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PTS Update (8/7): FC.20.20110805.1

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Hold Resistance is being counted as a debuff instead of a buff. Whenever you break out of a hold, you can see that pink shoe icon being placed on the lower (debuff) half rather than the upper (buff) half.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    LAME: Heat waves advantage "Engulfing Flames" doesnt even work with Pyromancers Blades since its coded to only work with YOUR (the players) damage. What a waste of a possible synergy. Fire snake however does work. Maybe you could change Heat Wave's advantage?

    Oh man that's a bummer. Yes please change the adv to work with Pyro Blades - it's the first thing I thought of when I saw the power.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    kamokami wrote:
    PvP queues plz?

    That needs to be a FIX NOW, not part of a test build.

    If it's not fixed in this week's patch, I'm fairly sure we're going to permanently lose a lot more PvP players :(

    Now, an overall fix to make PvP queues smarter can be part of a test build:

    1) Premades get placed into queues versus other premades of the same size automatically.
    2) The queue will not allow teams to get mismatched once a match starts. If the teams are even, it waits for two players before sending invites. If teams are odd, it will send a single invite.
    3) If players are in the locker room for 30 seconds without joining the fight, they'll get a popup warning them to enter the arena or leave the match. If they ignore the warning, they're automatically exited from the match.
    4) Break level 40's into their own tier (that might need more thought if Cryptic really does raise level cap)
    5) Add an "Exit Instance" to the portrait right click menu so PvE players quit using PvP queues to escape instances.
    6) All mudkipz are place on their own team by themselves and the other 9 players get to tank them :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    LAME: Heat waves advantage "Engulfing Flames" doesnt even work with Pyromancers Blades since its coded to only work with YOUR (the players) damage. What a waste of a possible synergy. Fire snake however does work. Maybe you could change Heat Wave's advantage?
    The above statement is incorrect. Heat wave's debuff is like Unstable Accelerant, it only works on fire DoTs and maintains. It also doesn't work with arcane sigils. On the other hand, from the actual description of the advantage it shouldn't be a debuff at all, it should be increasing damage per tic.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    You can no longer click on the target health bar in the UI to toggle display of target's health.

    I suspect the kitchen sink patch had something to do with this.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I was not very happy by the patches and new content on july and was very angry this last month.
    But i must say when you're doing, in my point of view, a good job.
    And your work on crisis queues, bind on equip, new rewards, and the retrain token, are all good ones.
    Thanks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Loganius wrote:
    He also told me that he got Ironclad's HW sword as a rare drop from the final encounter.

    IS that one different from the one that drops from him in resistance.

    Also, I find it curiously interesting that there are aura's being added to costume drops. This makes me wonder if this is going to pave the way for potential aura unlock items as a different sort of item drop.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Lohr wrote:
    IS that one different from the one that drops from him in resistance.

    Also, I find it curiously interesting that there are aura's being added to costume drops. This makes me wonder if this is going to pave the way for potential aura unlock items as a different sort of item drop.

    It's different, it's a sword that fits the Malvan fire motif that his armor follows.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Loganius wrote:
    It's different, it's a sword that fits the Malvan fire motif that his armor follows.

    Okay! I will have to get on pts tonight then.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Loganius wrote:
    It's different, it's a sword that fits the Malvan fire motif that his armor follows.

    It looks like this.

    Edit: Here is a closer picture
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Pantagruel wrote:
    The above statement is incorrect. Heat wave's debuff is like Unstable Accelerant, it only works on fire DoTs and maintains. It also doesn't work with arcane sigils. On the other hand, from the actual description of the advantage it shouldn't be a debuff at all, it should be increasing damage per tic.

    Nah the debuff works with fire strike, and probably fireball, I tested it yesterday

    Also it doesn't work onsigils cuz it's not YOUR damage, it's the sigils
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    LAME: Heat waves advantage "Engulfing Flames" doesnt even work with Pyromancers Blades since its coded to only work with YOUR (the players) damage. What a waste of a possible synergy. Fire snake however does work. Maybe you could change Heat Wave's advantage?

    A lot of synergy is borked like that especialy between players.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    For some reason, I initially missed the shortening of the MI and Lemurian Crisis queues. I'd like to say "thank you" for that change, as well as for the future addition of remote calling for contacts.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    So how does the consolidation of Aftershock into one mission effect the playability of each of the 6 missions?

    Once this goes live, will we be unable to run the missions? Will we have to run the whole thing? Will we be only able to get Band of Edom and jewel of Edom on the complete play through?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Lohr wrote:
    Once this goes live, will we be unable to run the missions? Will we have to run the whole thing? Will we be only able to get Band of Edom and jewel of Edom on the complete play through?

    The individual missions, yes (as you have to do it all at once like every other Adventure Pack). Yes. Yes.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    The individual missions, yes (as you have to do it all at once like every other Adventure Pack). Yes. Yes.

    Meh. I actually think I prefer the way it is on live.

    Also, can you guys please change the mission name to something a little different than aftershock? You guys have this bad habit of naming missions and adventure packs the same thing and it gets confusing. Can you please name the mission to Aftershock Series or something like that?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    lol devs... why u nerfed active offences? if you have int super statted now u can't even use second sheath after first one before energy form cancel wears off... what's the point rly >.> not like active offences were overpowered or something...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Kien. wrote:
    lol devs... why u nerfed active offences? if you have int super statted now u can't even use second sheath after first one before energy form cancel wears off... what's the point rly >.> not like active offences were overpowered or something...

    Totes OP.

    Skarn's Bane for everyone.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Lohr wrote:
    Meh. I actually think I prefer the way it is on live.

    Ditto. I won't be doing it very much if I always have to slog through issue 2, and 4 to a lesser extent is also overly tedious.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Kien. wrote:
    lol devs... why u nerfed active offences?
    What did they change? Only think I see is about passives in offensive role..
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Kien. wrote:
    lol devs... why u nerfed active offences? if you have int super statted now u can't even use second sheath after first one before energy form cancel wears off... what's the point rly >.> not like active offences were overpowered or something...

    If what you're saying is true, I think this is the result of the devs cracking down on buff stacking. The 2SB advantage on Lock N Load was probably just the beginning of that. The devs have commented on the continual stacking of LnL before. The change you allege would be in line with that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ditto. I won't be doing it very much if I always have to slog through issue 2, and 4 to a lesser extent is also overly tedious.

    I mean it plays through now on live, you don't have to go back to until to continue on to the next mission. So exactly what is the change other than adding the three additional costume pieces. This is not a good thing. In fact, I'd say it's a step backwards.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I believe the reason for turning the Comic Series into one huge thing is to allow for less clutter as more Comic Series come out. I will say though that maybe the CS could still be accessed in it's fragmented form from our Crime Computer or from our hideout or something.... that way some of us can play through some of our favorite episodes without having to deal with some of the mess. Like I don't like 1 or 3... I would still play the whole thing through though. I don't mind that so much.

    Anyways, the stuff looks great. I'm wondering if we'll see any more shiny new power on PTS soon.... :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Pantagruel wrote:
    What did they change? Only think I see is about passives in offensive role..

    Some time ago, the Energy Form Cancel debuff (which prevents the activation of another energy form for 10s) was applied to energy form Active Offenses. I'm guessing that's what he's referring to.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I'm hoping the Pyromancer's Blades get a custom advantage before it hits live.

    Maybe something like the swords stick with the player twirling around you at all times reflecting dmg back or both swords seperate from each other and become 2 pets or maybe turn them into permanent pets.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Rafahil wrote:
    I'm hoping the Pyromancer's Blades get a custom advantage before it hits live.

    Maybe something like the swords stick with the player twirling around you at all times reflecting dmg back or both swords seperate from each other and become 2 pets or maybe turn them into permanent pets.

    ha ha, no that would be a good idea... why would they do that?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Blu8 wrote:
    I believe the reason for turning the Comic Series into one huge thing is to allow for less clutter as more Comic Series come out. I will say though that maybe the CS could still be accessed in it's fragmented form from our Crime Computer or from our hideout or something.... that way some of us can play through some of our favorite episodes without having to deal with some of the mess. Like I don't like 1 or 3... I would still play the whole thing through though. I don't mind that so much.

    Anyways, the stuff looks great. I'm wondering if we'll see any more shiny new power on PTS soon.... :)

    It seems sort of odd that they would give you the option of running each mission 4 times, and then reverting it so that you can only run the whole thing 4 times. It also seems like a loss on experience, unless the sum of experience running all 6 missions is equal to running it once. Which I would guarantee that it's not.

    In my opinion, the rewards from the individual missions should be NO different than the mission as a whole. You are adding two additional costume pieces, so you are going to make people run through it again? I can't say that I care for that. I've already run it like a bajillion times, I don't want to be forced to HAVE to do it again, just to get two additional costume pieces. Please give me the option to run the last mission with the two new additional costume pieces.

    And again I will make this statement, PLEASE change the mission name so it doesn't match exactly the name of the comic series.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Lohr wrote:
    It seems sort of odd that they would give you the option of running each mission 4 times, and then reverting it so that you can only run the whole thing 4 times. It also seems like a loss on experience, unless the sum of experience running all 6 missions is equal to running it once. Which I would guarantee that it's not.

    In my opinion, the rewards from the individual missions should be NO different than the mission as a whole. You are adding two additional costume pieces, so you are going to make people run through it again? I can't say that I care for that. I've already run it like a bajillion times, I don't want to be forced to HAVE to do it again, just to get two additional costume pieces. Please give me the option to run the last mission with the two new additional costume pieces.

    And again I will make this statement, PLEASE change the mission name so it doesn't match exactly the name of the comic series.

    If the experience isn't equal than that's a huge problem. I completely agree with that... and some of your other points as well. This needs to get looked at.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Xavori wrote:
    6) All mudkipz are placed on their own team by themselves and the other 9 players get to tank them :D

    :eek:

    On a related note, can we get a fix to the PvP queues? Half of Vixy's friends list logs in to check if they're working and then logs out again.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    kamokami wrote:
    :eek:

    On a related note, can we get a fix to the PvP queues? Half of Vixy's friends list logs in to check if they're working and then logs out again.

    Odd.

    They could save so much time just by checking the forums and seeing that they're not.

    I've actually gotten somewhat productive the last couple weeks.
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