PTS update 10/1 build: FC.20.20111001a.0
For this update we will be focusing on the core changes to the Unarmed Framework. The patch notes will be focused on these changes as well. Full notes will be posted on Monday.
The two unarmed AT's will not be available in this patch so we can get focused feedback on the unarmed changes.
Please keep in mind that the changes, updates and new powers for unarmed are not final and are not shipping for some time.
Things you wont see in this build:
- For the new powers the advantages are not hooked up
- Final FX for all new powers
- Final Audio for all new powers
Looking forward to your feedback.
Please remember to comment on the changes in the build and not the feedback of others.
Here are the notes for unarmed-
This is phase 1 of the PTS push, which currently includes many of the changes to existing powers, as well as 6 new Unarmed specific powers, and 2 new Shared Martial Arts powers. For this first pass, we have not hooked up any custom advantages to the new powers and are still using placeholder icons.
Unarmed
- Vicious Strikes: (New!) This new power is an alternative Energy Builder for Unarmed Martial Artists.
- One Hundred Hands: (New!) A new Tier 1 maintained attack that deals damage to targets in front of you with a rapid flurry of fists.
- Backhand Chop: (New!) A quick backhanded strike, this Tier 2 power can Interrupt your foe.
- Elbow Slam: (New!) This Tier 2 attack causes you to leap up into the air and slam down on you opponent with your elbow, attempting to Disorient them.
- Leaping Uppercut: (New!) With this new Tier 3 single target attack, you leap up while punching your foe, which can Knock them up into the air.
- Open Palm Strike: (New!) A new Tier 3 power is a double palm strike that can knock a single target back.
- Righteous Fists: Damage variance reduced from 10% to 5%.
- Thundering Kicks: Costing/damage for this power has been reworked. Damage was increased, and the Energy Cost now decreases for attacks 2 and 3 of the combo. Net result is that this combo is ~20% higher DPS and has considerably better DPE.
- Thundering Kicks: The duration of the Dodge buff provided by this power no longer increases with each rank. Instead, it now always provides the buff for 8s, up from the previous maximum of 7.2s at Rank 3.
- Thundering Kicks: Damage variance reduced from 10% to 5%.
- Crashing Wave Kick: Flavor Description updated to better match what the power does. This is just a description change.
- Crashing Wave Kick: Damage variance reduced from 10% to 5%.
- Dragon Kick: Fixed some odd spacing in the tooltip. This is just a tooltip change.
- Dragon Kick: Damage variance reduced from 10% to 5%.
- Dragon Kick: The Stun applied by this power now properly increases as the power is Ranked up.
- Dragon Kick: The FX of this power now properly scale up as the power is Ranked up.
- Burning Chi Fist: Damage variance reduced from 10% to 5%.
- Burning Chi Fist: The damage over time applied by this power now penetrates through half of a targets resistance, and no longer has variance. Cost increased slightly.
- Burning Chi Fist: Tapping this power will now refresh the duration of the DoT applied by this power.
- Burning Chi Fist: Previously, the costing for the DoT was included in the tap cost of the power. This has been changed to only be included in the charge cost of the power. This means tapping the power costs ~10 less Energy, but the full charge cost is roughly the same (slightly more due to other changes).
- Burning Chi Fist: There is no longer a half second delay before the DoT is applied.
Martial Arts
- Inexorable Tides: Damage variance reduced from 10% to 5%.
- Rising Knee: (New!) This Tier 2 power quickly strikes your opponent, knocking them off their feet.
- Shuriken Storm: (New!) With this Tier 3 power, you unleash shuriken in all directions while you maintain it.
- Shuriken Throw: Damage variance reduced from 10% to 5%.
- Thunderbolt Lunge: Damage variance reduced from 10% to 5%.
- Thunderbolt Lunge: Cleaned up the flavor description a bit. This is just a description change.
- Thunderbolt Lunge: Damage increased ~4%.
- Thunderbolt Lunge: The Root and Snare applied by this power were not properly being affected by Rank. This has been corrected, which means that the Snare and Root now last less time at Rank 1, and more time at Rank 3.
- Bountiful Chi Resurgence: Healing variance reduced from 10% to 5%.
- Bountiful Chi Resurgence: Updated the description to state that this power cannot Critically Hit. This is just a description change.
- Way of the Warrior: Updated the tooltip to state "Dodge Chance Rating" and "Avoidance Rating" instead of just "Dodge Chance" and "Avoidance." This is just a tooltip change.
- Way of the Warrior: The amount of Dodge Chance Rating and Avoidance Rating granted at Rank 1 of this power has been reduced by ~10%. However, these 2 values now increases as you rank up the power.
Munitions
- Lead Tempest: Tooltip now properly displays the Ranged tag. This is just a tooltip change.
Comments
That's exactly what I'm hoping for. My speedster character is (possibly) going to be soooo happy.
AND YEEEEAH Burning Chi Fist BUFF!!!
Are the ATs going up in this build as well, or a later one?
DOTs just are not that good in this game.
Perhaps a "Burning Chi Foot", with the adv "Athelete's Foot" that will add a toxic buff + KB?
Also, Shuriken Storm sounds legit. Go Team!
And last time i checked advantage on Form of Master has much bigger cooldown than stated (it reduced heal cooldowns by max of 4 seconds, even though it's stated it should be able to proc every 2 seconds, in reality it's much bigger delay between procs even if spammed by attacks)
And ye, we need more kicks too! Not just punches.
It's in Might.
Know that I am going to report this, it is against forums rules and I find it super duper annoying. :mad:
Patch notes look good, can't wait to see the changes.
Agreed. Even if they halfed the special bonuses on DC and DW it would still be quite a bit behind. Not that I think this necessarily needs doing, I'm just pointing that out for the sake of BCF. It's not even that DoTs are bad, there are a couple of decent ones in the game actually, it's moreso that most DoTs are bad, including BCF's.
I'll still need to actually test it of course, but I'm not expecting much. I still think they should drastically reduce the amount of time BCF takes to do the full DoT, but make it so charging the power only reapplies it. With this change, there's basically never reason to charge it more than once on a single target.
2. Are there any plans to look at dodge mechanics in general during this pass? The linear scaling of dodge chance with charge + activation time is commonly criticized, very quick attacks get through too easily, and conversely very slow attacks are dodged too often. The current formula looks like this:
effective dodge chance = (dodge chance on character sheet) * (charge + activation time)
To reign in the low and high end of dodge extremes, use a fractional power like this:
effective dodge chance = (dodge chance on character sheet) * (charge + activation time)^(1/2)
With this suggested square root, a maintain attack with 0.5 sec tick time becomes a dodge multiplier of Sqrt(0.5) = 0.71 , so maintains no longer get through dodge so easily. Conversely a sniper rifle shot with a 3 second charge and 1 second activation would have a multiplier of Sqrt(4) = 2, doubling dodge chance instead of quadrupling it, which would mean that characters with a small investment in dodge no longer dodge 100% of sniper shots. Again the purpose of the fractional power is to bring the extreme ends of the dodge spectrum closer to the middle, the current dodge mechanic has too much variability.
3. Are there any plans to review flat dodge bonuses compared to dodge rating bonuses?
4. Any plans to review the power Smoke Bomb during this pass? It's currently useless, it does not perform the function stated in the description. It's probably bugged.
Smoke Bomb may just need a much shorter cooldown I think, but Sneak needs to be reworked into something like the Stalker power Hide from City of Villains, albeit toned down to better fit into CO's nature. Keep the ability for enemies to see you if you're close, so you have to sneak around and attack from behind, but get rid of the movement penalty and let it be used with travel powers so that ninjas can be flippin' ninjas IMO.
Also, I'm really liking all these damage variance reductions. Bravo.
You don't have to report me, just tell me not to do and it it's against the rules. Sorry if I rubbed you the wrong way.
Edit: Didn't know it was against the rules. It's something rather simple and non-intrusive, and I did make valid comments afterwards. For that I apologize to the Mods because I truly didn't know.
One of the first things that came to mind, caught me right off...
Shoryuken!
XD
I've never seen Smoke Bomb actually work. I had it a total of ten minutes before I dropped it. It doesn't seem to actually wipe threat...
Also agree on sneak. It's a power that should see more use.
Scott Pilgrim?
Sounds like a Shoryuken.
Well, if that is the case it should be fixed. I haven't played around with it since some time last year, and I think it was wiping threat back then, but was still pretty underwhelming.
Also, yes, SHORYUKEN!
Or alternatively, given some of these other new powers, TIGER UPPERCUT!
Between Lightening Reflexes, Masterful Dodge, Superspeed, and now Hundred Hands, I kind of feel like all the fixings are there for the interested person.
Also, am I reading that Unarmed Combat and Martial Arts will now be separate? Very cool!! So we can have brawlers AND kung fu experts.
The animation and everything.
I'd love to see a combo kick going from outer crescent kick (right leg) -> roundhouse kick (left leg) -> back kick (right leg). I think it would look very cool.
Great...
Now I gotta clean up the beer I just sprayed all over my monitor...
Nope, it's still just like it always way. When they say Martial Arts, they're referring to the Martial Arts framework that includes dual blades, single blades, claws, and unarmed. The powers they're talking about there are just the ones that are shared between all those sets, like inexorable tides and shuriken throw and whatnot.
I don't suppose there's any chance of a less intrusive FX for Bountiful Chi Resurgence in the unarmed update? I was really hoping for it. With all these new powers it looks like I might finally be able to make a martial arts dude who isn't made of chi and weird martial arts stances, but I'm still going to have to glow like a Christmas tree to use lightning reflexes. I don't mind a bit of an effect to show it's on, but a giant light vortex in my chest is hard to pass off as a regular brawler type.
Ah, OK. Wasn't familiar with that term (Soh-ree!!) but seems I had the right idea.
That's alright, I don't expect everyone to know of Street Fighter.
On that note, one of the adv for the uppercut should be a Shoryureppa FX
Wait wait, are you serious or joking? Does the palm strike actually turn into a ranged power with the advantage?
Because, uhm, actually, well, that could be kind of neat.
I wouldn't mind Hadoken spam in CO actually.
But please don't turn the Rising Uppercut into a Tiger Uppercut for an advantage. I HAD ENOUGH OF THESE.
That doesn't smell half as good as I was hoping for. <_<
Look for about 15-20 mins downtime.. around there...
W00t!!
WOOHOO! >_>
Vicious Strikes: (New!) This new power is an alternative Energy Builder for Unarmed Martial Artists.
Energy builder is Energy builder. Cool that we get a new skin for MA builders, but I can't really say much about it.
One Hundred Hands: (New!)
About flappin' time! Heh...seriously though, this makes me happy and is one of the things I was most hoping to see in the pass. A low-tier, easily accessible tool for henchslaughter has been pretty much the biggest hole in Unarmed since I got here. Praying for a really boss E.Honda-style animation you'd make the speedsters positively soil their britches if ye did that for 'em.
Backhand Chop: (New!)
Quick and interrupty...like three quarters of the stuff already in Unarmed. We've already got Inexorable Tides and Crashing Wave Kick, though I suppose an interrupt is less prone to being resisted than a knock or a stun. Could possibly see it being useful against lard-arsed bosses too big to knock or stun, but that'd depend on whether it got Crippling Challenge or not. Not terribly exciting either way, if functional.
Elbow Slam: (New!)
ATOMIC! Heh...a good mix-up for Heavy Weapons if it can be charged to a 100% chance to Disorient, though at that point it'd also be competing with Arc of Ruin, so I guess not. Sounds mildly hilarious, good bit of old-fashioned wrasslin' mixed into our Unarmed, but doesn't seem to do much else. Dunno. Would have to see the numbers, I guess.
Leaping Uppercut: (New!)
I'ma assume the numbers on this are pretty fierce. Would be interesting to see if it compared to Annihilate outta Heavy Weapons at all, and if the Knock-Up is strong enough to induce some respectable falling damage. The Shoryuken jokes have been made, gonna avoid them. Will be interesting to see how this compares to Burning Chi Fist in terms of Unarmed's big-punch (tee hee) moves.
Open Palm Strike: (New!)
Mostly the same story as Leaping Uppercut, I s'pose. Would need to see the damage numbers and the strength of knockback to gauge how this'll fit. I do find it interesting, as well as at least slightly inevitable, that Unarmed and Might are looking more and more similar. Heh, only so many ways to apply bare fist to enemy face, I suppose.
Righteous Fists:
Builder is builder. Good to see less variance, not much to say otherwise.
Thundering Kicks:
Good, if unexciting, improvements. The flat dodge buff is nice, but the only people who'd really need it are the CripChallenge kick tanks, methinks. The improved costing and damage should help whatever Archetype arises, but I still don't see much reason to take this over Crashing Wave Kick. If you're one of those silly ******* (EDIT2: OH MY GOD YOU GUYS DID NOT JUST CENSOR WI L LIES. GRAAAAH!!) who uses both...well hey, it just got more effective for ye. Coolness.
Crashing Wave Kick:
Works for me. Crashing Wave was already cool, and it'll be a great deal more cool with that new One Hundred Hands move. Subtlety of the Tides will finally have a good in-set move to key off of! Decreased variance always helps, but mostly this one's buffed by all the other crap coming into the set.
Dragon Kick:
Hell yes on the Stun. Will be interesting to see what ye folks mean by properly-scaling FX. Works for me really; Dragon Kick was just fine right where it's at, no improvements necessary. Schwang.
Burning Chi Fist:
The defense pierce on the DoT effect is a very welcome sight, however effective or ineffective it may turn out to be. Having BCF taps refresh the DoT effect is also a welcome addition, should really help the speedster analogues. I can has hope that it'll tap-refresh Fists of Righteous Flame, too? Because that'd be boss. Can't argue with less tapcost, either. I'd say that the move is going in the right direction; I'd rather see BCF's DoT and FoRF effects strengthened to better differentiate it from heavy Might attacks and the new Unarmed Tier 3 moves. BCF is a nicely unique move; here's to hoping that its uniqueness is strengthened whilst LU and OPS take over the raw damage slots.
Inexorable Tides:
Cool. Works for me, anyways
Rising Knee: (New!)
Assuming this does more damage and will have additional effects over Inexorable Tides. If so, schwang. If not...bad Cryptic. I likes me mah new powers, but they need to not be worse in every way than old ones. Given that you folks know that, though...figuring a moderate-damage move with a stronger knock than Tides. Works for me, though it seems to pale next to Might's stuff.
Shuriken Storm: (New!)
Now we're talking. I can't wait to see this one in action. Going to assume a shorter radius than Lead Tempest with heavier damage per pulse? That'd fit right in with Martial Arts, honestly. Really hoping for some epic secondary effects/advantages from this sucker. Heh...will also work to finally make Aspect of the Bestial not suck quite so bad, methinks.
Shuriken Throw:
Cool?
Thunderbolt Lunge:
Lunge is lunge. Still boring, and folks aren't going to like the Snare/Root adjustment. Doesn't strike me as mattering too much given Brawler and the typical lifespan of folks in PvP...but yeah. Meh. Still taking Void Shift over Thunderbolt.
Bountiful Chi Resurgence:
*Shrug*
Way of the Warrior:
Kinda figured that was the way it always worked...but hey, a'ight.
Overall...nice teaser, but can't say much one way or the other until I see the actual performance of most of these moves. Hundred Hands and Shuriken Storm are absolutely hell yes, the rest of it's either too minor to care about or moves that do things we could already do. I'm figuring that the advantages are what's going to make or break most of the new ones, unless Leaping Uppercut or Open Palm Strike do ridiculous damage. Which I don't really expect them to do. Lots of helpful control, further augments Unarmed's ability to play nice with Aggressor...but I needz me mah numberz, Cryptic. Want to see what these do.
Get rid of this. Defense penetration should be abolished from the game, not permitted. Give it a resistance debuff while active or something to that tune, but do away with defense penetration.
I'm guessing to go along with the mummy become device.
There also seems to be a bit of lag between pressing the button for One Hundred Hands and the power doing damage. I can't quite tell from the animation if this is intentional (the character might take a short moment to actually start punching).
March of the Dead - Zombies at Rank 3 are not using Noxious Gas.
Rock reports scissors is fine, but paper needs a nerf.
Seriously? You think Invulnerable + IDF need a complete free pass?