PTS Update - Build FC.21.20111016.0
The most recent build is complete and ready for PTS. The Current ETA for the build PUSH is
6:00PM PST
In this build we bring you several Unarmed updates along with the Archetypes "The Master" and "The Fist"
Also included in this build is the new Vibora Bay missions. "Dead Man Walking"
Start this story in Canada at about level 22. "The Queen City" is offered by LT. Robert Mackenzie.
Why not try out the new mission as one of the new unarmed AT's?
As always your feedback is appreciate. Feel free to leave any feedback about the changes in the build, Unarmed updates and Archetypes as well as the new Vib missions.Here are the changes in this patch-UI
- The Background loading screen has been updated for Halloween. Uhm.. it rawks!!
- The Archetype selection grid is now set to 4 columns
- An edge case where players may get stuck in a strange costume editing state has been addressed
- A Scary Monster skull now appears instead of level on the critter info page for any critter set to be scary monsters
- It should now be clear which costume you are editing in the tailor
- Archetypes on the Character Select screen should no longer display incorrect names
- Supernatural:Pestilence: Icon has returned to its original Icon
PTS-FX
- Unarmed FX trails are now smoother
- Shuriken Storm now lasts through the wind-down
- Pestillence Rank 3 had been fixed to no longer use the mummy version of pestillence
- Several updates have been made to FX for Palm Strike: Advantage, Leaping Uppercut, Shuriken Barrage
Powers
Archetypes:
- The Fist and The Master should now have actual descriptions on the Character Creation screen.
- The Master and The Fist are now available for testing. Some of the character selection UI for these 2 Archetypes may still be missing, and will be added in an upcoming PTS patch.
Unarmed:
- Form of the Master: Storm's Eye Prana: Updated the description to accurately describe that this power reduces the recharge time of self heal powers: Bountiful Chi Resurgence, and Resurgence. This is just a description change.
- Crashing Wave Kick: Subtlety of the Tides: The Ebb and Flow buff provided by this power now scales slightly with your level. Previously, it always provided 5 Dodge and Avoidance Rating. Now, at level 40, it will provide 10.
- Leaping Uppercut: Chi Flame: Damage dealt by the DoT increased ~15%.
- Rising Knee: Flowing Strikes: Resistance debuff increased to 15%, up from 10%.
- Open Palm Strike: Will no longer appear to knock down a target when it does not actually do so.
- Open Palm Strike: Focused Chi Blast: Cost reduced to 2 Advantage points, down from 3."
- Vicious Strikes: Should now allow you to purchase Rank 3 of the power.
- Vicious Strikes: Activate time of all 4 attacks reduced to 0.3s.
- Vicious Strikes: The opening attack will now deal additional damage and generate additional Energy, like other Energy Builders.
- Thundering Kicks: Buff duration increased to 15 seconds.
- One Hunder Hands: Hit reacts should line up more appropriately with this attack now.
- One Hunder Hands: Ghostly Strikes: (New!) This 1 point advantage replaces every other tick of damage this power deals with Dimensional Damage. These strikes deal an additional 10% damage, and penetrate through half of a targets resistances.
- Elbow Slam: Falling Hammer: (New!) This 2 point advantage causes your Elbow Slam to deal an additional 30% damage to Knocked or Stunned targets.
- Backhand Chop: Activate Time reduced to 0.5s, down from 0.67s. Cost increased ~10%.
- Backhand Chop: Stinging Bee: (New!) This 2 point advantage grants you a stack of Focus whenever you strike with Backhand Chop.
- Leaping Uppercut: Chi Flame: (New!) This 2 point advantage adds a small amount of Dimensional damage to the attack, and will apply a short Dimensional DoT when the power is fully charged.
- Open Palm Strike: Maximum charge time increased to 1.5s, up from 1s. Cost and damage increased accordingly, max knock back remains unchanged.
- Open Palm Strike: Charge damage was not working properly for Ranks 2 and 3 of this power. This has been corrected.
- Open Palm Strike: Focused Chi Blast: (New!) This 3 point advantage turns Open Palm Strike into a 25 foot Cylinder attack that deals half of its damage as Dimensional Damage to all targets in the Cylinder.
Telekinesis:
- Ego Surge: Changed the tooltip to state that it grants a bonus to all damage, not just Paranormal damage. This is just a tooltip change.
Munitions:
- Lead Tempest: Updated the description to state that the bonus Dodge/Avoidance is increased if you are currently Enraged. This is just a description change.
Martial Arts:
- Rising Knee: Flowing Strikes: (New!) This 2 point advantage causes your next 2 Melee Crushing attacks to deal an additional 10% damage to the target.
- Shuriken Storm: Radius reduced to 30 feet, down from 50 feet. Energy costs reduced ~25%.
- Shuriken Storm: Floating Butterfly: (New!) This 2 point advantage increases your Dodge and Avoidance while you maintain this power.
- Way of the Warrior: Now also grants a lesser damage bonus to all non-physical melee damage.
Audio
- Devastator powers audio has been cleaned up and polished
- Superjump has returned to normal
Items
- Zombat is no longer Bind on Pickup
- Envemoned/Poisoned Shuriken: Now use the updated Stun template instead of the old one. Tooltip was corrected to display what the power actually does, instead of reading the default Shuriken tooltip.
- Bags should no longer drop from the alogorithmic drop tables. This means no more Large Medicine Bags, Simple Utility Webbing, or Expanding Storage Satchels in place of that Blue drop you were looking forward to
Comments
Also hooray for Super Jump returning to normal! Do we know what was causing it? (Clown Shoes travel power!?)
May have to give the new VB stuff a shot, but I'm not sure I'll get time to with the end of the month fast approaching (and thus, crunch-time for Halloween project).
Once the update is complete the shard will be unlocked.
I wonder what is in store for this Haloween's version of Blood Moon, which I presume this picture has to do with...participating in that battle or some sort of new version of it?
...
Now just have to wait for the new server version to be accessible...
Try creating a new character.
Perhaps conveying the normalcy of Vibora Bay is a key consideration, so that, along with all the other normal trappings that seem a little bit odd in a mission chain (e.g., Bank, Auction House, UNTIL Terminal), having something inaccessible in the target level range (can't make a Nemesis until 25) was considered a necessary oddity?
I ask because the "Titan", the Enforcer for these new undead , doesn't seem to have such an aspect to it, and I think it would benefit from it (though I don't know how prevalent they will be).
Haven't gone very far yet, but it does look interesting so far.
This does seem to be before various factions transformed, but after facing the still-human Dogz, I feel I should be sure to remind of the wolf-like behavior and summoning that doesn't fit their human look...I think some powers used need to be replaced or made into something that fit the street thugs they appear to be.
This was apparent especially with the Ulfhednar, and his werewolf summon and werewolf roar while a humanoid thug.
Is that because my characters are copied from the Live server?
It seems to be level locked. If you level down (or side kickdown) to the proper range you will be able to go.
Also, BUG: Jetpack Flight often causes weird graphical bugs with some parts of the game screen flashing black repeatedly while following the "shapes" of the scenery. And if you stop moving when it happens, it won't stop doing it. I managed to take a pic of it by spamming the Print key:
"Nooo, it burns!!"
EDIT: BUG: Crazy crowded cars: HERE.
EDIT 2: And civvies, too.
Okay, but:
WHYYYYYYYYYY!
The new man-surrounded-by-green-flames-of-win icon was so much better, and so much more distinguishable from enemies who use the pestilence icon for attacks (Such as the zombie vomit DOT that infected/zombies/wolves/etc)
1) None of the quests give any reward except EXP. Might we get some items tossed in there?
2) Minefield has no music linked to it, as far as I can tell.
3) From the lowbie map, you cannot enter the Bayou Queen. Can we get it so we can enter the same one as the higher map, to open it up to more people?
4) The drop rate for the quest Tracing the Twins is abominably low, or I'm just super unlucky.
EDIT: Also, Minefield in the level 40 map doesn't seem to want to let me OUT of it.
Was hoping Pestilence would boost toxic damage too but oh well. Nice secret mini pass. Hopefully Infernal gets that poison effect standardized as the main set mechanic. And personally wouldn't mind if the -speed on Poison was -res of say 5% all a stack
Edit:
For the record I'm also totally in favor of cloning flash fire, swapping the fx for gas arrows effects, and making the 'patch' be a poison everything in the cloud effect like flash fire's clinging flames everything in the cloud is.
As for my feedback on MA pass since I didnt get to post it in last one. It's honestly pretty much like my very first patch. You've solved most of the buff issues and the old powers work marvelously now. However with the new powers my key issues still remain.
This is Unarmed Martial Arts, fast, quick, precise.... Charge attacks break the theme and make it feel like Might 2.0 especially since they both are 'natural' fighting styles. Elbow Slam in particular needs to just be a click effect ESPECIALLY with it's advantage which will never see use due to the charge time of Elbow Slam and the very short window when things are Stunned or Knocked down. The Rising Uppercut is.... tolerable and Open Palm Strike works fine thematically as charge powers. And the set still really needs a good pbaoe attack, of which the Tatsu aka 'Hurricane Kick' would fit well and mechanically would just be a slightly altered Sword Cyclone so it wouldn't take too much work. And I still think almost no one will take Way of the Warrior over Quarry as Quarry offers superior dodge numbers, huge int and ego boosts, and even a heal in the advantage all for a small amount of damage loss compared.
Edit 2:
Any checkboxes in game currently all display as checked if unchecked unless moused over and unchecked if checked unless moused over.
The quest Delivery of The Dead is WAY worse, as well as being misleading. It tells you to destroy zombies in crates. The catch is that, there is tons of crates and no zombies in them and you actually need to find Suspicious Crates that are extemely rare, very well hidden and DO NOT respawn so if someone destroys them all, other players can't complete the mission.
So here's what I'd do:
Master:
Since this is the tanking AT, which uses Lightning Reflexes, My power goal guide was simply this: Focus on fast attacks and stuff that boost survival and otherwise great at helping keep the role of tank. And being an AT also means keeping the juicier things near the end.
Stats:
Innate is actually missing a substat. It has 10 for Con / Dex and 8 for Str but there should also be another 8 somewhere and there isn't I'd personally suggest making that second 8 either Ego or Pres
Con / Dex make fine super stats though I'd be tempted to swap Dex for Ego since Ego helps break holds which helps a ton for tanking.
Energy Builder:
I'd swap this for Righteous Fists as being a super fast doding person a series of crazy punches and kicks helps the theme more then the slower Vicious Strikes
Powers:
Thundering Kicks
Shuriken
Lightning Reflexes
Crashing Wave Kick OR Inexorable Tides
Parry
Bountiful Chi Resurgence
Shuriken Storm
Form of the Master
Dragon Kick OR One Hundred Hands
Masterful Dodge
Now I'll explain why I picked those...
Thundering Kicks is good decent damage, good with CC, and the adv or base function of power both help with increasing your dodge which means you are better at tanking
Shuriken, fast, quick, decent for CC or yanking a foe off a squishy.
Lightning Reflexes...... its one side of the build's focus...
Crashing Wave Kick or Inexorable Tides. One is a good stun that helps build your dodge more with advantage, the other knocks things up letting you not get hit at all (well as good as knocks can be....) and is good for making the leveling up thanks to being a cone attack and early and decent CS power
Parry is well a block which any tank really should have one, and further the advantage is right up this builds alley.
Bountiful Chi Resurgance, aka the other side of the coin for this build. The heal that lets it survive and tank and the advantage that lets it thrive. Without this, a dodge tank just doesn't work.
Shuriken Storm because every tank needs a good mass agro grab and none better in MA for fight opening agro grab then a 30 foot pbaoe.
Form of the Master because with all the dodging you'll be doing you might as well get a damage boost to help hold agro and hurt things, plus the adv helps tank even more!
Dragon Kick OR One Hundred Hands because I want to be murdered. Well okay it's mostly because it's a choice, a good solid melee cone that is amazing for threat building and damage and looks awesome and fits the be fast theme..... vs a very hard hitting cone attack that stuns and gives you energy and huge boosts to survival. It's an evil and difficult choice to be sure but it will come down in the end to what that player prefers.
Masterful Dodge because when lthat boss is beating your rear you want to buy time and heal up especially as the tank.
The Fist
Well if the Master was about defense and agility... guess what this one will be? That's right the opposite. It's what I'd almost call Mr. Street Fighter. I say almost because without Tatsu it isn't and honestly, this AT would probably need it too...
Stats:
Innate works fine, dex/ego and str/rec is also a perfectly good choice. Would personally make str 10 and ego 8 for the reason below.
Dex/Ego, fine super stats, but I'd probably go Dex/Str because of well the set's damage boosts work off those.
Energy Builder:
Vicious Strikes, this AT isnt about speed its about damage, power...
And.... here would be a list of power choices but something came up, bugs have hit and made it impossible for me to train powers and a whole slew of things so I'll hopefully come back to the fist later.... Which reminds me:
After doing a full retcon I somehow had but lost the ability to train up new powers, talents worked fine but travel, energy builder, and normal powers were all unable to be trained As I said things keep coming up and been distracted so my exact recollection of events is off but I believe I used a full retcon from token, went afk for 15 minutes and got booted to log in, logged back in and lost my ability to retrain powers.
Build an infernal character, it is the new mechanic
Infernal bolts hold is now poison
Infernal aura/aspect now gains a stack from poison, not knocks now
Etc.
Personally, i like it, it's more reliable and makes infernal sort of a toxic "Brother" set to fire, further synergising it as an "elemental" set (Poison and clinging flames aren't exclusive, stack away.)
the new pbaoe is great was playing around with it useing the new poison mechanics and i have to say its looking good might still need some tweaking but nothing major. main issue is that the dots will still be reduced in pvp to being almost worthless by stacked defenses.
MORE CC AND CS:} unarmed looked to be set up as a tanking set i was hopeing to see more tanking powers for it.
the new vibora bay looks good it seems interesting but it feels way to much like a collection of goffer quests thus far, still cant make it past the crates due to bug:{ love seeing the inside of valerian scarlets club and some of the other locations and new character npcs iontroduced here but it deffinately needs more polish as others have mentioned in earlier posts.
This still has L39 Nephilim around the High Apostolic Church. Could be a bit of a shock to some of the L22 peoples...
Some of them are beyond the edge of the map, but still aggro on you, and some you can go right up to.
Valerian's sleeves are still doing that weird offset thing. One's okay, the other is several feet to one side.
Can't get to the boat instance from the lower level area.
Can't get to the lower level area as a L40, which rules out all sorts of fun things like using the mob-free ampitheater for stuff.
I think that the Dogz should have some of the claw attacks without the blatantly supernatural attacks. Makes them look like werewolf wannabes. Stupid yes, but I think it fits. Edit: Oh wait, the Mongrel got steel claws! Great touch! The lycan could benefit from some steel claws too.
Also woah, why does the Houngan still look like a crocodile while the Bokor doesn't?
Any chances we could see this Vibora Bay getting a little more populated with enemies? It feels kind of like a ghost town.
Also, grant passage to S. S. Bayou Queen for this Vibora Bay. If it could be accessed from both Vibora Bays and uses the same instances, that would be AWESOME.
Make some more missions for this Vibora Bay in the future, just some side missions and such. Show us some pre-supernatural New Shadows! Maybe Red Snake could be a contact for New Shadows missions?
Overall though, the mission chain is good, but I would like to see Vibora Bay more populated and with some more missions.
A group of civilians are walking back and forth in a line in a cluster for no apparent reason. I am pretty sure this isn't supposed to happen.
The symbol for Dr. Ka's mansion is on the minimap, but moving the cursor over it does not show the text.
I don't know if it's an oversight or because they got a really low chance of appearing, but at Southwest of Delivery of the Dead, I find that the crates won't spawn zombies when I destroy them. EDIT: Scratch that, NONE of the crates are dropping zombies.
I will give you three guesses on what is wrong with this picture. The first two doesn't count Car conga line!
I really do like the new icon as well. It just looks so much better. imo
This isn't a bug, its always worked that way. Its working as it should.
This has been the case for quite a while (I've had my character concept using it at a high enough level to get it for a few months, and it even worked this way for a while before I finally did that during PTS testing).
I thought about it upon observing the behavior, and considering the setup limitations and the interesting "can I milk the damage bonus as long as possible without waiting too long?" mechanism, I thought it was intentional...in any case, dev commentary/attention seems worthwhile to ask for.
Here is my typical usage to avoid a cooldown:
This transforms the power into its "second mode".
If I do this in time, it still switches back to the first mode after the attack, but does not go on cooldown.
No at one point it would be on cooldown after nuking. The fact that it still goes on cooldown if you don't nuke means something is wonky. It should be one or the other.
The reasons:
1. I personally don't like Dragon kick animation (personal taste) and I'm still forced to take and use it has there is no alternative.
2. no alternative, mean that all unarmed characters have to use this exact same attack/animation providing less variety in builds.
Given that there's a new power on PTS Called "Epidemic" in infernal that is a maintained AOE Damage power with a channel animation like Invoc of storm calling....
Yeah, i think this "New" Pestilence icon is actually for epidemic (Amusingly, epidemic currently uses Ego storms icon, but has a custom attack animation)
Infernal blast is basically the vampire transform toxin blast with an advantage, that is to say, it's a pretty amazing T1 compared to lash
Currently, both portions have seperate CD's, not using the blast puts the whole power on a 30s CD and wasting or being interrupted or using the first part is a short 10s CD (The buffs last 12-15 IIRC)
The first part goes on CD After use, if you use up the buff by nuking AFTER it ends cooldown the power appears to not have one. If you use it up immediately the base power is still on CD and gets put on the full length cooldown properly
This, so hard. Release is sneaking up fast and this seriously needs a fix
And we still need to test the last few missions enough :P
We're starting to get f***** by the deadlines again.
Seriously:
1. Don't make deadlines for entirely new untested things LESS THAN A MONTH - Having ample time then releasing early (if testing is finished early) is better than rescheduling or rushing broken crap to live
2. PTS and Live need to be mirrors of each other, Sans whatever new stuff is being tested.
2 Especially, we've got all kinds of issues on PTS that aren't on live that make it weird trying to test things, because only parts of the PTS build end up going to live. (Or so it seems.)
Edit:
On 1, Dont give us 30+ days, then update the PTS Every 3 weeks, ending with a week of you rushing random hotfixes out to try and fix things before live
This just ends up breaking things stupidly and causing more issues.
Generally the only extra issues PTS has are related to copying a character over.
I really hope that's not going to live. It's the worst looking power animation ever...
Hopper Cut is worse.
I'm loving One Hundred Hands and Open Palm Strikes, personally. Both animations are just plain awesome, IMO.
Though Open Palm Strikes advantaged FX could be improved. And Dragon Pu .... Rising Uppercut could really get the "turnaround" at the end.
Well, to reiterate previous examples, what I really want is...
If you watch the second video (which I prefer, though it is a bit long), Yuanji has about 4 cones and 3 different AoEs.
Is the advantage to Open Palm Strikes 2 or 3 points? It's listed twice and contradicts itself, (bolded and colored for emphasis)...
2. I guess the second one is a bad copy-paste from a previous patch note.
The patch notes include some from the previous build which introduced the advantages. It should be 2 points.
Found a patch of level 39 New Shadows, they are by the church long the top left boundry. It wasnt a fun discovery....
more at 11.