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PTS Update FC_26_20120301_1524

Archived PostArchived Post Posts: 1,156,071 Arc User
edited March 2012 in PTS - The Archive
PTS update FC_26_20120301_1524
This build is scheduled to hit PTS by 7:00pm PST
The purpose of this build is to test the following fixes and new content:
  • All new BURST Alerts missions (see below for instructions on how to access them).
  • New "Dojo" custom Alert
  • Re-itemization of Lv1-40

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


Burst Alerts:
  • A BURST Alert might just be the coolest but also the craziest of all Alerts. Similar to a smash alert, the BURST features a main Super Villain that could use a good beat down. The major difference here is the environment. In this type of alert, something has happened which has destabilized the area, and everything near by will be much more powerful than you are used to. You may find a meteor has fallen to earth or a tanker full of toxic ooze has crashed. Either way, exposure to the event has caused everyone and everything on the map to burst into extreme powered mode.
  • Alert bosses are now "legendary"

Special Alert: "Dojo"
  • This week we will also be adding the Special Alert in Redsnakes Dojo. Although running a little light on a team Green Dragon is ganging up on Redsnake and his students for an unknown reason. Queue up and stop this would be super villain.

For more information on Alerts, and tomorrow's playtest, check out RoBoBo's blog post here.


Player powers:
  • Travel: Fixed an issue with travel power speeds sometimes being reduced by the new CC Res
  • Celestial: Rebuke: Cost and Damage/Healing have been reworked. Tap cost increased substantially, and tap damage/healing increased ~60%. Max Charge time reduced to 1.83s, down from 2.33s, but Max Charge Damage has been increases slightly and Max Charge cost is approximately the same.
  • Celestial: Rebuke: Damage variance reduced from 10% to 5%.
  • Sorcery: Eldritch Blast: Cost and Damage have been reworked. Tap cost increased ~10 Energy, and tap damage increased ~54%. Max Charge time reduced to 1.5s, down from 2s, but max Charge DPS increased ~20% and max Charge Cost decreased ~9 Energy. Chance to Root increased slightly at tap, still 50% at full charge.
  • Sorcery: Eldritch Blast: Damage variance reduced from 10% to 5%.
  • Darkness: Shadow Blast: Cost and Damage have been reworked. Tap cost increased ~11 Energy, and tap damage increased ~60%. Max Charge time reduced to 1.5s, down from 2s, but max Charge DPS increased ~20% and max Charge Cost decreased ~9 Energy. Chance to Fear at tap increased slightly.
  • Darkness: Shadow Blast: Damage variance reduced from 10% to 5%.
  • Infernal: Infernal Blast: Cost and Damage have been reworked. Tap cost increased ~7 Energy, and tap damage increased ~37%. Max Charge damage increased ~9%, and max Charge cost decreased ~7 Energy.
  • Telepathy: Ego Blast: Cost and Damage have been reworked. Tap cost increased ~9 Energy, and tap damage increased ~50%. Max Charge time reduced to 1.5s, down from 2s, but max Charge DPS increased ~16% and max Charge Cost decreased ~10 Energy. Chance to Disorient at tap increased slightly.
  • Telepathy: Ego Blast: Damage variance reduced from 10% to 5%.
  • Ice: Ice Blast: Cost and Damage have been reworked. Tap cost increased ~9 Energy, and tap damage increased ~44%. Max Charge damage increased ~15%, and max Charge Cost decreased ~2 Energy. Chance to Chill increased slightly at tap, and from 40% to 50% at full charge.
  • Ice: Ice Blast: Damage variance reduced from 10% to 5%.
  • Force: Force Blast: Cost and Damage have been reworked. Tap cost increased ~8 Energy, and tap damage increased ~44%. Max Charge damage increased ~14%, and max Charge Cost decreased ~3 Energy.
  • Force: Force Blast: Damage variance reduced from 10% to 5%.
  • Wind: Gust: Cost and Damage have been reworked slightly. Tap cost increased ~6 Energy, and tap damage increased ~40%. Max Charge damage and Cost increased slightly.
  • Power Armor: Power Gauntlet: Now properly displays the chance to interrupt.
  • Power Armor: Power Gauntlet: Cost and Damage have been reworked. Tap cost increased ~4 Energy, and tap damage increased ~42%. Max Charge damage increased ~13%, and max Charge Cost decreased ~2 Energy.
  • Power Armor: Power Gauntlet: Damage variance reduced from 10% to 5%.
  • Roles: Melee: No longer innately Snares targets with Melee attacks.

Art:
Visual improvements made to Canada
  • Burial Butte
  • Eclipse lair interior
  • Telios’ Tower barrier
  • Argent lair
  • Lynx’s Fold
  • Gadroon area

Improved visual FX of the following player powers:
  • Telepathy: Psi Lash
    [*sorcery: Eldritch Bolt & Eldritch Blast
    [*Power Armor: Wrist Bolter &Power gauntlet
    [*Celestial: Rebuke R2&3
    [*Celestial: Radiance
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Two. Gun. Mojo

    :mad:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    NisDiddums wrote:
    PTS update FC_26_20120301_1524

    Improved visual FX of the following player powers:
    • Telepathy: Psi Lash
      [*sorcery: Eldritch Bolt & Eldritch Blast
      [*Power Armor: Wrist Bolter &Power gauntlet
      [*Celestial: Rebuke R2&3
      [*Celestial: Radiance

    What about the pulse beam rifle effect? Do you guys have plans to change that based on a player having to leave because he's epileptic?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Specialization trees?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Falchoin wrote:
    Specialization trees?

    I am somehow smelling that Specialization trees and the revamp to crafting wont make it on this initial push.... maybe on April-May... dunno, its just a guess... you know... only having 4 weeks to deliver.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    kamokami wrote:
    What about the pulse beam rifle effect? Do you guys have plans to change that based on a player having to leave because he's epileptic?

    What Vixy Said..... :mad:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I am somehow smelling that Specialization trees and the revamp to crafting wont make it on this initial push.... maybe on April-May... dunno, its just a guess... you know... only having 4 weeks to deliver.

    http://www.champions-online.com/node/595672
    These changes also go hand in hand with the itemization changes we’ll be rolling out at the same time, and the Specialization Trees.

    It looks like to me that Trees will be going up along with everything else at the end of the month.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    *Updated player powers patch notes section
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    update still isnt live 2 hours late by patch note time
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Roles: Melee: No longer innately Snares targets with Melee attacks.

    Ouuuuu I smelll raaaaaaaaaage from pvpers.

    Besides that the changes to tier 0 look sexy so far... more tap damage now eh?
    Zellgarith wrote:
    update still isnt live 2 hours late by patch note time

    1 hour actually, its 8:00 PM PST at the moment.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Lookin' Good!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    How were the powers reworked? I miss my specs ( ._.)

    EDIT: Nvm, yay the specs are in! :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    You removed the snare in the melee role???? Good job, now PvP is impossible for a melee toon. Cryptic at its best, nerfing stuff till its dead.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    according to server time they are 2 hours late as they already updated for daylight saving times
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    No more double snaring lunges? Yes please! They are totally not needed anymore, and PvP is more than possible for a melee toon.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Dr.Sage wrote:
    Two. Gun. Mojo

    :mad:

    Wow, you guys basically buffed every T0 ranged power except 2 Gun Mojo.

    Is it because my Main uses it?
    Do you hate me Cryptic?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    NisDiddums wrote:
    Alert bosses are now "legendary"

    Until the Alert bosses have compelling and interesting boss mechanics, I doubt this will be enough to make them worth playing (even with "rewards").

    It is a step in the right direction though, so thars dat.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Well... the only thing that would make sense out of this melee nerf on pvp... its that the snare got added as a "talent" on the specialization trees... that would make sense since you would be giving melee the flexibility of be on either hybrid/tank/dps roles, without tying it to a specific one.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    apriori wrote:
    Until the Alert bosses have compelling and interesting boss mechanics, I doubt this will be enough to make them worth playing (even with "rewards").

    It is a step in the right direction though, so thars dat.

    Its still a basic Tank and Spank encounter, welcome to 2001.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    The_Last wrote:
    Wow, you guys basically buffed every T0 ranged power except 2 Gun Mojo.

    Is it because my Main uses it?
    Do you hate me Cryptic?

    I think so, yes. I blame you for us not getting the Avian Warrior set yet.

    Try using reverse psychology.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    The lack of a Two-Gun Mojo buffs and melee T0 buffs makes me sad.

    One day, Blade Tempest and Reaper's Caress. One day.

    (but the other T0 buffs make me happy)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    With the changes to rebuke, can we get similar changes to psionic healing (with moar changes in the future to allow charging while moving) to keep them at least analogous?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    We're having some technical difficulties on our end that are keeping up from being able to update PTS.
    We are working on resolving them, and will update the thread as soon as possible.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Well... the only thing that would make sense out of this melee nerf on pvp... its that the snare got added as a "talent" on the specialization trees... that would make sense since you would be giving melee the flexibility of be on either hybrid/tank/dps roles, without tying it to a specific one.

    That's my guess too. If you want the (very powerful) option to snare on melee hit, go down said Tree. Maybe that means that Ranged will get such a thing in its own tree too. :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    The_Last wrote:
    Wow, you guys basically buffed every T0 ranged power except 2 Gun Mojo.

    Is it because my Main uses it?
    Do you hate me Cryptic?

    As i saw that list of tier 0s, i instantly thought "I bet TGMJ isn't on that list.", i was not surprised. :)

    I think they just hate munitions, or possibly me, since I'm the one that's been playing it on my main since launch masochistically.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    umm
    dont liek the snare thing but anyway, im lazy to make a new post and such.
    Acrobatics and veratility advantage gleach out on status bar , they just both dissapear in fights .
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Dr.Sage wrote:
    Two. Gun. Mojo

    :mad:

    If you look, you'll notice that all of the changes were to charge powers. We made a pass on them first, because they are the biggest change (internally) and there are more of them. The others are getting a pass as well, so y u mad tho? :p
    Falchoin wrote:
    Specialization trees?

    They are mostly functional internally. We still have some tooltip issues, and not every one of them is fully implemented. We expect them to be on PTS some time next week, unless something major prevents that.
    That's my guess too. If you want the (very powerful) option to snare on melee hit, go down said Tree. Maybe that means that Ranged will get such a thing in its own tree too. :D

    >.>
    <.<

    *ahem*

    It might be something like that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    PTS is back up!
    Thank you for your patience.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Ame wrote:
    If you look, you'll notice that all of the changes were to charge powers. We made a pass on them first, because they are the biggest change (internally) and there are more of them. The others are getting a pass as well, so y u mad tho? :p

    Thank you. :D

    And yeah, I figured it was something like "only the ___ blast powers or things that share a template with them are getting buffed at the moment". So the 100-ft, relatively low damage charged single-target powers.

    Looking forward to trying out some of 'em, though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Ame wrote:
    If you look, you'll notice that all of the changes were to charge powers. We made a pass on them first, because they are the biggest change (internally) and there are more of them. The others are getting a pass as well, so y u mad tho? :p
    .

    Touche... touche.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    If you are using two monitors, and CO is on your second monitor, you always get warning about being on the wrong monitor, even if CO was created on that monitor and has never been moved.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    • Medusa's Burst Alert icon, specifically the character portion, is not transparent like the other Burst Alert icons.

    • Primary and Secondary stat displays are partially cut off in the "Purchase primary/secondary super stat/stats" window.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Loganius wrote:
    I think so, yes. I blame you for us not getting the Avian Warrior set yet.

    Try using reverse psychology.

    Ok, this thought has crossed my mind but Loganius beat me to actually saying it :D
    Ame wrote:
    Dr.Sage wrote:
    Two. Gun. Mojo

    :mad:

    If you look, you'll notice that all of the changes were to charge powers. We made a pass on them first, because they are the biggest change (internally) and there are more of them. The others are getting a pass as well, so y u mad tho? :p

    Woohoo!

    Looking forward to this. My munitions toon demands it! Her pouches are two good to hold crappy ammo for her two-guns.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    You removed the snare in the melee role???? Good job, now PvP is impossible for a melee toon. Cryptic at its best, nerfing stuff till its dead.

    Don't you think that the snare will be in the specialization tree ? Breathe you are too much nervous.
    Edit: this is what is intended when i post without read the others posts before, a lot of people had already think at the specialization tree and say it :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Hmm, I've been trying to do some Alerts but I only managed to get in one of them once. Every time I tried it afterward, I got these REALLY long waiting periods (perhaps not enough people were trying them out at the time), and when I finally got the "Join! [countdown]" window, every time I tried to join I would get a...

    You are not in the queue for "Pyramid Power: Cairngorn Stoneblood*".

    ...message even if I was queued and it wouldn't let me join. Eventually the timer would run out, and I had to try again. I wonder if something is broke or if I did something wrong.

    *or whatever other Alert I happened to be trying for a the time.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    kamokami wrote:
    What about the pulse beam rifle effect? Do you guys have plans to change that based on a player having to leave because he's epileptic?

    Seems this one was overlooked in Ame's post so I'll quote it so it has better chances of being seen. :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    No two gun mojo, really?


    EDIT: Nevermind. S'what I get for not reading the entire thread. :P
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    No two gun mojo, really?

    Read Ame's post in this thread =p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    No two gun mojo, really?
    Ame wrote:
    If you look, you'll notice that all of the changes were to charge powers. We made a pass on them first, because they are the biggest change (internally) and there are more of them. The others are getting a pass as well, so y u mad tho? .


    I have hope.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Art:
    Visual improvements made to Canada

    Burial Butte
    Eclipse lair interior
    Telios’ Tower barrier
    Argent lair
    Lynx’s Fold
    Gadroon area

    O...kay. unless this changes already are leaked to live, I didn't see any change at all in this zones (unless they were really subtle changes). I just did a side by side comparison with live, and really there's nothing different at all.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Drops: in Destroyer's Factory, no item drops at all, though some token drops. In Andrith, no drops of any sort. Same for lemurians in Andrithal. Possibly a bug with tough NPCs and a bug with level 41+?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I can't wait for more T0 buffs.

    I also can't wait for Dual Pistols to stop being crap.

    Or Munitions in general.

    Also, confirmed, no drops on level 41 enemies. Since there's a SEVERE drought of actual level 40s on the open world, this kinda sucks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Eldritch Bolts and Eldritch Blast are good. However, they are too harsh. My eyes are uncomfortable after a 20 second test.

    Radiance looks .... bulky. I think if you can find a balance between this version and the old one, the effect might be better.

    Psi Lash looks cool !!

    The new Wrist Bolter might make more people want to use it. :D Serously, the old one looks really stupid !
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    The new Eldritch Blast its fine, I love the sigil things when charging up.... BUT.... if you rank it to 3, it kinda looks too massive and loses detail, just like a massive... thing... of magic, just doesn't look as sexy as its sexier rank 1 counterpart.... though the extra sigils on the hands look really good.

    Eldritch Bolts its kinda the same case BUT... who ranks an Energy Builder anyway?? so... yeah I don't have a problem with that then =p.

    Radiance and Rebuke look fine in all Ranks IMO, appropriate with the framework.

    And Wrist Bolt and Power Gauntlet, look amaaaaaazing, once more Wrist Bolt R3 looks a bit massive... but... again... who's gonna rank it? =p

    Psi Lash, its okay fits the theme.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Bug: VIPER-X Still seems to be on the old drop table
    Where it Happened: Serpent's Lantern on Elite difficulty. Probably the same for the other difficulties.

    Basically got an older item, Utility drop item that have 15 presence, 100% perception and 5.1 defense and 7.5 offense on it. Considering it was still named like an old item I don't think this was intended.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Bug: Unable to turn in Special Report in West Side
    Where it Happened: West Side

    The mission you get from Chief Surhoff, Special Report, which is suppose to lead you to Julie Morgan does not register her with any quest marker, nor is it able to be turned in with Julie Morgan when you reach her.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Bug: Heavy Weapon Critters are using the default color schemes for their heavy weapons
    Where it Happened: Any heavy weapon using mob

    The heavy weapons for all the mobs that are suppose to be using heavy weapons are using the default color scheme, IE blue, red, and white instead of having their own color scheme.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Bug: Fight Club Bleachers have wooden figure cut outs hand standing on them.
    Where it Happened: Fight Club in West Side

    The bleachers in the mission Fight Club have wooden cut out figurines hand standing on them. They are roughly the size of the player and don't see to have collision detection on them. I am guessing this is suppose to be the throw interaction factor.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Bug: Eldritch Bolts hue alteration doesn't respect the selected color.
    The "emitting" point is the right color, but not the "stream".

    ~ Click for picture ~

    Bug: When charging Eldritch Blast the rune effect is bigger on the right hand.
    This effect occurs only at Rank 3 of the power.

    ~ Click for picture ~

    Bug: Mindful Reinforcement's advantage (Revitalizing Boost) is still broken; doesn't return energy.
    Also, Protection Field seems to scale to the toon size, while Mindful Reinforcement doesn't.

    Bug: When you leave the Powerhouse, the HP drops down to about 25% and doesn't regenerate.

    Bug: The Local Recognition Vendor that was added a few patches ago doesn't have the "Talk to" button.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I hope experimental blaster gets the same love - it is a charge too, but omitted here.

    But goshdarnit, is that little gun cute.

    Otterman
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Pantagruel wrote:
    Drops: in Destroyer's Factory, no item drops at all, though some token drops. In Andrith, no drops of any sort. Same for lemurians in Andrithal. Possibly a bug with tough NPCs and a bug with level 41+?

    No, I'm pretty sure they screwed up the drop tables completely with this.

    Spent an hour in Vibora Bay, fighting different mobs of different gangs.

    Nothing dropped

    Nothing.

    Also, it would seem that almost every quest at 37 and above (checked around Monster Island and VB for this) has almost no items. They are all now almost completely straight EXP rewards. I found one quest in Monster Island in the Wurms area that actually had items.

    The rest, straight EXP.

    Which brings me to my suggestion:

    If we are going to have nothing but straight EXP and Resource rewards for most high level quests, could we please get some Recognition Tokens automatically with these instead of only getting them when we have the choice between it and items? It seems wasteful to do all these quests and get nothing for the new item system.
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