* There was an error with this build, it should be available tomorrow morning.Power Changes
- Fixed a bug where Thermal Reverberation was going beyond 10 stacks.
- Lowered Absorb Heat's heal slightly.
- Absorb Heat now properly ranks up.
- Clinging Flames can no longer crit.
- Clinging flames can no longer be dodged.
- Fixed a bug where Flashfire, Pyre's flame pit and Firesnake allowed players to get more than one stack of clinging flames.
- Fixed a bug where Gas Pellet's poison advantage let you get more than 5 stacks of poison.
- Updated the Nightmare Colossus to not play firesnake fx.
- Fixed a bug where Soul Vortex's chance to fear was incorrect across its ranks.
- Fixed a bug where Telekinetic Reverberation claimed it scaled off of Presence.
Costume Changes
- Fixed a bug where Teleios boots were not unlocking all materials.
- Fixed a bug where Cross boots and Long Sleeves did not have mirrorgeometry entries.
- Added metal and leather materials to the cape wraps.
- Fixed a name display error when unlocking the Deer and Raptor skulls.
- Added animal skulls to females.
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. Posts that do not pertain to the current PTS patch will be removed.
These player & moderator maintained threads are checked weekly by the development team.
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http://forum.arcgames.com/championsonline/discussion/1203590/costume-bug-list
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http://www.arcgames.com/en/forums/championsonline/#/discussion/1203148/onslaught-bugs-and-balance-qol-concerns
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http://forum.arcgames.com/championsonline/discussion/1198089/known-power-bugs
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http://forum.arcgames.com/championsonline/discussion/1194284/champions-online-alerts-issues
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http://forum.arcgames.com/championsonline/discussion/1198119/compiled-list-of-bugs-issues-and-qol-concerns-version-2-0
Comments
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Most often Slice N Dice@zap-the-eradicator in-game.
Epic Stronghold
Block timing explained
My issue is that they are changing the theme of the Powerset to fit the one Archtype.
EDIT: Thus it breaks the theme of those who use the powerset for heros that want to swing a big weapon but not have fire in just about every attack.
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Also - I Absorb Heat. Letting the inferno have it as a choice would be nice. Seeing as it's range is 25-FT there would be some risk vs. reward in order to use it.
Epic Stronghold
Block timing explained
This is just weird--it's almost like the power set should be renamed, "Heavy Flaming Weapon".
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Here is my suggestion for the Rocker AT. It would be nice if the Rocker's final power choice was between Unleashed Rage and Rebirth. None of the existing tanks can resurrect themselves and this would add to it's appeal as a premium AT. Plus, I think it's thematic. So many Rock Star's have brought their careers back from the dead . And there's even an advantage that would allow them to bring some band mates back with them!!
Add mission markers for Terror Siphons.
Premium AT's should be improved overall, so they can handle upper lvl content. And to be honest, that is happening.
We've seen quite a few ATs get buffed recently.
Free AT's well..they are free for a reason. They shouldn't be as strong as a Free Form or a Paid AT.
Yes, that's frustrating.
But the game has been pretty good to silver players, including giving silvers Premium AT's and FF for free over the past few months.
Then new Premium AT (Rocker) is obviously being designed to handle tougher level content. Which is why I suggested a rez with it. But that's just me recalling how Tanks in COH always had a self-heal and a self-rez of some kind. They are tanks.. they live in melee and being in melee means you're going to die sometimes.
Personally, I think all Premium Tanks should have a self-heal and a rez. They are paid for AT's after all and should be a little better off than Free AT's.
Additionally, I'd like to have a few "fire HW" skins released to work with the new HW fire theme.
- David Brin, "Those Eyes"
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My super cool CC build and how to use it.
BUG
Selfrez isn't that required for tanks, as for glass cannons, which constantly randomly one-shoted by grav cascades, other AoE's, and if they overaggro boss, which tank don't bother to aggro. If a tank dies in boss battle, then their Threat is wiped, and they begin to shoot right at glass cannons, until they kill them all. So, glass cannons need either self-rez, or threat wipe, and tanks need possible more threat holding mechanics; but while FF glass cannons can do both self-rez and threat wipe, no one of AT (except Marksman, with weird mechanics based on RNG, 50% chance on EM adv), can do any of them, and respectively should receive.
Subbed players don't need Heroic Resonance much, because they most likely run on Freefroms, which have their decent selfrez/aggro wipe options. Conversely AT don't have those, thus this kind of help would be appreciated by me. What to say, if l ran this game, free Heroic Resonance for AT, along with Idle Emote Pack would be 2 of 3 things l would make on the next day.
No one ever wants to answer this question. I'm guessing its one stack and it was never intended to get more than one stack ever. Would have been nice to know this the dozens of times I've asked about this for the last month that it was never intended to have more than one stack on anything.
Thanks for wasting of time, everyone. I hope I helped you from wasting yours trying to get an answer, Avianos.
I appriciate it
BUT HOLD ON A FREAKING MINUTE
Correct me if im wrong, but Wasn't Absorb Heat suppoced to heal based on the stacks of Clinging Flames
and since now you can only have 1 max stack, doesn't that mean Absorb Heat is gonna be useless?
heroic resonance is a HEAL . NOT a res.
it gives you 100% health and energy but it does NOT RES you.
I checkd it on a character. as you as you die, it greys out.
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BUG
With all the new Animal Skulls, the Eyes and Eyebrows still appear.
Edit - I discovered the Eyes only appear under the normal Heads option, but are not in the Monstrous or Bestial options. And since the Eyebrows can be turned off, this is a non-issue. No problems here!
COSTUME SUGGESTION
Please add a Banjo as a Heavy Weapon skin, not necessarily now, but perhaps in a future update. Looking at how intricate the guitars were (which are awesome), we think it's actually easier to model a Banjo. A Banjo's benefit is that it can aesthetically fit a wider selection of characters beyond Rock 'n Rollers, such as: Bluegrass, Country, Elderly People, Cartoon Characters, Horses. This is a request from the COmmunity, and while some of its usages will be humourous, this suggestion is not a joke; we think it is do-able and will be very welcome by players.
Anticipating a scenario where a Banjo is too cost-prohibitive, we counter-propose an alternative: a Frying Pan.
GAMEPLAY SUGGESTION
Please buff the healing on Absorb Heat one way or another. I've been playing on the Rocker Archetype, which I think is my favourite Tank Archetype now, but Absorb Heat's healing effect is so low that it is not worth using in practice.
My in-field experience is as follows. Either enemies are so weak as to never necessitate a self-heal, or they are so strong that using Absorb Heat (which exposes you for a moment) lets them hurt me more than I heal up. In other words, it usually ends up a wash, sometimes a bit better, most of the time a little worse off because I lost some health and the Clinging Flames effect.
Thank you very much, very good stuff.
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Absorb Heat will heal based on the total number of stacks of CF, meaning for each target that has it within the AoE. So if you have AoEs that apply the stacks, use that then Absorb Heat. It just means that if you are fighting a boss, you will only benefit from one stack CF total for the heal.
This is why I wanted powers like Cleave to apply more than one stack of it to the primary target to put it on par with Shred and Bleeds.
This is why I wanted powers like Cleave to apply more than one stack of it to the primary target to put it on par with Shred and Bleeds.
Crap, if that's the case, I'm rethinking of getting Absorb Heat. It will be underwhelming if I can only apply one stack of CF. Boss fights would be pretty difficult. Here i thought CF would have 5 stacks like Bleeds, maybe even more.
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so bascially they created a new power and then nerfed it into the ground before it was released.
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?
Sorry if this is By Design rather than a Bug. Soul Vortex starts normally, but gets cancelled mid-animation if I Block.
It can happen everywhere at any time. You use Soul Vortex on an enemy, the animation starts as we see the ground starts to bubble up, but if you block too soon, the Soulnado component does not appear. The move is effectively cancelled as the cooldown timer also does not kick in.
The workaround is simple, don't Block until the Soulnado comes up, so it's not a biggie.
I'm not sure if this is input lag, animation lag, a net code issue, or that sort of weird lag when Ricochet Throw sometimes takes a moment to take effect (you know, like the enemies are already running at you and presumably the boomerang hits them on the back of their heads for comedic effect). It's not caused by Internet lag, though, as I've had this occur while connectivity was good. I've seen something similar happen in STO when I punch in a command, it looks like it's activated and seems to start the cooldown timer for it, then it turns out nothing happened (like someone forgot to load the torpedo tubes or something).
Not sure if this is just a nuance of the power, but let me say this: if the cause is the Soulnado animation, I suggest we leave it as is, as that's cool enough to justify working around the lead-lag issue.
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Yep! It's pretty standard :P
42 40s, LTSer.
So much for Thematic Self Heals if you are going to Nerf the whole FIRE Powerframe main mechanic
Absorb Heat provides a good chunk of health with just one stack of CF to you and any of your teammates within a 25ft aoe.
CFs can be applied to a group of enemies, specifically with fire patches and easily with Cleave. Even with a max of 1 stack, using a cleave combo will net you CF equal to X enemies you hit with the third attack. So you can still get a sizable amount of stacks. Also, Absorb heat has a sizeable heal on its own without the CF stacks.
If the concern is, "Well, against a single target boss I can only get 1 stack of CFs." then don't use Absorb Heat. All mechanics cannot be expected to work in every situation.
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Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
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Feel free to visit my websites!^^:
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Epic Stronghold
Block timing explained
The thing a friend of mine and I were wondering, could that lag be related to how this Power was based on a Device from the Qliphoth adventure? Not sure if something was lost in transition.
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