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PTS update FC.23.20111207a.2

Archived PostArchived Post Posts: 1,156,071 Arc User
edited December 2011 in PTS - The Archive
PTS update FC.23.20111207a.2
This build is scheduled to hit PTS by 9:00PM PST

The focus of this build is to test changes made to Earth player powers.

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



Here are the details of the Patch

Wind Powers:
  • Gust: Activate time increased to 0.67s from 0.5s, max charge time reduced to 0.83s from 1s. Costs and damage adjusted to keep it roughly the same DPS as before.
  • Air Elemental: Now has the proper display name in the respec window.
  • Typhoon: The Knock Back against Disoriented foes was unintentionally scaling with the bonus from your Ego twice. This has been corrected.

Earth Powers:
  • Tremor: Updated description. Earth: Earth Form: Now has a passively reduces the movement speed of nearby foes. 30% within 10ft, 20% within 20ft, and 10% within 30ft.
  • Landslide: Now applies Stagger instead of Disorient.
  • Seismic Smash: No longer applies Disorient.
  • Seismic Smash: Now applies or refreshes Enrage.
  • Rock Slam: No longer applies Disorient.
  • Rock Slam: Now knocks back Staggered targets.
  • Rock Slam: Now applies Stagger to all targets if fully charged.
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Looks good! Can't wait to try it out!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Earth Form: Now passively reduces the movement speed of nearby foes. 30% within 10ft, 20% within 20ft, and 10% within 30ft.

    Oh, I can hear the PvP howling from three weeks in the future through a crack in space-time.

    On the other hand, this makes the form very unique.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Oh. Typhoon isn't supposed to knock that far? Bummer. I thought that's what would set it apart from force cascade.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Thank you for kb distance fix on Typhoon.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Oh, I can hear the PvP howling from three weeks in the future through a crack in space-time.

    On the other hand, this makes the form very unique.

    And it'll still be blamed on DW.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Dr.Sage wrote:
    And it'll still be blamed on DW.
    Defiance and DW will still be 100x better than Earth form and DW. Neither scale it with it and enrage is more easily stacked with defiance. Why take earth form in pvp for a melee toon, it has no useful defenses, at least ranged toons have the 100ft distance to defend themselves.

    Not really arguing, just sort of....expanding the point I guess.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I know its not part of the test focus, but I noticed that finally all of the wind sound FX are in. I must say that I am quite happy with all, very very proper.

    While the charge up of Typhoon sounds good, I am still not convinced how it sounds like Force Cascade when the power launches.... I could get used to, but dunno if its a placeholder.

    Also... is the animation on R3 of Gust intended?? that solid color on the trail of the power as it travels?

    Besides that, great work on the visual and audio FX area on the wind powers.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    NisDiddums wrote:
    Earth Powers:
    • Rock Slam: No longer applies Disorient.
    • Rock Slam: Now knocks back Staggered targets.
    • Rock Slam: Now applies Stagger to all targets if fully charged.

    You tease...we still can't take this power. :(

    EDIT: Regarding the other updates:
    • I'm glad to see that Wield Earth now covers both fists in rock at Rank 1. That was definitely needed.
    • I also noticed that Landslide has a rock wall that slides with you. Was that there before? I don't remember it.
    • Also, I'm not to sold on the slowed movement for Earth Form. Having enemies slowed around me seems counterproductive for an offensive passive. I would expect something like that for a defensive passive.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I would love to see a 0 point advantage for earth form that gives earth form the same effect like the new block...

    ... or a defensive passive. :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    NotFamous wrote:
    I would love to see a 0 point advantage for earth form that gives earth form the same effect like the new block!

    O point advantages are bad.

    Now... a 1 pt advantage that adds the effect and perhaps also provides a tiny bit more dmg res would be great! XD
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Can we pls remove block STANCE from Earth Block? I mean - why not just set character to walk animation with current FX llayer on top of it, so it will seems like he has just turned into walking Jagernaut of stone and doesnt care about your fancy attacks and knocks, slowly advancing to tear your weak flesh body apart?

    Sort of this http://www.youtube.com/watch?v=mOF-OXLHMFE
    I dont see any reason to "block bullets with your hand" when you are fully covered with rock :\
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Roxstar wrote:

    [*]I also noticed that Landslide has a rock wall that slides with you. Was that there before? I don't remember it.

    It was there from the beginning.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Also:
    I still don't like Seismic Smash
    And when are the rest of the earth powers going to be unlocked?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    My small review of Earth powers :)

    Wield Earth: Energy builder fx is really nice. Serves as both ranged and melee energy builder. Applies elusive monk and lazer knight on the melee portion of the energy builder. Makes sense and can live with it. Verdict: Good
    Barrage: the only power that reliably procs stagger. Hmmm, this is a T0 power so I guess you cant blame its lackluster moves. Verdict: Can be better
    Suggestion: Instead of a charge up power make it into a maintain and it will shine
    Earth Form: Its an offensive passive, that slows down upto 5 enemies within 30 feet upto a maximum of 30%. So combining that with stagger proc, its 105% movement speed reduction and 6% damage resistance reduction. It also gains some energy on crushing damage dealt to it and small generic damage increase and large crushing damage increase.
    Verdict: lackluster
    Suggestion: Needs more oomphf. Remove the movement speed decrease and make it damage reduction based on how much mobs are nearby you. So upto lets say 50% reduction. Will make the passive very interesting
    Alternate suggestion: Make a defensive passive which is kinda like defiance with the optional advantage to take the fx of stone shroud. Earth powers and no defensive passive when it is part of might? Makes me cry.
    Onslaught: Costly cleave without either power to proc defiant or enrage. It has also a very low chance for stagger. Damage is decent
    Verdict: Not bad
    Suggestion: Add the capability to proc enrage and either increase chance to stagger or reduce cost
    Landslide: Lunge power with stagger. FX is good
    Verdict: Good
    Upheaval: Awesome power with decent cost. Only thing missing is chance to proc stagger
    Verdict: Great
    Suggestion: If it has a chance to proc stagger. Even 20% would make this power Awesome
    Seismic Smash: Looks and works great. Enrage proc on full charge is awesome. Stagger proc is good, Problems is the recharge time. Seriously so long for it? If it is atleast reduced by 30% then the power would be good.
    Verdict: Good
    Suggestion: Reduce CD on it. Too long a time on it
    Tremor: Epic power.
    Verdict: Must have power of Earth
    Suggestion: only thing would be to change the whole knock back mechanic to knock up
    Rock Slam: ??? Where is this power?

    Overall verdict: Stagger mechanic is nice(add it to all moves or atleast make other moves use it), earth form is unique but not useful for melee toons. Brawler role doesnt make any sense for earth form (time to revisit it, Cryptic), Epic concept melee AoE. No boss killer move, hoping that rock slam is that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Earth Form:

    Change is nothing worth the time you guys put it into it. Still not defending as much as it should for someone covered in a rock skin.

    Earth Form:
    +% damage increase to all Physical
    +% damage reistance to all Phyiscal
    +% lesser damage resistance to Non-Physical

    When you are attacked in Melee Range, your Earth Armor splitners off and deals 15-25 Crushing damage to nearby foes.

    Its not that hard.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Bug: Misspelled 'assault' as 'assualt' in 'Wield Earth' discription.
    Where it happens: Power discription.
    What happens: Involuntary cringing by this player. :P


    Bug: Earth form passive icon shows twice as active buff.
    Where it happens: Buff bar.
    What happens: Buff bar shows two icons one above the other. Not sure whether it actually does anything; with lvl 40, str 10 and rank 1 the 'Wield Earth' tooltip showed it would do 88 damage, but did 120-130 damage consistently.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Roxstar wrote:


    You tease...we still can't take this power. :(

    EDIT: Regarding the other updates:

    • I'm glad to see that Wield Earth now covers both fists in rock at Rank 1. That was definitely needed.
    • I also noticed that Landslide has a rock wall that slides with you. Was that there before? I don't remember it.
    • Also, I'm not to sold on the slowed movement for Earth Form. Having enemies slowed around me seems counterproductive for an offensive passive. I would expect something like that for a defensive passive.
    That feature of Earth form will have little effect on PvE, but is huge in PvP. A built in snare or any kind of CC is a welcome addition when using a melee toon.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Weild Earth - rank 2 and 3 switch between the ranged and melee version when in melee range.

    Upheaval - tray tooltip show's more info than other powers usually would.

    Tremor - Ranking the power does nothing.

    Seismic Smash - the rank 1 to rank 2 gives too much of a damage boost (around about 68-70%)

    Wind Breath - Nailed to the ground advantage, applies nttg twice.

    Air elemental - Becomes solid for a second after summoning, then reverts back to it's ghost-like state.

    Lower fps since the earth powers had been added, not sure if it's just me though.

    Team Dueling - you have given no ETA.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I don't know if this was reported, but the earth energy builder sometimes fail to kick in after changing from melee to range.

    Reproduce:
    - target something in melee range
    - step to range: icon changes and so does the animation.
    - kill target, select a new one
    - power doesn't kick in until you go in melee range.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Xeiros wrote:
    That feature of Earth form will have little effect on PvE, but is huge in PvP. A built in snare or any kind of CC is a welcome addition when using a melee toon.

    Erm... Great. If you PVP. Which not everyone does.

    It would be nice if the effect were slightly more useful in PVE.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Erm... Great. If you PVP. Which not everyone does.

    It would be nice if the effect were slightly more useful in PVE.

    It would be great for kiting.

    If every earth power didn't root you, that is.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    It would be great for kiting.

    If every earth power didn't root you, that is.
    You don't necessarily need to restrict yourself to powers from the Earth set when using it's passive. That being said there aren't as many physical ranged options (Force, Archery, and munitions) as there are physical melee (Might/Earth/HW/DB/UA/FC/SB/Bestial).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Bug: Wield Earth does not detect destructable objects at range. If I activate the power while targetting an object, it only starts attacking once I get into melee range
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    What are the chances Demolish (Might) can get the shoulder thrust animation from Seismic Smash? Or maybe just a wall Free version of the shoulder thrust... PLEASE.. I love the character animation but don't want my character forming a wall behind the enemy.

    Any update on these powers working with Ice Slide?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Also one other thing I noticed on PTS

    When I went to the remove powers option I was surprised to find an auto retcon button just waiting for me to press it with no effort at all.
    So I gotta ask: Does this mean when these powersets hit live that everybody will receive a free retcon? Or are we PTS users just that special? :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Jaybezz wrote:
    What are the chances Demolish (Might) can get the shoulder thrust animation from Seismic Smash? Or maybe just a wall Free version of the shoulder thrust... PLEASE.. I love the character animation but don't want my character forming a wall behind the enemy.

    Any update on these powers working with Ice Slide?

    +1, always avoided picking demolish cos of that horrible animation
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Stone shroud drops a lot of effects and physics objects when you exit the block. This in and of itself is not a problem, however if I take the power and tap block repeatedly it can quickly flood the game with a lot of stuff to render. This could potentially prolematic.

    Not quite a bug, but a potential problem, so Imma flag it a nice flashy yellow color for Caution.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    ccelizic wrote:
    Stone shroud drops a lot of effects and physics objects when you exit the block. This in and of itself is not a problem, however if I take the power and tap block repeatedly it can quickly flood the game with a lot of stuff to render. This could potentially prolematic.

    Not quite a bug, but a potential problem, so Imma flag it a nice flashy yellow color for Caution.

    I am pretty sure (don't quote me here) that those physical rocks are rendered only client side. That means if someone else spams Stone shroud right next to you, you won't see said rocks, he's the only one able to see said objects.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I am pretty sure (don't quote me here) that those physical rocks are rendered only client side. That means if someone else spams Stone shroud right next to you, you won't see said rocks, he's the only one able to see said objects.

    Can't say I remember 100% if it was that way or not, but I swear when my buddy was spamming it for shiggles on the pts, it filled my screen up with crud.

    It was way late, so don't quote me on that one.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    The physics of debris objects is handled client-side, but I'm fairly sure an event that causes debris forces the client to spawn the appropriate number of debris objects too, so yeah, this will spam everyone nearby with styrofoam rocks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Empyreal10 wrote:
    The physics of debris objects is handled client-side, but I'm fairly sure an event that causes debris forces the client to spawn the appropriate number of debris objects too, so yeah, this will spam everyone nearby with styrofoam rocks.

    Correct on both counts. Everyone sees it whenever they're spawned, but the physics of how they move is rendered clientside only.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    All that's needed to fix this is the number of rocks allowed to spawn client side before they are deleted. One set would be enough.

    If you use Earth Flight more than a few times, the rocks begin to disapeer.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    not enough rocks? just spam the rock block. problem solved :cool:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    serju wrote:
    not enough rocks? just spam the rock block. problem solved :cool:

    if you would have read, that's what we're trying to get rid of.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    About the "rock block", beside its spamming issue, I think it's rather bulky on the topside.
    I mean the legs look just fine, as in reinforced / shielded.
    The arms too, though the "shield" could be bigger.
    But look at those shoulders! And that head!
    OMG OMG I'm gonna fall forward...
    I joke, but it's a little the feel of it, especially on the girl I used for the test.
    I'd suggest:
    - "lighter" shoulders
    - "heavier" arms
    - at least something on the body / waist, there's nothing atm.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    The shoulders are based off the Geo Armor costume piece, only extended from them as if the piece was there underneath.

    My toon actually has them on her, so I saw exactly what they were trying to do

    Same with the head.

    But yeah, reduction in size would be nice. Right now, the whole thing clips with itself in Block.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Roadwulf wrote:
    The shoulders are based off the Geo Armor costume piece, only extended from them as if the piece was there underneath.

    My toon actually has them on her, so I saw exactly what they were trying to do

    Same with the head.

    But yeah, reduction in size would be nice. Right now, the whole thing clips with itself in Block.

    She has no shoulder-pads... and she's about my only tights wearing hero... XD
    (Here, so you see what I mean: Miss Gaia. ^-^)

    EDIT: Bleh, nevermind, Geo Armor as in Geo Armor Set... not the geo of the armor...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Erm... Great. If you PVP. Which not everyone does.

    It would be nice if the effect were slightly more useful in PVE.

    *shrug* how many Telekinesis custom advantages do ANYTHING in PvE? There is precedent for sets to be essentially PvP-only for years at a time.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Wield Earth: Energy Builder. The switching is cool. Minor synch issues at range, but otherwise fine.

    Onslaught: Cleave with lower damage, higher target cap. The animation somewhat confuses me, though. It looks like you're tossing the rocks...in melee range? Wouldn't stone fists look better? Or making it into a ranged cone combo power?

    Barrage: Okay, this is bad. Just. Bad. Please for the love of all that is Champions, don't give us another piddly T0 charge power that will be discarded ASAP. Infernal Blast and Gust went the way of the generic T0, which was saddening after seeing good T0's like Cleave, TKA, and Ego Weaponry surface. Also, the rock should be bigger. Like...Medium Sized Crate bigger at Rank 3 Full Charge.
    • Make it a Maintain: It suits the name to sling rocks at your enemies constantly. As a 50' maintain (mid-range set, remember?) that has a chance to apply Stagger each tick. Have the ticks come slowly to allow for higher damage per tick and better animation synching with the tosses. 0.67, 0.83, or 1.00 per tick. Whatever works. I know that Maintain and Charge/Tap powers are designed entirely differently, but this needs to be thrown in the garbage as it stands -- and it likely will be by the playerbase as well.
    • Make it a Splash: Clone Fireball. It's mid-range, good damage, with a splash damage component.

    Tremor: I do like this power. It animates well and creates some rocky chaos. It'd be cool if it created Stone Structures that worked like Ice Structures for shattering purposes. We saw a bit of that with Seismic Smash in its flavor of breaking a rock wall.

    Upheaval: Feels like it should be a ranged attack with that animation, but otherwise it works well enough as an Upperclone. Again, a golden opportunity to create Stone Structures.

    Seismic Smash: The cooldown kills this. It's very flavorful, but it fails as a lunge, so it needs to instead be considered a standard melee attack that happens to have a longer range. Again, Stone Structures present in the VFX.

    Stone Shroud: Cool looking block. I dig it. The excessive rubble will tank framerates when tapped frequently, though. Needs its own niche function. Maybe extremely high defense in trade for even harsher movement penalties.

    Land Slide: A lunge. It works. It looks good.

    Earth Form: The newly added snare component gives it a little bit of flavor of its own. It really could use something more. The lack of Fire Damage on it kills potential thematic synergies with Fire and Heavy Weapons. The VFX are ugly, though. It's almost as bad as Aspect of the Bestial. I'll find another passive to use if it's going to fug up my costume. Sorry.


    General Thoughts

    Stone Structures: It's too late in design for this to be part of the set, but it would have been cool to see an Ice Structure type mechanic in the set, possibly one that synergized with the ice powers for additional methods of Shatter/Structures. Opportunity missed, but oh well.

    Slinging Mud: The Earth VFX appear to be pretty much all brown rock right now. I do hope that changes are in the works for at little more variety a la Earth Flight. Unfortunately, I know that a crystalline rock option isn't going to be possible with the way power FX are currently handled.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Now I will say that Infernal Blast started out bad, but it does have a unique Poison spreading component that makes it useful

    But yeah, Gust, woo..... not even gonna bother. Force Blast is better and I can claim its Air.

    Please Cryptic, give us something unique on this one... With a name like Barrage it should be good, not suck rocks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    So.

    I know it's too late to give any advice affecting the direction of the set, but...I'm going to try anyways.

    I think the Earth powers are fun, and several of them are really unique, but they're also another set of melee-oriented powers, with a few exceptions. I'm wondering/hoping/thinking it'd be really awesome if the whole 25' "short-but-not-melee" range thing, a'la Seismic Smash, could be diffused out to more of the set as a whole. Not any kind of deal for PvP, but it could be a really useful and interesting tool for PvP. The main offender is that melee-range combo cone, Onslaught I believe it was called. That would be perfect for a short-range rock sweep and make that power a really interesting and unique tool without any too much more work, save an FX tweak.

    Also...Earth Form. I am disappoint. This was a perfect chance to add in a second Quarry, a mixed offense/defense passive that could suit an entirely new set of builds. Instead...we get Galactic Standard Issue Energy Form #42. Yeah, the autosnare effect for nearby targets is cool, but it doesn't make the Earth player - which should, by all rights, be more durable than an Ego Form user, by Joe! - stand up to the enemies he's trying to trap.

    I, for one, would have been content to see Earth Form wind up as a half-n-half passive, providing less offensive boost than the offensive passives but a defense boost at least equivalent to Quarry's significant D/A buff. Hell, make it easy on yourselves - have the power build up to half a set of Defiance stacks! That way you get half of Defiance and half of an offensive energy form, which sounds to me to be pretty much spot on where someone who wields the earth and stone should sit.

    Pwetty pwease, Cryptic? It's not too late!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    earth isn't really bad i just wish we could color its rocks and not its dust, then i could use it on my ice hero to fill some gaps power and look wise
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    earth form- needs to provide defensive benefit that resists all damage and not just specific types of damage.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Zellgarith wrote:
    earth form- needs to provide defensive benefit that resists all damage and not just specific types of damage.

    Seriously, how are you people using the earth powerset? Is there some sort of super secret trick to seeing them in the power selection? I can find wind just fine but nothing earthy
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Seriously, how are you people using the earth powerset? Is there some sort of super secret trick to seeing them in the power selection? I can find wind just fine but nothing earthy

    Brick tab.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Dr.Sage wrote:
    Brick tab.

    Right. So only for existing characters then not new creations.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Right. So only for existing characters then not new creations.

    Yeah. It was mentioned on the first PTS iteration for Earth that it did not have the Character Creation options hooked up for the set.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Kien. wrote:
    +1, always avoided picking demolish cos of that horrible animation

    I think a 1Pt Advantage to add the wall and increased damage to staggered toons will make it more attractive if I want to spend 4 adv points in the non-wall version instead of 5 points in the walled version.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Here's my review thus far of the Earth Powerset:
    • Wield Earth: A wonderful energy builder. I don’t believe I’ve ever praised an energy builder. No banal pointing at a target. When you’re close, you punch. When you’re not, you hurl rocks. Beautiful.

    • Land Slide: It’s an interesting lunge. It feels like the feet should move as you push the earth towards your opponent instead of this locked slide business.

    • Barrage: Barrage is wonderful for a ranged Might attack. Not really a barrage though.. more like a pelt. The only downside to this power is how BAD it makes Hurl look in comparison. PLEASE REVAMP HURL to be more like Barrage in terms of damage and restore its old, meaty, satisfying animation. Make it a mandatory charge like Seismic Smash if need be. I know its still there.. Draysha Enforcers use it frequently.

    • Onslaught: Its kind of a quirky power but I like it. Broad, powerful strokes of the back of your fist that cripples entire squads. It’s like a reverse Roomsweeper that, instead of knocking blokes away, it sucks them in. Once a suitably meaty sound effect has made it in, I would greatly appreciate a Zero-Point Advantage that can disable the rocky effects so that it can be plunked into a Heavy Weapons or Might build without coming up with an excuse as to why you sprouted boulders. d(‘-‘ )

    • Tremor: I adore everything about Tremor save for the constipation that occurs during the charge animation. There also seems to be an issue with the animation, causing you to do a mis-step prior to the constipation if you perform a full charge. It's a ranged Havoc Stomp! I hope the advantage is delicious! Please have Challenging Strikes! I will leave Shockwave at home.

    • Upheval: The animation for Upheval does not seem to connect with the target in any way, shape, or form and, frankly, should use both hands as if you’re picking up the whole of the earth. I’m assuming that is what you are going for: ripping a massive chunk of rock from the earth that slams into your opponent?
    And now, unfortunately, I am going to have to express my extreme displeasure about the _one_ thing was overlooked during the addition of Heavy Weapons and now has apparently been overlooked AGAIN with Earth.

    You have added:
    • An energy builder.
    • A ranged attack.
    • A melee-range conal AOE.
    • A ranged spherical AOE.
    • A heavy damaging, single target attack.
    • And two lunges.
    What is not present:
    • There is no active defense.
    • There is no active offense.
    • There is no secondary energy unlock.
    THERE. IS. NO. BRICK. UTILITY.

    Why did we leave 33 pages of feedback stating that we wished Might and the Brick framework on the whole to receive at least _one_ (preferably two) of those three options? Of all the diverging opinions on Might and the Brick framework, UTILITY is the ONE THING that we seem to be nearly unanimous about: Note how most of the suggestions have one to three people backing a specific idea in parentheses? Brick Utility has TEN. And I’m fairly certain I didn’t list them all.

    I sincerely hope all the powers are not in for Earth as of yet because, while you have clearly done quite a bit of work on the Earth framework on the whole, the omission of this is _incredibly_ disappointing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Roxstar wrote:


    You tease...we still can't take this power. :(

    EDIT: Regarding the other updates:

    • I'm glad to see that Wield Earth now covers both fists in rock at Rank 1. That was definitely needed.
    • I also noticed that Landslide has a rock wall that slides with you. Was that there before? I don't remember it.
    • Also, I'm not to sold on the slowed movement for Earth Form. Having enemies slowed around me seems counterproductive for an offensive passive. I would expect something like that for a defensive passive.

    It's there because it won't happen that much, you know, with tremor and all.

    Why make a low tier alpha attack scatter everything to kingdom come and not kill them, is beyond me. But hey, when you get close enough while chasing them down, they'll slow.
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