test content
What is the Arc Client?
Install Arc

PTS Update FC.26.20120404a.2

Archived PostArchived Post Posts: 1,156,071 Arc User
edited April 2012 in PTS - The Archive
PTS update FC.26.20120404a.2
This build is scheduled to hit PTS by 7:00pm PST
Happy Friday, everyone!

I promised more frequent updates, and here we go - twice in one day :cool:
As you can see, we've added quite a bit to this patch - from Specializations, to UI, to player powers; we are working away at polishing up the game for the upcoming update.

As always, please keep the feedback rolling in, and we will continue to make the necessary improvements.

Below is what's include in this update:

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



Content:
  • Serpent Lantern Bosses should now drop loot properly
  • Added audio to some underwater explosions that were silent
  • Fixed: Alerts: Smash! perk not updating properly
  • Lemuria: Captain Jandebur now gives handoff missions to Major Larke on Monster Island and The Constable in Canada. Must complete Nobody's Fuel or Straighten out the Crooked to be eligible for these missions.
  • Fix for broken vendor icons

Powers:
  • Crowd Control: Paralyze: The durability of Paralyze effects (how much damage they take before breaking) has been increased substantially (about 5x as much health when applied to a Henchman). However, the durability and duration now diminish based on the rank of the target.
  • Crowd Control: Hold Resistance: Whenever a player gains a stack of Hold Resistance, they become Immune to Holds for 2 seconds.
  • Crowd Control: Sleep: The base duration of Sleep effects has been increased by ~25%. However, the duration now diminishes based on the rank of the target.
  • Crowd Control: Incapacitate: (New!) All Maintained Paralyze powers (Binding of Aratron, Heatwave, Crippling Coils, Ego Choke, and Ego Storm) are now considered Incapacitates instead of Paralyzes. The behavior of this type of hold has changed. In addition to their durability and duration diminishing based on the rank of the target (like Paralyzes), they now all require being maintained for 1 second before the hold takes effect, they all deal damage (which does not affect the hold durability/duration), they all have a maximum maintain time of 5 seconds, and if the target breaks free while you are maintaining the power then the power is interrupted.C24
  • Powers: Sorcery: Circle of Radiant Glory: Tap component now summons correct Rank of Circle at ranks 2 and 3.
  • Powers: Sorcery: Circle of Radiant Glory: Heal correctly goes off at the expiring Circles location at ranks 2 and 3.
  • Fire: Heatwave: Updated the tooltip/description to state that you only need to maintain the power for 1 second before it starts holding the target, instead of 2. This is just a description change.
  • Fire: Heatwave: Now considered an Incapacitate type hold. See further notes on Incapacitates in the Crowd Control section of the patch notes.
  • Fire: Heatwave: Recharge time reduced to 10 seconds, down from 20 seconds. Activate cost reduced ~8 Energy, cost per period increased ~1.5 Energy. Is now in the Crowd Control UI Category, instead of Ranged Damage. Damage Variance reduced from 10% to 7.5%.
  • Sorcery: Binding of Aratron: Now considered an Incapacitate type hold. See further notes on Incapacitates in the Crowd Control section of the patch notes.
  • Sorcery: Binding of Aratron: Now deals Magic damage. Max periods increased to 5, up from 3. Activate Energy cost decreased substantially, now has a cost per period. Now has a 10s Recharge Time. Now locks the user in place.
  • Telekinesis: Ego Choke: Now considered an Incapacitate type hold. See further notes on Incapacitates in the Crowd Control section of the patch notes.
  • Telekinesis: Ego Choke: Now has a chance to grant you a stack of Ego Leech. Max periods increased to 5, up from 3. Now ticks once per second for a larger amount, instead of once every 0.5s. Activate cost reduced ~9 Energy, per period cost increased ~9 Energy. Now locks the user in place.
  • Telepathy: Ego Storm: Now considered an Incapacitate type hold. See further notes on Incapacitates in the Crowd Control section of the patch notes.
  • Telepathy: Ego Storm: Max periods decreased to 5, down from 7. Activate time increased to 0.67s, up from 0.5s. Activate cost reduced ~12 Energy, cost per period decreased slightly. Is now in the Crowd Control UI Category, instead of Close Area Attack.
  • Infernal: Crippling Coils: Now considered an Incapacitate type hold. See further notes on Incapacitates in the Crowd Control section of the patch notes.
  • Infernal: Crippling Coils: Now deals Toxic damage. Now has a chance to apply Deadly Poison. Max periods increased to 5, up from 3. Activate cost decreased ~1 Energy, cost per period increased ~6 Energy. Now has a 10s Recharge Time.
  • Travel Power: Ooze Tunneling variants no longer gain the Earthen Embrace advantage when it is purchased for Tunneling. Travel: Ooze Tunneling variants now have the Earthen Embrace advantage.

Specializations:
  • Strength: Overpower: Updated description for consistency.
  • Dexterity: Power Swell: Buff will no longer be consumed by Energy Builders.
  • Dexterity: Quick Reflexes: Updated description for consistency.
  • Intelligence: Revitalize: Updated wording for clarification.
  • Endurance: Kickback: Should no longer be consumed by some Energy Builders.
  • Presence: Vulnerability: Should work properly now.
  • Avenger: B25 Touch This: Fixed description.
  • Avenger: Round 'Em Up: Should work properly now.
  • Avenger: Relentless Assault: Should no longer get triggered by certain Energy Builders. - Specialization:
  • Arbiter: Concussion: Should work properly now.
  • Overseer: Trapped: Should work properly now, now also affects Roots.
  • Fixed an issue where if a player added and then removed the first point in the specialization UI, they could browse through all superstat specialization trees.

Items:
  • Purples should now have level 40 minimum requirement

UI:
  • The response windows for Alerts and Hero Games now pop up while in the Tailor and Nemesis screens.
  • Fixed a bug in which the Alert respond window's Ready button would remain disabled after a new Alert pops after the previous one timed out.
  • Replaced the Builds button icon in the power tray with the new Specializations button icon.
  • Added glow effects to the Powers and Specializations buttons in the power tray after gaining a level.
  • Improvements to the functionality of the inventory window.
  • Moved the main menu and settings buttons on the minimap.
  • Re-organized the items under the Champions Menu button to remove old items (Such as R&D) and to add new items (Specializations, Item Fusion, Modify Items and Questionite).
  • Updated the Hero Games Respond window to match the Alerts Respond window.
  • The overlay icon on your power tray when you are held has been updated.
  • Added an over-the-shoulder camera option (Only works when zoomed in close to your Hero)
  • Fixed a bug where certain costume parts might not appear in the costume unlock list
  • Team-Up: Loot is now generated in a round robin fashion. Index is kept on the teamup partition and is randomized based on team size the first time it is accessed.
  • Bags with 0 slots no longer incorrectly count as bags with infinite available space.
  • Fixed potential tailor crash

Item Modification/Fusion:
  • Fixing Fusion when for some reason fusion fails (e.g. when the item is moved from the current slot in the inventory)
  • Fixed a bug where the incorrect level was being used to calculate the values to display on Item Modifier descriptions

Player-reported bugs that we've fixed in this build:
  • Item attributes on the modification window still reflect scaling with the item quality as with last patch, but the actual attribute bonus is reflected on the item. This is just a tooltip error - Reported by: Radia
    • Known Issue: The top of the Modify window still shows incorrect stats. Tooltips are good.
  • Uncompleted CTP Missions complete but have no Contact to turn them into. When you log into PTS, any uncompleted CTP missions will refresh into completed ones telling you to return them to original contact, which currently do not exist - Reported by: Temprus
  • BUG: If you're highlighting an item in the inventory when you try to chat, it won't allow you to - Reported by: SomethingWitty
  • Picking a point in SS specialization (EGO in this case) and then using right-click to undo the selection, unlocks the SS specialization selection, and lets you scroll through all the available SS specializations - Reported by: Yukitsuki
  • BUG: Ooze Tunneling gains Earthen Embrace for free - Reported by: SomethingWitty
Post edited by Archived Post on
«134

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    So this is why I can't log into PTS right now. Got it.

    *Goes to re-read patch notes*
    Added an over-the-shoulder camera option (Only works when zoomed in close to your Hero)

    Many many many thanks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Looks promising, Can't wait to get back on PTS.

    Also THANK YOU For adding the over the shoulder camera option.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    [Post deleted: PWE account merger.]
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    While i am not against the artistic changes to the loading screen, would you mind eventually slipping something in that mimics the rough ruler functionality of that TV antenna that Tumerboy had left us?

    I will note these incapacitates do not interact with any spec tree skills that give bonus on paralyzed targets. Is it intentional that you are keeping incaps out of the mix for that? I'm not sure if this is a bug or not...

    I mean word for word it's working as written in the tooltips, but I'm wondering if the intent is followed or not.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    I think this is the hardest ive ever seen Cyptic work. Good job guys.
    NisDiddums wrote:
    [*]Added an over-the-shoulder camera option (Only works when zoomed in close to your Hero)
    [/list]
    Shout out to "The Wolf" :cool:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    NisDiddums wrote:

    Content:
    • Serpent Lantern Bosses should now drop loot properly

    Yeah ... Viper-X just dropped a green Item :rolleyes:
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Beldin2 wrote:
    Yeah ... Viper-X just dropped a green Item :rolleyes:
    No tokens even?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Hmmm, if any targets of your ego hold break free your ego hold is interrupted. Not sure if bug or feature. Certainly makes things tactically interesting...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    So this seems like it would make holds even LESS effective against players. I debated against like 8 people who said to 86 the CC resist gear because it broke pvp, but now I might have to be joining their side if this plays out like it looks.
    Is there ANY news on fixing the sentinel aura bug? This is a real game killer for duelists.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    So this seems like it would make holds even LESS effective against players. I debated against like 8 people who said to 86 the CC resist gear because it broke pvp, but now I might have to be joining their side if this plays out like it looks.
    Is there ANY news on fixing the sentinel aura bug? This is a real game killer for duelists.

    Yes please fix this sentinel aura thing, only affecting duelists makes it bad.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Falchoin wrote:
    No tokens even?

    One token also .. also the Item had 2 slots .. and after killing Freon i got 2 blues with 2 slots. So if i always
    get items with slot from them i would be fine .. have to test that further.


    Also BUG :
    Destroying the tanks before Bunker Bravo .. they often don't count
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Falchoin wrote:
    No tokens even?

    I got a catalyst, two greens, and two tokens.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Second Freon Run .. just crappy green secondarys .. and 1 Token of course.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Tried the new "Incapacitate" rules with Ego Storm on my character, who relies on that power heavily. Note that this is from a PvE player perspective, not PvP.

    The power certainly feels nerfed, overall bearable except for one thing: The interrupt is overkill when it's an AoE power. All that has to happen is one foe breaking free and they all don't get hit by it anymore. Now, I can understand not wanting an enemy affected by the power the instant after he breaks free, but I'd rather see that enemy be free of the attack rather than the whole group caught in it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    I have to wonder if running on elite would effect drop outcomes, So far it doesn't seem to AFAIK.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Interesting CC changes. But

    About Hold Resistance,

    1.) how will it affect Stun? (Currently, lots of stun have just 1~2 seconds duration. With the change, it seems players just need 1 stack of Hold resistance then he can become immune to Stun.)

    2.) how will it affact Incapacitate (maintain Hold)? (It might be clear or easy to image that Hold resistance can decrease the duration of charged hold. However, how will the resistance work against Incapacitate?)

    3.) Does it still mean "immune" when you have 3 stacks of Hold Resistance?


    About Sleep

    Is there any plan to resolve this fragile effect? (not useful in group)
    Ex: stackable Disoriented.

    ---

    Besides the changes, I wonder if you prepar some alternative effects for CC. For example:

    If a target has
    3 stacks of root resistance or immune to root -- powers which can apply root apply snare as the alternative effect.
    3 stacks of knock resistance or immune to knock -- powers gain additional crushing damages.
    ...
    ...

    ---
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    The holds feel almost too nerfed. I'm counting 2 seconds before Bindings is taking effect, when it's posted here it's only supposed to be 1 second, I haven't tested other incapacitates yet though. I've also tried a paralyze, and it seemed to be losing durability rather quickly against even henchmen level enemies.

    I know there was a need to nerf the maintain based holds and possibly holds in general, but it feels too much.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    There's something interesting going on here with the holds. I oughta check the combat logs more closely to see how it's impacting damage, but I see the debuff icons for trapped and wither and pre mastery applying vs things like legendarys and supervillains. I stacked a bunch of that up on a support char and the general theory is to keep the debuffs up on whatever boss the team is facing.

    I mean if the debuffs are applying like the icons are saying, then that means I got a use for my ego hold in the face of something like Bludhound. Drop that and give the entire team bonus healing and damage. I was playing a freeform telepath with ego hold would just kind of hang out in the back, summon nightmares like it was going out of style and drop the occasional ego hold, swooping in for an ego storm whenever wide area suppressio nwas needed. The storm wasn't proccing any debuffs and it is a tricky thing, if you storm anything the team's attacking that thing will break free of the storm's incap and I lose the entire storm within a few ticks.

    It's nice to have a little extra something apply on failed holds though in a "Oh you resisted my hold? well you now take 30% extra damage and everyone who attacks you is healed" sort of way.

    Note none of that applies to incaps so don't even try.

    Also when counting tiem before incaps kick in bear in mind anything over a henchman has some inherent resistance. So you start dropping that on a master villain one second it applies, they resist for another second and then FINALLY it kicks in. Hencmen are your best meterstick for it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Helosie1 wrote:
    I have to wonder if running on elite would effect drop outcomes, So far it doesn't seem to AFAIK.

    Nope, it doesn't affect it as far as we were told. Elite just affects costume drops.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Huh... briefly lookin at those Incapacitate powers.... All but Ego Storm look like they are single target attacks. The rules for Incapacitate being interrupted would be fine for that, but certainly kills Ego Storm since it's an AoE.

    Ugh. I can now sympathize with the Muni crowd...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Request: Can somebody look at the inability to zoom out on the minimap while you're indoors? As it is now, you can't even zoom it out enough to look at the room you're in, much less getting anywhere near as far out as you use to be.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Only secondaries so far on further Freon runs. Would really be interesting to know if primaries always
    have sockets. But time to sleep now ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Ionic Reverberation is not proccing properly with Ball Lightning w/ Triplicity. It should be 3 energy ticks per second but it's only one or two.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Not sure if bug or not:

    Old PvP purples are still level 1.
    New PvP purples are properly leveled.
    New PvP purples cost 58k Hero Games recognition.

    I had to fill up and dump out my inventory a few times to regear. It took forever.

    Also, 58k is way too much unless we're making 1k/2k a PvP match still.

    Oh yeah, and maintained holds suck now. Please make them not suck.

    PS. EGO STORM DESERVED WHAT IT GOT.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Increased duration of holds on henchmen is only useful if there's a short fast hold that you can use. Spending 2.5s to disable a henchmen is useless whether the henchman remains disabled for 12s or 60s. Paralyze holds should hold henchmen and villains on tap, maintained holds should hold weaker foes with a single tic. Increased duration on stuns is useful.

    Not sure extra health is needed; henchmen breaking free before they die isn't really a problem. Just leave health fixed, and modify breakfree rate based on target category.

    I don't see why maintained holds are interrupts in addition to the 2s immunity period on breaking a hold; they seem like they're both intended to fix the same problem.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    After helping Jaybezz test CC powers, I can tell you that CC is totally and completely worthless, especially if you have any CC resist gear on. With a +42 CC resist mod on my armor, the break free bar litterally flashed on my screen for less than a second, with no effort to even bother resisting on my part, before breaking CC.

    There is NO DIFFERENCE between this patch and the last one in how long it took me to break out of CC. In fact, even with no gear on at all, CC was only a very minor annoyance when try to stab my opponent in the face. With a single CC resist mod, I was mostly totally unaffected by CC.

    Considering most CC has a charge time, it should be significanlly more powerful than it is, especially if it's coming from a toon that is specializing in bonuses to CC strength.

    I can't imagine how useless CC must be against NPCs if my character that basically had nothing going for her in the resisting CC can laugh it off. The two seconds it takes to charge up a control power is better spent on an gigabolt blast, a sword cyclone, or pretty much any damaging power.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Bug: Unable to destroy the Q-portal summoned by warden arcana in resistance with the energy balls from the rift creatures.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    In the current state of powers such as Heatwave, the power, Heatwave, is rather difficult to use on targets that are immune to holds. I've tested it on Supervillains and Legendaries, and I can maintain it for halfway or 3/4ths the way before the power is interrupted. This might not be an issue if the Advantage on Heatwave wasn't dependent on the amount of time spent maintaining the power.

    Now, I'm aware that the cooldown is shortened, but I just figured I'd mention this because I can see it getting annoying in the future for people who rely on that debuff. People such as myself that is.

    Also:


    Thermal Reverberation is still scaling with Presence rather than Endurance and Recovery and not restoring the stated base amount.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Sniper Rifle's stun doesn't proc Sentinel Mastery.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    The icons for XP and Resources from Smash and Grab alerts are huge.

    Grab alerts give dismal amounts of resources upon completion. The special GRAB alert only awarded 926 resources.

    Pyramid Power is still laggy outdoors.

    Drops in alerts do not scale to the proper level.

    Purple vendor primary offense pieces have more defense than they should and are still missing the base +offense. Purple vendor primary utility pieces have more defense than they should. Purple vendor primary defense items do not have enough defense.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    [Post deleted: PWE account merger.]
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    The special Grab certainly didn't give a lot (I think I got the same as you posted). The normal Grab I did netted a little over 4Gs. But on the subject of Alerts...

    Mission scoring in Alerts seems to be broken. Each alert I did displayed the same score for all players. One I recall gave us 800 each, another (the special Grab even) gave 0 for the score on all players.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Finally got around to testing out my build against a super villain. I took a char and slapped various spec tree skills on her that grant about 29% additional damage to all attacks on targets she holds. I also slapped on some healing for anyone who attacks those targets with the resist debuff.

    So I walked out to the spirit of corruption out in canadian wilderness, a Super Villain. Kicked her shins with ego blade, with her shadow form i was dealing about 74% damage. I smacked her with ego hold, I was suddenly getting 97% of my raw damage on her, it was a significant damage boost.

    I don't know how this works in PVP but in PVE there's certainly something interesting here that matches what I was rambling about earlier but hadn't fully tested.

    If you want extra-happy-shiny-bonus-points, take 29% worth of resistance debuffs on anything you hold, and get taser arrows. They have no cool down, they deal damage, and they paralyze, allowing you to deliver the debuff to paralyze immune bosses. So now, when faced with some big bad boss, like Shadow Destroyer or something, you can use Taser Arrow and go "OH, you resisted my hold? Well I just dropped a 29% resistance debuff on you and everyone who hits you heals now."

    I'll go conscript someone later to see how this behaves in PVP situations. If you are curious what I did, I took Vulnerability from PRE, Wither from sentinel, and trapped from overseer, and used sentinel mastery as icing on the cake. (2% healing really isn't that much in the realm of things, but this is the "paralyze yay!" build.)

    If you use ego storm and kill something the power interrupts immediately. This means blasting it at weakened henchmen will cost you. This is likely an unintentional side effect I think.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Bug
    NPC's walk through the floor near the ramp outside auction building and the building with the two officers standing outside the elevator in MC.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Reign of Frogs OM in Canada doesn't have the technicians in phase two spawn very quickly. Only 3 at a time spawned.

    The icon for the Psi recognition back piece does not match the actual costume piece earned.

    Wither has no icon.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Was I the only person who took crippling coils or binding of aratron BECAUSE they didn't have recharge times on them? I could jump into a group, quickly hold 2 enemies and work on the 3rd. Why add damage to powers that aren't meant to be damaging powers? If I wanted to damage the enemy, guess what - I'd use an actual attack on them! How about adding some AoE holds if you're going to start tacking cooldowns on every control power. How about you look at uppercut and all those other KU powers that have zero cooldowns?

    Seriously... is CO going to become "City of Cooldowns" like their previous game???
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Radiance (energy builder) still does not proc revitalize specialization under INT mastery tree and rmoving powers still causes the allocated specs points to be removed and no way to reallocate them back.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Jeez, I start to worry, that they wont do it in time again XD.

    Is it bad that, I think that Spec-trees should be redone from scratch? Because it seesm like with current implementation they just feel riged.

    Honestly, devs, separate Spect tree from normal power progression, and make spec trees changable in any given time or for minimal fee.

    its 31 points that add "flavour", and in perfect cicumsatnces it takes around 140g to redo them now.
    I dont know, if you cant make it right with retcon thing - give us option to "reset" whole tree in powerhouse for say - 1G per toon lvl.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    NisDiddums wrote:
    Powers:
    • Crowd Control: Paralyze: The durability of Paralyze effects (how much damage they take before breaking) has been increased substantially (about 5x as much health when applied to a Henchman). However, the durability and duration now diminish based on the rank of the target.
    • Crowd Control: Hold Resistance: Whenever a player gains a stack of Hold Resistance, they become Immune to Holds for 2 seconds.
    • Crowd Control: Sleep: The base duration of Sleep effects has been increased by ~25%. However, the duration now diminishes based on the rank of the target.
    • Crowd Control: Incapacitate: (New!) All Maintained Paralyze powers (Binding of Aratron, Heatwave, Crippling Coils, Ego Choke, and Ego Storm) are now considered Incapacitates instead of Paralyzes. The behavior of this type of hold has changed. In addition to their durability and duration diminishing based on the rank of the target (like Paralyzes), they now all require being maintained for 1 second before the hold takes effect, they all deal damage (which does not affect the hold durability/duration), they all have a maximum maintain time of 5 seconds, and if the target breaks free while you are maintaining the power then the power is interrupted.C24

    So you've destroyed the only holds that were worth anything, gave hold immunity to players on a single stack of hold resist and added hold durability to henchman, i.e. the ONE class of enemies we've said consistently we don't need hold durability for? Oh yeah, and increased the duration of Sleeps... like it matters. Enemies still wake up the moment they get slapped with even a low damage AoE, right?

    I'd ask if Incapacitates count as "Paralyze" powers for purposes of hold Spec's but I doub it even matters. These changes ruined one of my main's primary attacks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    So you've destroyed the only holds that were worth anything, gave hold immunity to players on a single stack of hold resist and added hold durability to henchman, i.e. the ONE class of enemies we've said consistently we don't need hold durability for? Oh yeah, and increased the duration of Sleeps... like it matters. Enemies still wake up the moment they get slapped with even a low damage AoE, right?

    I'd ask if Incapacitates count as "Paralyze" powers for purposes of hold Spec's but I doub it even matters. These changes ruined one of my main's primary attacks.

    Agree this is a terrible update to CC, this not only makes a whole section of powers useless, but makes a whole playstyle unavailable, you can no longer control the battlefield/fight multiple opponents using your brain and some tactics, it forces you to tank up and dumb down your tactics completely... I mean this patch is trying to make everyone get a unleashed rage defiant (yes, just get that and run ignoring CC and brushing of damage easy one shotting any non tank)... it systematically destroys any other playstyle/mechanic that lets you have diversity with equal viability.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Glad I never used holds guhahahahaha. :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    I still have no weapon geos when using RAD sphere or Hyper Ball: http://cloud.steampowered.com/ugc/541797441745608886/0EACFE61F5F115790CCD0C61D2B309856428EF25/
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Is there any info how to get Daily Tokens? Just curious.

    Attachment not found.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    bye bye squishy melles
    *sigh...*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Jeez, I start to worry, that they wont do it in time again XD.

    Is it bad that, I think that Spec-trees should be redone from scratch? Because it seesm like with current implementation they just feel riged.

    Honestly, devs, separate Spect tree from normal power progression, and make spec trees changable in any given time or for minimal fee.

    its 31 points that add "flavour", and in perfect cicumsatnces it takes around 140g to redo them now.
    I dont know, if you cant make it right with retcon thing - give us option to "reset" whole tree in powerhouse for say - 1G per toon lvl.

    /sign

    Even since i said that myself alread so often, but it can't be said often enough. Retconning is such a mess now.

    Really .. seperate the tree and put retcon buttons directly into the tree to let us retcon each sub-tree for
    maybe 3-4g with just one click. Also let us retcon tree 1 ore the SS tree without having to retcon
    everything above.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Bug: When fusing the last set of 5 rank 1 mods in my stacks of 250, the client crashes. It seems if I drag the mods out of the fusion window it crashes as well. So I assume that's why fusing exactly 5 mods together, resulting in none being left, crashes it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Ok, I have 2 things to say; no bugs though.

    First, Mystic Flight and Hyber Ball are absolutely fantastic; especially Mystic Flight.
    Love them!

    Second...Electro Flight pales in comparison to the Crafted version. The effect needs to be more powerful (at least for R3).
    Please, make it on par with the other ones.
    Thank you.

    Once again, thank you very much for the awesome skins for Mystic Flight and Hyber Ball!
    I am VERY happy to see them looking so great; especially Mystic Flight. <3
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    BUG: Retconning for Specialization trees is completely broken. Removing one power removed 20 spec points in a very weird way (all token removed on the very first specs while it still says 10/10 for an example), then I retconned all my powers and what I got didn't change at all:

    PIC: Complete non-sense.

    Also, could it be possible to get the improved FX of the now normal TPs for their device counterparts?:D
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    Yeah, just tried the CC changes ..... it was disaster.

    Putting Immune to a single stack of resistance is completely .... I wonder who the genius was.


    Suggestions:
    1.) Remove the Immune from Hold Resistance.

    2.) Separate Stun from Hold -- After stun, provide Stun resistance rather than Hold Resistance.

    3.) Clearly define the relationships between CC strength, CC resistance, and CC durations. At the same time, prevent the influence of resist provided by gears from overrunning.

    4.) Provide alternative effect for all CC (if the influenced target becomes immune or is a native immune)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited April 2012
    The hold immunity seems to be for preventing chain holding... Which was a HORRIBLE thing and the WORST PART of Holds last I checked...

    And I'm not sure how much resistance Villains+ got, but since the hold health are 5x as much I am guessing you are still getting a lot better holds against them.

    The tests from ccelizic seemed very promising to me, and made me want to get a Hold on my Support main...
Sign In or Register to comment.