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Release Notes 2/4/2016

ladygadflyladygadfly Posts: 279 Cryptic Developer
edited February 2016 in Release Notes
Release Notes for 2/4/2016

Teleios Ascendant
- A new Epic Lair called Teleios Ascendant is available. It can be queued for or entered directly through its door at Teleios Tower in Canada. Players who complete the lair will earn Gold Champions Recognition to spend in the new Gold Champions Recognition Store.
- Announcement Blog: here
- Boss Fights Blog: here

Teleios Ascendant Rewards
- Blog: here
- Six Distinguished Primary Gear Items for 500 SCR and 250 GCR (Bind to Character on Pickup)
- Nine Determination Secondary Gear Items for 200 SCR and 100 GCR (Bind to Character on Pickup)
- Six Genetic Heirloom Gear Items for 100 SCR and 50 GCR (Bind to Account on Pickup)
- Two Devices: Tame Warbeast and Teleios Lightning Rod for 300 SCR and 150 GCR (Bind to Character on Pickup)
- Eight New Modifications for 1 SCR and 1 GCR.
- One New Power - Neuroelectric Pulse Unlock for 350 SCR and 175 GCR.
- Five New Teleios Costume Pieces for 200 SCR and 100 GCR.
- 29 New Action Figures for 50 UNTIL Recognition and 25 GCR.

Aurum Gear
- The new Aurum Pack comes with 20 Keys and the Aurum Heirloom Offense Primary & Secondary Gear items for 1800 Zen.
- Aurum Heirloom Defense Primary and Secondary Gear items can be purchased from the Drifter Store for 50 Drifter Salvage.
- Aurum Heirloom Utility Primary and Secondary Gear items can be purchased from the Questionite Store for 100,000 Questionite Each.

Collectors Lockbox
- Grants a variety of Gold and Purple Vouchers that can be used to claimed previous lockbox items.
- This lockbox has a slightly higher chance of granting rare items than previous lockboxes, but the original lockboxes have better odds if you’re attempting to acquire a specific item.
- Collectors Lockbox Vouchers can be redeemed at Defender Fanboy’s Collectors Store in Renaissance Center in Millennium City.

Store & Vendor Changes
- The Bag vendor has been merged with Karneeki the Great and other vendors who sells boosts and consumables.
- The Strike Force Quartermaster in the UNTIL building has a new store for Gold Champion Recognition. You earn GCR from Epic Lairs.
- Recognition Store categories are more organized and some new items have been added in. Prices have been adjusted to better match the acquisition of tokens.
- Silver Champions Recognition token drops have been reduced from Unity missions.
- Snakebucks can now be picked up by walking over them. The Snakebucks store has been reorganized.
- Cowboy Robot devices have been added to the Snakebucks store
- The Hero Games store has been reorganized. Prices have been adjusted. A new Perception mod and Heroic gear can now be purchased at these stores.
- The UNTIL Token Vendor has been reorganized to be less confusing.
-The Legacy Action Figure and Device boxes from Drifter store.
- Legacy devices have been divided up between the Drifter Store and Questionite Store.
- Legacy action figures have been divided up between the Drifter Store and Questionite Store.
- Added AntiGrav Boots to Questionite Store.
- Reduced Mercenary Gear prices to 50,000 Questionite.
- Made a new Vigilante's Bolstering Eyepiece with the correct effect.
- Added Psionic Flame aura to Drifter Store.
- Added Backpack Gadgeteer costume to Drifter Store.
- Added an Onslaught vendor to the recognition vendor area.
- Updated the Onslaught vendor with additional store collections to better divide up its contents.
- Updated Medusa's hair aura item to state that it's an aura.
- Removed Tangleweb Mixture, Mini Manimal, and Manil Transformation as they were not working properly. They may return in the future.
- Updated default Tier 3 (UNTIL) vendor to include Legacy UNTIL gear on the store by default.
- Demonflame, Serpent Lantern, Resistance, Aftershock and Whiteout adventure packs now grant recognition based on your level range.
- Questionite rewards have been increased for several Adventure Packs.
- Adventure pack rewards have been removed from the Questionite store.
- Dreadlocks Long hair has been added as a rare drop to Viperia in Serpent Lantern.
- Many rare costumes from adventure packs have been added to the rare costume tab in the Silver Champion Recognition vendor. These are priced high as these costumes are intended to be rare. This is just another way to acquire them if you're having bad luck with drops.
- Players who have leftover UNTIL tokens can now convert them at recognition stores.
- Changed the item colors for Hero Games costumes.
- Added currency exchange vendor in the recognition area. Removed the currency exchange stores from other vendors in the recognition area.
- 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.
- Swapped Toy Master and Karneeki the Great locations.
- Added Charity Star vendors to most generic vendors. The charity star item has been changed into a device you equip and use and should actually work now. The price of the Charity Star scales with your level.
- 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 Coalition token conversion into the token stores.
- Removed old Unity merit stores from the game as the currency no longer exists.
- Updated some store names in the Recognition and Questionite vendors to be more specific.
- Added Unity Merit action figures to the Silver Champion Recognition store. Removed them from the Questionite store.
- The sell tab should now work for vendors that were updated to display store collections instead of a single store.
- Made it so Drifter Store and Questionite Store devices cannot be sold.
- Added Cupid's Arrow device to the Questionite Store. Cupid's Arrow is now a permanent device with a 5 minute cooldown.

Powers Changes
- Players who owned the following powers prior to January 16th will receive a Respec: Strafing Run, Ascension, Manipulator, Skarn's Bane, Celestial Cleansing.
- Added Kzash hounds as a pet option for Command Animals.
- Adjusted the FX on numerous powers that apply movement debuffs to not be as resource intensive.
- All Illumination ranks should work with the Judgement advantage on Ascension. Slightly increased the damage and heal on Judgement. Increased the range on Judgement to 100ft. Different ranks of Illumination on a target/ally will proc the Judgement effect multiple times.
- Ascension no longer innately heals. This change was made because Ascension is a active offense, not a active defense. The heal portion is supposed to be wrapped up in the advantage. The Judgement advantage heal has been increased.
- Ascension's healing and offensive buffs should no longer be removed when the flight portion is disabled. Updated power's description.
- Aura of Arcane Clarity, Primal Majesty, Ebon Destruction, Radiant Protection, Seraphim, and Medical Nanites are now affected by line of sight.
- Seraphim's heal now only affects teammates. Seraphim's range has been increased to 100ft.
- Medical Nanites range has been increased to 100ft. Medical nanites now gives res all, instead of res to dots.
- Celestial Cleansing's buff dispel has been replaced with a damage debuff. This was done due to issues the buff dispel was causing.
- Chest Beam and Mini-Gun now debuffs Particle and Crushing resistance.
- Mini-Gun now does crushing damage.
- Shoulder Launcher's Fire damage portion has been changed to Particle.
- Chest Beam's crushing and particle debuffs now both scale with rank.
- Corrected various -travel abilities to properly remove Ascension's flight buff.
- Ego Sleep no longer incorrectly goes through blocking.
- Fiery Form now has a chance to apply clinging flames when hit by an attack.
- Gas Pellets is now a flat area effect power. This was done to fix an issue with the power being too potent against large targets. This will be an overall boost for the power against smaller targets. Gas Pellet's advantage now adds a chance to apply poison to targets.
- Gravity Pulse's target cap has been appropriately changed to 5 for each portion of the power.
- Hex of Suffering can no longer crit. It now gets a damage bonus based off of your Crit Chance and Severity. Hex of Suffering now applies a magic resistance debuff.
- Icicle Spear should now properly color.
- Manipulator's duration has been reduced to 20 seconds to match other forms.
- Mental Storm's damage has been reduced to be more in line with other damage over time powers.
Ego Sprites has been changes to a PBAOE power. Its damage now takes into account your crit and severity.
- Seraphim's heal is now actually increased with the Balance advantage.
- Skarn's Bane Buff and Energy Form removal have been replaced with a 20% chance every .5 seconds to apply a random debuff to affected targets.
- Skarns Bane cost reduced slightly. Bane can now apply Fear, Confuse, Disorient, Lethargy, Bleed, Poison, Clinging Flames, Stun and Stagger.
- Skarn's Bane now has an increased chance to apply Bane per rank.
- Strafing run has been reduced to 3 hits. Fixed a bug where each subsequent hit wasn't diminishing in damage. Strafing run now leaves a burning patch after dealing damage. This patch has a chance to apply clinging flames.
- The Shredded debuff now debuffs slashing and physical resistance. Reapplying the debuff no longer extends the duration. Duration increased to 15 seconds.
- Updated Massacre's tooltips. Reduced damage variance of the power so damage is more consistent.
- Updated Strafing Run's tooltip to display how much damage each hit does.
- Fixed tooltip for Icy Embrace.
- Crybaby Grenades should now function like regular Smoke Grenade.
Post edited by ladygadfly on
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    ladygadflyladygadfly Posts: 279 Cryptic Developer
    Device Changes
    - 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.
    - Beneficent Construct's heal was healing for an incorrect amount and has been adjusted.
    - Adjusted preorder devices to properly display their buffs.
    - Corrected spelling error with Teleiosaurus Pheromones.
    - Ascelpial Serum now heals for a little more. Adjusted FX to not take up as many resources. Should now properly display buff and debuff icons.
    - Changed Cupid's Arrow so that it properly buffs the stated amount of HP. Made it so this buff's effects cannot stack.
    - Cloak of Infinite Planes is now a PBAOE melee attack. Each swing has a different range. It has a small chance to apply a random debuff.
    - Cloak of Infinite Planes no longer takes up a slot in your power tray. Adjusted FX to not take up as many resources.
    - Draysha Gas Pistol reduced Cooldown to 5 minutes.
    - Echo's stick now properly applies stagger and knock resistance to targets. Lowered cooldown and damage slightly.
    - Elder Worm Humidity Dome now grants resistance to all damage.
    - Energy Absorbing Crash Suit Now restores 100% energy. Cooldown slightly reduced.
    - Eruption Immunity duration no longer incorrectly scales with your damage bonuses. Power now applies a root to foes. Power now applies nailed to the ground to foes. Power now properly displays buff and debuff icons. Reduced Cooldown to 3 minutes.
    - Experimental Plasma Rifle Now counts as a ranged attack. Has a 30% chance to apply plasma burn. Cooldown reduced to 30 seconds.
    - Farlong devices have had their cooldown reduced to 5 minutes.
    - Gunslinger's legacy FX is now properly timed.
    - Ice Grenades now apply a brief stun instead of a hold. The root on the power should now work. Now properly applies control icons. Adjusted FX to be less resource intensive.
    - Lowered damage on Argent Neutralizing Taser Lowered the duration of Psi Storm Crystal to 10 seconds.
    - Lowered Plasmite's target cap to 5.
    - Lowered the cooldown for numerous summon legacy devices. Lowered duration of some legacy summon devices.
    - Mutagenic Infection no longer affects allies. Now has a small chance to apply poison. Cooldown lowered to 3 minutes. Updated its fx to no longer consume a large amount of resources.
    - Necrullitic Elixir should no longer be able to provide more than one instance of its effect on a player. The power can still display multiple icons, but only one should ever be affecting the player.
    - Plasmite Reduced cooldown to 60 seconds. Increased damage.
    - Poisoned Shuriken Cooldown reduced to 25 seconds. The stun on this power can no longer be buffed.
    - Primus Spark Shield Adjusted description. Damage dealt back increased slightly.
    - Prototype Psi-Bomb no longer incorrectly replaces a targets costume. Made it so its debuff actually works. Reduced cooldown.
    - Psionic Accelerator, Ice Grenades, Gunslinger's Legacy, and Alien Crystal have had their target cap reduced to 5.
    - Psionic Surge Reduced cooldown to 25 seconds. Adjusted knockback chance and strength to be more in line with Omicron Induced Strength.
    - Psionic Surge, Omicron Induced Strength, and Contained Radiation now properly apply knock resistance. Contained Radiation's cooldown has been reduced.
    - Ragged Proletariat's Armband Reduced cooldown to 5 minutes.
    - Reduced cooldown on the VIP lounge warp.
    - Removed the inherent auras from pre-order devices.
    - Shadow Pact now applies damage and has a chance to apply fear. Cooldown has been reduced to 90 seconds.
    - Telekinetic Force Field Inducer now properly applies hold resistance.
    - The Teleport to Ren Center item (Zen Store version) has been updated to no longer display error text.
    - Updated Charm of the Wind and Gadroon Force Tech do require perks before you can purchase them. Gadroon Force Tech: Now also applies 50% energy over 15 seconds. Corrected an issue where Paintball Gun was not working. Updated Savage Harpoons description so it's no longer a wall of text. Beneficent Construct's healing has been adjusted to not linger after the Construct has faded.
    - Updated descriptions for devices to state that no more than one can be equipped at a time. This has always been true and is just a description update.
    - Lowered the cooldown Thunderbolt wand.
    - Updated FX for Thunderbolt wand.
    - Updated price for Lasso device. Increased charge count to Psi Storm Crystal to 3.
    - Updated various device icons.
    - Viper Brainscrambler's cooldown has been reduced. Power must now be fully charged to use. Power now has a chance to apply confuse.
    - Void Possession now properly applies buff and debuff icons. Recharge reduced to 3 minutes. Foe damage reduction reduced to 10% for 12 seconds. Now applies fear.
    - Bear Spear Cooldown increased to 25 seconds. Now applies bleed.
    - Blood of Corruption Now applies a stun. The duration of the stun cannot be buffed. Chance to stun increased to 2%. Now has a 1% chance to apply Corrupt to attackers.
    - Feline Metabolic Serum Now displays a buff icon. Removed cooldown.
    - Force Shield Belt Increased shield, lowered cooldown to 3 minutes.
    - Trident of the Elemental Master Now has a 50% chance to apply Negative Ions to initial target. Lowered cooldown to one minute.
    - Rhino Helmet Cooldown lowered to 1 minute. Increased damage. Now applies knock resistance. Now applies Disorient.
    - Manimal Control Lowered cooldown to 5 minutes.
    - Invocation of the Eclipse Device now triggers properly. Target cap of explosions reduced to 5, radius increased to 15. Cooldown reduced to 90 seconds
    - Beneficent Construct Can now heal the player who summons it. Cooldown reduced to 5 minutes. Increased healing. Ice Blast Increased chance to chill.
    - Fixed all forms of Seraphim from applying mysterious slashing damage.
    - Become Doomlord and Celestial Death's Embrace and Light's Embrace powers now have a 2 second charge time and can be interrupted by movement or damage. This was done to put these powers more in line with other player resurrection powers.
    - Adjusted some temporary devices to have 3 charges.

    Costume Changes
    - Added Fur costume item to Foot Accessories.
    - Added Krampus ears to the Krampus set.
    - Added skin, leather and metal materials to wolf and wolf long feet.
    - The Pharaoh Nemes headdress can now be worn without the crown.
    - Female Colossus head should now properly unlock the attachment side accessories. Added a side accessories version of Colossus.
    - Sovereign Sons voodoo lower body paint now has a appropriate female texture.
    - Made it so the Psionic Flame Aura takes up fewer resources.
    - Psionic Flame Aura no longer has a sound effect.
    - Removed healing glow from the Psionic Flame Aura.

    Additional Changes
    - Ao'Qephoth's Shadow Feast is much less potent now. His Devour Essence is slightly less potent and heals for much less when blocked.
    - Updated the token boost item to include MCPD, Primus, and Unity recognition.
    - The preorder device auras are now tintable.
    - The turrets in Stronghold PVP should no longer go immune to damage.
    - 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.
    - Fixed a bug where Neutral Heirloom Catalyst Glasses were not granting the increased chance at finding a catalyst buff.
    - Fixed the new legendary items from not displaying gold font.
    - Legendary quality items should now appear in the auction house.
    - Adjusted item color quality of various costume drops.
    - Vibora Bay costume droprates should be more consistent.
    - Adjusted a few overabundant weapon drop chances.
    - The Unity Invitation mission should point to the correct building now.
    - Players who pre-ordered the game and received device rewards (like Inborn Tenacity) will be able to claim one aura from the device as well.
    - Daily Alert mission rewards are now level gated. Level 1-24 will receive Primus recognition. Level 25-39 will receive Until recognition. Level 40 will receive Silver Champion Recognition.
    - Rampages now drop 3 Silver Champion Recognition. Extra reward circles in Sky Command have a chance to drop SCR. Alert Dailies now give 5 SCR in addition to Questionite. Unique Alert missions now give 5 SCR. Unity 2 missions now give 2 SCR. The special Unity2 mission gives 6.
    - Removed old core mod drops from Vikorin, Bronze King and Nemesis Confrontation and replaced them with regular mod drops.
    - Removed old core mods from various mission rewards.
    - Adjusted droprates on Snakebucks. Made it so they can be picked up by walking over them.
    - Updated descriptions on Triumphant Recovery 4-Pack Limited, Boost Enhancer Limited and Teleport to Ren Center Device Limited to state that limited versions of the devices.

    Known Issues
    - Voiceover from consoles in Teleios Ascendant may overlap if multiple consoles are activated at once.
    - The wait for the Teleios Ascendant queue is longer for larger teams than for individuals. Larger teams should enter the tower through its door in Canada.
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    Wowzers!

    An amazing amount of changes and updates, as well as the new lair.

    Good show, Devs.

    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
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    ealford1985ealford1985 Posts: 3,582 Arc User
    Holy....
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    Did the manage to fix "ALL" the bugs, before the pushed this onto LIVE?
    Psi.
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    starflickerstarflicker Posts: 3 Arc User
    Where did the Inventory Bag Vendor go? Maybe I missed it in the notes, but I don't see him in Game.
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    ladygadflyladygadfly Posts: 279 Cryptic Developer

    Where did the Inventory Bag Vendor go? Maybe I missed it in the notes, but I don't see him in Game.

    Added a missing note "The Bag vendor has been merged with Karneeki the Great and other vendors who sells boosts and consumables."
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    ealford1985ealford1985 Posts: 3,582 Arc User
    cryneting said:

    Did the manage to fix "ALL" the bugs, before the pushed this onto LIVE?

    Of course not. Nothing is ever perfect but I know they will address issues when they can.
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    draogndraogn Posts: 1,269 Arc User
    The prices are still absurd, and yay more lockbox announcement spam (/sarcasm).
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    cryneting said:

    Did the manage to fix "ALL" the bugs, before the pushed this onto LIVE?

    Of course not. Nothing is ever perfect but I know they will address issues when they can.
    Yep!

    Im happy with this update, tho it whuold be nice if the Mind Control Power, can be fixed, really need it done.
    Psi.
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    starflickerstarflicker Posts: 3 Arc User
    And randomly, possibly with no relevence to this thread.

    New lockbox should finish a collection on the Lockbox cards I think. (Toxic, Frozen, Collector I believe. Please let me know if I have that wrong.)

    Are we getting something for getting that stamp?
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    cyronecyrone Posts: 1,028 Arc User

    - Mental Storm's damage has been reduced to be more in line with other damage over time powers.

    Now...let's adjust this power so that the cooldown is reduced per rank like the other ones...since cooldown reduction doesn't affect it.
    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
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    theravenforcetheravenforce Posts: 7,065 Arc User
    edited February 2016
    cyrone said:

    - Mental Storm's damage has been reduced to be more in line with other damage over time powers.

    Now...let's adjust this power so that the cooldown is reduced per rank like the other ones...since cooldown reduction doesn't affect it.
    I disagree, since this would make Mental Storm desirable. #Sarcasm

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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    cyrone said:

    Now...let's adjust this power so that the cooldown is reduced per rank like the other ones...since cooldown reduction doesn't affect it.

    Cooldown reduction affects it just like it affects any other power. The reason for the mental storm change was that it provided way too much damage relative to its activation time when tapped. I wouldn't mind seeing it be more useful when charged, though.
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    cyronecyrone Posts: 1,028 Arc User

    cyrone said:

    Now...let's adjust this power so that the cooldown is reduced per rank like the other ones...since cooldown reduction doesn't affect it.

    Cooldown reduction affects it just like it affects any other power. The reason for the mental storm change was that it provided way too much damage relative to its activation time when tapped. I wouldn't mind seeing it be more useful when charged, though.
    If that's the case, then I have been misinformed about Mental Storm. Will check after work.

    As for why it was changed, I understand that. But why suddenly *just* the powers listed here when there are others that are vastly overperforming as well? Some even moreso than Mental Storm was. Why not wait until there's a moment to do a pass on all of the overperforming powers?
    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
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    cyrone said:

    As for why it was changed, I understand that. But why suddenly *just* the powers listed here when there are others that are vastly overperforming as well?

    In the category of "add this tap power with a cooldown to any build to do more damage", the big offenders were Strafing Run and Mental Storm; no other powers even came close (except Gas Pellets against large targets).
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    jaazaniah1jaazaniah1 Posts: 5,431 Arc User
    edited February 2016
    Nothing in the notes about Servitor Serum? Is it gone for good? Will it still drop in Takofanes crypts, or somewhere else? Granted that not that many players ever seemed to know about it, but it was useful and not OP (could easily die multiple times before getting enough healing in). No explanation ever offered for why it was removed.​​
    Post edited by jaazaniah1 on
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
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    theravenforcetheravenforce Posts: 7,065 Arc User
    edited February 2016

    cyrone said:

    Now...let's adjust this power so that the cooldown is reduced per rank like the other ones...since cooldown reduction doesn't affect it.

    Cooldown reduction affects it just like it affects any other power. The reason for the mental storm change was that it provided way too much damage relative to its activation time when tapped. I wouldn't mind seeing it be more useful when charged, though.
    Incorrect (in part).

    Mental Storm does not gain a base cooldown reduction per rank like Shadow of Doubt and Mental Leech do. That is what Cyrone meant.

    Mental Storm is affected by CDR gear however.

    EDIT reason: Bad spelling is bad!
    Post edited by theravenforce on
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    xcelsior41xcelsior41 Posts: 1,056 Arc User

    cyrone said:

    Now...let's adjust this power so that the cooldown is reduced per rank like the other ones...since cooldown reduction doesn't affect it.

    Cooldown reduction affects it just like it affects any other power. The reason for the mental storm change was that it provided way too much damage relative to its activation time when tapped. I wouldn't mind seeing it be more useful when charged, though.
    Incorrect (in part).

    Mental Storm does not gain a base cooldown reduction per rank like Shadow of Doubt and Mental Leech do. That is why Cyrone meant.

    Mental Storm is affected by CDR gear however.
    True..I'd also like to see the under preforming sets brought up to snuff instead of destroying what works.
    Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.

    42 40s, LTSer.
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    aokimiaokimi Posts: 8 Arc User
    All these patch notes, yet no fix on Ninja Leaves :s
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    crashjrivecrashjrive Posts: 47 Arc User
    I don't know how often you guys hear this, but thank you for bringing us something huge and new to this game after so long. It has many of us thinking CO now has some nice plans in the future. :smiley::smiley:o:)
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    ogremindesogremindes Posts: 348 Arc User
    Manipulator's duration has been reduced to 20 seconds to match other forms.
    Because control builds weren't already underperforming or anything.

    -Ogre
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    zer0x0nezer0x0ne Posts: 113 Arc User
    edited February 2016

    Device Changes
    - Players who pre-ordered the game and received device rewards (like Inborn Tenacity) will be able to claim one aura from the device as well.

    Unless this is intended to come from a different source than the lockbox vendor, this is not correct/true.

    [Edit:] Apparently you have to discard the items from your inventory and reclaim them from the Z-Store bonus tab.

    Post edited by zer0x0ne on


    "I would be curious of your circles because I know I've never heard of you.​​" - championshewolf
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    kallethenkallethen Posts: 1,576 Arc User
    aokimi wrote: »
    All these patch notes, yet no fix on Ninja Leaves :s

    What's broken with them? Do you mean how it has a steeper downward angle when using it compared to Teleport? If so, I believe that's by design, as it has always done that.​​
    100% of the world is crazy, 95% are in denial.

    Get the Forums Enhancement Extension!
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    draogndraogn Posts: 1,269 Arc User
    aokimi said:

    All these patch notes, yet no fix on Ninja Leaves :s

    I think they should remake Ninja Vanish first.
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    avianosavianos Posts: 6,028 Arc User
    edited February 2016
    This Lair is horrible
    kallethen wrote: »
    aokimi wrote: »
    All these patch notes, yet no fix on Ninja Leaves :s

    What's broken with them? Do you mean how it has a steeper downward angle when using it compared to Teleport? If so, I believe that's by design, as it has always done that.

    I really doubt the Gravity Pull-SPAZZ animation is Working as Intended​​
    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 synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    chimerafreekchimerafreek Posts: 383 Arc User
    This lair just wasn't for me. I'm not interested in any of the rewards really (except maybe the back piece) And I'm not the type of person who gets gratification from completing something that's challenging for the sake of the challenge. It just makes me feel like I spent a whole lot of time on something.

    Soooo, Yeah I'ma pass this one.
    __________________
    @Chimerafreek
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    doctordarkspawndoctordarkspawn Posts: 7 Arc User
    Just got done trying to run it. I've played many MMO's with instant death mechanics, but those instant death mechanics were better explained and more over fairer. Geting oneshoted outside the damned map was allso rage enducing.

    It feels like the difficulty was just 'Lawl, lets give the bosses a bunch of adds and instagib switches and see who completes it."
    It's allso hell on Silver Players and I dont see anyone completing it with a cast of only silver archetypes. Blade or Soldier? Prepare to be murdered.

    This lair is not what I wanted from the new content. Challenge is fine, for people who want that sort of thing. Leting me go in, die, then try and scoure the damned entry text to figure out what I'm supposed to be doing? Cybermind had the same issue. You guys dont explain things very well.

    I dont need the gear and I dont care about the costume pieces. I'll wait until the next piece of content, or I'll wait until the inevitable nerfs. BTW? Adds doing half my health on a tanky DPS? -Adds-? YOU HAVE GONE TOO FAR. IT"S TIME TO STOP.
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    williamkonywilliamkony Posts: 582 Arc User
    edited February 2016

    I don't know how often you guys hear this, but thank you for bringing us something huge and new to this game after so long. It has many of us thinking CO now has some nice plans in the future. :smiley::smiley:o:)

    Wanna voice my appreciation, as well. :D Loving all the new stuff (and new ways to get old stuff)! I haven't fully run through the new lair just yet, but I've gone in solo on a few characters to see how they'd handle the basic enemies there. Each one feels like a COMPLETELY different experience; I'm finally fighting tactically and using the variety of tools at my disposal! It's fantastic, I hope to see more like this. :)
    draogn said:

    aokimi said:

    All these patch notes, yet no fix on Ninja Leaves :s

    I think they should remake Ninja Vanish first.
    But I love Ninja Vanish. :( I mean, it's no good as a travel power, but it has great utility. :D
    Dasher@Tool-box, donning his armor to prance into battle and blitz the enemy! No joke!
    Cupid@Tool-box, stunningly radiant stag ready to play matchmaker between villain and arrow!
    Vixon@Tool-box, frighteningly eager to summon despair for his adversaries!
    Jebin Zedalu@Tool-box, elementalist weaponmaster. ...One of these things is not like the others!
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    spookyspectrespookyspectre Posts: 632 Arc User

    Manipulator's duration has been reduced to 20 seconds to match other forms.
    Because control builds weren't already underperforming or anything.

    Yes Controllers were sooo overpowered.... good to nip that in the bud.
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    spookyspectrespookyspectre Posts: 632 Arc User
    edited February 2016

    Manipulator's duration has been reduced to 20 seconds to match other forms.
    Because control builds weren't already underperforming or anything.
    Yes Controllers were sooo overpowered.... good to nip that in the bud.

    Maybe control powers should be "officially" made into auras since they're mostly a visual effect or turned into devices like Disco Ball, since they're about on the same level of crowd control..
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    stergasterga Posts: 2,353 Arc User
    Only did the Grond fight once with my Dodge Tank. Ended up leaving since that toon is essentially worthless there. Pretty sure it's the green pee all over the floor that doesn't give a crap about my dodge abilities. Or if there are any %HP attacks since those didn't care about how much I heavily invested into dodge either. All that blocking hurts my ability to keep my dodge buff up. It's a miracle I kept aggro at all considering I hardly ever had a chance to attack with all the blocking. I guess I shouldn't be surprised that easy peasy juggy / wardicator tanks were the only thing in mind for this content.

    Not allowing travel powers is painful and makes the fight feel like walking through a molasses pit. A molasses pit covered in green pee. Seriously, the Grond clone needs to see a doctor.

    I might give this fight another go with my main after the disappointment wears off. Thankfully, I dropped the dodge on her a long time ago, so the fight won't be sad on that front. I might get other roadblocks with people not willing to take a sub 10K HP toon that has zero experience with the fights.

    Why is it even allowed to PUG queue TA? It's a horrible experience. Being put into a team already in progress, running up 2 floors of nothing to catch up, and then having everyone drop is also the suck.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    sterga said:

    Only did the Grond fight once with my Dodge Tank. Ended up leaving since that toon is essentially worthless there.

    Urr... dodge tanks are great there.
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    stergasterga Posts: 2,353 Arc User
    I have the same issue with the green pee as I do with the lava in the Vik fight: It does a lot more damage to my dodge tank than my invuln / wardicator toon. Nothing else has so far given the dodge toon any issue outside of probably not being able to tank frosty because if I miss a dodge, I think he'd be one-shot. Plus, that tank needs to use the energy circle, so even if I learned to navigate the pee stains better, it's gimped because I have to move around.

    It seems like the biggest mechanic in these fights is dealing with the massive damage output. It's not fun or interesting, so I'm probably going to largely ignore the tower.

    This update has been disappointing for me with the extra grind and new content that isn't fun. :\
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    sterga said:

    I have the same issue with the green pee as I do with the lava in the Vik fight: It does a lot more damage to my dodge tank than my invuln / wardicator toon.

    Try it on an invuln/wardicator toon before you declare that.
    sterga said:

    Plus, that tank needs to use the energy circle, so even if I learned to navigate the pee stains better, it's gimped because I have to move around.

    Yeah, being immobile will not work in most of those fights.
    sterga said:

    It seems like the biggest mechanic in these fights is dealing with the massive damage output.

    A lot of the massive damage output can be dealt with in ways other than simply soaking it, though it will require mobility.
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    avianosavianos Posts: 6,028 Arc User
    edited February 2016
    It wasn't Fun for me at all
    This lair just wasn't for me. I'm not interested in any of the rewards really (except maybe the back piece) And I'm not the type of person who gets gratification from completing something that's challenging for the sake of the challenge. It just makes me feel like I spent a whole lot of time on something.

    Soooo, Yeah I'ma pass this one.

    I actually wanted only the costumes, not the gear!
    But seeing how much they cost... NOPE! The Lair and the Mission only gave me 12 Gold Reg and took 4-5 hours!
    NOPE NOPE NOPE!
    515.gif​​
    Post edited by avianos on
    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 synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    avianosavianos Posts: 6,028 Arc User
    edited February 2016
    Bug: Foot Accesory FUR: The Fur part is only available for the RIGHT Foot for Males
    Females get the Accesory available for both legs without a Problem

    Bug: Armadillo Primary Defense part: The Primary Defense part of the set is GONE from the Questionite store​​
    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 synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    guyhumualguyhumual Posts: 2,392 Arc User
    So if ascension no longer heals what are you replacing it with? What active defense heals the team because I'll take that instead.
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    avianosavianos Posts: 6,028 Arc User
    edited February 2016
    Ego Sprites has been changes to a PBAOE power. Its damage now takes into account your crit and severity.

    25 foot Sphere! Are you freaking kidding? this ruins the attack from RANGE
    How exactly does that benefit the power

    Now Im forced to use it ONLY when im in enemie's melee range, making him useless against bosses

    What the hell? How does this benefit the power?
    Generally my DoT Telepathy character got Screwed over! but again CO hates Crowd Control and Telepathy​​
    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 synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    rtmartma Posts: 1,198 Arc User
    avianos said:

    *Bloop*

    It's still ranged power right? you could you know, run up to them and give em a nasty headache with a face-full of mind munchers then back up? :3
    Not sure why they reduced the range tho, they aren't exactly what you'd call over-performing, they removed their ability to crit awhile back to, I do agree CC needs an update.


    Want to get to know me a bit better, Click me and take a read of My Dragon Profile Page, it's a bit dated but still relevant.

    I take this quote from a review that I agree with.

    "customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
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    theravenforcetheravenforce Posts: 7,065 Arc User

    Manipulator's duration has been reduced to 20 seconds to match other forms.
    Because control builds weren't already underperforming or anything.
    Yes Controllers were sooo overpowered.... good to nip that in the bud.
    Maybe control powers should be "officially" made into auras since they're mostly a visual effect or turned into devices like Disco Ball, since they're about on the same level of crowd control..

    LMFAO!
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    Minor Positive:
    Thunderbolt Wand device now uses a nice animation.

    :D
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
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    avianosavianos Posts: 6,028 Arc User
    edited February 2016
    rtma wrote: »
    *Bloop*

    It's still ranged power right? you could you know, run up to them and give em a nasty headache with a face-full of mind munchers then back up? :3
    Not sure why they reduced the range tho, they aren't exactly what you'd call over-performing, they removed their ability to crit awhile back to, I do agree CC needs an update.

    [UNTRANSLATE RAGE]

    Not only it screwd up my build
    can't command the Sprites to attack the target and the range is pathetic short

    THIS IS AWEFUL!

    again I ask how does this BENEFIT THE POWER?

    Thanks a Million for Ruining Ego Sprites DEV!

    Just delete Telepathy from existance while you are it

    Suggestion: TURN IT BACK or INCREASE THE RANGE!​​
    Post edited by avianos on
    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 synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    dpglerchdpglerch Posts: 43 Arc User
    Not happy with this at first, way to much to get use too at one time for but I'm sure I'll get there. Good to see some focus on this game again.
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    PBAoE is seen by some (not me) as superior since no targeting means it becomes an anti-stealth power. Also means you don't need to click or tab an opponent for it to function.

    I prefer the previous version, myself.
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
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    eviltwintwoeviltwintwo Posts: 351 Arc User
    > @ladygadfly said:
    > Release Notes for 2/4/2016
    >
    > Ego Sprites has been changes to a PBAOE power. Its damage now takes into account your crit and severity.
    >

    My question is, WHY. The only thing wrong with ego sprites was that they disappeared (both applications) if you blocked immediately afterward. The Mind already has a PBAoE at level 35. Otherwise the power was one of the best in the game.

    Not anymore. Now the devs have decided to be butt-bones and change ego sprites to a PBAoE. There is no logical reason for this, and the power isn't as useful as it was before. I like some of the other changes listed, but this one sticks in my craw. No matter how much I think about it, I can't see how it's better. It's now next to useless. Thanks a lot devs, you really know how to be jerks.
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    eviltwintwoeviltwintwo Posts: 351 Arc User
    By the way, devs, I know a way you can make several powers useless at the same time. Make heals only affect teammates, that way no one will be worth spit to anyone who isn't currently teaming with them. Yes I'm being sarcastic. Why shouldn't I be?
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    magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Oh no. I bet that doesn't work too well in Rampages.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User

    By the way, devs, I know a way you can make several powers useless at the same time. Make heals only affect teammates, that way no one will be worth spit to anyone who isn't currently teaming with them. Yes I'm being sarcastic. Why shouldn't I be?

    It's possible Seraphim heal only working on teammates is a patch around Onslaught problems, but in any case, the heal tic is small enough that "meh, whatever"; auras not working on the other half of a Rampage team, which has been that way for ages, is way more of a problem.
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    edited February 2016
    Bug:
    Cloak of the Infinite Planes:
    The item no longer plays any sounds during the animation. There is seemingly no VFX on hit anymore, either.


    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
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    stergasterga Posts: 2,353 Arc User
    So, I watched Mira's video again and there was a whole lot less radiation fire than what happened in my fight. Is Grond supposed to be using his pee attack constantly? He was using it every second or third attack. He was also using that ground slam thing all the time. Or is this one of those fights were the AI is a dick to ranged tanks? And why does Grond's lunge do 80% of my HP on a toon with Justice / Onslaught / Wardicator? Sometimes the lunge is a mess. He'll try to lunge but fail several times in a row. Oh, some of the pee spawns in the air. It's paper thin, so it can be almost impossible to see. The contrast with the floor is terrible. I didn't even realize those weird discolored spots were supposed to be the rad fire at first. I was kinda expecting actual fire or at least something that stood out. It didn't even glow.

    As for Medusa, that massive AoE attack was cleaving my HP through a r2 block. How is someone with heroics that isn't a tank supposed to live through that? And the orbs were wonky. The first fight, the orbs spawned and nothing happened when I tried to pick them up. I even moved over to another orb near-by, but didn't pick it up. The second fight, standing near the orb just magically picked it up.
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