Here are the Patch Notes for Build FC.15.20110211.8
The Current PTS update ETA is NOW
Known Issues: Known issues will be posted here
Here are the details of the patch:
Archetype:
The Inventor: This new Gold Archetype utilizes Gadgeteering powers in the Sentinel Role to provide Support to his pets and allies.
The Inventor: Now gets Miniaturization Drive at level 27, instead of Entangling Mesh. The choice at level 32 is now between Sonic Device and Toxic Nanites.
The Inventor: Swapped when you get Support Drones to level 22.
Powers
General:
Many of the Innate Talents had incorrect names displayed when retconning. This has been fixed.
Stuns: Stun durations have been reduced by ~1/3.
Several Frameworks were erroneously checking to see whether you had purchased an Energy Builder in addition to the normal requirements for purchasing certain tiers of powers within that Framework. In general, this effect would be unnoticed except when doing a full respec and not purchasing an Energy Builder first. Affected Frameworks were: Celestial, Ice, Munitions, Force, all of Martial Arts, and Power Armor.
Pets:
Several of the pets were sticking around after they died, which could sometimes cause problems with resummoning them. They should now despawn much quicker after dying, and should no longer sometimes prevent you from resummoning them when they die.
Gadgeteering:
Bionic Shielding: Base Healing reduced ~22%.
Bionic Shielding: Healing now properly scales with Presence.
Bionic Shielding: No longer has a recharge time. Instead, players affected by Bionic Shielding get a 15s debuff that prevents them from being affected by Bionic Shielding Again during that time.
Bionic Shielding: Now properly has HitFx on initial application.
Bionic Shielding: Ranks 2 and 3 of this power were getting a much larger increase over Rank 1 than intended. This has been corrected, and it will now rank up with the correct increase of ~20% per rank.
Bionic Shielding: Will now correctly prevent you from activating the power on a target affected by the Bionic Tampering debuff the power applies. This should also prevent you from being able to re-activate the advantage benefits on a target that is affected by the debuff as well. Also, the debuff icon for Bionic Tampering has been changed to help differentiate the buff and debuff.
Entanging Mesh: Max targets hit increased to 7, up from 5.
Entangling Mesh: Cost reduced ~2 Energy.
Entangling Mesh: Now has access to the Nailed to the Ground advantage.
Experimental Blaster: Costs and damage for this power have been reworked. Max charge time reduced to 2.0 seconds, down from 2.5 seconds. Tap Cost increased by ~6 Energy, cost per charge time increased ~5%. Tap damage increased ~40%, charged DPS increased ~10%.
Experimental Blaster: Damage increased ~6%. Tap Cost reduced ~1.5 Energy, Max Charge cost increased ~5.5 Energy.
Experimental Blaster: Death Ray: Now properly has an icon.
Experimental Blaster: Death Ray: The increased chance for dealing additional damage on low charge has been increased. Now provides a 60% chance, up from 50% (the base power has a 30% chance). In addition, when the Death Ray auto-kill is triggered on a high ranking critter or player, it now deals an additional hit of damage from your Experimental Blaster (based on charge time as well) instead of having no effect.
Experimental Blaster: The Knockup that can be applied by this power now properly applies Knock Resistance.
Experimental Burst Ray: (New!) A mid-ranged cone attack with somewhat erratic results. Careful not to Overheat it!
Experimental Burst Ray: Arcturus Cooling System: (New!) Increases the chance of getting erratic results, and reduces the chance of Overheating the weapon.
Experimental Burst Ray: Arcturus Cooling System: Now Halves the chance of Overheating the gun, and also reduces the duration of Overheating by half.
Experimental Burst Ray: Can no longer Overheat on a tap. Chance to Overheat has been reduced in all other cases by ~1/3.
Experimental Burst Ray: Max charge time reduced to 2.0 seconds, down from 2.5 seconds. Tap cost increased slightly, cost per charge time decreased ~10%. DPS increased ~7%.
Experimental Burst Ray: Overcharge now increases the tap damage by 30%, up from 10%. Fully charging receives a reduced benefit.
Experimental Burst Ray: Overheating now immediately cancels all stacks of Overcharge you have built up.
Medical Nanites: (New!) This Support passive grants mild health regeneration to you and your allies. The nanites also help prevent ongoing damage, granting damage resistance to DoTs for you and your allies.
Medical Nanites: Should now work properly on teammates.
Miniaturization Drive: Can now attach to AoE attacks as well. When doing so, the strength of the debuff is reduced by 1/3 for typical AoEs. In the case of AoE attacks hitting more than 5 targets, it is reduced slightly more.
Miniaturization Drive: The new implementation should now only apply a debuff icon to your target (instead of also applying a buff icon) and the advantage should only apply a buff icon to yourself (instead of also applying a debuff icon).
Molecular Self Assembly: Fixed various description and tooltip errors.
Molecular Self Assembly: The new version of this power was unintentionally scaling with Recovery in two ways. This has been corrected, which will result in a reduction of the amount of Energy received per tick, though still well above what it was previously on Live.
Molecular Self Assembly: This power will no longer be triggered by Travel powers coming off of cooldown.
Molecular-Self Assembly: Now provides Energy over time (3 ticks in 6 seconds) when triggered, instead of a single tick of Energy. The amount of Energy gained now scales directly with your Intelligence, and is also slightly affected by your Recovery. Additional powers coming off of recharge while the Energy over Time buff is on you will extend the duration of the buff.
Nanobot Swarm: Cost reduced ~10 Energy.
On-Next-Hit powers: Now longer share a 15 second cooldown. Instead, you can now only be affected by one ONH power at a time. For example, if you activate Sonic Device, but do not use it, and then activate Toxic Nanites, the Toxic Nanites buff will replace the Sonic Device buff on you.
On-Next-Hit powers: Sonic Device, Toxic Nanites, and Miniaturization Drive have all been rebuilt to work with AoE attacks. When used with an AoE attack, all of these powers will now function with reduced effectiveness, as opposed to not working at all. See individual notes for more information.
Orbital Cannon: Cost reduced ~9 Energy.
Orbital Cannon: Recharge time reduced to 20 seconds, down from 30 seconds.
Particle Mine: Recharge time now 15 seconds, down from 30 seconds.
Sonic Blaster: Refraction of Sound: Now properly has an icon.
Sonic Device: Can now attach to AoE attacks as well. When doing so, it deals 1/3 it's normal damage to everyone affected by the AoE for typical AoEs. In the case of AoE attacks hitting more than 5 targets, it is reduced slightly more. In addition, the Stun only applies to the primary target.
Sonic Device: Deafening Dissolution: This power has been rebuilt to work with the new version of the power. Now reduces the damage Sonic Device deals when used with a single target attack by 20%, but increases the damage it deals with AoE attacks by 80%.
Support Drones: Should now play the correct death FX, instead of continuing to float next to you when destroyed.
Toxic Nanites: Can now attach to AoE attacks as well. When doing so, it deals 1/3 it's normal damage to everyone affected by the AoE for typical AoEs. In the case of AoE attacks hitting more than 5 targets, it is reduced slightly more.
Toxic Nanites: Nerve Damage: When applied via an AoE attack, the duration of the Snare is reduced.
Sorcery:
Hex of Suffering: No longer requires you to be close by and in line of sight for the target to continue taking damage once the DoT is applied.
Tyrannon's Familiar: The tooltip for Ranks 2 and 3 of this power should properly state "Golem Familiar" now, instead of "Arctic Beast".
Ritual of Primal Summoning: The Knock caused by this pets lunge will now properly respect Knock Resistance/Immunity.
Archery:
Quarry: Fair Game: Should no longer cause you to play an animation when Fair Game procs.
Evasive Maneuvers: Now in the Movement category, moved from the Buff Self category.
Might:
Haymaker: Nullifying Punch: Should now properly display a debuff icon.
Electricity:
Sparkstorm: Should now properly apply Knock Resistance when Knocking a target.
Telepathy:
Ego Sleep: Plagued by Nightmares: Now properly has an icon.
Celestial:
Imbue: Illusive: This advantage did not work as described. We have reworked it to still achieve the original goal. When activated, Imbue will now reduce your threat generation for the next 8 seconds.
Imbue: Removed the line in the tooltip about reducing your threat, as the power did not actually do this.
Ice:
Arctic Wolf: The Knock caused by this pets lunge will now properly respect Knock Resistance/Immunity.
Supernatural Bestial:
Command Animals: The Knock caused by this pets lunge will now properly respect Knock Resistance/Immunity.
PVP
Zombie Apocalypse:
Fetterer: The Bone throw this zombie uses no longer removes travel powers.
Plague Bearer: No longer explodes multiple times after dying, now just explodes once. Also, this explosion will now properly deal damage to nearby targets.
Items
Chaos Elemental Action Figure: This little guy has decided to abandon Choas, and become a real Chaos Elemental instead. (fixed a typo)
[*] Bionic Shielding: Will now correctly prevent you from activating the power on a target affected by the Bionic Tampering debuff the power applies. This should also prevent you from being able to re-activate the advantage benefits on a target that is affected by the debuff as well. Also, the debuff icon for Bionic Tampering has been changed to help differentiate the buff and debuff.
Well the fixes to ONH are certainly welcome, I'm not altogether impressed with the various nerfs you're giving bionic shielding. It seems like its actually going be less effective post patch than it was before...and I've only really found it to be a lukewarm heal to start with. From a gadgeteering perspective it could also use a neglible cooldown (say 2 seconds) to give gadgeteers something reliable to proc MSA off of. Short of taking every ONH power, or dipping into power armor, the cupboard is pretty bare on that count.
On a sepperate note, I still don't see any fixes underway for making Medical Nanite's visual effects...welll visible. I know a lot of people don't like FX on passive, but I personally find them very useful. hate to see them go away, or to have a passive which doesn't have a visual one.
The Inventor: Now gets Miniaturization Drive at level 27, instead of Entangling Mesh. The choice at level 32 is now between Sonic Device and Toxic Nanites.
The Inventor: Swapped when you get Support Drones to 22, and when you get Entangling Mesh to 27
These notes are an amalgamation of all that's gone on from the PTS thusfar, so there's a lot of redundancy and the likes. That appears to be what they usually do when it's intended to be the last patch for a given PTS pass. They just need a bit of tidying up before being pushed to Live. :]
Seconded. This graphic needs to be removed. Or at least replace it with the vampire aura from the New Shadows.
I actually like the graphic in some contexts... but ultimately I agree. It's one of those things that needs to be optional. I love it for characters who have scales, it really emphasizes them; and it also looks pretty decent on an ice-themed character; but yeah, on most it doesn't work so hot.
Known Bug: Aspect of the Bestial graphic is horrendous and has yet to have been removed.
This.
As for it looking 'decent' on some characters... it looks terrible on most. I'd rather just have the gfx removed from the game entirely, or at least just give us a 0-point advantage to remove the gfx glow, like the growth on Enrage.
As for it looking 'decent' on some characters... it looks terrible on most. I'd rather just have the gfx removed from the game entirely, or at least just give us a 0-point advantage to remove the gfx glow, like the growth on Enrage.
No more 0pt advantages! It is clearly time to invest in aura fx customization options for all passives, toggles, etc. Can it be that hard to add an on/off dropdown in the powers window where the emanation and pet skins drip downs are found?
On a sepperate note, I still don't see any fixes underway for making Medical Nanite's visual effects...welll visible. I know a lot of people don't like FX on passive, but I personally find them very useful. hate to see them go away, or to have a passive which doesn't have a visual one.
Medical Nanites visual FX only appearing on activate (and application to another teammate) is intentional.
No more 0pt advantages! It is clearly time to invest in aura fx customization options for all passives, toggles, etc. Can it be that hard to add an on/off dropdown in the powers window where the emanation and pet skins drip downs are found?
The drop down is very easy, it's making the FX system support the drop down that is hard. It's a pretty large rework of how powers interact with the FX system. Ultimately, we want a solution to this, but it is not going to be quick or easy.
EDIT - I cleaned up the patch notes a bit to remove some of the more troublesome parts. Sorry they tend to get a bit confusing toward the end of a PTS run, old patch notes that get superseded (or partially superseded) give us some trouble sometimes.
Medical Nanites visual FX only appearing on activate (and application to another teammate) is intentional.
I believe this should be fixed, there is just no patch note about it. I'll look into it.
The drop down is very easy, it's making the FX system support the drop down that is hard. It's a pretty large rework of how powers interact with the FX system. Ultimately, we want a solution to this, but it is not going to be quick or easy.
EDIT - I cleaned up the patch notes a bit to remove some of the more troublesome parts. Sorry they tend to get a bit confusing toward the end of a PTS run, old patch notes that get superseded (or partially superseded) give us some trouble sometimes.
The only time I see the FX is for a split second when I zone into a given map. I've gone through an entire powerhouse session without it popping up once. That means its either not healing me or my teammates, or the FX is not proccing at all.
The drop down is very easy, it's making the FX system support the drop down that is hard. It's a pretty large rework of how powers interact with the FX system. Ultimately, we want a solution to this, but it is not going to be quick or easy.
Ame, Idea:
New costume slot: FX - Under emotions/stance tab
Drop-down box that allows you to apply Aura or Weapon FX based on existing particle systems tied to items
Use: Creates a 1x1 invisible costume part on your char model (Inside it) that applies the aura the same way the normally-associted power or device does.
The only time I see the FX is for a split second when I zone into a given map. I've gone through an entire powerhouse session without it popping up once. That means its either not healing me or my teammates, or the FX is not proccing at all.
The FX only shows when you or your teammates become affected by the aura, not each time you are healed. This means that, for you, you will see it when you slot the power, and whenever you zone (because it reactivates). Your teammates will see it when they get within 50 feet of you. If they ever leave 50 feet and later re-enter, they will see it again.
It is a large FX, and we did not want that running on every character all of the time. I can understand wanting to have that FX on YOU all of the time, but not everyone that wants Medical Nanites is going to want that. Until we have a system in place to allow selections of that kind, this is the FX it will have.
The FX only shows when you or your teammates become affected by the aura, not each time you are healed. This means that, for you, you will see it when you slot the power, and whenever you zone (because it reactivates). Your teammates will see it when they get within 50 feet of you. If they ever leave 50 feet and later re-enter, they will see it again.
It is a large FX, and we did not want that running on every character all of the time. I can understand wanting to have that FX on YOU all of the time, but not everyone that wants Medical Nanites is going to want that. Until we have a system in place to allow selections of that kind, this is the FX it will have.
Well...That sucks.
Do you have an ETA on when this FX changes are incoming? This is fairly useless as a support passive if people can't even see it working. I figured it'd work like regen and proc the FX when it was healing...not having an FX at all hurts me thematicly and makes it pretty much useless to me. At least the mystical auras show that they're working...
Medical Nanites' healing amount does not provide meaningful support to the team and is still sub-standard when compared to most of the other support passives. Additionally, the ranks do not appear to provide the typical 20% boost. Even if the ranks were working normally, the base healing amount should be raised greatly or ramp up similar to Regen.
Also, is the % resist to DoT effects before or after Cryptic math? 18% (rank 3) before is mostly negligible whereas after might be somewhat useful on toons already stacking high resists.
Bionic Shielding's new Bionic Tampering icon is the same as the Overcharge icon making it confusing when using Experimental Burst Ray and Bionic Shielding.
Particle Mine still falls behind Sigils of Arcane Runes.
Medical Nanites' healing amount does not provide meaningful support to the team and is still sub-standard when compared to most of the other support passives. Additionally, the ranks do not appear to provide the typical 20% boost. Even if the ranks were working normally, the base healing amount should be raised greatly or ramp up similar to Regen.
Particle Mine still falls behind Sigils of Arcane Runes.
Both of these.
Also Medical Nanites doesn't seem to care about role. I get the same amount of healing in either Balance or Sentinel. I also think that to make this passive worth it is to simply make the heal others power doubled. Right now the area heal lags way behind and since that is all this power does really, its usually better to simply take Seraphim unless you normally pick Regeneration but are willing to take a half power heal for a minor team heal.
Also Medical Nanites doesn't seem to care about role. I get the same amount of healing in either Balance or Sentinel. I also think that to make this passive worth it is to simply make the heal others power doubled. Right now the area heal lags way behind and since that is all this power does really, its usually better to simply take Seraphim unless you normally pick Regeneration but are willing to take a half power heal for a minor team heal.
I imagine there is some concern about buffng the Medical Nanites' user's pets too much. If so, I suggest either figuring out how to provide a different level of healing to teammates vs pets or healing for a percentage of the target's health.
I imagine there is some concern about buffng the Medical Nanites' user's pets too much. If so, I suggest either figuring out how to provide a different level of healing to teammates vs pets or healing for a percentage of the target's health.
Does the buff stack from multiple players? Cause if so, that could be one reason the buff is so small, to prevent it from being grossly overpowered if multiple people on a team have it.
(I know this is irrelevant to the PREVIOUS patch, but i can't find reference to the specific thing i'm asking about so i'm posting it here in the curent PTS patch notes.)
Can the chat option of "active/inactive" OPACITY be applied to the new "Interaction Bar and Prompt" window?
I was under the impression that medical nanites is designed for a (non-pvp) petmaster role. It certainly feels like that's what its for; its regen-lite for everything around you. It could use a little bit more heal strength though.
Does the buff stack from multiple players? Cause if so, that could be one reason the buff is so small, to prevent it from being grossly overpowered if multiple people on a team have it.
Which is why the buffs from aura of radiant protection and aura of primal majesty are so small and non-stacking? Oh wait...
The Bionic Shielding Icon is of the partical mine!
Change that! its very clearly shown to be the partical mine.
Change the icon of bionic shielding to be somthing like a grid of honeycombs with little "+"s in the middle of each one. Or somthing. any thing would make sense more so than the partical mine.
Awesome, my archer is back and better than ever! lol!
I'm using basically the same build as before, but now MSA is providing all the energy I need to keep running at 100 yards and I can't uber alpha with all three ONH gadgets.
With high Int and summon shadows I can keep at max energy all the time even out of combat :eek: can't wait for this to go live
I wonder if it's a bigger damage boost than Aura of Ebon Destruction. It would have to be to be worth it, although that wouldnt make any sense.
Primal Majesty, at the very least, is increasing your superstats by 70+ at 40, which will increase pet dps and health. Hopefully the Aura is also independently boosting their dps and health by it's pet/teammate effect.
I've read that it increases damage and health more than ebon increases damage. Ebon by far is the worst aura since its damage boost to teammates is pitiful.
... Ebon by far is the worst aura since its damage boost to teammates is pitiful.
Nah, Ebon is at least somewhat useful for the person using the aura. The worst aura in my opinion is Arcane Clarity. Yay for negligible cost discount and recharge speed redux!
Yes arcane clarity is awful.
I wanted to put it on a character, because we always see the same aura running around, and I add to cancel my idea, because it was too lame.
Drop the passiv and turn it into a toggle with a dmg reduction discount. Imo atm it is really usless. Its heal is meh and it doesn't help your pets that much.
My dream "Medical Nanites" would have a total healing per second magnitude of about 80-85% of Regeneration at full blast. Then it would intelligently distribute those healing ticks in the team -
All alone? It goes to you (duh)
Only one teammate or pet injured? Heals them.
If more than one teammate or controllable pet injured? The lower the percentage of health remaining the candidate has, the larger their cut of the potential heal.
Basically each character gets a slice of that value described as:
(Your percentage below max health) / (total percentages below health of all teamamtes and controlable pets) x max heal value
Let that tick every 3 seconds (like regen) and call it glorious.
If a tank is holding aggro effectively, the majority of the heal will go to them. If the entire party gets splashed by AoE the heals will be highly diluted for a bit while the nanites scatter to top everyone off. Because controllable pets have comparitively short lifebars, they'll draw disproportionate healing on the first tick after an AoE, but they'll heal up so fast they'll either be topped off by the first tick or stabilize quickly then not be getting much on later ticks - fitting for a heal effect from a pet-based framework.
By having a fixed total magnitude it'll be a LOT easier to compare to existing powers, it won't only shine in large groups (which fix value x group size abilities ALWAYS favor), and it'll have a tool tip that's actually readable .
Heh, mentioning ture powers, as in league of legends where they ignore resistance, imagine stuff llike a fire heal which heals people with fireform extra and stuff?
My dream "Medical Nanites" would have a total healing per second magnitude of about 80-85% of Regeneration at full blast. Then it would intelligently distribute those healing ticks in the team -
All alone? It goes to you (duh)
Only one teammate or pet injured? Heals them.
If more than one teammate or controllable pet injured? The lower the percentage of health remaining the candidate has, the larger their cut of the potential heal.
Basically each character gets a slice of that value described as:
(Your percentage below max health) / (total percentages below health of all teamamtes and controlable pets) x max heal value
Let that tick every 3 seconds (like regen) and call it glorious.
If a tank is holding aggro effectively, the majority of the heal will go to them. If the entire party gets splashed by AoE the heals will be highly diluted for a bit while the nanites scatter to top everyone off. Because controllable pets have comparitively short lifebars, they'll draw disproportionate healing on the first tick after an AoE, but they'll heal up so fast they'll either be topped off by the first tick or stabilize quickly then not be getting much on later ticks - fitting for a heal effect from a pet-based framework.
By having a fixed total magnitude it'll be a LOT easier to compare to existing powers, it won't only shine in large groups (which fix value x group size abilities ALWAYS favor), and it'll have a tool tip that's actually readable .
Kinda penalizes pets more than helps them.. which i am PERSONALLY okay with.. cause pet masters **** me off.. but I think it goes against what the set wanted to do for it's users.
Kinda penalizes pets more than helps them.. which i am PERSONALLY okay with.. cause pet masters **** me off.. but I think it goes against what the set wanted to do for it's users.
Can you clarify this statement?
As a frequent user of muni-bots and heal-bots, my heal-bots' obssession with healing me when I'm at 98% health and letting the other bots wither and die is one of the most frustrating things about the set.
As a frequent user of muni-bots and heal-bots, my heal-bots' obssession with healing me when I'm at 98% health and letting the other bots wither and die is one of the most frustrating things about the set.
If you gave a finite pool of healing for the nanites, then the more pets you use AND the more teammates you have, the smaller each tick of healing right?
So for all those PvP people I'd face with like 13 pets out, I could be assured that this passive would not be for them.
If you gave a finite pool of healing for the nanites, then the more pets you use AND the more teammates you have, the smaller each tick of healing right?
So for all those PvP people I'd face with like 13 pets out, I could be assured that this passive would not be for them.
I can't imagine all of those 13 being damaged at once, though. And if they are, and if Nike is right about it, they would get healed quickly which would allow the healing to return to focusing on the players.
If you gave a finite pool of healing for the nanites, then the more pets you use AND the more teammates you have, the smaller each tick of healing right?
That is the intent, yes . The smaller the ticks IF everybody has some damage - as people top off they're going to pull less and less form the pool.
Its deliberate that a good hard spike could drill through it faster than it could recover (it is after all a bit weaker than normal regen), but it's also deliberate that a nice splash of damage could leave you vulnerable as the nanites "spread out".
Its good algorithmic healing - it goes where its most needed - but counter strategies can be created that are smarter than any rote operation.
So for all those PvP people I'd face with like 13 pets out, I could be assured that this passive would not be for them.
It would be the passive for them IF they are good at not getting hit long enough for the pets to fill back up - that many "teammates" all with 50% of more of their health gone is going to shunt most of the healing potential away from the player themself for quite a few ticks. It would be 80%ish of Regen-butter spread over a whole bunch of pieces of bread - its gonna be thin numbers for quite a few seconds I would think.
Comments
Oh, and did you know that Max Plankc works at the Science Crafting center in MC?
Seconded. This graphic needs to be removed. Or at least replace it with the vampire aura from the New Shadows.
Yay!! Vixy is a happy mudkipz.
On a sepperate note, I still don't see any fixes underway for making Medical Nanite's visual effects...welll visible. I know a lot of people don't like FX on passive, but I personally find them very useful. hate to see them go away, or to have a passive which doesn't have a visual one.
Oh and Hipwear...what happened to it?
Also...um...there are three different sets of notes for Sonic Device: Deafening Dissolution. :x
This appears to be a contradiction.
These notes are an amalgamation of all that's gone on from the PTS thusfar, so there's a lot of redundancy and the likes. That appears to be what they usually do when it's intended to be the last patch for a given PTS pass. They just need a bit of tidying up before being pushed to Live. :]
I actually like the graphic in some contexts... but ultimately I agree. It's one of those things that needs to be optional. I love it for characters who have scales, it really emphasizes them; and it also looks pretty decent on an ice-themed character; but yeah, on most it doesn't work so hot.
This.
As for it looking 'decent' on some characters... it looks terrible on most. I'd rather just have the gfx removed from the game entirely, or at least just give us a 0-point advantage to remove the gfx glow, like the growth on Enrage.
No more 0pt advantages! It is clearly time to invest in aura fx customization options for all passives, toggles, etc. Can it be that hard to add an on/off dropdown in the powers window where the emanation and pet skins drip downs are found?
I agree. I... don't know what I'm looking at in those notes, sadly.
And yes, Aspect of the Beastial needs less bark.
Medical Nanites visual FX only appearing on activate (and application to another teammate) is intentional.
I believe this should be fixed, there is just no patch note about it. I'll look into it.
The drop down is very easy, it's making the FX system support the drop down that is hard. It's a pretty large rework of how powers interact with the FX system. Ultimately, we want a solution to this, but it is not going to be quick or easy.
EDIT - I cleaned up the patch notes a bit to remove some of the more troublesome parts. Sorry they tend to get a bit confusing toward the end of a PTS run, old patch notes that get superseded (or partially superseded) give us some trouble sometimes.
The only time I see the FX is for a split second when I zone into a given map. I've gone through an entire powerhouse session without it popping up once. That means its either not healing me or my teammates, or the FX is not proccing at all.
Ame, Idea:
New costume slot: FX - Under emotions/stance tab
Drop-down box that allows you to apply Aura or Weapon FX based on existing particle systems tied to items
Use: Creates a 1x1 invisible costume part on your char model (Inside it) that applies the aura the same way the normally-associted power or device does.
The FX only shows when you or your teammates become affected by the aura, not each time you are healed. This means that, for you, you will see it when you slot the power, and whenever you zone (because it reactivates). Your teammates will see it when they get within 50 feet of you. If they ever leave 50 feet and later re-enter, they will see it again.
It is a large FX, and we did not want that running on every character all of the time. I can understand wanting to have that FX on YOU all of the time, but not everyone that wants Medical Nanites is going to want that. Until we have a system in place to allow selections of that kind, this is the FX it will have.
Well...That sucks.
Do you have an ETA on when this FX changes are incoming? This is fairly useless as a support passive if people can't even see it working. I figured it'd work like regen and proc the FX when it was healing...not having an FX at all hurts me thematicly and makes it pretty much useless to me. At least the mystical auras show that they're working...
Also, is the % resist to DoT effects before or after Cryptic math? 18% (rank 3) before is mostly negligible whereas after might be somewhat useful on toons already stacking high resists.
Bionic Shielding's new Bionic Tampering icon is the same as the Overcharge icon making it confusing when using Experimental Burst Ray and Bionic Shielding.
Particle Mine still falls behind Sigils of Arcane Runes.
Both of these.
Also Medical Nanites doesn't seem to care about role. I get the same amount of healing in either Balance or Sentinel. I also think that to make this passive worth it is to simply make the heal others power doubled. Right now the area heal lags way behind and since that is all this power does really, its usually better to simply take Seraphim unless you normally pick Regeneration but are willing to take a half power heal for a minor team heal.
I imagine there is some concern about buffng the Medical Nanites' user's pets too much. If so, I suggest either figuring out how to provide a different level of healing to teammates vs pets or healing for a percentage of the target's health.
Does the buff stack from multiple players? Cause if so, that could be one reason the buff is so small, to prevent it from being grossly overpowered if multiple people on a team have it.
Can the chat option of "active/inactive" OPACITY be applied to the new "Interaction Bar and Prompt" window?
Yep after testing it out I see it works flawlessly now
Dark Transfusion doesn't eat it anymore yay.
The Bionic Shielding Icon is of the partical mine!
Change that! its very clearly shown to be the partical mine.
Change the icon of bionic shielding to be somthing like a grid of honeycombs with little "+"s in the middle of each one. Or somthing. any thing would make sense more so than the partical mine.
I'm using basically the same build as before, but now MSA is providing all the energy I need to keep running at 100 yards and I can't uber alpha with all three ONH gadgets.
With high Int and summon shadows I can keep at max energy all the time even out of combat :eek: can't wait for this to go live
Does Primal Majesty help pets?
I havent tested Medical Nanites much, but my initial reaction was terrible.
Pretty sure Primal Majesty gives pets a straight damage boost.
I wonder if it's a bigger damage boost than Aura of Ebon Destruction. It would have to be to be worth it, although that wouldnt make any sense.
Primal Majesty, at the very least, is increasing your superstats by 70+ at 40, which will increase pet dps and health. Hopefully the Aura is also independently boosting their dps and health by it's pet/teammate effect.
Nah, Ebon is at least somewhat useful for the person using the aura. The worst aura in my opinion is Arcane Clarity. Yay for negligible cost discount and recharge speed redux!
I wanted to put it on a character, because we always see the same aura running around, and I add to cancel my idea, because it was too lame.
All alone? It goes to you (duh)
Only one teammate or pet injured? Heals them.
If more than one teammate or controllable pet injured? The lower the percentage of health remaining the candidate has, the larger their cut of the potential heal.
Basically each character gets a slice of that value described as:
(Your percentage below max health) / (total percentages below health of all teamamtes and controlable pets) x max heal value
Let that tick every 3 seconds (like regen) and call it glorious.
If a tank is holding aggro effectively, the majority of the heal will go to them. If the entire party gets splashed by AoE the heals will be highly diluted for a bit while the nanites scatter to top everyone off. Because controllable pets have comparitively short lifebars, they'll draw disproportionate healing on the first tick after an AoE, but they'll heal up so fast they'll either be topped off by the first tick or stabilize quickly then not be getting much on later ticks - fitting for a heal effect from a pet-based framework.
By having a fixed total magnitude it'll be a LOT easier to compare to existing powers, it won't only shine in large groups (which fix value x group size abilities ALWAYS favor), and it'll have a tool tip that's actually readable .
It's both mechanically and logically very sharp.
That looks like it would be a pain in the arse to code though...
(edit: hmm, that word's ok then. Kinda thought it'd get censored)
I guess the filter doesn't speak the Queen's English
Kinda penalizes pets more than helps them.. which i am PERSONALLY okay with.. cause pet masters **** me off.. but I think it goes against what the set wanted to do for it's users.
Can you clarify this statement?
As a frequent user of muni-bots and heal-bots, my heal-bots' obssession with healing me when I'm at 98% health and letting the other bots wither and die is one of the most frustrating things about the set.
If you gave a finite pool of healing for the nanites, then the more pets you use AND the more teammates you have, the smaller each tick of healing right?
So for all those PvP people I'd face with like 13 pets out, I could be assured that this passive would not be for them.
I can't imagine all of those 13 being damaged at once, though. And if they are, and if Nike is right about it, they would get healed quickly which would allow the healing to return to focusing on the players.
That is the intent, yes . The smaller the ticks IF everybody has some damage - as people top off they're going to pull less and less form the pool.
Its deliberate that a good hard spike could drill through it faster than it could recover (it is after all a bit weaker than normal regen), but it's also deliberate that a nice splash of damage could leave you vulnerable as the nanites "spread out".
Its good algorithmic healing - it goes where its most needed - but counter strategies can be created that are smarter than any rote operation.
It would be the passive for them IF they are good at not getting hit long enough for the pets to fill back up - that many "teammates" all with 50% of more of their health gone is going to shunt most of the healing potential away from the player themself for quite a few ticks. It would be 80%ish of Regen-butter spread over a whole bunch of pieces of bread - its gonna be thin numbers for quite a few seconds I would think.