This build is scheduled to hit PTS at 5:30pm PST, 9/27/2013
Greetings!
This patch continues our bug-fix drive, and also contains some preview changes for your feedback.
Release Notes:
Preview (these will not be part of the next live build - use
this thread to discuss them):
- The diminishing returns curves on Avoid, Dodge, Critical Chance, Severity, and Offense have all been adjusted. Additionally Offense now scales in a separate layer of damage bonus to make it more straight forward to understand. Avoid, Dodge, Critical Chance, and Severity will now rise significantly more slowly while at level cap. Offense will now scale with an entirely new curve, and should be much more valuable to players overall. This is an experimental potential future change that will not be part of the bug fix release. We are interested in how these adjustments feel at at all levels of gameplay.
- The "Leg Length" slider now allows for slightly shorter legs.
- The Debugger has an upcoming set of gear (Justice Gear) for your testing and feedback.
Powers/Items:
- Powerhouse: Added three regenerating supervillain dummies to the powerhouse. They are level 40/skull, and have distinct names.
- Power Armor: Unbreakable: Unbreakable now properly lasts its whole duration, even when it takes more damage than the shield can withstand. It is otherwise unchanged.
- The following powers should now properly proc Manipulator. - Bite w/ Furor Venenum (stun) - Brute Strike (stun) - Bullet Beatdown (root/stun) - Cave In (stun) - Condemn w/ Redemption Denied advantage (stun) - Crashing Wave Kick (stun) - Dragon Kick (stun) - Devour Essence w/ Phlebotomist (root) - Ego Blade Frenzy w/ Unnerving Rage (root) - Experimental Blaster (stun) - Fault Line w/ Compound Fracture advantage (root) - Gas Arrow w/ Noxious Fumes advantage (stun) - Hex of Suffering w/ Rune of Lethargy advantage (root) - Ice Burst w/ Freeze Dirtbag advantage (paralyze) - Inexorable Tides w/ Instep Crush advantage (root) - Psychic Vortex w/ Single Minded advantage (stun) <- Possibly due to being considered a pet - Rebuke w/ Admonish advantage (stun) - Skarn's Bane w/ Warlock's Malice advantage (root) - Sonic Arrow (stun) - Sonic Device (stun) - Storm's Harvest (root) - Storm of Arrows w/ Achilles' Heel advantage (root) - Taser Arrow (paralyze) - Telekinetic Maelstrom (stun) - Thunderbolt Lunge (root) w/ Essence Assault advantage (stun) - Thunderstrike w/ Ionic Compression advantage (root) - Vengeance w/ Redemption Denied advantage (stun) - Venomous Breath w/ Paralytic Bile (stun)
Costumes:
- Added tail & wing size sliders to the tailor. The UI has been resized slightly to accomodate this, and the "hide and remove unwanted costume parts" checkbox has been moved into the button bar. Please let us know if you notice anything strange due to this UI change.
- Sci-Fi Goggles can now be worn with Bubble helmets.
- The following costumes now mirror properly, allowing you to select "both" in the tailor: Bone Spikes (male), Ball Hand (male), Steampunk Smokestack (female), Beast Greaves, Takofanes Bracer,Gadroon Shield Bracer, Dragon Armor Bracers, Bird People Arm Accessory (female), Feathers Tribal arm accessory (female), Spikes arm accessory (male), Straps arm accessory (female)
- The following paired costume items were showing as "???" in the tailor when selected under both. Fixed. Straps Thin arm accessory (male), Armor Superconductor boots (female), Alien Claw boots (female), Spike Jagged shoulders (female), Armor Nephilim bracer (female)
- Sclaes Layered (female) has been renamed to "Scaled Layered".
Please format any bugs you find in the following format:Bug
Where it happens
What happens
Comments
In particular, do not report bugs from the live game in this thread, unless they are impacted by changes in the PTS build.
We are opening a discussion & testing thread for the preview changes.
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Say goodbye to Lightning Reflexes.
Archetypes are stuck with their passives and few of them has Lightning Reflexes. If this passive will end nerfed as it seems to be on PTS now, those AT will become unplayable.
Because unlike FF toons, they can't be retconned out of this passive.
And we are talking about PAID archetypes, not about free ones - the Master and the Specialist.
AWESOME! I'll have to make a point to test those suckers out.
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Tail sliders work on all tail pieces it seems. Thickness and length both add a huge degree of change to the tail swishy swishy stuff.
Wing slider however, only seems to work with the Dragon and Angel wings, the large ones. I assume it would also work with the Shadow Colossus wings, however I can't test that as it's not on the PTS.
That means that all other things that are 'wings' like the insect wings and 'small demon/angel' wings, aren't changeable.
Deliciously nutritious!
@IonutRO
I'll make comparisons to my live numbers and PTS numbers of exact characters to see if this hurts or benefits. I have all manners of different gear combinations focusing on Offense focusing or Crit and Severity so lets see if these changes makes some toons stronger and other weaker.
But its all going to be even more broken for the players who have discovered the specialization exploit that lets them have multiple primary super stat spec trees of up to 3 (even 4 which is rumored).
I'll post more with my findings. Just thought I should mention that spec tree exploit will fudge all the testing.
I've tried to test tail slider at Tailor,
[werewolf furshort monsterous]chest, [Bear] hand, [werewolf furlong monsterous]feet dissapeared from option and forced change to [Short Glove folded] with tights.
Tail slider is working well.
Not a bug. PTS's C-Store is about 2 YEARS outdated over Live. Any costumes or anything else that have come out since then simply don't exist to pick in the Tailor.
LONG time issue now.
Razira's Primus Database Page
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The +25 stats from the set bonus on the Justice Items are only applying to one super stat, thus inflating that super stat by 50+ points. No stats are being applied to the other two super stats.
Silverspar on PRIMUS
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Bug: Dodge value is not properly displaying on the character sheet.
Dodge chance by default is 10%.
With [Lightning Reflexes] R3 its still 10%. No change.
Dodge chance on LR seems broken.
Avoidance is scaling
On [Querry] R3 it goes up to 28%.
With Dodge gear with Rank9 Lucky gem Dodge chance is 18.3%.
Dodge got huge change.
But when [Masterful Dodge] got activate Dodge chance goes up to 210%. lol
When hovering over modded Justice gear to compare with Legion, the Legion values show higher than they should be.
(Ex: My Legion's Gloves of Piercing have R7 Str and Dex, and show at 67 when hovering over them. But when hovering over Justice Piercing, that 67 on Legion spikes to 80-something.)
Also, could we get exact numbers on the nerfed stats?
I use Night Warrior in my DPS mode and Have 465 Dex, but only 15.6% dodge chance o nthe PTS. That's including the chance from my Legions and mods.
now that i got that outta the way: the dodge debuff is horrendus.... it makes any attempt to add dodge seem worthless. Lightnig reflexes at lvl 40 without gear rank 3 dodges only 10%: THE DEFUALT DODGE
onto the justice gear: for the love of god, DO NOT put this into lockboxes.
i dont want to see this game turn even more so into pay to win and at this point the justice gear > legion: just give players a chance to earn it instead of constant extortion.
at this point: i'd rather that then this a million times over then this continued pay to win crud
This is what happens when you hire developers with little experience with little more than a rejection notice from WOW on their resume. Since it's easy to argue that Crush designed legions gear to buff dodge and avoidance I like all my legions gear to be unbound for his incompetence - Since you used my dollar to fund this armature hour you call a business. Since I have more time in grade than all your developers combined, here is a insight, raise the level cap you fcking idiots.
-Xeno "A Five year customer"
That's brilliant!
I could give two poops for PvP but that's a great idea
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Some may come and some may stay
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Where there's love and darkness and my sidearm
In game as @forgemccain
Hey hey that's a bit too much..
I dont like these changes but dang, dial it back a bit
Here we are now going to the West Side
Weapons in hand as we go for a ride
Some may come and some may stay
Watching out for a sunny day
Where there's love and darkness and my sidearm
In game as @forgemccain
I revised my post from your feedback.
Oo"
tencharacters
Here we are now going to the West Side
Weapons in hand as we go for a ride
Some may come and some may stay
Watching out for a sunny day
Where there's love and darkness and my sidearm
In game as @forgemccain
It is brilliant on more than one level. The other pro's being more sales for PWE regarding keys, and the player economy recovers from tanking after this device "balance" that just went live. Everyone wins and the solution should be simple to implement.
Dodge Chance is IMPORTANT for Survibility, even/ESPECIALLY for ARCHETYPES
and on the other note, this NERFS Lightning Reflexes to a Stupid degree!
You know Lightning Reflexes... The DEFENSIVE passive which Main Gimmick/Techiniche is... THE DODGE & AVOID
If the posts here and from This Thread are correct and this Ridiculous Nerf hit Live, MY Precious SPECIALIST will SUFFER
This is Idiotic
What were you thinking? :mad:
P.S my Midget characters will LOVE this "Leg Length" slider chance
P.S 2 and 2-3 of my character can advantage of the Tail / WIng Slider (if my SPECIALIST SURVIVES from this Ridiculous NERF) :mad:
Seriously, what the actually ****!?
This would also have the weird necessity of giving players 'loot tables'
I wonder what else you could do with that?
Malware! Go make a thread for that!*
*I sure as heck ain't I'm an RP guy
Here we are now going to the West Side
Weapons in hand as we go for a ride
Some may come and some may stay
Watching out for a sunny day
Where there's love and darkness and my sidearm
In game as @forgemccain
Dodging is a staple of heroic comic book characters!
There are better ways to nerf Dodge than basically having Dodge not be worthwhile.
Shoey - Quarry Ranged build
Offense 326.3 = 37%
Crit Chance 31.6%
Crit Sever 75%
Dodge 59.2%
Avoid 62.8%
PTS
Offense 326.3 = 11%
Crit Chance 28.4%
Crit Sever 75%
Dodge 32.3%
Avoid 59.9%
Notes:
Vigilante's Critical Belt & Heroic Gloves of Precision with R7 Gambler's Lucky Gem (97 Crit Strike)
It makes sense I'm getting less Crit Chance from double stacking. Damage output is the same despite Offense showing less damage boost?
R7 Gambler's Lucky Gem (143 Dodge Chance)
I'm only getting about 4% dodge from one 143 Dodge mod. Quarry doesn't seem to effect dodge at all anymore it seems.
Eternal Warrior - Invulnerability Melee build
Offense 307.4 = 36%
Crit Chance 45.5%
Crit Sever 116%
Dodge 49.9%
Avoid 68.9%
PTS
Offense 307.4 = 11%
Crit Chance 36.2%
Crit Sever 116%
Dodge 16.5%
Avoid 65.4%
Notes:
Primary Dex & Heroic Gloves of Precision with R5 Gambler's Lucky Gem (92 Crit Chance)
So little return from Crit mods at all.
R5 Gambler's Lucky Gem (127 Dodge Chance)
I'm using Parry with the ADV so my avoidance stays high and using only one dodge mod, but man all that loss. There's no point in getting R9 mods so thanks for saving me money.
Xy GGu - Defiant Melee build
Offense 341.7 = 38%
Crit Chance 31.6%
Crit Sever 80.8%
Dodge 41.2%
Avoid 58.7%
PTS
Offense 341.7 = 12%
Crit Chance 28.4%
Crit Sever 80.8%
Dodge 14.3%
Avoid 55.0%
Notes:
Heroic Gloves of Precision with R7 Gambler's Lucky Gem (97 Crit Strike) & Vigilante's Critical Belt
Only getting about 15% from this gear instead of 16% so it seems I'm avoiding the harsh diminished returns. But that belt (a 150k Q cost) seems to not be neccessary anymore.
R7 Gambler's Lucky Gem (143 Dodge Chance)
Same as before I'm only getting about 4% dodge from one 143 Dodge mod. What's the point of getting any of these dodge mods?
Trevor - Aura of Primal Majesty Healing build
Offense 167.4 = 27%
Crit Chance 35.9%
Crit Sever 50%
Dodge 39.2%
Avoid 56.3%
PTS
Offense 167.4 = 6.2%
Crit Chance 30.4%
Crit Sever 50%
Dodge 13.9%
Avoid 52.7%
Notes:
R5 Gambler's Lucky Gem (127 Dodge Chance)
Not much changes except in dodge again. Its definitely concluded that the Dodge is getting way too hard by diminished returns.
Sparko Steele - Electric Form Ranged build
Offense 255.6 = 34%
Crit Chance 44.7%
Crit Sever 110.8%
Dodge 39.2%
Avoid 57.8%
PTS
Offense 255.6 = 9.1%
Crit Chance 35.5%
Crit Sever 110.7%
Dodge 13.9%
Avoid 54.2%
Notes:
Using typical primary offense with a crit mod in it and inate crit chance along with primary Dex. No sense in using the mods now.
In conclusion, I think that its really nice that players won't be able to stack that high crit without having a passive to focus. But all that dodge loss doesn't make sense to how crit is being lowered by stacking. I believe that this is in error and may need more tweaking. Everything else seems balanced to me.
I decided not to test Justice gear because its just Legion gear with set bonuses. If these pieces go live, way to go with making Legion gear worth nothing and screwing over people who bought keys. Your primary source of income in this game.
Dodge nerf... NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
That said, the change to dodge/avoid is a big concern for LR characters. Particularly those who bought the ATs. I would urge the devs to try playing the ATs and see how tanky they feel on PTS.
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@IonutRO
At least not until now.
I've already got the throw heavy objects at high velocity rage out before posting, so I will try to keep this constructive.
The problem with dodge is not now, nor has it ever been 'dodge'. The problem lies with avoidance.
Making something dependent on chance isn't a very good foundation for a defense, so players have found ways to reach 100% dodge chance.
Well.... honestly, of course they have, or the ability becomes worthless as anything other than an afterthought.
What we have now, is a game where there are at least two functional paths to a decent defense: dodge, and damage resistance.
Perhaps instead of looking for ways to kill one of those paths, you should be looking at ways for PFF and regeneration to not suck.
If offensive passives feel too 'tanky' due to having dodge/avoidance gear, alter the way that avoidance works please.
Give LR a flat avoidance buff, something that puts it in the 80% reduction range with the best available gear.
Allowing the offensive passives to come in at the 60% range allows some survivability, and leaves those builds taking twice the damage a defensive passive would.
I don't mean to tell you your business. I am not a game designer. But I will tell you this for nothing: Many people, myself included, have spent real money working towards a viable dodge build, and you are not going to win fans with this move the way it currently stands.
I really, truly appreciate the moves being made towards better balance, but this nerf goes, at least in my opinion, way past the mark.
The last thing I want to see, is a piecemeal, knee jerk approach to game balance issues. This game needs a serious balance pass, and more than that, it needs for all of the power trees to maintain a unique nuance/flavor.
The game's strongest point is the freedom we have to pursue our own vision of the ultimate hero. Kill this, and you kill the reason people spend money here.
Do please at least mull some of this over.
first needs to read this:
All you're accomplishing by posting page after page of indignant rage is the obfuscation of the posts that are supposed to be in this thread. Take it to the discussion thread. But not until after you read this:
Please note the following terms in that quote:
These changes are being made to see if they work. There is no impending nerf, at least not until these (or other) changes are actually announced as happening.
In conclusion:
@flamingbunnyman in game. Formerly @Roderick in City of Heroes.
Where it happens: Tailor
What happens: Tested on my PTS Character Moth who uses Wings Butterfly. Changing Wing Slider does not affect these wings. Other types of wings tested which do not appear affected by the slider but I believe should be included within the allowable types are: Wings Insect Beetle 01, Wings Insect Beetle 02, Wings Insect Beetle 03, Wings Insect Dragonfly, Wings Butterfly, Insect Airfoil.
Notes:
Tested on Both Male and Female Characters
Have not been able to check some of the wing types such as Therakiel , Resistance, Dr Ka, Mechanical as i dont have them unlocked on PTS.
Bug: Tail Sliders - Bird Tail Clipping/Sizing
Where it happens: Tailor
What happens:
1. Setting Both Sliders to Max with Bird Tails/Rear Piece causes top of tail piece to break beyond the width of the characters waist. If possible SCALE sizing on this piece should affect the lower edge of the object only to create different kite shapes.
2. Setting SCALE slider to maximum and LENGTH to Minimum causes Bird Tail to Clip through character buttocks area.
Notes:Tested on both male and female characters
Bug: Tail Sliders - Fin Tail Clipping
Where it happens: Tailor
What happens: Setting SCALE slider to maximum and LENGTH to Minimum causes the fin portions of the following Tails to clip through characters body when characters in Upright poses due to animation motion: Fin, Fin Duo, Fin Large, Fin Duo Large. Also somewhat affects the Spiked Tails to a lesser degree that is possibly acceptable to most players.
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Bug: Misalignment of Shoulder Accessories Left Vs Right - Male Characters
Where it happens: Tailor
What happens: The following shoulder pieces are aligned differently to the shoulder node on the Left and Right Sides on the body on Male Characters: Steampunk Smokestack, Tech Edge Scalloped, PSI Shoulder Pads 1, PSI Shoulder Pads 2.
Notes: Not Conclusive List. Just what i have unlocked on PTS at moment and what is outside what I would consider acceptable difference. Left/Right Symmetry should be reviewed to ensure quality costumes.
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The problem with saying...
Experimental
Potential
...is that it's been said before only to happen. You see this on test, experience says, it's going to happen at some point.
Plus, some things HAVE been changed significantly, both before and after being pushed live.
Edit: I'm not saying the changes are good. I haven't tested them out yet, but they sound pretty bad based on the actual numbers posted. I just think that flying off the handle and making some of the accusations thatare being made are VERY preemptive.
And this is still the wrong thread for anything but bug reports.
@flamingbunnyman in game. Formerly @Roderick in City of Heroes.
*nod* Like day 1 of CO going live.
At baseline, using a Primary Defense w/ 1 R5 Gamblers mod, 127 dodge rating equals a 3.6% boost (goes from 10% to 13.6% dodge).
On Lightning Reflexes, R3 w/ 321 dodge rating gives an 8.9% boost (goes from 10% to 18.9% dodge).
Clearly, this is way too low.
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