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FC.31.20151210a.37 - Mardi Gras Mask / Specialist Update

ladygadflyladygadfly Posts: 279 Cryptic Developer
edited February 2016 in PTS - The Archive
Release Notes for FC.31.20151210a.37
This build is available on PTS as of 2/19/2016

March Subscription Item
- Added the March Mardi Gras Mask Gold Subscriber reward to the Gold Subscriber and PTS vendors.

Bug Fixes
- Fixed a bug where the textures for the Trimmed and Stylish hairs were just solid colors. Those hairs now have more color options.
- Added fanciful description to Beard Pack Zen Store description. Arkayne has assured that it will inspire and enlighten.
- Added Handlebar Mustache 1 to the beard pack.
- Fixed a bug where secondaries sold in the silver champion recognition vendor were not scaling properly. They should now be a set level of 40.
- Added all ranks of Firesnake to the removed FX from bosses list.

Specialist Update
- The Specialist Archetype can now choose between the following attacks:
Level 1: Gunslinger or Rain of Steel
Level 1: Burst Shot or Blade Tempest
Level 6: Eye of the Storm
Level 7: Lightning Reflexes or Way of the Warrior
Level 11: Breakaway Shot or Thunderbolt Lunge
Level 14: Form of the Tempest
Level 17: Two-Gun Mojo or Bullet Beatdown
Level 21: Parry
Level 25: Killer Instinct or Steadfast
Level 30: Holdout Shot
Level 35: Lack n Load or Masterful Dodge
Level 40: Lead Tempest or Sword Cyclone


Powers Changes
- Players who own Two-Gun Mojo or Bullet Beatdown will receive a respec.

- New Power: Burst Shot This is a new tier1 Munitions power that lowers the piecing and crushing resistance of foes.
Advantage: Taking Names. Refreshes all stacks of Furious on you. Advantage: Off Your Feat. Burst Shot now knocks back enemies.

- New Power: Steadfast This is an energy unlock for the martial arts framework. It gives you energy whenever you land a critical hit with a martial arts ability. The energy return scales off of dexterity and recovery.


Munitions Framework
Two Gun Mojo
- This power has been moved to tier 3.
- No longer applies Concentration.
- No longer has penetrating damage.
- Cost of power increased.
- Two Gun Mojo is now a 2ft cylinder area effect attack with a target cap of 3. Its damage is reduced based on the number of targets you hit.
- Two Gun Mojo now has a chance every hit to apply Furious. Furious can stack up to 5 times and increases your critical chance by 1% per stack. When you are struck by an attack while Furious, you will receive the Willpower buff which gives you a small heal over time.

Bullet Ballet
- Moved to tier 2.
- Bullet Ballet now refreshes Furious after completing the full power combo.
- Hit 2 changed to a 3 target cap 2 foot cylinder. Hit 3 changed to a 180 degree cone. Hit 4 changed to a 3 target cap 2 foot cylinder.
- Not Without Incident advantage has been changed to proc when you are affected by Furious.
- Removed Rage or Concentration proc from Not Without Incident.

Sniper Rifle
- Fixed a bug where Sniper Rifle's stun would not work beyond 100 feet.

Holdout Shot
- Holdout Shot Stimpack advantage now heals for more over time. In addition, if you are below 20% health it gives you an additional heal.

Lead Tempest
- Lead Tempest's Tread Softly extra bonus to dodge and avoidance is now triggered by the Furious buff and is no longer triggered by Concentration.


Martial Arts Framework
Vipers Fangs
- Spitting Cobra advantage now has a 35% chance to apply poison (from 20%). All hits are now a 220 degree cone.
- Cost increased slightly for all hits.

Reapers Caress
- Reapers Caress Hits 1 and 2 changed to 240 degree cones. Hit 3 changed to 360 degree cone.
- Bleeds can be applied to all targets hit. Chance to apply bleed.
- Cleaving Strikes advantage has been changed to apply Shredded when you finish the power combo.
- Cost increased slightly for all hits.

Blade Tempest
- Blade Tempest Arc changed to 200 degrees.
- When finishing a combo now applies shredded to all targets hit.
- Cost increased slightly for all hits.


Bestial Framework
Shredded
- Shred Hits 1 and 2 changed to a 30 degree cone. Hit 3 is now a 240 degree cone.
- Damage reduced on hits 2 and 3.
- Cost for hits 2 and 3 increased.
- Penetrating Strikes advantage no longer has a 50% chance to apply Shredded. Penetrating Strikes now applies Shredded when you finish the power combo.

Frenzy
- Frenzy now has a chance to apply bleed. This chance increases if you are enraged.
- Hit 1 changed to a 280 degree cone. Hit 2 changed to a 240 degree cone.
- Fixed a bug where the power wasn't considered a combo.
- Cost for hits 2 and 3 increased.
- No longer applies or refreshes enrage.
- The Fear Sense advantage has been changed to apply the Furious buff if you finish the power combo.


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​​
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Comments

  • purin1purin1 Posts: 433 Arc User
    Thank you very much for the additions and changes made to the Martial Arts tree and others. I have been waiting a very, very, very long time for something like this. I am especially pleased with the changes made to Reaper's Caress.
    I strive to be the strongest swordsman alive.
  • zemmaxzemmax Posts: 295 Arc User
    Changes to Two gun mojo SOUND SCARY

    I don't know what to think!
    No longer applies concentration? I guess it will still stack concentration normally, because it's a ranged power, yes?
    How much is the cost increased?
    It's an AOE?

    I gots guestions about the others but ima start witht this
  • nacito#6758 nacito Posts: 970 Arc User
    - Fixed a bug where secondaries sold in the silver champion recognition vendor were not scaling properly. They should now be a set level of 40.

    If this goes to live, the already bought gear will be updated, or we have to buy new ones?
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  • xcelsior41xcelsior41 Posts: 1,056 Arc User
    zemmax said:

    Changes to Two gun mojo SOUND SCARY

    I don't know what to think!
    No longer applies concentration? I guess it will still stack concentration normally, because it's a ranged power, yes?
    How much is the cost increased?
    It's an AOE?

    I gots guestions about the others but ima start witht this

    Yeah..this could potentially take a power(crucial to the theme btw) away from my only character who uses it. And I thought 2GM was fine as it was :'(
    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.
  • xcelsior41xcelsior41 Posts: 1,056 Arc User
    edited February 2016
    Avianos literally talked about the EU for themes, bet he'll be super happy now!! :)(as am I, but I don't like MA, not aesthetically pleasing..) the changes to bestial?: Why the cost increase?.
    Post edited by carrionbaggage on
    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.
  • jaazaniah1jaazaniah1 Posts: 5,425 Arc User
    This does sound strange. A ranged power that does not apply concentration?
    zemmax wrote: »
    Changes to Two gun mojo SOUND SCARY

    No longer applies concentration? I guess it will still stack concentration normally, because it's a ranged power, yes?
    ​​
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  • kaiserin#0958 kaiserin Posts: 3,078 Cryptic Developer
    TGM still applies concentration if you have the form. Beforehand it gave you a stack regardless.​​
  • sagewithbubblessagewithbubbles Posts: 484 Arc User
    edited February 2016

    This does sound strange. A ranged power that does not apply concentration?



    zemmax wrote: »

    Changes to Two gun mojo SOUND SCARY



    No longer applies concentration? I guess it will still stack concentration normally, because it's a ranged power, yes?

    ​​

    It works fine with the form Concentration. Just the previous innate "applies Concentration on a full maintain" thing that let you get a stack of Concentration without actually having the Form Concentration was removed.

    A few bugs:

    * Bug - Tooltip for the buff applied by Burst Shot, Furious, reads "Bonus to Offense". It's actually a Crit Chance buff (and shows on your character sheet)
    * Where it happens: Buff icon for Furious.
    * What happens: Says "Bonus to Offense", it's a Crit Chance Bonus. Relatively minor, overall.

    * Bug - Tooltip for the advantage to Burst Shot, "Off your Feat" (should it be Feet?)
    * Where it happens: Tooltip in Advantage selection for Burst Shot.
    * What happens: It shares the text with the advantage "Taking Names", but Off your Feat does a knockback instead. Also both have line-break html showing.


    I like these changes except turning 2GM into an AoE. It's relatively minor, but people who are used to using it as a single target attack may end up hitting things they don't want to hit. Not really a fan of base function change, though I like all the other changes.

    I can live with it if it goes Live, but it's the only part I'm not excited about.

    That said, Burst Shot's the Pistol AoE I always wanted, so good job there.
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  • riveroceanriverocean Posts: 1,690 Arc User
    - Changes to the specialist sound awesome actually.
    - New buffs added to Munitions *Thumbs up*
    - Increased energy cost to Bestial SN attacks (?) Not sure why that's necessary... that surely not an OP set is it?
    - 2GM finally got adjusted. The QQ over this is going to be epic.. I might take a forum break.
    - However, 2gm is probably still a very good ranged ability.. especialy w/new mechanics. But I'm guessing it's no longer a Boss Killer. Will have to test this out.
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  • sagewithbubblessagewithbubbles Posts: 484 Arc User


    - However, 2gm is probably still a very good ranged ability.. especialy w/new mechanics. But I'm guessing it's no longer a Boss Killer. Will have to test this out.

    Works fine for single-targets unless you happen to hit something that gets close to your single target. Then you may have a pissed-off add you weren't expecting. Cylinder's kinda narrow though.

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  • sammiefightersammiefighter Posts: 92 Arc User
    edited February 2016
    Specialist Comment for testing: With all those power choices will the respect cost become prohibitive/excessive? This is an AT,

    Clarify: The respec cost of the new tree,

    2GM 'concentration' thing confused me too, but can't check the power to see what you might mean [Wakes up and see Dev's comment .. ahh get it now]
    Post edited by sammiefighter on
  • ogremindesogremindes Posts: 348 Arc User
    Is there any particular reason for Steadfast to be framework-dependant? It'd be nice to have more framework-agnostic Energy Unlocks.


    -Ogre
  • nacito#6758 nacito Posts: 970 Arc User

    - Frenzy now has a chance to apply bleed. This chance increases if you are enraged. neat
    - Hit 1 changed to a 280 degree cone. Hit 2 changed to a 240 degree cone. hmmm
    - Fixed a bug where the power wasn't considered a combo. YUS finally
    - Cost for hits 2 and 3 increased.
    (as well with the shred cost increase, I dont like this, but it makes needed SP energy unlock, or maybe not?)
    - No longer applies or refreshes enrage.
    it does? had no idea :P
    - The Fear Sense advantage has been changed to apply the Furious buff if you finish the power combo. hmmm, interesting
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  • xcelsior41xcelsior41 Posts: 1,056 Arc User
    edited February 2016

    - Changes to the specialist sound awesome actually.
    - New buffs added to Munitions *Thumbs up*
    - Increased energy cost to Bestial SN attacks (?) Not sure why that's necessary... that surely not an OP set is it?
    - 2GM finally got adjusted. The QQ over this is going to be epic.. I might take a forum break.
    - However, 2gm is probably still a very good ranged ability.. especialy w/new mechanics. But I'm guessing it's no longer a Boss Killer. Will have to test this out.

    Or a killer period :p. I thought it was adjusted because it was underpreforming, now it could be back to underpreforming again?.

    Also, anyone get to see what Burst looks like? I might be inclined to switch it out on my DP toon(2GM getting switched).
    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.
  • sagewithbubblessagewithbubbles Posts: 484 Arc User

    Is there any particular reason for Steadfast to be framework-dependant? It'd be nice to have more framework-agnostic Energy Unlocks.

    Continuing the pattern of Killer Instinct and Hunter's Instinct (crit gives x energy for powers of y framework scaling on z stat).

    As a larger dev initiative, they could probably change that, but it's consistent with other powers.

    Also, @ Sammie, Specialist would get a respect by virtue of having 2GM (and everyone with 2GM getting a force respec).

    For those curious, Burst Shot is a single shot forward with both pistols, held upright (not 2GM style).
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  • xcelsior41xcelsior41 Posts: 1,056 Arc User

    Is there any particular reason for Steadfast to be framework-dependant? It'd be nice to have more framework-agnostic Energy Unlocks.

    Continuing the pattern of Killer Instinct and Hunter's Instinct (crit gives x energy for powers of y framework scaling on z stat).

    As a larger dev initiative, they could probably change that, but it's consistent with other powers.

    Also, @ Sammie, Specialist would get a respect by virtue of having 2GM (and everyone with 2GM getting a force respec).

    For those curious, Burst Shot is a single shot forward with both pistols, held upright (not 2GM style).
    So basically the EB for DP animation?
    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.
  • sagewithbubblessagewithbubbles Posts: 484 Arc User

    Is there any particular reason for Steadfast to be framework-dependant? It'd be nice to have more framework-agnostic Energy Unlocks.

    Continuing the pattern of Killer Instinct and Hunter's Instinct (crit gives x energy for powers of y framework scaling on z stat).

    As a larger dev initiative, they could probably change that, but it's consistent with other powers.

    Also, @ Sammie, Specialist would get a respect by virtue of having 2GM (and everyone with 2GM getting a force respec).

    For those curious, Burst Shot is a single shot forward with both pistols, held upright (not 2GM style).
    So basically the EB for DP animation?
    Smoother and fired simultaneously. Trying to get images but "rearrange the screen" is the same button as "take a Steam overlay screenshot", having technical difficulties.
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  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited February 2016
    So far I like the shred changes. Frenzy changes are awesome to. So farI wish I could fit it in my build and make a DPS or have dual builds for this. :smiley:

    Only bug I've found so far is the following;
    • Fear Sense tooltip when retconning still says it increases damage to feared targets. Minor but nothing major.

    Additional suggestions;
    • Allow Massacre's bleed refresh to refresh Aspect of the Bestial's Enrage, if possible.

    The Furious buff sounds interesting, gives 1% critical chance per stack so depending on severity that could be up to around hrmm 6% DPS increase for many crit builds. Hehe I would so abuse it to as a melee DPS. And the fact it gives a healing buff if you are hit something to test out sometime.​​
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  • williamkonywilliamkony Posts: 582 Arc User
    Loving the attention to balance as of late. :) Keep it up!

    I will say, though, as someone who does not use Two-Gun Mojo, I don't know that the AoE change is all that good. D: A lot of people may have builds that count on the power being single-target (such as using Vindicator tree's Focused Strikes specialization), and as such that particular change seems kinda needlessly disruptive.

    Glad to see Sniper Rifle get its Stun fixed, though I JUST switched away from it a few days ago. XD *shakes fist!*
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  • sigmaseven0sigmaseven0 Posts: 714 Arc User
    Based on the new dev blog, this is only the beginning...
    1. I know these changes will scare some, but at least they are giving "tradeoffs". I think the game will benifit form the standardizations when they are finished.
    2. I'm glad that ATs are getting some love.
    3. Steadfast is exactly what my build needed to finally let go of MSA. Open Palm Strike is the only MA power I have but it seems to work fine with only one MA power.

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  • lunnylunnylunnylunny Posts: 186 Arc User
    edited February 2016
    Overall very satisfied with the changes. Earned a lot of my respect for touching an overused skill (TGM).

    Martial Arts: Very interested by the AoE changes and thank you for the new Energy Unlock. You might want to add info on what Shredded does for Blade Tempest, since Viper's Fangs does have the debuff description.

    Munitions: The TGM change is quite neat. The change to Piercing damage from Penetrating was needed. The new skill sounds pretty interesting, I'm definetly going to pick it up! The advantages seem a bit weird though, both of them are basically saying the same and have some typos, and I don't mean just the br typo.

    Furious: I'm also very interested by this one, but I hope this appears in many/some other places than just Munitions and Frenzy.
  • riveroceanriverocean Posts: 1,690 Arc User
    Bug: Unable to Retcon Specialist

    I attempted to retcon a Speciliast @40. However, none of the power choices are selectable. They seem frozen. When clicked no power choice is selected.

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  • xcelsior41xcelsior41 Posts: 1,056 Arc User

    Based on the new dev blog, this is only the beginning...
    1. I know these changes will scare some, but at least they are giving "tradeoffs". I think the game will benifit form the standardizations when they are finished.
    2. I'm glad that ATs are getting some love.
    3. Steadfast is exactly what my build needed to finally let go of MSA. Open Palm Strike is the only MA power I have but it seems to work fine with only one MA power.

    1. I'm ecstatic about the fact change is happening, but 2GM was literally buffed before because it was bad, now, it got a damage debuff, it's thing that was added years ago taken away(armor pen.), and now made a cone. Why?.
    2. Same.
    3. I wish I could take advantage of this. I don't have a MA toon on live due to my disdain for it on an aesthetic level(however, if I were to make say, a Fighting Claw/MA toon...)
    Can't wait for what's next!!!! :). Please though, as I stated when the blog was posted in news/allowed discussion(along with avianos) Buff. 2GM wasn't that OP anymore thanks to the crit/dex nerf. Please seriously just fix the bad powers instead of bringing actual preforming powers down. Please. :'(
    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.
  • xcelsior41xcelsior41 Posts: 1,056 Arc User

    Overall very satisfied with the changes. Earned a lot of my respect for touching an overused skill (TGM).

    Martial Arts: Very interested by the AoE changes and thank you for the new Energy Unlock. You might want to add info on what Shredded does for Blade Tempest, since Viper's Fangs does have the debuff description.

    Munitions: The TGM change is quite neat. The change to Piercing damage from Penetrating was needed. The new skill sounds pretty interesting, I'm definetly going to pick it up! The advantages seem a bit weird though, both of them are basically doing the same and have some typos, and I don't mean just the br typo.

    Furious: I'm also very interested by this one, but I hope this appears in many/some other places than just Munitions and Frenzy.

    2GM being overused was a bummer, but why take away what it was meant to do?(and why take what it was given to make it decent instead of bringing other t2's up to snuff?)
    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.
  • sagewithbubblessagewithbubbles Posts: 484 Arc User
    gradii said:

    There goes the entire concept of a dual pistol character. Goodbye Bullet Hell.

    Burst shot.. is this a SINGLE PISTOL POWER??

    Nope, both pistols.
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  • purin1purin1 Posts: 433 Arc User
    Also, thank you for doubling the chance to apply bleeds with Reaper's Caress when affected by Focus. Great change right there.
    I strive to be the strongest swordsman alive.
  • aiqaaiqa Posts: 2,620 Arc User

    Specialist Comment for testing: With all those power choices will the respect cost become prohibitive/excessive? This is an AT,

    2GM 'concentration' thing confused me too, but can't check the power to see what you might mean

    It's very simple. TGM used to give 1 concentration stack, when using Chilled Form that meant you had effectively 9 form stacks.
  • sagewithbubblessagewithbubbles Posts: 484 Arc User
    gradii said:

    purin1 said:

    Also, thank you for doubling the chance to apply bleeds with Reaper's Caress when affected by Focus. Great change right there.

    Yeah if they only give the blade the MA energy unlock these changes are going to make it even better (and anything which uses single blade)

    Good to hear burst shot is a dual pistol power. means one of my favorite characters isn't 100% royally S.O.L.

    Also: FIGHTING CLAWS COMBO IS A CONE!! FIGHTING CLAWS HAS AOE!
    From a power progression standpoint, you can swap Burst Shot in for 2GM for low-level builds and pick it up as a tier 3 later while keeping a Dual Pistol theme (and not breaking power progression), and Burst Shot actually does something useful (the debuff and the Furious Refresh or knockdown) even after you've got 2GM.

    I'd be happier if the cylinder thing on Two Gun Mojo is an advantage, since changing base power functionality (from dedicated single-target to situational AoE) is kind of...annoying.

    But it at least still works against single targets.

    Furious probably needs to be ported around a bit, too.

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  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    gradii said:


    With the changes to 2gm it's gonna be difficult to find a good replacement build using it at all. I hope burst shot has a similarly cool animation.

    I will say I find Burst Shot's animation extremely unappealing. You point both guns, shoot them both at the same time, and that's it.

    It should actually be a burst, firing about three or four shots (counting as one hit, but just for the looks), alternating from one pistol to the other. Firing both together looks very plain and boring, nothing like the dynamism a comic book inspired game should have.
    biffsig.jpg
  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    edited February 2016
    Ouch, two gun mojo changes looks scary. Still, it may be good for something. I'm glad to see that my suggestion for Frenzy was taken into account. Kinda curious on how I'll put it on a RE build though. Swap Shred with Frenzy? XD

    These new powers and changes are so intriguing. Can't wait until they reach Live!
    Post edited by carrionbaggage on
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  • ogremindesogremindes Posts: 348 Arc User
    edited February 2016
    I agree with Burst Shot needing a dynamic animation. The visual style of dual pistol is pretty much defined by dynamism.

    I also agree that 2nd should remain a single-target power, maybe with an AOE advantage, just so it's not wierd for legacy builds that rely on its single-target-ness for proccing specs.

    Since we're looking at both at the same time, it'd be cool to have some cross-pollination of power interactions between MA and Dual Pistol, play up the "Gun Fu" thing that starts with Bullet Beatdown.

    -Ogre
  • stergasterga Posts: 2,353 Arc User
    "- Players who own Two-Gun Mojo or Bullet Beatdown will receive a respec."

    Yay! Although, it's just feeding my obsessive tweaking problem with my main.

    "- New Power: Steadfast This is an energy unlock for the martial arts framework. It gives you energy whenever you land a critical hit with a martial arts ability. The energy return scales off of dexterity and recovery."

    Damn, that would have been nice for my laser sword build. Having to pick up a rush power or use the arcane energy circle just to power laser sword sucks. And the only other power that might help is locked behind a buggy / grindy GCR wall. :\ At least I can dump MSA...
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  • xrazamaxxrazamax Posts: 979 Arc User
    edited February 2016
    I CAN'T HANDLE ALL THESE OVERWHELMINGLY LARGE UPDATES. PLEASE SLOW DOWN!

    *You called Bullet Beatdown, "Bullet Ballet" and have probably scared many young men who are worried about keeping up their masculine image.
    Post edited by xrazamax on
  • draogndraogn Posts: 1,269 Arc User
    The change to 2GM is going to break a lot of builds. It's also going to hurt the overall flow of the munitions set. At low level the only other pistol option is holdout shot, which imo is terrible. The animation is weak and the dmg leaves a lot to be desired for something on a 10 sec cooldown.

    Burst shot in its current state is very meh, it's underperforming damage wise, it costs too much energy to use, and the animation boring.
  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    draogn said:

    The change to 2GM is going to break a lot of builds. It's also going to hurt the overall flow of the munitions set. At low level the only other pistol option is holdout shot, which imo is terrible. The animation is weak and the dmg leaves a lot to be desired for something on a 10 sec cooldown.

    Burst shot in its current state is very meh, it's underperforming damage wise, it costs too much energy to use, and the animation boring.

    I'm wondering how this breaks builds. Like, it breaks your level 1 build by not being able to have Two Gun Mojo? Does this affect any builds that are level 15+ in a meaningful manner?
    biffsig.jpg
  • ogremindesogremindes Posts: 348 Arc User

    draogn said:

    The change to 2GM is going to break a lot of builds. It's also going to hurt the overall flow of the munitions set. At low level the only other pistol option is holdout shot, which imo is terrible. The animation is weak and the dmg leaves a lot to be desired for something on a 10 sec cooldown.

    Burst shot in its current state is very meh, it's underperforming damage wise, it costs too much energy to use, and the animation boring.

    I'm wondering how this breaks builds. Like, it breaks your level 1 build by not being able to have Two Gun Mojo? Does this affect any builds that are level 15+ in a meaningful manner?
    It breaks builds that rely on it being single target for specs, if nothing else.

    -Ogre
  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User


    It breaks builds that rely on it being single target for specs, if nothing else.

    Very good point.
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  • draogndraogn Posts: 1,269 Arc User

    draogn said:

    The change to 2GM is going to break a lot of builds. It's also going to hurt the overall flow of the munitions set. At low level the only other pistol option is holdout shot, which imo is terrible. The animation is weak and the dmg leaves a lot to be desired for something on a 10 sec cooldown.

    Burst shot in its current state is very meh, it's underperforming damage wise, it costs too much energy to use, and the animation boring.

    I'm wondering how this breaks builds. Like, it breaks your level 1 build by not being able to have Two Gun Mojo? Does this affect any builds that are level 15+ in a meaningful manner?
    For those who chose it as their first power have the power removed from their action bar and their build is listed as invalid until they select a new power. The Tier 1 pistol based powers are very limited, one has a 10 second cooldown and then the new Burst shot, which as I mentioned is very underwhelming.
  • xrazamaxxrazamax Posts: 979 Arc User
    edited February 2016
    Two gun mojo is not an AoE. It has a 2ft cylinder, but that doesn't make it AoE.

    Unless that is a bug. But I don't think it is.
  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    draogn said:

    For those who chose it as their first power have the power removed from their action bar and their build is listed as invalid until they select a new power. The Tier 1 pistol based powers are very limited, one has a 10 second cooldown and then the new Burst shot, which as I mentioned is very underwhelming.

    Are we really concerned about "breaking an entire build" when we're talking about level one through fourteen?
    xrazamax said:

    Two gun mojo is not an AoE. It has a 2ft cylinder, but that doesn't make it AoE.

    Unless that is a bug. But I don't think it is.

    By definition, it is. Area of Effect. It has an effect on more than one target, as long as those targets are inside of that area.
    biffsig.jpg
  • jonsillsjonsills Posts: 6,315 Arc User
    I think the changes to 2GM make perfect sense. You're essentially pointing and praying when you try to fire two pistols at once (and I say this as someone whose new favorite toon is based around two pistols wherever possible).

    One change I would like to see, although I don't know how hard-coded this is in the game engine - I'd like to see pistols made as an available skin for more of the munitions powers. I mean, sure, Space Cowboy can use a Western rifle for Sniper Shot, but I once hit a momentary glitch that let him use his Space Scoundrel pistols for that, and it looked really freaking cool...
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  • xrazamaxxrazamax Posts: 979 Arc User
    edited February 2016
    Bug: Typo in Burst Shot "Off your feat" adv description: "... If you are not affected by Furious Burst SHot will apply one stack "

    The "H" in "Shot" is capitalized, there should be a comma between "Furious" and "Burst" and the {< br >< /br >} brackets are not properly set. *puts chalk back and takes a seat at her desk*
  • draogndraogn Posts: 1,269 Arc User

    draogn said:

    For those who chose it as their first power have the power removed from their action bar and their build is listed as invalid until they select a new power. The Tier 1 pistol based powers are very limited, one has a 10 second cooldown and then the new Burst shot, which as I mentioned is very underwhelming.

    Are we really concerned about "breaking an entire build" when we're talking about level one through fourteen?
    xrazamax said:

    Two gun mojo is not an AoE. It has a 2ft cylinder, but that doesn't make it AoE.

    Unless that is a bug. But I don't think it is.

    By definition, it is. Area of Effect. It has an effect on more than one target, as long as those targets are inside of that area.
    This isn't just breaking level 1-14 builds, it's making level 40 builds invalid as well.
  • nacito#6758 nacito Posts: 970 Arc User
    but, < /br > does actually exist?
    Just another reptile lover, known in game as @nacito
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  • xrazamaxxrazamax Posts: 979 Arc User
    edited February 2016

    By definition, it is. Area of Effect. It has an effect on more than one target, as long as those targets are inside of that area.

    Maybe by description but not by classification and only barely by function.
    draogn said:


    This isn't just breaking level 1-14 builds, it's making level 40 builds invalid as well.

    In no way is it doing that. Every time their is a power update to a power you use, you will have to adjust unless you are really fortunate. I mean... so what? You get a retcon, those builds will still work for the most part, it isn't a big deal.

This discussion has been closed.