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PTS Update - Build FC.21.20111016.0

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

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Can't wait to test out the new VB missions and I have a character right at level 22 too.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I sort of like the Crashing Wave Kick change, and the increase in duration for Thundering Kicks.. but I have to wonder if we can't get a few more tweaks to exisiting powers. Or are they performing about where the developers want them to at this point? It was brought up in the last build thread, and I hadn't actually considered that until it was pointed out.

    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).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    The build is being pushed to PTS now. (6:00PM)
    Once the update is complete the shard will be unlocked.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Hmm...neat picture...I presume the battle between Takofanes and the heroes he fought and killed, and whose souls are bound to the Blood Moon event?

    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...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I don't know if this is a PTS specific bug or not, but I tried to retrain a character into the Fist. When I was done it came up with a pop-over saying the free week was up and I had 2 options, continue playing the Fist or cancel. When I tried continue playing option it gave me another pop-up with nothing in it. I then retrained to the master with the same problem.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    The Retrain option for MASTER and FIST are PTS issues.
    Try creating a new character.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    • I'm not sure what is intended for the overall feel of the zone, but I did find the Nemesis vendor in a Level 22 mission sort of confusing.

      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 was also wondering what timeline with regard to the odd happenings in VB this version was intended to convey, and was looking around to see if this was before the gangs got enmeshed in the magical surge leading up to Therakiel making his presence felt, and if there might be more human-looking gangs walking the streets, or maybe ifVIPER might be peeking around before vacating VB, etc....perhaps I'll find out the intent further into the mission chain, but it did seem odd having the Voodoo and Zombies being the only faction with a visible presence in the areas, at least so far in my partial exploration. Is this the final intent?

    • Noticed the "new" Undead, which seeemd to be an (interestingly) reskinned version of the Irradiates. There seem to be a few issues that seem to indicate some touch-ups are needed still, though, and perhaps some more distinction in power effects might be planned as well:
      • The "Crusher" doesn't animate the Havoc Stomp type attack that leaves a crater under him, that I've seen (though the holding torn up cement in its hands had me anticipating some interesting attacks, and if it is throwing them like its four-armed ancestor, that doesn't seem animated either, that I noticed).

      • The "Hellraiser" summons some extra NPCs...but the ones I saw summoned were actual Irradiats as far as costume, whereas I think it was supposed to have been one of the reskins.

      • Are Enforcers supposed to have, and show under their Status bars, a unique Passive to help make them tougher and distinguish them as tactical targets? I always picture the New Shadows Enforcer (Bloodgorger?) when I think of Enforcers, and it does show a Defiance icon when attacked, and I think it makes it more interesting both as far as information given and the effect it has on dealing with it in combat.

        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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Lots of minor things that I'll continue to mention as a safety net for any that might be overlooked in the course of completion and correction, and until I complete the arc and can reflect on it as a whole:

    • There are various floating bottles and items around the city, and various other things that indicate more work is needed, and most likely planned, for this version of VB. I will point out that at around "/loc 2537 12 1057" there is music playing where, I believe, there is a band in the regular VB...except there is no band in this one .

    • There are a few more indications of the incomplete nature of the NPC reskinning/conversion of past NPC types, iincluding one of the Undead in the entrance of Mr. Gemini's brownstone who looks just like an irradiate.

      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.

    • The Gemini Lackey description sort of spoils the minor reveal inside Mr. Gemini's hideout...probably should be reworked to something that just sort of generally describes the NPC, with perhaps just an implication towards the reveal.

    • Missed the Deadman Walkin' monologue at the end of the brownstone by looking away from the screen for a bit, and I noticed the text from the cut-scene wasn't registered in the NPC chat log...not sure if this is a universal cut-scene problem, but I do think such speech should consistently be availabe for review with other NPC dialogue.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Hmm, is the jet option to the VB missions only accessible for lvl22ish characters? Because I have a lvl40 toon who has done most of normal VB missions, a lvl30ish turned 40 character who didn't even start the VB crisis chain, a lvl32 character who didn't start it either and none can access to the missions. They can pick the starter mission from McKenzie, but the jet doesn't offer any option.

    Is that because my characters are copied from the Live server?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Hmm, is the jet option to the VB missions only accessible for lvl22ish characters? Because I have a lvl40 toon who has done most of normal VB missions, a lvl30ish turned 40 character who didn't even start the VB crisis chain, a lvl32 character who didn't start it either and none can access to the missions. They can pick the starter mission from McKenzie, but the jet doesn't offer any option.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ah, I see, thanks for the answer. Still annoying for characters that are lvl40, even if they're not allowed to be part of it story-wise. ^^ I hope it's a bug.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    The 'summoned irradiates is confirmed as is the 'radiation cloud' that they spew when they die
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    The build is being pushed to PTS now. (6:00PM)
    Once the update is complete the shard will be unlocked.

    Okay, but:
    RoBoBo wrote:
    Supernatural:Pestilence: Icon has returned to its original Icon.


    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)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Couple of things I've noticed from doing the whole thing:

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Sooooooo please tell me we get to keep the new Infernal Blast power that snuck into this build? Well with a proper icon/effect. Also new Epidemic power, though that needs an advantage too ;)

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    AnubisGod wrote:
    4) The drop rate for the quest Tracing the Twins is abominably low, or I'm just super unlucky.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    still needs proliferation of challangeing strikes and crippleing challange throughout the set and all of the powers in the game
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    As for the twp ATs.... its.... frankly in my book of needing a complete redo. If I were to answer what the differences between them were right now all I could say really is one has shuriken and they both have different passives. I know its more complicated then that but that'd be the simple answer. Further I have to ask.... why would you make a tanking AT based off the best dodge tanking spec.... then fail to put in the whole power the idea is based around namely BCR?! It's just madness.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ryko_Nailo wrote:
    Sooooooo please tell me we get to keep the new Infernal Blast power that snuck into this build? Well with a proper icon/effect. Also new Epidemic power, though that needs an advantage too ;)

    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

    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.)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    the new infernal changes are looking good just hope we get a new fx for infernal blast, aqlso wondering if we can get a unique shield for this set before it is finished something that would look like a pestilent cloud or perhps a skull and bones shield that could apply poison much in the same way that fire shield applies its clinging flames.

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

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Haven't fully played through Vibora Bay yet (But I will be updating this as I play), but I would just like to say...

    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!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Energy Storm seems to not be having a cooldown as long as you actually fire the nuke portion. This should stay of course as the power is actually useful that way.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    there's no zombies on crate for complete the mission : delivery of the dead
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Zerethon wrote:
    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)

    I really do like the new icon as well. It just looks so much better. imo
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Sorenia wrote:
    Energy Storm seems to not be having a cooldown as long as you actually fire the nuke portion. This should stay of course as the power is actually useful that way.

    This isn't a bug, its always worked that way. Its working as it should.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Sorenia wrote:
    Energy Storm seems to not be having a cooldown as long as you actually fire the nuke portion. This should stay of course as the power is actually useful that way.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Last time I used enegy storm it went on cooldown when I nuked, can anyone explain how you guys are getting no cooldown :/
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Last time I used enegy storm it went on cooldown when I nuked, can anyone explain how you guys are getting no cooldown :/

    Here is my typical usage to avoid a cooldown:
    • Try to get as many targets in the affected area as possible, to build as many charges as possible for the damage bonus, and use (needs to be fully charged) the "first mode" of this power.

      This transforms the power into its "second mode".

    • While the charges are active in this second mode, I attack with other powers in a cycle to take advantage of the damage bonus.

    • Before the time limit runs out, where the power would switch back to its "first mode" and go on a cooldown of about 30 seconds, try to instead activate the "second mode" power (click) for an attack with characteristics based on the type of charges I had built up (typically regular charges and maybe an "ionic" charge for my usage).

      If I do this in time, it still switches back to the first mode after the attack, but does not go on cooldown.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Legominism wrote:
    This isn't a bug, its always worked that way. Its working as it should.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I just come in to support the idea of a second dragon power.
    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Characters who have completed the Vibora Bay Crisis should get access to pre-crisis vibora. For starters, it is possible for them to pick up the mission but not complete it. They may wish to do the mission while sidekicked down to level 22 with a friend. Currently, if a friend gets the mission and they wish to help him or her they can not follow that person into pre-crisis Vibora.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Eldrake2 wrote:
    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.
    Actually, they don't appear from crates but from "Suspicious Crates". The problem is that they forgot to set them to respawn, so once a few players have destroyed them, the others can't complete the mission because the crates won't reappear.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Sorenia wrote:
    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.
    This is what i was experiencing when I had it, in which case I guess the lack of a cooldown when nuking is actually bug :(
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Looks like sidekicking can get you in. Nevahmind. There's some really messed up traffic outside the windsong mall. I can't for the life of me find any zombies in any crates.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Musa wrote:
    I really do like the new icon as well. It just looks so much better. imo

    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
    Sorenia wrote:
    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.

    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
    Actually, they don't appear from crates but from "Suspicious Crates". The problem is that they forgot to set them to respawn, so once a few players have destroyed them, the others can't complete the mission because the crates won't reappear.

    This, so hard. Release is sneaking up fast and this seriously needs a fix
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Zerethon wrote:
    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
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Eldrake2 wrote:
    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Zerethon wrote:

    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.)

    Generally the only extra issues PTS has are related to copying a character over.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    *logs on to PTS* Still the same terrible animation for Shuriken Storm then... *Logs off disappointed*

    I really hope that's not going to live. It's the worst looking power animation ever...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ellri wrote:
    *logs on to PTS* Still the same terrible animation for Shuriken Storm then... *Logs off disappointed*

    I really hope that's not going to live. It's the worst looking power animation ever...

    Hopper Cut is worse.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    To be honest, pretty much all the new MA animations are extremely lackluster. I just had the highest hopes for Shuriken Storm, which is why I'm so disappointed with it :(
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ellri wrote:
    To be honest, pretty much all the new MA animations are extremely lackluster. I just had the highest hopes for Shuriken Storm, which is why I'm so disappointed with it :(

    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. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I keep wondering what people expect. You spin around tossing out shurikens. Or do people really want ridiculous anime?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Silverspar wrote:
    I keep wondering what people expect. You spin around tossing out shurikens. Or do people really want ridiculous anime?

    Well, to reiterate previous examples, what I really want is...
    NikeOnline wrote:
    While Ibuki's shuriken rain is a classic...

    Ibuki OMGthatsalottakunai video~
    http://www.youtube.com/watch?v=edBd1kaz0e4&feature=related

    ...I have to admit that I've grown quite fond of W'ang Yuanji's fast-flowing 45-dregree cone attacks thowing her blades 5 at a time.

    W'ang Yuanji video~
    http://www.youtube.com/watch?v=VFbqJF475Qs

    Pardon the first 18 seconds of load screens, but this is a pretty good quality video, and showns a variety of AoE thrown-sharp-bit moves. The one at 2:30 is particularly cool (similar to Ibuki, with a jump up and cone down).

    If you watch the second video (which I prefer, though it is a bit long), Yuanji has about 4 cones and 3 different AoEs.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Vicious Strikes is still looking rather underwhelming. Instead of looking like a spaz I get to look like a rank amateur who's practising in the dojo. I feel that the strikes need to be faster. In general, the new Unarmed attacks seem to be lacking that sense of impact. I don't think it's just a matter of the animations needing to be tweaked. The sound effects could perhaps also do with some work. While they tend to be over the top in the movies, where punches sometimes sound like they could kill an elephant, that might not seem so exaggerated in CO where we're dealing with superhuman martial artists :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    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.

    Is the advantage to Open Palm Strikes 2 or 3 points? It's listed twice and contradicts itself, (bolded and colored for emphasis)...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    biostem wrote:
    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    biostem wrote:
    Is the advantage to Open Palm Strikes 2 or 3 points? It's listed twice and contradicts itself, (bolded and colored for emphasis)...

    The patch notes include some from the previous build which introduced the advantages. It should be 2 points.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    LOL, trying out the new Mish, first thing I find is a traffic jam. Such truely is the first sign of the Apocalypse!
    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.
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