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
Comments
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
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.
[at]riviania Member since Aug 2009
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
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?
Freaking Awesome
Thank you very much~
Oh yeah, you DID repeled the Mind Bombs
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.
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. Nice. Hope these work well. It's great to have a variety of options for Heroic Resonance now.
< 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.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
[at]riviania Member since Aug 2009
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.
- Be safe and have fun, champs - for science!
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.
Especially when functionally some devices are changing, like Radion's Revenge.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
Epic Stronghold
Block timing explained
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?
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
- 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?
Without the Form, on the PTS it drops to 50x5 (and doesn't change on Live).
"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
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.
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.....
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.
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?
42 40s, LTSer.
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
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?
Epic Stronghold
Block timing explained
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.
__________________________________________________
Most often Slice N Dice@zap-the-eradicator in-game.
Epic Stronghold
Block timing explained
Cursed/Scourge were good ATs before, but certainly not OP. Now they're going to be kinda bad and probably below average.
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 ).
My super cool CC build and how to use it.
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
/jk
(maybe i should start planning my return since so many things are changing...)
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber