Release Notes for FC.31.20150819.9:
This build is available on PTS now, 9/4/2015.
- Created new Action Figures for Supervillain Onslaught: Onslaught Medusa, Onslaught Gravitar, and Gentleman Grond. Added Action Figures to Villain Store for purchase.
- Reduced magnitude of UNTIL Defender weapons. Shifted placement of southest Onslaught target to be further from respawn point.
- Added custom Grond power icons.
Release Notes for FC.31.20150819.6:
This build is available on PTS now, 9/2/2015.
LIVE Fixes for Thursday
- Added new emote icons for both death reach emotes. Updated old emote with new icon for shaolin ready emote.
- Fixed issue with DeathReach01 emote not unlocking properly.
- Added "Really Big Deal" perk and title that you get for logging in during the 6th Anniversary Event.
Supervillain Onslaught Changes
- Onslaught Supervillains are now immune to control.
- Onslaught Supervillain damage improved by roughly 30%.
- Attacking an Onslaught Supervillain now only flags you for 3 minutes (down from 5).
- Once a player has been killed by an Onslaught Supervillain they cannot reward tokens for 60 seconds.
- Onslaught Supervillains are no longer healed by healing boosts.
- Onslaught Gear is now secondary gear. Existing Onslaught equipment on players may be broken.
- Onslaught Gear Passives should now work much better categorically. Should read much more clearly.
- Gravitic Ripple: Reduced the target caps on this power to reduce negative physics interactions.
- Gravitic Ripple: Damage increased by roughly 30%.
- Gravitic Ripple: Now has an energy cost. Gravitic Ripple: Now counts as a ranged power.
- Gravity Well: Reduced the target caps on this power to reduce the negative physics interactions.
- Nuclear Shockwave: Now properly has an energy cost.
- Nuclear Shockwave: Now counts as both melee and ranged damage
- Nuclear Shockwave: No longer has a cooldown.
- Nuclear Shockwave: Now requires being fully charged before it will activate.
- Nuclear Shockwave: Tooltips now correctly show both damage types.
- Lance Rain: Now correctly behaves as an AoE power.
- Lance Rain: Energy cost increased by roughly 50%. Lance Rain: Base damage decreased by roughly 50%.
- Endbringer's Grasp: Now has an energy cost.
- Endbringer's Grasp: Should no longer improperly persist and cause FX to play repeatedly.
- Added powers audio to Medusa and Gravitar
- Reduced pricing on Villain store power unlocks from 25K to 10K.
- Created new "Hermes Heavy Turret" critter. Replaced MCPD Protector power armor units with Hermes Heavy Turrets. Placed Hermes Heavy Turrets around all player respawn points. Placed extra turrets around Ren Center. Removed turrets from areas that weren't respawn points or Ren Center.
- Added 3 ranks of Guardian and Supervillain Perks with unlockable titles for Supervillain Onslaught; these are based on number of tokens guardian/villain tokens earned.
- Added "Uninvited Guest" perk for crashing the anniversary event as an Onslaught Villain.
- Fixed typo on ambient line for Onslaught contact.
- Added new supervillain audio lines. Added new mission lines.
- Added new weekly Onslaught mission that requires players to play a number of villain and hero missions to complete. Added new weekly reward pack.
- Adjusted placement of far west Onslaught target to be further from respawn point in Westside.
- Changed Kinetic Maelstrom and Earthblast FX to use Instanced geometry for performance reasons. Reduced debris duration on Kinetic Maelstrom.
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:
http://forum.arcgames.com/championsonline/categories/gameplay-bugs1.
These player & moderator maintained threads are checked weekly by developers:
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http://forum.arcgames.com/championsonline/discussion/1198089/known-power-bugs-
http://forum.arcgames.com/championsonline/discussion/1194284/champions-online-alerts-issues-
http://forum.arcgames.com/championsonline/discussion/1199083/costume-bug-list-
http://forum.arcgames.com/championsonline/discussion/1198119/compiled-list-of-bugs-issues-and-qol-concerns-version-2-0
Comments
Preliminary testing on Onslaught Gloves of the Sniper shows it's still not usefull.
Dps on my lightning builds dropped from 5k to 4.8k when switching from Vigil to the Onslaught item.
Of course there might be some specific uses like Power Armor, since the damage works on all the its attacks sperately, and maybe also attacks like Lead Tempest.
Possible changes:
- Make the damage bonus a percentage of the main attack, like on the Slicer item.
- Significantly buff the static damage bonus, but add an internal cooldown per target and lower the damage for AoE attacks.
Tried to log in and test, PC restarted within 10 minutes of logging in. Tried again, same result.
Tried other Arc/Cryptic games, no issues.
When my PC fully restarts, it's temperature was unchanged, and no external programs caused the restart. Is there something in the code that damages or doesn't work well with nVidia GeForce GTS 450? It's the only thing I can think of since I haven't heard anything about PC restarts from other players and the GFX cards I have aren't a normal standard for most PCs.
Having ways besides gambling and hoping the rampages will 1) not fail 2) award you a token to get good primary gear isn't a bad thing
I'd like to propose an additional mission for "play all three villains", though.
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Make it lower so that people don't get burned by the sheer numbers.
the cost on these needs to go down or in months from now the content will be less used than some of our Rampages.
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-Have the onslaught gear have the exact same stats as vigilante gear, and have set bonuses on the gear which at 2 pieces grants you +30% damage resistance (or maybe a +20 to super stats?) and at 3 pieces triggers the effect on the secondry offensive piece you have equipped (such as the DoT effect from the slicer gloves)
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Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
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The only positive aspect of Onslaught gear as secondaries is it will require people to still que for rampages. That is about it. Vigilante gear works great as a reason to farm Questionite, and should not be replaced as top tier secondaries, onslaught gear should just be gear to optimize particular builds. I rather not see it just out perform justice or vigilante outright. Then it will just be flat out better than vigilante I would hope this could be turned into really high resistance instead of immunity, as players with CC focused builds should be able to give at least some form of holds/roots/snares on Supervillains. Otherwise it
kindareally feels unfair to them.EDIT: Just to clarify, I don't think Onslaught gear as a secondary is necessarily bad. However, I am concerned about the fact it mitigates the need for vigilante - and THAT only bothers me because vigilante gear is a major sink for Questionite. I worry what will happen to the Q market once people ignore buying gear that is 150k Q ( x3 for a full set).
To be fair, the affect Onslaught has on Questionite rates may be minimized by the addition of the new tokens being sold at 10k Q. Either way, there needs to be more uses for Questionite. Reducing demand for vigilante gear further weakens the value of Q - it is just something to consider.
Another option is have a single mod slot so that you could add the stat of your choice, but probably cap it. Maybe even make it so that the rank of the mod doesn't matter, it just gives you a flat amount based on the stat on the mod. That might actually make the Vet's core of might useful. *gasp*!
Might be nice to have the option for mix 'n' match Vigilante / Onslaught gear. The gear we have is already OP for the entire game. Having gear that's blatantly more powerful is pointless.
[at]riviania Member since Aug 2009
after all, justice gear is better than legion stuff, due to being somewhat harder to get.
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Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
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I sadly wish that wasn't the case. But I know our fellow players and once they figure out they can string stun or sleep the Onlsaughts, they will abuse it. I'd like for the Onslaughts to have some reasonable chance of completing their missions.
Also when specced right CC powers still place debuffs on targets. I imagine we'll see lots of slows, telepathy dots, and other debuffs stacked on them.
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- Near the primary Onslaught Agent set up a "hazard zone". Similar to what we have for Mechanon content. Some police officers, a barricade. So that it feels like the authorities are responding to rampaging supervillains.
- Have a police officer NPC there who will offer an explanation of what's going on when clicked on. For example: "I'm glad you showed up! It's chaos out here. We have reports that some of the most dangerous villains on earth are terrorizing the city.. etc..."
_ Also we need a reason for the Onslaught targets to exist. Right now I have no idea why they are there. Are they special stations set up to help avert the crisis? Just what are they exactly - tell the players so it's clear.
It's not a huge change and would add a little bit more atmosphere to the event. Also, maybe coming up with some kind of motivation for heroes to suddenly assume the role of villains. That part still feels a little rough.
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
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you answered your first question yourself " I rather not see it just outperform justice or vigilante. outright." same everytime new gear comes out, the ones with it, don't want others to have something better or easier to get. The also stated reason was to be able to use it WITH Rampage gear.
and if people have given up on queuing for rampages because of the awful RNG?
The only consolation is, they can't put mods in, so npo DUC on a 10% damage gear.
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The damage buff made Medusa and Grond able to kill even quite tanky builds, but by comparison Gravitar is still quite weak against players. The high damage does have a downside, squishy builds are now easy pickings for Grond and Medusa once they have unlocked their attacks. I am not sure how to improve on this without complicated mechanics that will probably have their own problems.
With the CC immunity the supervillains are much more fun to use, but this also makes that very hard to fight with melee builds. All the supervillains have strong ranged attacks which they can spam while their default jump can easily keep them out of range of any melee players almost all the time. I would like to see NTTG limit their movement abilities to that of a normal player.
Stealth is still an odd mechanic. With the supervillains now immune to so much things it's odd this is kept as their single weakness. But it's also the only way for squishies to now have a chance at surviving for a bit.
About the gear.
If Onslaught Gear kept as secondaries I do think the questionite store needs an update. An semi-easy idea is to add TP devices of the TP's currently available in game.
Bug: Right clicking the "Serpent Armor" unlock unequips a justice or onslaught set bonus item.
Edit Bug: Ran some tests with Aiqa against Medusa. Villains are not repel-immune and I was able to shove Medusa around with the wind block, it also greatly hampers her melee abilities. This needs to be addressed as much worse things can come of this.
Really, why don't repel abilities grant repel resistance stacks in general? >.>
My super cool CC build and how to use it.
Which, incidentally, is another thing that might be popular as an option for Onslaught gear, and a bit different from anything currently available.
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Build-Your-Own Onslaught Secondaries
Replace the current Onslaught secondaries with just one gear piece for each Secondary slot, with bare-bones bonuses. Each of these pieces has 3 slots, and can only be slotted with Onslaught mods purchased from the Onslaught vendor. Onslaught mods are similar to regular mods, but with adjusted values and without the Core/Enhancement/Armoring limitation.
The gear is Bind On Pickup, but the mods can be traded. This would offer:
- grind-phobic players an alternative way to purchase some Onslaught goodies (they'd still have to participate in Onslaught for the base gear)
- an economic reason to continue participating in Onslaught after players gear up their character(s)
- stimulation of trade and interaction between players
- another Questionite sink when unslotting mods
With this system, if a player mods an Onslaught Secondary for the same bonuses as a piece of Vigilante Gear, the Vigilante piece typically ends up better numerically (see chart below). However, the flexibility of the Onslaught Secondary would still make it desirable for tailor-made bonuses. Vigilante Gear remains at the top for its respective bonuses, while Onslaught Gear offers a new level of customization.The following link presents a table to help clarify the concept:
Proposed Onslaught Gear Table
Thank You!, this also fixed the Mind Break, that had no sound, thank you thank you!
What About Shadow of Doubt, can we fix that next please?
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