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PTS Update (7/14): FC.20.20110705.4

Archived PostArchived Post Posts: 1,156,071 Arc User
edited July 2011 in PTS - The Archive
FC.20.20110705.4 Patch Notes
ETA: 4:00 PM PST (GMT-7)

As this patch is meant to address under the hood fixes, there will be no patch notes.

Known Issues (Please write in red text when submitting bugs to this thread so issues are easier to find.):
  • Known issues will be posted here.
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    So, you just want us to list/re-list all the bugs we're aware of?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    NikeOnline wrote:
    So, you just want us to list/re-list all the bugs we're aware of?

    If you've already posted it in a previous thread, I've seen it. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Is there anything in the changes that we would notice (lag, UI, targetting, etc.)?

    Just because I don't know how an engine works, doesn't mean I don't notice when my car drives better. ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ironswan wrote:
    If you've already posted it in a previous thread, I've seen it. :)

    But with the null patchnotes we don't know if you think you've addressed them and the fix failed, or if its just still in the to-do list.

    There are also a number of "We've fixed it internally" comments for problems that it would be nice to know if we should be checking if those fixes now work/have been aplied.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Here's a really scary bug I bet you haven't found yet...

    (*pouts* this would have been funny if not for the silly no attachments rule in this part of the forums)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Is there anything in the changes that we would notice (lag, UI, targetting, etc.)?

    Just because I don't know how an engine works, doesn't mean I don't notice when my car drives better. ;)

    The changes we made are not player-facing. The game should not feel different. If you are noticing such things as lag, or problems with UI and targeting, please report them.
    NikeOnline wrote:
    But with the null patchnotes we don't know if you think you've addressed them and the fix failed, or if its just still in the to-do list.

    There are also a number of "We've fixed it internally" comments for problems that it would be nice to know if we should be checking if those fixes now work/have been aplied.

    If you wish to re-post, you can. There are no player-facing patch notes; the only thing I can tell you is that the "boom" sound from Live should be gone.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ironswan wrote:
    The changes we made are not player-facing. The game should not feel different. If you are noticing such things as lag, or problems with UI and targeting, please report them.

    If you wish to re-post, you can. There are no player-facing patch notes; the only thing I can tell you is that the "boom" sound from Live should be gone.

    Cool. I can work with that :).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Not sure if this is worth posting about, but I accidentally found out that Mind Link can't be maintained. You hold the power button, it activates and immediately turns off and goes to cooldown.

    Ya I know a useless power, I just wanted to see how the animation looked again. Now a useless power that can't be used....might as well make a copy of eye of the storm and put mind links animation on it. t4 power done.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ironswan:

    Will any of this by any chance fix any of the bugs introduced with the 06/30/2011 patch?

    *crosses fingers*

    I keep hoping to see a patch that addresses these issues and the zoom bug on the PTS soon!


    P.S. I should add I'm very thankful for the work you and other devs do! It's just that I keep hopefully looking at the patch notes with each game update and then feel sad that many bugs are still avoiding the squishing dev-boot.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ironswan wrote:
    the only thing I can tell you is that the "boom" sound from Live should be gone.

    That is beneficial. If my friends list/search function starts listing players in their actual instance instead of #1 then this patch shall be the happiness sunshine and rainbows patch.

    I wonder if we can cram enough people in an instance in PTS to create multi-instancing...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Okaaaaay...

    Little scary here, but seems okay so far.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ccelizic wrote:

    I wonder if we can cram enough people in an instance in PTS to create multi-instancing...

    If there was an event we should be able to.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Rafahil wrote:
    Not sure if this is worth posting about, but I accidentally found out that Mind Link can't be maintained. You hold the power button, it activates and immediately turns off and goes to cooldown.

    Mind Link works fine for me. Do you have enough energy to maintain it? :)
    Llesna wrote:
    Ironswan:

    Will any of this by any chance fix any of the bugs introduced with the 06/30/2011 patch?

    *crosses fingers*

    I keep hoping to see a patch that addresses these issues and the zoom bug on the PTS soon!


    P.S. I should add I'm very thankful for the work you and other devs do! It's just that I keep hopefully looking at the patch notes with each game update and then feel sad that many bugs are still avoiding the squishing dev-boot.

    We are trying to fix as many bugs as we can with the time that we have to fix them. We still have to prioritize by severity, however. Which bugs are you referring to?
    ccelizic wrote:
    That is beneficial. If my friends list/search function starts listing players in their actual instance instead of #1 then this patch shall be the happiness sunshine and rainbows patch.

    I wonder if we can cram enough people in an instance in PTS to create multi-instancing...

    That is definitely a fix I am pushing for.

    Also, we hope to run another PTS sometime next week to test multi-instancing. Stay tuned!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ironswan wrote:
    That is definitely a fix I am pushing for.

    Also, we hope to run another PTS sometime next week to test multi-instancing. Stay tuned!

    I hope that means we will be getting some fixes to the instance bugs like the load balancing soon.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ironswan wrote:
    We are trying to fix as many bugs as we can with the time that we have to fix them. We still have to prioritize by severity, however. Which bugs are you referring to?
    Hm. My big ones are:
    Difficulty scaling still doesn't work.
    Choose Instance on Zoning doesn't work.
    Display of what zone teammates and friends are in doesn't work.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ironswan wrote:
    Mind Link works fine for me. Do you have enough energy to maintain it? :)


    Ehh sometimes I feel like such a..........don't mind me please won't happen again.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    BUG: The energy cost of Eye Beam is getting a penalty rather than bonus with Intelligence and Aura of Arcane Clarity (and most likely other forms of cost reduction like Lock N Load).

    I suspect this is due to the negative modifier being in the wrong place due to Eye Beam's unique energy cost.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ironswan wrote:
    We are trying to fix as many bugs as we can with the time that we have to fix them. We still have to prioritize by severity, however. Which bugs are you referring to?
    Pantagruel wrote:
    Hm. My big ones are:
    - Difficulty scaling still doesn't work.
    - Choose Instance on Zoning doesn't work.
    - Display of what zone teammates and friends are in doesn't work.

    This !
    It's a problem since the 06/29 patch, Ironswan. None of these features are working now.
    And i add:
    - Nemcon queues are very slow when we are already 5 in a group and launch it for the group. 30 mns to wait, minimum. Before the patch, the time between inscription and the moment where we enter in nemcon was less of 5 mns.
    Thanks to search where is the problem.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    BUG: The energy cost of Eye Beam is getting a penalty rather than bonus with Intelligence and Aura of Arcane Clarity (and most likely other forms of cost reduction like Lock N Load).

    I suspect this is due to the negative modifier being in the wrong place due to Eye Beam's unique energy cost.

    Nanobot Swarm too I believe.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Okay well I don't know if this is a known issue, or everyone else is happy with targeting but...

    There is a substantial delay after hitting tab before a target is selected, or before your target changes (if already targeting a foe). This makes trying to get a particular mob targeted when there are 5+ enemies during a fight is impossible, I'm forced to click.

    I know we all asked for targeting to be looked at, but if this is the ultimate result, please revert it. It's worse than before.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The Xbox 360 controler dose not work in the powerhouse, at least not totally. I made a new archetype, heavy weapons (btw, cant see your weapon during character creation, but you can at the tailor) spawned in the powerhouse, went to the powerhouse trainer, went to choose my power and travel power, the controller works works up to but not including choosing your power/travel power, completely cuts out and only works your character. I'm sitting there hitting A, and the only thing thats happening is my character is jumping.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    So, having given some thought to improving Ego Blade Annihilation in lieu of other top performing melee powers, and in consideration of the dire lack of defense penetration powers, I think I know what I'd like to see

    Leave EBA's damage exactly where it is. It's slightly better than than Ego Blade Breech, and worse that Dragon's Claws. Nice niche to be in damage wise if it has something cool going for it.

    That something cool is 15% damage penetration per stack of ego leech. EBA still consumes those stacks. This makes it somewhat better anti-tank than Dragon's Wrath at the cost of a lot more setup time to get stacks. Seems a fair trade off and starts to fill that void of anti-defense powers.

    (another anti-defense power I'd suggest would be changing the Tungsen Round advantage on Sniper Shot from multiple target to damage penetration of a single target...we'd still need more anti-tank powers even with that tho)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Xavori wrote:
    So, having given some thought to improving Ego Blade Annihilation in lieu of other top performing melee powers, and in consideration of the dire lack of defense penetration powers, I think I know what I'd like to see

    Leave EBA's damage exactly where it is. It's slightly better than than Ego Blade Breech, and worse that Dragon's Claws. Nice niche to be in damage wise if it has something cool going for it.

    That something cool is 15% damage penetration per stack of ego leech. EBA still consumes those stacks. This makes it somewhat better anti-tank than Dragon's Wrath at the cost of a lot more setup time to get stacks. Seems a fair trade off and starts to fill that void of anti-defense powers.

    (another anti-defense power I'd suggest would be changing the Tungsen Round advantage on Sniper Shot from multiple target to damage penetration of a single target...we'd still need more anti-tank powers even with that tho)


    YES! Great idea for EBA, TK Lance should get it as well since it looks so much like a penetrating power.

    also more anti tank, I think the Single Blade set coulda been perfect for it. Bleeds with full penetration yes.

    I like penetration ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Telekinetic Assault: Animation still fails to work most of the time. To reproduce, aim at a target dummy, toggle your energy builder on, use TK assault.

    Crushing Wave has the exact same issue.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Gaelyn wrote:
    This !
    It's a problem since the 06/29 patch, Ironswan. None of these features are working now.
    And i add:
    - Nemcon queues are very slow when we are already 5 in a group and launch it for the group. 30 mns to wait, minimum. Before the patch, the time between inscription and the moment where we enter in nemcon was less of 5 mns.
    Thanks to search where is the problem.

    The Monster Island Crisis and Lemurian Crisis queues are pretty borked on live as well.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Telekinetic Assault: Animation still fails to work most of the time. To reproduce, aim at a target dummy, toggle your energy builder on, use TK assault.

    Crushing Wave has the exact same issue.

    Confirming this. :/ Do we even have the base issue for these pinned down yet? It's kind of depressing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ironswan wrote:
    We are trying to fix as many bugs as we can with the time that we have to fix them. We still have to prioritize by severity, however. Which bugs are you referring to?!

    • Zoom bug (zooms in each and every time you change instance/zone)
    • Zone bugs (e.g., all friends show as being in zone #1; inability to choose which instance # you head to on zone switch/lair exit; not being able to see which zones teammates are in; messed up respawn points)
    • Chat bugs (e.g., being logged into MC zone chat sometimes in Resistance; being logged out/in of zone/team/SG chat frequently, especially in instances; inability to PM sometimes)
    • Difficulty slider not consistently functioning (often ignores elite difficulty and puts it down to normal)
    • Queues bug (Lemurian and Monster Island crises can easily take in excess of 30 minutes to queue for when lots of others are also queuing, compared to ~5 minutes or less before the 06/30/2011 patch)
    • Hidden objects appearing (e.g., Xmas presents; Foxbat April Fool images; Westside culmination red swirly light thing)
    • Controller problems (e.g., the 360 controller doesn't work with all menus such as bank menu, one of the first menu parts of Resistance just after exiting the portal and entering the vault quest at the end of the desert crisis)

    That's ignoring long-term bugs like travel powers getting glitched (e.g., speedy-run on acrobatics/super-speed; flying walk on flight etc.) after certain combat conditions.

    Thanks again Ironswan!


    P.S. It may not seem like we're thankful, but we really are!

    It's just that these small bugs tend to put off a lot of people as they GoT (grate over time), so if there's any chance of pushing the idea of a bug pass in the near future to get rid of these, I know a lot of players would be happy ^_^

    P.P.S. Please keep up the awesome work in the knowledge of how many players you're making happy with these changes! Just because we might be a bit irked by existing bugs (especially the long-standing ones and all the hoards of recent ones) doesn't mean we aren't pleased with the work you're doing to the game!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I've had some success getting around the instance spawning on Normal bug.

    To me it seems that the instances ignore the team difficulty setting are spawned using the personal difficulty setting of whoever enters the instance first.

    So what I do is, make sure my own difficulty setting is set to the agreed level before creating the team and then ask everyone to set their personal difficulty setting to the same before inviting them to team.

    If it doesn't work first time, then we leave the instance and reform the team. It always works on the second attempt.

    Hope it helps,

    V.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Telekinetic Assault: Animation still fails to work most of the time. To reproduce, aim at a target dummy, toggle your energy builder on, use TK assault.

    Crushing Wave has the exact same issue.

    I had the problem with ego choke as well once.
    I don't use the power but wanted to test it on powerhouse, and at some point the FX doesn't show.
    This is a very annoying bug and it would be nice if it could be upped on the priority of fix to do.

    Also I approve of an "update holiday" in favor of bug pass, actually this is something that should be done each year.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    TK Lance still roots on taps

    TK Assault still doesn't animate, nor does crushing wave

    Tab targetting is slow/unresponsive
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Xavori wrote:
    Here's a really scary bug I bet you haven't found yet...

    (*pouts* this would have been funny if not for the silly no attachments rule in this part of the forums)

    Yeah, I got this while trying to view it. Was it serious or a joke?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ironswan wrote:
    The changes we made are not player-facing. The game should not feel different. If you are noticing such things as lag, or problems with UI and targeting, please report them.



    If you wish to re-post, you can. There are no player-facing patch notes; the only thing I can tell you is that the "boom" sound from Live should be gone.

    I'm still seeing a slight targeting lag when using they tab key. This was introduced with the new UI revamp a few weeks ago, both on test and live.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Xavori wrote:
    So, having given some thought to improving Ego Blade Annihilation in lieu of other top performing melee powers, and in consideration of the dire lack of defense penetration powers, I think I know what I'd like to see

    Leave EBA's damage exactly where it is. It's slightly better than than Ego Blade Breech, and worse that Dragon's Claws. Nice niche to be in damage wise if it has something cool going for it.

    That something cool is 15% damage penetration per stack of ego leech. EBA still consumes those stacks. This makes it somewhat better anti-tank than Dragon's Wrath at the cost of a lot more setup time to get stacks. Seems a fair trade off and starts to fill that void of anti-defense powers.

    (another anti-defense power I'd suggest would be changing the Tungsen Round advantage on Sniper Shot from multiple target to damage penetration of a single target...we'd still need more anti-tank powers even with that tho)

    /signed
    Also...
    Rafahil wrote:
    YES! Great idea for EBA, TK Lance should get it as well since it looks so much like a penetrating power.
    /signed as well .

    EDIT:
    Its also cannon for super tough tanks to be vulnerable to psychic attack in comics.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Could we ask for something not entirely PVP related?
    Defense penetration could be implemented as advantage point on some power across framework, that way you can still stay in theme and do PVP.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Llesna wrote:
    That's ignoring long-term bugs like travel powers getting glitched (e.g., speedy-run on acrobatics/super-speed; flying walk on flight etc.) after certain combat conditions.

    as long as we're mentioning this, it happens with lightspeed as well. thanks for bringing it up, Llesna. ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    When in team already then entering PvP in team Queue, the voice chat adds another new voice team on top of the one already created, making 2+ voice teams.

    If you repeat this you'll get 3+ etc.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ironswan wrote:
    Mind Link works fine for me. Do you have enough energy to maintain it? :)

    Mind Link may be functioning as intended, that doesn't mean the power is any good.
    As a (so-called) T4 epic power, it doesn't even have the power to pull the skin off a rice pudding!.

    Not once in two years, in PvE or PvP, have I ever - ever - seen this used effectively, and I consider myself a Mentalist-powerset sympathiser.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    BUG: Ego Blade Weaponry's last hit is supposed to do double damage, but this damage is seperated into two different ticks whereas the ID blade version of this does the last hit as a single tick that does double damage. Also nowhere in the description of the power does it say the last hit does more damage.

    Please make the single ego blade version the same as the ID blade version.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Not once in two years, in PvE or PvP, have I ever - ever - seen this used effectively, and I consider myself a Mentalist-powerset sympathiser.
    You can say the same thing about the energy projector and martial arts T4s (I think I've heard someone claim to be effective with the mystic T4, though I've never seen it personally; the tech and might T4s are decent enough powers, if not necessarily worth taking ten in-framework powers).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Pantagruel wrote:
    You can say the same thing about the energy projector and martial arts T4s (I think I've heard someone claim to be effective with the mystic T4, though I've never seen it personally; the tech and might T4s are decent enough powers, if not necessarily worth taking ten in-framework powers).

    The energy projector T4 can do a ton of damage and it's actually easy to set up in SH or ZA (Frost Breath any target and you've got the valuable version). You can pretty easily end up with a 10k+ hit on a 1s activation (so better vs dodge). The problem is the energy drain takes too much time. If you're in ZA, you've probably got the time, especially if you're head zombie. In SH, you're probably better off actually doing something.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The supernatural T4 has such a cool animation I really wanted to love it. But the cooldown absolutely kills it. The damage is low enough that it should be a 5-10 second cooldown.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Belreinuem wrote:
    Could we ask for something not entirely PVP related?
    Defense penetration could be implemented as advantage point on some power across framework, that way you can still stay in theme and do PVP.

    Defense penetration comes up just as much in PvE, and would prolly be even more valuable. Just watch the icons under mastervillains, supervillains, and such. Also, check the difference between the two numbers in your combat log. The bigger the difference between the first number (how much damage your target took) and second number (how much damage you did before mitigation), the higher that NPC's defense is, and the more useful having an attack that penetrates would be.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The supernatural T4 has such a cool animation I really wanted to love it. But the cooldown absolutely kills it. The damage is low enough that it should be a 5-10 second cooldown.

    Fury of the Dragon has a cooler animation and worse damage :)

    Mind Link has far and away the lowest damage on average and it's suicidal. However, I actually did kill people in PvP with it before giving up (I hate my success being tied to luck, and this power is all about luck).

    Unleashed Rage is actually a decent alpha strike. 'Course, you kill any follow up DPS...

    Energy Storm is way, way too much setup for the effect. And in the elemental set, practically every set already has a better DPS power.

    Implosion Engine is a fun set-up, annoyance power. Drags all your targets into a nice tight area while aggroing them. Then you call in your space lazor of death!

    Planar Fracture does solid damage and can really mess with people. My rifter regularly sees 1k+ per tic to everything in its range. It also spews out debuffs I've never seen anywhere else in game. Of course, the damage tics are a bit slow and the cooldown is very long.

    Yes, I'm looking forward to seeing a power pass on these things. Like toggles, they could reward players who stay in set without forcing it on them. I'm all for that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Xavori wrote:
    Fury of the Dragon has a cooler animation and worse damage :)

    Mind Link has far and away the lowest damage on average and it's suicidal. However, I actually did kill people in PvP with it before giving up (I hate my success being tied to luck, and this power is all about luck).

    Unleashed Rage is actually a decent alpha strike. 'Course, you kill any follow up DPS...

    Energy Storm is way, way too much setup for the effect. And in the elemental set, practically every set already has a better DPS power.

    Implosion Engine is a fun set-up, annoyance power. Drags all your targets into a nice tight area while aggroing them. Then you call in your space lazor of death!

    Planar Fracture does solid damage and can really mess with people. My rifter regularly sees 1k+ per tic to everything in its range. It also spews out debuffs I've never seen anywhere else in game. Of course, the damage tics are a bit slow and the cooldown is very long.

    Yes, I'm looking forward to seeing a power pass on these things. Like toggles, they could reward players who stay in set without forcing it on them. I'm all for that.

    Unfortunately the devs have never so much as intimated that they're even willing to glance at T4s.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ame said that Tiers 4 power need to have their own review.
    I'm pretty sure he is aware of all our concern, and that we could see a pass after all the frameworks got at least one review.

    What I find the more annoying about these T4 is the cooldown and the requirement of 10 which is bit too high, especially for the Might framework where lots of utility powers are missing.
    T4 energy projection for force is the sucker as secondary effect is damage debuff which is by far the least interesting of all the secondary effect.

    @Xavory: I'll take a look at the damage mitigation on the combat log as I always though it was very little in PVE.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Xavori wrote:
    Fury of the Dragon has a cooler animation and worse damage :)

    Mind Link has far and away the lowest damage on average and it's suicidal. However, I actually did kill people in PvP with it before giving up (I hate my success being tied to luck, and this power is all about luck).

    Unleashed Rage is actually a decent alpha strike. 'Course, you kill any follow up DPS...

    Energy Storm is way, way too much setup for the effect. And in the elemental set, practically every set already has a better DPS power.

    Implosion Engine is a fun set-up, annoyance power. Drags all your targets into a nice tight area while aggroing them. Then you call in your space lazor of death!

    Planar Fracture does solid damage and can really mess with people. My rifter regularly sees 1k+ per tic to everything in its range. It also spews out debuffs I've never seen anywhere else in game. Of course, the damage tics are a bit slow and the cooldown is very long.

    Yes, I'm looking forward to seeing a power pass on these things. Like toggles, they could reward players who stay in set without forcing it on them. I'm all for that.

    Don't forget you have to absolutely gimp your build and then lose a further power selection to take them.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Belreinuem wrote:
    Ame said that Tiers 4 power need to have their own review.
    I'm pretty sure he is aware of all our concern, and that we could see a pass after all the frameworks got at least one review.

    What I find the more annoying about these T4 is the cooldown and the requirement of 10 which is bit too high, especially for the Might framework where lots of utility powers are missing.
    T4 energy projection for force is the sucker as secondary effect is damage debuff which is by far the least interesting of all the secondary effect.

    @Xavory: I'll take a look at the damage mitigation on the combat log as I always though it was very little in PVE.

    The ten powers requirement was only set so high because it was assumed at the time a level cap lift to 50 and and more powers and advantage points was still in the cards, the same reason second travel power comes at 35.

    Way too late in the game at "40-as-cap", but about perfect if Cap was 50.

    As far as the "Completed Vibora Bay Crisis" component, I have no idea, and that idea should really be dropped. There is nothing specifically special about the VB crisis that thematically ties that eclectic selection of powers to it at all. IM<NS>HO
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Belreinuem wrote:
    Ame said that Tiers 4 power need to have their own review.
    I'm pretty sure he is aware of all our concern, and that we could see a pass after all the frameworks got at least one review.

    What I find the more annoying about these T4 is the cooldown and the requirement of 10 which is bit too high, especially for the Might framework where lots of utility powers are missing.
    T4 energy projection for force is the sucker as secondary effect is damage debuff which is by far the least interesting of all the secondary effect.

    @Xavory: I'll take a look at the damage mitigation on the combat log as I always though it was very little in PVE.

    I hope that's the case. I certainly didn't see him say that. The T4's really do need help.

    -edit-

    Oh, and the 10 powre requirement is only a problem for Mentalist, Energy, and Brick. Supernatural and Tech have plenty of power variety to take 10 from the framework without even coming close to gimping your build.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Rune wrote:
    The ten powers requirement was only set so high because it was assumed at the time a level cap lift to 50 and and more powers and advantage points was still in the cards, ...

    We didn't get T4 powers till Vibora Bay and VB didn't come till much later. I'd be surprised if Cryptic had intentions of raising the level cap at that time. Heck, I'd be surprised if Cryptic had intentions of raising the level cap now.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Since we are on the subject of tier 4s, ditch the stupid mind link power and replace it with Psimons psionic ogre form thing.

    Now that would be truely epic and impressive.
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