PTS update FC.31.20120914.1
This build is scheduled to hit PTS by 8:00pm PST on 9/17/12
Greetings!
A few more Telepathy fixes, and the "End of Anniversary Event: Destroid Bot Invasion" open mission will appear on PTS with this build.
See below for patch notes and details about the mission.
Enjoy!
Please format any bugs you find in the following format: Bug
Where it happens
What happens
Mega Destroid Bot Invasion!
Face off against not one, not two, but THREE Mega Destroids, hell-bent on laying waste to Millennium City, starting with Champions HQ first
-These critters are Lv60, and will require the strongest, fastest, and most cunning heroes to take them down.
-Once defeated, the Destroids will respawn after twenty minutes.
Telepathy powers:
-Mindbreak should no longer heal foes when you shatter Dependency.
-Shadow of Doubt is now a 10ft AoE at the target.
-Mental Storm has had its Stun time reduced to half, as well as activation time increased to 1.83 seconds.
-Congress of Selves has gained a new advantage, Conditioning. This advantage allows your control powers to apply
-Trauma, reducing the effectiveness of all healing to the target by 50%
-Mind Slip renamed to "Mind Wipe "
Cape Glide:
-We've made some improvements to the Cape Glide travel power.
Will the Mega-Ds have anti air missiles to stop a certain catgirl from pummeling them in the head for tens of thousands of damage with a certain prototype sniper rifle?
Will the Mega-Ds have anti air missiles to stop a certain catgirl from pummeling them in the head for tens of thousands of damage with a certain prototype sniper rifle?
Will there be any special rewards (Costume pieces, devices, removed items, etc) to get from the mission?
I Would love some destroid or robot pieces with glitter on it. "I'm the Party Destroid, i'll gonna smash this party",
Telepathy powers:
-Mindbreak should no longer heal foes when you shatter Dependency.
-Shadow of Doubt is now a 10ft AoE at the target.
-Mental Storm has had its Stun time reduced to half, as well as activation time increased to 1.83 seconds.
-Congress of Selves has gained a new advantage, Conditioning. This advantage allows your control powers to apply
-Trauma, reducing the effectiveness of all healing to the target by 50%
-Mind Slip renamed to "Mind Wipe "
Ok now for powers talk, Thanks for the Shadow of Doubt buff, Congress of Selves advantage is interesting, I'm not sure if its totally a good idea, though its only on control powers, and it prevents rank 3 (I think) so maybe its fine.
Will there be any special rewards (Costume pieces, devices, removed items, etc) to get from the mission?
I Would love some destroid or robot pieces with glitter on it. "I'm the Party Destroid, i'll gonna smash this party",
Apparently there should be some legacy gear drops as it was indicated in the Live Event. Hopefully some Crafted Travel Powers will be nice. I also saw this Runic Sword which 1 toon has, that was droolsome but it was a gear with meh stats lol. Vesperine Cloak which grants flight but again with meh stats.
Ok now for powers talk, Thanks for the Shadow of Doubt buff, Congress of Selves advantage is interesting, I'm not sure if its totally a good idea, though its only on control powers, and it prevents rank 3 (I think) so maybe its fine.
We're working on new rewards which should be hooked up in tomorrow's build.
For now, we just wanted to get you guys playing this today and iterate based on tonight's feedback.
We're working on new rewards which should be hooked up in tomorrow's build.
For now, we just wanted to get you guys playing this today and iterate based on tonight's feedback.
Will be putting up my feedback once I am through the Lvl 60 Megadestroids once I get home.
Ok now for powers talk, Thanks for the Shadow of Doubt buff, Congress of Selves advantage is interesting, I'm not sure if its totally a good idea, though its only on control powers, and it prevents rank 3 (I think) so maybe its fine.
It doesn't do anything Pestilence doesn't do naturally WITH rank 3. There's no reason pestilence users can't use holds. It's also worth noting that the DPS for telepaths vs infernal DPS is lower. I will be testing for general playable numbers of HOW low.. The difference is Telepathy is cast and forget, while pestilence is maintains.. thus infernal's higher numbers.
We're working on new rewards which should be hooked up in tomorrow's build.
For now, we just wanted to get you guys playing this today and iterate based on tonight's feedback.
It doesn't do anything Pestilence doesn't do naturally WITH rank 3. There's no reason pestilence users can't use holds. It's also worth noting that the DPS for telepaths vs infernal DPS is lower. I will be testing for general playable numbers of HOW low.. The difference is Telepathy is cast and forget, while pestilence is maintains.. thus infernal's higher numbers.
Good point, though I think Pestilence is Overpowered and shouldn't have that ability without an advantage in the first place.
We're working on new rewards which should be hooked up in tomorrow's build.
For now, we just wanted to get you guys playing this today and iterate based on tonight's feedback.
Ok great, then please oh please from Everyone to the Development team, give us worthwhile rewards, not just questionite or ****ty chance grab bags, Actual stuff for the hardcore players. Like Costume pieces, Rank 7 mods, etc.
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Ok great, then please oh please from Everyone to the Development team, give us worthwhile rewards, not just questionite or ****ty chance grab bags, Actual stuff for the hardcore players. Like Costume pieces, Rank 7 mods, etc.
Here here! Cozzies and Rank 7 mods would rule!
Purple drops as well.
Uh...Silver Champ Rec? :biggrin: Kinda makes sense. And we need more options for this than Unity Grind anyway.
EDIT: Also, for Qnite, they should drop a Qnite Silo rather than a box. Or perhaps a solid Questionite Mega-Destroid Heart! lol
Would be worth a fortune when the event ended if you couldn't get it somewhere else.
I'd farm it to the end of the world.
EDIT: Actually, it would be the reason why I'd play CO, from the day it starts to the day it ends, I would log on, round up my team and fight for my 4 slot gear and R7 mods, I'd breathe it everyday.
also afrer the first destroid went down, nighthawk and defender disappeared, and after the third destorid dropped, when the first respawned, none of the other champions came to help
I had much fun doing this. I just hope the EVENT has like a 20 minute cooldown or something. I'm sure lots of people are going to fight them and they'll be taken down quickly. Hell, with the Devs, Champions and a few other players we took the first few down relatively fast.
A full server going after one would make mincemeat out of them.
I had much fun doing this. I just hope the EVENT has like a 20 minute cooldown or something. I'm sure lots of people are going to fight them and they'll be taken down quickly. Hell, with the Devs, Champions and a few other players we took the first few down relatively fast.
A full server going after one would make mincemeat out of them.
Hey, they need to be stronger? Buff them, go ahead, make them Cosmic level too.
Just make sure the rewards match their power level, so they better have GREAT rewards.
Hey, they need to be stronger? Buff them, go ahead, make them Cosmic level too.
Just make sure the rewards match their power level, so they better have GREAT rewards.
they are lv 60 cosmics, their basic attacks are hitting for about 5 K+ and i got 42 G on the last mega D we brought down
I had much fun doing this. I just hope the EVENT has like a 20 minute cooldown or something. I'm sure lots of people are going to fight them and they'll be taken down quickly. Hell, with the Devs, Champions and a few other players we took the first few down relatively fast.
A full server going after one would make mincemeat out of them.
Hey, they need to be stronger? Buff them, go ahead, make
them Cosmic level too.
Just make sure the rewards match their power level, so they better have GREAT rewards.
This, I am not sure. I like challenging, more HP cool. I do not know how well they hit though. You know the devs could have placed a level 60 Gravitar and wiped everyone within minutes? As I mentioned in another post, it is not about larger damage. So 80k gravitar hits not enough for you? How about a 160k one then? Not enough, double the health. Wait, too deadly? Give 150hp per point of Con like someone suggested in another thread. Then again, enemies not deadly enough, up the damage. Why are we raising damage, HP without level increase? Does not seem too justified.
I say, leave them at level 60, but do not stop at 3. Have fleets of them attacking all over the city. Groups of 5 or even 10. This will up the challenge because their attacks timing will stagger requiring more blocking, healing and less attacks. Glorious invasion. Have jets flying by the sky which release new megadestroids and also spray strafing run throughout the city on the heroes. Have areas marked for bombardment like the blue bubbles of gravitar (no need for yellow bubbles). Each downed destroid can drop something from at least an r4 mod going up to costume, legacy device, gear. Let all heroes be fighting throughout the city.
I love what you did with cape flight, I definitely approve... though....
Bug: Cape flight looks like a white... mass?
How to reproduce: Try using the TP with any female, and it will glitch out completely, its even hard to describe... if you wan't a screenshot I can provide it you want.
___________________
[SIGPIC][/SIGPIC]
Click up there if you want to find more about the costumes behind my heroines.
SV+ should be immune to interrupts like other CC. It's funny watching one person spam telepathy powers and nearly shutdown a cosmic.
I disagree. These inturrupts are a telepath's ONLY defense in a real boss fight. My build just happens to have 700 INT with it. And even STILL i failed to keep these things at bay.
I WILL say that the ability to cycle through Shadow of Doubt and Mental Leech seemed excessive. I have already advocated removing the interrupt from Mental Leech, but even if they do.. a player who wants to be dedicated to interrupts will just go choose backhand chop and do the same.
It took me full focus at 100% of the time to be able to shut this thing down even a LITTLE. And even still all the "click" activation powers still get through. These inturrupts are there by design and SHOULD be. The NPCs however COULD use more click activation powers (like Gravitar has).
I know coming from me this will sound like a "make my build OP" post but it's really not. The amount of concentration it took for me to stay alive in said battle was intense, about the same feeling I got playing an uber-tank against Gravitar. It's NOT as easy as it looks and it completely removes me from the fight in all other capacities (I couldn't threatwipe, heal NOR attack for even one click or i'd die).
Again.. this build to make a "almost shut down" playstyle cost me COMPLETE single stat building of near 700 INT to get. That's like complaining that a 700 CON character has too much health.. there are alot of sacrifices that it takes to get there.
As for using inturrupts in teams, I say "don't punish players for investing in crowd control".
Kind of a mute point for the destroids because the telepathy powers wont be on Live by the time thie event is on Live.
- -
Bug
Defending The Champions Headquarters mission is not resetting.
The timer on the open mission is not resetting.
There were MANY telepath builds in this particular fight. Each of them shooting Mental Leech at the target which heals all people in proximity. While I can agree that the HPS sounds like alot, it's about the same given to PRE healers per second and the buff is very limited time-wise.
I'm not saying that it is not OP.. I haven't tested it against other heals.. but the scenario in which you describe had many more factors in it than you give in the description. For instance I was also casting a whole lot of Sentinel Mastery and Sentinel Aura and your build could have alot of base health (as the Mastery heals via percentages).
This power (along with its consumption in Mind Break) is my toons only heal (no BCR nor Conviction).. and it is VERY small heals for me (again 700 INT) until i use mind break.. which is hard to proc at the time you want it to not to mention you lose the ability to keep stacking your other buffs.
No interrupt will have any use under supervillain, name one instance where using an interrupt against a trash mob would be beneficial over DPSing them to death.
This is true for most CC, why should I use it if I can just kill them? Interrupts, stuns, paralyzes, roots, and all other CC should work against SVs and up with manipulator.
No interrupt will have any use under supervillain, name one instance where using an interrupt against a trash mob would be beneficial over DPSing them to death.
This is true for most CC, why should I use it if I can just kill them? Interrupts, stuns, paralyzes, roots, and all other CC should work against SVs and up with manipulator.
Thank you. And I agree (in the lowered all of them become infant hold versions of themselves way). Interrupts are simply not wasy to cycle through.
- -
Can I say I really enjoy the money as a reward for defeating destroids. I dont think there's been a truly efficient way to build cash once you've completed the open world missions.
I am assuming this cash is spread out among the number of participants and level of the player. When it hits live players will not be able to take them on in small teams but rather entire zones of low characters chipping at DPS.
Telepathy powers:
-Mental Storm has had its Stun time reduced to half.
Power killer. If you do this you have to at LEAST let the stun rank up with advantage points. It is outshined now by TK Maelstrom.
Again.. I disagree with having a redundant power. We already have a AoE stun (one that works better than the new nerfed verson). Making this power a 5 man AoE paralyze that does what Soul Mesmerism does (with a larger DoT) simply works better in the current hold system as stuns are only used for exploit in PvP. As a Paralyze the DoT can be changed to only last 6 seconds and therefore Stress will proc after 6 seconds. The proc at expiration is only PENALIZING characters who invest in hold strength.
My final argument for a Paralyze comes in the fact that Trapped and Vulnerability Specialization does not proc on stuns, only on paralyzes.
Telepathy powers:
-Mental Storm activation time increased to 1.83 seconds.
This is a GOOD nerf. Great Idea but it's not working. It's a click power so the activation time (if one is to exist) needs a charge bar. I reccommend copying everything from Mind Lock over (1 second charge time 0.83 second activation). They already share the same casting FX.
OR you could copy the casting info from other paralyzes (Soul Mesmerism) 1.83 seconds charge and 0.67 second activation time.
- -
Any chance we can get an innate talent providing +12 INT and +12 EGO (with +5 to all other stats)
No interrupt will have any use under supervillain, name one instance where using an interrupt against a trash mob would be beneficial over DPSing them to death.
This is true for most CC, why should I use it if I can just kill them? Interrupts, stuns, paralyzes, roots, and all other CC should work against SVs and up with manipulator.
I thought it did O_o...hmm when I get back from Uni today I shall be on PTS
PTS update FC.31.20120914.1
This build is scheduled to hit PTS by 8:00pm PST on 9/17/12
Greetings!
A few more Telepathy fixes, and the "End of Anniversary Event: Destroid Bot Invasion" open mission will appear on PTS with this build.
See below for patch notes and details about the mission.
Enjoy!
Please format any bugs you find in the following format: Bug
Where it happens
What happens
Mega Destroid Bot Invasion!
Face off against not one, not two, but THREE Mega Destroids, hell-bent on laying waste to Millennium City, starting with Champions HQ first
-These critters are Lv60, and will require the strongest, fastest, and most cunning heroes to take them down.
-Once defeated, the Destroids will respawn after twenty minutes.
Telepathy powers:
-Mindbreak should no longer heal foes when you shatter Dependency.
-Shadow of Doubt is now a 10ft AoE at the target. -Mental Storm has had its Stun time reduced to half, as well as activation time increased to 1.83 seconds.
-Congress of Selves has gained a new advantage, Conditioning. This advantage allows your control powers to apply
-Trauma, reducing the effectiveness of all healing to the target by 50% -Mind Slip renamed to "Mind Wipe "
Cape Glide:
-We've made some improvements to the Cape Glide travel power.
YAY! My name change made it !!!
Now...all we need is a block, Active Defensive, a paralyze and perhaps an active offensive...:biggrin:
Also...wow..Mental Storm has already received an Ego Storm Style nerf..wow I guess this is goodbye for that power.
PTS update FC.31.20120914.1
This build is scheduled to hit PTS by 8:00pm PST on 9/17/12
Greetings!
A few more Telepathy fixes, and the "End of Anniversary Event: Destroid Bot Invasion" open mission will appear on PTS with this build.
See below for patch notes and details about the mission.
Enjoy!
Please format any bugs you find in the following format: Bug
Where it happens
What happens
Mega Destroid Bot Invasion!
Face off against not one, not two, but THREE Mega Destroids, hell-bent on laying waste to Millennium City, starting with Champions HQ first
-These critters are Lv60, and will require the strongest, fastest, and most cunning heroes to take them down.
-Once defeated, the Destroids will respawn after twenty minutes.
Telepathy powers:
-Mindbreak should no longer heal foes when you shatter Dependency.
-Shadow of Doubt is now a 10ft AoE at the target.
-Mental Storm has had its Stun time reduced to half, as well as activation time increased to 1.83 seconds.
-Congress of Selves has gained a new advantage, Conditioning. This advantage allows your control powers to apply
-Trauma, reducing the effectiveness of all healing to the target by 50%
-Mind Slip renamed to "Mind Wipe "
Cape Glide:
-We've made some improvements to the Cape Glide travel power.
I havent tested this yet...but I fear that my request for AoE Shielding powers would have been fantastic for this Event...Oh well. Looks like when this hits LIVE my Impulse will get a blocking perk, if those Destroids are hitting for as much as ppl say they are, and thats against FF builds...damn AT's generally may not stand a chance...especially Impulse and PFF.
Also Level 60...:eek:...will we get some magical damage and defense boost from Witchcraft to help us compete? This event sounds fantastic, I can see my behemoth hooked up with a good FF healer like Dr.Smith and punching the kneecaps of these Mega D's. :biggrin:
Can I just say.. Kinetic Runs Hella slow.. lol. In fact, all of the Champions could use travel powers activated during the fight. Their route mapping was hella clunky. If they fell onto the street they would simply stay there until the Mega-Destroid was defeated. I simply couldn't get any of them to fight the destroid on the East of the building.. even after the other two were downed.
Playing this as a healer And notice none of the champions health regenerates naturally out of combat unless they're downed.
- -
Any chance the champions will be available in the "team up" UI to team with them? (I know the answer is likely no.. i dont think there's any precedent for seeing NPCs in open missions). Being able to target and heal them (and threatwipe them) is a big help to players. (in the final version I'm sure there will be too many heroes and too much Lag for this anyhow).
- -
To the argument that Inturrupts should not function against major bosses.. I was as survivable with my CON single stat user as I was with my PRE (double bubble) single stat user as I was with my INT single stat user (using inturrupts). This is a crude side by side since inturrupts do affect everyone and not just me. Fact is in Champions there are a hundred ways to survive a battle.. inturrupts are likely the weakest of them in mechanic. Gravitar is still a massive auto killer for me and Therakiel is just as powerful.
I will say that the Destroids in particular may want to fire off more click attacks between their charged attacks. And all bosses in the future (Rampage Alerts and Lair reviews) need to keep the interrupt mechanic in mind.
- -
On an unrelated note.. Unbreakable sucks. Like REALLY sucks. Time for a +DamageResistance Active Defense. Unbreakable simply does not stand up to endgame content.
Well feedback round 1, top back of the shoulders are still showing through the cape glide. OK the animation is nice when the toon spread his arms with the cloak. The new cloak shape, rounded with the flapping is not my cup of tea though. Much prefer the previous shape which is sharper and more sleek. It is still unable to display the different colours of the inner layer and outer layer of the cloak. It just takes the outer layer for the whole cape for gliding.
I disagree. These inturrupts are a telepath's ONLY defense in a real boss fight. My build just happens to have 700 INT with it. And even STILL i failed to keep these things at bay..
What are:
1) a fire character's
2) an electricity character's
3) an ice character's
4) a Telekineticist's
5) any character not built for defense.
etc.
defense in a real boss fight ?
Other sets dont have the self heal capability or shielding of a telepath, and lack the ability to interrupt.
Personally I agree that interrupts should be useful, to some extent, against bosses or they will be completely useless. Actually a lack of use for interrupts is one of my longest standing concerns about CO.
But the argument that a telepath in particular has no defense is a bit off as it does have access to some very effective damage mitigation/recovery abilities. Much more so than some of the other sets that are not designed around a defensive passive.
1) a fire character's
2) an electricity character's
3) an ice character's
4) a Telekineticist's
5) any character not built for defense.
etc.
defense in a real boss fight ?
Other sets dont have the self heal capability or shielding of a telepath, and lack the ability to interrupt.
Personally I agree that interrupts should be useful, to some extent, against bosses or they will be completely useless. Actually a lack of use for interrupts is one of my longest standing concerns about CO.
But the argument that a telepath in particular has no defense is a bit off as it does have access to some very effective damage mitigation/recovery abilities. Much more so than some of the other sets that are not designed around a defensive passive.
I concede your point. I mis-stated my argument. To someone who has 700 INT this interrupts (and active defenses) are and should be a viable defense (having nothing to do with telepathy).
To someone with 700 PRE bubbles are a viable defense. To someone with 700 CON, health regeneration is a viable defense. Et cetera.
Not expecting everyone to single stat build, but the argument against "self gimping" is made via the usefulness of interrupts.
- -
I will say that a single bubble and heals (with 0 damage mitigation ) makes for a hard case of defenses in endgame content. Coupling that with interrupt capabilities (even on high cooldowns) and you have a toon capable of endgame content. Again, your point is more than valid, and I concede the validity of my previous point.
- -
For Telepaths crowd control IS their offense and defense.
While the other sets you describe have much more DPS values than telepathy currently does. (poor fire). Taking their ability to even minutely use crowd control in a boss fight majorly gimps them.
I am not looking forward to these destroids when this patch hits live with my OLD telepath build.. Oy.
Comments
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Will the Mega-Ds have anti air missiles to stop a certain catgirl from pummeling them in the head for tens of thousands of damage with a certain prototype sniper rifle?
Snark never dies.
Yes, please give Mega Ds 300 feet range.
EDIT: Level 60?? OH GOD YES. *Drools*
LVL60, have fought that when G Crush was around. Yes to 3 Lvl 60 hurray.
Can't wait to get home, can't wait to get home OMG OMG.
Errr wait
This build is scheduled to hit PTS by 8:00pm PST on 9/12/12
HUH?
Is this a September Genius' Joke? 12 September 2012 or 9 December 2012?
I Would love some destroid or robot pieces with glitter on it. "I'm the Party Destroid, i'll gonna smash this party",
I like cats :cool:.
UGC Campaign: The Coldblooded Scrolls
Ok now for powers talk, Thanks for the Shadow of Doubt buff, Congress of Selves advantage is interesting, I'm not sure if its totally a good idea, though its only on control powers, and it prevents rank 3 (I think) so maybe its fine.
Please please please give us AWESOME rewards.
This, will be fun. :biggrin:
Deliciously nutritious!
But still, when is this patch going onto PTS??
/10randomlettersaddedfortherequiered10 ghjjsdhjr
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
It is up already??? I have 5 more hours before I am off work damn it!!!!
We're working on new rewards which should be hooked up in tomorrow's build.
For now, we just wanted to get you guys playing this today and iterate based on tonight's feedback.
Thanks a lot. There goes dinner with the family.
Deliciously nutritious!
Will be putting up my feedback once I am through the Lvl 60 Megadestroids once I get home.
It doesn't do anything Pestilence doesn't do naturally WITH rank 3. There's no reason pestilence users can't use holds. It's also worth noting that the DPS for telepaths vs infernal DPS is lower. I will be testing for general playable numbers of HOW low.. The difference is Telepathy is cast and forget, while pestilence is maintains.. thus infernal's higher numbers.
*Wishes for Glitter Robot Costume pieces*
I like cats :cool:.
UGC Campaign: The Coldblooded Scrolls
Good point, though I think Pestilence is Overpowered and shouldn't have that ability without an advantage in the first place.
Ok great, then please oh please from Everyone to the Development team, give us worthwhile rewards, not just questionite or ****ty chance grab bags, Actual stuff for the hardcore players. Like Costume pieces, Rank 7 mods, etc.
wut?
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Cape Gide should be available (and improved) on PTS.
In the words of my friend. "lolCOPvP"
Here here! Cozzies and Rank 7 mods would rule!
Purple drops as well.
Uh...Silver Champ Rec? :biggrin: Kinda makes sense. And we need more options for this than Unity Grind anyway.
EDIT: Also, for Qnite, they should drop a Qnite Silo rather than a box. Or perhaps a solid Questionite Mega-Destroid Heart! lol
How about give us 4 slot gear? 1 offense 1 defense and 1 utility, Seeing that would make my day.
Would be worth a fortune when the event ended if you couldn't get it somewhere else.
I'd farm it to the end of the world.
EDIT: Actually, it would be the reason why I'd play CO, from the day it starts to the day it ends, I would log on, round up my team and fight for my 4 slot gear and R7 mods, I'd breathe it everyday.
OMG OMG can I hug you? (wait let's test it out first LOL)
I hear more and more good news. 4 hours more to knock off.
A full server going after one would make mincemeat out of them.
Hey, they need to be stronger? Buff them, go ahead, make them Cosmic level too.
Just make sure the rewards match their power level, so they better have GREAT rewards.
OH!! *sulks* I want my cape glide, with different colours on the inside and outside of the cape and the back properly covered by cape.
they are lv 60 cosmics, their basic attacks are hitting for about 5 K+ and i got 42 G on the last mega D we brought down
This, I am not sure. I like challenging, more HP cool. I do not know how well they hit though. You know the devs could have placed a level 60 Gravitar and wiped everyone within minutes? As I mentioned in another post, it is not about larger damage. So 80k gravitar hits not enough for you? How about a 160k one then? Not enough, double the health. Wait, too deadly? Give 150hp per point of Con like someone suggested in another thread. Then again, enemies not deadly enough, up the damage. Why are we raising damage, HP without level increase? Does not seem too justified.
I say, leave them at level 60, but do not stop at 3. Have fleets of them attacking all over the city. Groups of 5 or even 10. This will up the challenge because their attacks timing will stagger requiring more blocking, healing and less attacks. Glorious invasion. Have jets flying by the sky which release new megadestroids and also spray strafing run throughout the city on the heroes. Have areas marked for bombardment like the blue bubbles of gravitar (no need for yellow bubbles). Each downed destroid can drop something from at least an r4 mod going up to costume, legacy device, gear. Let all heroes be fighting throughout the city.
LAG FEST!!!!!
If the player doesn't have manipulator, totally, having Manipulator should allow it, however.
Bug: Cape flight looks like a white... mass?
How to reproduce: Try using the TP with any female, and it will glitch out completely, its even hard to describe... if you wan't a screenshot I can provide it you want.
[SIGPIC][/SIGPIC]
Click up there if you want to find more about the costumes behind my heroines.
I disagree. These inturrupts are a telepath's ONLY defense in a real boss fight. My build just happens to have 700 INT with it. And even STILL i failed to keep these things at bay.
I WILL say that the ability to cycle through Shadow of Doubt and Mental Leech seemed excessive. I have already advocated removing the interrupt from Mental Leech, but even if they do.. a player who wants to be dedicated to interrupts will just go choose backhand chop and do the same.
It took me full focus at 100% of the time to be able to shut this thing down even a LITTLE. And even still all the "click" activation powers still get through. These inturrupts are there by design and SHOULD be. The NPCs however COULD use more click activation powers (like Gravitar has).
I know coming from me this will sound like a "make my build OP" post but it's really not. The amount of concentration it took for me to stay alive in said battle was intense, about the same feeling I got playing an uber-tank against Gravitar. It's NOT as easy as it looks and it completely removes me from the fight in all other capacities (I couldn't threatwipe, heal NOR attack for even one click or i'd die).
Again.. this build to make a "almost shut down" playstyle cost me COMPLETE single stat building of near 700 INT to get. That's like complaining that a 700 CON character has too much health.. there are alot of sacrifices that it takes to get there.
As for using inturrupts in teams, I say "don't punish players for investing in crowd control".
Kind of a mute point for the destroids because the telepathy powers wont be on Live by the time thie event is on Live.
- -
Bug
Defending The Champions Headquarters mission is not resetting.
The timer on the open mission is not resetting.
There were MANY telepath builds in this particular fight. Each of them shooting Mental Leech at the target which heals all people in proximity. While I can agree that the HPS sounds like alot, it's about the same given to PRE healers per second and the buff is very limited time-wise.
I'm not saying that it is not OP.. I haven't tested it against other heals.. but the scenario in which you describe had many more factors in it than you give in the description. For instance I was also casting a whole lot of Sentinel Mastery and Sentinel Aura and your build could have alot of base health (as the Mastery heals via percentages).
This power (along with its consumption in Mind Break) is my toons only heal (no BCR nor Conviction).. and it is VERY small heals for me (again 700 INT) until i use mind break.. which is hard to proc at the time you want it to not to mention you lose the ability to keep stacking your other buffs.
This is true for most CC, why should I use it if I can just kill them? Interrupts, stuns, paralyzes, roots, and all other CC should work against SVs and up with manipulator.
Thank you. And I agree (in the lowered all of them become infant hold versions of themselves way). Interrupts are simply not wasy to cycle through.
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Can I say I really enjoy the money as a reward for defeating destroids. I dont think there's been a truly efficient way to build cash once you've completed the open world missions.
I am assuming this cash is spread out among the number of participants and level of the player. When it hits live players will not be able to take them on in small teams but rather entire zones of low characters chipping at DPS.
Bug:
Looks like it's still happening.
Power killer. If you do this you have to at LEAST let the stun rank up with advantage points. It is outshined now by TK Maelstrom.
Again.. I disagree with having a redundant power. We already have a AoE stun (one that works better than the new nerfed verson). Making this power a 5 man AoE paralyze that does what Soul Mesmerism does (with a larger DoT) simply works better in the current hold system as stuns are only used for exploit in PvP. As a Paralyze the DoT can be changed to only last 6 seconds and therefore Stress will proc after 6 seconds. The proc at expiration is only PENALIZING characters who invest in hold strength.
My final argument for a Paralyze comes in the fact that Trapped and Vulnerability Specialization does not proc on stuns, only on paralyzes.
This is a GOOD nerf. Great Idea but it's not working. It's a click power so the activation time (if one is to exist) needs a charge bar. I reccommend copying everything from Mind Lock over (1 second charge time 0.83 second activation). They already share the same casting FX.
OR you could copy the casting info from other paralyzes (Soul Mesmerism) 1.83 seconds charge and 0.67 second activation time.
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Any chance we can get an innate talent providing +12 INT and +12 EGO (with +5 to all other stats)
I thought it did O_o...hmm when I get back from Uni today I shall be on PTS
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YAY! My name change made it !!!
Now...all we need is a block, Active Defensive, a paralyze and perhaps an active offensive...:biggrin:
Also...wow..Mental Storm has already received an Ego Storm Style nerf..wow I guess this is goodbye for that power.
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I havent tested this yet...but I fear that my request for AoE Shielding powers would have been fantastic for this Event...Oh well. Looks like when this hits LIVE my Impulse will get a blocking perk, if those Destroids are hitting for as much as ppl say they are, and thats against FF builds...damn AT's generally may not stand a chance...especially Impulse and PFF.
Also Level 60...:eek:...will we get some magical damage and defense boost from Witchcraft to help us compete? This event sounds fantastic, I can see my behemoth hooked up with a good FF healer like Dr.Smith and punching the kneecaps of these Mega D's. :biggrin:
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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Playing this as a healer And notice none of the champions health regenerates naturally out of combat unless they're downed.
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Any chance the champions will be available in the "team up" UI to team with them? (I know the answer is likely no.. i dont think there's any precedent for seeing NPCs in open missions). Being able to target and heal them (and threatwipe them) is a big help to players. (in the final version I'm sure there will be too many heroes and too much Lag for this anyhow).
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To the argument that Inturrupts should not function against major bosses.. I was as survivable with my CON single stat user as I was with my PRE (double bubble) single stat user as I was with my INT single stat user (using inturrupts). This is a crude side by side since inturrupts do affect everyone and not just me. Fact is in Champions there are a hundred ways to survive a battle.. inturrupts are likely the weakest of them in mechanic. Gravitar is still a massive auto killer for me and Therakiel is just as powerful.
I will say that the Destroids in particular may want to fire off more click attacks between their charged attacks. And all bosses in the future (Rampage Alerts and Lair reviews) need to keep the interrupt mechanic in mind.
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On an unrelated note.. Unbreakable sucks. Like REALLY sucks. Time for a +DamageResistance Active Defense. Unbreakable simply does not stand up to endgame content.
What are:
1) a fire character's
2) an electricity character's
3) an ice character's
4) a Telekineticist's
5) any character not built for defense.
etc.
defense in a real boss fight ?
Other sets dont have the self heal capability or shielding of a telepath, and lack the ability to interrupt.
Personally I agree that interrupts should be useful, to some extent, against bosses or they will be completely useless. Actually a lack of use for interrupts is one of my longest standing concerns about CO.
But the argument that a telepath in particular has no defense is a bit off as it does have access to some very effective damage mitigation/recovery abilities. Much more so than some of the other sets that are not designed around a defensive passive.
'Caine, miss you bud. Fly high.
I concede your point. I mis-stated my argument. To someone who has 700 INT this interrupts (and active defenses) are and should be a viable defense (having nothing to do with telepathy).
To someone with 700 PRE bubbles are a viable defense. To someone with 700 CON, health regeneration is a viable defense. Et cetera.
Not expecting everyone to single stat build, but the argument against "self gimping" is made via the usefulness of interrupts.
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I will say that a single bubble and heals (with 0 damage mitigation ) makes for a hard case of defenses in endgame content. Coupling that with interrupt capabilities (even on high cooldowns) and you have a toon capable of endgame content. Again, your point is more than valid, and I concede the validity of my previous point.
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For Telepaths crowd control IS their offense and defense.
While the other sets you describe have much more DPS values than telepathy currently does. (poor fire). Taking their ability to even minutely use crowd control in a boss fight majorly gimps them.
I am not looking forward to these destroids when this patch hits live with my OLD telepath build.. Oy.