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FC.31.20151210a.20 - Teleios Ascendant (Cont.)

ladygadflyladygadfly Posts: 279 Cryptic Developer
edited January 2016 in PTS - The Archive
Release Notes for FC.31.20151210a.20
This build is available on PTS as of 1/29/2016

Teleios Ascendant
- Fixed issue with Grond Atomic Fire sticking around after resetting the encounter.
- Corrected an issue where Teleios rewards were not diminishing overtime. This is reset after 20 hours have passed.
- After defeating any of the sub bosses 4 times, Questionite, SCR and GCR will diminish.
- After 12 defeats these rewards will no longer drop for 20 hours.
- Teleios can be defeated 3 times before his rewards diminish.
- Added voiceover to several places in Teleios Ascendant.
- Teleios Gadget mod should now properly buff Gadget offense powers.
- Adjusted the daily Teleios Ascendant reward to give 5 Gold Champion Recognition tokens.
- Teleios Ascendant bosses can now drop new items:
A new level 40 potion that heals, gives hp, and provides a heal over time.
New "Determination" secondary gear. This gear is very similar to Vigilante secondaries but can be slotted with a rank 5 or lower enhancement.
Action Figures from the vendor (Bind on Equip versions)
Costumes from the vendor (Bind on Equip versions)
An Onslaught Token.
A random r3 mod from the vendor.
5 random r4 mods.
2 random r5 mods.
1 random r6 mod.

Collectors Lockbox
- Added new icons for the Preorder/Collector Lockbox auras. Renamed them to indicate they are auras.
- Adjusted pricing on the Retro Dr. Destroyer and Mini-Destroid action figure in the collectors lockbox.

Store Changes
- Created a currency store in the PTS store to hold currencies like Recognition and Onslaught tokens. Removed the Onslaught store in the PTS store.
- Added Determination gear to the PTS vendor.
- Corrected pricing with some Gold Champion Recognition vendor mods.
- Changed price for the perception mod in the Hero Games vendor.
- Added Hero Games, Nemesis, Gold Recognition and Snake Gulch vendors to the recognition area. Removed duplicate vendors.
- Added the ZEN Store item to buy additional bag slots in the bag shop.
- Changed the price for the Lasso device from 1000 to 975.
- Updated Icon over the Gold Champion Recognition vendor.
- Added currency exchange vendor in the recognition area. Removed the currency exchange stores from other vendors in the recognition area.
- Added an Onslaught vendor the the recognition vendor area and reorganized the Onslaught vendor.
- Added Heavy Spiked Axe costume to the Silver Champion Recognition store.

Mechanon Arc Changes
- Mechanon Coalition has been removed from the game.
- The Mechanon mission arc will now grant token currency based on your level range.
- Moved the Mechanon rewards into the various tiered token stores.
- Added Mechanon coaltion token conversion into the token stores.

Powers/Device Changes
- Icicle Spear should now be properly tintable.
- Neuroelectric Pulse should now be properly tintable.
- Neuroelectric Pulse has been set to scale off of recovery.
- Skarn's Bane now has an increased chance to apply Bane per rank.
- Adjusted Magician's Dust device now has a 5 target cap and the travel speed debuff has been shortened to 5 seconds. Reduced charges to 3.
- Force Shield Belt's FX has been corrected.
- Removed the inherent auras from pre-order devices.
- The Drifter Store aura Psionic Flame no longer has a sound effect.
- Fixed the FX on various ranks of Neuroelectric Pulse. The energy the power provides and siphons now scales off of recovery. Updated tooltips.
- Necrullitic Elixir should no longer be able to provide more than one stack of its effect on a player. The power can still display multiple icons, but only one should ever be affecting the player.
- Increased charge count to Psi Storm Crystal to 3.
- Updated Medusa's hair aura item to state that it's an aura.

Additional Changes
- Gave Aurum gear new icons.
- Slightly Increased droprates of Bronze King and Vikorin gear from Andrith Ruins, Mandragalore, Nemesis Confrontation and Therakiel's Temple.
- Nemesis Confrontation drops slightly more nemesis tokens.

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 the development team.
- http://forum.arcgames.com/championsonline/discussion/1203590/costume-bug-list
- http://www.arcgames.com/en/forums/championsonline/#/discussion/1203148/onslaught-bugs-and-balance-qol-concerns
- 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/1198119/compiled-list-of-bugs-issues-and-qol-concerns-version-2-0​​
Post edited by kaiserin#0958 on

Comments

  • edited January 2016
    This content has been removed.
  • xrazamaxxrazamax Posts: 982 Arc User
    - Slightly Increased droprates of Bronze King and Vikorin gear from Andrith Ruins, Mandragalore, Nemesis Confrontation and Therakiel's Temple.

    Was it always the case that bronze King and vikorin gear dropped from nemesis confrontation and Therakiel's Temple?
  • kaiserin#0958 kaiserin Posts: 3,226 Cryptic Developer
    xrazamax wrote: »
    - Slightly Increased droprates of Bronze King and Vikorin gear from Andrith Ruins, Mandragalore, Nemesis Confrontation and Therakiel's Temple.

    Was it always the case that bronze King and vikorin gear dropped from nemesis confrontation and Therakiel's Temple?

    Yes.​​
  • squirrelloidsquirrelloid Posts: 876 Arc User
    xrazamax said:

    - Slightly Increased droprates of Bronze King and Vikorin gear from Andrith Ruins, Mandragalore, Nemesis Confrontation and Therakiel's Temple.

    Was it always the case that bronze King and vikorin gear dropped from nemesis confrontation and Therakiel's Temple?

    Bronze King always dropped from NemCon. (Occasionally your chest has like 4 mods and a Bronze King piece). Vikorin does not.

    Never seen either from TT, but i've only done it a couple times recently.
  • xrazamaxxrazamax Posts: 982 Arc User
    edited January 2016
    kaizerin said:



    xrazamax wrote: »

    - Slightly Increased droprates of Bronze King and Vikorin gear from Andrith Ruins, Mandragalore, Nemesis Confrontation and Therakiel's Temple.



    Was it always the case that bronze King and vikorin gear dropped from nemesis confrontation and Therakiel's Temple?


    Yes.​​

    Oh wait, yes of course I remember now. All the jokes we made during our quest for the elusive Therakiel Blade, wondering what Therakiel was doing with Bronze King's armor. Speaking of which, perhaps Therakiel Blade gear could get an increase in drop rate as well? :D
  • mijjesticmijjestic Posts: 481 Arc User
    - The MCPD Travel Powers disappeared entirely. Scarab Tunneling isn't at any Recog vendor. And whatever the other Ooze one was, do not recall.

    - The Gold Champs Vendor just says 'Until Agent'.

    - Amusingly, the Nemesis Vendor has a shaking pile of tiny skulls next to it on the counter. :smile:

    - The Guards where the dupe vendors were is pretty lulzy. Maybe a security guard desk? Hee.

    - I tried the Rhino Helm. :( It's too slow, feels like a snail's charge instead of a Rhino. Increasing it's speed would make this much more fun, even by like a third or 50%. I will also note that the charge can be started long past 100ft. In which case the charge will go 100ft and cause it's damage at range. Cute.

    - Feline Metabolic Serum: Painfully slow, and the run animation...wish it was the *other* one, seems like that would be more (non-anime) cat like. Love the dodge though!
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  • notyuunotyuu Posts: 1,121 Arc User
    edited January 2016
    -Consider renaming Neuroeletric Pulse to Neuroeletric field, as neuroeletric pulse makes it draw almost auto comparasion to NPG, at which point it falls flat due to direct comparasion ._.

    -Grond's atomic fire it particle intensive to the point where it hits the hard-cap of partial effects, rendering additional patches invisible once this cap is reached [usually takes about 15 mins of fighting with a particle effect applying team members.]

    -the spefic resistance mods read "+XX% partical/eleterical/whatever damage", strongly recomend changing the label to "+XX% partical/eleterical/whatever damage resistance" to help avoid confusion.

    -sepherim no longer does the "alwasy in combat" thing...yay

    -Travel powers have completely gone kaput from the MCPD rec vendor...

    - The rewards from telios seem to be rather... squewed
    • one single potion? that stuff better be super strong and have multiple charges or it's just gonna be the "junk" prize[would give you more accruate data, but lack of potion availability from the debugger makes it kinda.... hard to test.
    • New secondry gear? ehh...the gear itself isn't that bad, but you might want to consider going back a bit and tweak the onslaught gear, as this new set has more or less made the entirety of onslaught gear redundant[especially when you cosnder how much time you have to put in to get a full set]
    • action figures? Nice, having them both here and at the vendor means that players can get them eventually, one way or the other
    • costume pieces? see above.
    • an onslaught token? as in one token..... he should be worth at least 100 tokens... not 1, having just 1 drop makes it feel kinda..cheap.
    • random mods? could work, but I would recommend bumping it up a bit so the top end was 1 r7 mod, then 2r6 5 r5 and so on.
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

    eOGi6Cv.png9rfvawn.pngr3iD4nS.png


    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
  • avianosavianos Posts: 6,200 Arc User
    edited January 2016
    ladygadfly wrote: »
    New "Determination" secondary gear. This gear is very similar to Vigilante secondaries but can be slotted with a rank 5 or lower enhancement.

    Nice, we can have a variety for the Secondary Offense,

    but we could use more Secondary Offense for OSV Gear
    you know unique effects for Pet Builds, Healers, Melee-range hybrids! MORE VARIETY!​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • circleofpsi#4619 circleofpsi Posts: 2,961 Arc User
    Still waiting on the PSI powers Fixs, Like Mind Control & Shadow Of Dout
    Psi.
  • edited January 2016
    This content has been removed.
  • notyuunotyuu Posts: 1,121 Arc User
    gradii said:

    an onslaught token? as in one token..... he should be worth at least 100 tokens... not 1, having just 1 drop makes it feel kinda..cheap.
    I think it means the Onslaught tokens as in the ones you use to get extra playtime as the OV, not the Villain or Guardian ones.


    *facedesk* derp....
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

    eOGi6Cv.png9rfvawn.pngr3iD4nS.png


    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
  • This content has been removed.
  • notyuunotyuu Posts: 1,121 Arc User
    -regenration core is laughbally underpowerd, I mean come on.. 141Hp every 3 seconds, for a RANK 9 MOD...is this a joke?
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

    eOGi6Cv.png9rfvawn.pngr3iD4nS.png


    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
  • draogndraogn Posts: 1,269 Arc User
    So not only are the prices in the recog vendors still absurd, you're making it harder to get gear outside of using buying Q.

    Rather then make the prices for the travel powers reasonable you simply remove them? Simply amazing
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Anyone would think they had a player base to alienate. :)
  • theravenforcetheravenforce Posts: 7,152 Arc User
    edited January 2016
    As it has been suggested both here and the other thread...make Neuroelectric Pulse's energy siphon scale off END or REC whichever is higher.

    What happens to the Mechanon Coalition currency people have at present? Will it be auto transformed into level appropriate currency?

    Question to testers: Does anyone know the exact list of debuffs that Skarn's Bane applies? If so please state. Thank you.
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Fear, Disorient, Stun, Stagger, Lethargy, Bleed, Clinging Flames (as per dev's note)
  • theravenforcetheravenforce Posts: 7,152 Arc User

    Fear, Disorient, Stun, Stagger, Lethargy, Bleed, Clinging Flames (as per dev's note)

    Thank you!

    I'm assuming "Lethargy" is the magic damage debuff?
  • draogndraogn Posts: 1,269 Arc User

    Fear, Disorient, Stun, Stagger, Lethargy, Bleed, Clinging Flames (as per dev's note)

    Thank you!

    I'm assuming "Lethargy" is the magic damage debuff?
    I think it's a slowing affect, if they are using the term appropriately that is.
  • toooldforthistoooldforthis Posts: 117 Arc User
    edited January 2016

    A new level 40 potion that heals, gives hp, and provides a heal over time.

    New "Determination" secondary gear. This gear is very similar to Vigilante secondaries but can be slotted with a rank 5 or lower enhancement.

    While the determination secondary gear can be purchased and tested from the Debugger, the new potion cannot be and thus is unlikely to be tested.

  • theravenforcetheravenforce Posts: 7,152 Arc User
    draogn said:

    Fear, Disorient, Stun, Stagger, Lethargy, Bleed, Clinging Flames (as per dev's note)

    Thank you!

    I'm assuming "Lethargy" is the magic damage debuff?
    I think it's a slowing affect, if they are using the term appropriately that is.
    Yeah...I was thinking that, but if it is a slowing effect or a root...it would invalidate Skarn's advantage. I am hoping though, it's a sensible debuff, like a 10-12% magic damage resistance debuff but it's more likely to be something else...
  • draogndraogn Posts: 1,269 Arc User

    draogn said:

    Fear, Disorient, Stun, Stagger, Lethargy, Bleed, Clinging Flames (as per dev's note)

    Thank you!

    I'm assuming "Lethargy" is the magic damage debuff?
    I think it's a slowing affect, if they are using the term appropriately that is.
    Yeah...I was thinking that, but if it is a slowing effect or a root...it would invalidate Skarn's advantage. I am hoping though, it's a sensible debuff, like a 10-12% magic damage resistance debuff but it's more likely to be something else...
    It wouldn't be the first time a power and it's advantages were rendered relatively useless.

    After looking at the debuff on the ptr lethargy is a 10% speed charge reduction.
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  • xrazamaxxrazamax Posts: 982 Arc User
    The mods available from the Strikeforce vendor were previously increased to Rank 3 (yay!) however, the perception mod in the Hero Games Acclaim vendor still remains at Rank 1. Was this an oversight or intentional considering its price is 50 acclaim? I think it would be appreciated if the rank was increased to at least rank 3 like the Strikeforce vendor and ideally to rank 4 even if it means an increase in its price. That is a lot of fusing for a mod that is not going to be utilized at lower ranks
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  • xrazamaxxrazamax Posts: 982 Arc User
    The regeneration cores are under performing compared to existing mods. After much deliberation, we (3 other people and I) decided ~250 HP per tick (every 3 seconds) at rank 9 would be much more in line with existing mods. The increments for the mod performance would be ~24-30 health per tick per mod rank starting around 58 HP at rank 1.

    Currently, the mods are just not worth the sacrifice of giving up more defense, dodge chance, avoidance, superstats, etc..
  • aiqaaiqa Posts: 2,620 Arc User
    edited January 2016
    With the nature of knock resistance in CO, you need a lot of resistance to have any significant chance of resisting the stronger kocks. The 70% (at r9) you get from the knock resist mods still leaves you being knocked more often than not.

    It's already making quite a noticeable difference for weaker knocks, but I think a 10% knock resistance per rank would be more fair since you are giving up quite a bit of defense/health/dodge only to protect yourself against 1 form of control.
  • xrazamaxxrazamax Posts: 982 Arc User
    -The Collection Vendor is missing the [Medium Rock Crystal Axe] which was dropped from the Mountain Grab Bag. It is not included in either the Mountain Costume Set or available with a Purple Weapon Foil even though the other weapons are available from the collection vendor.
    aiqa said:

    With the nature of knock resistance in CO, you need a lot of resistance to have any significant chance of resisting the stronger kocks. The 70% (at r9) you get from the knock resist mods still leaves you being knocked more often than not.

    It's already making quite a noticeable difference for weaker knocks, but I think a 10% knock resistance per rank would be more fair since you are giving up quite a bit of defense/health/dodge to get it.

    I agree with this. where rank 9 knock & repel resist is preforming, that is how rank 7 mods should be preforming. However, I also think that perhaps Knock resist should be given a higher resist percentage than repel resist since currently that seems to be doing just fine. So leaving repel resist at its current state would be okay with me.

  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    The odds of determination gear dropping seem high, given that it's top tier gear.
  • xrazamaxxrazamax Posts: 982 Arc User
    edited January 2016
    > Bug(?): They may have just not been implemented yet, but the VO for Teleiosaraus and Gravitar do not play. This may happen only after opening the doors to the bosses lair, however the VO of the other terminals played once their doors were open. I am not sure if something caused them to not play or if they just are not yet in game despite the other terminals having VOs

    If the VOs are not yet finished being implemented, I would suggest giving Teleios something to say before the fight. Just a tad weird with him not saying anything to you haha.

    Suggestion:
    The mod slot for the "Determination" secondary gear should be switched to armored. There is a lopsided demand for enhancement mods due to the Onslaught secondaries taking enhancement mods already. Giving Determination gear armored slots could bring balance to the force. Although the demand for enhancement isn't a real issue, leaving them as enhancement slots can make the lopsided demand become more evident.
    Post edited by xrazamax on
  • stergasterga Posts: 2,353 Arc User
    70% kb resist is nothing and will never be worth wasting time on over anything else. In order to make it appealing, it should give 300% resist minimum. Or just remove the ranks and make characters immune to knocks.
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  • xrazamaxxrazamax Posts: 982 Arc User
    Obviously 70% knock resist isn't going to keep you from getting knocked, however being knocked less = doing more sustained damage + being able to heal + being able to block + all the other things. You can't do much when you are knocked and trying to get up. Even getting just less knocks can be better than more defense. The question is just when does it become more useful to have more knock resist instead of defense?
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  • stergasterga Posts: 2,353 Arc User
    Circle of primal dom gives ~330% kb resist at rank one. I can still get knocked in grav with that and ~180% kb resist from str. This is a mod, right? Competing with other mods? It needs to be good for anyone to actually bother using.

    My main has 193% kb resist from str, currently. I still get knocked often, but not as horrific as 10%. For me to even consider ripping out one of my other mods, this one needs to be a whole lot higher than 70%. Especially for a flipping r9 mod.
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  • mijjesticmijjestic Posts: 481 Arc User
    Yeah...70% should more-so be the Rank 3...

    But then, the players don't really have access to the (likely Qliphothic) math of how knocks and knock resist operates, hmm?
  • squirrelloidsquirrelloid Posts: 876 Arc User
    Knock chance is supposed to be 1/(1+kbr%/100), but i'm not sure that's accurate. There's of course a whole bunch of AI knock powers which ignore knock resistance entirely.

    Knock resist *does not* affect knock distance afaict.

    My character with 850 str still gets knocked noticeably often.

    But yes, 70% kbr is pretty much useless. If its less than 200%, it's never going to get slotted.
  • sigmaseven0sigmaseven0 Posts: 714 Arc User
    Suggestion:
    Add binding shot to one of the vendors.

    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.
  • crypticbuxomcrypticbuxom Posts: 4,630 Arc User
    Considering it can Rank up to 9, it should provide a hefty knock resist. All R7-R9 mods should provide a hefty bonus involving it. Otherwise sacrificing raw stats is just gimping yourself intentionally. The current numbers are set by people who clearly don't know the game.​​
  • mijjesticmijjestic Posts: 481 Arc User

    he current numbers are set by people who clearly don't know the game.​​

    Or are simply being too conservative.
  • roughbearmattachroughbearmattach Posts: 4,785 Arc User
    These aren't cores? Wouldn't this be sacrificing other cores instead of stats?

    In any case, KB Resist has to be very high in order to count for anything.
    R9 shouldn't be as good as circle of primal dominion (which has significant limitations), but that power is a good starting point.
    R9 should be something like 150-200%.
    ___________________________________________________________

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  • cyronecyrone Posts: 1,030 Arc User
    cryneting said:

    Still waiting on the PSI powers Fixs, Like Mind Control & Shadow Of Dout

    Get in line behind PFF. We've been here longer.
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
  • wingedkagoutiwingedkagouti Posts: 566 Arc User
    edited February 2016

    These aren't cores? Wouldn't this be sacrificing other cores instead of stats?

    In any case, KB Resist has to be very high in order to count for anything.
    R9 shouldn't be as good as circle of primal dominion (which has significant limitations), but that power is a good starting point.
    R9 should be something like 150-200%.

    Correct, these are Defensive Core Mods, so they can currently only be slotted into Primary Defense gear. Do note that you can slot in two on Legion and better, giving 140% resist with R9s. Your current options on live are +Health, +Defense, +CC Resist or +Dodge Rating if you don't have a special core mod.

    The oh so farming worthy Heroics will only let you slot a single core mod.
    cyrone said:

    cryneting said:

    Still waiting on the PSI powers Fixs, Like Mind Control & Shadow Of Dout

    Get in line behind PFF. We've been here longer.
    PFF needs to get in line behind Fighting Claws.
  • theravenforcetheravenforce Posts: 7,152 Arc User


    PFF needs to get in line behind Fighting Claws.

    I laughed at this. Really.

    You have to ask yourself...is Fighting Claws as a set bugged?

    Once answered you'll know exactly where Fighting Claws Power Set needs to be in a queue of bugged powers.

    Right behind:

    Personal Force Field
    Congress of Selves
    Shadow of Doubt
    Mind Control (likely will not be adjusted, #HMATP)
    As well as a whole host of powers on the "Known Power Bugs" thread.
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  • stergasterga Posts: 2,353 Arc User
    "R9 shouldn't be as good as circle of primal dominion"

    Primal Dom also has other fabulous things going for it such as the ~10% damage resist buff thing (r1) and a light HoT. Plus bonus threat for tanks or bonus HoT for support. The biggest thing that hurts the circles is the fact that they force you to be stationary in an action game. Which is kinda dumb.

    There is no way a paltry 70% KB resist is getting a slot over my impact cores. If the KB core gave me knock immunity, yeah, I'd actually consider the offense / defense drop for that. NPC knocks can be crazy and toons with higher KB resist than my main get the ping-pong ball treatment.
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  • spinnytopspinnytop Posts: 16,467 Arc User



    1 random r6 mod.


    - Slightly Increased droprates of Bronze King and Vikorin gear from Andrith Ruins, Mandragalore, Nemesis Confrontation and Therakiel's Temple.

    - Nemesis Confrontation drops slightly more nemesis tokens.

    Noice.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    sterga said:

    There is no way a paltry 70% KB resist is getting a slot over my impact cores.

    So 1.5% damage resistance and 0.3% damage is better than resisting around 40% of knocks?
This discussion has been closed.