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 happensArt:
- 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
Comments
Phew thanks. Was beginning to see this become somewhat common again.
And cheers on the Resurgent Reiki change.
Ha, finally... I was beginning to think you'd forgotten entirely that this was a defensive form toggle.
Called this a year ago. Enjoy.
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.
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.
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.
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.
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?
LR has inherent resistance to DoTs.
The resistance is for DoT effects such as bleeding. LR has no resistance against powers' DoT.
I like the change, though. Opportunity costs between freaky high damage forms and... Defense of varied usefulness!
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.
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.
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.
Additionally, Primary and Secondary bag windows are different shades of blue.
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.
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?
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).
I think once the instance popped, it let me log back on.
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.
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.
Agreed, and acknowledged in my previous post.
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.
Noooooooooooooooo
Oh well.
Urgh. That mission is friggin' awful...
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.
*drops to knees in utter defeat, looks toward sky, sheds one tear of despair*:rolleyes:
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
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.
On the side note, lol about idf, now nobody's gonna be able to survive pest now. :rolleyes:
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?
Where it happens: the tooltip of stat cores (presence cores etc.)
What happens: The tooltip always shows +5 stat for every core rank.
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.
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.
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.
will maybe use it :rolleyes:
Wait...nevermind. I'm doin' it wrong.
DOOOOOOOOOOMMMMMMMM
Sorry .. i couldn't resist