PTS update FC.28.20120511.0
This build is scheduled to hit PTS by 7:00pm PST
Greetings!
There's a lot coming your way in this build - are you ready?
G-Crush has been working away at balancing various player powers, and following up adjustments based on community(your) feedback. Check the patch notes for the power changes that will be making their way to PTS tonight.
In addition, we are introducing a new Archetype for you all to try out, "The Invincible", a power armor archetype for those looking to assume the role of walking weapon of mass destruction.
Also added is a(work-in-progress) landing page and calendar that will serve as a portal to lots of new events and activities that will take place around the clock, and offer bonus rewards to players who answer the call.
There's a lot to take in, so please dive in, enjoy, and keep the feedback coming :cool:
Please format any bugs you find in the following format:Bug
Where it happens
What happensQueuing:
Power Armor Archetype "The Invincible"!
Who said you need superpowers to be a superhero? Using the latest in cutting-edge technology, your suit of armor offers near-invincible levels of protection while remaining light and flexible enough for maneuverability. And with its arsenals of guns, lasers, and missiles, you can dish out as much as you can take.
Power Set
01 Power Bolts (New energy builder)
01 Tactical Missiles (New power)
06 Minigun
08 Invulnerability
11 Micro Munitions OR Chest Beam
14 Energy Shield
17 Shoulder Launcher
22 Molecular Self Assembly
27 Unbreakable
32 Power Beam (new power) OR Energy Wave
40 Fire All Weapons (new power)
Stats
06 Super Stat: Intelligence
10 Secondary Super Stat: Constitution
15 Secondary Super Stat: Endurance
Specializations
10 Spec Tree: Intelligence
20 Spec Tree: Protector
30 Spec Tree: Guardian
- Power Armor "Slot" functionality updated. No longer puts powers on cooldown. Work in progress.
- Cost penalty for using multiple Power Armor powers simultaneously reduced to 10% from 15%.
- Eye Beam: Energy cost increased to ~15 (~10 per tick).
- Eye Beam: Damage increased by ~78%.
- Eye Beam: Now ticks every 0.5 seconds instead of every 1 second.
- Tactical Missiles: New power. Charged single target crushing damage.
- Power Beam: New power. Maintained non-targeted cylinder particle damage.
- Fire All Weapons: New power. Toggled 120 degree cone particle damage.
- Currently, costume is using placeholder art.
Activities, Events, Calendar and Landing Page:
- Champions Online will be releasing - in an upcoming update - a "landing page" that will track and display all hourly activities, events, story-driven content and upcoming larger-scale zone events!
Here are some of the events and activities you can look forward to:
- Questionite ore bonus
While this event is active, Questionite Ore has a chance to drop from every critter in the game
- Story Questionite
While this event is active, Comic Series and Adventure Pack missions and critters reward additional Questionite
- Experience bonus
While this event is active players earn more xp
- Story Experience
While this event is active, Comic Series and Adventure Pack critters award additional XP
- Resources
While this event is active defeating critters grants bonus resources
- Acclaim
While this event is active, double acclaim is awarded from PvP matches
- Modifications
While this event is active, Bonus Modifications have a chance to drop from Modification Nodes"
- Crafting
This event is not yet active.
- Monster Island Crisis
While this event is active, completing the Monster Island Crisis daily mission grants bonus Questionite
- The activities and events in the landing page will also be tracked in an in-game calendar.
- You can access the landing page in your Mission Journal and clicking on the "Overview" tab
- The calendar is accessible inside the landing page by clicking the "Calendar" button.
- The UI for both the landing page and calendar is a work-in-progress.
Power Changes:Enrage:
Enrage is now a toggled form. Toggling on Enrage allows you to build more than 1 stack of Enraged! at a time. This power counts as a Form.
This power now affects Melee damage for its full amount, and ranged damage for half that amount.
Effectiveness reduced by 30%
Advantage: Endorphin Rush: This advantage has been removed because it no longer fits the intended function of the power.
Focus:
Now scales only on Dexterity, instead of Half of Strength and Dexterity
This power now affects Melee damage for its full amount, and ranged damage for half that amount.
Effectiveness reduced by 30%
*New Power* Concentration: Toggle - Form
Concentration grants you bonus ranged damage and a lesser amount of bonus melee damage. This bonus scales with your Ego or Intelligence, whichever is higher.
Concentration grants you bonus energy when you gain a stack of it. This bonus energy scales with your Ego or Intelligence, whichever is higher.
You gain a stack of Concentration whenever you fully charge or maintain a power.
This buff lasts 20 seconds.
This power can be found in the "Technology" Tree (along with Power Armor, Gadgeteering, Archery, and Munitions).
*New Power* Compassion: Toggle - Form
Compassion grants you bonus healing and a lesser amount of bonus damage. This bonus scales with your Presence or Recovery, whichever is higher.
Compassion grants you bonus energy when you gain a stack of it. This bonus energy scales with your Presence or Recovery, whichever is higher.
You gain a stack of Compassion whenever you heal an ally.
This buff lasts 20 seconds.
This power can be found in the "Mystic" Tree (with Sorcery and Supernatural).
*New Power* Manipulator: Toggle - Form
Manipulator grants you bonus Hold Magnitude and a lesser amount of bonus damage. This bonus scales with your Presence or Recovery, whichever is higher.
o *NOTE* This will allow you to hold Super Villains and Legendaries (for very short amounts of time).
Manipulator grants you bonus energy when you gain a stack of it. This bonus energy scales with your Presence or Recovery, whichever is higher.
You gain a stack of Manipulator whenever you fully charge or maintain a Control power.
This buff lasts 60 seconds.
This power can be found in the "Mind" Tree (with Telepathy and Telekinetics).
These are some huge changes, and we would like to give more players more options for toggle-able stacking buffs.
In relation to this, we have taken a look at the Aura passives in the Mystic Tree and a few changes will be made to these powers.
We would like Auras to better fill their role as support powers which greatly strengthen the team of the player who is using them. Below are the notes relating to Auras.
Aura of Primal Majesty:
The self portion of this passive has been reduced by 30% while in Hybrid.
The ally portion of this passive has been reduced by 30% while in Hybrid.
The self portion of this passive has been reduced by 40% while in Support.
The ally portion of this passive has been increased by 60% while in Support.
This passive is now functions differently depending on your selected role (either Hybrid or Support).
Aura of Arcane Clarity:
The self portion of this passive has been increased by 30% while in Hybrid.
The ally portion of this passive has been increased by 15% while in Hybrid.
The self portion of this passive has been increased by 10% while in Support.
The ally portion of this passive has been increased by 200% while in Support.
This passive is now functions differently depending on your selected role (either Hybrid or Support).
Aura of Radiant Protection:
The self portion of this passive has been increased by 25% while in Hybrid.
The ally portion of this passive has been reduced by 15% while in Hybrid.
The self portion of this passive has been reduced by 20% while in Support.
The ally portion of this passive has been increased by 50% while in Support.
This passive is now functions differently depending on your selected role (either Hybrid or Support).
Aura of Ebon Destruction:
The self portion of this passive has been increased by 15% when in Hybrid.
The ally portion of this passive has been reduced 20% when in Hybrid.
The self portion of this passive has been reduced 5% when in Support.
The ally portion of this passive has been increased by 200% when in Support.
This passive is now functions differently depending on your selected role (either Hybrid or Support).
Comments
*UPDATE!* ADDED A NEW BONUS TO GAINING ENRAGE STACKS! READ ON!
Enrage:
-Enrage is now a toggled form. Toggling on Enrage allows you to build more than 1 stack of Enraged! at a time. This power counts as a Form.
-*NEW* You now gain 1.25% of your max health back when you gain a stack of Enraged!
-Enrage now grants a stack when you attempt to knock a foe.
-This power now affects Melee damage for its full amount, and ranged damage for half that amount.
-Effectiveness reduced by 30%
-Advantage: Endorphin Rush: This advantage has returned, and now triggers whenever you gain a stack of Enraged!.
Aggressor:
-This power now grants all damage strength, as well as increasing your Strength and Constitution for a short time. This power also grants stacks of Enraged! based on its rank (this can trigger Endorphin Rush).
-This power now counts as an active offense.
Focus:
-Now scales only on Dexterity, instead of Half of Strength and Dexterity
-This power now affects Melee damage for its full amount, and ranged damage for half that amount.
-Effectiveness reduced by 30%
Concentration: Toggle - Form
-Concentration grants you bonus ranged damage and a lesser amount of bonus melee damage. This bonus scales with your Ego or Intelligence, whichever is higher.
-Concentration grants you bonus energy when you gain a stack of it. This bonus energy scales with your Ego or Intelligence, whichever is higher.
-You gain a stack of Concentration whenever you half charge or maintain a power for at least 4 ticks. Additionally, you gain stacks whenever you strike a foe from more than 25 feet away.
-This buff lasts 20 seconds.
-This power can be found in the "Technology" Tree (along with Power Armor, Gadgeteering, Archery, and Munitions).
Compassion: Toggle - Form
-Compassion grants you bonus healing and a lesser amount of bonus damage. This bonus scales with your Presence or Recovery, whichever is higher.
-Compassion grants you bonus energy when you gain a stack of it. This bonus energy scales with your Presence or Recovery, whichever is higher.
-*UPDATED* You gain a stack of Compassion whenever you heal an ally, heal yourself, or get healed.
-This buff lasts 20 seconds.
-This power can be found in the "Mystic" Tree (with Sorcery and Supernatural).
Manipulator: Toggle - Form
-Manipulator grants you bonus Hold Magnitude and a lesser amount of bonus damage. This bonus scales with your Presence or Intelligence, whichever is higher.
-This will allow you to hold Super Villains and Legendaries (for very short amounts of time).
-Manipulator grants you bonus energy when you gain a stack of it. This bonus energy scales with your Presence or Recovery, whichever is higher.
-You gain a stack of Manipulator whenever you fully charge or maintain a Control power, regardless of whether the hold succeeds.
-This buff lasts 60 seconds.
-This power can be found in the "Mind" Tree (with Telepathy and Telekinetics).
Aura of Primal Majesty:
-The self portion of this passive has been reduced by 20% while in Hybrid.
-The ally portion of this passive has been reduced by 40% while in Hybrid.
-The self portion of this passive has been reduced by 25% while in Support.
-The ally portion of this passive has been increased by 60% while in Support.
-This passive is now functions differently depending on your selected role (either Hybrid or Support).
Aura of Arcane Clarity:
-The self portion of this passive has been increased by 30% while in Hybrid.
-The ally portion of this passive has been increased by 15% while in Hybrid.
-*NEW* This power now grants "Haste" while used in Hybrid. Haste reduces the charge times of "Charged" powers.
-This power no longer increases the healing done by allies while used in Hybrid.
-The self portion of this passive has been increased by 10% while in Support.
-The ally portion of this passive has been increased by 200% while in Support.
-*NEW* This power now grants "Haste" while used in Support. Haste reduces the charge times of "Charged" powers.
-This power no longer increases your healing while used in Support.
-This passive is now functions differently depending on your selected role (either Hybrid or Support).
Aura of Radiant Protection:
-The self portion of this passive has been increased by 25% while in Hybrid.
-The ally portion of this passive has been reduced by 15% while in Hybrid.
-The self portion of this passive has been reduced by 20% while in Support.
-The ally portion of this passive has been increased by 50% while in Support.
-This passive is now functions differently depending on your selected role (either Hybrid or Support).
Aura of Ebon Destruction
-The self portion of this passive has been increased by 15% when in Hybrid.
-The ally portion of this passive has been reduced 20% when in Hybrid.
-The self portion of this passive has been reduced 5% when in Support.
-The ally portion of this passive has been increased by 200% when in Support.
-This passive is now functions differently depending on your selected role (either Hybrid or Support).
Actually still working on an MSA replacement for PA. In the meantime the AT will be a little sads about getting MSA, but that's the slot where The Invincible will get an Energy Unlock.
;_; I want to hug you, sir.
One more major change needed!
Medical Nanites, this thing needs a rework just like the auras, since well it is one and it's team heal DESPERATELY needs love. Hell just treat it's current form as the Hybrid version and do the 'support role focus swap' thing. Though still think the heal aura over all needs a smidge of a boost, maybe 10-20%
Behold fake patch note suggestion!
Medical Nanites:
-The ally portion of this passive has been increased by 20% while in Hybrid.
-The self portion of this passive has been decreased by 50% while in Support.
-The ally portion of this passive has been increased by 100% while in Support.
-This power now Reduces Threat on the Owner
Okay so the support numbers are probably way off but considering how huge the gap between self and ally healing is atm figured it'd need that huge jump. And the Threat reduction thing is massively needed considering this thing builds threat for you, your teammates, and any pets or friendly npcs in range even if they are at full hp. It tends to make the first bit of combat with Nanites be 'hold block to survive agro'
It was only cosmetic and used in a whole range of themes.
Is it still there, or... gone?
Giant Growth is indeed still there.
So will this 30% effectiveness be put into offensive passives? Just like to point out how much stronger defenses are to offenses even with focus in its unnerfed state.
From the other thread (burried among the mass of pages that kept popping up):
EDIT: Ninja'd!
...what is Giant Growth?
(Just kidding, it's still there. Heck, I put it there, oh so many moons ago.)
EDIT: Double ninja'd. I am a bad ninja.
EDIT: Never mind, my question about Giant Growth was answered.
EDIT 2: Oh, and new PA energy builder FTW!
Will you guys be adding more AOE holds (or holds in general) to other frame works in the future?
Is it working as intended that maintained holds break for all targets if one target breaks free?
Also, my main is a focus+aopm hybrid melee fighter and thus will be feeling the nerf bat. With that said, i like the intent behind the changes and i think this will make the game better.
It's a cylinder with no primary target that you can wave around like a crazy person melting everything.*
*Does not actually melt everything.
Even then, I still like the idea of a power that doesn't require direct targeting and can be simply waved around for use, and hope to see more powers using this sort of mechanics in the future.
I'm sorry, but I believe only few people will pick up MM. They are basically different ranks.
(unless you've buffed the MM)
I find this question to be HGH priority...it would help a lot if you answered it =V
<insert much glee here>
Why is it that when I try to see the attached image on this post it tells me:
"We are sorry for the inconvenience, but only Gold Members with active subscriptions may post messages in this forum. If you are interested in becoming a Gold Member, please go here."
I'm already a gold member.
Hrm, not sure. But it's the same image I posted on page 2.
My poor Iron Valkyrie...she's never gonna get the laser lovin' she needs...
Seriously, though...can I at least get a Laser Sword Sweep or something? Some kind of AoE chaff-clearer so I can actually build the 'Laser Knight' sort of character you named your advantage on Energy Shield for? o_o
Quite, we've only been asking for (*****ing for) this forever now. Give us new beamy slashy ability.
Definitely being looked into. Other stuff had to take priority, but it's a stretch goal.
Personally, I'd love to destroy them with lasers.
Haha, you so funny, cryptic!
<.< >.>
YEEEEEEES! HAHA!
I don't like redundant passives and frankly you just made "ugly seraphim"
Not to mention that Arcane Magic is all about Energy Mechanic.. this heal thing is poor afterthought and I don't support it.
I think that's how we can keep the balance between MA Focus DPS and Brick/Bestial Enrage DPS. MA with Focus always performed slightly better thanks to their higher critical rate, removing Aggressor/Aspect of the Bestial + Enrage synergy will make things worse. Enrage needs to be slightly better than Focus if you want Brick or Bestial DPS builds being able to keep up with MA Focus.
You have my thanks.
That is all.
It doesn't need energy return -- since everyone will have 1 energy unlock and 1 form.
It needs charge reduction to fit its "reduction" builds
I agree with this. Crit actually does way more damage than a damage modifier anyway so 10% more is a drop in the bucket really.
Can't stack more than 3 stacks using might pwoers. They all dissapear.
This also occurs when you Rank 3 it. It makes the stacks keep appearing then dissappearing.
The only way AoAC giving Energy would mean anything is if they nerf every single other source of energy management just to make that one passive relevant. Its either a heal buff, some other sort of secondary benefit that isn't a heal buff but isn't energy either and make it usefull. Or keep it as is, keep buffing energy alone, and make it perpetually useless.
EDIT/PS: I also don't like redundant passives either. But I don't think this would be an "ugly seraphim". It would be a different heal passive (assuming they go with the heal buff on the final build) with a different focus. Seraphim is a heal/dps passives. AoAC would be a heal/energy return, cooldown reducing passive, which also buffs the team's energy. They won't be the same thing.
Yes. Advantage hookup is forthcoming!
Which power will you put Nail to the Ground in?
They know. G_Crush's post-build patch notes address this.
No.. not really... there's only one passive that actually boosts healing directly. We need more to create a diversity because support side of this game is already lacking as it is. I like this solution and it's something I've wanted. I never thought it would come from AoAC.... but regardless, it works well in my eyes and helps the entire team.
Where are they Todd? I must have missed them.
But again, how will might and heavy weapons characters get 30% damage effectiveness restored? This still hasn't been answered. 30% loss in effectiveness is grossly unbalanced and unreasonable.:mad: