PTS update FC_25_20120127_0414
This build is scheduled to hit PTS by 8:00pm PST
The purpose of this build is to address issues present in the past build.
Please format any bugs you find in the following format:Bug
Where it happens
What happensPowers:
- Earth: The earth framework will now properly respect the new Tier purchasing requirements.
- Block: Base Energy Return now properly scales with Recovery, instead of with Ego.
- Tier 4 powers are now all listed in the "Ultimate" category heading within their respective frameworks.
- Ultimates: You can no longer purchase more than one Ultimate Power.
- Might: Clobber: The opening attack should once again scale up properly with Rank.
- Might: Hurl: The damage bonus this power gets now scales with either your Melee Damage bonus (from Strength) or your Ranged Damage bonus (from Ego), whichever is higher.
- Martial Arts: Shuriken Throw: The damage bonus this power gets now scales with either your Melee Damage bonus (from Strength) or your Ranged Damage bonus (from Ego), whichever is higher.
- Martial Arts: Shuriken Storm: The damage bonus this power gets now scales with either your Melee Damage bonus (from Strength) or your Ranged Damage bonus (from Ego), whichever is higher.
- Telepathy: Psionic Healing: Psionic Emanation: Now has an icon.
- Telepathy: Mindful Reinforcement: Fixed a bug that could allow the heal from this power to sometimes be more than double the remaining shield amount.
- Celestial: Seraphim: The periodic heal provided by this power now scales with your Presence.
- Gadgeteering: Medical Nanites: The periodic heal provided by this power now scales with your Presence.
- Gadgeteering: Orbital Cannon: This power should once again deal damage, and no longer repeatedly display the firing FX forever.
- Sorcery: Eldritch Shield: Imbue with Power: The Radiant Shield portion of this Advantage now scales with Presence, and is properly tagged as a HoT.
- Supernatural: Resurgence: Updated the description to state that this power does not scale with Presence, unlike most heals.
Stats:
- Several low level stat changes have occurred, in preparation for other upcoming changes. Base Avoidance has been increased to 20%, up from 16.7%. The energy you start with in the tutorial at level 1 has been increased substantially, and curves up to the base Energy of 100 at level 10 more smoothly. Base Equilibrium now starts at 33, instead of starting at 23 and increasing to 33 by level 3.
- Strength: Changed the way the bonus to Melee Damage is applied to make it more consistent and more maintainable. This should cause no noticeable change, however, it could have undesirable side effects. Please inform us if you notice any powers that used to scale with Strength that no longer do, or powers that now scale with Strength that previously didn't.
- Dexterity: No longer grants Crit Severity. Crit Chance granted has been increased to the amount it was before the Crit Chance/Crit Severity split with Ego.
- Ego: Now provides a bonus to Ranged Damage the same way that Strength provides a bonus to Melee Damage. No longer provides a bonus to Critical Chance or Critical Severity. Critical Severity now starts at a 50% base for all characters. Increased the amount of Hold Resistance
granted by 10%.
- Presence: No longer affects Threat, Threat modifiers are now applied via your Role and your Super Stats. Now provides bonus strength to all Holds (Stun and Paralyze). Bonus healing provided has been changed to match the same scaling that Strength uses for Melee Damage and Ego uses for Ranged Damage. This means the value scales roughly the same to ~70 Presence (at Level 40), but then slows down faster than it did previously. Now provides resistance to Crowd Control effects (counted as Hold, Confuse, Disable, and Root).
Super Stats/Roles:
- Primary Super Stats no longer always provide the same benefit (for example, +30% Damage). The benefit they provide now changes with the role you are in. Secondary Super Stats work similarly, but have slightly different ratios for some roles/stats. The new benefits are (based on an old value of +30% damage):
- Tank: All Damage +15%, Threat +30%. Secondary Stats provide half these values.
- Ranged Damage: All Damage +30%, Threat -15%. Secondary Stats provide half these values.
- Melee Damage: All Damage +30%, Threat -15%. Secondary Stats provide half these values.
- Support: All Damage +15%, Healing +30%, Threat -15%. Secondary Stats provide half these values.
- Hybrid: All Damage +30%, Healing +15%. Secondary Stats provide three-quarters these values.
- Roles have been renamed to more accurately describe what they are intended to do. Protector is now known as Tank. Avenger is now known as Ranged Damage. Brawler is now known as Melee Damage. Sentinel is now known as Support. Balanced is now known as Hybrid. The rollover descriptions for the Roles have also been updated to provide much more information than they used to.
- Tank: Base resistance to CC effects (Hold, Root, and Confuse) increased from 1.2 to 1.25. Instead of granting a second tick of Energy when blocking that scales with Constitution, this role now increases the amount of Energy gained when blocking by 25%. No longer has increased Power Decay (the rate at which your Energy decreases to Equilibrium when above that point).
- Ranged Damage: No longer receives a reduction to base health. No longer receives a penalty to healing strength. Base Ranged Damage increased to 125%, up from 120%. Now reduces threat generation by 10%. No longer has reduced Power Decay (the rate at which your Energy decreases to Equilibrium when above that point).
- Melee Damage: No longer receives a penalty to Ranged damage. No longer receives 5% cost discount on all powers. No longer has increased Power Decay (the rate at which your Energy decreases to Equilibrium when above that point). Now receives the same strength reduction to Control powers as the Ranged Damage role. Base Melee Damage increased to 125%, up from 120%. Now reduces threat generation by 10%.
- Support: Instead of gaining 20% Healing Strength, now increases base Healing by 25%. Now only receives a 10% reduction to Base Health, down from 16.7%. Control(Hold, Root, and Confuse) effect strength now 125%, up from 120%. No longer grants bonus resistance to Control effects. Damage penalty decreased to 10%, down from 20%.
Archetypes:
- Stats from Innate Talents updated to match Super Stat changes.
Known Issues:
- Water volumes still experiencing graphical issues
- UI pop-up that warns players that they will be kicked from instanced map.
Comments
Does this mean that it's weak to Control Powers (as Avenger used to have -HP Lost to the Hold when trying to break free), or that its Control Powers are weaker to begin with (meaning the hold isn't as strong when somebody in said Role tries to use one)?
I think you guys shouldn't allow heals to crit whatsoever as well guys.
Seperate us in to roles and force sacrafices.
Sacrafices are good for diversity and fun.
It means the holds they perform, not holds performed against them.
Assuming you mean the snare, this has not been touched at this point. If it isn't mentioned, it is likely the same. If it isn't mentioned, and isn't the same, it is potentially a bug.
All of the changes to roles are obviously still under review, and feedback is appreciated. These are big changes that will be coming with more big changes that will affect the roles and stats even further, so take that into consideration when providing any feedback.
Cant wait to try!
They will stack. Numbers are not final.
I see that Pre not provides CC protection.
Is the game going to be changed so that toons in Melee and ranged roles are massively susceptible to holds? Whereas toons in tanking role can shrug them off?
This is something I WANT to see, because if holds aren't dangerous to players who arent' prepared, what is the point of getting those protections.
Holds should be devestating and death sentences to people who don't specifically build for them (Pre or Adtive defenses) and people who do build for them should be able to shrug them off.
TL : DR- In short Holds should kill people who aren't tanks, didn't stat pre or don't have an active defense ready.
That kind of Difference will make the game very interesting.
(Possible) Bug: When creating a new Freeform character, the Innate Talents selection screen no longer shows what stat boosts each innate talent offers. The right side of the selection screen offers the one-liner description of each talent, i.e. "You have a cold outlook on life", but does not offer any information beyond this. provided it's still there when the actual patch hits. Silly me.
That being said...this is starting to look very interesting indeed. Really liking the Superstat bonuses for Guardian role - offering it extra healing ability over the damage roles actually gives players a meaningful choice between the extra firepower provided by their respective damage roles or the increased ruggedness provided by Guardian. Very nice.
Oh, also. Heh...can we not change the Roles' names, actually? It's a minor gripe, but I like the cool names for the roles and will still likely call them that for a good while. It's more superhero-y, and I'm not normally one to care much about the superhero part of mah superhero game.
Avenger/Ranged Damage:
Ranged Damage increased by 20% (now 25%)
Healing Powers and effects reduced by 20% (Gone)
Hold and Root Powers reduced by 20%
Energy decays at 50% normal rate (Gone)
Energy generated when Blocking is reduced by 50%
Standard Threat generation (Now -10%)
Base health points are reduced by about 10% (Gone)
About 25% greater energy generation from energy builder attacks.
Breaking free of Roots and Holds takes longer - it's undocumented even on the Wiki, but I know that some long time forumgoers worked out some numbers. I'd like to say it's 10% longer (the 'damage' you cause against the root/hold is -10% less), but I'd have to poke around.
Brawler/Melee Damage:
Melee Damage increased by 20% (now 25%)
Ranged Damage reduced by 9% (Gone)
Snare on single-target melee attacks
Energy decays faster than normal rate (Gone)
Energy generated when Blocking reduced by 50%
Small Energy cost discount to melee powers (Gone)
Greater energy generation from energy builder attacks.
Standard Threat generation (Now -10%)
Hold and Root Powers reduced by 20% (Added in)
Did I miss anything between these two?
Re-re-reviewing holds (I think it's been that many) is something we want to do as well during this pass, and something along those lines is where we'd like to head. I don't think we'll be making any players (though possibly critters) MORE susceptible to holds than they already are, but certainly additional ways to resist holds, as well as looking at the base holds themselves.
I don't think you missed anything, though the data is not presented in the same way we see it. :-)
As for the Break Free thing - that should not be the case. I'll take a look and see if I can verify that, and if so, fix it.
With that said, are you going to be removing/lessening the role restrictions on passives?
Or is it expected that everyone will switch between "specialist role of their choice" and "hybrid" depending on circumstances?
Looks like some things I suggested were considered. However, can you consider one more thing.
Can you combine the secondary stats for scaling purposes. Instead of halving their values.
Consider someone wants to get 70 STR. They can get 40 from a secondary, and 15 from talents, and then only one secondary equip slot can provide the remainder.
However, if they only get 70, it will have the unintended side effect of giving them less damage overall, as their bonus from STR will hit DR much lower (15%, or approx 90). That means they have to get 20 STR they may not want to get (or be satisfied with a 10% bonus), when they could have secondary stat INT instead, and boost that as high as possible and get 20% damage bonus, even with DR.
Now, if you combine secondary stats, someone could secondary stat STR and INT, boost INT really high, and leave STR at 70. Then combined they have 300 or more of secondary stats, and end up with 35% or more bonus. Instead of just the 30% they would get instead.
I know it's little (5%-10%), but for adding that value in, you won't get much if any exploitation, and people will be more likely to enjoy the diversification.
Whohoo, I found the thread!
http://forums.champions-online.com/showthread.php?t=122988&highlight=avenger
Yes, said linked thread is a year old now, but it might still hold true.
I'm probably gonna port my current build over to PTS and fiddle with it, but I can see myself changing back to Hybrid and maybe not being a 'real' tank anymore (in the threat gen sense). Honestly not a fan of that though, I've gotten used to using block to generate energy.
I'm going to say that if Melee and Ranged no longer have a penalty to the opposite I fail to see why they even need to be separate. Why not just make a single flat damage role that ignores ranged/melee?
I think they could let CC simply convert to 1 second stuns or at least decay to roots or snares.
As is, completely eliminating CC on harder targets takes a dynamic effect out of the game.
At least knock powers get added damage.
IDEA
I know, targets not able to be affected by CC get their damage and resistance debuffed by a small but stacking amount.
It's not going to get the additional damage boosts that those roles already provide.
Sounds pretty logical - would make sense that the dps role be one role, instead of being split into two. It would also increase the appeal of having hybrid type characters that deal both ranged and melee (FF of course). I can't think of a single reason to split the melee/ranged dps role, as both slot an offensive passive.
On top of that, it doesn't get the threat reduction that the damage roles get either. AoRP tank? :O
Ranged / Hybrid / Melee gain 30% more damage.
Ranged gains additional 25% ranged.
Melee gains additional 25% melee.
Hybrid gains more bonus from secondary stats (likely to be 10% damage additional).
So hybrid sits at:
40% ranged
40% melee
ranged
55% ranged
30% melee
melee
30% ranged
55% melee
WARNING: Numbers are no where near accurate, but intended to display relative differences.
Yeah. The damage difference has been changed.
It used to be it was a "penalty to base".
Now it's a "bonus to base is less". It makes the characters stronger overall (in terms of damage) while still maintaining a difference.
And Brawler keeps its snare on hit, at least for now.
IMO, why can't ranged have the snare.
Melee wants to keep in melee. Genie grants snare, and lunges.
Ranged wants to keep away at ranged. Genie grants evasive maneuvers.
Genie.... why you be that way?
Actually the way I got it its something like this
Hybrid sits at:
Ranged: 30% from SS, 22.5% + 22.5% from secondaries
Melee: 30% from SS, 22.5% + 22.5% from secondaries
Ranged:
Ranged: 30% from SS, 15% + 15% from secondaries + 25% from role bonus
Melee: 30% from SS, 15% + 15% from secondaries
Melee:
Ranged: 30% from SS, 15% + 15% from secondaries
Melee: 30% from SS, 15% + 15% from secondaries + 25% from role bonus
I am pretty sure this is what the patch notes mean.... which means Hybrid its gonna be tad weaker, damage wise, but not as much.
Edit: Unless they didn't mean "half or three quarters" each secondary stat.
Yeah I messed up secondaries.
That means relative
Ranged gets 10% more ranged damage, and 15% less melee.
Melee gets reverse.
When compared to hybrid.
NOTE: This is with OPTIMAL stats. With advanced stats, the game tilts in favor of hybrid, since if it can get an extra edge of 10% from stats than non-hybrid, it then has better melee damage than ranged, better ranged damage than melee, and the same ranged as ranged / melee as melee.
With super-optimal stats, hybrid outclasses ranged or melee.
With sub-optimal stats, it's worthless being hybrid.
I think they need to change hybrid to grant fixed 110% to ranged and melee, instead of boosting secondary stats.
I follow a KISS system.
If ranged gets 125% ranged
Melee gets 125% melee
Hybrid gets 110% both.
It prevents the possibility from a person switch roles because his gear changes.
Roles should define........... wait for it............. role.
Considering how CrypticMath works (i.e., MADJICK) I'll wait to see what the difference is in person rather than making estimates based on numbers we've been handed.
^
this.
Who knows how the soft caps are gonna work now and such... also as Ame said there are still big changes coming into our way.
Edit: And this brings to me interesting questions, that I doubt will answered until we see future builds of the PTS... such as:
Why would I like to SS either EGO or STR??
How's the soft cap of STR, EGO and REC is going to behave?
To increase your knock distance of ranged or melee attacks.
And only the devs know just how solid the soft cap is for those stats (although I think you mean Pre and not Rec). But no doubt, we'll find out soon enough once this goes up.
Oooops... yeap meant PRE, and yes as I said only devs know right now how are those caps behaving.... and I wish the tooltips reflect this changes now or else figuring out will be a pain hahaha.
Will there be an overview of knockback as well in this pass? Namely the removal of fall damage or at least the vast reduction of it?
Threat=Damage*RoleThreatModifier*SSThreatModifier (Guessing it's functioning the way damage does)
Damage=BaseDamage*RoleModifier*(SSmodifier+StatusEffectModifiers)
Role Modifiers: Damage
Tank: 10%
DPS: 25% (for appropriate damage type
Role SS: Damage
Tank 15%
DPS 30%
Note: For these purposes I'll build my math around a modest stat array of a 60%/30% bonus
Role Modifiers: Threat
Tank 10%
DPS -10%
Role SS: Threat
Tank 30%
DPS -15%
Other Assumptions:
DPS has a passive that grants at least +80% damage
Ignoring focus/rage for now
Using standard cryptic formula for diminishing numbers for negative threat modifiers
Raw Damage
Tank: 1*1.30=1.30
DPS: 1.25*(1.60+.80)=3.00
Threat modifier
Tank: 1.10*1.60=1.76
DPS: 1/(1.1*1.3)=.699
Modified Threat
Tank: 1.3*1.76=2.288
DPS: 3.00*.699=2.097
This actually is interesting. Assuming I did not miss something or botch my math horrifically, a tank might be able to barely hold agro over a DPS without using taunt advantages. Or my math may be horrifically wrong. Regardless I still encourage tanks to snag the appropriate advantages. (Though I wish tanking was not the one role that required mandatory advantages that rendered your powers unuseable without being counter-productive in other roles)
Is the point of the EGO changes to make EGO completely useless for a melee-focused character?
I remember when +damage(melee) was ADDED to STR. Nothing STR did up to that point was removed from it. Why is EGO not being handled in the same way?
STR is generally regarded to be a melee-focused stat. But, even ranged typed characters can get use out of it WITHOUT making specific power picks. You can pick up objects and throw them at people from range and you get KB resist to prevent you from being knocked on your butt or out of range of your attacks.
What will EGO provide a character with no ranged attacks? Hold resist. In the words of my little brother, "Big whoop".
Example Dex Primary, Dex Secondary, Int Secondary.
I assume this is not intended.
I can see the doomsayers now :rolleyes:
So, PRE finally gets a healing cap? :eek:
Why "Damage" on the end of "Ranged/Melee"?
As someone already said, K.I.S.S., leave off "Damage" and keep all roles to ONE word descriptions
YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES!
PLEASE! PLEASE! PLEASE! PLEASE! PLEASE! PLEASE! PLEASE! PLEASE! PLEASE!
SEVERE ANNOYANCE: Entering the Battle Station in the Powerhouse incurs the "Leaving Map In..." timer, limiting all attempts to use the Battle Station to increments of sixty seconds. The coding also seems to cause spikes of unnaturally high blood pressure in players.
If it's something I'm doing wrong...please let me know Q_Q
Also. Is it supposed to be the case that the Ultimate attacks don't count for tier requirements within their respective trees? It normally wouldn't matter, but retconning a level 40 character could be made significantly simpler - possibly exploitatively simpler - to rig up higher-end builds that take less T0 and T1 skills.
Just mentionin'.
Basically did 3 tests
#1) My lvl 40 blade archetype: This one the damage got overall higher, significantly higher the damage output of my shuriken throw.
#2) My lvl 35 devastator freeform: Once more my damage was by far superior to her live counterpart
#3) My lvl 33 specialist freeform: This one has a defensive passive and uses hybrid role. Her melee damage increased a little just as in the two previous cases, though just a little.... but... her ranged damage increased by a biiiiiiig deal. Must be the EGO new effect.
I am happy so far with what I see, no bugs on my small test today, ill check out more tomorrow.
And that bug was around in the last patch, too.
The energy storm T4 is not affected by CD. It doesn't take 30 seconds to CD, and you can spam it. Is that a bug, or an upgrade?
Cool changes
BUG: I can still take Enhanced Attribute (+40) on top of a Super Stat (+80). It seems like this shouldnt be possible.
Bug. Occasionally the cooldown doesn't kick in for Energy Storm. Seems to happen quite often, at least the times that I've tested it anyhow.
do i enjoy +992% bonus healing form seraphim? o yes i do
is it fair? sadly no it isnt,
anyone reporting oddly large discrepancies between DMG output on live vs pts, there may be your reason
I think its when I try to change to hybrid from another role.
More info. It seems the tabs can get stuck. Any role.
Once i double click the stuck tab... Bam instance crashes.
EVEN MORE INFO!
Any time you change your role via quick tabs too quickly you can cause the crash.
Repro Steps:
Change Role
While 10 Second non combat timer is counting down, tap another role tab repeatedly.
When the 10 second timer completes, Role won't change, then 1-3 seconds later... Crash.
Looks great on toons without wings....
LOOKS TERRIBLE AND IS UNPLAYABLE ON TOONS WITH WINGS.