I cant choose powers the game just crash
I looked at much topics but didnt find a solution
help please
This is fixed in the next build that they have but they have not posted it to the test server yet. Currently there is no ETA as to when it will be put up. We just have to wait.
Sweet, now let's see if we can make someone else's day!
...
This bug might actually be older than that... but it's fixed now.
Day made. I know there have been a lot of major passes, but I've really enjoyed the times in-between when you guys can fix a power that's not part of a review, but that is bugged in a very clear way.
As long as old, long time bugs are being noticed, any chance average Female Stance Walk animation can get looked at?
It's been broken since the week after Kitchen Sink patch, in February of 2010,
That's eighteen months ago now.
It does seem like animation bug fixes take longer to schedule time to fix them. Maybe cause it's easier to fit in time to tune knobs than fix paper cranes.
Hey Ame >_> I know a way you could make my day <_<; ... what're the odds of getting Particle Rifle to fire from the shoulder instead of the hip? I know it's not a big deal to most people but... <._.>; it looks incredibly weird to me whenever a game has a character firing from the hip. I can accept it more with things like SMG (you aren't really aiming all that much with that power); but... on something like this it's kind of annoying.
It's going to be one of those things that will bug me for the life of the game >.<;
Irony of Star Trek, since certain characters were specifically added to Star Trek as sex appeal to begin with. :rolleyes:
Yeah, but there's a difference:
People generally want to oogle Miss Fanservice, not as many want to be her*. This is especially true since the character you play in STO is the captain of the ship - you're Kirk, Picard, Sisko or Janeway, not Troi or Seven of Nine.
It'd be far, far, far less of an issue if they'd just give us options for walk style, likewise options for how you sit - I'm pretty sick of sitting in my captain's chair looking well.. kind of stuck up. Doesn't suit any of my characters there at all.
As far as CO goes:
I have no problem with there being an optional sexy walk or something, but... could we please get some other walk animations as well? Also some new sit options, since while the current one make sense if you're wearing a skirt... it looks goofy as heck if you're wearing pants or armor. (Particularly the latter.)
*Not discounting that some do, that's absolutely fine; but I don't like being forced into the role any more than you'd want to not have the option.
I have no problem with there being an optional sexy walk or something, but... could we please get some other walk animations as well? Also some new sit options, since while the current one make sense if you're wearing a skirt... it looks goofy as heck if you're wearing pants or armor. (Particularly the latter.)
Yeah I've got a lady Duratok toon and I just can't play her anymore because her walk animation is so hyper-feminine. She's supposed to be this giant reptilian alien warrior but she moves like she's on the Runway.
Speaking of walk/run animations, can we get an ETA at least on Beast_Acrobatics using the Regular_Acrobatics run only in the right and backward directions? Run forward or left and it works fine, but run any direction involving right or back and suddenly you're ninja running or backflipping.
I agree with this. Hell, the default walking animation looks awkward even for characters that are INTENDED to be the sexy runway-types. It reminds me more of a clown or penguin waddle than anything else.
I have no problem with there being an optional sexy walk or something, but... could we please get some other walk animations as well? Also some new sit options, since while the current one make sense if you're wearing a skirt... it looks goofy as heck if you're wearing pants or armor. (Particularly the latter.)
The walk animations change depending on which stance you use. If Vixen stance walk is too sexy for you, try Heroic or Average stance.
The walk animations change depending on which stance you use. If Vixen stance walk is too sexy for you, try Heroic or Average stance.
Except Average stance walk looks like it's trying to be heroic but even more ridiculous. This walk has been broken for ages. In fact the upper body doesn't even match the lower bodies animation. And I would much prefer to have the vixen walk in my average stance or heroic stance, since I don't see myself having my hip cocked to the side constantly like I have some sort of spine defect.
The walk animations change depending on which stance you use. If Vixen stance walk is too sexy for you, try Heroic or Average stance.
Not what I meant. Remember half of that post above was in reference to STO, not CO; the other half was how I don't want them to just steal the slinky walk and leave it at that.
Tanglecoil Launcher lists an entry for Rank 1 when adding advantage points (should only be 2, 3, and any customs). Rank one is automatically given, but also applies 2 points, meaning you can't get to R3 or R2 + custom advantage.
Mighty Kick with Madness adv. does not have a limit on the number of defiance stacks which it can apply.
With just Mighty Kick w/adv. on Test I was able to run Invul with 6 stacks of Defiance. With Mighty Kick and Defensive Combo maintaining insane double defensive passive will become a regular occurrence.
Please tell me this is a bug/oversight and will be corrected????
Sorry if I put that rudely.
Other than that, like the Energy Wave and Gadgeteering powers so far.
The beam VFX on Particle Rife almost never animates.
There is something wrong with Sonic Boom Generator. When you use it against a foe when they attack back you're hit with a massive amount of damage with a large yellow burst VFX. Combat log says "unknown ability".
Energy Wave is terrible. Well, to be more specific, the advantage is terrible. The power itself is just lackluster. A 15-second (base) cooldown on a charged PBAoE? Really?.
The advantage, though. It's a 3-pt advantage for a 15% chance per target hit to apply a 300-HP bubble. And the power still keeps the cooldown.
I like the graphic. I like the concept. But either remove the cooldown or make it a guaranteed bubble application with HP scaling with number of targets hit, or something.
Nitpick: the energy beam VFX on the new particle gun powers comes out of the center of the weapon if you choose a rifle skin (versus a pistol skin) at the tailor.
Tanglecoil Launcher lists an entry for Rank 1 when adding advantage points (should only be 2, 3, and any customs). Rank one is automatically given, but also applies 2 points, meaning you can't get to R3 or R2 + custom advantage.
The beam VFX on Particle Rife almost never animates.
There is something wrong with Sonic Boom Generator. When you use it against a foe when they attack back you're hit with a massive amount of damage with a large yellow burst VFX. Combat log says "unknown ability".
The FX for several of the new powers are still being worked on, but I'll pass it along. As for whatever is going on with SBG... that sounds bad, and wacky. We'll track it down.
BUG: Hue selection for powers malfunctions in various ways Ticket #15,745
Most Hue Selection Palette windows for each power almost always do not open, just displaying the "Closing X" button.
Exceptions include the Energy Builder (Particle Rifle) and the button at the bottom of the window that lets you set all Hues at once.
The Energy Builder was the only power I picked in the prior patch (this is a new character created on that patch to test out some of the new powers), but since the inherent Block power has the issue I don't think it is a matter of when it was picked or that it is a new power (thought since I haven't checked other characters, perhaps having picked new powers might still cause the issue in the first place, though that would seem less likely).
BUG: The "Pulse Beam Rifle" power doesn't respect color selection after the initial beam pulse...while I'm not sure it isn't related to the above and colors simply not "sticking" to the power when I set all hues, it looks like the first pulse is the right color, and the rest are stuck on a default (red-ish looking).
EDIT: actualBUG: Researching any item at a crafting table crashes the game (I believe this has been previously reported on the prior patch).
It just looks like an item was unexpectedly highlighted, and the created Training Pistol was put in an unexpected spot and simply did not catch my eye, but then, to cloud things even more for me, the game then crashed due to the bug that Researching any item at a Crafting Table crashes the game.
erroneusly filedBUG: The "Crafting Tutorial" Blue Print for at least Arms is "borked" Ticket #15,746
Cryptic Error ID #<unknown>
While I haven't checked other crafting schools, and I don't know if this is unique to this patch or PTS, or not, I did notice specifically that the blueprint for Arms that is labelled a "Training Pistol" actually produces a "Hive Mind" item.
I filed a report on this in the middle of the Crafting Quests on this new character, but then when I went to "Research" the produced item, the next step in the Mission, the game actually crashed. I meant to include the Cryptic Error ID in this report as well, but for some reason the window seems to have closed itself and I'm not even sure if the error got filed, as there isn't a dump logging/transmitting task left behind either. If my text for the Error report got filed, it should include the Ticket # of the in game bug report in it, so perhaps that can be searched for.
ISSUE: The Experimental Burst Ray power should be able to use the "Particle Rifle" Costume selections instead of just the "Experimental Blaster" items, and perhaps the categories should be something like "Blaster Rifles" and "Rayguns" to cover 2 handed versus 1 handed...?
This separation needs some work in general, because of things like the Experimental Burst Ray being a two handed weapon hold animation for one thing (at least when I used it...?), which works both conceptually and in terms of game animation with the Sci Fi looking rifles. Without the ability to pick one-handed or two-handed animations for the various "Experimental" and "Particle" weapon powers individually, perhaps separate one-handed and two-handed costume item lists makes sense, but I think you should at least be able to use the two-handed list for two-handed attack powers...
SUGGESTION:Please test the Jet Pack functionality before taking it to Live. There seems to be some merit to this even in just the addition of the purchasable Travel Power, and I'm reminded of issues with Phoenix Flight and back slot related implementation, but there also seems to be a hint of some new functionality that might benefit even more from a shakedown cruise on PTS.
Some things I have noticed with the new gadget powers:
Pulse rifle VFX hardly ever animates.
Sonic boom generator will produce a massive flash around you which causes damage.
The rate of fire for the energy builder pulse rifle is horribly slow and as a consequence energy generation is not optimized.
I really do like the powers generally speaking, their charge times I feel could be reduced a bit though and honestly their damage is kinda sub-par with other power-sets. As a theme its fantastic but I feel your going to be on a rocky road with these powers as mains. The random effects for the pulse rifle are fun but I think some more description of what some of those things do would be helpful.
Something I would like to see would be the inclusion of a new pulse rifle/energy munition power-set. The new ranged weapon artwork would go a long way in that set if implemented. Upping the damage of the weapons would also go a long way.
Tanglecoil Launcher lists an entry for Rank 1 when adding advantage points (should only be 2, 3, and any customs). Rank one is automatically given, but also applies 2 points, meaning you can't get to R3 or R2 + custom advantage.
Same here
Also:
Energy Wave: Hardend Particle Matrix does not work if you kill the target with the power. (Actually seems to be if just one person hit by it dies to it, the buff doesn't apply but then sometimes this works just fine even if it kills someone) Also having a hard time testing but just what does this do exactly? Damage absoption? If so maybe change the FX to NOT be force bubble since that usually means bonus health. Maybe just a full body glow instead ala IDF
Energy wave: Missing info everywhere. Not even in a proper power catagory
Tanglecoil Launcher: Constricting Coils, this advantage will never see use since the damage is ONLY while the mez is in effect making it useless against bosses and frankly in most of the game content since mez gets broken incredibly fast, especially in teams. If the Advantage made it so the damage applied for say 15 seconds regardless of hold status it'd be worth it in my book as the power would become a nice dot with a side effect of a short hold at start. Also can't tell or not but seems like the damage helps break the hold.
Tanglecoil Launcher: FX fired start about a foot too low.
Pulse Rifle (Either): The visual fx and sound fx on both powers seem to be off, sometimes they just don't match up, sometimes one works and not the other, sometimes neither, and sometimes both work fine. Also the starting location for the effects is off, it fires from mid rifle not end of barrel.
Sonic Boom Generator: .... erm.... this should be renamed rocket pistol and the damage type changed because its an explosion not a sonic boom. (Or just change the fx to something else although this is awesome fx... its just not sonic looking)
Other bugs found:
Lead Tempest: FX of the gun blasts from barrels are sideways. Jumping or using this power mid fall plays the entirely wrong animation
Double Cursor: Our old friend...... sometimes alt tabbing out leaves a ghost cursor of whatever type your mouse looked like when tabbing out when you do tab back in. Only cure is to restart game to get rid of your ghost mouse trail thing. Bizzarely the real mouse is the one that gets locked in on whatever you were doing and the ghost mouse accurately changes icons
Devour Essence: Rank 2/3 does not increase heal strength.
Form of the Tempest: Gifts of the Storm: Okay so I didnt just find this but hey Ame's in a bug fixing mood.... any chance you could get this to work? We can save the 'make it good' part for another day.
Way of the Warrior: Rank 2/3 does not increase dodge chance/avoidance.
Possible bugs:
Drain Life Vampiric Symphony/Seraphim: Didn't see it in the notes and its proving stupidly hard to test due to lack of help but both these powers reported the dodge thing as well when used on others (heal aura for seraphim).
Mighty Kick: The advantage allows stacking of the Defiant! buff up to a full 6 stacks. While could take a long time to get to a full 6 stacks (only a 15% proc chance per full charge), it's relatively easy to achieve w/ Defensive Combo w/ adv to maintain. This will probably make LR and Invuln toons happy they can essentially have Defiance with their other passives. EDIT: Roots you in place, which may be intended as it would look odd while moving.
Pulse Beam Rifle: Cost is slightly less than TK Assault yet the damage is much lower. Rank 1 TK Assault unbuffed is about the same damage as rank 2 Pulse Beam Rifle + rank 3 Targeting Computer. Does not always animate. One of the debuffs is the Champions icon and labeled "FIE".
Sonic Boom Generator: Damage is very low, especially for the cost. The adv seems lacking as there are not many sonic damage powers and Disorient does not synergize with other Gadgeteering powers.
Tangle Coil Launcher: The graphical effect is great. Otherwise it's a standard charged hold w/ a small DoT effect. Better than other charged holds, but nothing to write home about. Adv costs 4 adv points instead of 2 like it should.
Particle Rifle:Does not always animate.
Energy Wave: Impressive graphically, but considering the cooldown it's lacking in damage. A lot. Even worse is the advantage. Three adv points to have a 15% chance per mob hit to gain a 300 damage shield is terrible.
Revisited Powers:
Fury of the Dragon: Great to see the power actually dealing the proper amount of damage. Cannot recolor this power. Only the beginning explosion changes color.
Gunslinger:The info has a tooltip error. 50% (100% while font style=Game_Keyword>Enraged)...
Suggestions:
Experimental Burst Ray: About doubt the duration of Overcharge. It's difficult to make use of the charge + tap mechanic of this power especially since mobs usually die in one or two full charges. Oh, and a different icon from Bionic Shielding's Bionic Tampering debuff would be nice as well.
Targeting Computer:Does not work with psuedo-pets like Sonic Device and Orbital Cannon.
I like the advantage on Sonic Boom Generator and plan to make use of it on my gadgets character who also uses Telepathy and can take advantage of Disorient with TP Reverb, so I like that. The damage is underwhelming, but I can deal with that.
However, the damage on Pulse Rifle needs some help. I realize you guys want it to be usable by low level characters, but most gadgeteers have solid energy management; I think the power could be upshifted a little and people will still be able to make good use of it. As it is right now, the damage is too meh.
I like the advantage on Sonic Boom Generator and plan to make use of it on my gadgets character who also uses Telepathy and can take advantage of Disorient with TP Reverb, so I like that. ...
I hope you're using mostly telepathy attacks as just proccing Disorient does not trigger Telepathic Reverberation. You have to damage a disoriented target with telepathy attacks.
I hope you're using mostly telepathy attacks as just proccing Disorient does not trigger Telepathic Reverberation. You have to damage a disoriented target with telepathy attacks.
Ego Sprites only procs Telepathic Reverberation for a couple ticks if the target is disoriented at the time Ego Sprites is applied. Near the end of the DoT you will not get energy even if the target is still disoriented.
Ego Sprites only procs Telepathic Reverberation for a couple ticks if the target is disoriented at the time Ego Sprites is applied. Near the end of the DoT you will not get energy even if the target is still disoriented.
I've been using it on a character (Except TK Burst and Ego Sprites) and it's been working really well. Of course, a couple of ticks of reverb is a whole lot of energy.
There is definitely something screwy in knockback land.
I tried Mighty Kick on my 240ish STR might toon, tooltip says kick for 26 feet fully charged, and it was more like 10. Tested enough times that if it were random resists I should have seen some unresisted knocks. Not seeing them. Nothing went anything like 26 feet.
Tested the same power on a low str character, and he was punting +5 dummies over the railing.
If I recall correctly from hopping on PTS briefly about two hours ago, Pulse Beam Rifle does seem a bit on the weak side. Its base power at rank 2 is the same as the LOW end of a rank 1 Assault Rifle maintain. Even with crits factored in, that still seems rather weak since even with crits, it would.. Still be really weak.
Well everything I wanted to say has already been said, but yeah Pulse Beam rifle's description makes it out to be a really good power that has a very high max damage with the big variance and all however it fails short on that end.
Energy Wave looks awesome, but 15 sec cooldown is not worth the damage it does. The advantage is pretty much worthless as well....
Since the devs are on a roll with description fixes...
Sniper Rifle's short description needs a space after "X Physical Damage". Also, when looking over the ranks and advantages menu, Sniper Rifle's entry says "Level 10" at the upper-right whereas all other powers say "Level 1".
In the tailor/character creator, someone had a horrible brain-fart and misspelled "Fantasy" on all the fantasy swords and axes.
Energy Wave - I am in agreement with the general consensus on this one. That 3 point adv. is not worth it. Get rid of it and the cooldown timer. It's damage level does not merit it.
Energy Wave - I am in agreement with the general consensus on this one. That 3 point adv. is not worth it. Get rid of it and the cooldown timer. It's damage level does not merit it.
I'd like to see the power retain a cooldown to proc MSA. Perhaps 10 seconds is more reasonable. Power Armor heroes overwhelming choose Intelligence as one of their superstats, so the cooldown is going to be less than the base in most cases to begin with.
So, I did some simple testing with pulse beam rifle vs assault rifle. Dex/Ego, using regen as a passive (so no particular synergy), no passive energy unlock (using particle rifle as energy builder), killing a level 40 test dummy. Note that dps figures include energy builder shots
Comments
This is fixed in the next build that they have but they have not posted it to the test server yet. Currently there is no ETA as to when it will be put up. We just have to wait.
Day made. I know there have been a lot of major passes, but I've really enjoyed the times in-between when you guys can fix a power that's not part of a review, but that is bugged in a very clear way.
It's been broken since the week after Kitchen Sink patch, in February of 2010,
That's eighteen months ago now.
It does seem like animation bug fixes take longer to schedule time to fix them. Maybe cause it's easier to fit in time to tune knobs than fix paper cranes.
STO has new walk animations they're practically throwing out over an uproar of oversexualizedness and humdrum Starfleet principles.
They sound PERFECT for Champions!
It's going to be one of those things that will bug me for the life of the game >.<;
Irony of Star Trek, since certain characters were specifically added to Star Trek as sex appeal to begin with. :rolleyes:
Yeah, but there's a difference:
People generally want to oogle Miss Fanservice, not as many want to be her*. This is especially true since the character you play in STO is the captain of the ship - you're Kirk, Picard, Sisko or Janeway, not Troi or Seven of Nine.
It'd be far, far, far less of an issue if they'd just give us options for walk style, likewise options for how you sit - I'm pretty sick of sitting in my captain's chair looking well.. kind of stuck up. Doesn't suit any of my characters there at all.
As far as CO goes:
I have no problem with there being an optional sexy walk or something, but... could we please get some other walk animations as well? Also some new sit options, since while the current one make sense if you're wearing a skirt... it looks goofy as heck if you're wearing pants or armor. (Particularly the latter.)
*Not discounting that some do, that's absolutely fine; but I don't like being forced into the role any more than you'd want to not have the option.
Yeah I've got a lady Duratok toon and I just can't play her anymore because her walk animation is so hyper-feminine. She's supposed to be this giant reptilian alien warrior but she moves like she's on the Runway.
I agree with this. Hell, the default walking animation looks awkward even for characters that are INTENDED to be the sexy runway-types. It reminds me more of a clown or penguin waddle than anything else.
Except Average stance walk looks like it's trying to be heroic but even more ridiculous. This walk has been broken for ages. In fact the upper body doesn't even match the lower bodies animation. And I would much prefer to have the vixen walk in my average stance or heroic stance, since I don't see myself having my hip cocked to the side constantly like I have some sort of spine defect.
That or they have escaped and are flinging poo everywhere...
Still no estimate on when we can use the test server without it crashing on us.
Go re-read the OP. It's been updated with a 4:30PM server time ETA.
Onto testing!
Also, Tanglecoil Launcher is not being credited towards tier unlocks.
Not what I meant. Remember half of that post above was in reference to STO, not CO; the other half was how I don't want them to just steal the slinky walk and leave it at that.
Oh dear sweet god what have you done?!
Mighty Kick with Madness adv. does not have a limit on the number of defiance stacks which it can apply.
With just Mighty Kick w/adv. on Test I was able to run Invul with 6 stacks of Defiance. With Mighty Kick and Defensive Combo maintaining insane double defensive passive will become a regular occurrence.
Please tell me this is a bug/oversight and will be corrected????
Sorry if I put that rudely.
Other than that, like the Energy Wave and Gadgeteering powers so far.
There is something wrong with Sonic Boom Generator. When you use it against a foe when they attack back you're hit with a massive amount of damage with a large yellow burst VFX. Combat log says "unknown ability".
The advantage, though. It's a 3-pt advantage for a 15% chance per target hit to apply a 300-HP bubble. And the power still keeps the cooldown.
I like the graphic. I like the concept. But either remove the cooldown or make it a guaranteed bubble application with HP scaling with number of targets hit, or something.
Thanks for the reports, we'll get them looked at.
Sounds like a bug, we'll get it fixed.
The FX for several of the new powers are still being worked on, but I'll pass it along. As for whatever is going on with SBG... that sounds bad, and wacky. We'll track it down.
Ticket #15,745
Most Hue Selection Palette windows for each power almost always do not open, just displaying the "Closing X" button.
Exceptions include the Energy Builder (Particle Rifle) and the button at the bottom of the window that lets you set all Hues at once.
The Energy Builder was the only power I picked in the prior patch (this is a new character created on that patch to test out some of the new powers), but since the inherent Block power has the issue I don't think it is a matter of when it was picked or that it is a new power (thought since I haven't checked other characters, perhaps having picked new powers might still cause the issue in the first place, though that would seem less likely).
actual BUG: Researching any item at a crafting table crashes the game (I believe this has been previously reported on the prior patch).
It just looks like an item was unexpectedly highlighted, and the created Training Pistol was put in an unexpected spot and simply did not catch my eye, but then, to cloud things even more for me, the game then crashed due to the bug that Researching any item at a Crafting Table crashes the game.
erroneusly filed BUG: The "Crafting Tutorial" Blue Print for at least Arms is "borked"
Ticket #15,746
Cryptic Error ID #<unknown>
While I haven't checked other crafting schools, and I don't know if this is unique to this patch or PTS, or not, I did notice specifically that the blueprint for Arms that is labelled a "Training Pistol" actually produces a "Hive Mind" item.
I filed a report on this in the middle of the Crafting Quests on this new character, but then when I went to "Research" the produced item, the next step in the Mission, the game actually crashed. I meant to include the Cryptic Error ID in this report as well, but for some reason the window seems to have closed itself and I'm not even sure if the error got filed, as there isn't a dump logging/transmitting task left behind either. If my text for the Error report got filed, it should include the Ticket # of the in game bug report in it, so perhaps that can be searched for.
This separation needs some work in general, because of things like the Experimental Burst Ray being a two handed weapon hold animation for one thing (at least when I used it...?), which works both conceptually and in terms of game animation with the Sci Fi looking rifles. Without the ability to pick one-handed or two-handed animations for the various "Experimental" and "Particle" weapon powers individually, perhaps separate one-handed and two-handed costume item lists makes sense, but I think you should at least be able to use the two-handed list for two-handed attack powers...
Pulse rifle VFX hardly ever animates.
Sonic boom generator will produce a massive flash around you which causes damage.
The rate of fire for the energy builder pulse rifle is horribly slow and as a consequence energy generation is not optimized.
I really do like the powers generally speaking, their charge times I feel could be reduced a bit though and honestly their damage is kinda sub-par with other power-sets. As a theme its fantastic but I feel your going to be on a rocky road with these powers as mains. The random effects for the pulse rifle are fun but I think some more description of what some of those things do would be helpful.
Something I would like to see would be the inclusion of a new pulse rifle/energy munition power-set. The new ranged weapon artwork would go a long way in that set if implemented. Upping the damage of the weapons would also go a long way.
Same here
Also:
Energy Wave: Hardend Particle Matrix does not work if you kill the target with the power. (Actually seems to be if just one person hit by it dies to it, the buff doesn't apply but then sometimes this works just fine even if it kills someone) Also having a hard time testing but just what does this do exactly? Damage absoption? If so maybe change the FX to NOT be force bubble since that usually means bonus health. Maybe just a full body glow instead ala IDF
Energy wave: Missing info everywhere. Not even in a proper power catagory
Tanglecoil Launcher: Constricting Coils, this advantage will never see use since the damage is ONLY while the mez is in effect making it useless against bosses and frankly in most of the game content since mez gets broken incredibly fast, especially in teams. If the Advantage made it so the damage applied for say 15 seconds regardless of hold status it'd be worth it in my book as the power would become a nice dot with a side effect of a short hold at start. Also can't tell or not but seems like the damage helps break the hold.
Tanglecoil Launcher: FX fired start about a foot too low.
Pulse Rifle (Either): The visual fx and sound fx on both powers seem to be off, sometimes they just don't match up, sometimes one works and not the other, sometimes neither, and sometimes both work fine. Also the starting location for the effects is off, it fires from mid rifle not end of barrel.
Sonic Boom Generator: .... erm.... this should be renamed rocket pistol and the damage type changed because its an explosion not a sonic boom. (Or just change the fx to something else although this is awesome fx... its just not sonic looking)
Other bugs found:
Lead Tempest: FX of the gun blasts from barrels are sideways. Jumping or using this power mid fall plays the entirely wrong animation
Double Cursor: Our old friend...... sometimes alt tabbing out leaves a ghost cursor of whatever type your mouse looked like when tabbing out when you do tab back in. Only cure is to restart game to get rid of your ghost mouse trail thing. Bizzarely the real mouse is the one that gets locked in on whatever you were doing and the ghost mouse accurately changes icons
Devour Essence: Rank 2/3 does not increase heal strength.
Form of the Tempest: Gifts of the Storm: Okay so I didnt just find this but hey Ame's in a bug fixing mood.... any chance you could get this to work? We can save the 'make it good' part for another day.
Way of the Warrior: Rank 2/3 does not increase dodge chance/avoidance.
Possible bugs:
Drain Life Vampiric Symphony/Seraphim: Didn't see it in the notes and its proving stupidly hard to test due to lack of help but both these powers reported the dodge thing as well when used on others (heal aura for seraphim).
Revisited Powers:
Suggestions:
However, the damage on Pulse Rifle needs some help. I realize you guys want it to be usable by low level characters, but most gadgeteers have solid energy management; I think the power could be upshifted a little and people will still be able to make good use of it. As it is right now, the damage is too meh.
I hope you're using mostly telepathy attacks as just proccing Disorient does not trigger Telepathic Reverberation. You have to damage a disoriented target with telepathy attacks.
Ego Sprites.
Ego Sprites only procs Telepathic Reverberation for a couple ticks if the target is disoriented at the time Ego Sprites is applied. Near the end of the DoT you will not get energy even if the target is still disoriented.
I've been using it on a character (Except TK Burst and Ego Sprites) and it's been working really well. Of course, a couple of ticks of reverb is a whole lot of energy.
I tried Mighty Kick on my 240ish STR might toon, tooltip says kick for 26 feet fully charged, and it was more like 10. Tested enough times that if it were random resists I should have seen some unresisted knocks. Not seeing them. Nothing went anything like 26 feet.
Tested the same power on a low str character, and he was punting +5 dummies over the railing.
Energy Wave looks awesome, but 15 sec cooldown is not worth the damage it does. The advantage is pretty much worthless as well....
Sniper Rifle's short description needs a space after "X Physical Damage". Also, when looking over the ranks and advantages menu, Sniper Rifle's entry says "Level 10" at the upper-right whereas all other powers say "Level 1".
In the tailor/character creator, someone had a horrible brain-fart and misspelled "Fantasy" on all the fantasy swords and axes.
I'd like to see the power retain a cooldown to proc MSA. Perhaps 10 seconds is more reasonable. Power Armor heroes overwhelming choose Intelligence as one of their superstats, so the cooldown is going to be less than the base in most cases to begin with.
Assault rifle (r1): overall dps 344
PBR (R1): overall dps 327
Okay, switching to R2 vs PBR(R1 w/adv)
AR (R2): overall dps 392
PBR(R1,adv): overall dps 332
AR is not an overperforming power; and is cheaper than PBR on a 2s maintain or longer.
"Hitting a foe with a fully charged Mighty Kick will now add or refresh the Defiant buff."
"15% chance to apply Defiant! to self."
So...which is it? 100% or 15%? It sure seems to be 15% (if not less).