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PTS update FC.22.20111114a.3

Archived PostArchived Post Posts: 1,156,071 Arc User
edited November 2011 in PTS - The Archive
PTS update FC.22.20111114a.3
This build is scheduled to hit PTS by 8:00PM PST

The focus of this build is to test the changes made to Infernal Review, and the Infernal Archetype.
The following patch notes reflect what has changed to date.

Please format any bugs you find in the following format:
Bug
Where it happens
What happens


Here are the details of the Patch

Archetypes:
The Scourge: (New!) The Infernal Archetype is here!

Infernal Review.
  • Aspect of the Ethereal: New power! Functions like Aspect of the Infernal used to (grants stacks of Ethereal Strength when you attempt knocks).
  • Defile: Toxic debuff is now considered Debilitating Poison, which counts as a Poison.
  • Defile: Plague Bearer: Now applies Noxious Poison (same functionality as before but now counts as a Poison).
  • Defile: Bigger FX, especially R1.
  • Devour Essence: Damage restored to prior amount.
  • Devour Essence: Cost reduced ~2 Energy at activation, and ~1 Energy per period.
  • Devour Essence: Maximum maintain time increased to 4 seconds, up from 3.5 seconds.
  • Devour Essence: Phlebotomist: Now gains bonus healing when the target is affected by a Bleed or a Poison.
  • Epidemic: FX Should be cheaper, and scales for lower end systems.
  • Infernal Bolt: Now properly colored green.
  • Infernal Blast: Now refreshes all Poisons (Deadly, Noxious, Debilitating).
  • Lash: Now plays a new, more appropriate animation.
  • Lash: Now has a chance to apply Deadly Poison. Cost increased ~1.5 Energy.
  • Lash: Bonus damage per stack of Poison decreased to 2%, down from 3%.
  • Poison: Not red anymore.
  • Poisoned: Is now called Deadly Poison.
  • Venomous Breath: Infectious Bile: Now adds a 20% chance to apply Poison (40% vs Bleeding targets).
  • Venomous Breath: Rank-2 and 3 will properly track target.
  • Venomous Breath: Damage increased ~10%. Tap Cost increased ~4 Energy, Cost per period increased ~2.5 Energy. -
  • Venomous Breath: Paralytic Bile: Gains old functionality of Infectious Bile (chance to stun targets)
  • Vicious Cyclone: Cost has been reduced. Activation cost reduced ~5 Energy, cost per period decreased ~3.5 Energy.
  • Vicious Cyclone: Now has a chance to apply Deadly Poison.
  • Vicious Cyclone: Bonus damage per stack of Poison decreased to 2%, down from 3%.
  • Vile Lariat: Now plays a new, more appropriate animation.
  • Vile Lariat: Now has a chance to apply Deadly Poison. Cost increased ~1 Energy.
  • Vile Lariat: Bonus damage per stack of Poison decreased to 2%, down from 3%.

Celestial:
  • Celestial Conduit: Removed the Emit Point drop down menu from this power because it does not support emit points

Martial Arts:
  • Form of the Tiger: Rage of the Beast: The description of this power has been changed to reflect that it applies the Enraged buff. This is only a description change.

Might:
  • Havoc Stomp: Now properly Categorized in the powers window as a close area attack.
  • Iron Chain: Now plays a new, more appropriate animation.
  • Iron Chain: Damage increased ~5%. Cost increased ~1 Energy.
  • Iron Cyclone: Cost has been reduced. Activation cost reduced ~5 Energy, cost per period decreased ~3.5 Energy.
  • Iron Cyclone: Chance to Knock has been increased.
  • Iron Lariat: Now plays a new, more appropriate animation.
  • Iron Lariat: Damage increased ~7%.
  • Might: Thunderclap: Collateral Damage: This power now works as intended. Melee Crushing damage is now applied up to a 10 foot range (up from 7) and the Ranged Sonic Damage is now only applied in the outer 5 feet (down from 8).

Telekinesis:
  • Ego Reverberation: This power now correctly reads as "Ego Reverberation" in the combat log. This is just a combat log change.

Travel:
  • Superspeed: Impact: The ticks of this power can no longer be considered a crit, which had no direct effect on the ability itself, but could proc other things looking for crits.

Pulp Costume Set:
  • Fixes for Pulp costume set issues - Aviator scarf back side option added, Aviator jacket textures and material flags fixed. Military jacket pattern fixed, and and weapons adjusted for fingers to match finger guards

Content:
  • Mega Terak: No longer applies PBAoE Extreme when he dies.

UI:
  • Mini-map New Feature: The clock will automatically move to the top or bottom of the mini-map frame based on the position of the mini-map in the screen.
  • Mini-map Fix: The clock tooltip will now disappear when not mousing over the clock.


Critters:
  • The Amulet Blast power used by several DEMON members will now properly provide Knock Resistance.
  • The quick throw Frag Grenade power (the one that does not provide a tell) that several critters use will now just perform a Repel, rather than a Knock Back.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    NisDiddums wrote:
    PTS update FC.22.20111114a.3
    This build is scheduled to hit PTS by 8:00PM PST

    The focus of this build is to test the changes made to Infernal Review, and the Infernal Archetype.
    The following patch notes reflect what has changed to date.

    Please format any bugs you find in the following format:
    Bug
    Where it happens
    What happens


    Here are the details of the Patch

    Archetypes:
    The Scourge: (New!) The Infernal Archetype is here!

    Infernal Review.
    • Aspect of the Ethereal: New power! Functions like Aspect of the Infernal used to (grants stacks of Ethereal Strength when you attempt knocks).
    • Defile: Toxic debuff is now considered Debilitating Poison, which counts as a Poison.
    • Defile: Plague Bearer: Now applies Noxious Poison (same functionality as before but now counts as a Poison).
    • Defile: Bigger FX, especially R1.
    • Devour Essence: Damage restored to prior amount.
    • Devour Essence: Cost reduced ~2 Energy at activation, and ~1 Energy per period.
    • Devour Essence: Maximum maintain time increased to 4 seconds, up from 3.5 seconds.
    • Devour Essence: Phlebotomist: Now gains bonus healing when the target is affected by a Bleed or a Poison.
    • Epidemic: Should be cheaper, and scales for lower end systems.
    • Infernal Bolt: Now properly colored green.
    • Infernal Blast: Now refreshes all Poisons (Deadly, Noxious, Debilitating).
    • Lash: Now plays a new, more appropriate animation.
    • Lash: Now has a chance to apply Deadly Poison. Cost increased ~1.5 Energy.
    • Lash: Bonus damage per stack of Poison decreased to 2%, down from 3%.
    • Poison: Not red anymore.
    • Poisoned: Is now called Deadly Poison.
    • Venomous Breath: Infectious Bile: Now adds a 20% chance to apply Poison (40% vs Bleeding targets).
    • Venomous Breath: Rank-2 and 3 will properly track target.
    • Venomous Breath: Damage increased ~10%. Tap Cost increased ~4 Energy, Cost per period increased ~2.5 Energy. -
    • Venomous Breath: Paralytic Bile: Gains old functionality of Infectious Bile (chance to stun targets)
    • Vicious Cyclone: Cost has been reduced. Activation cost reduced ~5 Energy, cost per period decreased ~3.5 Energy.
    • Vicious Cyclone: Now has a chance to apply Deadly Poison.
    • Vicious Cyclone: Bonus damage per stack of Poison decreased to 2%, down from 3%.
    • Vile Lariat: Now plays a new, more appropriate animation.
    • Vile Lariat: Now has a chance to apply Deadly Poison. Cost increased ~1 Energy.
    • Vile Lariat: Bonus damage per stack of Poison decreased to 2%, down from 3%.

    Thank you immensily for listening to us about the lack of skills that could appy poison aswell as adding in that new Aspect of the Ethereal, as it will stop people's builds from just being trashed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    NisDiddums wrote:
    Content:
    • Mega Terak: No longer applies PBAoE Extreme when he dies.

    So you removed a debuff that no longer works....

    If you are going to waste your time with that, why not remove it from the other mobs who apply it as well?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    NisDiddums wrote:
    Pulp Costume Set:
    • Fixes for Pulp costume set issues - Aviator scarf back side option added, Aviator jacket textures and material flags fixed. Military jacket pattern fixed, and and weapons adjusted for fingers to match finger guards

    Critters:
    • The Amulet Blast power used by several DEMON members will now properly provide Knock Resistance.
    • The quick throw Frag Grenade power (the one that does not provide a tell) that several critters use will now just perform a Repel, rather than a Knock Back.

    Nice to see 1) Longstanding bugs (DEMON knocks) and Quality of Life improvements (the non-tellable knock via Frag Grenades are going away), and 2) You guys fixing bugs on recently released C-Store Costume Packs (that I didn't even know about).

    Any chance you can work on a few more while you're there? *points to sig*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    NisDiddums wrote:
    The Scourge: (New!) The Infernal Archetype is here!
    1. Aspect of the Ethereal: New power! Functions like Aspect of the Infernal used to (grants stacks of Ethereal Strength when you attempt knocks).
    2. Superspeed: Impact: The ticks of this power can no longer be considered a crit, which had no direct effect on the ability itself, but could proc other things looking for crits.

    So, let me get this straight:
    1) The new "Aspect" for the Infernal AT is no longer going to be called "Infernal"? :confused:
    2) Super Speeds +Advantage is now completley useless, despite it being a bug :rolleyes:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    So, let me get this straight:
    1) The new "Aspect" for the Infernal AT is no longer going to be called "Infernal"? :confused:
    2) Super Speeds +Advantage is now completley useless, despite it being a bug :rolleyes:
    Impact has always been worthless, but before this fix you could use it to maintain 8 stacks of FotT focus OOC. Though that is of course not the only method; it was to my knowledge the only exploitable one.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    I like the current concept suggestion for the Infernal.

    "THINGS"

    It's somehow appropriate.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Hm... only i think that all charged holds should be remade to work on taps? (but added a cooldown instead, considering how op bindings of aratron currently are)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    [BUG] - When trying to remove powers in the powerhouse (with enough money), this is the result.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Great job though I am surprised Devour Essence is getting a straight buff.

    Interesting trick to make the Infernal Blast useful. I'd still rather remove the 0 rank entirely and merge it, and its requirements, with 1, but cool.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Bug: venomous breath doesn't proc aspect of the infernal (this was R2 plus advantage)

    Bug: AotI can stack past 5 by zoning.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Bug: Aspect of the Infernal can stack past five stacks if you zone and build more stacks
    Where it happens: Anywhere you build stacks of AotI and then zone
    What happens: If you have five stacks of AotI on you, from poisoning things, and you swap to a new zone or instance, and start poisoning things again fast enough, you can get another five stacks per zone.


    Haven't tried with the other Aspect yet.

    Edit: Thank you Panta. :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    These buffs to Venomous Breath and Vile Cyclone please my Infernal tank very much.

    Faster Aspect stacking? Check.
    Stronger Breath things? check.
    Being even more possible to full maintain Vile Cyclone without Int? Oh god yes check.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Just minor comments:

    1. Still hate the Epidemic Animation, but after 3 patches I doubt you care.

    2. The FX on Aspect of the Ethereal is PATHETIC. When you go from having your character basically covered in toxic fire to having a barely visible ribbon of energy circling you, it changes the entire make up of your character's idea.

    3. Also, on Aspect of the Ethereal, is there anyway we could just take away the toxic damage bonus and allow for powers that do knocks besides the Inferal Chains to get the Ethereal Strength Stacks? This power would go well with Force and TK builds, but at minor help because of the lack of the damage modification of the base toggle.

    4. Love the new Icons for some of the Infernal Powers, wish Epidemic actually looked like its icon. *hint hint, nudge nudge, bash, smash, impale*

    5. Again, very glad you changed alot of the powers to include the poison mechanic. Also, because it now refrehses the poison stacks, Infernal Blast seems like a better power.

    Addendum: The Aspect of the Ethereal animation starts at the botton of the character, not at the feet. Meaning if that if the character is horizontal in flight, the animaion happens completely below the character, not attached to them at all.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Bug: Devour Essence adv Phlebotomist makes the healing ONLY 150%, not additional 150%

    Tested at R2 + adv, and doing a bleed then, trying a poison. Poisoning actually seems to make Phlebotomist do less damage, no matter how many stacks of poison are on the target.

    Now, R3 DE seems to be doing about the same healing as R2 + Phleb. And, that being right around between what the bleeding vs poisoned target was returning.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    I'm still very underwhelmed by Epidemic. Vicious Cyclone does more damage per tick, still has a chance to apply poison, has a larger AoE and has knockdowns. Sure you can't move with Vicious Cyclone, but with a 25 foot sphere moving is rarely needed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    BUG: Soul Mesmerism is not using it's original default color.
    NisDiddums wrote:
    • Aspect of the Ethereal: New power! Functions like Aspect of the Infernal used to (grants stacks of Ethereal Strength when you attempt knocks). Celestial:

    Suggestion: Shifting Aspect of the Ethereal to being a general Supernatural power. Allowing Bestial and Hybrid (Bestial+Infernal) Supernatural builds with Bestial Fury as the EB to gain access to it earlier.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    BUG: Soul Mesmerism is not using it's original default color.



    Suggestion: Shifting Aspect of the Ethereal to being a general Supernatural power. Allowing Bestial and Hybrid (Bestial+Infernal) Supernatural builds with Bestial Fury as the EB to gain access to it earlier.

    It's better not to mix bestial + infernal more, bestial would look better in brick power tree imo >.>
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Kien. wrote:
    It's better not to mix bestial + infernal more, bestial would look better in brick power tree imo >.>

    To each his or her own.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Yay, DE got a buff instead of a nerf. Thanks Ame. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    mirth81 wrote:
    Yay, DE got a buff instead of a nerf. Thanks Ame. :)

    Not that i needed a buff, but i'm happy that our protests against the nerf have been heared ;)


    Ahh .. and somebody also finally listended to my begging for lowering the energy cost of Cyclone :cool:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Suggestion: Shifting Aspect of the Ethereal to being a general Supernatural power. Allowing Bestial and Hybrid (Bestial+Infernal) Supernatural builds with Bestial Fury as the EB to gain access to it earlier.

    I like this idea. Then it'd be kind of like a Slashing/Infernal alternative to Aggressor or something.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Beldin2 wrote:
    Not that i needed a buff, but i'm happy that our protests against the nerf have been heared

    I think he decided that Cheese goes very well with Whine... :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Haven't got to test the recent Infernal changes, but did find out that Epidemic still murders my frame rate but it's atleast tolerable now.

    Also three totally useless bits of info:

    1) The Halloween Costume set is still not on test but EVERYTHING else is. (The recent werewolf and vampire one)
    2) Finding Reggie and never returning him in the tutorial will not let you turn the quest in with the imposter cat lady in the city (some imposter! wont even take 'her' own cat)
    3) If you are in the tutorial, you can go to a penthouse hideout, from there if you have the pre order hover boots, you can fly off the balcony until you get the zone to MC option and bypass the tutorial.

    And will Form of Tiger / Form of Swordsman ever see the respect weapon geo thing that the other two got?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ryko_Nailo wrote:
    3) If you are in the tutorial, you can go to a penthouse hideout, from there if you have the pre order hover boots, you can fly off the balcony until you get the zone to MC option and bypass the tutorial.

    So do you end up as level 1 in MC proper?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Yay! My faith in you guys is again proved right :D These changes are so exciting! I'll have to check them out...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ryko_Nailo wrote:
    3) If you are in the tutorial, you can go to a penthouse hideout, from there if you have the pre order hover boots, you can fly off the balcony until you get the zone to MC option and bypass the tutorial.
    mirth81 wrote:
    So do you end up as level 1 in MC proper?

    Well, I've seen a person WTS a Level 2 Dark Speed. Now, we know how he did it. So, I'd say YES, in answer to your question.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    So... previously Devour Essence was being considered for a nerf, but now it's gettting a buff? What happened between now and then besides the complaining? I remember talk of spreadsheets and power balance... were you guys reading your sheets wrong? I'm kind of curious as to why it suddenly swung the other way.

    It's not a power I use so it doesn't really affect me either way. I don't want to complain about buffs, but if it was buffed just because of all the complaints that's not the right way to do things.

    Other than that, the Infernal update is looking pretty good and it's nice to see that the might chain attacks are getting buffed as well.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ryko_Nailo wrote:
    Haven't got to test the recent Infernal changes, but did find out that Epidemic still murders my frame rate but it's atleast tolerable now.

    Also three totally useless bits of info:

    1) The Halloween Costume set is still not on test but EVERYTHING else is. (The recent werewolf and vampire one)
    2) Finding Reggie and never returning him in the tutorial will not let you turn the quest in with the imposter cat lady in the city (some imposter! wont even take 'her' own cat)
    3) If you are in the tutorial, you can go to a penthouse hideout, from there if you have the pre order hover boots, you can fly off the balcony until you get the zone to MC option and bypass the tutorial.

    And will Form of Tiger / Form of Swordsman ever see the respect weapon geo thing that the other two got?


    1) None of the halloween costumes are on PTS. Including the old ones.
    2) It's a tutorial mission and the contact to return it in to is there. Missions work the same way for Canadian Crisis and Desert Disaster. Even if the same contact is in the proper zone, turning it in will not work. This is why at the end of each of those crisis it asks you if you turned in all your missions because you will not be able to go back. This has been like this since before day 1.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Lohr wrote:
    2) It's a tutorial mission and the contact to return it in to is there. Missions work the same way for Canadian Crisis and Desert Disaster. Even if the same contact is in the proper zone, turning it in will not work. This is why at the end of each of those crisis it asks you if you turned in all your missions because you will not be able to go back. This has been like this since before day 1.

    Gonna have to disagree with this one here, Lohr.

    Prior to F2P, you could return to the Desert Disaster or dig out to non-Crisis Desert. Either way, you could always turn in this mission to either Kaufman, Crisis or non-Crisis Desert. It still works this way now.


    But, the mission he cites, Reggie and the Cat lady, doesn't work this way BECAUSE, the MC cat lady is (SPOILER ALERT) NOT the actual Cat Lady.

    Of course, I haven't tried completing some of the other Desert Crisis missions, then head over to non-Crisis Desert to try turning them in.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    So... previously Devour Essence was being considered for a nerf, but now it's gettting a buff? What happened between now and then besides the complaining? I remember talk of spreadsheets and power balance... were you guys reading your sheets wrong? I'm kind of curious as to why it suddenly swung the other way.

    As I alluded to in previous posts, the initial change was a tweak to "fix" the spreadsheets so that they match up with what they want by default. We have a whole bunch of values we plug in, and it spits out damage and cost. However, this method is not perfect. It gets us to a good baseline from which we can make tweaks from. Originally, all powers just used whatever value the spreadsheets spit out, and in many cases that is still the right value for a power. However, we have enough powers that are unique, or have one special thing about them that don't work with the default costing methods. In these cases, we get them to the baseline, then do lots of comparisons to other powers and playtesting with that power and other powers similar to it to get a feel for where it should be.

    The initial damage reduction was because this is what the spreadsheets said it should be. After evaluating the power directly, we felt the previous damage level was fine, and that the only problem we really had with it was that it cost a little bit more than it should. The change to max maintain time was just a bug fix, though it does provide a small buff.

    While all powers being able to be directly balanced via a spreadsheet would make job my easier, it is just not the case. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    WarCan wrote:
    Gonna have to disagree with this one here, Lohr.

    Prior to F2P, you could return to the Desert Disaster or dig out to non-Crisis Desert. Either way, you could always turn in this mission to either Kaufman, Crisis or non-Crisis Desert. It still works this way now.

    Are you talking about the very last mission?

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

    Because you are supposed to turn it into the contact post crisis. So that one works correctly. If its supposed to be returned to a contact inside the crisis then it will not work outside the crisis. I assume based on what you are saying that if its supposed to be returned outside the crisis, then it can probably be returned inside the crisis.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ame wrote:
    While all powers being able to be directly balanced via a spreadsheet would make job my easier, it is just not the case. :)

    Finally you admit it!!:p

    On a side note. If I remember correctly the next framework to be reviewed is PA. Considering that Wind and Earth are in to works does that mean that PA will come after Wind/Earth are done or will it come once Infernal is done together with Wind/Earth?:confused:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Lohr wrote:
    Are you talking about the very last mission?

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

    Because you are supposed to turn it into the contact post crisis. So that one works correctly. If its supposed to be returned to a contact inside the crisis then it will not work outside the crisis. I assume based on what you are saying that if its supposed to be returned outside the crisis, then it can probably be returned inside the crisis.

    Actually, I think I erred.

    Before F2P, you could RETURN TO DESERT CRISIS from this mission (don't "Dig out"). Don't turn it in to Crisis Kaufman. Take the chopper to Crisis Canada and do that arc. Finish Crisis Canada and exit to regular Canada. THEN, you can turn in Radiation Domination, getting awarded the completion of both Crises.

    So, I think, YOUR original statement IS correct. My recollection of events was fuzzed. Sorry.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Lohr wrote:
    Are you talking about the very last mission?

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

    Because you are supposed to turn it into the contact post crisis. So that one works correctly. If its supposed to be returned to a contact inside the crisis then it will not work outside the crisis. I assume based on what you are saying that if its supposed to be returned outside the crisis, then it can probably be returned inside the crisis.

    I've both turned in missions from the Desert Crisis to the post-crisis version of the contact (I think one of the Kaufman missions...it has been a while), and also filed a report concerning a mission that couldn't be turned in and was "left hanging". However, I'm not sure how things stand after the Crisis changes.

    Aside from what has been done before and what hasn't, I'll simply say on the matter of "hanging" mission completions: in my opinion, any missions that can be bypassed and a player can't go back and turn in, should be able to be turned in to a "regular" version of the mission's contact, perhaps with some specific flavor text to discuss turning in an old/superseded mission (that officer, general maybe?, under the rock in the desert could have it flavored like war story reminiscence, for example). I think this is a good clean up mechanism in general, something I've found cumbersome in the past, and an opportunity for some flavor text to change what is currently a pitfall that can leave "hanging" missions into an enhanced atmospheric touch while exhibiting attention to detail and conveying a higher degree of polish.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Nightrod wrote:
    Finally you admit it!!:p

    On a side note. If I remember correctly the next framework to be reviewed is the PA. Considering that Wind and Earth are in to works does that mean that PA will come after Wind/Earth are done or will it come once Infernal is done together with Wind/Earth?:confused:

    It will be after Wind and Earth.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ame wrote:
    It will be after Wind and Earth.

    Bummer.....lol

    Oh well I guess it gives you guys more time to work/think about it. I would argue that it's one of the more :confused: powersets when it comes to how to handle the review.

    Oh and the tool you mentioned you are developing that would deal with swapping auras/animations? would/could/does it also allow for the sound to be changed?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Bug?: Bite: Furor Venom. Still applying infection. It should apply poison now, yes?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ame wrote:
    As I eluded to in previous posts, the initial change was a tweak to "fix" the spreadsheets so that they match up with what they want by default. We have a whole bunch of values we plug in, and it spits out damage and cost. However, this method is not perfect. It gets us to a good baseline from which we can make tweaks from. Originally, all powers just used whatever value the spreadsheets spit out, and in many cases that is still the right value for a power. However, we have enough powers that are unique, or have one special thing about them that don't work with the default costing methods. In these cases, we get them to the baseline, then do lots of comparisons to other powers and playtesting with that power and other powers similar to it to get a feel for where it should be.

    The initial damage reduction was because this is what the spreadsheets said it should be. After evaluating the power directly, we felt the previous damage level was fine, and that the only problem we really had with it was that it cost a little bit more than it should. The change to max maintain time was just a bug fix, though it does provide a small buff.

    While all powers being able to be directly balanced via a spreadsheet would make job my easier, it is just not the case. :)

    ALLUDED

    Another freudian slip?;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    WarCan wrote:
    ALLUDED

    Another freudian slip?;)

    I'm gonna go with "lack of sleep."
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ame wrote:
    It will be after Wind and Earth.

    ;_;

    Oh well. Long awaited Earth set can delay the PA review, I suppose. :( Totally understandable.

    ... but still, :(.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ame wrote:
    ...
    While all powers being able to be directly balanced via a spreadsheet would make job my easier, it is just not the case. :)

    On a related note, if there are two powers that are very similar (# targets, range, activation, lockdown), but one significantly under-performs in both DPS and DPE, is there an optimal way to report that?

    Example (#s per co wiki, I can't double-check at the moment):

    Snapshot
    126 dmg, single-target, 14 energy, .5s (tap only), 100', not self rooting,
    special: +25% vs targets < 25% health

    Shuriken Throw:
    179 dmg, single-target, 15 energy, .5s (tap only), 100', not self-rooting
    special: knockdown (max 1/5s)
    special: melee str bonus
    special: buffed by Brawler

    I know it's not reasonable to expect you guys to respond to a lot of theoretical spreadsheet discrepancies, but I feel that's a slam dunk. And it significantly impacts Archery, which has few single-target damage attacks (Straight Shot is actually worse, but has a charge and a better adv)



    edit: I will accept "Ask again after Earth and Wind join Fire"
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    ;_;

    Oh well. Long awaited Earth set can delay the PA review, I suppose. :( Totally understandable.

    ... but still, :(.
    HELLO, YES, THIS IS DOG, GIVE ME ROCKS AND AIRY POWER

    Can't wait for earth and wind!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011

    Dat. Dog.

    *AHEM*
    On a related note, if there are two powers that are very similar (# targets, range, activation, lockdown), but one significantly under-performs in both DPS and DPE, is there an optimal way to report that?

    "Optimal" would be strong, but this is certainly a valid way to do so. In general, these specific issues would get brought up during framework reviews, but they don't happen nearly as quickly as we would like to be able to handle all such issues. As for this specific issue... I have a note somewhere that says something like "Why is Snap Shot so sad compared to Shuriken Throw?" so it is definitely something we are aware of.

    Sadly, it is not just a simple spreadsheet issue. It is a complicated spreadsheet issue. One which will get addressed (and may result in buffs to some click powers, while others get nerfed), but one that will take a fair amount of analysis to make.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ame wrote:
    ...
    "Optimal" would be strong, but this is certainly a valid way to do so. In general, these specific issues would get brought up during framework reviews, but they don't happen nearly as quickly as we would like to be able to handle all such issues. As for this specific issue... I have a note somewhere that says something like "Why is Snap Shot so sad compared to Shuriken Throw?" so it is definitely something we are aware of.

    Sadly, it is not just a simple spreadsheet issue. It is a complicated spreadsheet issue. One which will get addressed (and may result in buffs to some click powers, while others get nerfed), but one that will take a fair amount of analysis to make.

    Thank you for the response.

    I get that it's something you may not want to tread into, and I wish there was some middle-ground.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    I am very happy to have more ways to apply poison other than the 2 (or 3) new powers from before. I am especially pleased to have my older powers changed. In fact, I may not need to respec my Infernal build at all.

    Consider this customer satiated.

    Thank you.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    I know it's not reasonable to expect you guys to respond to a lot of theoretical spreadsheet discrepancies, but I feel that's a slam dunk. And it significantly impacts Archery, which has few single-target damage attacks (Straight Shot is actually worse, but has a charge and a better adv)
    "

    I would stick in the category of "Archery as a whole underperforms"

    This makes my pixie sad as she's pretty close to pure archery (and leveled to 40 using archery...cuz I'm a masochist).

    Anyway, back on infernal stuffs but related to the compare one power to another

    Vicious Cyclone vs Epidemic. Cyclone has wider area, knocks, doesn't blind you with FX, and decent damage. Even if you fixed all that, the two powers would end up being somewhat redundant within the set. So, I'm gonna repeat my suggestion to make Epidemic a targeted maintain AoE (like avalance, conflag, etc) that uses toxic damage and chance to poison. This also gives you some idea of what kind of damage Epidemic should do as it should be in line with Conflag (which is an awesome power, btw).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Xavori wrote:
    So, I'm gonna repeat my suggestion to make Epidemic a targeted maintain AoE (like avalance, conflag, etc) that uses toxic damage and chance to poison. This also gives you some idea of what kind of damage Epidemic should do as it should be in line with Conflag (which is an awesome power, btw).

    How come so many people seem to want to take away miss stinky's chance of having her super stinky explosion power? :(
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