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FC.31.20150919.5/.6 - Bug Fixes

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  • aiqaaiqa Posts: 2,620 Arc User
    edited October 2015
    Changing the mods to all CON lowered dps, and made the already tricky energy management even more tricky. PTS is apparently went down for maintenance during my test so I don't have screenshots at the moment (I'll make some later), but dps is down to about 2.3k. And that is with using widely known powers/specs that are incredibly broken with CON. So no thanks, that build is survivable enough and I am not doing a PvP build where I only need a few moments of close to 100% crit chance to defeat 1 opponent.

    And I highlighted defense since that is the only relevant stat where performance is not obvious at first glance for most people. I should have probably have mentioned this a build using invulnerability, so the resistance from the passive did increase a bit. I can't look at the exact numbers for that at the moment.
  • theravenforcetheravenforce Posts: 7,152 Arc User
    aiqa said:

    Suggestion:
    Stop characters lower than level 11 from ever participating in Onslaught, make the villains immune to their attacks and stop them from getting the Battling Supervillains status.
    There are unfortunately and unsurprisingly players in CO that think it's funny to harass new players, that don't always know the tricks to avoid them.

    ^ This.

    Myself and a few others mentioned way back that it might be wise to bar this content from anyone below level 30. (which would have been a reason to continue selling "Power Up to 30" packs in C-Store but hey.)

    I always feel bad when I have a level 6-29 hitting me or if they get caught in my AoE attack.
  • seeker1235seeker1235 Posts: 64 Arc User

    aiqa said:

    Suggestion:
    Stop characters lower than level 11 from ever participating in Onslaught, make the villains immune to their attacks and stop them from getting the Battling Supervillains status.
    There are unfortunately and unsurprisingly players in CO that think it's funny to harass new players, that don't always know the tricks to avoid them.

    ^ This.

    Myself and a few others mentioned way back that it might be wise to bar this content from anyone below level 30. (which would have been a reason to continue selling "Power Up to 30" packs in C-Store but hey.)

    I always feel bad when I have a level 6-29 hitting me or if they get caught in my AoE attack.
    Level 30 is way too high a bar if they want this content to be appealing to new players (and trying to sell new players on "hey, you have to spend real world money to get to any of the new shiny stuff" is a bad idea, too, IMO).

    Level 10, or maybe even 15 might be appropriate. But 30 would be way too high.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    Rather than blocking lower level players from participation, make it worth their time. That's the big problem with Onslaught anyway -- it tends to be not worth your time to participate as a hero. Some suggestions:
    • Grant XP awards for gaining Guardian points.
    • Rework Guardian points for some sort of time-based participation bonus. For example: If your Fighting Supervillains debuff has a remaining duration of 150s or more, gain 1 Guardian Point/6s. To fix self-heal exploits, have healing grant a debuff with duration equal to the target's debuff, rather than duration 3m.
  • spinnytopspinnytop Posts: 16,467 Arc User

    aiqa said:


    My conclusion is the increase in stat is noticeable but not a huge problem, and not even remotely close to a balance issue by CO standards.

    Why are you looking at defense for this? The defense is 1% worse sure but you didn't stack any CON with your STR-CON settup, you put in STR as if it were vigi where you get 33 more than you'd usually get with vigilente. I don't really get why you'd be looking at defense in this case? Think that now one can add these to their secondary super stats instead to make CON even more stupid with STR primary then look at the defense difference... <_<

    As I said, this makes the problem of single statting things a lot worse especially where you don't even have to get a primary super stat to get the highest boost to it anymore as you can get the highest boost from your secondary gear to any stat you want now. It doesn't add more choice, it makes borked spec's even worse and makes the fact stats were never meant to go this high even more stupid too.</p>
    I know that if this stuff goes live, my tank is going to see a huge spike in effectiveness, due to the fact that she is currently Con PSS with Vigilante gear. With this fancy new gear, she can go STR PSS meaning that she will be a whole heck of a lot tougher.


    Yes that's right, by switching from Constitution as my primary super stat to Strength, my character will get tougher. Makes a lot of sense don't it? Also her damage will go up by a good amount, despite her being a ranged character.


    Is this a direct example of how this gear having mod slots in it will break balance further? I dunno, I'm just a tomato :3
  • roughbearmattachroughbearmattach Posts: 4,785 Arc User
    spinnytop said:




    Is this a direct example of how this gear having mod slots in it will break balance further? I dunno, I'm just a tomato :3



    Tee hee hee
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  • nbkxsnbkxs Posts: 776 Arc User
    edited October 2015
    I didn't test since it was limited to r5, but it was a HUGE increase when I was using r7 mods. I might get around to trying it.

    EDIT: Did some testing, seems that the justice set bonus is gone from them as well now, they've come much more down in line with vigi now. Gonna clock the dps, and compare.

    EDIT 2: DPS went back down quite a considerable amount, from +1500~1600ish or so over vigi, back down to +~200ish over vigi. While it's not mega drastic now, it's still desirable enough to grind out, I suppose.​​
    Post edited by nbkxs on
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  • ladygadflyladygadfly Posts: 279 Cryptic Developer
    Updated the Original Post with the following:

    Release Notes for FC.31.20150919.6
    This build is available on PTS now, 10/1/2015

    - Fixed an issue that caused Onslaught Tights of Freedom to have an extra mod slot.
    - Fixed a display issue in the text description of Onslaught gear with mod slots.

    Also updated the .5 notes to include the removed set bonus.
  • jonsillsjonsills Posts: 6,334 Arc User
    edited October 2015
    So, if you're min/maxing, you can exploit certain not-terribly-well-known combinations to min/max more effectively.

    Not being a munchkin, I am not impressed. The gear is fine. The problem here, assuming there's a problem at all, doesn't seem to be with the gear or the mods, but with some of the players.
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    jonsills said:

    So, if you're min/maxing, you can exploit certain not-terribly-well-known combinations to min/max more effectively.

    It does not take min/max exploiting to realize that +14 defense, +553 hp, and +55 stat points is better than +9.7 defense, +338 hp, and +44 stat points, or to realize that +51 cd reduction, +202 cost reduction, and +55 stat points is better than +46 cd reduction, +93 cost reduction, and +44 stat points.
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  • chaelkchaelk Posts: 7,746 Arc User
    so what happens when you only have like 200's in your SS's?
    because you haven't stuck everything into your SS's.​​
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  • aiqaaiqa Posts: 2,620 Arc User
    edited October 2015
    Bug:
    Recovering after killed by a turret as an OV without fighting heroes, makes you lose stars.
  • draogndraogn Posts: 1,269 Arc User
    There are players now fighting over the turret near Kodiak with out fear, anytime the turret attacks them they simply need to hide behind the truck. The turrets are no longer filling the role they were intended to fill.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    draogn said:

    There are players now fighting over the turret near Kodiak with out fear, anytime the turret attacks them they simply need to hide behind the truck. The turrets are no longer filling the role they were intended to fill.

    The turrets also have pretty major aggro problems; I've walked up and started dancing on top of a turret, waiting for it to attack me, and finally had to attack it because it was ignoring me. In any case, I'm not sure what role the turrets were intended to fill in the first place.
  • championshewolfchampionshewolf Posts: 4,376 Arc User
    So, if you're min/maxing, you can exploit certain not-terribly-well-known combinations to min/max more effectively.
    It does not take min/max exploiting to realize that +14 defense, +553 hp, and +55 stat points is better than +9.7 defense, +338 hp, and +44 stat points, or to realize that +51 cd reduction, +202 cost reduction, and +55 stat points is better than +46 cd reduction, +93 cost reduction, and +44 stat points.

    It's obvious people in this thread have yet to watch the latest Extra Creditz on this issue. This is power creep, plain and simple. And it's bad for the game.​​
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  • draogndraogn Posts: 1,269 Arc User

    draogn said:

    There are players now fighting over the turret near Kodiak with out fear, anytime the turret attacks them they simply need to hide behind the truck. The turrets are no longer filling the role they were intended to fill.

    The turrets also have pretty major aggro problems; I've walked up and started dancing on top of a turret, waiting for it to attack me, and finally had to attack it because it was ignoring me. In any case, I'm not sure what role the turrets were intended to fill in the first place.
    It was my understanding that they were there to keep OVs away from the spawn points, but as it stands right now they are pretty useless. With OVs being immune to repels this latest nerf seems unnecessary. If OVs were being kited into them, that's on the player for chasing and not paying attention.
  • riveroceanriverocean Posts: 1,690 Arc User
    draogn said:

    There are players now fighting over the turret near Kodiak with out fear, anytime the turret attacks them they simply need to hide behind the truck. The turrets are no longer filling the role they were intended to fill.

    I knew nerfing the turrets wasn't a good plan. They were working just fine before. Just like the MCPD Protectors worked just fine. OV's can't be pulled into them anymore so why nerf the darned things. They worked fine for their intended purpose, to keep spawn points clear.
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User

    I knew nerfing the turrets wasn't a good plan. They were working just fine before. Just like the MCPD Protectors worked just fine. OV's can't be pulled into them anymore so why nerf the darned things. They worked fine for their intended purpose, to keep spawn points clear.

    You do realize that the turrets on Live haven't been nerfed (nor are OVs immune to repels).
  • roughbearmattachroughbearmattach Posts: 4,785 Arc User
    The turrets on Live are buggy.

    They often just do nothing, with Medusa bouncing up and down right on top.
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  • draogndraogn Posts: 1,269 Arc User

    I knew nerfing the turrets wasn't a good plan. They were working just fine before. Just like the MCPD Protectors worked just fine. OV's can't be pulled into them anymore so why nerf the darned things. They worked fine for their intended purpose, to keep spawn points clear.

    You do realize that the turrets on Live haven't been nerfed (nor are OVs immune to repels).

    They're in the patch notes and are currently not dealing the same amount of damage as they were prior to the last patch. (The nerf not the repel immunity)

    http://www.arcgames.com/en/forums/championsonline/#/discussion/1203302/10-1-2015-release-notes
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    draogn said:

    They're in the patch notes and are currently not dealing the same amount of damage as they were prior to the last patch. (The nerf not the repel immunity)

    Huh. I'm pretty sure that I've seen Hermes turrets engage NPCs in the prison yard since the patch, and I haven't seen substantial difference in the damage I take when I accidentally or deliberately engage a turret, so I wouldn't be surprised if that change didn't actually make it to live. In any case, the solution to turrets on Live remains "avoid having them shoot at you in the first place".
  • ladygadflyladygadfly Posts: 279 Cryptic Developer
This discussion has been closed.