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PTS Update (4/14) - FC.16.20110413.0

Archived PostArchived Post Posts: 1,156,071 Arc User
edited April 2011 in PTS - The Archive
FC.16.20110413.0 Patch Notes
ETA on PTS update: 3:30 PM PST (GMT-8)

Known Issues:
  • Known issues will be posted here.
General Gameplay:
  • A number of typos in missions, critter infos, and contact dialogues have been fixed.
  • Monster Island: A bug where players were prompted to “Read the Sign” when not near a sign by the Argent Preserve has been fixed.
  • Canada: Undead on Arrival open mission: A reset timer has been added. If a stage of the mission has been in progress for a long time and there are no players in the open mission volume, it will reset itself.
  • Canada: Reign of Frogs mission: Technician hostages now despawn if the second phase of the open mission is failed.
  • Canada: Perfect Prey mission: An issue where ambushing critters wouldn’t respawn if they were defeated recently has been fixed.
  • Vibora Bay Crisis: All That is Unholy mission: A bug that could cause a character to remain after a cutscene ended has been fixed.
  • Vibora Bay: Apocrypha Abrogation: Players now get mission credit if the Libris del Diablo is destroyed by despawning.
  • Critters: Various critters in the game have been switched over to using Heavy Weapon powers. Some of these critters have custom weapon models, which may drop from time to time...
Powers:
Heavy Weapon
  • Heavy Weapon powers now have a new idle stance.
  • Brimstone: Description has been fixed to state that it does Crushing AND Fire damage.
  • Brimstone: Damage increased ~12%. Cost increased ~3 Energy.
  • Cleave: The first two attacks of the combo now have a 25% chance to grant a stack of Enrage.
  • Guard: Ranks 2 and 3 properly increase the damage buff.
  • Arc of Ruin: Damage and costing have been reworked. Tap damage has been increased by ~30%, though full charge damage has only been increased slightly. Tap cost has been almost doubled, and cost per charge time has been roughly halved. New base tap cost is ~32 Energy, and new base max charge cost is ~57.
  • Decimate: Removed the erroneously added placeholder advantage "Rooter" from the power.
  • Annihilate: Damage and costing have been reworked. Overall damage increased ~30%. Tap cost roughly doubled, and cost per charge time reduced such that the new full charge cost is ~10 Energy higher than previously.
  • Skullcrusher: Damage increased ~10%. Tap cost increased ~2 Energy, max charge cost increased ~9 Energy.
  • Earth Splitter: Hitting 3 or more targets will now properly grant a stack of Enrage. Tooltip has been updated as well.
  • Earth Splitter: Damage increased ~20%. Knockup at tap decreased by ~50%; Knockup at full charge decreased ~10%. Tap cost reduced ~3 Energy; charge cost per time increased ~35%.
Brick
  • The 4 newly-shared powers from Might (Defiance, Unstoppable, Enrage, and Aggressor) should now have the proper requirements to unlock the ability to purchase them. (Really this time.)
Might
  • Haymaker: This power unintentionally had a 0.5s activation time instead of the intended 0.67s activate time. This has been corrected.
UI:
  • C-Store UI now lets players know they cannot purchase a microtransaction item when they get it from their gold membership or if they already own it (i.e. full bank slots).
  • A message when trying to withdraw more than you are allowed from a super group has been added.
  • A new difficulty level (“Difficult”) has been added. Instance scaling will no longer occur on “Normal” settings, but on “Difficult”.
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    ironswan wrote:

    Powers:
    Heavy Weapon
    • Bludgeon: This power now properly scales the damage it deals based on the number of targets it is hitting (like Rain of Steel).
    • Cleave: Damage was lower than intended; fixing this bug has increased damage by ~13%.
    • Cleave: In addition to the bug fix above, damage has been increased by an additional ~10%, and the max number of targets has been reduced to 3, down from 5. Cost reduced ~2 Energy.
    • Cleave: This power now allows you to stack Enrage when hitting a Disoriented target on the third hit of the combo, instead of only providing 1 stack or refreshing.
    • Cleave: Defensive Stance: This stance should no longer be able to apply more than 1 stack of Defiance when hitting multiple targets.
    • Eruption: Damage increased ~25%, cost increased ~7 Energy.
    • Eruption: Knock Up height increased ~20%.
    • Eruption: This power now deals additional damage to targets that are immune to Knock.
    • Eruption: Magma Burst (New): This power causes a fiery explosion centered on your primary target, which has a 10% chance to apply Clinging Flames to each target.
    • Skewer: Damage increased ~12%, tap cost increased ~3 Energy, cost per charge time increased ~20%.
    • Skewer: In addition to the base damage increase, this power now deals more damage to the primary target, and less to secondary targets. The net damage result of these 2 changes is that the power does slightly less AoE damage to secondary targets, but considerably more damage to the primary target.
    • Skewer: The No Quarter advantage, previously on Skullcrusher, has been moved to this power.
    • Skewer: Initiative (New): A 1 point advantage that increases the Tap damage of Skewer by 15%.
    • Skewer: Follow Through (New): A 1 point advantage that increase the Charge damage of Skewer by 30%.
    • Skullcrusher: No Quarter: Skullcrusher no longer has access to this advantage, as it has been moved to Skewer.
    • Skullcrusher: Put Them Down (New): A 1 point advantage that increases the damage Skullcrusher does to Disoriented targets by 15%.
    • Brimstone: Damage at tap and damage per charge time increased ~10%, cost reduced slightly. Max charge time reduced to 1.17s, down from 1.67s.
    • Brimstone: Aftershock: The Clinging Flames applied by this advantage should now properly interact with Thermal Reverberation.
    • Earthsplitter: The Fire damage dealt by this power now properly increases with rank.
    • Annihilate: This power now deals additional damage to targets that are immune to Knock.
    [/LIST]

    Hem the same notes as in the patch FC.16.20110408.0 ?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    "Monster Island: A bug where players were prompted to “Read the Sign” when not near a sign by the Argent Preserve has been fixed."

    <3
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    LavaLama wrote:
    Hem the same notes as in the patch FC.16.20110408.0 ?

    Updated. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    So is just seems like this new power set plays very very similarly to Might.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    ironswan wrote:
    Heavy Weapon
    • Cleave: The first two attacks of the combo now have a 25% chance to grant a stack of Enrage
    .
    A small step in the right direction of the greater picture... One large step for the leveling Devastator.
    Jobrry wrote:
    So is just seems like this new power set plays very very similarly to Might.
    let me direct you here... http://forums.champions-online.com/showthread.php?t=128084 Thats really how the new set plays.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Good stuff, good stuff.

    Just going to point out that rank2 and 3 of Psychic Vortex is still unusable* and its adv still does nothing but add free hold resistances.

    *; it moves around rapidly and randomly quickly getting out of range of your target group and staying out of range of your target group. rank1 luckily doesn't do this.

    Just throwing it out there...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    *Grumbles about the remaining lack of actives in brick*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Nice changes. Now that one lunge with the 15 sec cooldown......
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    ironswan wrote:
    [*]Critters: Various critters in the game have been switched over to using Heavy Weapon powers. Some of these critters have custom weapon models, which may drop from time to time...

    Can we get a little more detail on this? Please don't make me roam blindly around the game trying to find them.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    it says im getting another patch. 210MB
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    So will be be getting any further changes to Stronghold and Project Awakening?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Hey! You Cryptonauts totally forgot to mention, that you changed the idle weapon drawn animation that so many people were complaining about. The new animation is great, good job! Its no longer the animation from one handed weapon. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    nealky72 wrote:
    Can we get a little more detail on this? Please don't make me roam blindly around the game trying to find them.

    Well, we want SOME mystery to exist in the world, at least for a while...

    But, if you must know, this pass added HW attacks to the following critters:
    • Lemurian Progenitor
    • Red Banner Thug
    • DEMON Morbane
    • Sovereign Sons Bokor

    The Progenitor, Morbane, and Bokor all have unique weapon models, and have a chance to drop that costume unlock for HW. Therakiel is also able to drop his sword as a custom geo piece.

    We have some more coming of a drop off of the large spear handed gladiators in NemCon, a drop off of Manimals, one of the Sasquatch will be getting some HW attacks and likely a geo piece, and we have a few other pieces that we haven't decided on where they're going to go.
    Hey! You Cryptonauts totally forgot to mention, that you changed the idle weapon drawn animation that so many people were complaining about. The new animation is great, good job! Its no longer the animation from one handed weapon. :)

    Yeah, the new idle is sweet. Sometimes things like this slip through notes on the PTS, especially with notes that won't be something we note when the patch goes live. Thanks for pointing it out, though!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Ame wrote:
    Well, we want SOME mystery to exist in the world, at least for a while...

    But, if you must know, this pass added HW attacks to the following critters:
    • Lemurian Progenitor
    • Red Banner Thug
    • DEMON Morbane
    • Sovereign Sons Bokor

    The Progenitor, Morbane, and Bokor all have unique weapon models, and have a chance to drop that costume unlock for HW. Therakiel is also able to drop his sword as a custom geo piece.

    We have some more coming of a drop off of the large spear handed gladiators in NemCon, a drop off of Manimals, one of the Sasquatch will be getting some HW attacks and likely a geo piece, and we have a few other pieces that we haven't decided on where they're going to go.



    Yeah, the new idle is sweet. Sometimes things like this slip through notes on the PTS, especially with notes that won't be something we note when the patch goes live. Thanks for pointing it out, though!

    Awww, I was hoping to run around finding them with the help of others. Already farming Progenitors.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Thanks a ton Ame. I literally Squee'd with joy when I read your post. :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Ame wrote:
    Well, we want SOME mystery to exist in the world, at least for a while...

    But, if you must know, this pass added HW attacks to the following critters:
    • Lemurian Progenitor
    • Red Banner Thug
    • DEMON Morbane
    • Sovereign Sons Bokor

    The Progenitor, Morbane, and Bokor all have unique weapon models, and have a chance to drop that costume unlock for HW. Therakiel is also able to drop his sword as a custom geo piece.

    We have some more coming of a drop off of the large spear handed gladiators in NemCon, a drop off of Manimals, one of the Sasquatch will be getting some HW attacks and likely a geo piece, and we have a few other pieces that we haven't decided on where they're going to go.

    We've got a whole bunch of people farming the Bokors and the Progenitors and after a lot of killing no drops. Meanwhile I killed less than 20 Morbanes and got 4 of unlocks. Please check to make sure the drops are there and the drop rate isn't outrageous a la the normal VB Costume unlocks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Lohr wrote:
    We've got a whole bunch of people farming the Bokors and the Progenitors and after a lot of killing no drops. Meanwhile I killed less than 20 Morbanes and got 4 of unlocks. Please check to make sure the drops are there and the drop rate isn't outrageous a la the normal VB Costume unlocks.

    "Outrageous" is a relative term, so it's tough to say exactly whether or not it is outrageous. I can say the default drop chance is considerably higher than the VB drops (which we're looking at as well), but we're also trying some new stuff out with these unlocks. Namely, the drop rate for these costume pieces is higher when fighting these critters in higher difficulty instances.

    Basically, (making up numbers) say the drop chance for BigHugeAxe was 1% off of Mean Guy when you fight him on normal. On hard, the drop chance would be 2%, on Very Hard the drop chance would be 3%, and on Elite it would be 4%.

    Because this is something new, we're still feeling out the numbers, and they may not be final, but we also don't think everyone should just be able to go out and spend 15 minutes getting them. Otherwise, why make them drops at all? We want them to be interesting and somewhat rare, otherwise they would just be unlocked by default.

    Also, we have some bugs with them right now - the drop table for the Morbane has a mistake, which makes him drop it at 50% by default, and higher than that in higher difficulty instances! The drop table for the Bokor has stopped working. The one for the Progenitor does seem to be working.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    confirmation on bokor drop working as intended? or not?

    (posted 2 seconds after ame post.. thanks!)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    ironswan wrote:
    Critters: Various critters in the game have been switched over to using Heavy Weapon powers. Some of these critters have custom weapon models, which may drop from time to time...

    I MUST KNOW WHO THEY ARE.

    Edit: I GOT EXCITED. I DID NOT SEE THE ABOVE STATEMENTS.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Hey Ame, is there any way you could direct a Dev to my thread down below? The epiphany one about Heavy Weapons? or have they already been following it?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Wouldn't it be nicer to just have the same system as with the Snakebucks in the Desert instance for all costume drops?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    I understand what you're trying to say, Ame, just don't turn this into another VB for unlocks. There is a fine line between being "done in 15 minutes" and "Not being done in 15 months." It was the point myself and many many many many others tried to make to He Who Shall Not Be Named and he never quite grasped it. :cool:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Ame wrote:

    Basically, (making up numbers) say the drop chance for BigHugeAxe was 1% off of Mean Guy when you fight him on normal. On hard, the drop chance would be 2%, on Very Hard the drop chance would be 3%, and on Elite it would be 4%.

    I really hope Therakiel's drop isn't 1% by default.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Crosschan wrote:
    I understand what you're trying to say, Ame, just don't turn this into another VB for unlocks. There is a fine line between being "done in 15 minutes" and "Not being done in 15 months." It was the point myself and many many many many others tried to make to He Who Shall Not Be Named and he never quite grasped it. :cool:

    Yes, there are quite a few of us who have developed a very robust HATRED of the random number generator.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    And while we're talking about drops....any closer to killing those bags? :cool:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Ame wrote:
    I can say the default drop chance is considerably higher than the VB drops (which we're looking at as well)

    You're looking at the VB drop rate?

    FINALLY.

    I could go on a long tirade over how this should've been done when VB first launched (or sometime recently), but I won't, because I'm so glad this is being looked into. :D

    That said - yes, an alternative method to get these items and/or costume parts like the Snakebucks (with a reasonable drop rate, or one that can be modified by items on the C-Store, like you can now) would be a fantastic thing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    delete post
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    oops wrong post
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Why not make it so lairs have a guaranteed reward at the end, and you get to pick 1 of several good items, (weapon/costume unlocks included). That way, you definitely want to do them again...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Yay!! Vixy shall have an excuse for killing Therakiel again.

    On another note, the Haymaker change makes Vixy a sad mudkipz.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    I've killed a lot of Bocors (three runs of the first phase of "Crocodile Rock" in addition to normal street hunting) and still have yet to get the Macuahuitl to drop :(

    Heck, got three regular Sovereign Sons drops looking for it.

    The drop rate definitely seems borked
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Great work Ame and team. I look forward to hunting down some of these unlocks. Just one suggestion, based on thematic appropriateness: Some sort of improvised, scenery or junk based heavy weapon should be given to irradiates. (with unlock)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    RynoHound wrote:
    Hey Ame, is there any way you could direct a Dev to my thread down below? The epiphany one about Heavy Weapons? or have they already been following it?

    It's been read. Really, the vast majority of threads in the PTS forums are read (and a lot outside of the PTS forums) especially ones that stay on the front page for several days. We just can't reply to them all, or we wouldn't actually DO anything with that feedback. I read the forums every day. Even when I'm supposed to be working on finalizing our wedding plans. ( /me looks over at my fianc
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Can this chance mechanic be applied to other rare drop items in the future? Namely the rare drops from bosses that have a click effect or proc effect on them?

    Also, one thing I like about the heavy weapon costume drops is that they are blue which makes it easier to distribute in a group. Can the VB costume drops and the BoE travel power blueprints can the same treatment?

    My hatred of the 1% chance drop is due to farming various items, like the Qwyjibo action figure, which took me over 250 tries. Then there is the jailbreak rare drop which I'm at over 500 attempts and still don't have it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Thank you Ame.

    Knowing that drop rates are being looked at, even if fixes are not easy and will take a while, means a lot.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Anyone else unable to use the Debugger to delevel to 18? No matter whom I try, my 40's remain at 40 even after accepting and resolving the mission. =/
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Aww Earth Splitter got its just right amount of ku reduced :( Hopefully it isn't too bad now but cant test atm. I'd much rather have seen Eruption get a much needed increase instead.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Every time I log into the PTS after this patch settings seem to be reset. I have turned my audio setting down at least 3 times on PTS today.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    No problem Ame, just wanted to make sure!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Ame wrote:
    I agree. Some of our drop rates are lower than we want, and we've been discussing it as of late. Unfortunately, it's a bit... unwieldy... to try to fix them in any reasonable way.

    My best guess is that this is because they aren't rates in the sense of a fixed % chance to drop per kill. There might be some logic to doing things that way (maybe it requires "true luck", rather than being able to force-farm these items on command), but I would say most players expect fixed % drop chances.
    Dardove wrote:
    Can this chance mechanic be applied to other rare drop items in the future? Namely the rare drops from bosses that have a click effect or proc effect on them?

    Yeah, having collected multiple of these items, I have them foremost in mind with "not a fixed % chance to drop per kill." These epic lair rewards are becoming more well known, more players are after them, and I think it's important to keep them rare, but on the other hand there should be fair and fixed % chance per boss kill for the item to drop, even if that chance is extremely low.
    Dardove wrote:
    Also, one thing I like about the heavy weapon costume drops is that they are blue which makes it easier to distribute in a group. Can the VB costume drops and the BoE travel power blueprints can the same treatment?

    This is a good idea. I also have a suggestion in this area, there is a golden pillar of light that surrounds boss drops, please add this special (!) to VB costumes, and future semi-rare drops like these heavy weapon unlocks.
    Dardove wrote:
    My hatred of the 1% chance drop is due to farming various items, like the Qwyjibo action figure, which took me over 250 tries. Then there is the jailbreak rare drop which I'm at over 500 attempts and still don't have it.

    Just to provide a contrast, I don't hate the rare drop system, but I do recognize that it doesn't give a fair and fixed % chance to drop per boss kill. I'm fine with making the drops extremely rare, I just want fair fixed rates, however low, for cosmic's rare drops, rare drops from lair bosses, open mission rares, and VB costumes.

    I've been present for 5 or so rare drops from each MI cosmic, with over 600 kills on each, and 250 kills with no drop is definitely a bad streak, though I've seen it happen too. The lair drops and open missions suffer much more from the lack of a fair % chance of the drop per run, because unlike the cosmics these can be reset and replayed all day long, for many days and many 100s of futile runs, all because there is no fair fixed % chance of a drop.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    ironswan wrote:
    FC.16.20110413.0 Patch Notes
    ETA on PTS update: 3:30 PM PST (GMT-8)


    Powers:
    Heavy Weapon
    • Heavy Weapon powers now have a new idle stance.
    • Brimstone: Description has been fixed to state that it does Crushing AND Fire damage.
    • Brimstone: Damage increased ~12%. Cost increased ~3 Energy.
    • Cleave: The first two attacks of the combo now have a 25% chance to grant a stack of Enrage.
    • Guard: Ranks 2 and 3 properly increase the damage buff.
    • Arc of Ruin: Damage and costing have been reworked. Tap damage has been increased by ~30%, though full charge damage has only been increased slightly. Tap cost has been almost doubled, and cost per charge time has been roughly halved. New base tap cost is ~32 Energy, and new base max charge cost is ~57.
    • Decimate: Removed the erroneously added placeholder advantage "Rooter" from the power.
    • Annihilate: Damage and costing have been reworked. Overall damage increased ~30%. Tap cost roughly doubled, and cost per charge time reduced such that the new full charge cost is ~10 Energy higher than previously.
    • Skullcrusher: Damage increased ~10%. Tap cost increased ~2 Energy, max charge cost increased ~9 Energy.
    • Earth Splitter: Hitting 3 or more targets will now properly grant a stack of Enrage. Tooltip has been updated as well.
    • Earth Splitter: Damage increased ~20%. Knockup at tap decreased by ~50%; Knockup at full charge decreased ~10%. Tap cost reduced ~3 Energy; charge cost per time increased ~35%.

    Beautiful and to think the powers were fine and dandy as they were you went and made them better! YUM!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Ok here is my gripe:

    The new idle animation while flying. Specifically the head being so far forward. It might look ok for one of those huge beast guys, there are kind of used to being hunched over that much. But for a hero with a strong (and upright) back, it makes him look like some kind of villainous vulture.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    For any of you guys who care, I've update the wiki with the heavy weapon weapons so far.

    http://champions-online-wiki.com/wiki/Heavy_Weapon_Skins
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    isometry wrote:
    I've been present for 5 or so rare drops from each MI cosmic, with over 600 kills on each, and 250 kills with no drop is definitely a bad streak, though I've seen it happen too.

    We should compare notes sometime. I can show you the true face of "bad streak". So much so that I've often thought about asking for kill perks for the cosmics. ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    I mentioned something to Dardove a while ago. 'Been farming Mega Destroid for the Robot Factory lately.
    Had over 80 kills in first place, doing an average of 8 runs daily. No drops.

    Then i had the luck of getting 3 consecutive Mega D. kills in first place. He just popped on Zone chat and i followed. The first kill dropped Spirit of Destruction, second dropped Pulson Power Core, third finally dropped Portable Robotic Factory.

    A few days after that, i had a chance to reproduce it. This time, it was 2 consecutive kills. Yes, Mega D. dropped another Robot Factory, but since it's classified as a unique item, i couldn't pick it up.

    So, what i really want to know from the devs, was that just sheer blind luck(albeit reproducible luck) or does the game have a boost to drop chance for consecutive kills inadvertently?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Ame wrote:
    Therakiel is also able to drop his sword as a custom geo piece.

    SWEET!
    Ame wrote:
    We have some more coming of a drop off of the large spear handed gladiators in NemCon...

    Di....did you just say spear? :eek: Finally the closest thing to a staff. Maybe Rush! will finally have her staff soon! :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Lohr wrote:
    For any of you guys who care, I've update the wiki with the heavy weapon weapons so far.

    http://champions-online-wiki.com/wiki/Heavy_Weapon_Skins

    Thank you Lohr for all of your hard work, despite all the internal forum changes and policies and such. We greatly appreciate the time you've put into this Wiki for us all.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Ame wrote:

    We have some more coming of a drop off of the large spear handed gladiators in NemCon

    Whoever came up with the idea for turning the large spear hand from the gladiators in NemCon into a Heavy Weapon skin must be an incredibly intelligent and handsome man.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    Acrobatics jump animations are still borked. Acrobatics now uses Superspeed jump animations.
    Fix plz?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2011
    isometry wrote:

    This is a good idea. I also have a suggestion in this area, there is a golden pillar of light that surrounds boss drops, please add this special (!) to VB costumes, and future semi-rare drops like these heavy weapon unlocks.

    It appears that the heavy weapon drops do in fact have the golden pillar now. Though having it appear for the VB drops as well would make alot of sense.
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