The limited Become X devices are now purple in quality?
Also I understand giving the recipient of a gift a "debuff" so people aren't gift spamming the same person for quick perks but perhaps lowering the duration by half or maybe having the gift giver incur a timer would be more suitable.
-I'm still getting knocked long distances by Clarence despite blocking.
-I'm also getting interrupted and rendered unable to do anything(read: any move that brings up that pesky purple bar) by Black Harlequin at an unusually frequent rate. Essentially stun locked for fifteen seconds at a time then free for long enough to fire a fully charged chest beam only to repeat the cycle seems a bit much.
-One of BH's lines only have half the audio. "Yellow caped pretender" being the only part he says of that particular line.
-Holiday purple gear drops are sometimes dropping at levels inappropriate for the zone you get them in. Downtown drops sometimes yield level 14 variants while Westside drops sometimes yield level 40. -Stale Halloween Candy causes issues with transmogrification. Getting the toxic damage will cause you to change between transmogrified form and normal form. Opening the first present after taking the toxic damage will also trigger a form change. Additionally, getting a drop that triggers a confetti covered cheer also triggers a form change. -Snowballs coming off cooldown triggers MSA. Snowballs can be tossed at mobs so someone could toss these out during a fight for extra triggers.
Yellow because this may just be a character build issue.
Orange because I'm not sure if this is a bug or not.
I cant really comment on other critters (especially ones created long before I started working here) but I CAN tell you that Clarence does correctly obey Resistance and does not calculate anything until the charge is complete
Well, do you guys think you could do a pass over on a bunch of different enemies and see which are behaving properly? I actually can't think of any off the top of my head (except Stag manimals, IIRC they're still like this), but if you guys really, really wanted I could start making a list and give it to someone if I find any more.
Also, is it possible you could make it so that if a player has been recently knocked, they can't be knocked again until they've had ample time to possibly block the next knock? I think this would help alot of crap in at least PvE as there's nothing more frustrating then getting sent flying, getting back up, blocking and then getting sent flying again because the mob nailed you with a knock just as you began getting back up and there was no way you could have hit the window to block the knock. Even ones that work properly behave like this, because you can block in the middle of the activation period.
Shoot, I STILL think that Crippling Challenge should disable block resistance (and probably special non-passive block effects), but not actually disable blocking so that people can't just CC spam an aware opponent in PvP. That would be like if you were playing Street Fighter and Ryu could hit you with a jab and then always be able to Shoryuken you afterwards, and he could hit you with another Shoryuken right at the end of your wakeup period. Yes, I know fighting games are different, but the frustration and helplessness is EXACTLY THE SAME. It's one thing to let players juggle some if not most mobs like this, it's another to have players get juggled like this.
I actually saw a link to a "Primary" (purple) with +6 to all 8 stats?! :eek:
It was level 14, but i was told it wasn't "scaling"?
Was the "all 8 stats" an anomoly?
Or is this a new catagory of item in the game?
I remember someone reporting something similar but scaled to 40 a while ago, with a small amount of bonus damage on it. I actually have a couple characters that could use such a Primary (some of my characters use as many as 6 stats), so I might have to hop on PTS and see this for myself when I'm not being lazy.
Yup, dropped the lvl14 primary def non-scaling lots of stats item.
Dropped it with my main (40), equipped it, just in case, didn't scale.
Too bad, would have been fun...
Its icon looks a lot like Winter Witchcraft AF's head.
On my lvl 40 it's 16 on al stats plus a 25% chance for extra cold damage.
I found on for defense and utility primary slot.
The name made me think of a kind of set as they shared the same prefix (or was it suffix).
I hope we get set gear coming on the future.
About the other figures and pieces, you might wanna check your mails, oh your Wikiness.
(At least for the parts / AF shots - Father full, Soldier full, Rudy full, Helper head)
About the other figures and pieces, you might wanna check your mails, oh your Wikiness.
(At least for the parts / AF shots - Father full, Soldier full, Rudy full, Helper head)
Yesh, I saw your email. I have some editing to do tonight. I was preoccupied last night.
i wonder how the 25% change for extra damage works.
If I have all 3 does it make 75% chance for X damages or does it stay separate.
AFAIK, no. So each time you attack, you'd have three 25% chance rolls to do bonus damage. Which means if you get lucky, you can have 3 bonus damages per attack.
Getting a "Must Have Target" message when trying to use a stack of the Event presents in my device slots, whether by mouse click or default "Ctrl+#" keypress.
Noticed during play in Vibora Bay, on a char logged in only there who has not been logged in for months (that is, all presents were collected only in Vibora Bay, on a char who hasn't bee elsewhere).
I presume this isn't always, or perhaps even often, happening since it is so prominent and I didn't notice a mention...and I didn't check to see if moving out of Vibora Bay fixed it.
I seem to have a vague recollection of another erroneous message of this type that I encountered and I think reported, but I can't bring it clearly to mind at the moment.
Getting a "Must Have Target" message when trying to use a stack of the Event presents in my device slots, whether by mouse click or default "Ctrl+#" keypress.
I don't think it's a bug.
If they are Christmas presents they have to be given to someone else.
Comments
Also I understand giving the recipient of a gift a "debuff" so people aren't gift spamming the same person for quick perks but perhaps lowering the duration by half or maybe having the gift giver incur a timer would be more suitable.
-I'm still getting knocked long distances by Clarence despite blocking.
-I'm also getting interrupted and rendered unable to do anything(read: any move that brings up that pesky purple bar) by Black Harlequin at an unusually frequent rate. Essentially stun locked for fifteen seconds at a time then free for long enough to fire a fully charged chest beam only to repeat the cycle seems a bit much.
-One of BH's lines only have half the audio. "Yellow caped pretender" being the only part he says of that particular line.
-Holiday purple gear drops are sometimes dropping at levels inappropriate for the zone you get them in. Downtown drops sometimes yield level 14 variants while Westside drops sometimes yield level 40.
-Stale Halloween Candy causes issues with transmogrification. Getting the toxic damage will cause you to change between transmogrified form and normal form. Opening the first present after taking the toxic damage will also trigger a form change. Additionally, getting a drop that triggers a confetti covered cheer also triggers a form change.
-Snowballs coming off cooldown triggers MSA. Snowballs can be tossed at mobs so someone could toss these out during a fight for extra triggers.
Yellow because this may just be a character build issue.
Orange because I'm not sure if this is a bug or not.
Well, do you guys think you could do a pass over on a bunch of different enemies and see which are behaving properly? I actually can't think of any off the top of my head (except Stag manimals, IIRC they're still like this), but if you guys really, really wanted I could start making a list and give it to someone if I find any more.
Also, is it possible you could make it so that if a player has been recently knocked, they can't be knocked again until they've had ample time to possibly block the next knock? I think this would help alot of crap in at least PvE as there's nothing more frustrating then getting sent flying, getting back up, blocking and then getting sent flying again because the mob nailed you with a knock just as you began getting back up and there was no way you could have hit the window to block the knock. Even ones that work properly behave like this, because you can block in the middle of the activation period.
Shoot, I STILL think that Crippling Challenge should disable block resistance (and probably special non-passive block effects), but not actually disable blocking so that people can't just CC spam an aware opponent in PvP. That would be like if you were playing Street Fighter and Ryu could hit you with a jab and then always be able to Shoryuken you afterwards, and he could hit you with another Shoryuken right at the end of your wakeup period. Yes, I know fighting games are different, but the frustration and helplessness is EXACTLY THE SAME. It's one thing to let players juggle some if not most mobs like this, it's another to have players get juggled like this.
It was level 14, but i was told it wasn't "scaling"?
Was the "all 8 stats" an anomoly?
Or is this a new catagory of item in the game?
I remember someone reporting something similar but scaled to 40 a while ago, with a small amount of bonus damage on it. I actually have a couple characters that could use such a Primary (some of my characters use as many as 6 stats), so I might have to hop on PTS and see this for myself when I'm not being lazy.
Dropped it with my main (40), equipped it, just in case, didn't scale.
Too bad, would have been fun...
Its icon looks a lot like Winter Witchcraft AF's head.
I found on for defense and utility primary slot.
The name made me think of a kind of set as they shared the same prefix (or was it suffix).
I hope we get set gear coming on the future.
Wait, you can seriously get these in every slot?
Holy crap, the character I'm currently leveling would be perfect for those.
If I have all 3 does it make 75% chance for X damages or does it stay separate.
And then there are two others
http://www.champions-online-wiki.com/wiki/Attack_of_the_Misfit_Toys_2011
haven't found any secondaries and I don't know if the original blues can still be obtained.
(At least for the parts / AF shots - Father full, Soldier full, Rudy full, Helper head)
Yesh, I saw your email. I have some editing to do tonight. I was preoccupied last night.
All in due time, no worries. ^_^
(Don't forget to breath between work and...more work. XD)
AFAIK, no. So each time you attack, you'd have three 25% chance rolls to do bonus damage. Which means if you get lucky, you can have 3 bonus damages per attack.
All i want for christmas is these as secondries for my AoPM toon...
*...pleaselettherebesecondaries... pleaselettherebesecondaries... pleaselettherebesecondaries*
Dear Cryptic,
You knew we were kidding about the "Grab Bags" inside a "Grab Bag" thing, right?
OoOooOoo *sparkly eyes*
Noticed during play in Vibora Bay, on a char logged in only there who has not been logged in for months (that is, all presents were collected only in Vibora Bay, on a char who hasn't bee elsewhere).
I presume this isn't always, or perhaps even often, happening since it is so prominent and I didn't notice a mention...and I didn't check to see if moving out of Vibora Bay fixed it.
I seem to have a vague recollection of another erroneous message of this type that I encountered and I think reported, but I can't bring it clearly to mind at the moment.
I don't think it's a bug.
If they are Christmas presents they have to be given to someone else.
Now we just need bags inside our bags. Moar inventory space! :cool: