FC.15.20110225.3 Patch Notes
ETA on PTS update: 8 PM PST (GMT-8)
Known Issues:
The costume part list in the C-Store is not listing costume parts.
Powers: Archetype
The Tempest: This archetype should now have the correct text in the Archetype Selection screen.
The Tempest: Several power progression changes have taken place for The Tempest. They now get Super Recovery at level 13 instead of Super Dexterity. The choice at level 11 has been changed to just provide Thunderstrike, and the choice at level 17 is now a between Electrocute or Ball Lightning. The choice at level 32 is now between Lightning Storm and Invocation of Storm Calling.
Electricity
Various description errors in regards to Negative Ions has been fixed.
Icons for the Electricity custom advantages have been corrected to use the parent powers icon.
Ionic Reverberation: The Energy return for consuming Negative Ions has been reworked slightly for two reasons: one is to bring up the Energy return for players with lower Recovery and Endurance, and the other is to slightly reduce the top end Energy gain as it is now easier to properly proc a consumption of Negative Ions. As such, Energy gains will be considerably higher for players with low Recovery and Endurance, and will be lower for players who have above 200 Recovery and Endurance. The power scales slightly better with Endurance and slightly worse with Recovery now.
Ionic Reverberation: Power now has an additional way to generate Energy from utilizing Negative Ions with powers that don't consume it (Lightning Arc and Lightning Storm). Energy returns from utilizing Negative Ions can only occur once every 2 seconds, and will return considerably less Energy than consuming Negative Ions.
Ionic Reverberation: Some of the changes made to Ionic Reverberation in the last set of PTS pushes prevented the consume functionality from triggering multiple times from the same activation (from say, consuming Negative Ions on multiple targets with a single Thunderstrike). This has been fixed, and you will once again be able to benefit from multiple consume effects.
Electric Bolt: Each shot now has a 25% chance of applying Negative Ions to the target, up from a 20% chance on the first shot only.
Electric Bolt: Ionic Infusion: This power doubles the chance of applying Negative Ions, from 25% to 50%.
Chain Lightning: Charging this power now also increases the damage dealt to the primary target.
Chain Lightning: Lightning Helix: This advantage has been reworked slightly, as some of it (the consume on initial target) is now part of the base power. The new version of Lightning Helix adds a second random Arc to Chain Lightning, which functions like the main Arc, consuming Negative Ions for additional Chaining. This random arc can go to a completely separate set of targets, or may follow alongside the main arc, potentially hitting a target twice.
Lightning Arc: Damage per period starts ~45% higher, but still ramps up to the same max value.
Lightning Arc: Never Strikes Twice?: A bug with where the math for the 30% buff takes place was fixed. This will result in a considerable increase in damage in most cases.
Electric Form: The increase to Equilibrium provided by this power has been increased greatly (at rank 1, from 12% to 83%).
Thunderstrike: This power also applies Negative Ions to the main target, and has a chance that scales with charge to apply Negative Ions to additional targets.
Thunderstrike: This power now has access to the Challenging Strikes advantage.
Ball Lightning: The Arc sometimes caused by the explosion will no longer hit the player. Currently, it will hit no one instead. We are working on a fix for this.
Force
Crushing Wave: Disruptive Force: The Knock caused by this power will now properly respect Knock resistance and immunity.
Travel
Ice Slide: Updated the description to indicate that it is not like normal flight and that you lose altitude if you are not countering the loss. This is just a description change.
PvP:
Duplicate Tier 3 BASH queue has been removed.
Zombie Apocalypse: The number of special zombies has increased and the number of regular Undead that spawn when few heroes are left alive has decreased. Zombie composition will be unaffected with more than 4 living heroes.
when ever you guys got a free time, could you look into fixing Psychic Vortex? with it moving all over the place it really ruins the effect of that power. atm, its rank1 or nothing. Oh, if going to fix the movement bug go ahead and fix the stun bug, where it gives the resistance, but doesnt actually do any stun time.
I know no one really uses this power, but for one of my heros its a key ability.
Speaking of fixing the running animation, did you know with super speed and beast stance your hero runs on all fours in every direction expect for strafing to the right? thats kinda weird isnt it?
Also, good job on fixing stuff little by little with each patch.
Any chance Ball Lightning could take advantage of Ionic Reverberation's new energy gain from arcing?
Suggestion for Thunderstrike... Remove the charge time, slightly increase the activation time (no more than 1 sec) and set the damage as if it were a full charge. The reason is that Thunderstrike currently has no purpose other electric powers don't already do better. No one needs Thunderstrike for energy return because they can spam Gigabolt for near Thunderstrike damage and still proc Ionic Reverberation even against single targets. No one needs Thunderstrike for AoE damage because they can spam Gigabolt and cover the same area but in a column or use Lightning Storm for even higher dps. Even pulling the cooldown off the current PTS version of Thunderstrike wouldn't solve the problem as that would just make Gigabolt and Lightning Storm obsolete.
No one needs Thunderstrike for energy return because they can spam Gigabolt for near Thunderstrike damage and still proc Ionic Reverberation even against single targets. No one needs Thunderstrike for AoE damage because they can spam Gigabolt and cover the same area but in a column or use Lightning Storm for even higher dps.
Its a small thing, but since we're going with a pure electric build for Tempest, could we get a name appropiate to that? I know its naive of me, but I'd really love to see a weather related archetype somewhere down the line, and Tempest is just too perfect a name for that.
Also: Half helmets still can't wear the grill piece from the demon knight set on the male...You know, the armor piece that the C-store specificly sells as going with the vigilante helm? Yeah...that needs a fix...and some more options for half helm would not be bad either.
Its a small thing, but since we're going with a pure electric build for Tempest, could we get a name appropiate to that? I know its naive of me, but I'd really love to see a weather related archetype somewhere down the line, and Tempest is just too perfect a name for that.
"The Shocker"? *Hides*
ANYWAYS
Bionic tampering and Overcharge, if they still have the same icon, change this, darnit.
Expirimental burst ray is still overly "Meh" Because you designed it like a maintain, with an advantage and effect like a maintain, with a PROC CHANCE like a maintain, but yet it's a long-charge cone which renders the power useless for anything other than tap-spamming and is skipped by anyone who isn't concept or playing the inventor because other cones are better (TK Wave comes to mind.)
Electricity changes are nice and sorely needed, and i wholeheartedly agree with Vixy and Falchoin, thunderstrike needs some serious help like EBR still does
The edits to the tempest AT Make sense, not everyone wants magic handwavingness
Its a small thing, but since we're going with a pure electric build for Tempest, could we get a name appropiate to that? I know its naive of me, but I'd really love to see a weather related archetype somewhere down the line, and Tempest is just too perfect a name for that.
Also: Half helmets still can't wear the grill piece from the demon knight set on the male...You know, the armor piece that the C-store specificly sells as going with the vigilante helm? Yeah...that needs a fix...and some more options for half helm would not be bad either.
I think part of the problem is that one of the better electrical damage attacks in the game is in sorcery - if we could get a near-copy of that IN the electrical framework with little thunder clouds zapping people instead of sigils, I think some of the problems would go away. It would be more 'weathery' all the way around.
The other problem is giga-spam, which trumps the utility of most of the rest of the set - and most other frameworks too... No other power in the game has done such a fine job off making me ask "Why am I even here, since this person and their busted AoE can obviously solo this entire team-scaled instance?" Really, really not fond of that power...
The Overload springs to my mind... But my mind is strange, so I dunno how good that is.
Anyway, things I want changed:
Medical Nanites need to be more useful. Either up the team heal, or add some kind of defense to it. Or consider what Nike suggested in the last patch thread.
Overcharge need to make a bigger difference to Experimental Burst Ray, so that the advantage is more useful and the power becomes stronger overall.
Orbital Cannon's loadup time being lowered to 2 seconds, to bring back the timing synergy between it and Experimental Blaster.
Wait, I might be wrong, but doesn't that massive boost to equilibrium from Electric Form make Super Recovery kind of redundant?
-Edit- Nevermind, I think I am wrong about that.
This.
Granted i love the change, will be great for some PA users, but seems incredibally redundant to SS REC along with this. I liked dex, but i was probably in the minority.
The other problem is giga-spam, which trumps the utility of most of the rest of the set - and most other frameworks too... No other power in the game has done such a fine job off making me ask "Why am I even here, since this person and their busted AoE can obviously solo this entire team-scaled instance?" Really, really not fond of that power...
The problem is exactly this. There's too many powers in the game that utterly eclipse the entire rest of the set that they're in, and as such you have absolutely no reason to EVER use any other power if you're looking for the most efficient attack possible.
This is why the min/max builders take basically one attack power and a slew of other powers to buff said attack, and/or defenses to survive while using said attack.
This basically is a core problem with the game itself, and basically won't be solved by the power picks of Silver members. For them, they'll be using the thematic powers that make sense in a set, even if they're eclipsed by newer and better powers down the line.
The problem is exactly this. There's too many powers in the game that utterly eclipse the entire rest of the set that they're in, and as such you have absolutely no reason to EVER use any other power if you're looking for the most efficient attack possible.
This is why the min/max builders take basically one attack power and a slew of other powers to buff said attack, and/or defenses to survive while using said attack.
This basically is a core problem with the game itself, and basically won't be solved by the power picks of Silver members. For them, they'll be using the thematic powers that make sense in a set, even if they're eclipsed by newer and better powers down the line.
Errr, not really. Most min-max builds, even ones that aren't min-maxed within a theme or gameplay concept, actually have about 2-3 main attacks. Usually one single target attack, one AoE, and maybe a semi redundant power meant for a certain set of circumstances. I. E. taking both Defile and Devour Essence because they synergize some and provide different utility. This is before getting into supporting powers that have some punch themselves: A Fire heavy character is going to have Heatwave, Conflag, Fireball and Flashfire just for starters, even though 3 of these are technically AoEs.
The real problem is mostly with attacks like Fire Strike, that don't synergize well enough with anything, are too energy efficient for their own good, especially in the set they exist in, and the fact few powers have cooldowns so there's no reason to ever not be using whatever attacks get the job done the best. But that goes with the territory of being an action-y game.
The problem is exactly this. There's too many powers in the game that utterly eclipse the entire rest of the set that they're in, and as such you have absolutely no reason to EVER use any other power if you're looking for the most efficient attack possible.
This is why the min/max builders take basically one attack power and a slew of other powers to buff said attack, and/or defenses to survive while using said attack.
This basically is a core problem with the game itself, and basically won't be solved by the power picks of Silver members. For them, they'll be using the thematic powers that make sense in a set, even if they're eclipsed by newer and better powers down the line.
I'll cite Le Blanc from league of Legends as a fine example of the solution. Each champion in the game has an ultimate, and lots of champs ultimates outshine all thier other powers. Le blancs ultimate simply makes her other powers stronger.
This is why the min/max builders take basically one attack power and a slew of other powers to buff said attack, and/or defenses to survive while using said attack.
Unless you have a power armor setup, you can only use one attack at a time. No sense in having multiple attack powers unless they bring in some useful utility. Its the same reason you won't see many people taking multiple block powers. Only one of them will be used in any given situation, and while each one is subtly different, they all have the same purpose. Its no different with damaging powers.
Zombie Apocalypse: The number of special zombies has increased and the number of regular Undead that spawn when few heroes are left alive has decreased. Zombie decomposition will be unaffected with more than 4 living heroes.
fixed that for you >.> I know, long way for a joke. Anyhow, I must ask, is the fix for Clobber in the next patch, meaning the one on the internal servers?
R3 Electric Form's tooltip says it increases my energy equilibrium by 120%, but instead of my equilibrium jumping from 61 to 134 after the patch, i get 102. Who's wrong with his maths?
R3 Electric Form's tooltip says it increases my energy equilibrium by 120%, but instead of my equilibrium jumping from 61 to 134 after the patch, i get 102 instead. Who's wrong with his maths?
It appears to be additive with your Rec bonus in some way. Haven't figured out the formula, but the more Rec you have, the less bonus you get from Electric Form.
It appears to be additive with your Rec bonus in some way. Haven't figured out the formula, but the more Rec you have, the less bonus you get from Electric Form.
So it's multiply the BASE by 120%... Expect in the vicinity of 60 point regardless of REC in balanced stance (the stances often seem to alter the base before any other equations are applied).
So it's multiply the BASE by 120%... Expect in the vicinity of 60 point regardless of REC in balanced stance (the stances often seem to alter the base before any other equations are applied).
Certainly a neat addition to the form.
Remember, they changed equilibrium-increases in F2P, so the bonus itself has a certain cap it can give
The more increases you have to it, the less effect each one gives, the less you have the more it gives, keeping both ends fairly even and most builds in-line in terms of the given buff
Regarding Sparkstorm (not a new issue but since Elec is undergoing changes...):
While this power has a lot of potential with the toggle option, the knockback affecting mobs with negative ions on them seems to be a burden rather than a plus. This is due to Sparkstorm's short range of 15 ft around you. Being able to move around and the toggle options make up for this power's range, but combining the range with a knockback that throws the mobs out of it... It doesn't mesh well together.
This is more of an issue since this is power has Challenging Strikes available for it. Knocking mobs well outside of your AoE's range is quite counter productive to trying to keep the mob's aggro on you. And the knockback happens... Alot. Too often.
This power would work much better if the knockback was a knockdown rather... Or if there was no knock at all, truth be told.
Electricity already has the knockbacks on nearly every other attack (gigabolt etc), having it on the short range pbaoe that is also the one tagged with an aggro keeping advantage just knocks the mobs out of range which means they get less damage from you.
Could be helpful if every mob in the game had only melee attacks, but that's rarely the case, more often than not mobs will just start shooting at you from range after you scattered them all about and can't hit them all with sparkstorm anymore.
Comments
-Edit- Nevermind, I think I am wrong about that.
<.<
>.>
about a new super speed running animation....
I know no one really uses this power, but for one of my heros its a key ability.
Speaking of fixing the running animation, did you know with super speed and beast stance your hero runs on all fours in every direction expect for strafing to the right? thats kinda weird isnt it?
Also, good job on fixing stuff little by little with each patch.
Suggestion for Thunderstrike... Remove the charge time, slightly increase the activation time (no more than 1 sec) and set the damage as if it were a full charge. The reason is that Thunderstrike currently has no purpose other electric powers don't already do better. No one needs Thunderstrike for energy return because they can spam Gigabolt for near Thunderstrike damage and still proc Ionic Reverberation even against single targets. No one needs Thunderstrike for AoE damage because they can spam Gigabolt and cover the same area but in a column or use Lightning Storm for even higher dps. Even pulling the cooldown off the current PTS version of Thunderstrike wouldn't solve the problem as that would just make Gigabolt and Lightning Storm obsolete.
This.
Also Ball Lightning really needs to be better.
Also: Half helmets still can't wear the grill piece from the demon knight set on the male...You know, the armor piece that the C-store specificly sells as going with the vigilante helm? Yeah...that needs a fix...and some more options for half helm would not be bad either.
"The Shocker"? *Hides*
ANYWAYS
Bionic tampering and Overcharge, if they still have the same icon, change this, darnit.
Expirimental burst ray is still overly "Meh" Because you designed it like a maintain, with an advantage and effect like a maintain, with a PROC CHANCE like a maintain, but yet it's a long-charge cone which renders the power useless for anything other than tap-spamming and is skipped by anyone who isn't concept or playing the inventor because other cones are better (TK Wave comes to mind.)
Electricity changes are nice and sorely needed, and i wholeheartedly agree with Vixy and Falchoin, thunderstrike needs some serious help like EBR still does
The edits to the tempest AT Make sense, not everyone wants magic handwavingness
The Dynamo, perhaps
I think part of the problem is that one of the better electrical damage attacks in the game is in sorcery - if we could get a near-copy of that IN the electrical framework with little thunder clouds zapping people instead of sigils, I think some of the problems would go away. It would be more 'weathery' all the way around.
The other problem is giga-spam, which trumps the utility of most of the rest of the set - and most other frameworks too... No other power in the game has done such a fine job off making me ask "Why am I even here, since this person and their busted AoE can obviously solo this entire team-scaled instance?" Really, really not fond of that power...
Anyway, things I want changed:
Medical Nanites need to be more useful. Either up the team heal, or add some kind of defense to it. Or consider what Nike suggested in the last patch thread.
Overcharge need to make a bigger difference to Experimental Burst Ray, so that the advantage is more useful and the power becomes stronger overall.
Orbital Cannon's loadup time being lowered to 2 seconds, to bring back the timing synergy between it and Experimental Blaster.
This.
Granted i love the change, will be great for some PA users, but seems incredibally redundant to SS REC along with this. I liked dex, but i was probably in the minority.
The problem is exactly this. There's too many powers in the game that utterly eclipse the entire rest of the set that they're in, and as such you have absolutely no reason to EVER use any other power if you're looking for the most efficient attack possible.
This is why the min/max builders take basically one attack power and a slew of other powers to buff said attack, and/or defenses to survive while using said attack.
This basically is a core problem with the game itself, and basically won't be solved by the power picks of Silver members. For them, they'll be using the thematic powers that make sense in a set, even if they're eclipsed by newer and better powers down the line.
This. Just this.
Errr, not really. Most min-max builds, even ones that aren't min-maxed within a theme or gameplay concept, actually have about 2-3 main attacks. Usually one single target attack, one AoE, and maybe a semi redundant power meant for a certain set of circumstances. I. E. taking both Defile and Devour Essence because they synergize some and provide different utility. This is before getting into supporting powers that have some punch themselves: A Fire heavy character is going to have Heatwave, Conflag, Fireball and Flashfire just for starters, even though 3 of these are technically AoEs.
The real problem is mostly with attacks like Fire Strike, that don't synergize well enough with anything, are too energy efficient for their own good, especially in the set they exist in, and the fact few powers have cooldowns so there's no reason to ever not be using whatever attacks get the job done the best. But that goes with the territory of being an action-y game.
Im talking about lol too much, im an addict now!
Unless you have a power armor setup, you can only use one attack at a time. No sense in having multiple attack powers unless they bring in some useful utility. Its the same reason you won't see many people taking multiple block powers. Only one of them will be used in any given situation, and while each one is subtly different, they all have the same purpose. Its no different with damaging powers.
fixed that for you >.> I know, long way for a joke. Anyhow, I must ask, is the fix for Clobber in the next patch, meaning the one on the internal servers?
It appears to be additive with your Rec bonus in some way. Haven't figured out the formula, but the more Rec you have, the less bonus you get from Electric Form.
So it's multiply the BASE by 120%... Expect in the vicinity of 60 point regardless of REC in balanced stance (the stances often seem to alter the base before any other equations are applied).
Certainly a neat addition to the form.
Remember, they changed equilibrium-increases in F2P, so the bonus itself has a certain cap it can give
The more increases you have to it, the less effect each one gives, the less you have the more it gives, keeping both ends fairly even and most builds in-line in terms of the given buff
Very certainly still a welcome addition
While this power has a lot of potential with the toggle option, the knockback affecting mobs with negative ions on them seems to be a burden rather than a plus. This is due to Sparkstorm's short range of 15 ft around you. Being able to move around and the toggle options make up for this power's range, but combining the range with a knockback that throws the mobs out of it... It doesn't mesh well together.
This is more of an issue since this is power has Challenging Strikes available for it. Knocking mobs well outside of your AoE's range is quite counter productive to trying to keep the mob's aggro on you. And the knockback happens... Alot. Too often.
This power would work much better if the knockback was a knockdown rather... Or if there was no knock at all, truth be told.
Could be helpful if every mob in the game had only melee attacks, but that's rarely the case, more often than not mobs will just start shooting at you from range after you scattered them all about and can't hit them all with sparkstorm anymore.
Now I feel cheated.
100% this^. What electricity powers other than sparkstorm have knockback? None.
Now I have to check these PTS changes to electricity more thoroughly...