test content
What is the Arc Client?
Install Arc

FC.31.20160702.1520.4 - Bug Fixes

kaiserin#0958 kaiserin Posts: 3,210 Cryptic Developer
Power Changes
Manipulator
  • Changed the way Manipulator is triggered so that advantage based powers can trigger it.
  • Updated Manipulator's description to state that the form triggers off of stun, paralyze, incapacitate, root, sleep and confuse as "control" wasn't very descriptive.
  • Powers that do not apply a stun, paralyze, incapacitate, root, sleep or confuse will no longer trigger Manipulator.
  • Updated the description to state that Manipulator increases stun, paralyze, incapacitate, root, sleep and confuse magnitude as "Hold" was too vague.
  • Updated the description to state what damage Manipulator increases as its previous description suggested it increased all damage when it actually increases attacks typed as melee or ranged (there are some abilities typed as neither).
  • Manipulator now has an internal cooldown of 4 seconds.

Misc
  • Added Cut Down as an option for the Blade archetype.
  • Fixed a bug where Open Wound wasn't proccing properly on Massacre and Gauntlet Chainsaw.
  • Updated the soundfx on Vorpal Blade.






Misc Changes
Fixed a bug where the Teleiosaurus Hatchling in Teleios Ascendant would slide around.

Added Inmate costume set to the debugger.
  • Currently this costume is only on females.
  • Male versions and textures are still being worked on for this set.
  • Known bug: The Inmate 4 mask is currently using the wrong texture.
​​
«1

Comments

  • spinnytopspinnytop Posts: 16,450 Arc User
    edited July 2016
    RIP Dinos On Ice, I'll miss you :'<


    Bye Ego Placate spam, I am ambivalent about your departure o3o
  • theravenforcetheravenforce Posts: 7,146 Arc User
    edited July 2016
    kaizerin said:

    Power Changes

    Manipulator

    Manipulator now has an internal cooldown of 4 seconds.​​
    C-Called it!

    BUG: Mind Wipe is still listed as "Slip Your Mind" on the remove powers list.

    BUG: Mental Storm STILL does not count as an initial Telepathy hold for the purposes of Telepathic Reverberation.

    Request: Please upgrade [Psionic Accelerator] & [Telekinetic Force Field Inducer] Devices to Rank 3 Paralyzes. Currently Psionic is Rank 2 and TFFI is Rank 1.

    Kaiserin, you may want to add to the OP that the bugs related to: Mind Break not rupturing Regret, Stress and Dependency have been resolved and Mind Break can properly rupture them again.
    Post edited by theravenforce on
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    kaizerin wrote: »
    Power Changes
    [*] Updated Manipulator's description to state that the form triggers off of stun, paralyze, incapacitate, root, sleep and confuse as "control" wasn't very descriptive.
    [*] Powers that do not apply a stun, paralyze, incapacitate, root, sleep or confuse will no longer trigger Manipulator.
    Corruption and maybe Placate should probably also be classed as control.​​
  • soulforgersoulforger Posts: 1,649 Arc User
    edited July 2016


    C-Called it!

    lol, we sure did.

    The Inmate Boots look...square...as in rather bad in that blocky way.
  • kyastralkyastral Posts: 342 Arc User


    C-Called it!

    lol, we sure did.

    The Inmate Boots look...square...as in rather bad in that blocky way.
    I agree. They look like a 7th grade wood shop project; even the Stronghold prisoners have better footwear.
  • raighnraighn Posts: 2,339 Arc User
    edited July 2016

    kaizerin said:

    Power Changes

    [*] Updated Manipulator's description to state that the form triggers off of stun, paralyze, incapacitate, root, sleep and confuse as "control" wasn't very descriptive.

    [*] Powers that do not apply a stun, paralyze, incapacitate, root, sleep or confuse will no longer trigger Manipulator.

    Corruption and maybe Placate should probably also be classed as control.​​
    Yes... Yes they should...

    Has anyone gone about testing to make sure all advantaged CCs are stacking and benefitting from Manipulator?
    ^-^ cute, cuddly, @Pandabutt ^-^
    jniKqKJ.png
  • ogremindesogremindes Posts: 348 Arc User
    edited July 2016
    kaizerin said:

    Power Changes

    Manipulator

    • Changed the way Manipulator is triggered so that advantage based powers can trigger it.
    • ​​
    Can you do the same for Overdrive?

    Also, either the stacking hold resistance mechanic needs to go away or Manipulator needs a longer duration. Most holds work on a much slower than 20 second beat on a control build, and are punished for trying to go faster. Either holds should be able to be spammed or not, right now it's in a broken middle ground where neither is true.

    -Ogre
  • criswolf09criswolf09 Posts: 759 Arc User
    Kaiserin, is it possible to give Strike Down as an option for the Unleashed Archetype at level 11?
    Useful Guides about Archetypes and General Gameplay of the Game Click Here
  • avianosavianos Posts: 6,194 Arc User
    edited July 2016
    Well thank you for ruining my Telepathy DoT character even more
    and I agree, CORRUPTION should be triggering Manipulator

    Just saying for Penitent's AT Build
    it's a known bug that Retaliation's (and HW Block) Retaliation buff get consumed by DoTs
    and since this AT use Bleed, Poison and whatever else, this may be time to fix it, just saying pig-30.gif

    Suggestion: Please give Cut Down some special ADV effect​​
    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 synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • friezalivesonfriezaliveson Posts: 219 Arc User
    kaizerin said:

    Power Changes


    Misc Changes

    Fixed a bug where the Teleiosaurus Hatchling in Teleios Ascendant would slide around.


    ​​

    Oh well finally, something done about the Hatchling's dancing around.
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    @kyastral

    I kind of like the blocky shoes. Not only are they a fun callback to movies like Faceoff, but they should be able to be recolored and used as shoes for animated characters.
  • kyastralkyastral Posts: 342 Arc User

    @kyastral



    I kind of like the blocky shoes. Not only are they a fun callback to movies like Faceoff, but they should be able to be recolored and used as shoes for animated characters.

    Hmm.. I see your point; if they were a part of a new animated character costume set I would understand the concept. I just think its weird to have the inmate costume (especially the armored version) with those blocky shoes. Ah well.. someone could really make a pixel video game tribute character now... :smiley:
  • xrazamaxxrazamax Posts: 979 Arc User
    edited July 2016
    I really like the inmate set overall. Would it be possible to get a version of the jacket that isn't torn on one sleeve? A whole jacket would be nice.

    Suggestion: Please make the chain piece on inmate armored 3 chest piece a chest attachment and not part of the default costume piece. That would make it much more flexible in costume creation.

    Here is a gallery of the whole costume set: http://postimg.org/gallery/3gpicgg2o/

    Some screens:







  • avianosavianos Posts: 6,194 Arc User
    xrazamax wrote: »
    Here is a gallery of the whole costume set: http://postimg.org/gallery/3gpicgg2o/

    ba2.gif

    That's a Very nice costume set, wasn't expecting something fancy from a Prisoner-themed costume​​
    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 synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • spookyspectrespookyspectre Posts: 646 Arc User
    edited July 2016
    I reeeally hope the steady stream of Crowd Control nerfs are leading up to changes that will improve CC powers, at least for dedicated Controllers/Manipulator users. Maybe, like restoring scaling hold HP...
    Post edited by spookyspectre on
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited July 2016
    kyastral said:

    @kyastral



    I kind of like the blocky shoes. Not only are they a fun callback to movies like Faceoff, but they should be able to be recolored and used as shoes for animated characters.

    Hmm.. I see your point; if they were a part of a new animated character costume set I would understand the concept. I just think its weird to have the inmate costume (especially the armored version) with those blocky shoes. Ah well.. someone could really make a pixel video game tribute character now... :smiley:
    Classic Disney style design I threw together.

    Image and video hosting by TinyPic

    I think this might be what they were going for though:

    https://goldinauctions.com/mobile/lotdetail.aspx?inventoryid=13926
    Post edited by thelastsonofzod on
  • riveroceanriverocean Posts: 1,690 Arc User
    edited July 2016
    Has anyone tested Master of the Mind - to see if the current changes to the telepathy DOTs have effected it?

    MOTM uses it's own version of the TP dot powers to apply the debuffs. But now they debuffs are advantages. So does tht mean MOTM no longer applies debuffs? Or does it still apply them?

    If it no longer applies them then MOTM has actually become worse. Which I'm hoping isn't true.

    Questions About AT Play? Visit Silverwolfx11's Updated AT Guides!
  • theravenforcetheravenforce Posts: 7,146 Arc User

    I reeeally hope the steady stream of Crowd Control nerfs are leading up to changes that will improve CC powers, at least for dedicated Controllers/Manipulator users. Maybe, like restoring scaling hold HP...

    :lol:



    --

    On another fun note, the Mental Weakness and Malaise debuffs being moved to advantages means of course that they've lost their Crowd Control Strength duration scaling anyway and are now fixed at 10 seconds.

    This of course means that Rank 3 will naturally be superior...again...there was no reason to change them but...*shrugs*


  • theravenforcetheravenforce Posts: 7,146 Arc User
    edited July 2016

    Has anyone tested Master of the Mind - to see if the current changes to the telepathy DOTs have effected it?

    MOTM uses it's own version of the TP dot powers to apply the debuffs. But now they debuffs are advantages. So does tht mean MOTM no longer applies debuffs? Or does it still apply them?

    If it no longer applies them then MOTM has actually become worse. Which I'm hoping isn't true.

    It's funny that you should mention Master of The Mind...

    I compared it's LIVE cost to that on PTS and I thought maybe something was off...turns out...

    Master of the Mind's energy cost has been INCREASED on PTS.

    Base Cost of Master of The Mind on PTS is 226 energy without any super stats or gear (level 40, Hybrid Role 5 in every stat)

    This comes pretty close to that of the base cost of Force Cascade which is 280 energy on PTS


    I guess that's another nerf that wasn't mentioned.

    --

    @riverocean , Update - Master of The Mind applies the revised versions of the Malaise and Mental Weakness debuffs, so these do not have a duration which scales with Crowd Control Strength as that scaling has been destroyed and replaced with a static duration of 10 seconds (sound familiar :wink:).

    Master of The Mind, in many ways still requires a bit of work, it's empowered version of Mental Storm still applies the very first version of Mental Storm which is a stun.

    It's mildly useful if you want to spam Hold Resistance stacks on your enemies so that you can stack Manipulator to apply your holds to enemies who are now immune to your CC :trollface:
  • avianosavianos Posts: 6,194 Arc User
    edited July 2016
    Now WHY exactly can't Mental Leech and Shadow of Doubt be made to apply DISORIENTED to enemies? So you know, TRIGGER with Telepathic Reverb, their THEME Energy Unlock

    You aren't helping me getting Detached from MSA, game
    and Ego Placade will be a waste of power slot
    I'm really regretting for making a "new" telepathy character​​
    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 synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • soulforgersoulforger Posts: 1,649 Arc User


    It's funny that you should mention Master of The Mind...

    I compared it's LIVE cost to that on PTS and I thought maybe something was off...turns out...

    Master of the Mind's energy cost has been INCREASED on PTS.

    Base Cost of Master of The Mind on PTS is 226 energy without any super stats or gear (level 40, Hybrid Role 5 in every stat)

    This comes pretty close to that of the base cost of Force Cascade which is 280 energy on PTS


    I guess that's another nerf that wasn't mentioned.

    Well...it might have been an accident?
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    For a theme of debuffer, which seems like a valid theme, I'd probably actually throw all of the attack debuffs into manipulator, making them proc it and have duration increase: Displacement (proc effect from PBR and exp burst ray), Disorient, Fear, Malaise, Mental Weakness, Mini Drive (debuff from sigils of ebon weakness has nothing that can be coherently buffed). That would make manipulator something that's actually generally useful as opposed to extremely situational.​​
  • theravenforcetheravenforce Posts: 7,146 Arc User



    Well...it might have been an accident?

    Unless something reaaaally freaky had to happen to fix Mind Break & Friends, it would seem that this change was intentional. So until otherwise stated, it can be treated as a nerf.

    It's weird that the energy cost is so much lower on LIVE though. I'm sure an answer will be given soon enough :wink:
  • theravenforcetheravenforce Posts: 7,146 Arc User

    For a theme of debuffer, which seems like a valid theme, I'd probably actually throw all of the attack debuffs into manipulator, making them proc it and have duration increase: Displacement (proc effect from PBR and exp burst ray), Disorient, Fear, Malaise, Mental Weakness, Mini Drive (debuff from sigils of ebon weakness has nothing that can be coherently buffed). That would make manipulator something that's actually generally useful as opposed to extremely situational.​​

    Mhm, then again, the intent may be to make the use of Manipulator extremely situational.

    I wouldn't be surprised if sooner or later Manipulator was removed and replaced with another form which boosted debuff durations, just so that Crowd Control can no longer be a focus.

    Naturally there's no reason for that to happen but...clearly there doesn't need to be a reason, it can just happen.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited July 2016


    It's mildly useful if you want to spam Hold Resistance stacks on your enemies so that you can stack Manipulator to apply your holds to enemies who are now immune to your CC :trollface:

    In my experience actually using a Manipulator character, you don't actually need 8 stacks of Manipulator for your CC to be effective. So, it doesn't make sense that you would "spam holds to stack Manipulator" before you actually start CCing enemies. Just start CCing them right away, don't worry about getting max'd stacks, and go to work.

    In a situation like an alert I'm pretty much throwing CCs around like mad anyway, because I have plenty of stuff to CC - in those situations I get more stacks more quickly and I actually benefit from them because my holds are more spread out so having their durations be longer is beneficial ( of course, it's an alert so my holds are of course still more of a luxury, but that's the case for tanks, healers, and dpsers too ). In a more controlled and focused situation, like dog tanking, I don't actually need max'd stacks - in fact it's possible I don't even need Manipulator at all ( BK CC's dogs with Compassion on I think ).

    So the whole "I have to spam holds and make enemies immune to holds to stack manipulator" is sort of a moot point, since you in fact don't need to do that. That's why it is also irrelevant that Ego Placate stack spam is going away - we didn't need it to begin with.

    As for MotM the same idea applies - if you don't want enemies CC immune, then just don't do that o3o

    Mhm, then again, the intent may be to make the use of Manipulator extremely situational.

    I wouldn't be surprised if sooner or later Manipulator was removed and replaced with another form which boosted debuff durations, just so that Crowd Control can no longer be a focus.

    Naturally there's no reason for that to happen but...clearly there doesn't need to be a reason, it can just happen.

    *warms up tinfoil hat ray*
  • theravenforcetheravenforce Posts: 7,146 Arc User
    edited July 2016
    spinnytop said:

    In my experience actually using a Manipulator character, you don't actually need 8 stacks of Manipulator for your CC to be effective. So, it doesn't make sense that you would "spam holds to stack Manipulator" before you actually start CCing enemies. Just start CCing them right away, don't worry about getting max'd stacks, and go to work.

    It sometimes helps to see the funny side with things or you just get bogged down with how much it sucks. It helps even more to anticipate nerfs/negative changes, so you aren't shocked when they happen.

    That is why what you quoted was in connection to how Master of The Mind had changed and how it functioned.
    spinnytop said:

    In a situation like an alert I'm pretty much throwing CCs around like mad anyway, because I have plenty of stuff to CC - in those situations I get more stacks more quickly and I actually benefit from them because my holds are more spread out so having their durations be longer is beneficial ( of course, it's an alert so my holds are of course still more of a luxury, but that's the case for tanks, healers, and dpsers too ). In a more controlled and focused situation, like dog tanking, I don't actually need max'd stacks - in fact it's possible I don't even need Manipulator at all ( BK CC's dogs with Compassion on I think ).

    So the whole "I have to spam holds and make enemies immune to holds to stack manipulator" is sort of a moot point, since you in fact don't need to do that. That's why it is also irrelevant that Ego Placate stack spam is going away - we didn't need it to begin with.

    Now that Manipulator has been "standardized" as a form power...is it not reasonable to want to be able to stack up to it's maximum as fast and as easily as you can with any other form power?

    I could totally understand where you are coming from if every other form power was only stackable via powers which have a base cooldown of...8-15 seconds, but that's not the case.

    I can maintain PBR or Lightning Arc or [Insert any power which stacks Concentration] and gain continual stacks without having to wait and achieve stacking faster than someone who has to sit there, hope that the target is still alive once they've released their CC (if it is a necessary charge CC power) and then wait for said power to recharge or find untouched enemies in a situation where other players may be demolishing targets very quickly.

    It is not "irrelevant that Ego Placate spam is going away" because Placate was/is classed as a Crowd Control effect and now it has been axed to control (no pun intended) how Manipulator users stack and utilize Manipulator. I personally didn't need to spam Ego Placate (or use it) to stack Manipulator...but that was before the New Telepathy set was...for lack of a better term, savaged.

    For me personally, it will be more difficult to stack Manipulator and will require me to likely slow my play style down further because I am not a Concentration Form using build.

    You must understand, just because you see something one way...does not mean everyone else should feel the same way or see things that way.

    I don't expect everyone to give a flying f**k about the nerfs and changes to Telepathy or Manipulator because it's not relevant to them because they either don't use it or don't use it enough to be greatly impacted by the changes.
    spinnytop said:



    *warms up tinfoil hat ray*

    *ties up hair* If you are going to force me to wear something like that, I don't want my hair ruined :tongue:
  • spinnytopspinnytop Posts: 16,450 Arc User

    You must understand, just because you see something one way...does not mean everyone else should feel the same way or see things that way.

    Are you saying I shouldn't give my opinion or something? I don't see what relevancy this statement has to the conversation.

    I don't expect everyone to give a flying f**k about the nerfs and changes to Telepathy or Manipulator because it's not relevant to them because they either don't use it or don't use it enough to be greatly impacted by the changes.

    Telepathy is one of my two favorite power sets in the game, and crowd control is one of the things I have the most fun using in the game. I give many flying things about these changes, I just don't see the telepathocalypse that you do.
  • theravenforcetheravenforce Posts: 7,146 Arc User
    edited July 2016
    spinnytop said:

    Are you saying I shouldn't give my opinion or something? I don't see what relevancy this statement has to the conversation.

    Please don't try to twist my words, twisting my words never works out well.

    You know as well as anyone else who can read what I type, that I did not imply nor state that anywhere.

    I said that because some of what you type seems (at least to me having spoken to you) that because you see things one way that anyone else who sees things differently must be completely nutty or a conspiracy theorist...both of which you have implied about me...since I have a different take on what is happening.

    It is not something I appreciate.



  • spinnytopspinnytop Posts: 16,450 Arc User
    edited July 2016
    When I talk about the mechanical implications of changes, you need to realize that that is separate from when I call you a nutjob. If you've been lumping them together, then that explains that statement.

    Dps/healing is a fairly different mechanic from CC, so it makes sense that the forms for each would have different logistics. Stacking to full has different implications for both. If anything, Manipulator as a form is still too similar to the other two - I actually feel like it should be more like Aspect of the Machine and Mental Discipline. But as is it still works for what you need it for, and its effectiveness scales upwards as you need it to be more effective.
  • soulforgersoulforger Posts: 1,649 Arc User
    Manipulator never made sense to me as a stacking form. Stacking Forms get better the longer the fight. CC gets worse (typically) the longer the fight goes on. It just doesn't work out well that way. Manipulator would be better off if it was the same as Mental Discipline, giving its full bonus with no stacks.
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    Bug: Inmate belt has significant clipping, specifically with the inmate jacket.

    Bug?: The Inmate pants only has skin patterns as their attachments. It could use some tights patterns as well.

    Suggestion: The inmate kneepads don't actually mount on the knees, rather they're set on the shins. It'd be nice if could be used on the knees as well.
  • kazecatkazecat Posts: 35 Arc User
    I'm curious

    For a theme of debuffer, which seems like a valid theme, I'd probably actually throw all of the attack debuffs into manipulator, making them proc it and have duration increase: Displacement (proc effect from PBR and exp burst ray), Disorient, Fear, Malaise, Mental Weakness, Mini Drive (debuff from sigils of ebon weakness has nothing that can be coherently buffed). That would make manipulator something that's actually generally useful as opposed to extremely situational.​​

    ^ This would help manipulator and give it a way to get stacks without giving unnecessary hold resistances.
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    Bug: The nightstick weapon is using default colors, rather than those you select.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited July 2016
    Request: Tapping Mental Storm does not produce any appreciable stun, could it be changed so that it gets a threshold which you have to charge it past before it produces any sort of stun effect? This would be so that those people using it only for dot damage and damage debuff don't have to stack hold resist - this would have the side effect of making it not stack Manipulator on tap, but I'm okay with that. I'm just not a big fan of the idea that the ranged ego damage debuff is tied to hold resist stacking.
  • raighnraighn Posts: 2,339 Arc User
    spinnytop said:

    Request: Tapping Mental Storm does not produce any appreciable stun, could it be changed so that it gets a threshold which you have to charge it past before it produces any sort of stun effect? This would be so that those people using it only for dot damage and damage debuff don't have to stack hold resist - this would have the side effect of making it not stack Manipulator on tap, but I'm okay with that. I'm just not a big fan of the idea that the ranged ego damage debuff is tied to hold resist stacking.

    Actually, that "side effect" wouldn't nessisarily arise... Unless the change that allows advantaged CCs to stack Manipulator disabled the ability for powers that condtionally apply CC to stack Manip when their conditions arn't met... tapping Mental Storm with such a change would still stack Manip... A good example of a conditional CC power that I know stacks manip (atleast on live, havn't had time to get on the PTS as of late) is Cave In. Use it against targets without Stagger on them or tappin/partial charging agains targets affected by Stagger doesn't produce a stun but still stacks manipulator. Incapacitates also stack Manipulator from the first hit rather than waiting till the Incapacitate effect occurs later in te maintain. But as I said, I havn't had the tme to get on the PTS as of late to check if this is still the case...
    ^-^ cute, cuddly, @Pandabutt ^-^
    jniKqKJ.png
  • xrazamaxxrazamax Posts: 979 Arc User
    edited July 2016
    At the risk of being "that player" I'm going make the Suggestion yet again that Trauma should have its ability to end HoT removed. All these new heals we've been seeing are HoT and Trauma just shutting them off makes taking Conviction and any other healing burst superior to them for those who duel/pvp. It also makes the changes to powers like Evasive maneuvers less desirable as the trade-off for HoT versus more dodge becomes useless to any pvpers.
  • This content has been removed.
  • theravenforcetheravenforce Posts: 7,146 Arc User
    spinnytop said:

    Request: Tapping Mental Storm does not produce any appreciable stun, could it be changed so that it gets a threshold which you have to charge it past before it produces any sort of stun effect? This would be so that those people using it only for dot damage and damage debuff don't have to stack hold resist - this would have the side effect of making it not stack Manipulator on tap, but I'm okay with that. I'm just not a big fan of the idea that the ranged ego damage debuff is tied to hold resist stacking.

    Similar to how Skarn's Bane's chance to Stun and Confuse (despite the effects being horribly weak) will stack Manipulator...the same applies to Mental Storm, tapping it will stack Manipulator, as it applies a very very weak paralyze.

    If people are only using it for a tap damage and ranged ego damage debuff, then the chances are that the target they are attacking cannot be crowd controlled anyway.

    If what you are suggesting was implemented, it would only serve to make stacking Manipulator with "New Telepathy" harder, since you wouldn't be able to do so anymore on tap.

    The alternative of course is for players to simply not tap the power and full charge it.

  • flowcytoflowcyto Posts: 12,858 Arc User
    edited July 2016
    (for the devs: small bug list at the bottom of this reply)

    So.. it used to be that almost any power w/ a hold effect baseline could proc Manip w/ each use, even if the hold itself was a chance and didn't proc on every use. With these changes, one drawback is that now those powers only proc Manip when they successfully proc the effect, and not w/ each use. For ex. before Sonic Arrow could proc Manip even on tap, but now it only procs it on full charges cause that's what the actual Stun effect requires; lunges that can root or stun now only proc Manip when used >20ft away, etc.. Ofc, this is on top of Manip now getting the usual icd on stacking.

    The uptick is that Manip indeed does proc on CC effects from special advs. It seems that the coding is more accurate to finding when CC effects occur for the toggle (ala knocks for Enrage), but the changes outlined above make this a 'one step forward, two steps back' kinda deal for Manip, imo.


    Quickly going through each powerset for stuff that will proc Manip, special adv or not. Mine as well get this out of the way..


    [ Tested powers that stack Manipulator ]

    - Electricity - Electrocute, Thunderstike w/ Ionic Compression adv.

    - Fire - Heat Wave (2 stacks per full channel).

    - Force - Containment Field, Force Cascade w/ Containment Blast adv (full charge only).

    - Wind - Twister.

    - Ice - Ice Burst w/ 'Freeze Dirtbag' adv.

    - Archery - Taser Arrow (on successful Paralyze only), Sonic Arrow (full charge only), Storm of Arrows w/ Achilles' Heel adv (2 per full channel).

    - Gadgeteering - Experimental Blaster (on successful Stun_Confuse proc only, & charged only), Sonic Device, Tanglecoil Launcher, Bolas, Entangling Mesh.

    - Munitions - Pistol Whip, Bullet Beatdown (when the Root or Stun effects proc only), Sniper Rifle.

    - Power Armor - Lightspeed Dash (>20 feet away only), Binding Shot.

    - Martial Arts (general) - Inexorable Tides w/ Instep Crush adv, Thunderbolt Lunge (>20ft away only), Smoke Bomb Lunge (>20ft away only).

    - Dual Blades - Storm's Harvest.

    - Fighting Claws - (none)

    - Single Blade - Cut Down (>20ft away only).

    - Unarmed - Crashing Wave Kick, Dragon Kick (full charge only).

    - Telekinesis - TK Maelstrom, Ego Blade Dash (>20ft away only), Ego Blade Frenzy w/ Unnerving Rage adv (1 per full channel), Ego Blade Breech w/ Domineering Will adv (vs. block only), Ego Choke (2 per full channel), Ego Hold.

    - We're Sorry, Raven - Ego Storm (2 per full channel- with or w/o MM adv), Mental Storm, Mind Lock.

    - Heavy Weapons - Brute Strike, Decimate w/ Restraining Order adv (>20ft away only).

    - Earth - Cave In (full charge on Staggered targets only), Fault Line w/ Compound Fracture adv (full charge only).

    - Might - Roomsweeper w/ Concussive Blow adv, Mighty Leap (>20ft away only), Thunderclap.

    - Celestial - Rebuke w/ Admonish adv (full charge only & w/ 2ndary targets only), Vengeance w/ Redemption Denied adv (full charge only).

    -Darkness - Shadow Blast w/ Psychotic Break adv (full charge on Feared targets only), Grasping Shadows, Void Shift (>20ft away only).

    - Sorcery - Eldritch Bolts (on successful Root w/ opening attack, and/or on successful Stun w/ the Wizard's Discretion adv), Eldritch Blast (on successful Root only), Binding of Aratron (2 per full channel), Skarn's Bane (when the Stun or Confuse proc only; the Root proc from Warlock's Malice adv can increase this chance), Urthona's Charm.

    - Supernatural (general) - Soul Mesmerism (Glossolalia adv can proc Manip multiple times in AoE per use), Venomous Breath w/ Paralytic Bite adv (on successful Stun only).

    - Bestial SN - Bite w/ Furor Venom adv (on successful Stun only), Feint.

    - Infernal SN - Crippling Coils (2 per full channel), Locust Swarm, Devour Essence w/ Phlebotomist adv (2 on full channel), Condemn w/ Redemption Denied adv (full charge only).


    Misc Stuff:
    - As we've known, Shadow of Doubt, Mental Leech, and Ego Placate all lost their ability to proc Manip (even w/ special advs).
    - Ice Cage cannot proc Manip anymore despite it being able to before, and this is w/ or w/o the interrupt adv. Prob due to it being a sep entity.
    - Invocation of Storm Calling also cannot proc Manip anymore, when before it could proc on each tick and even w/o any targets (doesn't really help this already weak power, imo),
    - Ice Objects also cannot proc Manip, but in being external sources of CC.. they prob never will.
    - Gas Arrow w/ adv cannot proc Manip even when stunning, prob cause its a sep entity as well.
    - same deal w/ Psychic Vortex's stun adv as w/ Gas Arrow's above.
    - Mental Storm and Thunderbolt Lunge can finally proc Manip (yay).
    - Thunderclap and TK Maelstrom can no longer trigger Manip w/o any targets hit (boo).
    - Ego Storm can still stack Manip even w/o any targets being hit, though it only gets 2 stacks per full channel (as per the icd change).
    - Head Trauma from Uppercut I don't think can proc Manip, but I'm not completely sure.


    Misc bugs (not directly related to Manip; just were spotted along the way):

    BUG: Breakaway Shot has 2 Accel Metabolism advs listed (can only get one).
    BUG: Throwing Blade's casting anim doesn't show about half the time when tap-spamming it (other powers can suffer from this anim glitch, ofc, but usually not as bad).
    BUG: Unified Theory's charging animation resets after a few sec (only matters when not using it w/ Accelerator to make it instant).
    BUG?: Chest Beam's Point-Blank Blast enhancement description, Power Gauntlet's Downrange Disaster enh description, and Shoulder Launcher's Bunker Buster enh description don't detail the dmg or %dmg increases.
    BUG?: special advs that apply Shredded don't detail the debuff's numbers in their description.
    Post edited by flowcyto on
    <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!
  • avianosavianos Posts: 6,194 Arc User
    That's great news, we can use interesting manipulator combos now that they will work

    Suggestion:
    Please put Debilitating poison debuff as an ADV for Infernal Blast
    you aren't helping the whole "Blast will be used for Utility" very well
    and I don't want to use Condemn for my infernal character, its ugly and break the Poison Floral theme​​
    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 synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • theravenforcetheravenforce Posts: 7,146 Arc User
    It is a shame that the following CC effects have been axed from interacting with Manipulator, leading to less variety....

    Placates

    Interrupts

    and even softer CC which affects movement speed.

    If anything, as interrupt and Placate are CC effects they too should proc Manipulator.
  • raighnraighn Posts: 2,339 Arc User
    Well thats wonderfull... So we finally got advantages to proc manipulator, but we lost the ability for several other powers to proc it... thats lovely...
    ^-^ cute, cuddly, @Pandabutt ^-^
    jniKqKJ.png
  • This content has been removed.
  • flowcytoflowcyto Posts: 12,858 Arc User
    Now that Manip is getting a more standardized treatment (icd on proc, 20 sec stack duration), I do think that CC effects which can work with it should be spread around more. When you consider that toggles like FotT can work w/ anything that simply does dmg, or Conc can work w/ any ranged attack, and compare vs. Manip's list .. yeah there's big discrepancies there. It is esp limiting for theme builds.

    Helping Manip could mean simply adding more stuff like Feint/Brute Strike for Melee powersets, and also giving Ranged sets analogues (w/ a diff drawback to them, since they wouldn't be melee-range only).
    <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!
  • edited July 2016
    This content has been removed.
  • xrazamaxxrazamax Posts: 979 Arc User

    Nerfs based on PvP concerns to existing powers = no.

    It never ends well.

    It is a mechanic that is like 95% only concerning pvp so... yes.
  • sigmaseven0sigmaseven0 Posts: 714 Arc User
    xrazamax said:

    Nerfs based on PvP concerns to existing powers = no.

    It never ends well.

    It is a mechanic that is like 95% only concerning pvp so... yes.
    Are we talking about the CC change?
    If so, how is this not a win/win? Tanks have been complaining about DPS with CC for pvp purposes stealing agro needlessly in pve. This fixes that. PVP has been complaining that CC is overpowered in pvp to the point that no one even bothers to block or take a block power for PVP. It seems like both sides are getting what they asked for.

    Maybe I'm misunderstanding. :/

    PVP is starving without rewards

    1. Please give us Daily PVP missions that reward Questionite.
    2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    gradii said:


    Manipulator needs its stacking mechanic removed and to be turned into a form with a flat (large) benefit to CC which increases with rank (and stats)

    Please, please, please do this ^^.

    It can work like Mental Discipline in this regard.

    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
  • theravenforcetheravenforce Posts: 7,146 Arc User

    Maybe I'm misunderstanding. :/

    I think it was actually in reference to the earlier statement about Trauma having it's HoT ending abilities removed. Which I wouldn't mind seeing.

    It would make sense with the high amount of HoT healing powers that we've seen arrive in Champions Online recently.
  • kallethenkallethen Posts: 1,576 Arc User
    xrazamax wrote: »
    Nerfs based on PvP concerns to existing powers = no.

    It never ends well.

    It is a mechanic that is like 95% only concerning pvp so... yes.
    And we take away another weapon that helps kill Ao? Personally, it'd be nice if we had powers work slightly different in PvP than in PvE. That'd help keep both crowds happy.​​
    100% of the world is crazy, 95% are in denial.

    Get the Forums Enhancement Extension!
This discussion has been closed.