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PTS Update (8/18): FC.20.20110812.4

Archived PostArchived Post Posts: 1,156,071 Arc User
edited August 2011 in PTS - The Archive
FC.20.20110812.4 Patch Notes
ETA: 4:00 PM PST (GMT-7)

General Gameplay:
King of the Hill
  • King of the Hill is a new Tier 3-Tier 4 team-based king of the hill-style PvP map. The object of this match is to control the hill located in the center of the cemetery. Defend the hill for as long as you can.

Desert
  • Radioactive Ringleader: Fuel barrels should no longer hinder the progression of this mission.

Monster Island
  • From Monster to Man: Transformed scientists no longer get stuck while exiting the area.

Vibora Bay
  • Blast to the Past: The final cutscene should always play.

Powers:
Claws
  • Tiger's Bite: The damage dealt for consuming Shredded now properly ranks up along with the rest of the power.

Gadgeteering
  • Sonic Boom Generator: FX and audio has been corrected.
  • Sonic Boom Generator: Radius reduced to 10' down from 15'. Cost reduced slightly, damage increased ~5%.
  • Tanglecoil Launcher: Now properly costs a power point to purchase, instead of 2 Advantage Points.
  • Pulse Beam Rifle: The damage and costing on this power have been reworked. Damage now scales up as the power is maintained.

Martial Arts
  • Parry: The damage dealt back to the attacker when successfully parrying an attack has been modified slightly. Previously, this damage was completely irresistable, which would allow it to deal damage to targets that are intended to be completely immune to all damage (such as Statues of Therakiel). It now uses a small amount of the targets resistance when determining how much damage it deals. As such, the base damage of the reflected damage has been increased slightly to compensate for this.

Might
  • Demolish: The debuff applied by this power was incorrectly affecting the damage dealt in the same application as the debuff. The debuff will now correctly take place after the hit, instead of prior to it.
  • Mighty Kick: Madness?!: This advantage now correctly has a 100% chance to apply Defiance when fully charged, and will now properly only apply or refresh Defiance, instead of allowing it to stack up to 6 times.

Power Armor
  • Mini Gun: U-238 Rounds: The debuff applied by this power was incorrectly affecting the damage dealt in the same application as the debuff. The debuff will now correctly take place after the hit, instead of prior to it.
  • Mini Gun: U-238 Rounds: Now has the correct icon.
  • Energy Wave: Should now show up in the proper category in the powers window.
  • Energy Wave: Damage and cost increased.
  • Energy Wave: Hardened Particle Matrix: Should now occur 100% of the time, instead of 15%. Should now properly display the Force Field amount/overlay on your Health UI.

Telekinesis
  • Ego Blade Breach: The debuff applied by this power was incorrectly affecting the damage dealt in the same application as the debuff. The debuff will now correctly take place after the first hit, instead of prior to it. (The second hit in this power activation is still affected by the debuff.)

Telepathy
  • Psychic Vortex: Ranks 2 and 3 of this power should no longer run as far away as they can from your foes, and should instead sit still like Rank 1.
  • Collective Will: Consume Will: The debuff applied by this power was incorrectly affecting the damage dealt in the same application as the debuff. The debuff will now correctly take place after the hit, instead of prior to it.
  • Collective Will: Consume Will: Now properly has an icon. Description updated to better reflect what the advantage does, as well.

Known Issues (Please write in red text when submitting bugs to this thread so issues are easier to find.):
  • Powers hue palette is missing.
  • Attempting to research items via crafting causes a client crash.
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    ironswan wrote:
    Martial Arts
    • Parry: The damage dealt back to the attacker when successfully parrying an attack has been modified slightly. Previously, this damage was completely irresistable, which would allow it to deal damage to targets that are intended to be completely immune to all damage (such as Statues of Therakiel). It now uses a small amount of the targets resistance when determining how much damage it deals. As such, the base damage of the reflected damage has been increased slightly to compensate for this.

    Glad to see an exploit fixed but oh boy this is going to cause a flame war. Also may I suggest instead of increasing base damage to lower the cooldown on the reflect by half?

    ironswan wrote:
    General Gameplay:
    King of the Hill
    • King of the Hill is a new Tier 3-Tier 4 team-based king of the hill-style PvP map. The object of this match is to control the hill located in the center of the cemetery. Defend the hill for as long as you can.
    Does this mean there are 4 teams of 5 on this one map (ala 20 people) or that it is 2 teams of 4 (ala 8)?

    Edit: NM the tiers made me totally miss read that. Darn you number 4!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    This Server is Closed for Matientience at this Time.

    So what was the point of the patch then exactly?

    Is anything going to work today?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Roadwulf wrote:
    This Server is Closed for Matientience at this Time.

    So what was the point of the patch then exactly?

    Is anything going to work today?
    ironswan wrote:
    FC.20.20110812.4 Patch Notes
    ETA: 4:00 PM PST (GMT-7)

    There is the answer...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    ironswan wrote:
    [*] Psychic Vortex: Ranks 2 and 3 of this power should no longer run as far away as they can from your foes, and should instead sit still like Rank 1.

    Yeeehaaaaw!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Yeeehaaaaw!

    I kinda liked having 2 portals wandering about me, felt kinda badass. Granted this probably plays better but I'll miss my little fuzzballs following me.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ryko_Nailo wrote:
    There is the answer...

    Hey, hey, hey. Don't bring logic and reading comprehension into this! Clearly this is a major issue. I mean. How dare they announce a patch, and then have the NERVE to bring the PTS down so they can apply it?

    (DISCLAIMER: This post may be sarcasm.)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Hey, hey, hey. Don't bring logic and reading comprehension into this! Clearly this is a major issue. I mean. How dare they announce a patch, and then have the NERVE to bring the PTS down so they can apply it?

    Peanut butter!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Hey guys I brought some chocolate for everyo-
    Xavori wrote:
    Peanut butter!
    Aw crud you got peanut butter in my chocolate....
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Great, now I'm hungry again. Thanks a LOT, guys. :<
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    nice changes.

    Seconding the vote for shorter cooldown on the parry.

    The PA Energy wave changes should make a lot of people happy.

    Edit: MMM peanut butter and jelly sammich... doh now I'm hungry.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ashgan wrote:
    Seconding the vote for shorter cooldown on the parry.

    This change is just a bug fix, and not intended to affect the strength level of the power in any serious way. We'll look into this request as we're reviewing the MA sets, though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    ironswan wrote:
    FC.20.20110812.4 Patch Notes
    ETA: 4:00 PM PST (GMT-7)

    General Gameplay:
    King of the Hill
    • King of the Hill is a new Tier 3-Tier 4 team-based king of the hill-style PvP map. The object of this match is to control the hill located in the center of the cemetery. Defend the hill for as long as you can.

    Is the PvP gear update around the corner? It had been said the PvP gear would be up at the same time as KotH or before it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    crazyguy wrote:
    Is the PvP gear update around the corner? It had been said the PvP gear would be up at the same time as KotH or before it.

    Yes please, this^

    pvp gear is a big reason to pvp and will (hopefully) invite more people to join the games. This is what we really need now. Personally I'm hoping for some really unique items instead of stat gear.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Rafahil wrote:
    Yes please, this^

    pvp gear is a big reason to pvp and will (hopefully) invite more people to join the games. This is what we really need now. Personally I'm hoping for some really unique items instead of stat gear.

    Srsly. I don't even PVP that much, and I gotta say the gear rewards are kinda lame. Gimme an overarching goal to achieve for on those characters I do intend to PVP with (at some point in the future)!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Welp my offical verdict on the new king of the hill map.... good idea, decent execution but the timers on the doors HAS to go. It's terrible and if you are behind you have all but no chance to make a come back because you are stuck sitting in spawn for 20 seconds.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I didn't mind the timers, and I could understand why they added them in... but the timer on them really needs to get looked at. Sometimes I'd get caught JUST after the doors opened, and then stuck sitting on my hands for a while without any way to do anything.

    Also, is there only supposed to be the one active door? If so, having three of them there is a little confusing (though it's mostly there for aesthetics, right? It looked like a mausoleum, so I can dig the multi-doors I guess).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Not certain if this is the right place to post such, but it appears that Mighty Kick's knocback is scaling at least partially with Ego and not at all with Strength.

    For example:
    • A character with 327 Ego and 10 Strength - Mighty Kick knockback is at around 109 feet at Rank 3.
    • A character with 10 Ego and 300 Strength - Mighty Kick knockback is at around 27 feet at Rank 3.

    Also, Pulse Beam Rifle's color cannot be changed. It is always red. Not certain if that's been brought up before, so I thought I'd mention it.

    My apologies if this is the incorrect area to post such. :o
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ame wrote:
    This change is just a bug fix, and not intended to affect the strength level of the power in any serious way. We'll look into this request as we're reviewing the MA sets, though.

    About time :-) but i bet Interest in running TT will drop quite a bit and the Global price of the sword will go up.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Arcolf wrote:
    Not certain if this is the right place to post such, but it appears that Mighty Kick's knocback is scaling at least partially with Ego and not at all with Strength.

    For example:
    • A character with 327 Ego and 10 Strength - Mighty Kick knockback is at around 109 feet at Rank 3.
    • A character with 10 Ego and 300 Strength - Mighty Kick knockback is at around 27 feet at Rank 3.

    Also, Pulse Beam Rifle's color cannot be changed. It is always red. Not certain if that's been brought up before, so I thought I'd mention it.

    My apologies if this is the incorrect area to post such. :o

    This was my experience as well, my ego blader with 10 strength was punting dummies, and my high strength might toon was... not.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I didn't mind the timers, and I could understand why they added them in... but the timer on them really needs to get looked at. Sometimes I'd get caught JUST after the doors opened, and then stuck sitting on my hands for a while without any way to do anything.

    Also, is there only supposed to be the one active door? If so, having three of them there is a little confusing (though it's mostly there for aesthetics, right? It looked like a mausoleum, so I can dig the multi-doors I guess).

    All three work during the 5 second window the doors are active and drop you in different spots.

    Also this 'how to play' thing is getting really annoying when trying to leave the door since you hit interact and tada how to play prompt not leave the darn spawn button
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Pulse Beam Rifle is very comparable to TK Assault. This is a good thing. Now it just needs to animate properly and allow changing of the beam color. Muzzle flash isn't always at the muzzle depending on the rifle graphic.

    Sonic Boom Generator now has slightly higher dps than Experimental Burst Ray so it's not terrible anymore. It would be nice to have the AoE boosted back up to 15 feet, but I'd rather keep the damage/costing it has now with the smaller AoE. Would it be possible to make the adv debuff all energy resists instead of just sonic resists? There are not many sonic damage sources in game making the current debuff of only sonic resists lackluster. Also, would it be possible to make the orb larger scaling with charge time? Swinging while using this power causes the projectile to shoot from the left hand instead of the gun.

    Energy Wave is slightly improved, but I still feel the damage and advantage are lacking... especially the advantage. Three adv points spent for a 900 damage shield (assuming 5 targets hit) is not worth it in my opinion. On the damage side I was hoping/expecting for closer to 4k non-crit on my avenger/elec form toon w/ 342 SS average but instead it's about 3k (at rank 3).

    On the PvP side of things... I hope the devs enjoyed getting slaughtered as much as I enjoyed hearing about it on their new KotH map. Now the healing (and fixing) can begin.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Targeting Computer does not buff Energy Wave.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I'm unsure if this is an issue with character transferring but - Builds have empty upgrade and device slots, switching to a build that should have certain upgrades and devices causes current equipment to unequip.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Bug: Force Eruption isn't proccing Audacity.

    Per the description of Quarry: When using attacks that aren't Energy Builders, you gain a single stack of Audacity.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Unsure if this is a bug or working as intended but Energy Wave doesn't have a slot meaning it can be charged while using Concussor Beams, Mini-Gun, Shoulder Launcher, and Micro Munitions...

    ...and yes I'm aware Mini-Gun and Shoulder Launcher share the same slot, you can still use them at the same time. Though I'm sure that's a bug it's been around since as long as I can remember. And while I'll be sad to see my Lightning Arc infused Concussor Beams go away eventually it really should be fixed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    When y'all changed the 0 activation times on things like Vengeful Shadows for Ebon Rift, I think you may have accidentally nerfed the hell out of it.

    On live, my rifter Shal gets 3-4k procs of Shadows and it tosses people away.

    On test, it hit for 123 damage and no longer has knockback.

    Please fix as I don' wanna shelf her again.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Energy Wave. I don't care what you all call it. That thing is Nova minus all targets. I am happy. :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    While you recycle the animation of the electronic charge from the mega destroids, can you do the same with the Eye Beam?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Xavori wrote:
    When y'all changed the 0 activation times on things like Vengeful Shadows for Ebon Rift, I think you may have accidentally nerfed the hell out of it.

    On live, my rifter Shal gets 3-4k procs of Shadows and it tosses people away.

    On test, it hit for 123 damage and no longer has knockback.

    Please fix as I don' wanna shelf her again.

    I was getting 1.8k against training dummies on Gigantes, and saw a few hits for 800-900 (heavily resisted) when actually in the KotH map (the few times I had time to catch my damage ticks anyway).

    Though I'd be happy to help you test it out if you need a victim. >>
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Xavori wrote:
    When y'all changed the 0 activation times on things like Vengeful Shadows for Ebon Rift, I think you may have accidentally nerfed the hell out of it.

    On live, my rifter Shal gets 3-4k procs of Shadows and it tosses people away.

    On test, it hit for 123 damage and no longer has knockback.

    Please fix as I don' wanna shelf her again.

    We didn't actually change anything with the individual powers, we changed how dodge thinks of powers with a 0 activation, so it should only have an effect when the target gets a dodge. If something has happened to it, it's not likely related to that change. I'll look into it.

    We're looking into the other reports as well, thanks everyone.
    Falchoin wrote:
    Targeting Computer does not buff Energy Wave.

    The bonus Crit chance and Severity? It seems to be working fine for me. If are you referring to the damage buff and tracking, Targeting Computer only grants those to Ranged Technology attacks, and Energy Wave does not have the Ranged tag. While it isn't a melee power either, it is one of only a handful of powers that fall into neither category, being a PBAoE that is not melee.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Since you mention that Energy Wave is not specifically flagged as ranged or melee, does that mean it will see hybrid Ego-Str knock scaling, or remain without scaling as it is now?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    It got hybrid Ego/Str scaling added to it, should be in the next push.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ame wrote:
    ...The bonus Crit chance and Severity? It seems to be working fine for me. If are you referring to the damage buff and tracking, Targeting Computer only grants those to Ranged Technology attacks, and Energy Wave does not have the Ranged tag. While it isn't a melee power either, it is one of only a handful of powers that fall into neither category, being a PBAoE that is not melee.

    Ahh, I was assuming that it would have the ranged tag since it's not melee and buffed by Avenger role. I guess that solves that mystery.

    I find it odd melee only passives (like Way of the Warrior) work with melee PBAoE's (like Sword Cyclone) yet a "ranged" PBAoE power (like Energy Wave) isn't buffed by a ranged passive (like Targeting Computer). The fact "ranged" PBAoE powers are buffed by Avenger (which says nothing about buffing non-melee PBAoE's, just ranged) adds to the confusion.

    Would it be possible to add the "Ranged" tag to all non-melee PBAoE powers?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I think when the passive pass hits, that ranges need to be looked at in regards to how passive affect them:
    • 0-49' (Melee)
    • 50'+ (Ranged)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I think when the passive pass hits, that ranges need to be looked at in regards to how passive affect them:
    • 0-49' (Melee)
    • 50'+ (Ranged)

    Er, ewww?

    That would make a number of powers in ranged sets melee attacks. Which would mean no Avenger bonus.

    Cause Avenger wasn't bad enough?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I think when the passive pass hits, that ranges need to be looked at in regards to how passive affect them:
    • 0-49' (Melee)
    • 50'+ (Ranged)

    I would expect everything within 10 feet to be melee. Anything outside of 10 feet would be tagged as ranged.

    ...that's assuming we continue the (in my opinion) horrible design flaw that is specific buffs/roles/debuffs for ranged/melee tags. I still say if melee is supposed to be better, buff the base melee powers and let players pick the utility they want without having to worry about crap like "oh, I can't make a ranged/melee offensive hybrid because the roles don't fully support it" or "But X power isn't tagged as ranged even though it's buffed by Avenger and longer than melee range so it won't work with the passive I have chosen".
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Speaking of 0 activation time powers...
    Would it be wrong to ask for the archery's charge powers to be 0 activation time?
    Its not a big deal, just that it feels like when your chargeing an archery attack its like your pulling back on the bow, and when you let off, its like your letting go of the arrow. but with the current activation time it doesnt feel that way at all. you just stand there for 1-2 sec more before you fire.

    like I said, not really a big deal, just an immersion thing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    XelNigma wrote:
    Speaking of 0 activation time powers...
    Would it be wrong to ask for the archery's charge powers to be 0 activation time?
    Its not a big deal, just that it feels like when your chargeing an archery attack its like your pulling back on the bow, and when you let off, its like your letting go of the arrow. but with the current activation time it doesnt feel that way at all. you just stand there for 1-2 sec more before you fire.

    like I said, not really a big deal, just an immersion thing.

    Maybe 0.5 second, otherwise tap archery charge powers would never be dodged.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Falchoin wrote:
    Maybe 0.5 second, otherwise tap archery charge powers would never be dodged.

    but didnt Ame say somthing about how 0 activation time powers have been changed so tapping them can now be dodged currectly? (or rather how dodge was changed to handle them better)

    hmm, ok how about if you charge more than 1sec the activation time falls to 0?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Falchoin wrote:
    Ahh, I was assuming that it would have the ranged tag since it's not melee and buffed by Avenger role. I guess that solves that mystery.

    I find it odd melee only passives (like Way of the Warrior) work with melee PBAoE's (like Sword Cyclone) yet a "ranged" PBAoE power (like Energy Wave) isn't buffed by a ranged passive (like Targeting Computer). The fact "ranged" PBAoE powers are buffed by Avenger (which says nothing about buffing non-melee PBAoE's, just ranged) adds to the confusion.

    Would it be possible to add the "Ranged" tag to all non-melee PBAoE powers?

    Energy wave is buffed by electric form, at least.

    Of the 2, i'd take Eleform over TC Anyday due to it's bonuses, Or defiance for an actual PA Build (Rather than particle DPS) because of the energy return on hit

    Then again, i'm weird like that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    XelNigma wrote:
    but didnt Ame say somthing about how 0 activation time powers have been changed so tapping them can now be dodged currectly? (or rather how dodge was changed to handle them better)
    0 activation time is powerful for reasons other than being undodgeable.
    XelNigma wrote:
    hmm, ok how about if you charge more than 1sec the activation time falls to 0?
    That's just equivalent to reducing the charge time.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Zerethon wrote:
    Energy wave is buffed by electric form, at least.

    Of the 2, i'd take Eleform over TC Anyday due to it's bonuses, Or defiance for an actual PA Build (Rather than particle DPS) because of the energy return on hit

    Then again, i'm weird like that.

    I guess I'm weird like that too. I was never too keen on Targeting Computer and this latest revelation makes it fall flat on its face in my book.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I jumped on the PTS to test somthing.

    I tested 3 powers by charging them half way and letting off and judgeing how long it takes them to activate.

    Tazer Arrow with 0.5 sec activation time.
    Torrent of Arrows with 0.65 sec activation time.
    and Ebon Ruin with 0.65 activation time.

    and it seems to me that Ebon Ruin fires pretty much instantly, with Torrent of Arrows waiting around for maybe 0.65 sec. but Tazer Arrow (with 0.5 activation time) lingers around for I want to say 1 to 1.5 sec or so. Its rather hard to tell with such short amounts of time.

    But Tazer Arrow with the lowest activation time for sure lingers around the longest, with Ebon Ruin being pretty much instant.

    so maybe Tazer Arrow and Ebon Ruin just have bugged activation times (or at least the Tooltip isnt saying the right number)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ame wrote:
    We didn't actually change anything with the individual powers, we changed how dodge thinks of powers with a 0 activation, so it should only have an effect when the target gets a dodge. If something has happened to it, it's not likely related to that change. I'll look into it.

    We're looking into the other reports as well, thanks everyone.



    The bonus Crit chance and Severity? It seems to be working fine for me. If are you referring to the damage buff and tracking, Targeting Computer only grants those to Ranged Technology attacks, and Energy Wave does not have the Ranged tag. While it isn't a melee power either, it is one of only a handful of powers that fall into neither category, being a PBAoE that is not melee.

    Wow targeting computer is absolutely TERRIBLE.
    Sad its the only option for Gadgeteering if you don't want to look like crap and use electric form.

    I guess my themed gadgettering toon will stick with his horrid mess bu the Min maxer inside me is screaming.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I'm not sure what the ranged restriction on TC is even supposed to be accomplishing.

    I guess the thought is that it would put a chainsaw or laser sword build over the top. But both of those need energy. DEX/EGO TC would be lacking energy compared to the DEX/INT combo that works so well with Quarry, the energy-on-dodge from Way of the Warrior, or the various energy buffs that you can get from Aura of Primal Majesty.

    I recommend you devs save yourselves future trouble and remove the chainsaw/laser sword restriction.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I don't get the ranged only restriction either, with Quarry being a damned good passive on its own and having no such restriction.

    Now that I think of it, every Tech set but Archery has a melee attack of some form, yet Archery is the one that gets a passive that buffs both melee and ranged damage (albeit mostly physical)? :confused:

    Not that there is anything wrong with Quarry doing that. AT ALL. >_>
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    XaoGarrent wrote:
    I don't get the ranged only restriction either, with Quarry being a damned good passive on its own and having no such restriction.

    Now that I think of it, every Tech set but Archery has a melee attack of some form, yet Archery is the one that gets a passive that buffs both melee and ranged damage (albeit mostly physical)? :confused:

    Not that there is anything wrong with Quarry doing that. AT ALL. >_>

    I was pushing for that, and I am very happy that stayed in.
    All my melee users use quarry. And they have ALWAYS used quarry since the game launched.
    Quarry is MY passive.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    I'm not sure what the ranged restriction on TC is even supposed to be accomplishing.

    The main reason it has the restriction is actually for flavor/theme, in that it was supposed to be helping lock on projectiles fired at your foes. I don't really think that flavor is strong enough, or that incredibly advanced super technology couldn't assist a melee swing, so I'll add it to our list to review and possibly remove that restriction. It won't happen with this patch, but we'll look at it soon.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Power Armor AT/Pass is coming up, so we'll see how it goes. :]

    In the meantime, see you guys tonight in KOTH. >:]
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited August 2011
    Ame wrote:
    The main reason it has the restriction is actually for flavor/theme, in that it was supposed to be helping lock on projectiles fired at your foes. I don't really think that flavor is strong enough, or that incredibly advanced super technology couldn't assist a melee swing, so I'll add it to our list to review and possibly remove that restriction. It won't happen with this patch, but we'll look at it soon.


    This is a positive development... I hope to see more like it <. .>b
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