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FC.31.20180427.5 - Nemesis Alert Fixes/Changes
Nemesis Alert
- Updated Nemesis version of Lightning Reflexes, Shadow Form and Personal Force Field to not provide benefits that scale with their health when their health is being boosted. This should making fighting health boosted versions of them a little less silly.
- Added Master Villain and Enforcer ranks for thugs nemesis minions.
- Fixed a bug where the console path could not be completed.
- Increased the health on the Core Power.
- Slightly decreased Nemesis health.
- Increased the respawn time on most of the mobs in the alert.
- Updated the currency display to show the new Nemesis Recognition.
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Comments
[at]riviania Member since Aug 2009
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My characters
Bug:The big repel explosion still has issues though. Sometimes the VFX of the attack isn't visible but it does fire, sometimes the effect doesn't fire at all after the tell.
Suggestion:Also wow did you nerf the adds. Especially on the last part on the upper platform, it made the consoles method extremely easy since I only had to hold the nem and a group of 5 adds. Might wanna buff that back up ( maybe you nerfed it so hard for testing purposes? ). The adds down below feel a bit limp now as well.
Bug: Also the turret consoles still have the same issue, I couldn't make them deactivate turret shields.
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Request: Turn Stablization Belt into a TOGGLE which reduces the effect of the Gravity Shift. The current version which is a 1 second self root with a cool down is rubbish and somewhat impractical. Powers which require you to be rooted in one place, will generally auto root (like Sniper Rifle) and are infinitely more useful than the current iteration of that device. May sound a bit harsh, but if you don't have flight...Zero G is generally a massive pain. If I'm going to use a device slot...it should be worth it, since a good portion of the content is in Zero G.
Bug: Corrosive Energy debuff completely removes, and disables forms of Player Containment Fields such as: Field Surge, Personal Force Field, Protection Field, Mindful Reinforcement, Hardened Particle Matrix, Bastion and Energy Refraction.
If this is intended...it's pretty dumb and needs to be removed. Or it can remain and PFF players (as few as we are) will just not help deactivate shields on the turrets.
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When everyone teleports up to the second floor, the last person teleports right into the knock back.
With some lower dps groups the mobs can still be quite difficult. We had a super strength minions that were chewing through everyone's health very fast with their rock throw spam.
I don't think it's a good idea to make an object into a "bossfight", to many powers don't interact well with objects.
My super cool CC build and how to use it.
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Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
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Feel free to visit my websites!^^:
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Epic Stronghold
Block timing explained
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The shield removal on the lower terminals is intentional (a little debuff pops up on you stating all shields are removed). Unbreakable bypassing it is not intended.
Shields, turrets and the core power are not destructible objects. However it seems the shields have a flag on them that's making power interactions think they are objects, this isn't intended.
Well I guess that all Containment Field effects (bar Containment Field power) and all Damage Shields are intended to be removed by this debuff.
That settles that.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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This will do nothing to 'improve' players especially when pugging is concerned, this kind of design will simply frustrate players.
Well, it's only a minor thing so it probably doesn't matter.
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Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
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Feel free to visit my websites!^^:
DeviantART|FurAffinity|
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Isn't the shield negation pointless anyway? It seems like using a shield would be only marginally easier than just avoiding aggro while operating the consoles, as it is in every other similar situation.
Another note: Something strange has happened on the PTS that I could not recreate or identify the cause of. Movement controls were locked in a direction which changing the camera's rotation did not adjust. This meaning that pressing forward ALWAYS moved me in a specific direction relative to the world regardless of where I faced the camera. - User error, this can be ignored. Pesky controls being changed during transfer messed things up.
And I will always be @DZPlayer122.
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Epic Stronghold
Block timing explained
I don't think there is a pointer to where the Nemesis contact is. There are several police stations in MC. It's seems weird that there is a big-**** Nem Terminal in RenCen but no one there to man it. New players or those unfamiliar with the nemesis system would benefit from a fellow standing right there to tell things about the terminal. Things like "why can't I use this now". Pretty much all of the other contacts that matter are in RenCen. Stuffing the Nemesis Guy at the edge of the map is a good way to make sure no one remembers to care he exists.
The shield removal on the lower terminals is intentional (a little debuff pops up on you stating all shields are removed).
Why not design the encounter in a different fashion instead of taking away potentially interesting tactical options by crapping on unpopular powers?
Yes, please get rid of this everywhere it shows up in the game. Annoying does not equal challenge or engagement or really anything meaningful in a positive way. You know what would be better and far more interesting? Being able to keep interacting with things while taking damage. Then you have to balance seeing if you can successfully do a thing before your HP goes away. Or pealing a healer away to keep you alive while interacting. See? Teamwork.
Interacting with things is already boring. It's the worst part of the Nightmare invasion especially with the aggravation ramp-up when you get pulled in the middle of it.
[at]riviania Member since Aug 2009
I agree. Just increase the time to interact or make the mobs a bit more dangerous.
The "no shields" mechanic is pretty lousy for folks who base a hero around using bubbles, and I just hope folks don't play The Impluse with PFF anymore--because this mechanic would just be super unfair.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
Supporter of the Titan Project.
Having never seen something like this implemented in game I would venture to guess it can't be done. Progress bars seem like a hard coded kind of thing. On the other hand, having the keyboard stack a stack of debuff on the target every X seconds it is maintained and having the desired effect happen at Y stacks might be possible? Might also be something interactables can't do, and either way I'm sure they don't want to go back and rekajigger the consoles after they just got them working.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
It means "when you take damage, the progress bar loses some of its accumulated progress". Never seen that in CO.
My super cool CC build and how to use it.