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FC.31.20130824.10 PTS Update

lordgarlordgar Posts: 267 Arc User
edited September 2013 in PTS - The Archive
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
Post edited by lordgar on
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Comments

  • radioscienceradioscience Posts: 80 Arc User
    edited September 2013
    Please stay on topic in this PTS thread. We use bug reports from this thread to decide whether a PTS build is ready to go live, and so we need to make sure we're seeing everything in it. Please do discuss the changes, but if you find yourself writing about something that isn't specific to what's on PTS, then that should probably go elsewhere.

    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.
  • megaskullmonmegaskullmon Posts: 313 Arc User
    edited September 2013
    I think i will be the first to say it HAIL CRYPTIC NORTH!!!
  • kamokamikamokami Posts: 1,633 Arc User
    edited September 2013
    Wow that's a lot. Will require lots of testers.
  • thereldinthereldin Posts: 50 Arc User
    edited September 2013
    Very nice! And nice to see that additional sliders can be made. Will we see more sliders from STO such as torso length and foot thickness make their way over to CO?
  • p0temk1np0temk1n Posts: 222 Arc User
    edited September 2013
    Nice to see dodge getting looked at. On Alert made it too easy to stack.


    [SIGPIC][/SIGPIC]

    [thread=139701]My old, old guide for Ego Blades. Updated for On: Alert.[/thread]
    [thread=154211]The Costume Contest Schedule. Stay up-to-date without having to log in![/thread]
  • kylexiii#1660 kylexiii Posts: 0 Arc User
    edited September 2013
    p0temk1n wrote: »
    Nice to see dodge getting looked at. On Alert made it too easy to stack.

    Say goodbye to Lightning Reflexes.
  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited September 2013
    One very important thing to developers about dodge nerfing. Especially considering Lightning Reflexes passive.

    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.
  • kallethenkallethen Posts: 1,576 Arc User
    edited September 2013
    Tail and wing sliders?!?

    AWESOME! I'll have to make a point to test those suckers out.
    100% of the world is crazy, 95% are in denial.

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  • fudgemonstafudgemonsta Posts: 1,591 Arc User
    edited September 2013
    Alright, just did some testing on the tail and wing sliders.


    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.
    @HangingDeath

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  • kriss94kriss94 Posts: 88 Arc User
    edited September 2013
    When will we be getting serpent skin for both hands on females? And for clawed hands on females?
  • crypticbuxomcrypticbuxom Posts: 4,620 Arc User
    edited September 2013
    As I said in the "preview" thread:

    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.
  • monaahirumonaahiru Posts: 3,073 Arc User
    edited September 2013
    Bug:
    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.
  • somebobsomebob Posts: 980 Arc User
    edited September 2013
    monaahiru wrote: »
    Bug:
    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. :(

    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.
    Owner and Lead Moderator for the Primus Database. Post your Hero today!
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  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited September 2013
    Bug;

    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.
    Champions Online player since September of 2008, forumite since February of 2008.
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  • theapygoostheapygoos Posts: 384 Arc User
    edited September 2013
    Bug: Justice Gear is hyper inflating mod values
    Bug: Dodge value is not properly displaying on the character sheet.
  • monaahirumonaahiru Posts: 3,073 Arc User
    edited September 2013
    Bug:
    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
  • yinjeighyinjeigh Posts: 225 Arc User
    edited September 2013
    Bug:
    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.
    @Jeighsun in-game. Feel free to add me!
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  • crosnightcrosnight Posts: 58 Arc User
    edited September 2013
    WOOT TAIL SLIDER 8D

    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.
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  • crosnightcrosnight Posts: 58 Arc User
    edited September 2013
    gradii wrote: »
    yeah. let us earn it. and let us earn it in a way thats fun, even if it takes a long time. for instance, recognition store it. running UNITY may be tedious sometimes but its better than a mindless q grind.

    at this point: i'd rather that then this a million times over then this continued pay to win crud
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  • oobtreeoobtree Posts: 1,068 Arc User
    edited September 2013
    Make justice gear available in PvP zone lockbox drops? I.E. defeat another player, have a chance to drop lockbox. Simple, and viola PvP has been jumpstarted k thx pls. :wink:
  • nesnonesno Posts: 116 Arc User
    edited September 2013
    Testing confirmed within Altered Egos that Quarry Max's out with 30% boost to dodge and avoidance. Massive nerf, can we expect all legions gear to unbound as well since this is just another fck up from cryptic?

    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"
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  • gerberatetragerberatetra Posts: 821 Arc User
    edited September 2013
    oobtree wrote: »
    Make justice gear available in PvP zone lockbox drops? I.E. defeat another player, have a chance to drop lockbox. Simple, and viola PvP has been jumpstarted k thx pls. :wink:

    That's brilliant!

    I could give two poops for PvP but that's a great idea


    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
  • gerberatetragerberatetra Posts: 821 Arc User
    edited September 2013
    nesno2 wrote: »
    Testing confirmed within Altered Egos that Quarry Max's out with 30% boost to dodge and avoidance. Massive nerf, can we expect all legions gear to unbound as well since this is just another fck up from cryptic?

    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 buisness.

    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
  • edited September 2013
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  • nesnonesno Posts: 116 Arc User
    edited September 2013
    Hey hey that's a bit too much..

    I dont like these changes but dang, dial it back a bit

    I revised my post from your feedback.
  • gerberatetragerberatetra Posts: 821 Arc User
    edited September 2013
    nesno2 wrote: »
    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
  • oobtreeoobtree Posts: 1,068 Arc User
    edited September 2013
    That's brilliant!

    I could give two poops for PvP but that's a great idea

    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.
  • avianosavianos Posts: 6,178 Arc User
    edited September 2013
    Who the Heck through that THIS was a Good Idea! :confused:
    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 ****!?
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • edited September 2013
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  • gerberatetragerberatetra Posts: 821 Arc User
    edited September 2013
    oobtree wrote: »
    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.


    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
  • monsterdaddymonsterdaddy Posts: 795 Arc User
    edited September 2013
    I said this in the other thread but it is worth repeating here.

    Dodging is a staple of heroic comic book characters!

    There are better ways to nerf Dodge than basically having Dodge not be worthwhile.
  • crypticbuxomcrypticbuxom Posts: 4,620 Arc User
    edited September 2013
    I'm posting numbers for everyone and everything relevant to what's granting crit chance and dodge. There seems to be no effectiveness to Crit Severity and Avoidance with what I have. You'll see the character's live numbers versus their PTS numbers.

    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.
  • sinistro1978sinistro1978 Posts: 280 Arc User
    edited September 2013
    Manipulator fix :smile::smile::smile::smile:

    Dodge nerf... NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
    [SIGPIC][/SIGPIC]
  • kamokamikamokami Posts: 1,633 Arc User
    edited September 2013
    Let's keep in mind that these are experimental changes and this is the PTS. They're being put up here for the express purpose for gathering feedback.

    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.
  • kriss94kriss94 Posts: 88 Arc User
    edited September 2013
    Everyone, calm your ****, LR is bugged on the PTS at this time.
  • erenwulferenwulf Posts: 6 Arc User
    edited September 2013
    I *never* post on this forum.

    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.
  • despairsrequiemdespairsrequiem Posts: 126 Arc User
    edited September 2013
    Are you really going to add even more powerful (more than likely lockbox) gear? as if the game wasn't easy enough... then your nerfing dodge and crit chance? but in reality its going to "force" players to get the new gear... the new gear that allows someone to have 1k con... Increasing the level cap or simply adding a new zone or two where everything is level 50 would have made the game more challenging. even if the new cap doesn't add more "powers" it could add new specs and "super talents" but you guys are going about this in the worst way possible, you want our feedback then here it is.... don't mess with L/R and IF...IF you TRULY feel we need to have even MORE Powerful, gear then don't make us pay a couple hundred dollars playing the lottery. We don't mind the crit chance nerfs, but making us all way weaker to force us into buying keys to get a new item is low... Thanks for the costume changes and fixes though... Another major note is adjust avoidence chance...
  • flamingbunnymanflamingbunnyman Posts: 2,035 Arc User
    edited September 2013
    Ok, everyone who feels the need to post stuff like this:
    I've already got the throw heavy objects at high velocity rage out before posting

    first needs to read this:
    lordgar wrote: »
    Preview (these will not be part of the next live build - use this thread to discuss them):

    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:

    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.

    Please note the following terms in that quote:
    • Experimental
    • Potential
    • Will not be part of the bux fix release

    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:

    nsi.jpg
    _________________________________________________
    @flamingbunnyman in game. Formerly @Roderick in City of Heroes.
  • eiledoneiledon Posts: 1,287 Arc User
    edited September 2013
    Bug: Wing Slider - No Effect on Certain Wing Types

    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.
  • eiledoneiledon Posts: 1,287 Arc User
    edited September 2013
    The following is not directly related to this build, however given ongoing costume fixes thought it was worth highlighting again

    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.
  • joybuzzerxjoybuzzerx Posts: 882 Arc User
    edited September 2013
    Ok, everyone who feels the need to post stuff like this:



    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:
    • Experimental
    • Potential
    • Will not be part of the bux fix release

    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:

    nsi.jpg

    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.
  • flamingbunnymanflamingbunnyman Posts: 2,035 Arc User
    edited September 2013
    Yeah, but not necessarily in the same year. And who knows which version you'll end up getting.

    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.
  • joybuzzerxjoybuzzerx Posts: 882 Arc User
    edited September 2013
    Yeah, but not necessarily in the same year. And who knows which version you'll end up getting.

    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.

    *nod* Like day 1 of CO going live.
  • warcanchwarcanch Posts: 1,130 Arc User
    edited September 2013
    I had hoped that the Diminishing Returns for DODGE where going to be set lower. Not to baseline.

    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.
    .

    -=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
    "Okay, you're DEAD, what do you do NEXT?"
  • megaskullmonmegaskullmon Posts: 313 Arc User
    edited September 2013
    Oddly from what i have seen alot of this new stuff is bugged..But i am going to say again...This better be a drop not from the stupid lock boxes. Let us farm for these things...Heck i will prouply doing that for hours and hours just to get one of those sets.
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