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PTS update FC.22.20111114a.5

Archived PostArchived Post Posts: 1,156,071 Arc User
edited December 2011 in PTS - The Archive
PTS update FC.22.20111114a.5
This build is scheduled to hit PTS by 3:00PM PST

The focus of this build is to test the following changes to Infernal Review, and additional powers updates.

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


Here are the details of the Patch

Infernal:
  • Condemn: Effects more color consistent; hue-shifts better.
  • Epidemic: Effects updated
  • Pestilence: Debuff is now Personal.
  • Venomous Breath: Damage variance reduced from 20% to 7.5%.
  • Supernatural Power: Energy grant should now be more responsive, and should always grant Energy when a power activation reduces your current Energy below the stated threshold.
  • Supernatural Power: Energy return now triggers at 15%, up from 10%.
  • Supernatural Power: The amount of Energy returned now scales with your Recovery.
  • Supernatural Power: Should no longer count as 2 powers for the purposes of unlocking some powers.
  • Infernal: Rebirth: Base Recharge Time reduced to 5 minutes, down from 10 minutes.
  • Infernal: Rebirth: Buff/Debuff applied upon resurrection now lasts 20s, down from 30s. Damage dealt changed to 5% of your maximum health, instead of a flat number. Health gained when defeating an enemy increased substantially.
  • Condemn: Radius changed to 8-15 feet, up from 6-10 feet.
  • Condemn: Now applies Deadly Poison to targets that are not currently affected by it, and has a 10% chance to apply to any target that is currently affected by Deadly Poison.
  • Condemn: Cost increased ~2 Energy at tap, and ~4.5 Energy at full charge.
  • Condemn: Now has access to the Nailed to the Ground Advantage.
  • Crippling Coils: Now has access to the Nailed to the Ground Advantage.
  • Locust Swarm: Damage once again properly stops when the Paralyze is broken.
  • Locust Swarm: Festering Bites: (New) This advantage grants your Locust Swarm a chance to apply Deadly Poison every time it deals damage.
  • Defile: Animations have been changed.

Sorcery:
  • Circle of Arcane Power: Will no longer provide you with multiple stacks of Energy Form. This should have no noticeable effect, except that it will no longer display additional buff stacks on you.
  • Circle of Arcane Power: The ticks provided by this power can no longer be Dodged.
  • Circle of Ebon Wrath: The ticks provided by this power can no longer be Dodged.
  • Circle of Radiant Glory: Now provides a buff icon while you are in it.

Claws:
  • Viper's Fangs: Spitting Cobra: Updated the description to match the updated Deadly Poison that this power now applies.

Celestial:
  • Vengeance: Radius changed to 8-15 feet, up from 6-10 feet.

UI:
  • Shared Bank Slots (Account Bank): Fixed the bug preventing the window to be re-sized.
  • Fonts bug fix: Fixed a bug that was causing all font color gradients to be displayed incorrectly. No color nor other font changes were made ONLY the way color gradients are drawn.
  • Improved the appearance of all windows title text.
  • Improved the appearance of the comic book 'flavor' text used in the contact window.
  • Improved the appearance of the comic book 'flavor' text used in the archetype selection screen.
  • Moved the semi-transparent background NPC portrait in the contact window so that it won't be overlapped by the flavor text panel.
  • Loot Window now remembers the position on the screen when moved.
  • Loot Window now is semi-transparent during combat.

General:
  • Disabled Team Dueling until a full functionality and UI pass is complete.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    EDIT: Poochie proves i'm an idiot. Carry on, good Devs. Carry on!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Lintymint wrote:
    The Nailed to the Ground on Crippling Coils seems very out of place, and without precedent. Not that it's a terrible idea, but wouldn't it make more sense to be on, say, Condemn? and that way Celestrial also gets a NttG carrier?
    Condemn gets it, too. ^^
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Aww, Epidemic's adv is still useless. Oh well, one less choice to make I guess.

    Also, I thought it was a feature of Locust Swarm that the damage continued after the hold was broken? The "fix" just makes the advantage even more worthless on an already useless power.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Huh. DoTs are only useful on supervillain-plus (anything smaller dies before a DoT pays off), so making the DoT break on the hold breaking makes it even more useless, since it makes the power useless on hold-immune targets. I propose that Locust Swarm should always apply its DoT (even against hold-immune targets), and that Crippling Coils should cause immediate bleeding on hold-immune targets.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Sound that reminds of clock ticking plays every time u stun someone

    And new emanation point for defile and epidamic animations = meh, completely killed all desire to take those powers now.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011

    Infernal Blast Emanation Points Misaligned
    Where: Anywhere.
    What: When Infernal Blast's emanation point is set to "Chest" or "Head" the blast fires from the pelvis at Rank 2 and 3. Still. I'm not joking. At Rank 1 it projects from the left knee.



    Aspect of the Ethereal
    Where: Anywhere.
    What: Ranks 2 and 3 of AotE only grant 1% bonus damage per stack granted. Should grant 1.5% and 2%, respectively.



    Iron Chain: Meteor Hammer
    Where: Anywhere.
    What: Charging Iron Chain with the advantage "Meteor Hammer" no longer increases damage dealt, as it always has, and as Lash still does with Meteor Hammer on it.




    The change in the Epidemic animation is unfortunate, as I liked the old one. The previous animation seemed to have massive impact on framerates for anyone viewing it, so I understand the change.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    NisDiddums wrote:
    [*]Locust Swarm: Damage once again properly stops when the Paralyze is broken.
    [*]Locust Swarm: Festering Bites: (New) This advantage grants your Locust Swarm a chance to apply Deadly Poison every time it deals damage.

    And just like that Locust Swarm went from "Meh" to "Almost Completely Useless". Seriously mez in this game stinks in almost every situation, single target ones ESPECIALLY so. The only somewhat exception is mez with damage since even when the mez breaks in a second, you atleast still get a little DoT but when the DoT expires when the mez is gone it more or less becomes a double slap to the face as you are now being denied mez AND damage. And while I'd say the new Adv would actually make the power go from 'Meh' to 'Good' but because of the first change it's just as worthless as the base power.

    Can we pleeeeeeeeeease reverse the whole idea on mez powers that if they break their 'side effects' break too? At this point the only reason to use mez IS those side effects. In teams mez will be broken faster then you could even charge and activate it, if it even would take effect, and that leaves soloingm which outside a handful of boss fights, is completely unneeded since most things die in a few seconds even without damage boosts and are no threat anyway.

    I'd rather see a whole overhaul of Mez, Knocks, and so on but that isn't going to happen so atleast trying to let SOME mez be useful in other ways would be good. And for Locust, that's as simple as let it always do damage even if it breaks. Tanglecoil Launcher too but that's not in this review....
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    When I read that the comic book "Flavor" text had been fixed I had hoped it meant the fun {action lines} had returned.

    An RPer can dream, though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Epidemic, Vicious Cyclone, Venomous Breath do not proc Supernatural Power.

    Infernal Blast emanates with no casting animation from just in front of the knees with any emanation point selected. Does not actually have the character doing any animation besides a semi-hunched over combat stance.

    Defile will sometimes appear to double cast at low energy.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    List of things not fixed from last patch:


    1. Toxic Nanites is still not appyling in conjunction with Poison. Poison cancels out its application.
    2. Infernal Blast's extra hits from its advantage are still not connecting to the closest targets.
    3. Toxic Nanites is still not appying on Maintains or Charged moves.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    On a side note... Epidemic's new graphical effect looks a bit odd while you maintain it and move around since the clouds follow your character yet don't after you stop maintaining the power. Is it possible to keep the clouds from following your character at all times?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    The change in the Epidemic animation is unfortunate, as I liked the old one. The previous animation seemed to have massive impact on framerates for anyone viewing it, so I understand the change.

    I second this :[ but I understand the reasons as well. It's so bleh looking tho.. just ugh. Oh wells, happens.

    EDIT:
    Rank 1 Epidemic isn't using an SFX. At least not on my computer.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ryko_Nailo wrote:
    Seriously mez in this game stinks in almost every situation,

    To be fair, click mezz (I. E. Thunderclap) and Mezz attached to a power that does decent damage in its own right (Dragon Uppercut, Dragon Kick, Chest Beam) is fairly decent. It's just that mezz abilities with long charge times don't gel well with CO's fast paced nature, for much the same reason they wouldn't work well in a fighting game. There's a good reason why Focus Attacks in Street Fighter IV, for instance, deal a hefty chunk of damage in addition to crumpling your opponent. Heck, they even let you completely absorb one hit.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Third time I'm posting this...can I at least get a reply if you intend to keep around Infection even though you removed it from everything else that caused it?

    Bug: Supernatural Bestial: Bite: Furor Venom Advantage - This is still applying applying "Infection." It should apply a poison now.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    XaoGarrent wrote:
    To be fair, click mezz (I. E. Thunderclap, Chest Beam) and Mezz attacked to a power that does decent damage in its own right (Dragon Uppercut, Dragon Kick) is fairly decent. It's just that mezz abilities with long charge times don't gel well with CO's fast paced nature, for much the same reason they wouldn't work well in a fighting game. There's a good reason why Focus Attacks in Street Fighter IV, for instance, deal a hefty chunk of damage in addition to crumpling your opponent. Heck, they even let you completely absorb one hit.

    Oh there are exceptions but in my book it's not a mez power if it is first and foremost a damage attack like Dragon Kick. And that Stuns are generally worth it since they DON'T break. And yes click mez is alot better then charge and aoe is better then st and so on. But in general mez is just sad. In fact if you tried to make a character based on mez support in a team you'd probably cry.

    Also I'm 99% sure the point of focus attacks IS that absorb along with being able to cancel anything into it, the damage is more a side effect as is the crumple. Being able to make even the riskiest move safe is a big advantage in letting you attempt to land huge combos. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Kaiserin wrote:
    Third time I'm posting this...can I at least get a reply if you intend to keep around Infection even though you removed it from everything else that caused it?

    Bug: Supernatural Bestial: Bite: Furor Venom Advantage - This is still applying applying "Infection." It should apply a poison now.

    We have no plans to change it at this time. It's on our list to look at, but won't be changing with the Infernal patch.

    As usual, thanks for all of the feedback, everyone.
    Falchoin wrote:
    Epidemic, Vicious Cyclone, Venomous Breath do not proc Supernatural Power.

    Infernal Blast emanates with no casting animation from just in front of the knees with any emanation point selected. Does not actually have the character doing any animation besides a semi-hunched over combat stance.

    Defile will sometimes appear to double cast at low energy.

    Vicious Cyclone is proc'ing Supernatural Power with no problem for me, and we have fixed the other 2 now.

    Infernal Blast animations have been fixed internally.

    We can't reproduce the Defile double cast. Anything more specific you can provide?
    Roadwulf wrote:
    List of things not fixed from last patch:


    1. Toxic Nanites is still not appyling in conjunction with Poison. Poison cancels out its application.
    2. Infernal Blast's extra hits from its advantage are still not connecting to the closest targets.
    3. Toxic Nanites is still not appying on Maintains or Charged moves.

    We can't reproduce any issues with Toxic Nanites and Poison interactions. We have multiple stacks of Deadly Poison running alongside the Toxic Nanites debuff on targets. Anything more specific you can provide?

    The Infernal Blast advantage does not target nearest foe, as all 3 poisons would hit the same target. It goes to 3 random nearby targets within range.

    We also can't reproduce Toxic Nanites not working with Maintains or Charged powers. We tried with several charge powers and maintain powers, and they all worked. Are you having issues with specific powers?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ame wrote:
    We have no plans to change it at this time. It's on our list to look at, but won't be changing with the Infernal patch.

    As usual, thanks for all of the feedback, everyone.



    Vicious Cyclone is proc'ing Supernatural Power with no problem for me, and we have fixed the other 2 now.

    Infernal Blast animations have been fixed internally.

    We can't reproduce the Defile double cast. Anything more specific you can provide?



    We can't reproduce any issues with Toxic Nanites and Poison interactions. We have multiple stacks of Deadly Poison running alongside the Toxic Nanites debuff on targets. Anything more specific you can provide?

    The Infernal Blast advantage does not target nearest foe, as all 3 poisons would hit the same target. It goes to 3 random nearby targets within range.

    We also can't reproduce Toxic Nanites not working with Maintains or Charged powers. We tried with several charge powers and maintain powers, and they all worked. Are you having issues with specific powers?

    When I use Toxic Nanites with Defile or Infernal Blast (Guaranteed Poisons) the Toxic Nanites DoT Icon does not appear in the status bar and only poison will proc damage.

    Before it was working with Infernal Bolts, but its not working with that anymore either.

    Toxic Nanites also does not work with Venomous Breath or Condem for me as I tried those just today aswell.

    As for Infernal Blast, I didnt say it should target the same foe, it should target the foes closest which it does not. It can target 1 who is close and 2 others in different groups farther away. I have aimed at a group of 3 in the dummy area, and hit one of the three, the next blast hitting a second of the three, the second blast hitting a dummy in the group over and the third hitting one of the group of four sitting around the pillar.

    Toxic Nanites is not applying for me with any of the Infernal Skills now, I haven't tried it with anything else. But its not like the icon isnt just not showing up, the Damage Tab doesn't show it doing any damage to anyone either.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Never mind

    That's not the problem

    The problem is every time I put Toxic Nanites on, it immediatly turns off again. It never procs because it never lets. Its active less than half a second then its like as if I had been using it too long.

    The only thing I had on was Fiery Form.

    Confirmed. I took off Fiery Form and Toxic Nanites applied to all the powers fine. Once I put it back on, Toxic Nanites was removed from me as soon as it was applied.

    The reason appears to be that Toxic Nanites is applying to the PBAoE effect of Fiery Form. So basically is there anyway to stop this from happening? I use Fiery Form to apply extra damage for Toxic powers, so I was using it thinking that it would make Toxic Nanites stronger aswell, which it does. But it doesnt matter if I can never apply it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    As far as Vicious Cyclone, I'm still not proccing Supernatural Power regardless of rank or advantages taken. I don't know what's different for you that is letting it work.

    Defile double cast animation bug: http://www.youtube.com/watch?v=ZQHPhKNP6TA&feature=youtu.be
    Seems to be tied to attempting to fully charge Defile at lowish energy.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    NisDiddums wrote:
    1. Defile: Animations have been changed.
    2. Shared Bank Slots (Account Bank): Fixed the bug preventing the window to be re-sized.
    3. Loot Window now remembers the position on the screen when moved.
    4. Loot Window now is semi-transparent during combat.
    1. Um, why? Defile was PERFECT as it was! :mad:
    2. YAY! (Now about that optional TABS function like character banks?) :D
    3. Again, YAY! :)
    4. What is the chance of getting this function (or the opaque one from the "chat" window) on the new Mini Map? :confused:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    (NM, double post)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Locust Swarm is really bad now. Charged holds break too fast, and since the DoT is linked to the hold, it's just not going to be worth it. I think all hold side effects should proc normal duration, or you might as well get rid of all the charged holds in the game. Every single one of them vastly underperforms versus maintained holds, but many of them have useful advantages provided those advantages continue to work even if the hold is broken.

    I'm kinda liking Coils getting Nailed. It's...interesting. Going to have to see how it plays out in practice.

    Epidemic...meh...whatever. Venomous Breath + Defile will still be the only attacks needed from this set. That's actually not that different from most sets.

    Rebirth...ZA is going to be ever so much more fun as the zombee.

    Condemn...slightly improved with the wider effect as it means PvE mob groups should be pretty easy to catch together now. PvP, it's not going to replace Breath or Defile.

    Supernatural Power....hrm. Slight buff but not sure how much it will help toons who are not going to have the END to make the numbers big enough. For an average toon with 120 or so energy, the bump takes it from energy at less than 12 to energy at less than 18. Either way, that's too low to be of any use when so many Infernal powers are 30+ energy base. Then you're tying it to Recovery in your never ending quest to make Recovery a for really real superstat, and ya...junk.

    About Recovery and Infernals (this affects the new AT as well)

    Infernal is now loaded with DoT's, and lower base damages to offset. That's fine as a well-built infernal based toon can stack so many DoT's along with a couple debuffs to be a fairly tough customer. Long drag-out fights are going to be this sets forte. However, Recovery sets equilibrium which in turn is an alpha-strike benefit. Infernals don't really have an alpha strike. Even Defile is better on the second hit than the first (tap-full charge = max damage) .

    This means Recovery is likely the WORST possible choice for a superstat for an infernal based toon. REC isn't really great for any toon, but in say, a force toon where cascade is an omgwtfbbq kinda alpha power, it can be useful. But for a toon that's going to be dragging fights out, it's just no help at all. Even the fast energy recover from the EB doesn't matter since the difference might be one tick less of the EB per big attack at best.

    Just to give ya some ideas on what infernal-based toon should really do...

    Superstat PRE/CON. Fire Form passive (buffs toxic damage). Use Flashfire (hey, another DoT) and Thermal Reverb for energy.

    Superstat INT/CON. Fire, Ice, or Pesti passive. Use MSA as energy passive and Conviction spam to feed it as well as constantly refuel hit points. Add in Resurgence, and you are really set for those long fights. INT also lowers Resurgence cooldown enough to make these toons hard to kill (just as an example, Anne Thraxx has 399 CON, 212 INT...she has 10k hitpoints in avenger mode and Resurge pops for 6k every minute 4 or so).

    Superstat END/CON. Regen passive. This is prolly the only way to make Supernatural Power actually work.

    What won't work:

    Superstat REC/Anything. The toon just doesn't need faster energy with bigger alpha.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Epidemic:

    First, we had gigantic DARK green cloud that took up the entire screen
    Second we had smaller brighter green cloud that took up less space and had bright yellow streaks line the outer edge
    Third we seemed to just have a green cloud
    Now we have Clouds of Dark Crap that have no disernable color at all.

    What do you honestly have against this power's effect and animation that you have to make it look different from the rest of the set? Its not even the same color as Venomous Breath. At best, it should be the same color as the clouds in pestilence.

    The animation for the clouds, billowing out from the center, that;s much better than the old FX, but jebus make its color something not horrible, and alot brighter. This is Infernal Supernatural spreading Toxic Fiery Poison, not Supernatural Beastial breaking wind.


    And why is the hand wavy still there?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    NisDiddums wrote:
    ...

    UI:
    ...
    • Fonts bug fix: Fixed a bug that was causing all font color gradients to be displayed incorrectly. No color nor other font changes were made ONLY the way color gradients are drawn.

      ...

    I'm away from my computer for the next few months, and my accessible computer hardware needs some fixes before I can play here, so I'll ask: Does this refer to the issue of, for example, damage "float text" turning black instead of fading away, being fixed? :confused::) <-hopeful but questioning smiley
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Weren't those Supernatural Power changes part of the patch that happened about early last week? Or are these further changes to the power that are incorrectly documented here?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    The changes to Supernatural will not happen until the Patch Notes dictate that the Archetype associated with this testing has been released.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Roadwulf wrote:
    The changes to Supernatural will not happen until the Patch Notes dictate that the Archetype associated with this testing has been released.

    It was released a long time ago.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Dardove wrote:
    It was released a long time ago.

    It was released yesterday morning (The morning of my original post). That's not a long time ago, unless you have the lifespan of a fly.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    hhhm a bit disapointed about Locust Swarm, I think the hold mechanic on this power is not needed at all, I think making it an instant DoT with snare with chance to apply poison, like the advantage does would be much better.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    You know I have a REC/DEX Infernal toon with Supernatural Power, and the energy boost I get from it is substantial (54 Energy at 40 with 228 REC). I can literally turn off my EB and fight with just Epidemic.

    Now the mad aggro from Deadly Poison is another thing, but the point is to burn everything down before it figures out you're the source of all that sticky toxic gunk.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Ame, if you don't mind me asking, what exactly were the issues that caused Team Duels to be disabled? Can we expect to see them again this year?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Thundrax wrote:
    Ame, if you don't mind me asking, what exactly were the issues that caused Team Duels to be disabled? Can we expect to see them again this year?

    Please, yes :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Well, tumerboy mentioned some internal testing, so it sounds like it's still in some sort of development. I recall a couple of UI issues with team dueling, but it seemed much less broken than I expected for a first pass.
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