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FC.31.20151210a.46 - Bug Fixes

ladygadflyladygadfly Posts: 279 Cryptic Developer
edited February 2016 in PTS - The Archive
Release Notes for FC.31.20151210a.46
This build is available on PTS as of 2/26/2016

Device Cooldown Changes
- When equipping a device it now goes on cooldown immediately.
- Lowered the cooldown on all temporary summon devices to 300 seconds.
- Warp devices no longer have a cooldown.
- Lowered Soul Vortex device cooldown to 60 seconds.
- The following devices no longer have a global cooldown: Fists of Compliance, Archers Memory, Center of Gravity, Cowards Lament, Hacked Orbital Cannon codes, Nimbus of Force, Revenancy, Revenant of Fireflight, Supernatural Possession, and Will of the Tiger Cub.
- Neuroelectric Pulse Generator Increased cooldown to 20 seconds since it can now be affected by cooldown reduction.
- Reduced Daemonic Avatar recharge to 300 seconds (from 600).
- Reduced Hacked Orbital Cannon codes cooldown down to 180 seconds (from 300).
- Removed the cooldowns on the Permanent Winter Transmogrification devices.

Additional Changes
- Added Explosive Temper temporary device to the MCPD vendor.
- Fixed a bug where the Therakiels Blade click power had a timer preventing it from being used.
- Adjusted Smoke Bomb Lunge's activation time to .67 seconds. Adjusted damage and energy cost for its new activation time. Adjusted Smoke Bomb Lunge's FX to better match up with its activation time.
- Fixed a bug where small radius cylinder attacks were having trouble hitting Teleiosaurus and Teleiosaurus Hatchling.
- Fixed a bug where martial arts kick attacks were not triggering Steadfast.
- Fixed a bug where Strike Down, Smoke Bomb, Thunderbolt Lunge, Shuriken throw were not triggering steadfast.
- Fixed a bug where Pistol Whip did not count as a Munitions power for Killer Instinct.
- Skarn's Bane's sigil fx will no longer scale to target. Lightning Arc's hit FX should no longer scale to target.
- Added Glass, Psionic, Shadow, and Ghost materials to the Nephilim wings, Therakiel wings, Back Halo and Epic Halo costume pieces.
- Removed the Mechassasin costumes from the Drifter and placed them in the rare costume store in the Silver Champion Recognition vendor. These costumes still drop from any Mechassassin alert.
- Added Eclipse's Crown to the Drifter store.
- Adjusted prices of the drifter costumes so they match the costume's rarity.
Blue quality: 30 Drifter salvage.
Purple quality: 60 drifter salvage.
Gold quality: 100 drifter salvage.
- Fixed a bug where Tough tagged Legendary Bosses did not have proper debuff caps.
- The following debuffs now have a global cap. This means that the number of stacks cannot exceed this amount no matter how many players are applying the effect. More debuffs will get a cap in future updates.
- Shredded, Armor Piercing, Slashed, Demolish, Below the Belt and Chest Beam have a total cap of 3.
- U-238 Rounds has a total cap of 9.
- Chest Beam's duration has been set to a flat 10 seconds.
- Fixed a bug where Shred was not under the close area effect category.
- Fixed a bug where Strike down did not count as a dual blades power.
- Primus Spark shield will no longer trigger against itself.
- Footprints aura no longer makes a weird sound.
- Updated Humidity Dome's description to no longer state it increases energy regeneration.
- Updated names of Arcana Library and Mutations Lab.

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

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 here: http://forum.arcgames.com/championsonline/categories/gameplay-bugs1.

These player & moderator maintained threads are checked weekly by the development team.
- http://forum.arcgames.com/championsonline/discussion/1203590/costume-bug-list
- http://www.arcgames.com/en/forums/championsonline/#/discussion/1203148/onslaught-bugs-and-balance-qol-concerns
- http://forum.arcgames.com/championsonline/discussion/1198089/known-power-bugs
- http://forum.arcgames.com/championsonline/discussion/1194284/champions-online-alerts-issues
- http://forum.arcgames.com/championsonline/discussion/1198119/compiled-list-of-bugs-issues-and-qol-concerns-version-2-0​​
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Comments

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    aiqaaiqa Posts: 2,620 Arc User
    With this change, I think elixers should be changed to allow multiple to be equiped. They were changed to not stack some time ago, so that is not a problem anymore. And I think quite a few people have bought multiple of those per character over the years which would be unfair and unneccesary to let those go to waste now (for AT's since build swapping doesn't set devices on cooldown).
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited February 2016
    Hm. Having a device go on instant cooldown basically means you need to decide ahead of time what devices you're going to use (and, unless you're religious about updating your builds, will get consistently mangled every time you change your build) -- if I realize in mid fight that my potions aren't readied, I can't drag them into an inventory slot because they'll go on an instant 90s cd, and give up on stuff like Heroic Resonance.

    Might I suggest an alternate? Currently, devices in bags other than your first bag don't have their cooldowns decay. Change that so it applies even in the first bag (cooldowns only refresh on an equipped device) and it should fix whatever problem you're trying to fix.
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    kallethenkallethen Posts: 1,576 Arc User
    Having devices go on cooldown when equipped is going to suck for devices with long cooldowns. Could the equip cooldown be an arbitrary flat number instead of the devices cooldown? Like say 30 seconds or something?​​
    100% of the world is crazy, 95% are in denial.

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    xrazamaxxrazamax Posts: 979 Arc User
    Bug: The entirety of Therakiel's Blade power animation is not playing out. The first attack does no damage, you have to follow up with more attacks to actually deal damage, but neither of those two follow up attacks have animations.
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    kyastralkyastral Posts: 342 Arc User
    The following debuffs now have a global cap. This means that the number of stacks cannot exceed this amount no matter how many players are applying the effect. More debuffs will get a cap in future updates.
    - Shredded, Armor Piercing, Slashed, Demolish, Below the Belt and Chest Beam have a total cap of 3

    Waaaaaiiiit.... So, is this another example of "encouraging" players to use different powers instead of ones that have proven to be effective? Are the devs saying that debuffs are overpowered and need a bit of "tightning up?" Are these changes supposed to promote "team play?" If so, I don't see how that is going to happen. Well, I guess the main question is, "will players see a retcon/respect token for these changes?" It seems I should wait to make rework my characters; there are so many changes going live within a short amount of time.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    Another possibility, which would eliminate all of the device swapping shenanigans but not prevent swapping in a device when appropriate, is to make it so devices can't be unequipped until they come off cooldown.
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    aiqaaiqa Posts: 2,620 Arc User
    Smoke bomb lunge is still useless, since it roots you in place for a while before it starts moving you forward. Other lunges like Thunderbolt Lunge, Strike Down or Pounce do not root you in place for any noticeable time. To see this most clearly is when walking towards your target and use your lunge while walking. The good lunges move you forward instantly, the bad ones like Smoke Bomb Lunge and Decimate and to a lesser degree Land Slide, root you on place before you start moving forward.
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    xrazamaxxrazamax Posts: 979 Arc User
    edited February 2016
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    xrazamaxxrazamax Posts: 979 Arc User
    kyastral said:

    Waaaaaiiiit.... So, is this another example of "encouraging" players to use different powers instead of ones that have proven to be effective? Are the devs saying that debuffs are overpowered and need a bit of "tightning up?" Are these changes supposed to promote "team play?" If so, I don't see how that is going to happen. Well, I guess the main question is, "will players see a retcon/respect token for these changes?" It seems I should wait to make rework my characters; there are so many changes going live within a short amount of time.

    Pretty sure it is so you don't get a team full of people using the same debuffs and powers making short work of cosmic level enemies. It is something that already is the case for many games, especially open world bosses where you don't want resistances reaching so far down that people are doing double or triple damage. For the majority of gameplay, this isn't going to affect anyone in a noticeable way. The only people this affects are those min/maxers who would say, "Lets take a group with X power and all take Y debuff and then take down that cosmic in 2 minutes!"
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    kyastral said:

    Waaaaaiiiit.... So, is this another example of "encouraging" players to use different powers instead of ones that have proven to be effective?

    No, it's discouraging mass debuff stacking. Unless it's an event-level boss (Clarence et al) or you're building a deliberately degenerate team, those limits are very unlikely to be encountered.
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    xrazamaxxrazamax Posts: 979 Arc User
    edited February 2016
    Bug: Explosive Temper device leaves you posing like a zombie after using its second follow up attack.

    Artist rendition: ( r xAx)r
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    voyagersixvoyagersix Posts: 232 Arc User
    What is the purpose of this device cooldown change? What are you trying to solve with it? :/
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    championshewolfchampionshewolf Posts: 4,375 Arc User
    voyagersix wrote: »
    What is the purpose of this device cooldown change? What are you trying to solve with it? :/

    Most likley to fix people that swap around multiple devices to get multiple buffs, since that really wasn't intended.​​
    Champions Online player since September of 2008, forumite since February of 2008.
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    xrazamaxxrazamax Posts: 979 Arc User



    voyagersix wrote: »

    What is the purpose of this device cooldown change? What are you trying to solve with it? :/


    Most likley to fix people that swap around multiple devices to get multiple buffs, since that really wasn't intended.​​

    Indeed. With hotkeys you could do some exploit-y stuff with devices.
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    chaelkchaelk Posts: 7,732 Arc User
    Device Cooldown Changes
    - When equipping a device it now goes on cooldown immediately.


    except for Teleiosaurus Pheremones which have NO cooldown.​​
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    voyagersixvoyagersix Posts: 232 Arc User
    edited February 2016


    Most likley to fix people that swap around multiple devices to get multiple buffs, since that really wasn't intended.​​

    This approach is heavily punishing to people who weren't doing that. It interferes with build-swapping and it makes equipping any device with a cooldown just plain miserable. Why not have a device's buff clear if it's removed? Or why not just apply this cooldown effect to devices that provide a combat buff?
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    aiqaaiqa Posts: 2,620 Arc User


    Most likley to fix people that swap around multiple devices to get multiple buffs, since that really wasn't intended.​​

    This approach is heavily punishing to people who weren't doing that. It interferes with build-swapping and it makes equipping any device with a cooldown just plain miserable. Why not have a device's buff clear if it's removed? Or why not just apply this cooldown effect to devices that provide a combat buff?
    Well it actually does not interfere with build swapping at all. When changing builds devices are not put on cooldown even if swapping builds changes your equipped devices.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    aiqa said:

    Well it actually does not interfere with build swapping at all. When changing builds devices are not put on cooldown even if swapping builds changes your equipped devices.

    That sort of fails to solve the problem then, at least for longer cd devices.
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    championshewolfchampionshewolf Posts: 4,375 Arc User
    chaelk wrote: »
    Device Cooldown Changes
    - When equipping a device it now goes on cooldown immediately.


    except for Teleiosaurus Pheremones which have NO cooldown.

    Pheremones should have a cooldown. They do on live if you turn them off because of my CDR they go on a 22 second CD.​​
    Champions Online player since September of 2008, forumite since February of 2008.
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    aiqaaiqa Posts: 2,620 Arc User
    edited February 2016

    aiqa said:

    Well it actually does not interfere with build swapping at all. When changing builds devices are not put on cooldown even if swapping builds changes your equipped devices.

    That sort of fails to solve the problem then, at least for longer cd devices.
    I am not quite sure which devices were considered problematic. I think the real problem cases already had a shared cooldown.
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    xcelsior41xcelsior41 Posts: 1,056 Arc User
    As far as debuffs? Eh, you meet the cap, anything else refreshes the timer. :) Other than that? Oh cool you made Halloween devs more viable, maybe the ones I have remaining will sell for more?.
    Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.

    42 40s, LTSer.
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    xcaligaxxcaligax Posts: 1,096 Arc User


    Most likley to fix people that swap around multiple devices to get multiple buffs, since that really wasn't intended.​​

    This approach is heavily punishing to people who weren't doing that. It interferes with build-swapping and it makes equipping any device with a cooldown just plain miserable. Why not have a device's buff clear if it's removed? Or why not just apply this cooldown effect to devices that provide a combat buff?
    If they weren't doing it, then what's the problem?
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    championshewolfchampionshewolf Posts: 4,375 Arc User
    xcaligax wrote: »
    If they weren't doing it, then what's the problem?

    Yea, if people weren't device swapping then this change doesn't effect them at all. So there is no punishment at all.​​
    Champions Online player since September of 2008, forumite since February of 2008.
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    nacito#6758 nacito Posts: 975 Arc User
    The following devices no longer have a global cooldown: (...)
    what does this means?
    Just another reptile lover, known in game as @nacito
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    This is a big journey, so far if you're reading this, wish you a good day
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    soulforgersoulforger Posts: 1,649 Arc User
    Hm...would be nice to be able to test the new materials on those back pieces, should have added the pieces to the debugger.
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    voyagersixvoyagersix Posts: 232 Arc User
    edited February 2016


    Yea, if people weren't device swapping then this change doesn't effect them at all. So there is no punishment at all.​​

    xcaligax said:


    If they weren't doing it, then what's the problem?

    Devices with long cooldowns that don't apply buffs. That's not a problem? There are plenty of devices that people carry in their bags with cooldowns that are just for fun and do not provide a combat advantage. Very short-sighted of you to think this only impacts exploiters.
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    spinnytopspinnytop Posts: 16,450 Arc User


    Devices with long cooldowns that don't apply buffs. That's not a problem? There are plenty of devices that people carry in their bags with cooldowns that are just for fun and do not provide a combat advantage. Very short-sighted of you to think this only impacts exploiters.

    That makes what you're talking about even less of an issue.
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    avianosavianos Posts: 6,028 Arc User
    edited February 2016
    - Adjusted Smoke Bomb Lunge's activation time to .67 seconds. Adjusted damage and energy cost for its new activation time. Adjusted Smoke Bomb Lunge's FX to better match up with its activation time.

    YEEEEEES! Thank you very much
    Can Decimate from Heavy Weapons ALSO be fixed and be faster? :X
    - Fixed a bug where martial arts kick attacks were not triggering Steadfast.
    - Fixed a bug where Strike Down, Smoke Bomb, Thunderbolt Lunge, Shuriken throw were not triggering steadfast.
    - Fixed a bug where Pistol Whip did not count as a Munitions power for Killer Instinct.

    You guys are AWESOME

    Note: What about Fury of the Dragon? :x Did it got fixed as well? Can someone TEST it?
    - Added Glass, Psionic, Shadow, and Ghost materials to the Nephilim wings, Therakiel wings, Back Halo and Epic Halo costume pieces.

    Wait a Minute-Wait a Minute!
    WHY are you adding material to those Lost forever pre alert costumes WITHOUT returning them to their Lair Drop tables? Are you guys planning to ADD them BACK?
    - Added Eclipse's Crown to the Drifter store.

    HELLO NPC Exlusive Costume!​​
    Post edited by avianos on
    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 synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    monsterdaddymonsterdaddy Posts: 774 Arc User
    Please do not do this device cooldown change. It's ridiculous to add your vehicle and have it wait to be used. I'm sure we'll find even more problems with this. If there is some exploit, there's got to be a better way to address that than this.
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    avianosavianos Posts: 6,028 Arc User
    edited February 2016
    Device Cooldown Changes
    - When equipping a device it now goes on cooldown immediately.

    Hold the Phone! Does this also apply on HEALING and Triumphant Recovery Devices?
    Because if it does that pretty screwed up!

    Clarification NEEDED, if its true NO YOU CANNOT do that on Self Rez Devices!

    Stop Nerfing Self Ressurection Devices!​​
    Post edited by avianos on
    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 synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    chaelkchaelk Posts: 7,732 Arc User
    chaelk wrote: »
    Device Cooldown Changes
    - When equipping a device it now goes on cooldown immediately.


    except for Teleiosaurus Pheremones which have NO cooldown.

    Pheremones should have a cooldown. They do on live if you turn them off because of my CDR they go on a 22 second CD.

    sorry , let me rephrase that. it doesn't have a 'do your thing', then go on CD.Like the other legacy devices do.
    - Added Glass, Psionic, Shadow, and Ghost materials to the Nephilim wings, Therakiel wings, Back Halo and Epic Halo costume pieces.

    could we have Ghost option for arcane tattoos on hands and feet because , you have head , body, legs but opache hands and feet​​
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    Bug: Chest Beam debuff no longer scales with rank, it's -8.3% at all ranks.
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    magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Yea, if people weren't device swapping then this change doesn't effect them at all. So there is no punishment at all.

    Enough with the whitewash, already. If you get a new Heroic Resonance device - a Gold member perk - it goes on cooldown as soon as you equip it. The cooldown of that device is up to 90 minutes.. With Triumphant Recovery it's five minutes - not long, but..... let's take some normal, no-exploit behaviours. You queue for Gravitar, and think... I should probably equip a TR device. That's a five minute wait before you can use it. For no particular reason whatsoever. Let's say you switch build, and realise your device tray hasn't been sync'd. Full cooldown will apply to any changes. It's not a good QoL change.

    I know there might be exploitative behaviours around devices, and I know no-one can say what they are for fear of the banhammer. But this has the feel of a sledgehammer/nut solution about it. Maybe the cooldown should only apply to devices changed when in combat?


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    Can I ask why we still do not own our free Recon Tokens?, that was shuold of gifted to us, with the removal of Two Gun Mojo & Bullet Beatdown?.

    Im not srupised thay pulled this off considering the bad tastes PWE gives, but don't hurt to try and ask
    Psi.
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    magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Bug: The Specialist AT is not correctly implemented. It's supposed to offer a choice between Blade Tempest and Burst Shot at level 6. However the choice occurs at level 1, which means the game makes the selection for the player (Burst Shot) when the character is created. There is a workaround - go to the Powerhouse, remove the powers you were given when the character was created, put them back in, and then you get offered the choice. Not intuitive and not signposted in any way, so certainly qualifies as a bug.

    Re: Retcon. It's more complicated than that. If your character's build is of the correct type, post 2GM's Tier change, then you can just go to the Powerhouse and slot 2GM back in. No retcon needed.

    However.... the dependencies for 2GM have changed and certain builds are now completely invalid, and for them you have to go to the Powerhouse, talk to a trainer, and then it will take you through the forced retcon process.
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    bazodeebazodee Posts: 151 Arc User
    edited February 2016




    Device Cooldown Changes

    - When equipping a device it now goes on cooldown immediately.

    ...

    - Warp devices no longer have a cooldown.

    ​​

    Huh? This is really going to go great in Cybermind, Gravitar, Fire&Ice and the recently launched TA - "Okay, players from now on, just do not die!".

    Are you guys patchwork fixing? It doesn't appear that there is a clear strategy to the changes being implemented in the game.

    You promote build diversity in one post and then limit that diversity to working within frameworks. You embrace thematic building but then gimp the powers to almost uselessness when you cross frameworks.

    I mean I don't exploit, I don't build for peak damage, but your changes are really affecting the way I play this game.

    I sure hope these changes to counter-act the ones that exploit (what % is that anyway? If you listen to the forum it's like 80%) don't result in chasing the rest of the player base away.

    I'm not sure what else if coming, so I'll just have to hold off on respecing my toon just in case I need to do it again.

    It will be great to see this aggressive action taken to building actual story content.

    *sigh* Yes, I'm getting more and more frustrated by this game over the last few months.

    I don't like Sigs, but I'll leave this here anyway. At least I'm not to trying to hypnotise you with moving things!
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    avianosavianos Posts: 6,028 Arc User
    edited February 2016
    sterga wrote: »
    Avianos wrote: »
    My real complain is that NONE of the people who have access on PTS test it! All this fuss about TGM and nobody tested the new Energy Build

    Is this really a surprise? There are all of five people on the PTS that post stuff.

    Yeah, I Honestly don't know what I was expecting :|

    That Burning Feeling of wanting to help PTS Testing but you can't​​
    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 synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    stergasterga Posts: 2,353 Arc User
    Is Heroic Resonance the stupid potion from vet rewards with a 30m cooldown? If so, you're better off using the heally patches from vendors anyway.

    Not thrilled about the idea of having not being able to just slot a res device when I need it instead of having the stupid thing sucking up a device slot all the time. There is a lot of competition for what goes into the device tray as it is and now you want to make basic hot swapping go away? Lame.

    "Could the equip cooldown be an arbitrary flat number instead of the devices cooldown? Like say 30 seconds or something?​​"

    I like this idea a whole lot more. Sometimes **** happens and I die in stuff with a lockout. At least I could swap my res onto the hotbar and come back to the fight instead of sitting around dead for 5m.

    The cap on debuffs just seems like a way to stop too many effects from breaking the game. Especially in zone boss content.

    "Lets take a group with X power and all take Y debuff and then take down that cosmic in 2 minutes!"

    Sneeze debuff is OP. Please remove.

    "Can I ask why we still do not own our free Recon Tokens?, that was shuold of gifted to us, with the removal of Two Gun Mojo & Bullet Beatdown?"

    I wouldn't hold my breath. It looks like there was no free retcon, only a forced retcon. This has the side effect of screwing up builds for people would don't get their build invalidated by ripping out a power. Dealing with the pile of crap that is the retcon list is bad enough. Having to fix careless dev "solutions" at player expense does not help. Yes, I'm going to be bitter about that for awhile.
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    championshewolfchampionshewolf Posts: 4,375 Arc User
    voyagersix wrote: »
    Devices with long cooldowns that don't apply buffs. That's not a problem? There are plenty of devices that people carry in their bags with cooldowns that are just for fun and do not provide a combat advantage. Very short-sighted of you to think this only impacts exploiters.

    I am still waiting for you to point out a device that does impact someone, even for fun devices, that isn't exploiting. So far, for you to declare their to be a major impact to people who don't swap devices around to begin with, you are burdened with the levy of proof that this some how, magically affects them. This is like like trying to claim that changing an energy builder to more directly benefit it's primary set is going to impact someone that doesn't use that energy builder or set at all. IE, it doesn't.​​
    Champions Online player since September of 2008, forumite since February of 2008.
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    magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    edited February 2016


    I am still waiting for you to point out a device that does impact someone, even for fun devices, that isn't exploiting. So far, for you to declare their to be a major impact to people who don't swap devices around to begin with, you are burdened with the levy of proof that this some how, magically affects them. This is like like trying to claim that changing an energy builder to more directly benefit it's primary set is going to impact someone that doesn't use that energy builder or set at all. IE, it doesn't.​​

    "Burdened with the levy of proof". Has someone just slotted Rank 3 Pomposity? As far as I can see no-one's making any attempt to justify this cooldown change, and given the obvious and demonstrated downsides, it was about time they did, rather than just coming out and trying to shut down discussion. What are people up to which requires such an inconvenient change? Has changing a device in the middle of a mission suddenly been reclassifed as an exploit?

    Is Heroic Resonance the stupid potion from vet rewards with a 30m cooldown? If so, you're better off using the heally patches from vendors anyway.

    Yup. But they're there, and they're free and they don't run out, and I tend to have them slotted. They're quite useful in that.... <<redacted>>
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    draogndraogn Posts: 1,269 Arc User
    The Mechassassin pieces are overpriced, just like everything else in the recog vendors. (The devices even more so with the listed changes here)
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    aiqaaiqa Posts: 2,620 Arc User
    edited February 2016
    The old open mission devices have way to long a cooldown now. I only have the portable robot factory myself, but that is really not worth keeping in my device tray with a 30 minutes cooldown.

    The same goes the the heroic resonance vet rewards.
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    notyuunotyuu Posts: 1,121 Arc User
    edited February 2016
    Bug: Therakile's blade combo does no damage on first hit and has no animation for third hit.
    In all things, a calm heart must prevail.

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    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
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    mijjesticmijjestic Posts: 481 Arc User
    This device cooldown thing sounds rather bad - the res devices in general and especially so for ATs, who don't have Builds, but I mean, I don't have a planned Build for every possible device combination I'm going to go into a situation with. Is it an 'exploit' to do a bit of last minute prepping switching devices around?

    Also, people switch in and out for Onslaught devices...

    This kind of dis-incentivizes having more devices unless they're on short cooldowns. Many devices are potential purchases for Zen or Qnite - isn't that basically a bad thing for the game? It is particularly bad for self-res devices with their long cooldowns, something that is seemingly emphasized as a target product now that the freebies have a limited time and the Servitor Serum is not purchasable for Recog any longer.

    At the least I'd suggest an exception to 'auto-cooldown' for the self-res items, if that were possible.

    In general I would further support ideas that stop the exploits without flubbing with basic modular versatility.
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    dakrushmordakrushmor Posts: 592 Arc User


    - The following devices no longer have a global cooldown: Fists of Compliance, Archers Memory, Center of Gravity, Cowards Lament, Hacked Orbital Cannon codes, Nimbus of Force, Revenancy, Revenant of Fireflight, Supernatural Possession, and Will of the Tiger Cub.

    - Neuroelectric Pulse Generator Increased cooldown to 20 seconds since it can now be affected by cooldown reduction.

    Is that list full? You mentioned only Bloodmoon Devices, but where's Amazing Grace, Radion's Revenge, Eroded Shard? Further you stated NPG either got rid of shared CD (cuz formerly players were able to spam it non-stop, having vast # of those per toon), or is now vertical recharge bank affected by CD? Which state of other devices of that kind, such of Ice Grenades? Also there's Eruption - its CD was sharized, because of immunity to damage was possible to keep due scaling its time to damage bonuses? But now it's 5 seconds. Does Eruption got rid of shared CD as well?
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    monsterdaddymonsterdaddy Posts: 774 Arc User

    BUG: 1) Shredded does not refresh; 2) Shredded does not stack at all, a Shredded debuff from another player will instead REFRESH Shredded.

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    kaiserin#0958 kaiserin Posts: 3,096 Cryptic Developer
    If any of you think there are certain devices that need their cooldown looked at for this update, please make mention of them.​​
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    soulforgersoulforger Posts: 1,649 Arc User
    edited February 2016
    kaizerin said:

    If any of you think there are certain devices that need their cooldown looked at for this update, please make mention of them.​​

    Heroic Resonance. 30+ Minutes is to long. Also, why do we get five? When you use one, you put all on CD. So having multiplies is rather retarded.
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