PTS update FC.23.20111207a.0
This build is scheduled to hit PTS by 4:00PM PST
The focus of this build is to test the new
Earth player powers :eek:
Please format any bugs you find in the following format:Bug
Where it happens
What happensHere are the details of the PatchEarth Powers:
- The Earth framework is now available for testing. It is located in the Brick tab, and is using another lovely white box for an icon. Several powers are currently visibile in the tree, but are not hooked up for purchase for various reasons. Advantages are not hooked up. They are still using placeholder icons.
- Currently, Earth powers can only be acquired via the Powerhouse.
Wind Powers:
- Wind: Dust Devil: Fixed tooltip errors.
Comments
Meaning in an hour.
Oh, boo. Still have to wait. Missed that whole PST thing.
Be patient Rox, or they may just say no for today ^_^
*bites tongue* *clinches fists* *holds breath* *passes out*
Lol... I soooo wanna see your reaction on this power set.
It'll be exactly like that, except there will be a large "SQUEE!!!!" before he passes out.
GO ROXY GO
I second that. id Defiantly buy the AT then when my sub ends, ( tho id buy it anyway cuz im crazy about earth powers )
EDIT: YAY! Time to ROCK!
EDIT2: "This server is closed for maintenance at this time." Tricksies!! :mad:
"goes to youtube to kill time"
You lucky!! I am stuck at loading hahaha
I only hope it fits you expectations and you have fun with it
Lol yeah I saw that.... *doesn't want to speculate about grab bags*
1) Lots of the powers are unobtainable
2) The rocks on all powers aren't color customizeable.... was hoping to sorta be able to color them and use it sorta as gemstones.
3) Think the passive needs something... more? It's just so plain, just flat boosts, resist, etc it lacks in flavor.
That being said, I do have 2 suggestions:
1) The coloring seems to be hard-coded brown, which I think is a turn-off for players that like the animation but looking for something less "dirty." Maybe someone is going for a metallic theme and Stone Shroud can't get that dull blue-ish black hue. It would be very nice if we could customize the colors on most of the powers.
2) While having a fair DPE, the overall DPS is just way too low, and nothing even coming close to spike damage. I noticed there isn't a single power that surpasses the 2.5k damage mark on a non-crit full charge (though some do come close). It would be lovely as well as practical to have one or two powers that, even at the expense of more energy cost and longer charge time, to do a "big-numbers" hit on a full charge comparable to, say, Haymaker (which with the same setup does at least 60% more damage than any Earth power right now).
TL;DR: Great set, great animations, but needs customization and better DPS and spike damage.
Quick note: All instances of Disorient are being replaced with Stagger. Didn't quite get that wrapped up in time for the initial push.
onslaught -it seems effective, but is also alittle lack luster in that its the same animation as arc of ruin just without the sword, not bad but if it would respect weapon geos from heavy weapons then it would be great as is seems very meh
barrage -not very barrage like, was expecting a maintained earthen barrage instead i got earthen energy ball, suggestion use the enrage animation and have it maintain the open hands and slightly bent look as rock chunkl after rock chunk is thrown from the characters feet at the opponents. or even use the earth ball energy ball animation currently, at least cvhange the stance and make it a maintain.
seismic smash - Probably the best looking power in the set, functions well and seems decent enough animations look good and damage seems ok (although ill let falchoin do damage comparisons) cooldown seems a bit steep though
Tremor - =awesome's, fantastic power not much else to say.
land slide- great lunge nice animation but meh another lunge is cool for theme i guess
upheavel -great power, seems like it should have a advantage that would give it a ranged option.
Stone Shroud -i dont know looks blocky and ugly its to much earth in that it covers up the character weirdly and at the same time not enough, Suggestion is to make it cover the character completely in a thin lair of hardened earth armor and add advantage to it that makes rock spines protrude from the body at all angles, make the spines return a small percentage of the damage done to the player.
Earth Form -probably the worst looking power in the game currently it looks cheap and ugly, the look of aspect of the bestial recolored with the earthen color would have looked much better. the physical damage resistance only is also bs it should be all damage resistance not just physical, we have offensive passives with high enough dodge for it to be worth while to use them, as it stands now resisting the damage types it curtrently does makes it less desireable than say unstoppable with its damage resistance to all damage, the only reson i can see to take this over unstoppable is theme.
also no enrage refresh or application? really? i mean stagger is nice but not one single innate enrage refreshing power?
Animation are nice, but when you tap the 100ft power the animation is not sync; the projectile is going before the animation is finished.
Also is there any chance to see a buff for fire damage in the passive?
Wield Earth: Another energy builder. Not much to say here besides it looks pretty.
Onslaught: Melee cone AoE. Why is this power melee? You're not actually hitting your targets with your fists or any wielded stone weapons. Summoning a rock that hits mobs shouldn't require melee range.
Barrage: Isn't actually a barrage as it's just one rock you shot put throw at the target. Make the power into a maintain of rock launchy goodness to make it live up to its name please.
Upheaval: Yet another uppercut clone. Again, why is this power melee? Why can't my character stand back at range and summon that shelf of rock to knock my target off his feet?
Seismic Smash: A 25 foot lunge with a cooldown and requires a full charge to use... no thanks.
Tremor: My favorite of the earth set so far. Ranged AoE knock up/back that looks awesome. I doubt I'll ever use it as scattering mobs just makes things harder.
Landslide: Generic lunge. Should probably Stagger instead of Disorient.
Earth Form: Generic energy form offensive passive that buffs physical damage. Makes Kinetic Manipulation obsolete.
Stone Shroud: Generic block that covers your character in brown rock. Very bad things happen if you tap spam your block button as the cloud and/or particles that fly everywhere will cause large FPS drops on even relatively beefy systems.
So... yet another powerset that doesn't add ANYTHING useful to the framework as a whole (so far). No energy unlocks, no heals, no active defenses, no active offenses, no reliable buffs, no reliable debuffs (Stagger doesn't seem useful at this point)... just attacks with a bit of crowd control tied to them. Ick.
Very few sounds were hooked up as well.
Looking ahead...
Cave In: Appears to be a single target crushing damage charged power. I'd much rather if something named Cave In was more like a Conflag clone where it rained rocks on enemies in an AoE.
Rock Slam: Charged ranged crushing damage cone AoE. Could be decent, we'll have to wait and see. Sounds more like a single target attack power than AoE.
Fissure: Charged ranged crushing damage cylinder AoE. Appears to be a straight rip of Earth Splitter from heavy weapons aside from the fact it doesn't split the damage types... which is a good thing.
Earthquake: AoE DoT with no cooldown, 1.67 sec charge + activation time and a 10% chance per tick to knock down. Appears to be location based. Personally a 10% chance per tick seems low unless a player is allowed to stack multiple Earthquake pets on the same area... then it might get kinda crazy.
Quicksand: AoE ramping up crushing damage. Sounds like it should have a reverse repel similar the Whirlwind's adv.
Things I loved:
The block FX (the rocks). Personally I'd love to see the character animation changed from the usual "one fist in the air" block animation to maybe the one used when youuse Empathic Healing on yourself (Two arms in the air). With smaller toons your costume is really distorted.
Seismic Smash is a great animation and seems like good damage. This power animation does not work for flying toons as the lower half still generates a puddle of earth beneath it even with Jet Boots. I love the leap animation though. The cooldown is excessive and the range is very low.. i was persnoally hoping for a high damage lunge I could use at some distance.. 25' was not enough.
Rock Slide lunge does not work with Ice Slide. Major Bummer.
I actually like the passive FX (it breaks my costume however which is always ick). What happens if we want a human looking character who can control earth.. not a Rock looking character?
Many of the animations would not continue to function for me and I couldn't tell if it was an issue of lag or not..
I also can't tell what poers are melee and what powers ae ranged.. for the purposes of Parry and Laser Knight. I'll be back to look at functionality
Completely agree. This should be Ranged. It even looks uglier at melee.
Stone Throw, Rock Toss, Rockball
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Finally Brick could use a self heal and this set seems like a good place for a "Turtle" power. Something that is maintained and boosts mitigation while held and likely stops movement.
Like block?
And lol at new passive, Kinetic Manipulation 2.0, and got same drawbacks of original(no secondary effect)
And wtf we can't recolor anything? Not everyone likes throwing clay at enemies...
And seismic smash... Why it knocks DOWN additional targets? It looks kinda poor, would've been cooler if it was knockback on additional targets ( and more useful )
And asking it here again... is this knockback distance on Typhoon is bugged? It 1 shots EVERYTHING with fall damage (600 ft with ego super stat, or 800 if u use ego surge is just stupid for 100 ft aoe power.) While maximum u can get out of MELLE power like haymaker or roomsweeper is 400 ft... (cascade - 380 ft)
Meebee he really did pass out...
Tremor, I think the name was, is a fun effect, but if I am remembering the name correctly I think it is a bit lacking for the given dramatic feel of the effect. Perhaps terms with the general tone of "Mountain" "Spike" "Hammer" should figure more prominently in the naming for that and other powers to strengthen thematic representation? BTW: Sort of the reverse of how I felt about the change of the power "Squall" to "Hurricane"...I think it was fine for that power to have a sort of less prominent, but fitting, name. I don't see clear information on the Archetype name at the moment, but I think I read that the Wind one was also "Squall"(?), and if it was done so the Archetype and Power name were going to be made different, I think that the Archetype should have been changed to be clearer and more evocative instead as mentioned in a prior post.
...
What I do miss most so far is a new game mechanic to make things interesting. To clarify this, I don't mean a mechanic at the level of Stagger, I mean a mechanic in terms of something new you can do or can do with a new feel and possibly new enjoyment as a way to play a character...did I miss something? The repel mechanic aspect of Wind has at least a start on minimal version of this, at least with my understanding of what is intended to complete it, and what I had expected for Earth was some sort of damage shield effect facilitated by all the debris being thrown around. Given the unfinished state the Earth powers and roster of powers is in, however, perhaps it is that an intended mechanic of this nature is just not in evidence as of yet?
After quite a bit of testing, I couldn't get Typhoon to generate any insane knockback distance (or damage). Yeah, I could send the dummies flying once I Disoriented my targets, but no more than I could with Force Cascade.
I also don't have SS levels of Ego (only 90ish), so maybe that's why?
Get rid of the Minimal Physical Resistance and the MASSIVE Crushing resistance in favor of "Good over all Physical Resistance" Or as someone said before, how about just good over all damage resistance period.
Active Defense: This is the perfect set to give a skill that roots the player with earth around their feet and legs and gives them massive knock back resistance.
Overall:
Exactly what I was afraid of when I heard this set was gonna be in Brick. Its too much melee on skills that would be better at Range. I like the idea of the energy builder working at both, but so should the rest of the skills.
Also is it too much to ask to make the Rocks colorable? not everyone probably wanted to have clay colored rocks when their character is slate grey.
Was playing and then had to put my daughter to bed, eat dinner, watch Big Bang Theory. I'll have some feedback here shortly.
this will compensate for the rather high cost and lackluster dmg. It will be nice if it were to be confirmed by a dev that typhoon costs too much for the dmg it does.
Earth Form-its a lair of earth protecting you from all sources of injury that should include all damage types like unstoppable provides with its flat ignore amount. give it a flat 15 at rank 1, 20% at rank 2, and 25% at rank 3. as its current functionality unstoppable is better. we understand its an offensivce passive but cmon there isenough problems already with defensive passive users being superior give us something we can at least work with.
new heal- restructure- cover the character in a dome of earth and use the same healing rate and cost as empathic healing it will fit them.
really feeling like you guys dropped the ball on this one, feels the same as with wind as well:{ its a great start but it should not be considered even close to finished.
...HURL?
(Hurl in Might soooo needs to be changed to use TK "the power's" mechanics, but at Melee range, and be renamed "Toss" or "Throw" or something else...)
Either that, or IMPACT?
Seismic Toss
Rock Throw
Rock Toss
Meteor Throw
Mudball
or they could just keep the name and make it a maintain... which is needed in my opinion.