FC.31.20160512.0
Enrage Forms
- Aspect of the Bestial can now gain stacks of Enrage whenever you apply, refresh or rupture a bleed or poison.
- Fixed a bug where Aspect of the Bestial was giving Rage stacks when knocking targets.
- Enrage's duration no longer scales with anything and is a flat 20 seconds to bring it in line with other forms.
- Updated Endorphin Rush's description to to state what it scales off of. This is just a description update.
Martial Arts Forms
- Form of the Swordsman can now gain stacks of Focus whenever you apply, refresh or rupture a bleed.
- Focus stacks granted by Form of the Swordsman now has an internal cooldown of 4 seconds.
- Updated Form of the Swordsman's tooltip to state what ranking up the power actually does. This is just a description update.
- Updated the Cut where it Counts tooltip to state how much the heal debuff applies for. This is just a description update.
- Updated Focus and Rage form tooltips to state how long they last.
Other
- Eviscerate, Bite's Scent of Blood and Rabies advantages, Infernal Blast, Infernal Blasts's Virulent Propagation advantage and Dragon's Bite will now only refresh your bleeds and/or poisons, not everyones.
- Tiger's Bite will now only rupture your Shredded debuff, not everyone's.
- Fixed a bug where Thrash could gain additional healing from bleeds that were not your own.
- Slightly reduced the amount of healing Thrash gives per bleed.
- Fixed a bug where Thrash was doing an additional hit of 0 slashing damage.
- Fixed a bug where Devour Essence's snare did not increase with rank.
- Pounce's Furious Rush advantage now refreshes and applies the Furious buff.
- Removed the damage bonus from the Furious Rush advantage.
- Furor Venenum advantage now has a 20% chance to apply a stun against a non-bleeding/poisoned target, and a 100% chance against a bleeding/poisoned target.
- Fixed a bug where Deep Wound wasn't completely stopping you from applying bleeds.
- Fixed a bug where Open Palm Strike's Focused Chi Blast advantage caused the power to deal 0 damage of every damage type.
- The shield effect from Containment field (vehicle and player version) no longer affects Onslaught Villains and Cosmic ranked enemies.
Misc Changes
- Fixed a bug where the Orbs from the Nightmare Colossus open mission were not properly granting participation points.
- The Demolisher's pbaoe knock to no longer ignores line of sight and now grants knock resistance stacks.
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Bug
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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
This was balanced out by MA forms and Concentration and Compassion being far easier to stacks, and for the MA forms to have quite a few options how you want to proc them.
The differences in how toggles triggered mean that there were reasons for differences in buff duration that made sense and deserve to be preserved. Are we all supposed to go play ranged characters, because they're the only ones who have a toggle that actually works reasonably now? Same duration makes no sense when one toggle is 'use any ranged attack' and the other toggle is 'use a specific type of attack' (generally in melee range).
But nothing we say is going to matter - I do have to wonder, do you actually want people playing this game in 6 months?
Why not change the other toggles to work more like enrage?
It shud be this way:
1. Vehicle taunt reverted to its unbreakable version.
2. Fixed a bug, that prevented non-subbed players from tinting their powers.
3. Released radioactive powerset.
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Because this is sort of going to be a bit like a lesser version of the Manipulator nerf.
Not a lot of people use Manipulator but a whole lot of people use Enrage...and this is going to be a very distasteful change IMO.
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If you feel there is a gap in certain frameworks where this form is present (Might, HW, Earth, Bestial), feel free to bring those to light and offer suggestions.
To keep enrage up while using AoE I'd regularly have to go out of my way and use a third power (single target knockback in my case) just for the purpose of refreshing enrage. I don't think that is how forms should behave.
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This is intended, not a bug.
Very unfortunate. IMO, it's a slap in our faces.
EDIT:
To elaborate, I would like to get the auras for possible future characters whom the auras in question would be icing on the costume cake. Auras that are bound to character are near worthless to me, thus I won't bother playing the event for them. So if your intention was to get us playing the event more, this fails in that goal.
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Why?
Do you think that would cause people to participate more? It will not.
If you're seriously having trouble with Enrage falling off, then you either need a faster travel power, like Athletics or Mach Speed, or you need to take a lunge, since Lunges reach out to 60', or you need to take a ranged knock/bleed/poison for your Enrage if you feel that strongly about it.
I made a Bestial character, decided to put Vile Lariat w/ the Kyoketsu Shoge Adv for a ranged 100% Bleed AND it's a Knock To. It's called taking a Utility power. Don't see the problem.
So what if cutscenes drop stacks back to 1? Every form with stacks has to deal with that.
Now, the AT thing is a problem, because if the Behemoth doesn't take Roomsweeper, they have no real way of keeping up Enrage stacks until they get Uppercut/Haymaker, which is a bit of a problem. However, a Knockdown Adv could be added to Thunderclap or to Demolish (Or both) to help the Behemoth with it's Enrage stacking.
Most people will still do more than enough dps than is needed. This isn't the end of the world. This is a great suggestion for the Behemoth.
Sure, I guess some ATs have issues with it, but they've always been exceptionally poorly designed. And we're seeing reworkings of them recently, so I would assume we can expect them to actually be patched up so they at least have a consistent means of keeping their forms stacked.
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REALLY? Character bound auras on a game where it's (or at least WAS) Alt Friendly?
and despite the majority of the forum user's feedback who want the auras account wide bound, you guys are STILL not going to change it?
Screw this event
Actually, the effect of ranking the power has also changed.I tried it out on live, and it's already like this.Form of the Swordsman doesn't have its 20% and 40% chance to gain two Focus stacks at a time at rank two or three. Has it always been this way? I looked for changes in the notes, and did a search for bugs, but found nothing.
The other Martial Arts forms don't seem to lack this ability. Should we expect it to change in the future?
Of course you could go out of your way to then add/use another attack that procs Enrage, but going out of your way to proc your in-set form is not really in line with how forms work and proc in general.
Forms that are activated by general default combat action like concentration and Form of the Tempest (which can even be proced by your energy builder), cannot be treated the same as forms that proc from more narrowly defined action/powers like many other forms (especially enrage and manipulator). This is an apples to oranges situation. It would be more balanced to use data mining to determine how frequently these actions are taken on average and balance form duration on a case by case basis.
I don't expect to change your mind about this decision but what is being done with form duration is standardization and NOT balance. What you are doing is like treating bear and vodka the same just because they are both alcohol.
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Forms are not intended, were never intended, to be "maintain 8 stacks indefinitely". Player knowledge and build skill, as well as changes made since On Alert, have allowed people to game the system, but without balancing by devs for years.
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This is intended, not a bug.
CON primary heroes have no form that scales off it and need to choose a second stat to gain full benefits from a form.
Additionally, you could add a second condition that stacks it. I do not know... maybe finishing a combo, or better yet mimick Concentration and make it so a stack is granted upon fully charging or half maintaining an attack.
Finally, to bring all 8-stacks forms in line it would be nice for each of them to have a nifty 3-point advantage:
-boost Endorphin rush and grant it to Enrage, Aspect of the Bestial, Compassion
-give Concentration, Manipulator and Chilled Form their own advantage: maybe an energy over time buff?
P.S.
END as well has no form associated with it. Would it be possible to make Chilled Form scale off EGO or END instead of INT?
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It means that a form becomes a bonus you can work to build, often at or near a maximum, rather than a automatic guarantee of higher damage/stats.
Making forms last a shorter time, and making them a bit harder to stack means taking R2 or R3 in a form is a viable choice. That would mean taking advantage points from other powers, and perhaps lowering power levels of characters just a bit.
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ATs do have to have powers that will proc the form. They might not have an optimal power rotation, but if they have powers that do the trick, then no problem. Some players might pick choices on ATs that leave them in a bad place form-wise (such as a Behemoth with Thunderclap), but inexperienced players will make sub-optimal choices (like ranking up energy builders on low level toons before ranking up passives). That's part of learning a game.
As far as Concentration goes, it is simply a great form, possibly too good. My ranged Infernal toons use it instead of the infernal form, since it is easier to proc. Tap-spamming some toxic powers might not net many poison stacks, but if you attack from at least 50' away, you're all set with Concentration.
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More generally, i think it's time to accept that they *are* second passives, and that ship has sailed. Nothing the devs do will change that - people will find ways to game the system. The error was giving ranged builds access to toggles (as toggles are what made being in melee worthwhile in the first place), and there's no going back.
At which point, toggle duration should be based on the nature of the requirement to trigger the toggle, with 20s duration as the floor (for things like concentration where its trivial to trigger), with longer durations for more specific toggle triggers. Manipulator should go back to the full minute stack duration, and others should fall somewhere in-between based on trigger specificity.
Compare to Concentration: I can (cutscenes aside) keep Concentration stacks up indefinitely using any "ranged" PBAoE move. And (unlike Howl), those PBAoE attacks are actually useful for more than just maintaining forms. (Plus Howl has a very thematic animation & sound and no options for alternate animations, making it feel just wrong on any character that's not wolf-like.)
Similarly not a fan of increased internal cooldowns on focus forms; Focus used to feel like the "yeah, it falls off fast, but it also builds up fast" option. Combining the worst features of Focus and Enrage and then applying that to every form (that's not Concentration) is not a good step.
Reverting the duration nerf to Manipulator - or giving it ways to proc that don't require using CC - would be a good change.
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Did you fix the bug where Bite's new advantage to grant/refresh Furious wasn't refreshing Furious? Didn't see that in the list.
While you're fixing bugs where things eat debuffs that weren't yours, could you take a look at Absorb Heat? (And there are other powers with this problem, like all the lightning powers that consume negative ions...)
Heck, I can build 8 stacks of Concentration right now by spamming a PBAoE with a charge up or maintain, such as from Force. I can do this while waiting for a combat to begin, and then enter with 8 stacks.
That is just too easy.
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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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Edit:
Another example of mine is my character Echo. Unarmed/Might/Unstop/Enrage. Can easily build and maintain Enrage and will be able to do so even after these changes go Live.
I guess I'm not seeing what the big deal is here.
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