mostly Agree, Roots are easily BYPASSED. I would say Tank Role should have the strongest, Melee Role DPS'ers having stronger roots would make targets far too easily NUKED down with Unleashed Rage and etc from a simple tap (similar to the current CC strength problems were discussing right now). Cant tank anything if its running around like a jumping bean.

    Replies in green.
    Post edited by dicesnake on
  • soulforgersoulforger Posts: 1,649 Arc User
    dicesnake wrote: »
    Ego Sleep <-- This power is a unique form of Crowd Control, found nowhere else in CO aside from New Shadows Villains and even that isn't a proper version of Sleep. Initially was the highest order CC ability, which allowed it to do a variety of things such as bypass blocking mechanic. Since this was not stated outright, players have the tendency to incorrectly label this as a bug.

    //Worded in a way which shows youre biased. You have no defense for this. You cannot say everyone else is incorrect, just because you WANT it to be that way. There is nothing stated that it is BETTER than other holds, just as you say it isnt stated that it shouldn't. You presume it should be better than any other hold because you desire it to and are a user of this power. Let go of your own needs and think about the game. The game has always enforced you cannot ignore block unless you physically disable it with Crippling Challenge.

    Charged Paralyzes <-- There is nothing wrong with these powers versus players. So no adjustments are needed here.

    //Again you underestimate how brokenly absurd Hold Strength can get. And to add, Ego Sleep doesnt need a charge to apply a full effect to a person because of its multiple ways of being broken and out of balance. This includes being able to be used on a perma-stealth exploit build without losing stealth, again, breaking game rules.

    Roots <-- These need to really lock a player in place. Currently rooted targets can still lunge and reverse lunge, whilst this could be considered a counter, it undermines the effectiveness of roots. Roots should be 50% stronger in Melee DPS role than any other role including Support Role. As generally speaking melee role players could do with the boost. I'd also suggest allowing Melee Role's snare power to be upped as well.

    All players need to do when they face being hit by NPC crowd control is take a block enhancer and block the hold and then wait till you have blocked one to three hits from NPCs (depends on your Ego or STR statting as well as if the CC is intangible or not).

    //On this we mostly Agree, Roots are easily BYPASSED. I would say Tank Role should have the strongest, and Melee Role take a close second. Cant tank anything if its running around like a jumping bean.

    Replies in green.

    Wrong thread snake.
  • theravenforcetheravenforce Posts: 7,140 Arc User
    dicesnake wrote: »
    Replies in green.

    Post it on the correct thread then I'll be able to answer.
  • ladygadflyladygadfly Posts: 279 Cryptic Developer
    edited August 2015
    Updated the original post with the following notes:

    Release Notes for FC.31.20150819.4:
    This build is available on PTS now, 8/25/2015.

    Supervillain Onslaught
    - Added "Endbringer's Grasp" power unlock to the PTS store.
    - Reduced magnitude of powers on UNTIL Defender units at Onslaught Target sites.
    - Added villain player power unlocks to villain store.

    September Subscriber Bonus
    - Added new September Gold Subscriber emote rewards, "DeathReach01" and "DeathReach02", to PTS & Gold Subscriber stores.
  • theravenforcetheravenforce Posts: 7,140 Arc User
    ladygadfly wrote: »
    Updated the original post with the following notes.

    Release Notes for FC.31.20150819.4:
    This build is available on PTS now, 8/25/2015.

    Supervillain Onslaught
    - Added "Endbringer's Grasp" power unlock to the PTS store.
    - Reduced magnitude of powers on UNTIL Defender units at Onslaught Target sites.
    - Added villain player power unlocks to villain store.

    September Subscriber Bonus
    - Added new September Gold Subscriber emote rewards, "DeathReach01" and "DeathReach02", to PTS & Gold Subscriber stores.

    YES! DEATHREACH!
  • darqaura2darqaura2 Posts: 932 Arc User
    ladygadfly wrote: »
    Updated the original post with the following notes:

    Release Notes for FC.31.20150819.4:
    This build is available on PTS now, 8/25/2015.

    Supervillain Onslaught
    - Added "Endbringer's Grasp" power unlock to the PTS store.
    - Reduced magnitude of powers on UNTIL Defender units at Onslaught Target sites.
    - Added villain player power unlocks to villain store.

    September Subscriber Bonus
    - Added new September Gold Subscriber emote rewards, "DeathReach01" and "DeathReach02", to PTS & Gold Subscriber stores.

    NIFTY!
  • theravenforcetheravenforce Posts: 7,140 Arc User
    edited August 2015
    Feedback:

    Right off the bat...25k VILLAIN Tokens to unlock these powers?

    So if defeating one player = 5 VILLAIN tokens...

    5k player kills to unlock one power.

    EDIT: Deathreach01 emote is purchasable but does not work.
  • soulforgersoulforger Posts: 1,649 Arc User
    edited August 2015
    25,000 villain tokens is WAY to much for the new powers.
    Should be 5,000 at most.
  • dicesnakedicesnake Posts: 51 Arc User
    edited August 2015
    25,000 is sadistic, what the hell. SHAME on the person who set this figure. Are you trying to tank the game?
  • sistersiliconsistersilicon Posts: 1,687 Arc User
    dicesnake wrote: »
    ""Or BUFFED"". Did i just hear CC should be buffed?
    Honestly you havent seen what it does have you...you havent REALLY looked into the strength of holds AT ALL.

    Yes, you saw. You did not, however, read for comprehension. Try again.
    Choose your enemies carefully, because they will define you / Make them interesting, because in some ways they will mind you
    They're not there in the beginning, but when your story ends / Gonna last with you longer than your friends
  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    Feedback:

    Right off the bat...25k VILLAIN Tokens to unlock these powers?

    So if defeating one player = 5 VILLAIN tokens...

    5k player kills to unlock one power.

    EDIT: Deathreach01 emote is purchasable but does not work.

    I've gotta say 25000 is a bit steep. Even if you could rack up 250 tokens per day, you're still talking about grinding it out for over 3 months for one power.​​
    biffsig.jpg
  • theravenforcetheravenforce Posts: 7,140 Arc User
    edited August 2015
  • soulforgersoulforger Posts: 1,649 Arc User
    edited August 2015
    AS for the new powers, Gravitic Ripple looks awesome, and works awesome, but hits for to little, maybe up its damage a little bit. Lance Rain is good, works right and all, hits hards, so its fine. Nuclear Shockwave should be renamed to wet paper attack because it hits for way to low in the damage department with no other effect besides damage.

    Endbringer's Graps is awesome! But, it could use a small damage buff imo.

    You know what, never mind about uping gravitic ripple's damage, as it costs no energy.
  • canadascottcanadascott Posts: 1,257 Arc User
    edited August 2015
    DeathReach01 wasn't working for me. I purchased the emote and it did not appear in my emote list. DeathReach02 did and looks great.
    /CanadaBanner4.jpg
  • ladygadflyladygadfly Posts: 279 Cryptic Developer
    soulforger wrote: »
    25,000 villain tokens is WAY to much for the new powers.
    Should be 5,000 at most.

    Thanks for bringing this up. We are currently reviewing the pricing of everything in the Villain store as well as the rate and method of acquisition of Villain Tokens. None of these prices should be considered final yet.
  • darqaura2darqaura2 Posts: 932 Arc User
    Feedback:

    Right off the bat...25k VILLAIN Tokens to unlock these powers?

    So if defeating one player = 5 VILLAIN tokens...

    5k player kills to unlock one power.

    EDIT: Deathreach01 emote is purchasable but does not work.

    I've gotta say 25000 is a bit steep. Even if you could rack up 250 tokens per day, you're still talking about grinding it out for over 3 months for one power.​​

    . . .

    Those better be some impressive powers.

    EDIT: Thanks Ladygadfly!!!
  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    Excellent news, thanks!​​
    biffsig.jpg
  • theravenforcetheravenforce Posts: 7,140 Arc User
    I am obsessed with the mind control part of it. I need a telepathy version. Please *does puppy eyes*
  • splosionssplosions Posts: 37 Cryptic Developer
    I am obsessed with the mind control part of it. I need a telepathy version. Please *does puppy eyes*

    Mind Control? In Telepathy? Who ever heard of such nonsense!
    >:)
  • theravenforcetheravenforce Posts: 7,140 Arc User
    edited August 2015
    Endbringer's Grasp

    Visually looks like the Resistance Crystal Colossi's entrance FX when you are in Mega D's. So basically it looks AMAZING.:

    Endbringer2_zpsssto6oh3.jpg


    Splosions, ALL the love goes to you for this one's look!

    Mechanics - Mind Control - I can't even right now. But seriously, Corrupted Debuff lasts for 21 seconds and is fixed. It is not affected by Manipulator, Crowd Control specs or anything, this is fine. Mind Control works on Henchmen to Villain Rank foes. This does not exceed Villain Rank (Enforcer, Master Villain & Super Villain & Players are safe from its effects)

    Suggestions: Put a heavy swirling reverse repel and heavy snare on targets within the AoE of this power to maximise those who are turned over to...your side. Once turned into friendlies they loose all negative effects.

    Corrupt Enforcers, Master Villains, Super Villains & players should be temporarily stunned or be debuffed against paranormal damage instead of being mind controlled.

  • theravenforcetheravenforce Posts: 7,140 Arc User
    splosions wrote: »
    I am obsessed with the mind control part of it. I need a telepathy version. Please *does puppy eyes*

    Mind Control? In Telepathy? Who ever heard of such nonsense!
    >:)

    :joy:

    How dare you! Telepathy requires ALL the Mind Control! :smiley:
  • soulforgersoulforger Posts: 1,649 Arc User
    Got to say, EBG looks awesome when color hue is set to green, kinda gives it a demonic feeling to it.
  • carrionbaggagecarrionbaggage Posts: 729 Community Moderator
    edited August 2015
    Endbringer's Grasp

    Looks interesting.

    When the control effect is triggered, it turns the enemy into a Friendly, which stops all player damage against it (including the damage from Endbringer's Grasp). I imagine this would upset teammates, as it significantly delays the enemies' demise until after the control effect ends. This could especially cause issues in quests and alerts where those enemy kills are needed to fulfill mission objectives. Theoretically (I haven't tested it yet), multiple players chaining the control effect could make an enemy immortal against player attacks.

    Is it possible to flag controlled enemies such that they can still be hit by allies?​​
    Post edited by carrionbaggage on
  • splosionssplosions Posts: 37 Cryptic Developer
    Endbringer's Grasp

    Visually looks like the Resistance Crystal Colossi's entrance FX when you are in Mega D's. So basically it looks AMAZING.:

    Thanks, Ravenforce!
    Yeah, it's definitely retrofitted from those-- our next big release is villain-themed, so we wanted to give our Darkness players a chance to unleash Qlippothic forces hitherto only available to some of our bigger baddies.

    We make no warranty, of course, that it will be wise to meddle with such powers.
  • aiqaaiqa Posts: 2,620 Arc User
    Endbringer's Grasp does not work on Master Villains and up, and while I agree the full duration might be a bit much on them, not doing anything at all (apart from the DoT and fear) seems a bit weak.
  • canadascottcanadascott Posts: 1,257 Arc User
    splosions wrote: »
    Endbringer's Grasp

    Visually looks like the Resistance Crystal Colossi's entrance FX when you are in Mega D's. So basically it looks AMAZING.:

    Thanks, Ravenforce!
    Yeah, it's definitely retrofitted from those-- our next big release is villain-themed, so we wanted to give our Darkness players a chance to unleash Qlippothic forces hitherto only available to some of our bigger baddies.

    We make no warranty, of course, that it will be wise to meddle with such powers.

    With apologies to Shazam and the wisdom of Solomon (and to a certain member of Excalibur), wisdom and superheroes aren't usually a close fit. :)

    /CanadaBanner4.jpg
  • theravenforcetheravenforce Posts: 7,140 Arc User
    Theoretically (I haven't tested it yet), multiple players chaining the control effect could make an enemy immortal against player attacks.

    Is it possible to flag controlled enemies such that they can still be hit by allies?​​

    Hrmm, my guess is that, that would defeat the object of mind controlling a foe. Since the CC effect is limited to Henchmen and Villain rank foes and doesn't last for long (21 seconds), you could just kill them after.

    As per usual Confuse Resistance does nothing, so really it needs to be scrapped.

    Enemies do move and it appear that not staying in the centre doesn't lead to corruption so unless enemies were slowed significantly I can't see the chaining working too well.
  • theravenforcetheravenforce Posts: 7,140 Arc User
    edited August 2015
    aiqa wrote: »
    Endbringer's Grasp does not work on Master Villains and up, and while I agree the full duration might be a bit much on them, not doing anything at all (apart from the DoT and fear) seems a bit weak.

    I would agree here but then again...people will probably pair this with Ebon Rift or some kind of root/reverse repel, then apply Endbringer's to convert the weak minded and use them along with their own DPS to tear down those that survived and weren't mind controlled.
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  • theravenforcetheravenforce Posts: 7,140 Arc User
    splosions wrote: »
    Endbringer's Grasp

    Visually looks like the Resistance Crystal Colossi's entrance FX when you are in Mega D's. So basically it looks AMAZING.:

    Thanks, Ravenforce!
    Yeah, it's definitely retrofitted from those-- our next big release is villain-themed, so we wanted to give our Darkness players a chance to unleash Qlippothic forces hitherto only available to some of our bigger baddies.

    We make no warranty, of course, that it will be wise to meddle with such powers.

    You are most welcome!

    Thundrax is right, whoever accused superheroes of being wise? :wink:
  • riveroceanriverocean Posts: 1,690 Arc User
    Wow all of this looks so awesome. Four new powers.. a villain themed update.. new emotes...

    *Faints*​​
    Questions About AT Play? Visit Silverwolfx11's Updated AT Guides!
  • soulforgersoulforger Posts: 1,649 Arc User
    Lance Rain, might be TO GOOD. For it is basically a better version of TK Lance.
  • sigmaseven0sigmaseven0 Posts: 714 Arc User
    edited August 2015
    On gear/rewards:

    Problems:
    1. Power creep
    2. New gear invalidating time invested in old gear

    Established strengths of CO:

    1. Customization
    2. RP
    3. Alting

    Suggested solution: power replacers and/or elemental variants of physical damage powers as rewards
    Strengths of this solution:

    1. Avoids problems 1 and 2. powers are different and not stronger.
    2. Dovetails with COs strengths 1-3
    3. Power replacer tech is already in game
    4. Provides new options for builds to vets that have already explored all options through alts. (gives vets incentive to return)
    5. Players always like new powers/build options so its a safe investment for resources. Augmenting existing powers is not as hard as making new ones.
    6. (number of physical damage powers)x(number of damage types)=large amount of rewards that you could spread throughout the game.
    7. Giving psychical damage types access to elemental damage and 2ndary effects will allow them to use energy unlocks other than MSA, addressing the the issue of the primacy of MSA/Intelligence.
    8. This could have an interesting affect on ATs
    9. Elemental melee was popular in COX
    10. Each elemental power variant requires new alts, new alts reinforce player retention.

    Examples:
    The old psi pistol power replacer
    Fire or Ice melee tanks
    Fire dmg + munitions= incendiary rounds
    Ice dmg+ munitions= cryo rounds
    Archery + elemental dmg = trick arrows
    dimensional dmg+single blade= cursed blade
    Electric dmg + heavy weapons= Thor

    Post edited by sigmaseven0 on

    PVP is starving without rewards

    1. Please give us Daily PVP missions that reward Questionite.
    2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
  • soulforgersoulforger Posts: 1,649 Arc User
    BUG: Endbringer's Grasp does not break stealth.
  • theravenforcetheravenforce Posts: 7,140 Arc User
    soulforger wrote: »
    BUG: Endbringer's Grasp does not break stealth.

    I think this is because it's made like Strafing Run in the sense that the entity you spawn deals damage, so it isn't direct damage for the purposes of stealth like say TK Assault is.
  • dicesnakedicesnake Posts: 51 Arc User
    edited August 2015
    soulforger wrote: »
    BUG: Endbringer's Grasp does not break stealth.

    Im getting rather tired of this... Once again Perma-Stealth exploitation rears its ugly head. Something needs to be done NOW. Too many other things are getting in the way because the stealth system isnt being fixed up.

    Stealth > Ego Sleep > Ego Surge > Strafing Run > Endbringers grasp > Ego Sleep again > [anything you want, or repeat], but the target or player, is likely already dead, and youre still in Permanent Stealth getting Out-of Combat Regen the entire time too if you werent full HP already. And that out-of-combat energy refresh too.

    This problem is just piling up into a huge stink bomb.
    It stinks and its gotta go.
    Post edited by dicesnake on
  • sistersiliconsistersilicon Posts: 1,687 Arc User
    dicesnake wrote: »
    soulforger wrote: »
    BUG: Endbringer's Grasp does not break stealth.

    Im getting rather tired of this... Once again Perma-Stealth exploitation rears its ugly head. Something needs to be done NOW. Too many other things are getting in the way because the stealth system isnt being fixed up.

    Stealth > Ego Sleep > Strafing Run > Endbringers grasp > Ego Sleep again > [anything you want, or repeat], but the target or player, is likely already dead, and youre still in Permanent Stealth getting Out-of Combat Regen the entire time too if you werent full HP already. And that out-of-combat energy refresh too.

    This problem is just piling up into a huge stink bomb.
    It stinks and its gotta go.

    Public Test Server. Decaf.
    Choose your enemies carefully, because they will define you / Make them interesting, because in some ways they will mind you
    They're not there in the beginning, but when your story ends / Gonna last with you longer than your friends
  • xcaligaxxcaligax Posts: 1,096 Arc User
    So hey, this suggestion has absolutely nothing to do with the content of this patch lol, but this thread is getting the most attention, so why not right?

    Can we give Haymaker the roomsweeper animation, but with the right hand? Pretty please?

    :tired_face:
  • dr490nbr347hidr490nbr347hi Posts: 260 Arc User
    DeathReach01 isn't showing up here either.
    _____________

    @dr490nbr347hi / Playing since January 25, '11
    Display normal Internet behavior. Come and make fun (yes, make fun) of my PRIMUS page.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited August 2015
    There's a bug where endbringer animations appear in areas when you enter them. Currently happening in the pts powerhouse test dummy room.

    It appears to happen whenever you use the power, then leave the area and return.​​
This discussion has been closed.