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PTS Update FC.26.20120314a.5

Archived PostArchived Post Posts: 1,156,071 Arc User
edited March 2012 in PTS - The Archive
PTS update FC.26.20120314a.5
This build is scheduled to hit PTS by 8:00pm PST
The purpose of this build is to test various fixes, and updated critter difficulty throughout the game as well as during Alerts.

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


Art:
  • Fixing the Earth framework icon selection highlighting.



Alerts:
  • Ramped-up critter & boss difficulty
  • Nemesis: Your nemesis should be much stronger on a Nemesis alert map now!
  • New Shadows Immortal no longer counts for two kills in Alerts.
  • Purple Gang Tommy Gun no longer shoots a laser from his tommy gun.
  • Alert buffs should now properly buff heals and shields.
  • Alerts: fixed Red Winter minimap, added dev pause feature to map



Content:
  • New Powerhouse "Modification" tutorial (work-in-progress)
  • Fixed multiple interior option display names for the Moon Base and Cave Hideouts to now display properly.
  • Critters: All critters have had the amount of health they have and the amount of damage they do increased. The amounts vary dependent on their rank.
  • Missions: Snakeskin Surprise calling card no longer gives credit if defeated manimal not present
  • Mission: Henry Lee begins his patrol route now and does not wave to the crowd



Specializations:
  • Specializations: Sentinel, Sentry, Overseer, and Arbiter Auras: It should no longer be possible to Dodge these effects.
  • Specializations: Brawler: Flanking: Now has the proper tooltip.
  • Intelligence: Enlightened: Should no longer increase your Intelligence bonuses, and should no longer sometimes cause reduced recharge times to not reset to their normal recharge time when they should.



Archetypes:
  • Archetype: The Impulse: Now properly has the Endurance Specialization instead of Intelligence.
  • The Soldier: Now has Ego for Primary Super Stat, and Dex as the Level 10 Secondary Super Stat.
  • Archetype: The Soldier: Now gets the Vindicator Specialization tree at level 20, instead of Guardian.
  • Archetype: The Specialist: Now gets Secondary Stat - Ego at 10 (instead of Recovery) and Secondary Stat - Strength at 15 (instead of Ego).
  • The Inferno: Now gets the Guardian Specialization tree at level 30, instead of Vindicator.



  • Earth:Stone Shroud: This power should no longer force you into combat when you use it out of combat.
  • Martial Arts: Bountiful Chi Resurgence: Resurgent Reiki: Now can only proc once every 0.5 seconds. Also updated the description to more accurately represent what this Advantage does.
  • Munitions: Bullet Beatdown: Break the Trigger: (New!) This 2 point advantage causes the second and fourth attacks of this combo to become Melee Damage.
  • Power Armor: Targeting Computer: Updated description to state that the Damage Resistance provided scales with your Super Stats. This is just a description change, the power already behaves this way.
  • Force: Inertial Dampening Field: Now considered a Form power, and like the others, is exclusive with all other Form powers.
  • Infernal: Aspect of the Infernal: Updated tooltip to show that it is a Form power.
  • Infernal: Aspect of the Ethereal: Updated tooltip to show that it is a Form power.
  • Harvesting: Crafting nodes now have a scaling chance to give a skill up that scales with your crafting skill relative to the level of the node. If your skill is low relative to the node, you are much more likely to get a skill up!



Items:
  • Items: Toxic Waste Barrels and Radioactive Warheads should work properly again.
  • Modifications: All modifications have had their names slightly simplified to be easier to identify the ranks
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    NisDiddums wrote:
    PTS update FC.26.20120314a.5

    Items:
    • Items: Toxic Waste Barrels and Radioactive Warheads should work properly again.

    Phew thanks. Was beginning to see this become somewhat common again.

    And cheers on the Resurgent Reiki change. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    "Force: Inertial Dampening Field: Now considered a Form power, and like the others, is exclusive with all other Form powers."

    Ha, finally... I was beginning to think you'd forgotten entirely that this was a defensive form toggle.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    "Martial Arts: Bountiful Chi Resurgence: Resurgent Reiki: Now can only proc once every 0.5 seconds. Also updated the description to more accurately represent what this Advantage does."

    Called this a year ago. Enjoy.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    No crafting?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    BCR - Like
    IDF ,i dont like unless you do something about the DOTs
    i eman, its the only defence vs dots , not counting INV.
    and by "DOTs" i mean the nice not powerpowered at all, and not flavored of the month , Infernal Supernatural set.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    •Munitions: Bullet Beatdown: Break the Trigger: (New!) This 2 point advantage causes the second and fourth attacks of this combo to become Melee Damage.

    I have no words. You ruin the power at base, then add this in to give it back its old functionality, I find it even more disturbing that you give Shuriken hybridization for 1 point, yet make this a 2 point advantage.


    So the options of a player who decides to stick with Bullet Beatdown is:

    Rank 3 or Rank 2 + Not without incident, Stat both Str/Ego, stay in hybrid

    or

    Rank 2 + Break the trigger so it can be used in melee form, and get melee buffs (or rank 1+not without incident)

    So glad I moved away from my pistols spec, I think I will be making a Crit, Pestilcence Epidemic build instead. Seeing as Epidemic does more dps than the new Bullet Beatdown, in an aoe.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    a change like that to idf makes it useless its not comparable to an offensive form make it worth while or as is its garbage

    Bullet beatdown REVERT it TO what it is on live, if you want the hybridization tag the adv ranged damage and extend it to 15 feet from 7 otherwise as last pointed out waste of a power pick and advantage points.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Heh...so the ten-hour downtime was to reinforce the server enough to withstand the overpowering rage of all the players who're now going to have to drop IDF from their Tempest builds? Not even mentioning the inevitable BCR fix and what that's going to do to some folks' blood pressure...

    Gotta admit, this is going to sting on a couple of mine...but I applaud the decision anyways. Heh, 'bout time a couple of the problem-child defense bolsters got reined in.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Heh...so the ten-hour downtime was to reinforce the server enough to withstand the overpowering rage of all the players who're now going to have to drop IDF from their Tempest builds? Not even mentioning the inevitable BCR fix and what that's going to do to some folks' blood pressure...

    Gotta admit, this is going to sting on a couple of mine...but I applaud the decision anyways. Heh, 'bout time a couple of the problem-child defense bolsters got reined in.

    From my understanding, the devs have been doing internal testing on PTS all day. That's why it was down.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    NisDiddums wrote:
    PTS update FC.26.20120314a.5
    • Harvesting: Crafting nodes now have a scaling chance to give a skill up that scales with your crafting skill relative to the level of the node. If your skill is low relative to the node, you are much more likely to get a skill up!

    I wonder, have the low-level mysticism crafting nodes in Westside been reverted to their old art? Or are they still the same crafting nodes that exist in Canada?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    _SP33D_ wrote:
    BCR - Like
    IDF ,i dont like unless you do something about the DOTs
    i eman, its the only defence vs dots , not counting INV.
    and by "DOTs" i mean the nice not powerpowered at all, and not flavored of the month , Infernal Supernatural set.

    LR has inherent resistance to DoTs.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Silverspar wrote:
    LR has inherent resistance to DoTs.

    The resistance is for DoT effects such as bleeding. LR has no resistance against powers' DoT.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    I'd like to mention again that Expulse should be better by taking off the charge to full requirement. Would improve offense capabilities of The Radiant AT as well
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Part of me hopes that a change to Enrage is coming soon since with the IDF change, I'm expecting more people to switch to Enrage + IDF just to get a good balance of offense and defense.

    I like the change, though. Opportunity costs between freaky high damage forms and... Defense of varied usefulness!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    TacoBomber wrote:
    Part of me hopes that a change to Enrage is coming soon since with the IDF change, I'm expecting more people to switch to Enrage + IDF just to get a good balance of offense and defense.!

    I really do hope for a change to Enrage for the same reason. Now any Form comes with a reduction in potential defensive capacity due to the loss of IDF. I hope something of the sort is in order for Enrage as well.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Well the 2pt BB adv kinda cements the melee/ranged tagging "nerf". :(

    Strange request: since you guys seem so set on making the 2nd and 4th attacks ranged, could they go back to 50ft like before? Most players found it kinda silly but I thought it was neato if it happened to work out and hit multiple targets due to mob deaths. :D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Ashen_X wrote:
    I really do hope for a change to Enrage for the same reason. Now any Form comes with a reduction in potential defensive capacity due to the loss of IDF. I hope something of the sort is in order for Enrage as well.

    I warn again: Nerf enrage too much without touching focus and you have a flight to focus.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    The_Last wrote:
    I warn again: Nerf enrage too much without touching focus and you have a flight to focus.

    Then hopefylly they will review all forms and enrage together.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    NisDiddums wrote:
    PTS update FC.26.20120314a.5
    Art:
    • Fixing the Earth framework icon selection highlighting.
    For the record, this was not done.

    Additionally, Primary and Secondary bag windows are different shades of blue.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    The_Last wrote:
    I warn again: Nerf enrage too much without touching focus and you have a flight to focus.

    Focus is a form toggle meaning you have to choose between IDF and focus forms, focus forms increase energy costs, and Focus only buffs melee damage. Enrage works with all damage, enrage works with toggles and enrage doesn't increase energy costs. I think nerfing enrage will have a very minimal impact of people switching to focus.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Well this patch was a major disappointment for my optimism. All the not yet in skills are still not yet in. Of the vast slew of not working or bugged things a grand 4 got fixed..... Yeah I'm starting to think this major game changing pass needs another month at this rate or we are hitting live with a train wreck of unfinished changes. This can be done right but not at the current pace of things with the time we have left.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Unable to remove mods from gear as neither the options to use resources nor questionite are available.

    Slotting mods in equipped gear requires the player to unslot then reslot said gear before the mod bonuses are applied.


    Regarding the Fuse system, will catalysts drop in game or will they by C-Store only? Are there different qualities of catalysts? How much does using a catalyst lower the failure rate? What is the base failure rate? Does attempting to fuse higher ranked mods have an increased failure rate? What happens when a fuse fails?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Devs, I play CO on a desktop w/ a 1680 x 1050 resolution and a laptop w/ 1366 x 768 resolution. Currently on live, I can tweak the window scale to make things fit, but even with that, the new bags are way too big. If you are intent on having them go live with the patch, I implore you to either allow us to resize the bags or give them their own scale option in the GUI options. Another idea would be to make the GUI scale option able to be specific to one computer, so what works on my laptop doesn't get carried over (and thus have to be changed again) on my laptop.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    The_Last wrote:
    I have no words. You ruin the power at base, then add this in to give it back its old functionality, I find it even more disturbing that you give Shuriken hybridization for 1 point, yet make this a 2 point advantage.


    So the options of a player who decides to stick with Bullet Beatdown is:

    Rank 3 or Rank 2 + Not without incident, Stat both Str/Ego, stay in hybrid

    or

    Rank 2 + Break the trigger so it can be used in melee form, and get melee buffs (or rank 1+not without incident)

    So glad I moved away from my pistols spec, I think I will be making a Crit, Pestilcence Epidemic build instead. Seeing as Epidemic does more dps than the new Bullet Beatdown, in an aoe.

    I just complitely fail to understand this. WHY is there a power in the game that mixes melee and ranged attacks, to begin with? Everything in the changes on the PTS is forcing you to select either melee or ranged to your character - the roles, the EGO/STR split, the specializations... everything! What could POSSIBLY spawn this kind of hybridized misfit power?

    What you're doing here is, you put a melee power in basically ranged set, and make the cost of the power to be 1 power points and 2 advantage points 'oh and by the way only 3 real advantage points can be assigned to this power'. What ever could possibly make you think that power is so overpowered it deserves this? No, I have to agree.. I just... find the words to express it. It would be no better if there were a 1-point advantage to do this. The only 'hybrid' option I could understand would be, if ALL of the attacks were originally ranged (or melee), and there was 0-point advantage to switch ALL of them to other mode (which I guess in itself wouldn't work the way the power is built).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Why are the secondary super stats still not color coded when it comes to talents?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Shadow Destroyer in Nem Con drops nothing.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    biostem wrote:
    Why are the secondary super stats still not color coded when it comes to talents?
    It'd be nice if they would be highlighted in item stats too.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Getting a "server login failed" error. I was queued for an alert, and inside the Until building. I left the Until building as the queue was counting down (waiting for others to confirm). It DC'ed me, now it's giving me the "server login failed: cannot find entity" error. Only for that specific character, though.

    I think once the instance popped, it let me log back on.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    IDF was a "meh" power anyway. I'm actually glad it got re-categorized, maybe it will make people realize how meh it really way.
    I also like the change to BCR. In a nutshell, from a PvP perspective. BCR dodge tanks were really ridiculous at times and relatively easy to make.

    However, I wonder how much damage that change did for the PvE viability of dodge tanks. Feels like a significant drop, since Lightning Reflexes and Quarry really needed those extra BCR procs to survive.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    G0dSlay3r wrote:
    IDF was a "meh" power anyway. I'm actually glad it got re-categorized, maybe it will make people realize how meh it really way.
    I also like the change to BCR. In a nutshell, from a PvP perspective. BCR dodge tanks were really ridiculous at times and relatively easy to make.

    However, I wonder how much damage that change did for the PvE viability of dodge tanks. Feels like a significant drop, since Lightning Reflexes and Quarry really needed those extra BCR procs to survive.

    Agreed on IDF being meh (anything that matters minus SL VIPER does damage far in excess of the absorb value) but as to the dodge tanks you're forgetting they reworked dodge to not suck as much. It's actually legitimately good, maybe not the best thing ever but actually worth it now.

    Trust me, I tested several different dodge builds, including the hilarious and brand new "Serephim Dodge" and new Dodge + Old BCR/RR was completely and utterly broken. This should bring most dodge builds more into the line of balanced with comparable options, but only testing will tell for sure.

    BCR/RR should NOT be a crutch for dodge, so if dodge still needs more work than so be it. But honestly, the first step to fixing dodge is acknowledging that once dodge is fixed BCR/RR is going to need a fat smack with the nerf stick. Fixing dodge did need to come first, but since we're finally here at that point, let's be clear on this.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Theuser2 wrote:
    enrage doesn't increase energy costs.

    Agreed in principle but keep in mind that Enrage does increase one's energy cost through the simple fact that it costs endurance in a fight. The impact may not be as great as the power cost penalty of a form, but it does exist.
    XaoGarrent wrote:
    Fixing dodge did need to come first, but since we're finally here at that point, let's be clear on this.

    Agreed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Ashen_X wrote:
    Agreed in principle but keep in mind that Enrage does increase one's energy cost through the simple fact that it costs endurance in a fight. The impact may not be as great as the power cost penalty of a form, but it does exist.



    Agreed.

    Enrage (the power) does, but the energy cost is minor compared to the always-on increase from toggles.

    And Enrage (the buff provided by simply using some attacks you'd likely use anyway) doesn't cost any extra energy to gain the buff.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Dr.Sage wrote:
    Enrage (the power) does, but the energy cost is minor compared to the always-on increase from toggles.

    Agreed, and acknowledged in my previous post.
    Dr.Sage wrote:
    And Enrage (the buff provided by simply using some attacks you'd likely use anyway) doesn't cost any extra energy to gain the buff.

    Excellent point.


    Realistically Ive rarely seen a player using either a Form or Enrage who didnt make a point of designing their build so that the energy costs were offset by other choices. I generally start a build, after the conceptualization stage, with designing its energy efficiency.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    "•Missions: Snakeskin Surprise calling card no longer gives credit if defeated manimal not present"

    Noooooooooooooooo

    Oh well.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Malvourus wrote:
    "•Missions: Snakeskin Surprise calling card no longer gives credit if defeated manimal not present"

    Noooooooooooooooo

    Oh well.

    Urgh. That mission is friggin' awful...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Circle of Radiant Glory does not heal when leaving the area as the tooltip states it should.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    BUG: The inventory is still absolutely and pointlessly huge.

    And personal request - can we have a toggle option for how the camera goes 'over the shoulder' once it gets close? I'm not a fan of the new system myself and would prefer the old way.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    "Force: Inertial Dampening Field: Now considered a Form power, and like the others, is exclusive with all other Form powers."

    *drops to knees in utter defeat, looks toward sky, sheds one tear of despair*:rolleyes:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Most of the forms offer multiple benefits - like a base increase in damage, an additional increase for building stacks of some kind of buff, and perhaps granting energy when a certain condition is met. If IDF is going to be made into a form, it should similarly get some sort of additional effect - perhaps something like you gain energy when struck with crushing or energy damage or something. Another option may be to simply remove or lessen the energy penalty.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Your Persevere gives 19585 Health Points to you.

    Not sure if this is meant to be healing this much or not, seems very high to me...not sure if this even the correct place to post it. Anyone know if there is somewhere that it has been stated this is how this particular talent in the sentry spec tree is supposed to work? I am sure I saw it pointed out in numerous other threads with much higher numbers. I don't think I have to point out the potential bad for this, yes it is only a 10% chance to proc but if you are soloing or even on team based pvp and have alot of attacks coming your way 10% is quite a bit especially if they are short interval single target maintains. Just my curiosity getting the best of me, thanks in advance for any potential replies to clue me in
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    biostem wrote:
    Most of the forms offer multiple benefits - like a base increase in damage, an additional increase for building stacks of some kind of buff, and perhaps granting energy when a certain condition is met. If IDF is going to be made into a form, it should similarly get some sort of additional effect - perhaps something like you gain energy when struck with crushing or energy damage or something. Another option may be to simply remove or lessen the energy penalty.

    Agreed, especially considering I don't think it's really all that great to begin with. It was only ever good with excessive stacking to begin with, overrated power is overrated.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Seems like they REALLY hate munitions XD

    On the side note, lol about idf, now nobody's gonna be able to survive pest now. :rolleyes:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    The problem with comparing IDF to other form powers is that unlike other forms that are personal, it's group buff - which makes it very different in nature. Sure, it could be changed to a personal form (and for a form power that would make a whole lot more sense), with comparable cost increase to all powers (instead of reducing energy gain).. and some base damage reduction, with escalating damage reduction buff that stacks up when you get hit.. then fall off when you've spent about 10 seconds without being hit. Possibly with 2 or 3 point advantage that would allow it to spread it's base reduction to group members/pets around you.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    The_Last wrote:
    I have no words. You ruin the power at base, then add this in to give it back its old functionality, I find it even more disturbing that you give Shuriken hybridization for 1 point, yet make this a 2 point advantage.


    So the options of a player who decides to stick with Bullet Beatdown is:

    Rank 3 or Rank 2 + Not without incident, Stat both Str/Ego, stay in hybrid

    or

    Rank 2 + Break the trigger so it can be used in melee form, and get melee buffs (or rank 1+not without incident)

    So glad I moved away from my pistols spec, I think I will be making a Crit, Pestilcence Epidemic build instead. Seeing as Epidemic does more dps than the new Bullet Beatdown, in an aoe.

    Yes, the 2 changes to this power make no sense to me at all. It's like stealing a kid's candy and then offering to sell it back to them...only you ate half of it. Then consider it actually took dev time to make both of these changes and create a new advantage and...well....my head hurts just trying to figure this out.

    Could you please simply undo the change and remove the advantage? I'm not asking for a boost to the power or anything like that....I just don't want another of my muni toons to suck any more than they have to...isn't being a muni punishment enough? Really? :confused:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Bug: Core tooltip error
    Where it happens: the tooltip of stat cores (presence cores etc.)
    What happens: The tooltip always shows +5 stat for every core rank.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    •Ramped-up critter & boss difficulty
    •Critters: All critters have had the amount of health they have and the amount of damage they do increased. The amounts vary dependent on their rank.

    I can' t wait to test this. hourra.

    •Martial Arts: Bountiful Chi Resurgence: Resurgent Reiki: Now can only proc once every 0.5 seconds. Also updated the description to more accurately represent what this Advantage does.
    Gratz for this.

    •Force: Inertial Dampening Field: Now considered a Form power, and like the others, is exclusive with all other Form powers.
    Hum. Why not.
    But I would prefer that stacking this power, when many characters have it, be nerfed more than it is.
    And that this power be more efficient for others than for the character who have it in his build.
    A support power.
    As AOPM, i wish it would boost the others characters stats a lot, but very few for the player who have it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Gaelyn wrote:
    •Ramped-up critter & boss difficulty
    •Critters: All critters have had the amount of health they have and the amount of damage they do increased. The amounts vary dependent on their rank.

    I can' t wait to test this. hourra.

    •Martial Arts: Bountiful Chi Resurgence: Resurgent Reiki: Now can only proc once every 0.5 seconds. Also updated the description to more accurately represent what this Advantage does.
    Gratz for this.

    •Force: Inertial Dampening Field: Now considered a Form power, and like the others, is exclusive with all other Form powers.
    Hum. Why not.
    But I would prefer that stacking this power, when many characters have it, be nerfed more than it is.
    And that this power be more efficient for others than for the character who have it in his build.
    A support power.
    As AOPM, i wish it would boost the others characters stats a lot, but very few for the player who have it.

    AoPM usually boosts your own stats more than it does those of others - unless this has changed significantly in PTS build, I haven't actually checked that. By and large the 'support powers' that are directed to other players primarily or exclusively, have very limited use in a game where about 80% of content is solo or 'solo friendly'. Resurrection is about the only exception here - and it's usually a good idea to keep that on top of your power stack so you can relatively cheaply swap it to some other power you might need for solo runs.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    Well...I was all excited that I could finally pull Sho Nuff off the bench after months of inactivity from the last changes...

    Then I see these Bullet Beatdown changes (among a select few others) and realize several of my other characters are about to get killed regardless of the new spec tree possibilites. Crippling BB like that makes ZERO sense that I can see for a power that already wasn't overperforming. I'd love for a dev to chime in and point out what myself and others are possibly missing regarding this because as it stands it looks like munitions is getting the shaft....again. I'm open to learning something here. I'm not touching the other changes that have me concerned right now.

    My excitement is pretty much gone at this point. Looking at changes like this, this may be shaping up to no longer be the game I fell for and resultantly no longer be a game I can play.
    biostem wrote:
    Most of the forms offer multiple benefits - like a base increase in damage, an additional increase for building stacks of some kind of buff, and perhaps granting energy when a certain condition is met. If IDF is going to be made into a form, it should similarly get some sort of additional effect - perhaps something like you gain energy when struck with crushing or energy damage or something. Another option may be to simply remove or lessen the energy penalty.

    Agreed, fully. As it stands IDF is no way, shape or form comparable to a form. It simply does not have the amount of utility OR the level of effectiveness to be put in the same class as form powers and be mutually exclusive from them.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    >__> not sure ima cool with the IDF change I use that one alot.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited March 2012
    IDF : why not just remove the power ? Oh wait .. some framesets still have NO Aspect, so at least they
    will maybe use it :rolleyes:
    My excitement is pretty much gone at this point. Looking at changes like this, this may be shaping up to no longer be the game I fell for and resultantly no longer be a game I can play.

    Wait...nevermind. I'm doin' it wrong.

    DOOOOOOOOOOMMMMMMMM


    Sorry .. i couldn't resist :p
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