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FC.31.20151210a.51 Bug Fixes

kaiserin#0958 kaiserin Posts: 3,098 Cryptic Developer
edited March 2016 in PTS - The Archive
Device Changes
The following devices have had their cooldown time reduced:
- Portable Robot Factory: 300 seconds
- Chimeral Potions: 60 seconds
- New Harmon Taser: 60 seconds
- Qularr Force Field Generator: 120 seconds
- Pirated Override Codes: 300 seconds
- Nanonmachine Pheromones: 180 Seconds
- Experimental Viper Sniper Rifle: 60 seconds
- Gadroon Mercenary Contract: 300 seconds
- Lemurian Amulet of the Predator: 300 seconds
- Totemic Helm: 180 seconds
- Xenospliced Sequence: 60 seconds
- Resistance Leader Megaphone: 120 seconds
- Omega-Destroid Stomp: 180 seconds

- Updated Bloodmoon devices to state that you can only have one equipped. This is just a description update.
- Radion's Revenge now only debuffs particle damage. Increased debuff duration to 10 seconds.
- Updated descriptions on Triumphant Recovery devices to state that they are unaffected by cooldown reduction. This is just a description change.
Updated the avian costume icon in the gold vendor.
- Added Reconditioned Cyborg temp device to the Until vendor.
- Totemic Helm device has been added to the Silver Champion Recognition vendor.
- Reduced Totemic Helm target cap to 5.
- Updated sidekicks to state that their cooldown is unaffected by cooldown reduction. This is just a description change.


Heroic Resonance devices have been split up into 5 unique devices:
- Heroic Jolt: Gives you 100% energy (100 days)
- Heroic Vitality: Heals your health by 100% (200 days)
- Heroic Endurance: Gives you 100% energy over 10 seconds. (300 days)
- Heroic Persistence: Gives you 100% health over 10 seconds. (400 days)
- Heroic Resonance: Gives you 100% health and endurance. (500 days)

- All of these devices have a 10 minute cooldown and share a global cooldown with all other potions. Their cooldown is unaffected by cooldown reduction.
- If you deleted your duplicate Heroic Resonance, you can reclaim them at the Gold vendor.

- Lowered all healing patch cooldowns to 90 seconds.
- Updated all healing potion descriptions to state that they are unaffected by cooldown reduction.
- Increased healing potion stack count to 20.
- Drifter consumables now stack to 999 to match Cstore consumables stack limit.



Questionite Store
- Cyberpunk items from the Questionite store can now be traded.
- Fixed a bug where legacy crafting costumes, vehicle weapons, ice material costumes and winter transmogrifications could be sold to a vendor.


Power Changes
- Updated Reapers Caress description to state what chance it has to cause bleed on targets.
- Neuroelectric Pulse static field is now immune to repel effects.
- Fixed a bug where Reapers Caress, Vipers Fangs, Blade Tempest and Shred were not refreshing shredded properly.
- Iniquity will no longer overwrite power animations on players.
- Fixed a bug where tough classed cosmic enemies did not have have proper debuff caps.
- Deadly Poison now caps out at 5 stacks per player.
- Adjusted Poison damage to be more in line with bleed damage.
- Poison damage is now boosted by Concentration, Aspect of the Infernal and Chilled Form.
- Fixed a bug where Infernal Blast wasn't refreshing the damage on poison.
- Updated power tooltips for new poison effects.


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​​
Post edited by kaiserin#0958 on

Comments

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    theravenforcetheravenforce Posts: 7,067 Arc User
    Will the issue with Repel mechanics in TA be fixed soon? I'm kinda afraid to go in there with wind abilities ._.
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    riveroceanriverocean Posts: 1,690 Arc User
    Has the issue with both the mind and specialist being unable to select their new lvl 6 powers been addressed?
    Questions About AT Play? Visit Silverwolfx11's Updated AT Guides!
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    stergasterga Posts: 2,353 Arc User
    "- If you deleted your duplicate Heroic Resonance, you can reclaim them at the Gold vendor."

    Does that include us filthy silvers?


    The specialist doesn't have a level 6 power choice, it has one at level 1 that doesn't work out very well. I did a respec on my Mind on live and had no issues selecting the level 6 power choice.
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    avianosavianos Posts: 6,028 Arc User
    edited March 2016
    Bug: Ego Reverberation
    The Tooltip Description change of Telepathic Reverberation somehow bugged the Description of Ego Reverb
    Ego Reverberation now has the the old Telepathic Reverberation descriptions which states that it scales with Presence

    The power is still scaling with Ego and Rec, but the bug caused confusion to some players today
    - Totemic Helm: 180 seconds
    - Totemic Helm device has been added to the Silver Champion Recognition vendor.

    Really nice, thank you for that, Now I can get it in a non level-locked number for my Elemental Mages~

    Anyone knows the History of that Device? WHY was it 1+ Hour anyway?
    - Lowered all healing patch cooldowns to 90 seconds.
    - Updated all healing potion descriptions to state that they are unaffected by cooldown reduction.
    - Increased healing potion stack count to 20.

    Freaking Awesome onion-22.gif
    - Updated Reapers Caress description to state what chance it has to cause bleed on targets.

    Thank you very much~ <3
    Will the issue with Repel mechanics in TA be fixed soon? I'm kinda afraid to go in there with wind abilities ._.

    Oh yeah, you DID repeled the Mind Bombs​​
    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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    morigosamorigosa Posts: 710 Arc User
    edited March 2016
    Huh. Poison change significantly devalues the Outbreak advantage on Epidemic - it's much easier to reach a five stack maximum, so the quicker doubling is pretty much irrelevant. (And the increased chance to apply poison isn't worth losing rank 3, either, especially since it's very possible for a full maintain to roll badly and not apply even one stack to any given target.) I'm not sure what the right response to this is; maybe change the doubling effect to "applies five stacks of poison on completing a maintain"?

    Also nerfs Pestilence a bit, as that will provide less resistance penetration. Maybe that should just apply at full strength to any poisoned target, rather than scaling with number of stacks of poison? (Or maybe this is counteracted by increased poison damage? I'm really not sure - would need to test to compare poison damage on live versus PTR. The patch notes don't make it clear if poison damage is expected to be going up or down overall.)

    Infernal Blast question: I don't recall seeing refresh issues when using the Virulent Propagation advantage; is this bug fix a change to the base Infernal Blast behavior, or do we still need the advantage if we want it to refresh poison stacks?

    Also, my Inferno AT thanks you for the healing device cooldown change.

    Speaking of device cooldowns, you should either reduce the cooldown on Triumphant Recovery devices, or add a cooldown to Servitor Serum & Zombie Powder devices (and also make at least one of the two available for silver recog again), or preferably all of the above.
    Post edited by morigosa on
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    kaizerin said:

    Device Changes

    The following devices have had their cooldown time reduced:

    - Portable Robot Factory: 300 seconds

    - Chimeral Potions: 60 seconds

    - New Harmon Taser: 60 seconds

    - Qularr Force Field Generator: 120 seconds

    - Pirated Override Codes: 300 seconds

    - Nanonmachine Pheromones: 180 Seconds

    - Experimental Viper Sniper Rifle: 60 seconds

    - Gadroon Mercenary Contract: 300 seconds

    - Lemurian Amulet of the Predator: 300 seconds

    - Totemic Helm: 180 seconds

    - Xenospliced Sequence: 60 seconds

    - Resistance Leader Megaphone: 120 seconds

    - Omega-Destroid Stomp: 180 seconds



    Coolsville.
    kaizerin said:

    - Updated Bloodmoon devices to state that you can only have one equipped. This is just a description update.

    - Radion's Revenge now only debuffs particle damage. Increased debuff duration to 10 seconds.

    - Updated descriptions on Triumphant Recovery devices to state that they are unaffected by cooldown reduction. This is just a description change.

    You should also add that multiple copies have a shared cooldown. At least, Nimbus of Force does.
    Too bad about Radion's Revenge--I understand the change, but the couple debuffer-type toons I have will stop using it since they don't otherwise do any Particle damage.
    kaizerin said:


    Heroic Resonance devices have been split up into 5 unique devices:

    - Heroic Jolt: Gives you 100% energy (100 days)

    - Heroic Vitality: Heals your health by 100% (200 days)

    - Heroic Endurance: Gives you 100% energy over 10 seconds. (300 days)

    - Heroic Persistence: Gives you 100% health over 10 seconds. (400 days)

    - Heroic Resonance: Gives you 100% health and endurance. (500 days)



    - All of these devices have a 10 minute cooldown and share a global cooldown with all other potions. Their cooldown is unaffected by cooldown reduction.

    - If you deleted your duplicate Heroic Resonance, you can reclaim them at the Gold vendor.



    - Lowered all healing patch cooldowns to 90 seconds.

    - Updated all healing potion descriptions to state that they are unaffected by cooldown reduction.

    - Increased healing potion stack count to 20.

    - Drifter consumables now stack to 999 to match Cstore consumables stack limit.

    Nice. Hope these work well. It's great to have a variety of options for Heroic Resonance now.


    <
    kaizerin said:


    - Deadly Poison now caps out at 5 stacks per player.

    - Adjusted Poison damage to be more in line with bleed damage.

    - Poison damage is now boosted by Concentration, Aspect of the Infernal and Chilled Form.

    - Fixed a bug where Infernal Blast wasn't refreshing the damage on poison.

    - Updated power tooltips for new poison effects.



    Welp, guess this is a way to start bringing Epidemic into line. Stinks that I just finished making a poison build DPS.

    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    sterga said:

    "- If you deleted your duplicate Heroic Resonance, you can reclaim them at the Gold vendor."

    Does that include us filthy silvers?

    Silvers don't get the Heroic Resonance devices.
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
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    riveroceanriverocean Posts: 1,690 Arc User

    sterga said:

    "- If you deleted your duplicate Heroic Resonance, you can reclaim them at the Gold vendor."

    Does that include us filthy silvers?

    Silvers don't get the Heroic Resonance devices.
    Yes you do... if you were previously gold you still get them.
    Questions About AT Play? Visit Silverwolfx11's Updated AT Guides!
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    stergasterga Posts: 2,353 Arc User
    I must be imagining the vet reward spam every time I make a new toon even though I happen to be silver.
    YouTube - Steam - Twitter
    [at]riviania Member since Aug 2009
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    flowcytoflowcyto Posts: 12,752 Arc User
    W/ the clarification on Reaper's Caress being a 50% baseline bleed for the last hit(s), perhaps we could add at least one other option for one to gain a stack of Focus when not using an MA toggle- and hopefully not tied to end building.

    Otherwise, I like the changes overall- the healing pack changes for ATs and newer players in particular. 90 sec is still a pretty long cd, imo, but better than before.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
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    carrionbaggagecarrionbaggage Posts: 721 Community Moderator
    flowcyto said:

    W/ the clarification on Reaper's Caress being a 50% baseline bleed for the last hit(s), perhaps we could add at least one other option for one to gain a stack of Focus when not using an MA toggle- and hopefully not tied to end building.

    There's Stinging Bee on Backhand Chop. Not a single-blade power, but it's something.
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    soulforgersoulforger Posts: 1,649 Arc User
    I like the changes to the Heroic Resonance. Its just not that great to have 5 different items sharing the same 10 minute CD though.
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    dakrushmordakrushmor Posts: 592 Arc User
    edited March 2016
    kaizerin said:


    - Radion's Revenge now only debuffs particle damage. Increased debuff duration to 10 seconds.

    ​​

    l can't believe you considered it OP. l use that on my Scourge AT for theme. It could at least debuff Energy damage (Particle, Sonic, Electric). Ionizing radiation IRL increases electric conductivity of materials. Radion himself uses electric powers during bloodmoon. If CO had authentic radioactive powers...
    But Radion's Revenge is weak at its current state. Can you make it ranged Sphere AoE & not maintain, but activatable through Tap, then creates storm at enemy location, similar to Snow Storm/Whirlwind?
    Post edited by dakrushmor on
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    nbkxsnbkxs Posts: 768 Arc User
    dakrushmor wrote: »
    - Radion's Revenge now only debuffs particle damage. Increased debuff duration to 10 seconds.


    l can't believe you considered it OP. l use that on my Scourge AT for theme. It could at least debuff Energy damage (Particle, Sonic, Electric). Ionizing radiation IRL increases electric conductivity of materials. Radion himself uses electric powers during bloodmoon. If CO had authentic radioactive powers...
    But Radion's Revenge is weak at its current state. Can you make it ranged Sphere AoE & not maintain, but activatable through Tap, then creates storm at enemy location, similar to Snow Storm/Whirlwind?

    All, across the range debuffs are going away.​​
    [NbK]XStorm
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    theravenforcetheravenforce Posts: 7,067 Arc User
    Going to have to agree on the UNBIND DEVICES request when this goes LIVE.

    Especially when functionally some devices are changing, like Radion's Revenge.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    Hones
    kaizerin said:


    - Adjusted Poison damage to be more in line with bleed damage.

    Should have been 'adjusted clinging flames and bleed damage to be more in line with poison damage'. Bleed and clinging flames are kinda worthless mechanics atm.
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    notyuunotyuu Posts: 1,121 Arc User
    edited March 2016
    So lets get this straight...you took one of the only good DoTs in the game and reduced the stack limit and damage output of it to bring it down to the other DoT levels rather than increasing the damage the other DoTs do?

    also considering the changes to the portable robotics factory, is there any change in the universe that we might...idk, be able to actually get our hands on it now?
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

    eOGi6Cv.png9rfvawn.pngr3iD4nS.png


    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
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    biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    notyuu said:

    So lets get this straight...you took one of the only good DoTs in the game and reduced the stack limit and damage output of it to bring it down to the other DoT levels rather than increasing the damage the other DoTs do?

    Increasing normally-performing powers to the levels of over-performing powers just makes the game easier. The game's already easy to begin with. Lowering overperforming powers is balancing. Buffing normally-performing powers to an overperforming level is irresponsible.
    biffsig.jpg
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    crypticbuxomcrypticbuxom Posts: 4,596 Arc User
    Some Gold Vendor purchases are actually based on Perk requirements. So yes, you can claim your potions. Though there is no reason to get the first two if you already have the final.​​
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User



    Yes you do... if you were previously gold you still get them.

    Ah, didn't know that. Thanks for a clear response.
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
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    rafahil893rafahil893 Posts: 50 Arc User
    are
    - Portable Robot Factory:
    - Chimeral Potions:
    - New Harmon Taser:
    - Qularr Force Field Generator:
    - Pirated Override Codes:
    - Nanonmachine Pheromones:
    - Experimental Viper Sniper Rifle:
    - Gadroon Mercenary Contract:
    - Lemurian Amulet of the Predator:
    - Totemic Helm:
    - Xenospliced Sequence:
    Gonna be dropping again?​​
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    mijjesticmijjestic Posts: 481 Arc User
    This will vary depending on the toon I'm sure, but my Invuln, Aspect of the Infernal, Epidemic and very non-optimal character is seeing a difference in the poison ticks from 390 down to 330 (or 66x5 basically as that's how it ticks on PTS instead of a lump sum) between Live and PTS, respectively. Live is 10 stacks, PTS is 5 stacks. This is on a regen dummy.

    Without the Form, on the PTS it drops to 50x5 (and doesn't change on Live).
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    cyronecyrone Posts: 1,028 Arc User
    notyuu said:

    So lets get this straight...you took one of the only good DoTs in the game and reduced the stack limit and damage output of it to bring it down to the other DoT levels rather than increasing the damage the other DoTs do?

    These DoT effects are supplemental DPS, not the primary DPS. They just add a little extra oomph to the powers. I imagine it won't be so bad now since they're now affected by the toggle forms.
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    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
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    avianosavianos Posts: 6,028 Arc User
    Friendly Remindment that all Martial Artes Energy Builders, have a 2 Points ADV which give you a chance to have 1 stack of FOCUS active despite which Form-Toggle you are currently using​​
    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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    sanguinevipersanguineviper Posts: 451 Arc User
    edited March 2016
    So when are DoTs going to be set to ignore damage absorption such as that found on Invulnerability/Bubbles?

    Same with the sniper/laceration gloves.

    All this stuff would be considered "Under armor", you've already been poisoned, you're already bleeding. Your power armor or whatever isn't going to make you take less damage from your profusely bleeding wound or the neurotoxin coursing through your veins.

    The whole point of changing the toxic dot to accumulate into one larger number was so that it did more than 1 damage to things with damage absorbtion.

    Snark never dies.
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    magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    notyuu wrote: »
    So lets get this straight...you took one of the only good DoTs in the game and reduced the stack limit and damage output of it to bring it down to the other DoT levels rather than increasing the damage the other DoTs do?
    ?

    Well, they will. It's not that the game is easy, per se, but that when it was built they didn't manage to implement the diffferences between damage types as well as they could have done. That means that what could have been an advantage for a power set in certain circumstances only (ice v fire, celestial v darkness) becomes a universal win - which will become OP and get nerfed. Where they're going is statistical balance - which will mean power sets offering a choice of play style, mechanics and skins, but all doing roughly the same damage.

    I agree with sanguineviper above, btw, and I think that in general DoT effects should be a way under armour - villains (yes you, Teleios) are able to do this so players should do as well.....​​
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    kaiserin#0958 kaiserin Posts: 3,098 Cryptic Developer
    Minor PTS update:
    FC.31.20151210a.52
    - Updated Cupid's Arrow and Eruption's tooltips to state that these devices are unaffected by cooldown reduction.
    - Fixed a bug where Eruption's root was not applying properly.​​
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    xcelsior41xcelsior41 Posts: 1,056 Arc User



    notyuu wrote: »

    So lets get this straight...you took one of the only good DoTs in the game and reduced the stack limit and damage output of it to bring it down to the other DoT levels rather than increasing the damage the other DoTs do?

    ?


    Well, they will. It's not that the game is easy, per se, but that when it was built they didn't manage to implement the diffferences between damage types as well as they could have done. That means that what could have been an advantage for a power set in certain circumstances only (ice v fire, celestial v darkness) becomes a universal win - which will become OP and get nerfed. Where they're going is statistical balance - which will mean power sets offering a choice of play style, mechanics and skins, but all doing roughly the same damage.



    I agree with sanguineviper above, btw, and I think that in general DoT effects should be a way under armour - villains (yes you, Teleios) are able to do this so players should do as well.....​​

    Agreed. Statistical balance is nice-on paper. Under-armor is a nice touch..maybe be %chance for under-armor that can be helped by SS's?
    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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    riveroceanriverocean Posts: 1,690 Arc User
    edited March 2016
    Well this poor game has been in such sorry and unbalanced state for so long. We've sort of become used to it. But things in MMO's are generally better when all powers are balanced against one another. Poison dots happen to be a favorite of mine... so I'll be interested to see how it pans out.

    So far my subjective feedback is that I like the changes overall. I think really careful attention is being paid to powers now, which is making entirely new more balanced possibilities come up. Would love to see buffs like Furious and Willpower make their way to more sets. Like Heavy Weapons and MA
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    mijjesticmijjestic Posts: 481 Arc User
    Does anything have flat reduction aside from other players?

    Devfolk, is the change to poison stacks and the interaction with the Pestilence passive intentional? Or should Pestilence now apply the 'debuff per poison stack' at a higher percentage per stack to compensate for the reduction in max stacks of poison?

    Also, still recommending the res devices be exempt from the auto-cooldown effect - primarily for the benefit of ATs who cannot use Builds, but is also beneficial for forgetful Golds who die and didn't have a ' active res device' Build or whatever. Can we agree these devices, if none others, should be switchable due to their innately highly situational and (hopefully, generally) rare use?
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    magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    I can't decide whether balanced would be worse than unbalanced. The fun of Champions has always been that it's virtually a sandbox superhero game... make what you want. Inevitably that means some builds will be advantaged over others. Is that important? Only if you want to be Top Hero and Best Builder. Not sure I care about that.​​
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited March 2016

    So when are DoTs going to be set to ignore damage absorption such as that found on Invulnerability/Bubbles?

    Yeah, it would really be better to have bleed and clinging flames use poison mechanics, than have poisons use bleed and clinging flames mechanics. I would rather empower the distinctive mechanics of power sets than the generic stuff.
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    criswolf09criswolf09 Posts: 749 Arc User
    Question: Is the poison stack limit reduction also applied to NPCs/foes?
    Useful Guides about Archetypes and General Gameplay of the Game Click Here
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    ninjapiffninjapiff Posts: 282 Arc User


    Yeah, it would really be better to have bleed and clinging flames use poison mechanics, than have poisons use bleed and clinging flames mechanics. I would rather empower the distinctive mechanics of power sets than the generic stuff.


    If Bleed was buffed to the level of Poison, then Rupturing 10 Bleeds at one would be incredibly powerful. And awesome. But mostly OP. Awesomely OP. Damn it, now I wanna Rupture 10 bleeds at once.
    It makes sense, if you don't think about it.
    __________________________________________________
    Most often Slice N Dice@zap-the-eradicator in-game.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    ninjapiff said:

    If Bleed was buffed to the level of Poison, then Rupturing 10 Bleeds at one would be incredibly powerful. And awesome. But mostly OP. Awesomely OP. Damn it, now I wanna Rupture 10 bleeds at once.

    The word I would use is Useful, not OP.
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    aiqaaiqa Posts: 2,620 Arc User
    edited March 2016
    mijjestic said:

    Does anything have flat reduction aside from other players?

    Devfolk, is the change to poison stacks and the interaction with the Pestilence passive intentional? Or should Pestilence now apply the 'debuff per poison stack' at a higher percentage per stack to compensate for the reduction in max stacks of poison?

    Also, still recommending the res devices be exempt from the auto-cooldown effect - primarily for the benefit of ATs who cannot use Builds, but is also beneficial for forgetful Golds who die and didn't have a ' active res device' Build or whatever. Can we agree these devices, if none others, should be switchable due to their innately highly situational and (hopefully, generally) rare use?

    They just forgot to add the pestilence changes to the patch notes. On live it's a 1% resistance debuff per poison stack, on PTS it's 2%.

    Hones

    kaizerin said:


    - Adjusted Poison damage to be more in line with bleed damage.

    Should have been 'adjusted clinging flames and bleed damage to be more in line with poison damage'. Bleed and clinging flames are kinda worthless mechanics atm.
    Clinging Flames is not meant to add significant damage, just like the status affects on the other energy projector sets, they are meant to interact with in-set powers and for the EU. Bleed does already add a nice damage bonus and has a useful interaction with Reapers Embrace. And poison damage was hardly lowered for ranged builds, it's more like a buff: about the same damage, easier to stack, and properly refreshes with Infernal Blast.
    Post edited by aiqa on
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    squirrelloidsquirrelloid Posts: 869 Arc User
    The poison change kills epidemic as a maintain, and makes the 'reduce max maintain time' useless. 5 stacks is trivial to keep up.

    Cursed/Scourge were good ATs before, but certainly not OP. Now they're going to be kinda bad and probably below average.
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    spinnytopspinnytop Posts: 16,450 Arc User

    The poison change kills epidemic as a maintain, and makes the 'reduce max maintain time' useless. 5 stacks is trivial to keep up.

    Cursed/Scourge were good ATs before, but certainly not OP. Now they're going to be kinda bad and probably below average.

    Epidemic is still the highest damage aoe maintain in the infernal set, hands down. The special advantage still allows you to spend more time putting out higher damage ticks. I'm not sure how you think this "kills" it, considering the damage that Epidemic does hasn't even been changed.

    10 stacks on live is trivial to keep up - just tap Infernal Blast once.

    If anything, the ATs you listed will actually do more damage now thanks to the scaling that was added to the poison.

    I use Epidemic on one of my main characters, and this adjustment doesn't have me worried in the slightest ( but that might be because I actually tested the changes and looked at the actual numbers rather than just giving a knee-jerk thumbs down reaction ).
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    notyuunotyuu Posts: 1,121 Arc User
    double checking the changed to the poison DoT, and i stand by my first statement, you broke the DoT, instead of having the damage of each stack add onto the enxt one, or it would go "30, 60, 90..ect" as you applied more and more stacks, now it goes "30, 30 30, 30 30 30, ect" in other words...ruined, i don't care about the stack limit being reduced, but give it back the stacking damage...also, put it on bleeds and plasma burn.
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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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    aiqaaiqa Posts: 2,620 Arc User
    edited March 2016
    notyuu said:

    double checking the changed to the poison DoT, and i stand by my first statement, you broke the DoT, instead of having the damage of each stack add onto the enxt one, or it would go "30, 60, 90..ect" as you applied more and more stacks, now it goes "30, 30 30, 30 30 30, ect" in other words...ruined, i don't care about the stack limit being reduced, but give it back the stacking damage...also, put it on bleeds and plasma burn.

    For 99% of pve that makes no difference at all. The only time that makes a difference is on a target with damage absorb, and there are very few NPCs with invulnerability. And for ranged builds it's been buffed for that other 99% of the content.

    The poison change kills epidemic as a maintain, and makes the 'reduce max maintain time' useless. 5 stacks is trivial to keep up.

    Cursed/Scourge were good ATs before, but certainly not OP. Now they're going to be kinda bad and probably below average.

    For a ranged dps build, this is a buff for pretty much all content. The overall damage is pretty much the same, it's easier to get to 5 stacks than 10 stacks, and infernal blast properly refreshes things. And since the cursed/scourge are dps builds, they are significantly better now.
    Post edited by aiqa on
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    flyingfinnflyingfinn Posts: 8,408 Arc User
    edited March 2016

    notyuu said:

    So lets get this straight...you took one of the only good DoTs in the game and reduced the stack limit and damage output of it to bring it down to the other DoT levels rather than increasing the damage the other DoTs do?

    Increasing normally-performing powers to the levels of over-performing powers just makes the game easier. The game's already easy to begin with. Lowering overperforming powers is balancing. Buffing normally-performing powers to an overperforming level is irresponsible.
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    xrazamaxxrazamax Posts: 979 Arc User
    edited March 2016
    Coooomeee ooonnnn do the thing where you close the thread and post the new one!!
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    avianosavianos Posts: 6,028 Arc User
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    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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