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PTS update FC.21.20111016.4

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Nope. Only directly affects critical rates and severity.

    Gotcha, see edit I just made on previous post, now see the wiki change I made as well. :)

    http://www.champions-online-wiki.com/wiki/Avoidance

    Unless there are any objections to that...

    Note: What's funny is that when you look at the wiki history on Dodge, you can see the gradual decline on DEX's effectiveness on Dodge/Avoidance over time. lol.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Interesting ideas. However, might I point that making changes to Defiance might be unlikely? PFF had the chance to change when the Impulse was being developed, but Kinetic Manipulation was added instead... that action alone...

    Main idea; if PFF didn't change when it had the chance during Force review, I seriously doubt Defiance will change much. Could be wrong though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Pantagruel wrote:
    So, when will Defiant no longer scale with Con?

    Oh Pants, the things you say, they make my heart go pitter-patter.

    I'm still trying to understand why stacking the hell out of DEX can give you maybe 40% greater damage than someone who doesn't, while stacking the hell out of CON gives you 100% or more the depth of hit point pool over someone who doesn't have that as a super-stat.

    +40%... +100%. One of these things is not like the other.

    That and Imbue. Imbue being crit magnitude based on CON made sense within the set, when you had constant tension between PRE and CON to do your varied jobs... but for cherry-picking by CON-mongers who will take nothing else from the framework, you gotta wonder why it's not just crit-magnitude based on average of your two superstats? Then Imbue would work well with more more builds and less well with single-stat monomania.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Generally for everyone, could we possibly move this conversation to a different thread? I understand it's about the change to Elusive Monk but it's kinda cluttering this thread from overall bug exposure. I can start a new thread for it if no one else will, maybe name it "PTS - Elusive Monk Changes"?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ashen_X wrote:
    Its a melee advantage in a melee set with DEX as a (very) recommended SS.
    That was in response to one user asking for it to be made into a ranged version. It had nothing to do with what, if any, stat it scaled with.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Thank you for the parry improvement.

    I call it such because any increased independence of statistics and powers is GOOD.

    I reiterate, the system may be easier to balance if it truly was open. Why is anybody against it? Because it will be popular with invuln? You address it by dealing specifically with defense stacking, not hiding it behind a stat. Keep in mind you can combine invuln and dex so the stacking you fear is possible anyway. That is why the contrived framework system was never a good way to balance in the first place. People do mix them and ultimately get around it, increasing the need to be a minmaxer.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Pantagruel wrote:
    So, when will Defiant no longer scale with Con?

    When defensive passives have a session at PTS, if I had anything to say about it.

    Same with enrage and focus, and shurikens.

    Notice how we see a correlation between overperforming abilities and stat dependence? It's no coincidence.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Overall I dislike this change. Removing DEX as the scalar for Elusive Monk before addressing problems with buff/debuff stacking is putting the cart before the horse in my opinion.

    Are we eventually going to see everything at static values or scale with super stats? Between this, F2P and other changes it certainly feels like we're heading down that path... and I'm not sure I like that either.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    the changes to elusive monk are great, i love it as i can make better melee tanks that now not only reduce damage to super small levels through defiance (the highest defensive bonus in the game) i reduce that damage again with IDF, and then i get to run a dodge piece giving me 25% dodge and 35% avoidance, and then to top it all off i now get to run parry wich when atacking in melee will give me 60% dodge and 58% avoidance, so im basically unkillable now period this is awesome.

    for those of you who took the above seriously i was being sarcastic. for those of you who say this isnt broken in pvp you obviously dont understand how roots lunges and holds work. THIS IS A BAD IDEA.

    on a personal note though it does promote the idea of be the hero you want to be but cmon not everyone can be superman, nm we can now
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Originally posted by Empyreal10
    DEX by itself provides no benefit to dodge at all. Now that EM no longer scales with DEX, I'm not sure anything dodge based scales with DEX anymore.

    I have always been baffled by the idea that dex doesn't help you dodge. Experience has taught me otherwise--you'll just have to take my word for it, I can dodge a wrench! When we went f2p I kind of thought that Defiance scaling with Con made some sense, so in a similar fashion LR (and Dodge) scaling with Dex also made sense. That's when Cryptic beat me with their magic Logic stick that allows them to disregard anything and everything that makes any kind of sense at all; that's a super power I want (then I could be a politician or corporate banker!).

    Why isn't the Dodge/Avoidance from gear seen on any of the secondary items similar to the secondaries that offer you bonus to perception, or +5% hp? I know that opens up an avenue for players to abuse, but they could make it so that you can only benefit from one piece of Dodge/Avoidance gear. We wouldn't need to use the very valuable pri def slot for D/A gear.

    Also, how do we know he isn't Empyreal 2? I mean he could be working in binary and just not told anyone!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    So far, I haven't found one person that I play with who finds that the Parry change is a good idea. Maybe I play with all tards, but judging from the opposition here on the forums, I'd say thats not the case. So far, it's only build I have ever seen shrug off a 25k Sniper crit like it was nothing. 25k gets reduced down to 5.5k, but flat out one-shots invuldodge, LR, and takes off 90% of high-CON defiance.

    But Linty, isn't that great? Now I can be the hero I want to be!

    Sure, cuz that's going to be 3/5 of the opposing team in Stronghold. So have fun with that.

    But Linty, this is a great change for PvE!

    Cuz it really needs to be easier, right?

    Linty, you are such a hater! Maybe this means that soon defensive passives will be nerfed and offensive toons buffed!

    Why couldn't they have made the changes come out together, then? From now until further changes mentioned above (if and when that happens), the FoTM is, well, going to be very clear.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Lintymint wrote:
    So far, I haven't found one person that I play with who finds that the Parry change is a good idea. Maybe I play with all tards, but judging from the opposition here on the forums, I'd say thats not the case. So far, it's only build I have ever seen shrug off a 25k Sniper crit like it was nothing. 25k gets reduced down to 5.5k, but flat out one-shots invuldodge, LR, and takes off 90% of high-CON defiance.

    But Linty, isn't that great? Now I can be the hero I want to be!

    Sure, cuz that's going to be 3/5 of the opposing team in Stronghold. So have fun with that.

    But Linty, this is a great change for PvE!

    Cuz it really needs to be easier, right?

    Linty, you are such a hater! Maybe this means that soon defensive passives will be nerfed and offensive toons buffed!

    Why couldn't they have made the changes come out together, then? From now until further changes mentioned above (if and when that happens), the FoTM is, well, going to be very clear.

    It sounds insane! I bet it will go live too. I love forward to going up against a team who has three defiance+dodge tanks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I'm not too worried about this change. Granted I play ranged kiters, so the LK and EM adv's never bothered me much. Ultimately, I dont see the big deal. Invul-dodge could already do this by taking a dps stat, which would be ideal anyway, dex scaling or not. Defiance-dodge taking the EM adv over LK are going to see a mitigation loss against taps/maintains. Just boils down to knowing how to deal with it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Buzz, not sure if you saw the numbers I posted a few posts back. No offense, but what you say is unfortunately wrong. Against taps/maintains defiance-dodge has the same average mitigation as high-CON defiance, and significantly better than invul-dodge.

    The only difference between LK defiance and EM defiance is if defiance-dodge misses the dodge chance 10 times in a row on a 4k DPS 5-second maintain, or a 5k DPS 4-second maintain. I know this is simplifying matter, but the math does work out to this. In every situation, defiance-dodge either is on par, or outperforms the other 2 stacked defenses.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Going over your testing a little closer, I see what your saying; however, I wonder how the numbers would look if you gave your high con tester the dodge gear and evasive manuevers (tricky to keep con as high obviously) and test against maintains with both block adv's. If EM is still outperforming LK at that point, then yeah it needs to be tweaked, maybe scale it to match a dex of 200 instead of 250.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Bug: Tracing The Twins mission cannot be completed. After beating up enough of the Gemini gangs members to get one to talk, I clicked through his text, but no matter how many I get to talk, the next objective "Interrogate the Squealer" will not progress.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    BUGS:
    • Teleport to teammate when the teammate is in a hideout can place you outside the hideout map.
    • Queen City NPCs occasionally have text from regular Vibora Bay eg: "Ines: I don't think the Bludhound is an urban legend. It's probably just an ordinary, run-of-the-mill werewolf"
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Minor nitpick: in the new VB missions, could you arrange it so that Black Mask is standing by the computer console and pressing buttons, rather than just standing in the middle of her hideout staring into space?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Dataweaver wrote:
    Minor nitpick: in the new VB missions, could you arrange it so that Black Mask is standing by the computer console and pressing buttons, rather than just standing in the middle of her hideout staring into space?

    I like to think she just rode in on her bike to meet up with you.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Bug
    The ghostly hands advantage on One hundred hands doesn't always show the ghostly hands FX. I've had it happen everywhere, it seems like it's got the bug that TK assault and crushing wave both have.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    jzaklan wrote:
    I have always been baffled by the idea that dex doesn't help you dodge.

    Mentally rename the stat "Aim" or maybe "Precision" and it'll generally make more sense. Its an offensive slot stat, so that part at least lines up correctly.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    Content and Gameplay
    • Resistance: Ironclad will now correctly drop Loots (Algo Gear and Until Tokens) in addition to his costume unlock

    Powers
    Fighting Claws:
    • Form of the Tiger: Now works properly with Brimstone, Havoc Stomp, and Sword Cyclone: Butcher's Blades.

    This and this, thanks a lot.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    After talking with a few people I wonder if this is the first step in soft capping defense.

    Look at this if you cut super stats out of every defense then it ceases to allow mega stats to influence the numbers and puts a soft cap on defense stacking.

    This changes a lot of how the game works if this occurs. If you remove the Con and Str requirements of defiance but then can no longer boost it with stats so high that the numbers start to warp reality then in essence you have put a soft cap on defense using that passive.

    Dodge is already the same way with the two powers they have changed like others have said no stat affects your dodge rating at all. If there is a change to lightning reflexes to pull super stats out of boosting your dodge and have it scale by lvl it will really be 100% a item + lvl soft cap.

    Some of the defenses already have a static number boost. Laser Knight for instance was a flat percentage that does not change.

    Still in the short term there will be interesting and scary changes every time a passive gets messed with.

    I point out that Power Armor is coming up for review soon and we all know what defensive passive lives there.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    NikeOnline wrote:
    Mentally rename the stat "Aim" or maybe "Precision" and it'll generally make more sense. Its an offensive slot stat, so that part at least lines up correctly.

    Then the mistake was in calling it Dex in the first place which based on rp experience is more closely associated with agility. As they told us in hell, "Be More Specific minus all!" No credit for Cryptic this round.

    In my personal experience the ability to aim is really more closely tied to mental clarity/focus as opposed to your physical prowess; just my humble opinion. It really would be better if they called Dex something else, that way I wouldn't feel lame that my toons with 250+ dex can't get out of the way of an angry toddler. :eek:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    [*]Parry: Elusive Monk: The amount of Dodge and Avoidance Rating granted by this advantage no longer scales with your Dexterity. Instead, it grants a flat amount of Dodge and Avoidance Rating based on your level. If you had more than around 250 Dexterity at level 40, you will notice a decrease in the amount of Dodge and Avoidance granted by this power. If you had less than 250 Dexterity at level 40, you should see an increase. The advantage window now properly displays full numerical information for this advantage.

    Umm... Wow. Just... Wow. So all of the 40th pure DEX / EGO dps characters will have their survivability reduced since they're all above the 250 DEX mark. Then at the same time, you've basically declared that ALL tanks should switch their Block power to Parry (w/ Elusive Monk). I guess this gives me a perfect reason to make my chessy Might tank who uses Defiance and Elusive Monk.

    Then we look at the cripple fight scene that is PvP. Will this change make things better? Nope, it will only make things even worse. Wow...

    A part of me would love to believe that RoBoBo's post got hacked when I look at this "judgement" call on Cryptic's end. Unfortunately I'm sure that isn't the case. Therefore I really can't understand just who in Cryptic thought that this change would be a good idea.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I dont know where else to post this, since I can't find the latest dev posts on the issue...

    But I like the new icons on the compass!

    Also I like the new icon for the Focus buff.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Umm... Wow. Just... Wow. So all of the 40th pure DEX / EGO dps characters will have their survivability reduced since they're all above the 250 DEX mark. Then at the same time, you've basically declared that ALL tanks should switch their Block power to Parry (w/ Elusive Monk). I guess this gives me a perfect reason to make my chessy Might tank who uses Defiance and Elusive Monk.

    Then we look at the cripple fight scene that is PvP. Will this change make things better? Nope, it will only make things even worse. Wow...

    A part of me would love to believe that RoBoBo's post got hacked when I look at this "judgement" call on Cryptic's end. Unfortunately I'm sure that isn't the case. Therefore I really can't understand just who in Cryptic thought that this change would be a good idea.

    No let it go live and see how it plays out!

    I mean nerfng the dex based builds is ok and buffing the Strength based ones is AOK!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Yes, it's supposed to hit the target with both parts of the power. But keep in mind - the power is outright halved because of the 'advantage'. So half of the damage is done to the target, and the other half is done to the target and everyone in line.

    But here's the problem - because the damage is now applied twice, it can be defended against twice. So Defiance, Invul, Force Shield's Advantage, Energy Shield's Advantage, LF, IDF, etc etc etc will reduce the damage this power does further.

    Percentage resistance doesn't affect 2 strikes any more than it affects 1 strike. It's true that flat damage absorption (like that part of Invuln, and IDF) affect each strike independently. However, 1 strike for a 1,000, 2 strikes for 500, or 4 strikes for 250 all get a total of 500 damage resisted by someone with 50% damage resistance.
    A part of me would love to believe that RoBoBo's post got hacked when I look at this "judgement" call on Cryptic's end. Unfortunately I'm sure that isn't the case. Therefore I really can't understand just who in Cryptic thought that this change would be a good idea.

    Well, I made the change. The change was made because the Dex scaling of the advantage was originally unintended, and also completely undocumented in game. The advantage was originally designed to be the dodge counterpart of Laser Knight, which does not scale with any stats. We had it on our list of bug fixes to look at during the review, but it was worrisome when I made the change. Testing has indicated the same thing that people here are saying, and this change won't be going live.

    We'll be adding the Dex scaling to the description, so it will no longer be a hidden feature.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ame wrote:
    We'll be adding the Dex scaling to the description, so it will no longer be a hidden feature.
    Speaking of major description errors, invulnerability could use a fix. I wouldn't mind seeing the power changed to match its description, but its description most certainly does not match its behavior.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ame wrote:
    Well, I made the change. The change was made because the Dex scaling of the advantage was originally unintended, and also completely undocumented in game. The advantage was originally designed to be the dodge counterpart of Laser Knight, which does not scale with any stats. We had it on our list of bug fixes to look at during the review, but it was worrisome when I made the change. Testing has indicated the same thing that people here are saying, and this change won't be going live.

    We'll be adding the Dex scaling to the description, so it will no longer be a hidden feature.


    I have some recollection that Laser Knight once scaled with a stat, but was changed sometime ago (melee review?). I don't disagree with the sentiment that Parry will be a tad op without having to scale the bonus, but it seems odd that it needs to scale while it's 'counterpart' doesn't.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Pantagruel wrote:
    Speaking of major description errors, invulnerability could use a fix. I wouldn't mind seeing the power changed to match its description, but its description most certainly does not match its behavior.

    Hmm, that IS wrong. Fixed the description.

    While I don't disagree that changing the power functionality to match that description could potentially be better, our current flat absorb mechanics don't support that. Even if they did, it'd require a fair amount of tuning to get right, while fixing the description can happen right now. That doesn't mean we won't be looking at it again when we do a review of all of the passive defenses.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ame wrote:
    Percentage resistance doesn't affect 2 strikes any more than it affects 1 strike. It's true that flat damage absorption (like that part of Invuln, and IDF) affect each strike independently. However, 1 strike for a 1,000, 2 strikes for 500, or 4 strikes for 250 all get a total of 500 damage resisted by someone with 50% damage resistance.



    Well, I made the change. The change was made because the Dex scaling of the advantage was originally unintended, and also completely undocumented in game. The advantage was originally designed to be the dodge counterpart of Laser Knight, which does not scale with any stats. We had it on our list of bug fixes to look at during the review, but it was worrisome when I made the change. Testing has indicated the same thing that people here are saying, and this change won't be going live.

    We'll be adding the Dex scaling to the description, so it will no longer be a hidden feature.

    Laser Knight should scale off a state imo. Strength.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ame wrote:
    That doesn't mean we won't be looking at it again when we do a review of all of the passive defenses.

    Noooooooo......okay
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Yay!!! Crisis Averted!!! :D
    Ame wrote:
    That doesn't mean we won't be looking at it again when we do a review of all of the passive defenses.

    Now this is some hopeful news right here. I, for one, will be really anxious waiting to see what changes are in store. Keep up the good work, Devs :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ame wrote:
    Hmm, that IS wrong. Fixed the description.

    While I don't disagree that changing the power functionality to match that description could potentially be better, our current flat absorb mechanics don't support that. Even if they did, it'd require a fair amount of tuning to get right, while fixing the description can happen right now. That doesn't mean we won't be looking at it again when we do a review of all of the passive defenses.

    I tend to think that whoever scaled the power originally thought it worked the way it has been described in the tooltip since launch - which largely accounts for the INSANITY we have to face in huge swaths of offensive powers vanishing into the void when directed against Invulnerability/IDF targets.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ame wrote:
    Even if they did, it'd require a fair amount of tuning to get right.
    Eh. Changing it to work the way the tooltip says (and changing IDF and Unstoppable in the same way), while a nerf, would probably not make the game less balanced than it is right now. As far as absorb mechanics not supporting it, force field effects manage it (in an ****-backwards way where it just applies your damage mitigation to the force field mitigation).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Pantagruel wrote:
    Eh. Changing it to work the way the tooltip says (and changing IDF and Unstoppable in the same way), while a nerf, would probably not make the game less balanced than it is right now. As far as absorb mechanics not supporting it, force field effects manage it (in an ****-backwards way where it just applies your damage mitigation to the force field mitigation).

    Regarding IDF, it would be an actual buff when used with PFF and/or Protection Field, correct?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Regarding IDF, it would be an actual buff when used with PFF and/or Protection Field, correct?
    Not unless the raw numbers got changed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ame wrote:
    Well, I made the change. The change was made because the Dex scaling of the advantage was originally unintended, and also completely undocumented in game. The advantage was originally designed to be the dodge counterpart of Laser Knight, which does not scale with any stats. We had it on our list of bug fixes to look at during the review, but it was worrisome when I made the change. Testing has indicated the same thing that people here are saying, and this change won't be going live.

    We'll be adding the Dex scaling to the description, so it will no longer be a hidden feature.

    Could it switch back to a determined amount after you deal with defensive passives and stacking?

    Stat-dependent powers are a pretty big problem, IMO.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Laser Knight and Elusive Monk should scale with Recovery. Call it a... Defensive offense stat or something. I dunno.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I must say i don't like the animation changes of Form of the Tempest, since i used it a lot to show my swords
    constantly when i was not fighting :(

    For everyone who didn't know : when you stopped charging FotT shortly before the end, the swords were
    visible all the time ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Beldin2 wrote:
    I must say i don't like the animation changes of Form of the Tempest, since i used it a lot to show my swords
    constantly when i was not fighting :(

    For everyone who didn't know : when you stopped charging FotT shortly before the end, the swords were
    visible all the time ;)

    /bind key "PowersCancelAllActivations"

    Replace key with a key you want to use.

    Use a power that shows weapons such as Eye of the Storm, and then press that key before the power does damage. This will force your character to hold their weapons out until you use a power again.

    I like the animation changes to the forms. If it bothers you so much to see a toggle that you will only activate every once in a while not display your weapons you could use a power that shows your weapons (Eye of the Storm as an example again) before activating the toggle. This will display the animation with your weapons.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    The NPC descriptions for the Gemini Gang was fixed so it didn't give things away (though I think there was an Enforcer class gang member whose description was fixed already, and managed hint, but that one seems to have been removed...?).


    However, The Dogz NPCs still have descriptions that say they are Lycanthropes, when in this version of Vibora Bay that hasn't quite happened yet.

    ...

    The "Crusher" Zombie still doesn't animate attacks in any of the places I've fought them, though I've only tested on the final Bayou Queen mission on this build.

    ...

    Prior feedback from others and my own prior comments covers the other things I noticed and recall.

    Also: It seems too late for testing "The Queen City", but the next time non-Adventure Pack, non-repeatable, content is the focus of PTS testing, please consider having an automated mechanism to remove the completed mission status so the same character can test it over again. The Debugger seems the natural place for this.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Xoxile wrote:
    /bind key "PowersCancelAllActivations"

    Replace key with a key you want to use.

    Use a power that shows weapons such as Eye of the Storm, and then press that key before the power does damage. This will force your character to hold their weapons out until you use a power again.

    I know .. but Form of Tempest was easier to use, and also worked for characters that don't have any powers
    that work without targets.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Beldin2 wrote:
    I know .. but Form of Tempest was easier to use, and also worked for characters that don't have any powers
    that work without targets.

    So find a trashcan.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I'm very glad of the new Form of the Tempest, personally. Perhaps a 0 point advantage could be added which forces swords? But yes, I'm glad of the new version of it because it means that this doesn't have to happen.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Pantagruel wrote:
    Speaking of major description errors, invulnerability could use a fix. I wouldn't mind seeing the power changed to match its description, but its description most certainly does not match its behavior.

    Sorry for the shout,but you have hit it right on the head. I chime in from time to time. But Guys please review,heck all the the passives again. Work on the under-performing ones and we might see some variety again :P maybe just maaaaybe less whine?...**looks over at AoED**
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Silverspar wrote:
    Can one last UI addition be slipped in for the radar on the bottom left of the compass opposite the quest log extension button?

    I would like to request putting the instance exit button on there so we don't have to go through three windows of the PDA to get to that option.
    I second this notion. In my opinion the exit map button is more important than the go to hideout button.
    For one, it's usable by everyone, not just hideout owners.
    Also, exit map will be used far more often than go to hideout.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Just curious. The Master is slated to go on rotation tomorrow, is this the last test patch we'll be seeing or...?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Thought it was odd when I couldn't buy the Trick or Treat Bags, and I still find it odd when I can't buy the new C-Store items, I'm not sure if this is simply by intent or if it might indicate some sort of possible glitch in the PTS build that might have ramifications later. In case of the latter, I'll just point out that:

    I don't see any of the Halloween Event items I expect to see available on the PTS build, including the Trick or Treat Bags that were available on Live for quite a while before.
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