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PTS update FC.22.20111114a.4

Archived PostArchived Post Posts: 1,156,071 Arc User
edited November 2011 in PTS - The Archive
PTS update FC.22.20111114a.4
This build is scheduled to hit PTS by 8:00PM PST

The focus of this build is to test the following changes to Infernal Review.
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

UI:
  • Mini-map: Removed inner shadow effect on the map terrain area edges of the new mini-map(based on community feedback).
  • Team Duel UI: Initial layout and appearance pass.

Content:
  • Gingerbread cookies no longer have a timer on them.

Archetype:
  • The Scourge: Descriptions added to character creation screen.

Infernal:
  • Various descriptions updated to match poison changes.
  • Epidemic: Updated description and tooltip to reflect recent changes.
  • Epidemic: Now has a 25 foot radius, up from 15 feet. (NOTE: The FX for this power are still undergoing revisions to match this change, and will be included in the next patch)
  • Epidemic: Initial damage starts lower, and rapidly increases as the power is maintained.
  • Epidemic: Costing has been reworked. Now costs ~18.5 Energy per period.
  • Deadly Poison: Damage now scales with damage buffs (forms, super stats, etc)
  • Defile: Updated description and auto description.
  • Infernal Blast: Updated description and auto description.
  • Infernal Blast: Virulent Propagation: Now spreads all types of Poison. If the target has 3 types of Poison on them, 3 additional blasts will shoot out of your target randomly spreading the 3 kinds of Poisons. All targets hit have the durations of all Poisons on them refreshed.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    NisDiddums wrote:
    Infernal Blast: Virulent Propagation: Now spreads all types of Poison. If the target has 3 types of Poison on them, 3 additional blasts will shoot out of your target randomly spreading the 3 kinds of Poisons. All targets hit have the durations of all Poisons on them refreshed.
    I...

    That's just awesome!

    Edit: Still no werewolf/vampire set on test? WHYYYYYYYYYYY? I want to test the arm flap thing on several costumes before I buy it on live.....
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    NisDiddums wrote:
    [*]Infernal Blast: Virulent Propagation: Now spreads all types of Poison. If the target has 3 types of Poison on them, 3 additional blasts will shoot out of your target randomly spreading the 3 kinds of Poisons. All targets hit have the durations of all Poisons on them refreshed.[/list]

    Amazing! :D But It'll only spread with all three poisons on them? Why not just let it spread if poison is in place period? Then if there's a new type, it gains an extra target up to the three poisons? Or is that too much?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Blu8 wrote:
    Amazing! :D But It'll only spread with all three poisons on them? Why not just let it spread if poison is in place period? Then if there's a new type, it gains an extra target up to the three poisons? Or is that too much?

    lol he said "IF has 3 types of poisons" probably stated as an example. i interpret that as him saying that "if they have one, that one spreads, if they have 2 etc etc etc." but without going into the detail.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    NisDiddums wrote:
    ...
    UI:
    • Mini-map: Removed inner shadow effect on the map terrain area edges of the new mini-map(based on community feedback).
    ...

    Was there really feedback about the inner "dimming" effect and wanting it gone? I guess I didn't recognize or notice it, but I preferred the minimap with it: it helped establish separation of the minimap to me with such a thin border, both on direct inspection and sort of "subliminally" as I move around, and maintains a context of a "zoomable" view, and does this without necessarily obscuring the dimmed section. What was the complaint exactly?


    Actually, I thought the "-" and "+" under the minimap seemed extraneous for my usage case with that type of hinting, and while imagining someone without a mousewheel might use them (I didn't think game pad users would find them useful instead of some sort of direction-pad-bind or button-qualified combination defined for minimap control) I thought if they really were necessary they might benefit from a magnifying and shrinking motif instead of being plain blue buttons.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Can you look at the Mini-map's complete lack of zoom out while indoors? Outdoors it's just fine - but indoors it can't zoom out worth a darn to make it remotely useful.

    Example: In the Powerhouse, in the Training Dummy room, the max zoom out distance under default mini-map size is barely 4 tiles (horizontally - vertically is less than 3). That's only about 75ft in game terms (and under 50ft vertically). What use is it if you're constantly using the main map to figure out where to go and where you've been?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Bug
    When Team Dueling
    Under unknown circumstances, (my best guess based on what happened was someone left team while team was dueling) it is possible to bug out Team Duels window so that it will not go away after the duel is over.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Althar wrote:
    lol he said "IF has 3 types of poisons" probably stated as an example. i interpret that as him saying that "if they have one, that one spreads, if they have 2 etc etc etc." but without going into the detail.

    ah ok, thanks lol
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Are there any fixes coming along for the chaos that is the 'Mission Tracker/Open Missions/PvP' thing? Say, automagically resizing the Mission Tracker portion to accommodate the Open Mission/PvP section as required? Perhaps even have it scroll with a very slight/invisible scrollbar? Because these Open Mission/PvP objectives frame can approach and, in some cases, exceed the size of the default mission tracker.

    Also, in Whiteout, cutscenes reset the state of the Mission Tracker so if you have it rolled up, after the cutscene, its unfurled again.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    I'm liking the Epidemic changes. Only two things keep it from being truly amazing.

    The Outbreak advantage seems useless. Faster Poison stacking and a shorter maintain duration to stack Poison faster isn't worth losing an additional 20% base damage. In long fights the Poison stacks will be maxed at 10 regardless. In shorter fights it doesn't matter because the mobs will be dead long before 10 stacks of Poison. Unless I'm missing something there isn't a situation where Outbreak is advantageous given the opportunity cost.

    The graphical effect greatly obscures vision. Hopefully with the revised FX it will be easier to see the mobs inside the AoE.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    • Infernal Blast: Virulent Propagation: Now spreads all types of Poison. If the target has 3 types of Poison on them, 3 additional blasts will shoot out of your target randomly spreading the 3 kinds of Poisons. All targets hit have the durations of all Poisons on them refreshed.

    Bug: The extra blasts are not hitting the targets closest to your target. In multiple attempts I couldnt even get the blasts to hit the targets closest to the one I was aiming at. The extra hits would fly across a good 25 foot range to hit Training Dummies across the arena.

    Please change this so that the blasts aim at nearby foes first.

    Toxic Nanites is not applying in conjunction with Poison. Poison negates it and only the Poison is applied. Also, Toxic Nanites is not being applied on Maintain or AoE attacks. In general, you have borked the power.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Minor question/suggestion.

    Is it possible to get the 'tentacle pull'' that the new mobs in whiteout have? Would be nice to yank something to melee range to devour essence them and the npc version was toxic damage... Or is it one of those 'only works with npcs' sorta graphic things?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ryko_Nailo wrote:
    Minor question/suggestion.

    Is it possible to get the 'tentacle pull'' that the new mobs in whiteout have? Would be nice to yank something to melee range to devour essence them and the npc version was toxic damage... Or is it one of those 'only works with npcs' sorta graphic things?

    I think a better long term solution would be to give us graphic skin options ala pets for existing powers.

    For example, in your case you could take vile lariat which pulls your target in close, but then reskin it to a tentacle instead of a chain. Other options could include the existing lasso, a vine of some kind, or an energy beam.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Question! Ame, is the Scourge AT going to premium (aka free for gold, purchase for silver)?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Xavori wrote:
    I think a better long term solution would be to give us graphic skin options ala pets for existing powers.

    For example, in your case you could take vile lariat which pulls your target in close, but then reskin it to a tentacle instead of a chain. Other options could include the existing lasso, a vine of some kind, or an energy beam.

    The problem is its not just a graphics change because they would have to rework the sound coding aswell. Otherwise you get a Chain sound with a Vine.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Bug: Supernatural Bestial: Bite: Furor Venom Advantage - This is still applying applying "Infection." It should apply a poison now, yes?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Could we get special advantages on some skills in other trees applying poison like "Viper Fang : Spitting Cobra" advantage does?
    I was thinking about Archery Snap Shot, Single blade, Dual blade, and maybe Munition 2GM.

    To create some plausible outside synergies with the infernal set itself?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ambrecombe wrote:
    Could we get special advantages on some skills in other trees applying poison like "Viper Fang : Spitting Cobra" advantage does?
    I was thinking about Archery Snap Shot, Single blade, Dual blade, and maybe Munition 2GM.

    To create some plausible outside synergies with the infernal set itself?

    That was kinda going along with what I said. Would Poison apply to Gas Arrow or the non functioning Toxic Nanites, or should these remain seperate Toxic DoT's?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ambrecombe wrote:
    Could we get special advantages on some skills in other trees applying poison like "Viper Fang : Spitting Cobra" advantage does?
    I was thinking about Archery Snap Shot, Single blade, Dual blade, and maybe Munition 2GM.

    To create some plausible outside synergies with the infernal set itself?

    Better choices would be gas arrow, toxic nanites, and the like as they are already toxic damage.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    In all honesty, I have no problem with Gas Arrow turning Poison, but Toxic Nanties would add double Toxic DoT if it remains its own.

    But they need to fix the damn thing
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Roadwulf wrote:
    In all honesty, I have no problem with Gas Arrow turning Poison, but Toxic Nanties would add double Toxic DoT if it remains its own.

    But they need to fix the damn thing

    No, poison on application, DoT on its own. Damage + a single application of poison isn't out of line with other powers. Heck, compared to some it'd be weaker, especially since the DoT part doesn't have shield penetration, and hence, just gets ignored by IDF - Invuln toons.
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