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PTS Update FC.23.20111219a.3

Archived PostArchived Post Posts: 1,156,071 Arc User
edited December 2011 in PTS - The Archive
PTS update FC.23.20111219a.3
This build is scheduled to hit PTS by 8:00PM PST

The focus of this build is to test Wind powers only. We have temporarily removed Earth powers to help focus testing on Wind in anticipation of this week's release to Live

Earth powers will be available in the next PTS update scheduled for later this week.

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


Archetype:
  • The Squall (New!) This new Archetype based on the new Wind powers uses the Avenger role.
  • The Squall: Now acquires the correct Energy Unlock.

Wind Powers:
  • Wind: Most of the power icons are now hooked up.
  • Wind Reverberation: (New!) This Secondary Energy Unlock grants Energy when you attempt to Repel a foe.
  • Wind Breath: Unstable Footing: Instead of creating an additional chance to Disorient, it now Staggers your target when they are Knocked. (This effect works on targets that are immune to Knocks)
  • Typhoon: Cold Front: (New!) This 1 point advantage adds a chance (scaling with Charge) to Chill your target.
  • Typhoon: Ionic Discharge: (New!) This 1 point advantage adds a chance (scaling with Charge) to cause an Arc when hitting a target affected by Negative Ions.
  • Air Elemental: Now has costume variations based on Rank.
  • Wind: All Wind powers should now have proper icons.


Electricity Powers:
  • Negative Ions: Fixed a typo in the description. This is just a description change.
  • Lightning Storm: Tooltip now properly states the 25% chance to arc, instead of just saying "a chance." This is just a tooltip change.

General:
  • Earth: This framework has been removed as we ready for the Live push.
  • Archetype selection hexes reduced in size to accommodate the 3 new ATs.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Will 'Wind Reverberation' work with the repel from 'Invocation of Storm Calling' I wonder?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I haven't hopped on yet, but the notes says it activates with any attempt to repel, not just repels from wind. So yes, it should work with Invocation of Storm Calling.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    By the way you wrote "8 PM" I am pretty sure its AM =p.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I'm unable to test due to being at work, but can anyone test to make sure that the Arc from Typhoon's NI advantage procs Ionic Reverb?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I'm unable to test due to being at work, but can anyone test to make sure that the Arc from Typhoon's NI advantage procs Ionic Reverb?

    Just tested it. Nope it doesn't give energy with ionic reverb.... there you go a bug =p, can you post it in proper format?? I am kinda short of time right now.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    By the way you wrote "8 PM" I am pretty sure its AM =p.

    Naw, It hit PTS last night. I played around with it then. Was wondering where the patch notes were in case it was anything else besides the finishing touches on Wind.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    NisDiddums wrote:
    PTS update FC.23.20111219a.3
    This build is scheduled to hit PTS by 8:00PM PST

    The focus of this build is to test Wind powers only. We have temporarily removed Earth powers to help focus testing on Wind in anticipation of this week's release to Live

    Just want to say nice work overall on the Wind powers. Making them work well independantly, as well as the option to function well interdependently with the electric and ice powers. Good job.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Typhoon's knockback on disoriented targets doesn't scale with power rank, only with Ego, but poorly atm.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Ellri wrote:
    Will 'Wind Reverberation' work with the repel from 'Invocation of Storm Calling' I wonder?

    It should work with all Repels.
    Just tested it. Nope it doesn't give energy with ionic reverb.... there you go a bug =p, can you post it in proper format?? I am kinda short of time right now.

    Hmm, I will take a look to see what's up. It should count, and if it is not, we will make it do so.
    Kien. wrote:
    Typhoon's knockback on disoriented targets doesn't scale with power rank, only with Ego, but poorly atm.

    Fixing now.

    Thanks for the reports, all.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Typhoon: Cold Front: (New!) This 1 point advantage adds a chance (scaling with Charge) to Chill your target.
    Another power that grants chill when it has no point in doing so. If you using typhoon chances are whatever you hit is dead, and if not then shatter is like hitting it with an T0 except it removes the debuff. Why would I use typhoon to apply chill when i could use frost breath or snowstorm to much greater effect? And why would I have typhoon and shatter in the same build?

    Putting chill on typhoon is about as good as putting it on gigabolt and force cascade.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Another power that grants chill when it has no point in doing so. If you using typhoon chances are whatever you hit is dead, and if not then shatter is like hitting it with an T0 except it removes the debuff. Why would I use typhoon to apply chill when i could use frost breath or snowstorm to much greater effect? And why would I have typhoon and shatter in the same build?

    Putting chill on typhoon is about as good as putting it on gigabolt and force cascade.

    I agree, a shatter effect would be more useful but I disagree that Chill is useless on this. I'd need to test it though but I'm sure there's a use...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    NisDiddums wrote:
    • The Squall: This new Archetype based on the new Wind powers uses the Avenger role
    • Wind Reverberation: This Secondary Energy Unlock grants Energy when you attempt to Repel a foe
    *scribbles out "The Squall", writes in "The Storm"*
    *scribbles out "Wind Reverberation", writes in "Second Wind"*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    It may just be an issue on my end, as I have not seen any others mention it,
    but Hurricane wreaks absolute -havoc- on my frame-rate.

    Activating Hurricane causes a significant drop in frame-rate -
    Going from an average of 90-95 to 18-19 in the duration of the power.

    Bug: Severe Frame-rate Drop caused by "Hurricane"

    Where It Happens: N/A, as it occurs with use of power.

    What Happens: Frame-rate drops to 18-19 from 90-95 during the duration of "Hurricane".

    Zooming out from the character seemed to increase the frame-rate, but not significantly.
    In testing, Frame-rate only grew to 39 at maximum camera distance.

    It is the only power that I have seen to negatively affect my frame-rate so drastically.

    If it is only occurring on my end, I apologize for any trouble this post may cause and for wasting valuable time.:o
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I think that's on your end, though I've heard people saying their FPS dropped as well.
    I haven't experienced this issue.

    BTW, can someone please tell me how does the Wind EU perform?
    I'm on a laptop and can't test it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    The Energy Unlock for Wind works rather splendidly.
    I never seem to run out of energy while using my Wind Abilities, save for when there is not a target to repel.

    For information's sake, I tested the Wind Powers with Endurance and Recovery Super Stats.
    As stated, my experience with Wind Reverberation was wonderful.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    That sounds great, but what if I don't have REC as a SS? xD
    Let's say I have CON. Is the EU unlock still good?
    Rec through talents and a primary gear in the Offensive slot.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Without REC as a superstat, Wind Reverberation still seems to be useful. Using INT/END superstats, and a bit of REC gear, the repel effect of concussor beams was able to keep concussors, minigun and micro munitions firing nicely, but not enough to do it with IDF active.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Wind...reverberation?

    C'mon guys, I handed you "Second Wind" on a platter last night for a name. It works on a couple of levels. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Wind...reverberation?

    C'mon guys, I handed you "Second Wind" on a platter last night for a name. It works on a couple of levels. :)

    I like that. Yes please!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Another power that grants chill when it has no point in doing so. If you using typhoon chances are whatever you hit is dead, and if not then shatter is like hitting it with an T0 except it removes the debuff. Why would I use typhoon to apply chill when i could use frost breath or snowstorm to much greater effect? And why would I have typhoon and shatter in the same build?

    Putting chill on typhoon is about as good as putting it on gigabolt and force cascade.

    I agree. Putting Chill on a power that's designed to one-shot or do extreme damage to your target is frankly a joke. Giving it a Shatter effect instead would make MUCH more sense, and would also go along with the other 1 point advantage (which causes an arc effect if a target is affected by Negative Ions).

    It just makes no sense looking at it as a whole:

    Cold Front can put Chill on a target.
    Ionic Discharge causes an effect IF the target is already affected with Negative Ions.

    Basically the two advantages are unbalanced against each other. One puts on an effect, the other causes something if the target has the effect already. You need to do one of the following with these two advantages:

    1) A chance to put on Chill or Negative Ions (very poor choices for reasons described above).
    2) A chance to cause something to happen if a target already has Chill or Negative Ions on them.

    Go with Option #2 and make Typhoon actually useful for Cold users, like it is for Lightning ones (assuming the Arc fires before the target dies).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Typhoon new adv is actually a nice addition. Typhoon does obliterate alot of stuff, but not the case in pvp or elite/tough lairs. As a FC spammer I can testify to this...i havent been able to test stuff, but im already thinking of a chill/repel toon for pvp.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Typhoon new adv is actually a nice addition. Typhoon does obliterate alot of stuff, but not the case in pvp or elite/tough lairs. As a FC spammer I can testify to this...i havent been able to test stuff, but im already thinking of a chill/repel toon for pvp.

    Hurricane and Typhoon and/or Lightning Arc is looking promising. I like how Typhoon's cost is slightly lowered; feels a lot better now.

    I don't particularly like the animation for Typhoon, but at least it's better than version 1. Mirroring what others have said, a 2-point or 3-point adv on Typhoon to shatter ice structures seems logical and helpful.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Wind Reverberation can be taken with other energy unlocks atm

    Hm, and can we ask for removal of 50% knock down on tap for typhoon? I don't see any point in it, exept giving enemies free knock resistance... Or better just remove that knock down, repel on it is enough w\o disorient, or at least make it work like haymaker, no knock down on tap, only at charge.

    And no, thanks, but chill is too useful on typhoon, imo it should stay.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Well I mostly agree that a shatter effect would be more useful on Typhoon.
    I would prefer see a 1pts chill effect on gust
    add another 1pts adv. that apply ionic reverb on gust
    make a shatter as adv. on typhoon
    and keep the current ionic discharged on typhoon.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    NisDiddums wrote:
    • Archetype selection hexes reduced in size to accommodate the 3 new ATs.

    Too bad it's not a dynamic setup that cycles around the icons based on factors like popularity/sales and such. I can see this being very cluttered in the coming year.

    So like the free one should always appear in the front, then any in the archetype rotation promotionals/sales. After that, maybe have them dynamically list based on popularity (updating every maintenance period cycle) to fill up till a person has to scroll to the next page rather than having to fit them all on the same page.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    anyone done a wind reverb compared to MSA for wind yet. Not sure which one I'm going with but I like con/int for ss with this set then end/rec.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Kien. wrote:

    And no, thanks, but chill is too useful on typhoon, imo it should stay.

    I would agree more if the proc chance was 100% on full charge. 50% chance to apply chill on a full charge of Typhoon is pretty anemic, imo.

    On the other hand, having a chill proc'ing advantage is more useful than I think credit is being given for, at least if you're planning on kiting with Typhoon.

    Also, a chill proc advantage is probably the best we can hope for. I get the feeling porting Shatter's inner workings over to Typhoon is probably too technically complex to fit into the schedule, and I knew that even when I made the first suggestion to do it.

    At best it's a wish list item. Maybe when they get to an Ice pass we can proliferate Shatter's effects to some advantages.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Hurricane w/Adv is just insanely awesome. I love it. The new stuff for Typhoon, especially the chill advantage, is a great as well. Being able to proc a chill at 100 feet is nothing to laugh at.

    I've got a Storm Sigils/Lightning Arc/Hurricane build with pets (Arctic Beast, Air Elemental, Ball Lightning, Dust Devil) on test right now and it's just brutal. Yellow numbers everywhere, mulches 5-man powerhouse, silly damage on things.

    Going to be loads of fun on live.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    The cool thing to do is load up Hurricane w/ Perfect Storm and Sparkstorm w/ Electric Personality.
    Lead in with Ice Sheath and follow up with Shatter for maximum giggles.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I love it. The new stuff for Typhoon, especially the chill advantage, is a great as well. Being able to proc a chill at 100 feet is nothing to laugh at.
    The entire force set just laughed in your face ಠ_ಠ
    I would agree more if the proc chance was 100% on full charge. 50% chance to apply chill on a full charge of Typhoon is pretty anemic, imo.

    On the other hand, having a chill proc'ing advantage is more useful than I think credit is being given for, at least if you're planning on kiting with Typhoon.

    Also, a chill proc advantage is probably the best we can hope for. I get the feeling porting Shatter's inner workings over to Typhoon is probably too technically complex to fit into the schedule, and I knew that even when I made the first suggestion to do it.

    At best it's a wish list item. Maybe when they get to an Ice pass we can proliferate Shatter's effects to some advantages.
    I don't think porting shatter over to other powers is a good idea come to think of it. It makes the power itself redundant, much like a T0 you would only take it for theme or for a filler till you get the shatter proccing power.

    As for the advantage. My point is, when you think about it, why would you ever use that advantage on a build.

    You can't use it as a main source of chill cause of energy and chance issues.
    You can't use it to help with energy, the energy returned from shattering the chill wouldn't be nearly enough to fund any sort of follow up power.
    A 100ft chill for an offensive toon is useless, shatter isn't 100ft ranged and a single chill stack will do nothing to stop someone from getting in range for a lunge.
    Shattering the chill will do less damage than a follow typhoon for single targets or multiple lined up targets/

    The only situation where this chill is remotely useful is if you use typhoon from shatter range, and your multiple targets will not be able to be hit by a following single typhoon.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    The entire force set just laughed in your face ಠ_ಠ
    I have a Force toon. What's funny about Force is it has one actual offensive power, Force Cascade. The rest is just "things you have to deal with until you can get Force Cascade". In my case Force was so unremittingly awful my Force toon has more Might powers than Force. It's a terrible set. If I wanted to play a terrible set, I'd play Force. If I wanted a set with a lot of great synergies, I'd play Wind.
    I don't think porting shatter over to other powers is a good idea come to think of it. It makes the power itself redundant, much like a T0 you would only take it for theme or for a filler till you get the shatter proccing power.

    As for the advantage. My point is, when you think about it, why would you ever use that advantage on a build.

    You think Force is a great set. no, actually you think "Use Force Cascade!" is the solution to a number of build issues for the 100 foot range in many sets, but it's not one you have to always use.
    You can't use it as a main source of chill cause of energy and chance issues.
    You can't use it to help with energy, the energy returned from shattering the chill wouldn't be nearly enough to fund any sort of follow up power.
    A 100ft chill for an offensive toon is useless, shatter isn't 100ft ranged and a single chill stack will do nothing to stop someone from getting in range for a lunge.
    Shattering the chill will do less damage than a follow typhoon for single targets or multiple lined up targets/

    The only situation where this chill is remotely useful is if you use typhoon from shatter range, and your multiple targets will not be able to be hit by a following single typhoon.

    Well, if you can't think of a reason to need chill at 100 feet, just stick with Force Cascade.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    A few things:

    Why, Cryptic, just why is there no "Little Black Raincloud" skin for Air elemental? This is truly a missed opportunity. It's a slightly less "magical" summon skin that wouldn't need a ton of animation and would fit for just about anyone who could control the weather.

    I think I might be nuts in this regard, but I prefer Ego to Rec for wind powers.

    The AT has a bunch of choices. But some of them are less impressive than others.
    Updraft VS Twister is kind of heavily biased in Updrafts favor. Triply so considering Updraft is kind of beastly for tap-spam
    Wind Breath VS Frost Breath is a legit choice, but it comes right after Hurricane. They are more than a bit redundant in comparison.
    Ice Sheath Vs Electric Sheath is a cool pick. I think it might be a bit too much into Electric's favor though, what with not having good stats for crits and no use for cold snap.

    No pick between Dust Devil and Air Elemental? I guess Dust devil would fit into more themes if it isn't a choice.

    This AT would shine with a pick between Sparkstorm and Shatter. Like seriously! That way the at would have more of a use for Negative Ions, or Chill+Cold snap, and show off some of the deeper aspects of character customization (and therefore a Freeform build) can do. Just think of all the different ways you could tweak it: Go for thunderstorms, Go for snowstorms, Go for pure tornadoes, or split the difference any which way you make it.


    The names in wind are making me go nuts.
    Second Wind is totally a better name than wind Reverberation.
    And I just don't like "The Squall" It's much less impressive than "The Tornado" Or "The Hurricane" or "The Tsunami" or something. But I am sure most of those names are taken for that reason :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I'll bite:
    I have a Force toon. What's funny about Force is it has one actual offensive power, Force Cascade. The rest is just "things you have to deal with until you can get Force Cascade". In my case Force was so unremittingly awful my Force toon has more Might powers than Force. It's a terrible set. If I wanted to play a terrible set, I'd play Force. If I wanted a set with a lot of great synergies, I'd play Wind.
    Force is indeed lacking in synergies, much like ice, but it is a far better powerset overall. Force geyser makes a 50% chance to 100ft chill look awful by itself.
    You think Force is a great set. no, actually you think "Use Force Cascade!" is the solution to a number of build issues for the 100 foot range in many sets, but it's not one you have to always use.
    Revise this argument, your even practically stating that your guessing my opinion. It does neither of us any justice :/
    Well, if you can't think of a reason to need chill at 100 feet, just stick with Force Cascade.
    Give me a reason to want a 100ft chill in a powerset like wind? Or perhaps why I would want a 100ft chill in ice for that matter?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    *scribbles out "The Squall", writes in "The Storm"*
    *scribbles out "Wind Reverberation", writes in "Second Wind"*

    /agree

    :-)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Give me a reason to want a 100ft chill in a powerset like wind? Or perhaps why I would want a 100ft chill in ice for that matter?

    Actually i was lurking this thread waiting for someone to explain this in detail.

    Is it the speed reduction?

    Is the speed reduction even good with one stack?

    Is the one stack of speed reduction even good at a 50% chance?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    I don't think porting shatter over to other powers is a good idea come to think of it. It makes the power itself redundant, much like a T0 you would only take it for theme or for a filler till you get the shatter proccing power.

    Proliferating Ice Structure Explosions is a good idea, imo. Shatter has other effects besides just blowing up your ice. Of course, Shatter is also terrible, but that's more of a systemic problem inherent in Ice as a whole.

    I think it makes more sense for an omega-strike power to carry Ice Structure Explosions. Typhoon makes a great finisher, and thematically fits the bill.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    NisDiddums wrote:
    [*]Air Elemental: Now has costume variations based on Rank.

    Nice upgrade on the Air Elemental's appearence. I can't really see the difference between the costumes for Rank 1 and Rank 2, but it definitely looks better than that red-eyed thing from before. The only suggestion I'd make is to adjust the eyes so they stay the same blue-ish color as the jewels on it's bracers and belt, despite what the power's color is changed to. That way, the costume's theme continues to the head without needing some sort of additional headwear.

    EDIT: A female version of this elemental would be nice too.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Typhoon:
    Yea, i just tested the typhoon chill advantage and as a standalone advantage, it seems pointless.
    I have never played the ice framework so maybe this would be good if you mix in some ice powers, but the Chill is crap at face value.

    Suggestion:
    Make it 50% chance to apply chill on tap and maybe only on tap. We could use more tap friendly advantages (like the initiative advantage on Skewer). Also making this power more tap friendly will help differentiate typhoon from Force Cascade even more from a game play perspective.
    Typhoon has too long of a charge time and too much kill potential to have a debuff on it that is meant to stack.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Played the Squall 6-10.
    It runs fine. Hurricane be fun!

    (The Squall needsa better name tho...)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Chill at range is useful if it procs Ice Cage. I admit it would be far more useful if anything proced Shatter at that range. But for a 1 point advantage, it's not bad.

    Far more useful than Ionic Discharge.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    BUG The special ability of the R3 (and presumably R2) air elemental is still using the void horror's fx it needs updating to something more windy.

    It could also do with something to be the equivalent of Void Horror's Fear proc.
    Maybe gain a chance to apply Chill to nearby targets at R2 (wind), and add a chance to apply Negative Ions at R3 (storm)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Chill at range is useful if it procs Ice Cage. I admit it would be far more useful if anything proced Shatter at that range. But for a 1 point advantage, it's not bad.

    Far more useful than Ionic Discharge.

    If the Ionic one is made to work with Ionic Reverb, it'll be a pretty good energy return. At only 100 REC + 100 END, it should return over 50 energy. Nearly half the cost of Typhoon.

    At the moment, it does not work with Ionic Reverb though. I also had a devil of a time getting the arcs to actually proc.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    If the Ionic one is made to work with Ionic Reverb, it'll be a pretty good energy return. At only 100 REC + 100 END, it should return over 50 energy. Nearly half the cost of Typhoon.

    At the moment, it does not work with Ionic Reverb though. I also had a devil of a time getting the arcs to actually proc.

    Which is what I meant. Right now it's not doing that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited December 2011
    Cold Front has a 50% chance to proc chill on a full charge, meaning the chance to proc an ice cage is far lower. Typically Ice Cages only proc after 3 applications of Chill, so the only way Cold Front is going to make cages is either by completing the 3rd stack after getting chill from other sources, or after a minimum of 3 consecutive typhoons (which requires the benevolence of the Random Number Generator as well).

    Adding Chill to Typhoon can be useful, but could use a serious proc chance increase.
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