FC.20.20110915.2 Patch Notes ETA: 11:00 AM PST (GMT-7)
General Gameplay: Monster Island
Radiation Caves: The Science Robot now expresses itself verbally when stopped due to an enemy presence.
Radiation Caves: It is no longer necessary to restart the Remote Access mission if an earlier escort attempt fails.
Viper Nest: A buff icon has been added to Draysha Gas.
Viper Nest: UNTIL commandos now follow player even after completing "Go! Science Commandos!"
mission.
Viper Nest: Security consoles can now be interacted with even if the "Serpentine Network" mission isn't in progress.
Nemesis
Nemesis missions will now always reward some Nemesis Tokens.
Powers: Gadgeteering
Sonic Boom Generator: Updated tap description to match the power. This is just a description change.
Toxic Nanites: Now properly has an icon in the Advantage window.
Infernal
Devour Essence: Ranks 2 and 3 will now properly increase the amount of healing this power provides.
Telekinesis
Telekinetic Assault: Explosive Potential: This advantage should now properly have an icon.
Force
Personal Force Field: Updated the description to state that Defense and Energy Boosts restore a portion of your shield. This is just a description change.
Celestial
Conviction: Reverence: The heal provided by this advantage now properly scales with Presence.
Bestial Supernatural
Massacre: Should now properly grant Focus stacks when charging this power and using Form of the Tiger.
Dual Blades
Sword Cyclone: Challenging Strikes and Toxic Nanites, when applied by this power, should no longer fall off when you stop maintaining this power.
Items:
Hang 'Em High: The Upgrades rewarded for this Open Mission were being granted at too low of a level. They will now be granted at the correct level.
UI:
Shared Banks: Double-clicking on items will now automatically move them to your inventory.
Known Issues (Please write in red text when submitting bugs to this thread so issues are easier to find.):
Are you kidding? DE is awesome and always has been. Good damage maintain, self heals and is an incredible Crip Challenge vehicle. This fix is just icing on the cake.
Oh, while you are doing some fixes for Viper nest, can you do something about Dr. Blau. There are 3 missions involving him. Starting the escort mission makes it impossible to turn in the other 2 missions without going into the lair again. This can be used to grief fellow players, either intentionally or not. My suggestion would be to move the turn in contacts to Major Rashisa Kwame since he is the turn in contact for the escort mission.
Also would be great if you guys changed how the Teliosaurus Hatchling is handled. At the very least, make it so he doesn't pop up when he isn't supposed to and then disappear.
Are you kidding? DE is awesome and always has been. Good damage maintain, self heals and is an incredible Crip Challenge vehicle. This fix is just icing on the cake.
/agreed
I use DE as a damage power because the healing was pretty paltry...
Rank 3 of TK Burst is STILL bugged. Instead of the animation spawning on the baddie, the animation plays on your character. This has been in the Bugs/Support Forums.
Wow... If the DE thing was a bug.. jeez.. I hope no one reads the release notes so we dont see everyone using it! Bad enough that its super evil with form of the tempest! :P
Since you guys are having a fix parade, could you fix the targeting problem with buffers?
If you have an energy builder set to never cancels, only attack it target selected, select auto target on attack, and click any member of the team, your target switches to theirs even if you have assist target on attack off. It's very hard to be a sentinel that way.
Similarly, with similar settings you automatically attack anything nearby but ONLY if autotarget is visible.
You do realize that for most people using DE this means a whooping 20% more healing right? That's not that much.at best it's 40% more then current. So I highly doubt it will become any different practically then what it is.
Personal Force Field: Updated the description to state that Defense and Energy Boosts restore a portion of your shield. This is just a description change.
Saw this, got excited at first. Read it, now sad.
About the boosts: The shield restored from those boosts is less than the shield that is given from Energy Refraction. Gone in an instant. Trivial. It could go for either 1) Removed completely or 2) increased to restore more shields.
Rank 3 of TK Burst is STILL bugged. Instead of the animation spawning on the baddie, the animation plays on your character. This has been in the Bugs/Support Forums.
Archer's energy builder "Strafe" is still bugged (by displaying a sword instead of bow) over a month onwards, this is one of those bugs that really turns you off playing an Archer type character altogether.
Oh, while you are doing some fixes for Viper nest, can you do something about Dr. Blau. There are 3 missions involving him. Starting the escort mission makes it impossible to turn in the other 2 missions without going into the lair again. This can be used to grief fellow players, either intentionally or not. My suggestion would be to move the turn in contacts to Major Rashisa Kwame since he is the turn in contact for the escort mission.
Yeah, I've put in in game reports for this a few times. I'd really like to see it get fixed.
Hey folks, due to a critical issue this update will not be going up as scheduled. We hope to have a build ready later this afternoon. Thanks for your patience!
Hey folks, due to a critical issue this update will not be going up as scheduled. We hope to have a build ready later this afternoon. Thanks for your patience!
BUG:The "Golden Age Hood" Mask piece was missing its details and "eye hole border" color element when I was trying out the new Golden Age costume piece on PTS.
This does not happen on Live...when I was about to report it on the costume set thread beginning with "I don't know if this is unique to PTS..." and realized I could check without buying. This is surprising, as either this indicates a later build has problems, or the Live build is currently more recent than the PTS build as far as at least that art asset...in case of the former, whatever introduced the issue for PTS should be looked into.
I will note that the issue appeared for in the tailor me on PTS after "buying" it there, and was absent on Live when I was previewing it in the tailor before buying it there, in the off chance this might be relevant.
...
Note: Since the PTS patched for me just now as I was going there for this, I presume it is this delayed build that was applied...?
Oh, while you are doing some fixes for Viper nest, can you do something about Dr. Blau. There are 3 missions involving him. Starting the escort mission makes it impossible to turn in the other 2 missions without going into the lair again. This can be used to grief fellow players, either intentionally or not. My suggestion would be to move the turn in contacts to Major Rashisa Kwame since he is the turn in contact for the escort mission.
Also would be great if you guys changed how the Teliosaurus Hatchling is handled. At the very least, make it so he doesn't pop up when he isn't supposed to and then disappear.
Neuroelectric Pulse Generator: Previously this ability had a 0 second instant activation, now it has a 0.5 second activation.
Necrullitic Elixir: Now has an icon.
Necrullitic Elixir: This power can no longer crit.
OK, so the devs decided to listen to PvP whining and inflict these nerfs, great. Now you owe us some fixes:
Neuroelectric Pulse Generator: The FX for this item cannot be recolored.
Necrullitic Elixir: The psychic fire FX often fails to display on the user's machine. Corroborated by a lot of players using nice graphics settings. There is just something hit or miss about the graphical effect of this item, it sometimes displays the graphics sometimes not. Since you nerfed the item, you owe it to us to fix these broken FX.
Necrullitic Elixir: This item has a 15 minute base cooldown and a 5 minute effect. The trauma advantages on nullyfying punch and brute strike turn the item off completely, wasting the cooldown (so, btw, you shouldn't have listen to PvP whining since the item is completely countered by this). Now that the item is nerfed, can we make is so that one punch from haymaker doesn't completely turn off this item?
Necrullitic Elixir: The cooldown is too long and the whole item needs to be reworked, just like Ame did for the Teleiosarus pheromones when they had a 30 minute cooldown. Now that elixir cannot crit the heal is not strong enough to warrant such a long cooldown. Long cooldowns aren't fun.
Other items with too long cooldowns: The summon devices like Gadroon Mercenary Contract, Pirate Override Codes, and Lemurian Amulet of the predator. 30 minute cooldown sucks. Fix these cooldowns along with fixing the elixir cooldown.
If you are going to nerf some things about rare items, you owe us these other fixes and buffs.
Necrullitic Elixir: The cooldown is too long and the whole item needs to be reworked, just like Ame did for the Teleiosarus pheromones when they had a 30 minute cooldown. Now that elixir cannot crit the heal is not strong enough to warrant such a long cooldown. Long cooldowns aren't fun.
Other items with too long cooldowns: The summon devices like Gadroon Mercenary Contract, Pirate Override Codes, and Lemurian Amulet of the predator. 30 minute cooldown sucks. Fix these cooldowns along with fixing the elixir cooldown.
No mention of the become devices? Those need their cooldown timers looked at far more than the devices you mentioned. Between the weak powers you get and a cooldown that lasts for hours, they aren't good for anything. Even with their current cooldown timers, the items you listed are quite useable.
No mention of the become devices? Those need their cooldown timers looked at far more than the devices you mentioned. Between the weak powers you get and a cooldown that lasts for hours, they aren't good for anything. Even with their current cooldown timers, the items you listed are quite useable.
True, and I agree with you. Devs, I understand it's hard to make time to fix these items, but if you found time for all these nerfs than you owe it to us to make some fixes.
Necrullitic Elixir: The cooldown is too long and the whole item needs to be reworked, just like Ame did for the Teleiosarus pheromones when they had a 30 minute cooldown. Now that elixir cannot crit the heal is not strong enough to warrant such a long cooldown. Long cooldowns aren't fun.
Yeah, most epics should have 5m or shorter cooldowns. Reduce the effect if needed, say, reduce the healing from 300s to 50s. There's a lot of iffy or completely useless epics out there (for example, the become devices would probably be only marginally useful even if you completely removed the cooldown).
These two while worlds better then the above listed transform devices still suffer from a ten minute cooldown which is far too long for how awesome the powers look. Lower them to along the bloodmoon devices timeframe.
All of these need adjusting they are pretty much useless for any practical purpose due to the excessive cooldown.
There is one more device to add to that list. It is the rare drop from Hang 'Em High. Sadly those that have gotten it aren't the type to share it on the wiki.
Inertial Dampening Field now says it reduces incoming damage by 1.2 points.
So if it still stacks with Invulnerability its down to only about 20% over-powered then :rolleyes:.
Sorry. Tired of having a whole slew of powers categorically negated by IDF + Invunerable. They figured out IDF shouldn't stack 100% with itself. Waiting for them to figure out it shouldn't stack 100% with similar effects...
Seen some old bugs resurface lately - felt like reversion errors. I'll try to narrow it down.
Chat log text for medic perk (5M healed in pvP) being awarded states "you have inflicted 5,000,000 points of damage." 'Inflicted' rather than 'healed'.
Alien nemesis minions with the dark sorcery are failing to count towards nemesis aliens perks. This is true both inside nemesis missions and the random attacks soutdoors.
As much as would love to get some of those things listed fixed...
I don't follow the logic.
The logic is based on the fix they did to the Teleiosarus Pheromones last year. They changed the cooldown from 30 minutes to 30 seconds, and fixed the issue of the item being disabled by holds.
If they decided that rare item should be powerful and useful, then why not the others? I'd like to see more consistent appreciation for the power of rare items.
By the way I missed a patch note:
Neuroelectric Pulse Generator: The knockback distance on this item has been reduced by half.
Also it bothers me when rare items that a few people have, that a few people complain about in direct relation to PvP, are a priority Dev fix when other issues go on for so long without getting any attention. It shows favoritism and poor prioritization.
Also it bothers me when rare items that a few people have, that a few people complain about in direct relation to PvP, are a priority Dev fix when other issues go on for so long without getting any attention. It shows favoritism and poor prioritization.
Sorry it took me so long to agree with this Iso. I was stuck at the end of a broken post and then I couldn't target the quote button.
Comments
I always loved DE .. nice if it gets better, but i never found it useless
Are you kidding? DE is awesome and always has been. Good damage maintain, self heals and is an incredible Crip Challenge vehicle. This fix is just icing on the cake.
This sums up my reaction
Also would be great if you guys changed how the Teliosaurus Hatchling is handled. At the very least, make it so he doesn't pop up when he isn't supposed to and then disappear.
/agreed
I use DE as a damage power because the healing was pretty paltry...
More healing makes me even happyister!
Link: http://forums.champions-online.com/showthread.php?t=136068&highlight=burst
I look forward to that change going live. Countess is gonna be ridiculously more survivable - and she was pretty tough before.
If you have an energy builder set to never cancels, only attack it target selected, select auto target on attack, and click any member of the team, your target switches to theirs even if you have assist target on attack off. It's very hard to be a sentinel that way.
Similarly, with similar settings you automatically attack anything nearby but ONLY if autotarget is visible.
Yeah .. i also always just went straight for DE R3 .. the healing was a nice bonus, but mainly i took it as
a nice maintained single damage power
However .. at the moment noone of my favourite chars has actually DE
Maybe time to retcon my old Munitions Char from Con/Dex to Dex/Int and reactive her.
Saw this, got excited at first. Read it, now sad.
About the boosts: The shield restored from those boosts is less than the shield that is given from Energy Refraction. Gone in an instant. Trivial. It could go for either 1) Removed completely or 2) increased to restore more shields.
I would very much like to see this fixed.
Only thing preventing me from using the power.
Link to the bug forum topic: http://forums.champions-online.com/showthread.php?t=135637
Thank you Thank you Thank you Thank you Thank you Thank you Thank you Thank you and errrrrr Thank you.
Yeah, I've put in in game reports for this a few times. I'd really like to see it get fixed.
Thanks for the heads up.
This does not happen on Live...when I was about to report it on the costume set thread beginning with "I don't know if this is unique to PTS..." and realized I could check without buying. This is surprising, as either this indicates a later build has problems, or the Live build is currently more recent than the PTS build as far as at least that art asset...in case of the former, whatever introduced the issue for PTS should be looked into.
I will note that the issue appeared for in the tailor me on PTS after "buying" it there, and was absent on Live when I was previewing it in the tailor before buying it there, in the off chance this might be relevant.
...
Note: Since the PTS patched for me just now as I was going there for this, I presume it is this delayed build that was applied...?
Quoting the hell out of this.
Please?
Neuroelectric Pulse Generator: Previously this ability had a 0 second instant activation, now it has a 0.5 second activation.
Necrullitic Elixir: Now has an icon.
Necrullitic Elixir: This power can no longer crit.
OK, so the devs decided to listen to PvP whining and inflict these nerfs, great. Now you owe us some fixes:
Neuroelectric Pulse Generator: The FX for this item cannot be recolored.
Necrullitic Elixir: The psychic fire FX often fails to display on the user's machine. Corroborated by a lot of players using nice graphics settings. There is just something hit or miss about the graphical effect of this item, it sometimes displays the graphics sometimes not. Since you nerfed the item, you owe it to us to fix these broken FX.
Necrullitic Elixir: This item has a 15 minute base cooldown and a 5 minute effect. The trauma advantages on nullyfying punch and brute strike turn the item off completely, wasting the cooldown (so, btw, you shouldn't have listen to PvP whining since the item is completely countered by this). Now that the item is nerfed, can we make is so that one punch from haymaker doesn't completely turn off this item?
Necrullitic Elixir: The cooldown is too long and the whole item needs to be reworked, just like Ame did for the Teleiosarus pheromones when they had a 30 minute cooldown. Now that elixir cannot crit the heal is not strong enough to warrant such a long cooldown. Long cooldowns aren't fun.
Other items with too long cooldowns: The summon devices like Gadroon Mercenary Contract, Pirate Override Codes, and Lemurian Amulet of the predator. 30 minute cooldown sucks. Fix these cooldowns along with fixing the elixir cooldown.
If you are going to nerf some things about rare items, you owe us these other fixes and buffs.
No mention of the become devices? Those need their cooldown timers looked at far more than the devices you mentioned. Between the weak powers you get and a cooldown that lasts for hours, they aren't good for anything. Even with their current cooldown timers, the items you listed are quite useable.
True, and I agree with you. Devs, I understand it's hard to make time to fix these items, but if you found time for all these nerfs than you owe it to us to make some fixes.
All of these need adjusting they are pretty much useless for any practical purpose due to the excessive cooldown.
These two while worlds better then the above listed transform devices still suffer from a ten minute cooldown which is far too long for how awesome the powers look. Lower them to along the bloodmoon devices timeframe.
The overlong cooldown and extremely small HP granted by this bubble makes this another useless device.
Cooldowns again are all overly long.
Sensing a trend? an hour long cooldown is just plain senseless.
There is one more device to add to that list. It is the rare drop from Hang 'Em High. Sadly those that have gotten it aren't the type to share it on the wiki.
Indeed. The much more common Nimbus of Force (which is blue not purple) gives more health to more people and has a shorter cooldown.
*looks at EALI*
They're not exactly known for giving with one hand after the other hand has taken when it comes to items .
Yeah.. uh.. about that... <_<
So if it still stacks with Invulnerability its down to only about 20% over-powered then :rolleyes:.
Sorry. Tired of having a whole slew of powers categorically negated by IDF + Invunerable. They figured out IDF shouldn't stack 100% with itself. Waiting for them to figure out it shouldn't stack 100% with similar effects...
Chat log text for medic perk (5M healed in pvP) being awarded states "you have inflicted 5,000,000 points of damage." 'Inflicted' rather than 'healed'.
Alien nemesis minions with the dark sorcery are failing to count towards nemesis aliens perks. This is true both inside nemesis missions and the random attacks soutdoors.
As much as would love to get some of those things listed fixed...
I don't follow the logic.
Splosions said this should be fixed internally.
The logic is based on the fix they did to the Teleiosarus Pheromones last year. They changed the cooldown from 30 minutes to 30 seconds, and fixed the issue of the item being disabled by holds.
If they decided that rare item should be powerful and useful, then why not the others? I'd like to see more consistent appreciation for the power of rare items.
By the way I missed a patch note:
Neuroelectric Pulse Generator: The knockback distance on this item has been reduced by half.
Sorry it took me so long to agree with this Iso. I was stuck at the end of a broken post and then I couldn't target the quote button.