test content
What is the Arc Client?
Install Arc

PTS update 10/1 build: FC.20.20111001a.0

Archived PostArchived Post Posts: 1,156,071 Arc User
edited October 2011 in PTS - The Archive
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.
Post edited by Archived Post on
«13456

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Looks great and very promising. Can't wait to mess around with it a little in PTS. Good work as usual :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Excellent read. I'm looking forward to checking out the new stuff/changes whenever it hits the PTS. I must say I'm very excited about powers like Shuriken Storm and Open Palm Strike.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Hmm, this might do until an official "speedster" powerset is released :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Vicious Strikes looks promising. Hopefully this is the death knell of using Bugs Bunny Kungfu on my MA guy.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Hmm, this might do until an official "speedster" powerset is released :D

    That's exactly what I'm hoping for. My speedster character is (possibly) going to be soooo happy.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Really, really looking forward to this.

    AND YEEEEAH Burning Chi Fist BUFF!!!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I look forward to poking at this relentlessly and seeing what shakes out.

    Are the ATs going up in this build as well, or a later one?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Lots of setup moves.. is it wrong to hope for a hard-hitting, knockback-inducing Tier 3 Martial Arts Kick?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I like the idea of BCF not paying for the DOT on a tap, but from whats been posted here its still going to lag significantly behind T2 attacks.

    DOTs just are not that good in this game.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    segma wrote:
    Lots of setup moves.. is it wrong to hope for a hard-hitting, knockback-inducing Tier 3 Martial Arts Kick?

    Perhaps a "Burning Chi Foot", with the adv "Athelete's Foot" that will add a toxic buff + KB? :D

    Also, Shuriken Storm sounds legit. Go Team!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Imo damage over time on chi fist should ignore ALL resistance, not just half, just because idf or invuln absorbs still would make it do 0 damage if you leave it at half.
    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    segma wrote:
    Lots of setup moves.. is it wrong to hope for a hard-hitting, knockback-inducing Tier 3 Martial Arts Kick?

    It's in Might.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Blu8 wrote:
    FIRST! Ok now to read this thing...

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ashen_X wrote:
    I like the idea of BCF not paying for the DOT on a tap, but from whats been posted here its still going to lag significantly behind T2 attacks.

    DOTs just are not that good in this game.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    1. I hope there are more fixes coming for thundering kicks and crashing wave kick. The +5 to dodge and avoidance rating from each stack of ebb and flow with CWK's advantage is too marginal at level 40. Similarly, the flat dodge bonus from thundering kicks is nice but it takes too long to apply. A 2 second combo for an 8 second buff? Compare this to combo attacks that grant Defiant, like cleave or defensive combo without it's advantage. At least in those cases the Defiant buff lasts 20 seconds, which justifies doing the combo.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Smoke Bomb and Sneak really could use a bit of work in general.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Rune wrote:
    Know that I am going to report this, it is against forums rules and I find it super duper annoying. :mad:

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    ...
    [*]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.
    ...

    One of the first things that came to mind, caught me right off...

    Shoryuken!

    XD
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Excellent read. I'm looking forward to checking out the new stuff/changes whenever it hits the PTS. I must say I'm very excited about powers like Shuriken Storm and Open Palm Strike.
    Me too, but I'm afraid it'll only be a reskin of Lead Tempest (which is even mentioned in the notes). Please don't make it just a reskin of Lead Tempest, devs!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    XaoGarrent wrote:
    Smoke Bomb and Sneak really could use a bit of work in general.

    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.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    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.

    Scott Pilgrim?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Scott Pilgrim?

    Sounds like a Shoryuken.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    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.

    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!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I'm all for speedster powers without really needing a separate powerset, per se.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I want a Crane Kick-like power from City of Heroes.

    The animation and everything.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Flying uppercuts and shuriken storm sound really cool, but a copy of inexorable tides(Rising knee)? Is it just for flavor or?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    segma wrote:
    Lots of setup moves.. is it wrong to hope for a hard-hitting, knockback-inducing Tier 3 Martial Arts Kick?

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Godsend56 wrote:
    Perhaps a "Burning Chi Foot", with the adv "Athelete's Foot" that will add a toxic buff + KB? :D

    Great...

    Now I gotta clean up the beer I just sprayed all over my monitor...

    :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    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.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Eldrake2 wrote:
    Sounds like a Shoryuken.

    Ah, OK. Wasn't familiar with that term (Soh-ree!!) but seems I had the right idea.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    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. ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    So, i'm a pretty big fighter fan and i think the palm strike and rising uppercut are supah cool! IIRC the advantage for palm strike is like an EX fireball.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    <_< We need this build like, nao.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    So, i'm a pretty big fighter fan and i think the palm strike and rising uppercut are supah cool! IIRC the advantage for palm strike is like an EX fireball.

    On that note, one of the adv for the uppercut should be a Shoryureppa FX :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    So, i'm a pretty big fighter fan and i think the palm strike and rising uppercut are supah cool! IIRC the advantage for palm strike is like an EX fireball.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Godsend56 wrote:
    Perhaps a "Burning Chi Foot", with the adv "Athelete's Foot" that will add a toxic buff + KB? :D

    That doesn't smell half as good as I was hoping for. <_<
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    ok, so 2:30PM PST is the patch time.
    Look for about 15-20 mins downtime.. around there...

    W00t!!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    ok, so 2:30PM PST is the patch time.
    Look for about 15-20 mins downtime.. around there...

    W00t!!

    WOOHOO! >_>
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Yessss! Sounds like soon I can finally go make the MA character I've always wanted!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    EDIT:: This is what I get for writing big posts. Provided RoBoBo isn't lying to me about Open Palm Strike's advantage...[i]damn[/i]. Totally going to go check the test shard naow.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I'm patching now! Let's see where this goes!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    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.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Yes, because PvP isn't stale enough quite yet.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I realize you guys want to focus on the unarmed stuff, but are there any other patch notes?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Vicious Strikes - Rank 3 is unusable, rank 2 when selected claims 4 points are spent.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Scarab Tunneling New Tunneling Power Yeeaah!!!!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    NotFamous wrote:
    Scarab Tunneling New Tunneling Power Yeeaah!!!!

    I'm guessing to go along with the mummy become device.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    The new energy builder, Vicious Strikes, feels incredibly slow, and there is the bug (purchasing R2 disallows you from purchasing R3 or the Advantage, as it counts as using 4 points, despite only taking 2 out of your total) associated with it. Personally, I think it could do with a bit of an increase in animation speed.

    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).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    One Hundred Hands - Sometimes when the power is ranked up the additional effects are not present. I have not figured out how to replicate this yet.

    March of the Dead - Zombies at Rank 3 are not using Noxious Gas.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Kaiserin wrote:
    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.

    Rock reports scissors is fine, but paper needs a nerf.

    Seriously? You think Invulnerable + IDF need a complete free pass?
Sign In or Register to comment.