Hello PTS!
Current status with Items:- The new items on PTS are for levels 1-15 in mission rewards.
- For completed missions, you will also have the option to pick a accessory box which contains a random green item.
- Also for completed missions, you will have the option to pick tokens to be used to purchase items from a vendor. (Vendors are not in yet)
- Items have additional stats which give increased offense, defense and utility to their appropriate item type.
What we're looking for:
It would be great to get feedback on any changes the items make on the difficulty of the game and the basic functions of items such as equipping/unequiping/selling. Feedback on if all the missions in Westside are giving out the new items and if the accessory boxes are giving out the right item types will be a big help.
Items in the future:
This is just the beginning of the update on items in Champs. Future updates will include mission rewards beyond level 15 and Westside as well as drops off of the critters throughout the world. Our focus right now is the beginning tier of the game.
Please use this thread for all issues and feedback regarding the new Items.
Please format any bugs you find in the following format:
Bug
Where it happens
What happens
Known Issues:
- Old items still drop from mobs.
- Most new items do not have finalized icon art
- Numerous missions from Kodiak still have old item rewards.
- The item package you receive upon completing the tutorial still has old items.
Comments
Yep, we figured that out last night (about the vendor). Until everything is hooked up, it's sort of meh.
Did you go through and replace all of the old upgrades and click items from old missions already?
Putting the vendor at the powerhouse strikes me as more convenient than putting them far away from it.
Not yet. Only 1~15 have had a rewards pass. And never fear! Clickies aren't going away! I just need to find a new home for them to make them more accessible!
Boom. There it is. Crisis over lol.
I love you.
Awesome. To the max.
Thank you. (Well if you see what I said anyway XD)
Thanks for the info G-Crush ^^
Will the vendor remain in its current / similar form?
What I mean is: will we be able to actually see what we "buy" with the tokens or will it remain random like now?
I was under the impression, from what you told us that we'd be able to select the item we want with the stats we desire...
Here, it's more we select a slot and hope it's of any use to us.
I know it just the same as having luck with a drop, but the fact we have to "pay", makes it feel grabbag-y.
And you do know how I hate the things with a passion, right? ^_^
Also, will we be able to get something else than gear from such a vendor?
I like fluff, a lot...
Also, will the crafting change hit at the same time as the gear review or at a later time?
What is to become of the unlocks we could craft?
Same question for the CTP, AF, etc...
Has the craft review already started or are you still in the brainstorming phase?
I know it's all still in test phase, and that I'm looking too far in the future.
I'm not taping my foot in a "Not here yet fashion", so don't worry.
Lil answers will do, after all M'Brainz Es-Taini... XD
Ok, super long quote. Ill try and answer succinctly. The vendor there is temporary(in his current state), but because he is targeted at lower level players the random bags will remain. Higher level players will have more choice open up to them as you progress.
As far as crafting, Im keeping a lid on that for now until I hear more from Ame about what I can say on it.
Other than that, I like the Alerts so far. I can just see myself eventually having an intense dislike for them if they get that grindy.
With rewards stated as not finalized, I'm going to trust that Crush won't repeat the atrocity that is UNITY.
GMC is now the shorthand for the gentleman with the crushes..
...might I suggest they be considered for endgame recipes/rewards?
Actual powers that break budget rules just a little bit? Maybe some exclusive Offense, Defense, or Utility click that makes your choice of Research and Development school that much more important?
You can make them not scale with level cap raises so we can discard them when expansions come.
- Gentle Mancrush (@KenpoJuJitsu3)
- G-Crush (@AngelOfCaine, )
- GMC (RoBo-BoBo, )
...Well, that's 3 :eek:Hey, did i miss this when it happened?
I noticed on LIVE (in the AH) SOME items have the "major" stat prefix preceeding the gear title.
Like "Legendary-Staff-Of-GentleMancrush" is now "END-Legendary-Staff-Of-GentleMancrush".
When did this happen, or is it a leak from the current PTS?
EDIT: And why did the general PTS current build thread get closed in favor of specific topic threads?
Probably so the conversations don't get as sidetracked and lost as in the previous build. I got worried too for a sec, but it makes more sense this way.
The "major" bits have been in for a good while now, I thought they were weird but it least it clarified something, and usually they were a little bit higher than their peers I think.
Not very encouraged at the moment. Hopefully the Cryptic Point infused Crafting makes up the slack.
If they are in fact trying to normalize the game (which I can't even tell anymore, since the optimal builds are single stat loaders right now...) the buff you get from purple vs green gear should be noticable, but not severe enough to becoem necessary.
Greenies should be competative with Purplenurples.
No not really (i'm referring to you statement about single stat maxers being optimal), you can clearly see that having several stats is very important, that's the reason AoPM is so popular.
When doing a build you have to think about:
a) damage - high STR or DEX (or both) and EGO for crit severity + ranged knockback (now only because of ranged knockback, though would never slot it with gear as it is in pts)
b) energy efficiency INT is enough if using AoPM/Infernal set/Martial arts, for others you need to add REC and sometimes END
c) survival - High CON, INT (because of the faster recharge on AD's and AO's)
d) (if pvp toon) perception gear, INT (to support perception)
So you need at least 3 stats to have an overall good toon, for more unusual builds 4/5 stats are needed to make them viable.
So what these changes do is actually make more builds viable, AoPM/Infernal/Martial arts no longer will be far more effective/easier to use choices than the rest.
(This applies to offensive builds, healers have different stat setups and as i haven't made a healer i can't comment on those with high confidence)
Gotta disagree about AoPM. It's already the best passive in the game on Live. If left alone, it much more easily eclipses everything else on PTS given the stat/role/gear changes.
It is the best choice on live atm? partly agree on that (it's the most balanced for overall performance), pestilence takes the cake in 1 v 1 and bash though (luckily the added stats would not increase it's effectiveness as much as it would help other sets because it's already energy efficient), but with the gear changes if you can pull of lets say
300 str 300 con 200 int 100 rec 100 end, there is little need to stick to AoPM since the added stats won't make such a huge difference, the only real reason why so much people are running AoPM is just because it gives energy efficiency, if that can be solved in other ways, more people will use different passives and if the new sl elite blues will be just as much better then the greens as they are in live, then this is doable and we will see a way more different array of builds then we have now.
Heh just yesterday i had a pvp match that perfectly illustrates the whole situation on live, in Bash there were ~5 AoPM's 1 pestilence, 1-2 defiants
I have one question, that is really important for me : Will Nemesis Gear also get an Update ?
Please please .. don't forget that, since as hunting my Nemeses is what i do most of the time, it would make me
very very sad if all these tokens are still worth nothing
Moar for the froobs!!!
(Gee, they really want me to fall into the Pits of Alt-Haria again...)
Ok, no worries, waiting the the green light then.
In the meanwhile, so you at least know what to ask him, as far as clearance goes:
The same? Others? If others, what becomes of the current?
The same? Others? If others, what becomes of the current?
The same? Others? If others, what becomes of the current?
(Pretty much the same question, applied to all 3 exclusive categories)
In other words, is there any use for us to keep hoarding the current ones.
Lil example: I have a bunch of Warlock Hexes and Icarus Invocation (names might be off, whatever) that cost me quite a bit of Globals and time to make for my Mystical Flight...
All for nothing? (Hint: It's a trap! XD)
As far as me, my LTS and I are concerned, those are the answers I'd like.
Now, for my Silver account, will we still be able to craft the heals and/or shields?
I know it's all a big can of worms... with a few venomous snakes thrown in, for fun, but there you have it.
Now, if you'll excuse me...
-runs around flailing arms- DooM! DooM! DooM! DooM! DooM! DooM! DooM! DooM! DooM! DooM!
Still unfazed?
(That's the spelling btw, but in your case, wouldn't un-FEZ-ed be more appropriate? XD)
Anyways. I'm going to assume recog vender gear is rather sharply over weighted for its rarity tier at the moment for purposes of testing. If not, we may have a bit of a sticky. Alexander performed significantly better with just the new gear and SS structure alone during my testing in Alerts. Combine that with a new customizatoon layer and more effective crafting, and we're looking at most ordinary content becoming trivial rather than just casual.
Don't get me wrpng, I like casual as much as the next guy, but there comes a point where the power's crept too far and there's little point in even pretending anything less than legendaries pose any credible threat to your existence. I know, I know, superhero game, we're all supposed to be invincible. I suppose I just worry that invincible will get boring after a while. Or right away, for some of us.
Any sootjing words to allay my hopefully groundless concerns, Cryptic?
I think what we might see is "all the features" implemented to mold the shape of the "power curve," and then blanket nerfs until it's relative height is either properly normalized or matches content difficulty more appropriately. This strategy is a little reminiscent of ... some past actions, and could stir up forum sensationalism if not cut off at the head.
Though to be fair, we'll look for any reason to shout DOOM!
The alternative solution being to ramp up the life, defense, and offense of enemies across the board. I guess that depends on which is easier, and whether or not they have to tweak enemy stats individually (argh) or have some sort of overarching structure to adjust critters on a wide scale. Personally, I'd rather see enemies tweaked up, if power creep becomes a real issue. Nerfs, justified or not, often incite cries of DOOM.
Third alternative would be to leave general world critters as is (maybe buffing legendary/cosmic) and then make the Hard/VH/Elite mode buffs stronger yet.
We'll see what they do to address the power creep.
As for the items themselves, I'm REALLY liking what I see so far. When the Power Cost Discount items were changed from a percentage (which was OP) to a point-based system that mirrored the cost reduction of INT, it was underdone. Power Cost Discount was treated as giving something like two or three more points, which was a terrible bonus for giving up raw INT. On these new items, I see a genuinely beefy increase in the amount of non-raw stats being given.
For instance, on Primary Offense, the split being 47/47 + 53 OR. Giving up 47 raw stat converts to a whopping 74 Crit Rating -- a worthy increase for giving up what is likely 47 pure DEX. So far, so good.
Higher offense?
Yes.
Higher defense?
Yes.
Better, smarter, faster, improved A.I.?
Oh, yes, pleaaaaase, make the fights a lil smarter than "Haaaaaalk SMASH!"
Higher life?
Noooooooooooooooo!
The HP amounts are already ridiculously high.
Staying for two days in front of a mob that can't dent my life beyond 50% is not harder than a 5 minutes fight with the same damage power.
Just freaking boring and tedious.
Look at the Endbringer on leet, or baby dino in Demogaard's lab: I can kill them with regen and my block only if I want... well rather if I wanna sleep in front of the comp.
That doesn't make for a hard or challenging fight, just a mindless grind.
On the other hand, check the yeti in W.O.: doesn't have that many HP... but it keeps you on your toes...
(Well it did for me)
Side-note here, yesterday I messed a bit in the new desert... Viper targeting laser... Is that a new ability, or did I just fail to notice it till now?
No, no existing gear is getting changed at all.
I asked him yesterday in chat, and gear-granting items were still a maybe as of then.
Did I miss a discussion? Or are they simply not in the game yet?
Defense gear in general seems somewhat sub-par compared to Offense or Utility, but I may be looking at it the wrong way. Seems like the only defensive substats are dodge, avoidance and very minor amounts of extra HP. Am I missing any? (I think CC resistance might be baked in to some of the Defense gear, somewhere).
That is correct. I will be tinkering with the values various stats give as this all goes. I realize that defenses feel a little underwhelming at this time, but they are a tricky set to play with because they compound very very fast with powers.
Could do the same thing with attacks -- rather than a crit being x1.5 damage, it could be a +100% damage bonus (stacking with your other damage bonuses). In normal use that's about the same increase as currently, but on a character with a 300% damage bonus from superstats, offensive passive, and form stacks, it's only a 25% increase.
While that would work, completely restructuring avoidance isn't really part of the item discussion. And I could just have the items give relatively less D/A so they provide bonuses that are similar to what is lost (I just have to decide how far up I want that balance point to sit)
lol
My suggestion to fixing the defense adds: make a new game.
Problem solved!
(disclaimer: being completely facetious of course. )
Since your actually active in this tread at the moment .. can you please answer to my question that really
is the most important for me now :
Will NEMESIS Gear also be upgraded to the new system ?
Hunting my Nemesis is really my personal Endgame, and i would really be annoyed if all my tokens are still worthless
after the Item review
Don't forget the HP regen gears. While dodge/avoidance can always be applied, HP regen gears should be applied in any time. And also .... the heal of after-defeat and HP regen may also need to be rejudge. It is pity that the buff from science objects can do much better heal.
Bash is irrelevant. Vixy was refering to the whole game - most of which is pve. AoPM stomps Pestilence into the ground. And DR is easily circumvented.
Talking pve you can't be more wrong, even with no stacks of enraged with pest on elite clearing sl bunkers is ~2 minutes, with AoPM way slower, pest takes the cake hands down, no competition. That's for pretty much every content there is since it's best AoE "buff", only boss fights are a different story, and there AoPM also comes second, 1st being Quarry with Dclaws that was prooven many times over in Tako events.
Err that's like saying, "I clear regular zone mobs with pest way faster" - it doesn't matter.
Try Elite scaled TT. For anything that involves a team, AoPM is the obvious choice. And even going solo, nothing beats crits + Enrage + Toggle.
There is absolutely no reason to take any other passive as things stand when it comes to high-end gameplay.
TLDR: AoPM definitely competes against the best passives solo....as soon as you add in a team it totally destroys them. On PTS this effect will be even more pronounced due to the new gear and the number of useful effects that scale with your SS via the role changes.