Bug: Where: Elder worms crystal eruption device What happens: the paralyze on this device does not cause the target to play any animation or FX indicating that the paralyze is active
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.
I honestly like shared resources MUCH better - many items are BoP/BoE already, which gates how you'll be spending your currency anyways. The fact that Rampage tokens were shareable/BoA was one of the reasons I would actually run said Rampages (otherwise would have rapidly burned out from the RNG). A healthy stable of alts encourages people to grind MORE - I'll happily run 10 characters through the same content for fairly priced rewards and shared currency facilitates this. The added benefit of having multiple active toons geared for content means a particular instance of end game content has a better chance for success (example: if a Cosmic Monster needs more healers, someone will actually switch to the healer if currency can be shared).
If you guys need currency sinks for the increasing GCR/SCR, please consider alternative options to prices many are calling prohibitive. I would gladly pay GCR/SCR for new things like: -Rampage Tokens (even if the prices were set very high - just be nice to have an alternative to RNG) -Cosmic Keys -Purchaseable Titles -Hideouts -Retraining Tokens (or even a discount on respecs (i.e. 25% off removal costs, 50% off talent respec) rather than a full respec) -Unique Vehicle Mods/Vehicle MK2 Kits -Temporary buffs (that could be zone, story arc specific), Temporary NPC summons (again zone specific), etc
This is in addition to spending GCR/SCR on the great costumes, powers and auras (auras I wouldn't mind are BoP if shared currency was available) the devs have been adding. I just feel closing off ANY possibility of shared resources hurts alts, which heretofore has been a main staple of the game. I think a lot of the responses so far have also been characterized by this concern.
I'm very excited about the new zone and content, but I hope it doesn't become too enmeshed in Wildstar-esque tropes that focus solely on single character participation/grinding. As other posters have mentioned, there is absolutely a welcome (and much needed!) place for end-tier content in CO but there are also ways to tweak the treadmill so that it doesn't wear our legs down to stubs.
I'm very excited about the new zone and content, but I hope it doesn't become too enmeshed in Wildstar-esque tropes that focus solely on single character participation/grinding. As other posters have mentioned, there is absolutely a welcome (and much needed!) place for end-tier content in CO but there are also ways to tweak the treadmill so that it doesn't wear our legs down to stubs.
Well said. I get this horrible feeling that the welcome addition of a new zone and related content is going to be overshadowed and dragged down by a bunch of unwelcome price hikes and an agonizing grind model.
(Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
As a tank I'd like a LOT more explanation as to how this new threat mod is supposed to work as the wording is a bit confusing.
It says "35% of your attack damage pre-damage mitigation is converted into additional Threat."
First of all, I love the extra clarification of 'pre-damage mitigation' so props for including that. Nice to know defense penetration won't have to be such a huge focus.
But my issue is with the word 'converted'. Converted to me would seem to imply that you are losing 35% of that damage to gain it as threat instead? But from what I can tell that doesn't appear to lower your damage at all. I'm guessing its intended to just add that percentage as additional threat, because that would make sense. So I would consider rewording that part to say something more like "35% of your attack damage pre-damage mitigation is added as additional Threat." Something to make it sound cumulative so people won't misinterpret it and think that they are losing actual damage just to gain threat which would be a huge turn off to ever really using the mod at all.
Second and most importantly, does it stack? Unlike Rippers Rage or the other new utility mods coming out, this one is an offensive mod and it does allow you to slot two into your primary gear. It also does not explicitly state that it DOES NOT stack like Rippers Rage and others do, which leads me to believe that they do and should stack. However Depleted Uranium Core apparently doesn't stack, so what do I know?
The strange thing to me is that 'Confront' is a passive ability granted by the mod, meaning you get an icon up by your character bar. However, even with two of the mods slotted, it still only shows 1 stack of the Confront Passive which makes me think maybe it does not in fact stack?
With threat being the way it is its really hard to tell if it does or does not in fact stack with itself since there's no way to measure other than a side by side identical comparison, which is difficult enough to pull off. Since a Rank 9 Confront mod grants 35% additional threat, it does seem ridiculous to be able to stack 2 of them to get 70% threat, but something I will definitely take advantage of if that's the case. Especially if I can also stack a Rank 5 Confront in a Cosmic Fangs of Wrath Secondary Offense for an additional 15% for a total of 85%.
Of course than the question is if it will be better or worse than the extra threat granted by Onslaught Gloves of the Defender. The problem again is that its impossible to tell which is better since there's no sort of number or value given on the Onslaught Gloves of the Defender. There really should be a statistic or something in the character menu or some way of indicating threat without the ludicrous amounts of guesswork.
But the bottom line is I'd like to know is whether it does or does not stack. If it doesn't it should explicitly state so in the description like Ripper's Rage does that it DOES NOT stack. If it does stack, then the passive ability should show the number of stacks granted if more than 1 is equipped.
==================UPDATE==================
I have it confirmed from Kaiserin that they do stack.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
And I agree you can't call it heirloom gear anymore if you can't give it to other characters.
Wait. How in the heck did I miss this update.
Heirloom gear is gear that can be "passed down" to other charachters on your account. I.e. the dictionary definition of the word heirloom. If this gear is becoming character bound, then it's no longer heirloom gear. To avoid player confusion and buyers remorse, take "heirloom" out of the name. Or better yet.. don't make such an awful change.
After all this angst I hope the development of the GCR store isn't abandoned the way the Onslaught store has been. Remember all the promises around that? That was supposed to be a great new system that the devs put a lot of time in to at first. At the moment, except for gear, there's nothing in either store I really want. CO's failure to carry through on such a heavily promoted project (Onslaught) makes me worry about their judgement regarding changes to the JG system. Apparently they were wrong about its implementation before. Who's to say that the proposed change won't also be a mistake?
I haven't seen any feedback on Devouring Shadows or Shattering Rain....
Shattering rain: is respectable aoe damage for those that don't have it (some melee builds). It also has a relatively short cool down which makes it fairly spammable. The fact that the rain does not track your target weakens the powers value. The only thing I don't get is why its more expensive than the Elder Worms crystal power which is vastly superior IMO. This device is mostly A nice toy but can fill in gaps in some builds. Its probably most useful for an AT.
Devouring Shadows: A knock to device. Its not great, but not expensive either. It may be useful for some grounded melee players. The "whip" sound FX on this power seem out of place. I think it should make a slimy noise like the whiteout mobs. It also makes you leave foot prints on the ground, which I don't get, but don't see as a problem.
Manifest mind worms: Is IMO a trash device. I wouldn't use this device even if i got it free. The worms die fast and do low damage. The only way I could see this power having value is if it had a threat wipe attached to it so the worms could grab agro and off tank for a moment. This could make it more rakshasa like.
Elder worms crystal eruption: is IMO the best device in this patch and probably a top tier device in general. Good damage and a AOE hold is useful to the broadest range of builds.
I am also glad to see a teleport to Q Warzone device in the store.
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.
Fixed a bug where the gear packs sold at until recognition vendors were not scaling to level properly.
Bug: Purchased Equipment Caches rewards equipment at the level the character who purchased them was at the time. A Lv40 picking up a T1 or T2 Cache from the vendor limits the gear inside to be Lv40.
Additional Feedback: Caches are unopenable by anyone outside of the level range. Now, with the above bug, it will become misleading should players purchase caches at a higher level to give to a lower level character only to find that the equipment inside will only be available once that character has achieved that higher level.
I believe the team's first initial idea to fix this would be to lock purchases of the caches to the levels which they belong, but I see another issue at hand with the caches that performing this may cause yet another problem.
The T2 Equipment Variants are allowed sockets, while T1 and T3 are not. This is a partial imbalance.
Aside the modification slot difference (which is in the wrong tier if intended to exist), all Caches provide the same class of equipment. This means that the level limitation on the caches themselves serve no purpose. If all of the caches are intended to provide the same equipment, there is no reason to separate the caches by level and thus should be consolidated. Especially since they are all in the same vendor.
If you do happen to do the whole consolidation thing though, the caches will turn into Primary Equipment versions of the Secondary Boxes already in the vendor, and that's just plain boring. There is so much more that could be done with this vendor, so don't do that.
Suggestion:
I STRONGLY recommend that each Tier of box give a different quality of random equipment, which will scale to the player's level rather than being in level-locked tiers. There is currently no difference between any of the tiers of caches and what equipment they will provide aside from the T2 having mod capabilities while the other two tiers do not.
I suggest that T1 Caches provide the Green Non-Socketable Equipment, T2 Caches always contain Green Socketable Equipment, and T3 Caches provide Blue Socketable Equipment. In addition, these tiers should vary in price and should not be level-restricted at all.
I posted my feedback in the other thread but it seems to fit here better.
-Added Mob Drop costumes pieces to the SCR store.
Can these be added to the UNTIL store instead? Unless you want to make SCR drop from mobs in Vibora Bay.
Seeing how you get Backup Devices now I'm starting to see a pattern where everything new being added is Bind on Pickup. This kind of direction can ruin the in game player economy that would make it pointless to trade with anyone anymore.
My brain cannot currently calculate if these gears (which cost the same) are equivalent. I am also a tiny bit sad that Virtuous helmet of speed is a clone of distinguished helmet of speed. A bit of variance would be nice.
BUG: Devouring Shadows causes a "BAM!" tell to appear on your character when being used.
__________________________________________________________________
Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
- - - - - -
Feel free to visit my websites!^^: DeviantART|FurAffinity| Twitter
If they don't, no one WILL continue after a point.
I should cut this post some slack since it was made the day before Warzone went live, but:
- Warzone dailies give 20 SCR. Soloable with a Vehicle in a decent amount of time (30 mins top). - 10 extra SCR from Alert Dailies (Custom + daily, another 30 mins tops)
Right now you stand at 30 SCR per day, which means 1 Heroic every 5 days by farming 1 hour if farmed with only one character. Since Heroic is BoE you can farm with multiple toons.
BUT
- Warzone OMs. Can be done with a small group, low cooldown, low difficulty. Rewards of 9,8,7,6,5,4 SCR (never kept going after this point, prolly goes all the way to 1). I mean this can easily be another 30 SCR, someone confirm this.
And finally,
- Cosmics x 3. Another 30 SCR. Ideally this would take 1 hour or less too. - TA x 3. Another 30 SCR. With good team all 3 runs should take 1-1.30 hour top.
Meaning that for all of maybe 3-4 hours, you already got around 120 SCR. Meaning 1 Heroic every 2 days, or full set in 4 days with 1 character.
Additionally you still have:
- Rampage farming for 3 SCR (Gravi and FnI most time efficient) - Mechanon - Nemcon - Adventure Packs - Unity 1 and Unity 2 if you hate your life
I do agree that heroic cost vs the old alternatives was bad and unfair to casuals since the 2 most efficient methods require a certain amount of skill, and gear, which is what you are trying to farm for, but Warzone Dailies and OMs have made it an ok farm right now. Not to mention OMs have a chance of dropping Blue gear almost on par with Heroic
SCR and Questionite are very easy to earn now - I'd argue much easier to earn then they were previously. A tankish vehicle or a flying Soldier AT (or other ranged dps) can clear the first tier of the Q-zone dailies. If those aren't options a 2-person team can do them. A full team of even AT's can do all the dailies in the Q-zone without much fuss. I lucked into a 4-man team yesterday and we had few deaths and a good time doing all of the dailies. I'm gaining quite a bit of SCR and Questionite....
Yep. Time to start acknowledging that "the grind" has been mitigated by the devs coming through with their promises of more recog sources. At this point anyone claiming "the grind" is too long, just isn't trying.
now the reason given for nerfing unity rewards doesnt hold water... unity gave 18 scr for about 35 min worth of gametime, q zone dailies give 20 scr +q boxes (and an additional 20scr, 5 gcr, +q boxes every 5 days) for about 20 minutes... also running solo
now the reason given for nerfing unity rewards doesnt hold water... unity gave 18 scr for about 35 min worth of gametime, q zone dailies give 20 scr +q boxes (and an additional 20scr, 5 gcr, +q boxes every 5 days) for about 20 minutes... also running solo
It holds plenty of water. You're really going to argue that Unity missions and Q-Zone missions are equal? Keep in mind a lot of that 35 minutes with Unity was pure travel.
Certain selected previews like UNTIL Open World costumes slow down the performance of the game til you select another list, then performance picks up again.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
Comments
Where: Elder worms crystal eruption device
What happens: the paralyze on this device does not cause the target to play any animation or FX indicating that the paralyze is active
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.
If you guys need currency sinks for the increasing GCR/SCR, please consider alternative options to prices many are calling prohibitive. I would gladly pay GCR/SCR for new things like:
-Rampage Tokens (even if the prices were set very high - just be nice to have an alternative to RNG)
-Cosmic Keys
-Purchaseable Titles
-Hideouts
-Retraining Tokens (or even a discount on respecs (i.e. 25% off removal costs, 50% off talent respec) rather than a full respec)
-Unique Vehicle Mods/Vehicle MK2 Kits
-Temporary buffs (that could be zone, story arc specific), Temporary NPC summons (again zone specific), etc
This is in addition to spending GCR/SCR on the great costumes, powers and auras (auras I wouldn't mind are BoP if shared currency was available) the devs have been adding. I just feel closing off ANY possibility of shared resources hurts alts, which heretofore has been a main staple of the game. I think a lot of the responses so far have also been characterized by this concern.
I'm very excited about the new zone and content, but I hope it doesn't become too enmeshed in Wildstar-esque tropes that focus solely on single character participation/grinding. As other posters have mentioned, there is absolutely a welcome (and much needed!) place for end-tier content in CO but there are also ways to tweak the treadmill so that it doesn't wear our legs down to stubs.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
It says "35% of your attack damage pre-damage mitigation is converted into additional Threat."
First of all, I love the extra clarification of 'pre-damage mitigation' so props for including that. Nice to know defense penetration won't have to be such a huge focus.
But my issue is with the word 'converted'. Converted to me would seem to imply that you are losing 35% of that damage to gain it as threat instead? But from what I can tell that doesn't appear to lower your damage at all. I'm guessing its intended to just add that percentage as additional threat, because that would make sense. So I would consider rewording that part to say something more like "35% of your attack damage pre-damage mitigation is added as additional Threat." Something to make it sound cumulative so people won't misinterpret it and think that they are losing actual damage just to gain threat which would be a huge turn off to ever really using the mod at all.
Second and most importantly, does it stack? Unlike Rippers Rage or the other new utility mods coming out, this one is an offensive mod and it does allow you to slot two into your primary gear. It also does not explicitly state that it DOES NOT stack like Rippers Rage and others do, which leads me to believe that they do and should stack. However Depleted Uranium Core apparently doesn't stack, so what do I know?
The strange thing to me is that 'Confront' is a passive ability granted by the mod, meaning you get an icon up by your character bar. However, even with two of the mods slotted, it still only shows 1 stack of the Confront Passive which makes me think maybe it does not in fact stack?
With threat being the way it is its really hard to tell if it does or does not in fact stack with itself since there's no way to measure other than a side by side identical comparison, which is difficult enough to pull off. Since a Rank 9 Confront mod grants 35% additional threat, it does seem ridiculous to be able to stack 2 of them to get 70% threat, but something I will definitely take advantage of if that's the case. Especially if I can also stack a Rank 5 Confront in a Cosmic Fangs of Wrath Secondary Offense for an additional 15% for a total of 85%.
Of course than the question is if it will be better or worse than the extra threat granted by Onslaught Gloves of the Defender. The problem again is that its impossible to tell which is better since there's no sort of number or value given on the Onslaught Gloves of the Defender. There really should be a statistic or something in the character menu or some way of indicating threat without the ludicrous amounts of guesswork.
But the bottom line is I'd like to know is whether it does or does not stack. If it doesn't it should explicitly state so in the description like Ripper's Rage does that it DOES NOT stack. If it does stack, then the passive ability should show the number of stacks granted if more than 1 is equipped.
==================UPDATE==================
I have it confirmed from Kaiserin that they do stack.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
And I agree you can't call it heirloom gear anymore if you can't give it to other characters.
Omicron - Lvl 4x - Mind
Emerald Myst - Lvl 2x - Claws/Fighting Hybrid
Epsilon - Lvl 2x - Blade
Asterius - Lvl 1x - Electric/Void Hybrid
Heirloom gear is gear that can be "passed down" to other charachters on your account. I.e. the dictionary definition of the word heirloom. If this gear is becoming character bound, then it's no longer heirloom gear. To avoid player confusion and buyers remorse, take "heirloom" out of the name. Or better yet.. don't make such an awful change.
I haven't seen any feedback on Devouring Shadows or Shattering Rain....
My Characters on PRIMUS
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I am @RavenForce in game
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is respectable aoe damage for those that don't have it (some melee builds). It also has a relatively short cool down which makes it fairly spammable. The fact that the rain does not track your target weakens the powers value. The only thing I don't get is why its more expensive than the Elder Worms crystal power which is vastly superior IMO.
This device is mostly A nice toy but can fill in gaps in some builds. Its probably most useful for an AT.
Devouring Shadows:
A knock to device. Its not great, but not expensive either. It may be useful for some grounded melee players. The "whip" sound FX on this power seem out of place. I think it should make a slimy noise like the whiteout mobs. It also makes you leave foot prints on the ground, which I don't get, but don't see as a problem.
Manifest mind worms:
Is IMO a trash device. I wouldn't use this device even if i got it free. The worms die fast and do low damage. The only way I could see this power having value is if it had a threat wipe attached to it so the worms could grab agro and off tank for a moment. This could make it more rakshasa like.
Elder worms crystal eruption:
is IMO the best device in this patch and probably a top tier device in general. Good damage and a AOE hold is useful to the broadest range of builds.
I am also glad to see a teleport to Q Warzone device in the store.
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.
Omicron - Lvl 4x - Mind
Emerald Myst - Lvl 2x - Claws/Fighting Hybrid
Epsilon - Lvl 2x - Blade
Asterius - Lvl 1x - Electric/Void Hybrid
Didn't we just spend a lot of time and effort fixing this with previous costume sets?
Bug: Purchased Equipment Caches rewards equipment at the level the character who purchased them was at the time. A Lv40 picking up a T1 or T2 Cache from the vendor limits the gear inside to be Lv40.
Additional Feedback: Caches are unopenable by anyone outside of the level range. Now, with the above bug, it will become misleading should players purchase caches at a higher level to give to a lower level character only to find that the equipment inside will only be available once that character has achieved that higher level.
I believe the team's first initial idea to fix this would be to lock purchases of the caches to the levels which they belong, but I see another issue at hand with the caches that performing this may cause yet another problem.
If you do happen to do the whole consolidation thing though, the caches will turn into Primary Equipment versions of the Secondary Boxes already in the vendor, and that's just plain boring. There is so much more that could be done with this vendor, so don't do that.
Suggestion:
I STRONGLY recommend that each Tier of box give a different quality of random equipment, which will scale to the player's level rather than being in level-locked tiers. There is currently no difference between any of the tiers of caches and what equipment they will provide aside from the T2 having mod capabilities while the other two tiers do not.
I suggest that T1 Caches provide the Green Non-Socketable Equipment, T2 Caches always contain Green Socketable Equipment, and T3 Caches provide Blue Socketable Equipment. In addition, these tiers should vary in price and should not be level-restricted at all.
And I will always be @DZPlayer122.
Get the Forums Enhancement Extension!
-Added Mob Drop costumes pieces to the SCR store.
Can these be added to the UNTIL store instead? Unless you want to make SCR drop from mobs in Vibora Bay.
Seeing how you get Backup Devices now I'm starting to see a pattern where everything new being added is Bind on Pickup. This kind of direction can ruin the in game player economy that would make it pointless to trade with anyone anymore.
My brain cannot currently calculate if these gears (which cost the same) are equivalent. I am also a tiny bit sad that Virtuous helmet of speed is a clone of distinguished helmet of speed. A bit of variance would be nice.
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
My super cool CC build and how to use it.
Devouring Shadows causes a "BAM!" tell to appear on your character when being used.
__________________________________________________________________
Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
- - - - - -
Feel free to visit my websites!^^:
DeviantART|FurAffinity|
Twitter
- Warzone dailies give 20 SCR. Soloable with a Vehicle in a decent amount of time (30 mins top).
- 10 extra SCR from Alert Dailies (Custom + daily, another 30 mins tops)
Right now you stand at 30 SCR per day, which means 1 Heroic every 5 days by farming 1 hour if farmed with only one character. Since Heroic is BoE you can farm with multiple toons.
BUT
- Warzone OMs. Can be done with a small group, low cooldown, low difficulty. Rewards of 9,8,7,6,5,4 SCR (never kept going after this point, prolly goes all the way to 1). I mean this can easily be another 30 SCR, someone confirm this.
And finally,
- Cosmics x 3. Another 30 SCR. Ideally this would take 1 hour or less too.
- TA x 3. Another 30 SCR. With good team all 3 runs should take 1-1.30 hour top.
Meaning that for all of maybe 3-4 hours, you already got around 120 SCR. Meaning 1 Heroic every 2 days, or full set in 4 days with 1 character.
Additionally you still have:
- Rampage farming for 3 SCR (Gravi and FnI most time efficient)
- Mechanon
- Nemcon
- Adventure Packs
- Unity 1 and Unity 2 if you hate your life
I do agree that heroic cost vs the old alternatives was bad and unfair to casuals since the 2 most efficient methods require a certain amount of skill, and gear, which is what you are trying to farm for, but Warzone Dailies and OMs have made it an ok farm right now. Not to mention OMs have a chance of dropping Blue gear almost on par with Heroic
-=-=-=-=-=-=-=-
My characters
My super cool CC build and how to use it.
My super cool CC build and how to use it.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."