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FC.31.20160914.0328b.19 - Bug Fixes/Arcane Lockbox

kaiserin#0958 kaiserin Posts: 3,210 Cryptic Developer
edited October 2016 in PTS - The Archive
Arcane Lockbox
  • Added Arcane Mage costume unlock (textures are still being adjusted).
  • Added Anubis costume unlock.
  • Added Anapa permanent sidekick.
  • Added Arcane Flight Power Unlock and Device.



Costume Changes
  • Moved Bunny (headwear), Cat ears (headwear), bat (side accessories), dragon (side accessories) and krampus(side accessories) to the new Ear selection.
  • We will not be duplicating costumes in these categories.
  • Split Belt Accessories into Left and Right versions. Currently the Holoforce and Back Arrow costumes are only on the right side.
  • Corrected the trident unlock.


Misc
  • Added Sorcerer's Might gear to the debugger . Known Issue: Spelling errors in the items.



Power Changes
  • Voodoo, Curse, Will-o-wisp, Holy Torrent have been disabled on PTS. They will return at a later date.
  • Went through Sorcery/Celestial/Infernal and made mention of the groups their various buffs and debuffs belong to.
  • Made a change to how aura of radiant protection applies its effects when there are two players with the aura in a team. This should address the issue where players with aorp are taking unusually high damage while blocking.
  • Fixed a bug where r2 and 3 of conflagration wasn't gaining bonus from Qwy's fury mod.


Star Barrage
  • Mystified effect has been moved to an advantage.
  • Now has a chance to apply Illuminated to targets.
  • Increased the radius for Light Everlasting on Star Barrage.


Eldritch Blast
  • Blinding light advantage will additionally apply Illuminated to your main target.


Crashing Incantation
  • Damage and cost added in.
  • Now applies Overpower, which is a 20% resistance debuff that lasts 12 seconds. No more than 3 of this debuff can be on a target from multiple players.
  • Now applies Jinxed.


Gravity Driver
  • Gravity Driver now also applies the Overpower debuff in place of its unnamed resistance debuff (numbers are unchanged, this was done to cap the number of these debuffs that can be on a target at once).





Cosmics/Qliphothic Open missions
  • If drawn too far away from Kigatilik, his hounds will gain a immunity to crowd control.
  • Teleiosaurus's damage check buff now displays a visual timer instead of getting stuck at 0:01.
  • Increased the frequency of the meteors Qwyjibo summons.
  • Eidolon of Destruction has had his HP increased to ensure he goes through all of his phases.
  • Added scoring to the Qliphothic Zone open missions.
  • Fixed a bug where Worms could escape Slug's open mission area.
  • Intensified the Gravity effect to prohibit vertical flight.
  • Gave the Portal Guardian a pull.

Comments

  • lezard21lezard21 Posts: 1,510 Arc User
    That immunity to crowd control, does it apply a visible buff? Does it only happen during phase 2? Cause right now I hopped into PTS and I could pull dogs to maximum range before they deaggro and still could CC them just fine.
  • kaiserin#0958 kaiserin Posts: 3,210 Cryptic Developer
    It has a visual buff called Unchained. You'll likely only be able to trigger it post Kiga being able to attack.​​
  • darqaura2darqaura2 Posts: 932 Arc User
    edited October 2016
    • Made a change to how aura of radiant protection applies its effects when there are two players with the aura in a team. This should address the issue where players with aorp are taking unusually high damage while blocking.
    About time! Thanks Kai/Devs! :)
  • soulforgersoulforger Posts: 1,649 Arc User
    For those that are wondering what arcane flight is, its vertical flight.
  • mutantmaidsmutantmaids Posts: 119 Arc User
    Some people use costumes that utilize two types of ears. Why remove this ability?
  • kallethenkallethen Posts: 1,576 Arc User
    Some people use costumes that utilize two types of ears. Why remove this ability?

    The ears don't replace regular human ears (unless they already overlap them like the bat ears). So you can still have your two ears. So this is a net gain for us (as I will be able to wear top accessories with cat ears, for example).​​
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  • elementalistgaiaelementalistgaia Posts: 20 Arc User
    edited October 2016
    kallethen said:




    Some people use costumes that utilize two types of ears. Why remove this ability?

    kallethen said:


    The ears don't replace regular human ears (unless they already overlap them like the bat ears). So you can still have your two ears. So this is a net gain for us (as I will be able to wear top accessories with cat ears, for example).​​

    I think they ment for people that used both a "headwear" ear part like the cat and bunny, along with a "side acessory" one like the bat ears
  • draogndraogn Posts: 1,269 Arc User
    • Intensified the Gravity effect to prohibit vertical flight.
    So characters with flight will be stuck walking? That's just going to encourage those with flight to avoid the zone. Travel powers don't need to be messed with on every encounter.
  • aiqaaiqa Posts: 2,620 Arc User
    edited October 2016
    Bug:
    - The mind drain adv shows up in the combat log as Vampiric Sympathy.
    - The heal advantage on star barrage still doesn't work properly on cosmic fights. If the tank really stand tightly against the dino it works, but that is a bad placing since it's more likely to share the bites with a melee dps. It should either get an even bigger AoE so that melee players can stand at an optimal distance from the bosses or needs to be reworked to emanate from the bosssnd scale with their hitbox.
    Post edited by aiqa on
  • aiqaaiqa Posts: 2,620 Arc User
    Since sorcery is being worked on, I'd like to point out Binding of Araton. It takes over 5 seconds to reach its full strength, but the duration of the hold is lower than any paralyze or sleep that all take far far less time investment. And there is nothing that compensates for that low duration.
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    aiqa said:

    Since sorcery is being worked on, I'd like to point out Binding of Araton. It takes over 5 seconds to reach its full strength, but the duration of the hold is lower than any paralyze or sleep that all take far far less time investment. And there is nothing that compensates for that low duration.

    Binding can also provide a net energy gain and heal the user. It definitely could use some reduction in charge time, but certainly the power has some use.
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  • notyuunotyuu Posts: 1,121 Arc User
    edited October 2016
    Ok, so after giving the patch a little test, here's my feedback

    Arcane Flight as a power and device.. nice, hope we see more TP devices in the future...

    Anapa permanent sidekick needs a damage boost and a half [currently getting less than 100 a hit, for reference indy kid[worst backup] does about 200 a hit on the same toon]

    Arcane Mage costume is looking good, can't wait to see it finishes

    Sorcerer's Might gear... more heirloom style gear..ugh.. we've alreayd got aurum, nem, samurai, cybernetic, armabillo, brave, teleious genetic and I'm sure i'm missing a few... so do we really need more?


    Making the dogs immune to CC if too far from kiga....keep making the cosmics harder and [more] people are going to start giving up on them.
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    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
  • aiqaaiqa Posts: 2,620 Arc User
    I never claimed Binding does nothing, I said that it's not on par and has nothing to compensate for the time investment. The main function of the power is to hold your target, not to provide an adv with questionable performance (that is easily outperformed by other options). So that hold should just be far stronger than what it's now.
  • avianosavianos Posts: 6,194 Arc User
    edited October 2016
    There are still some Magic powers which need UTILITY
    like the usless spells, Urthona's Charm
    Added Arcane Mage costume unlock (textures are still being adjusted).
    Added Anubis costume unlock.

    Beutiful Designs, both of them
    Those hairstyles are must have

    /inb4 Lucario clones spawn everywhere in CO
    Now applies Overpower, which is a 20% resistance debuff that lasts 12 seconds. No more than 3 of this debuff can be on a target from multiple players.
    Now applies Jinxed.


    Gravity Driver
    Gravity Driver now also applies the Overpower debuff in place of its unnamed resistance debuff (numbers are unchanged, this was done to cap the number of these debuffs that can be on a target at once).

    Oh thats actually a prety neat debuff
    Fixed a bug where r2 and 3 of conflagration wasn't gaining bonus from Qwy's fury mod.

    THANK YOU \o/
    If drawn too far away from Kigatilik, his hounds will gain a immunity to crowd control.

    Could you please clasify the distance of "too far away"?​​
    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!
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited October 2016
    So, did some testing on the Arcane Mage and Trident unlocks. Here are a few notes for that:

    Arcane Mage

    Bugs:
    Female Arcane Mage has access to Arcane Mage Book 1, and Arcane Mage Book 2. Males only get access to 2.

    The Female Arcane Mage Collar sits too high on the torso, and has a visible gap between it and the actual shoulders and torso. It also causes it to sit oddly on the female model. Male variant does not have this issue.

    There is currently an Arcane Mage Chain piece, which looks like a clasp for a cape. None of the testable capes on the PTS are a match for it though. I don't know if the cape is currently missing, or if I'm missing some other component.

    Suggested Improvements:

    Firstly, this is a beautifully done set. It has a nice ancient quality that reminds me of Dr. Fate, and other classic comic book mages. The quasi Egyptian theme has been done a few times, but this is a nice fresh take on that. The lines are clean, and except for the aforementioned issues, it looks quite brilliant. I Love the inclusion of arcane books with the set. That said, I do have a few tweaks to recommend.

    1.) There are no glow textures at current for the set. Channel 1 seems like an ideal fit for this, though if it is added, I would suggest providing an alternate texture mapping on the helm, to keep the ears from lighting up oddly.

    2.) There should really be an arcane cape. The current lack of one is sort of bizarre, particularly in light of the aforementioned chain piece. If you're not going to include a new one, I would at least fix the chain piece to work with current cape designs. The Mantle Brooch set seems an ideal pick.

    3.) Importing the shiny metal texture from the cosmic costume set would work really well with this set. I'm sure a lot of people would also like to see Shadow, Psionic, and Ghost added as alternate textures as well.

    Generalized Suggestions:

    1.) Champions Online does not currently have any 'good' wizarding robes. The veteran's reward is the one that has come closest, and it is far too bland and uninteresting to actually fit for a good mage. Putting a good set of mage's robes in a future costume set either from the store, gold sub reward, or a future lockbox would be awesome.

    2.) Similarly, there are no good 'mummy wraps' costume pieces. We have, by my count, had three separate costume sets, and two becomes associated with Egyptian design, and yet no mummy wraps. You can cobble together something vaguely mummy like with existing assets, but nothing that really captures the correct design. This is particularly annoying as there are currently no face wraps available to players for a mummy design. I really think that should be a priority the next time we got an Egyptian themed set.

    Trident

    This is just a reuse of the item previously available to NPCs and through a few devices. It's a bit antiquated by the standards we have for costumes now, but it serves well enough as a basic trident. I was hoping for something more ornate...but such is life. I do have the following bugs and suggestions for it.

    1.) Currently, the trident is held too far forward in the hand. This leads to some odd clipping when using the skewer animation. It should be moved about one hand's span back to grip the weapon more properly.

    2.) In its current state, the trident is a bit light for a heavy weapon. Its probably unlikely to get an improved design at this stage, but if it could due to have a beefed proper handle and maybe some inlaid detail. Failing that, it could probably benefit from some improved scaling, making it longer and heavier.

    3.) The Trident doesn't appear to have a metal texture. Its a bit hard to tell as the weapon itself is sort of low resolution, but I'd suggest making it from metal instead.

    Fishy and Qzone Testing

    So, I did run the Q-Zone party on Monday, and had some feedback relating to that. Here's what we have:

    1.) Slug is a bit daunting now. He seems to spawn a lot of adds in his fight, and that made it really difficult to defeat him. Healers kept getting mauled, and even off tanking adds wasn't enough as there were just too many of them. Supervillain rank also made them difficult to CC.

    2.) Guardian fight was too easy apparently. There was also a bug relating to his clickies not working properly. I can't speak for that personally, I was at Slug. Ditto for Oubliette, who was apparently pretty well balanced, but spanked the team after her due to her life drain ability. Live and learn.

    3.) Splitting the teams did not work. Not at all. We had 24 in zone, and could not get all three fights down at the same time. That's with having a pretty effective and high tier lineup. I am doubtful at this point that we will even be able to launch Shadowfall once this goes Live. If possible, I would suggest giving a zone wide countdown for each OM, and giving perhaps an hour period to bring all three down to activate the final boss. It seems a huge waste to put all this effort and then not have him up but a small fraction of the time.

    4.) We had a lot of issues with trying to bring down the Eidolon. He was spamming too many different attacks at once, and that made keeping up difficult. Its particularly jarring as we were switching from 'Don't hit it' CC opportunities and 'Hit me or you die' DPS checks. We went the entire match with him above 2/3rds health. The fight is also easily trollable because of the CC element. And of course, as previously stated, this fight will not be up very often, which leads me to doubt people will have a chance to learn the mechanics before the fight wipes. This is all rather problematic. Kaiserin has addressed some of these issues by raising his health, but I'm still concerned by this fight. It seems to have a lot of potential to just go unused, and that would be a waste with all the effort put into it.

    5.) Ghost of Negalodon was a blast. His fishies go down a lot more easily now, and that make the fight a lot easier. Some squishy DPS kept wiping because of his reflect ability, but focused burst damage seemed to win the day, with healers as backup. He used a fun variety of attacks, and I'm looking forward to facing him on live.
  • dakrushmordakrushmor Posts: 592 Arc User
    First time l guessed, that new Lockbox going to be connected to magic somehow, and yey! Arcane Flight Device - looks like pretty shiny [Dark Speed]'s brother.
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User



    3.) Splitting the teams did not work. ... If possible, I would suggest giving a zone wide countdown for each OM, and giving perhaps an hour period to bring all three down to activate the final boss.

    I did that playtest, too, and I can't see how any but the most organized team (and a large team at that) would ever coordinate defeating the minibosses in the time frame given to activate the final fight. Even a coordinated team might run out of time--if one fight takes too long, then the others have to be done again . . . which means the one that took too long will also have to be done again. In the playtest, the dev had to trigger the fight manually.


    4.) Kaiserin has addressed some of these issues by raising his health, but I'm still concerned by this fight. It seems to have a lot of potential to just go unused, and that would be a waste with all the effort put into it.

    Raising his health addressed the issues? He's even harder to defeat, but he was unbeatable in the playtest.
    I definitely understand that defeating the Eidolon is meant to be a goal, not a farming site.

    Maybe that is the idea--have a very, very difficult Cosmic that the CO population only defeats after a couple weeks (or more) or trying.

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  • jaazaniah1jaazaniah1 Posts: 5,552 Arc User
    Not sure if this feedback will be meaningful. Many people have disliked the similar implementation of Forum Malvanum since it was added to the game. OTOH, since this hasn't been launched yet they could address this issue if they want the end fight to be more generally accessible.


    3.) Splitting the teams did not work. Not at all. We had 24 in zone, and could not get all three fights down at the same time. That's with having a pretty effective and high tier lineup. I am doubtful at this point that we will even be able to launch Shadowfall once this goes Live. If possible, I would suggest giving a zone wide countdown for each OM, and giving perhaps an hour period to bring all three down to activate the final boss. It seems a huge waste to put all this effort and then not have him up but a small fraction of the time.

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  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited October 2016



    Raising his health addressed the issues? He's even harder to defeat, but he was unbeatable in the playtest.
    I definitely understand that defeating the Eidolon is meant to be a goal, not a farming site.

    Maybe that is the idea--have a very, very difficult Cosmic that the CO population only defeats after a couple weeks (or more) or trying.

    Well her logic is that he moves through his phases too quickly. By increasing his health, each phase will take longer, which means less overlap between them. I get the idea, I'm just not sure how it'll work. I'm more concerned about the health of the fight overall.

    As far as Forum Malvalum goes...I've yet to see Firewing in any run I've attempted of that mission. I think it is an equal waste of game resources, with the only saving grace being that the alert doesn't really drop anything meaningful for reaching that goal. Locking a bunch of new costume pieces behind a boss we'll never actually see on the other hand...that would suck.
    Post edited by thelastsonofzod on
  • kyastralkyastral Posts: 342 Arc User
    edited October 2016
    Hmm.. I agree that the Anapa sidekick is too weak; as tall as it is I expected it to be as powerful as the Duratok perma sidekick. I also LOVE the arcane tattoos on the Anapa sidekick; would it be a possibility in the future to include it as a costume?

    Thank you for the changes to AORP and for the timer on the Teliosaurus DPS check. It will make it a lot easier see when to make the check and to help players learn how to make that check.

    MORE meteors for Qwijibo? I can see it now; bodies popcorning everywhere!
    lezard21 said:

    That immunity to crowd control, does it apply a visible buff? Does it only happen during phase 2? Cause right now I hopped into PTS and I could pull dogs to maximum range before they deaggro and still could CC them just fine.

    kaizerin said:

    It has a visual buff called Unchained. You'll likely only be able to trigger it post Kiga being able to attack.​​

    So, if I understand correctly, Kigatilik's *puppies* become immune to crowd control if they are too far away from him and this will trigger after Kigatilik's attack begins. May we have the privelege to know how far the puppies can be before the immunity begins? My guess is no further than the far end of either side of the platform...

    These upcoming changes to the Cosmic Monsters will require more time and effort to defeat them. I guess we are defeating the Cosmic Monsters too often and too fast; that is why the difficulty is being upgraded. ;) If this is the case, I think we should be rewarded for our efforts and for the upgrade in difficulty via the suggestions below:


    Suggestion: Please consider either removing the diminishing returns on the Cosmic Monsters or increasing the SCR/GCR rewards.

    Suggestion: Please consider adding a Cosmic Monster/ Q-Warzone manuals to the help menu; this would be a lot better than having someone link a website few players will look at.


  • aiqaaiqa Posts: 2,620 Arc User
    Bug:
    Arcane flight uses the block animation with both arms pointing forward, for all blocks.
  • lunnylunnylunnylunny Posts: 187 Arc User

    So, did some testing on the Arcane Mage and Trident unlocks. Here are a few notes for that:


    Arcane Mage

    Bugs:
    Female Arcane Mage has access to Arcane Mage Book 1, and Arcane Mage Book 2. Males only get access to 2.

    The Female Arcane Mage Collar sits too high on the torso, and has a visible gap between it and the actual shoulders and torso. It also causes it to sit oddly on the female model. Male variant does not have this issue.

    There is currently an Arcane Mage Chain piece, which looks like a clasp for a cape. None of the testable capes on the PTS are a match for it though. I don't know if the cape is currently missing, or if I'm missing some other component.

    Suggested Improvements:

    Firstly, this is a beautifully done set. It has a nice ancient quality that reminds me of Dr. Fate, and other classic comic book mages. The quasi Egyptian theme has been done a few times, but this is a nice fresh take on that. The lines are clean, and except for the aforementioned issues, it looks quite brilliant. I Love the inclusion of arcane books with the set. That said, I do have a few tweaks to recommend.

    1.) There are no glow textures at current for the set. Channel 1 seems like an ideal fit for this, though if it is added, I would suggest providing an alternate texture mapping on the helm, to keep the ears from lighting up oddly.

    2.) There should really be an arcane cape. The current lack of one is sort of bizarre, particularly in light of the aforementioned chain piece. If you're not going to include a new one, I would at least fix the chain piece to work with current cape designs. The Mantle Brooch set seems an ideal pick.

    3.) Importing the shiny metal texture from the cosmic costume set would work really well with this set. I'm sure a lot of people would also like to see Shadow, Psionic, and Ghost added as alternate textures as well.

    Generalized Suggestions:

    1.) Champions Online does not currently have any 'good' wizarding robes. The veteran's reward is the one that has come closest, and it is far too bland and uninteresting to actually fit for a good mage. Putting a good set of mage's robes in a future costume set either from the store, gold sub reward, or a future lockbox would be awesome.

    2.) Similarly, there are no good 'mummy wraps' costume pieces. We have, by my count, had three separate costume sets, and two becomes associated with Egyptian design, and yet no mummy wraps. You can cobble together something vaguely mummy like with existing assets, but nothing that really captures the correct design. This is particularly annoying as there are currently no face wraps available to players for a mummy design. I really think that should be a priority the next time we got an Egyptian themed set.

    Trident

    This is just a reuse of the item previously available to NPCs and through a few devices. It's a bit antiquated by the standards we have for costumes now, but it serves well enough as a basic trident. I was hoping for something more ornate...but such is life. I do have the following bugs and suggestions for it.

    1.) Currently, the trident is held too far forward in the hand. This leads to some odd clipping when using the skewer animation. It should be moved about one hand's span back to grip the weapon more properly.

    2.) In its current state, the trident is a bit light for a heavy weapon. Its probably unlikely to get an improved design at this stage, but if it could due to have a beefed proper handle and maybe some inlaid detail. Failing that, it could probably benefit from some improved scaling, making it longer and heavier.

    3.) The Trident doesn't appear to have a metal texture. Its a bit hard to tell as the weapon itself is sort of low resolution, but I'd suggest making it from metal instead.

    Fishy and Qzone Testing

    So, I did run the Q-Zone party on Monday, and had some feedback relating to that. Here's what we have:

    1.) Slug is a bit daunting now. He seems to spawn a lot of adds in his fight, and that made it really difficult to defeat him. Healers kept getting mauled, and even off tanking adds wasn't enough as there were just too many of them. Supervillain rank also made them difficult to CC.

    2.) Guardian fight was too easy apparently. There was also a bug relating to his clickies not working properly. I can't speak for that personally, I was at Slug. Ditto for Oubliette, who was apparently pretty well balanced, but spanked the team after her due to her life drain ability. Live and learn.

    3.) Splitting the teams did not work. Not at all. We had 24 in zone, and could not get all three fights down at the same time. That's with having a pretty effective and high tier lineup. I am doubtful at this point that we will even be able to launch Shadowfall once this goes Live. If possible, I would suggest giving a zone wide countdown for each OM, and giving perhaps an hour period to bring all three down to activate the final boss. It seems a huge waste to put all this effort and then not have him up but a small fraction of the time.

    4.) We had a lot of issues with trying to bring down the Eidolon. He was spamming too many different attacks at once, and that made keeping up difficult. Its particularly jarring as we were switching from 'Don't hit it' CC opportunities and 'Hit me or you die' DPS checks. We went the entire match with him above 2/3rds health. The fight is also easily trollable because of the CC element. And of course, as previously stated, this fight will not be up very often, which leads me to doubt people will have a chance to learn the mechanics before the fight wipes. This is all rather problematic. Kaiserin has addressed some of these issues by raising his health, but I'm still concerned by this fight. It seems to have a lot of potential to just go unused, and that would be a waste with all the effort put into it.

    5.) Ghost of Negalodon was a blast. His fishies go down a lot more easily now, and that make the fight a lot easier. Some squishy DPS kept wiping because of his reflect ability, but focused burst damage seemed to win the day, with healers as backup. He used a fun variety of attacks, and I'm looking forward to facing him on live.
    On the subject of Oubliette, first time we didn't know exactly what we were doing, figuring it out a bit late. On the second run, someone new joined in the fight and got her healed up. The third run was actually the most difficult, both tanks didn't quite understand where the sudden damage came from, but everyone blocked properly so we got her anyways.

    On the subject of splitting teams, it didn't work because 18 people had to be on Slug, since he's seemingly far tougher. Had Slug been on similar difficulty to the others, it would have succeeded.

  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    Notes:

    *Translucent Orbs Aura: the orbs are not translucent; they appear the same as the other floating orbs

    *Love the new costume! Thanks for more hairstyles, and another belt with dangling cloth

    *Agree with others that there should be a glow channel

    *Arcane flight--love this new travel power, and it has been requested for a long time
    All ranks have the same speed--when you rank up the power at the trainer, it doesn't cancel when activated; this implies that ranking up Arcane is not "hooked up" in the code (when you rank up an active travel power in trainer, it cancels and you need to reactivate)
    the pose is nice, but I recommend altering the hand animation as the power ramps up from slow to fast--from casual/hanging hands to eventually the hand position used currently
    likewise, the chest out pose is good, except when floating idle; could the power drop to a more casual stance when stationary?
    the startup cloud and hand/foot trails can be tinted, but the star symbol on startup cannot be--was always teal for me

    *Arcane flight device works great

    *Anapa device--very nice design
    basic attack and eldritch blast work great
    skarn's bane and star barrage do less than 100 damage per tick (which is lower than its basic attack)


    ___________________________________________________________

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  • waybig#9760 waybig Posts: 76 Arc User
    I hope you will boost as well the rewards from cosmic bosses, if they'll get harder!
  • aiqaaiqa Posts: 2,620 Arc User
    edited October 2016
    Expulse still has a sorcery themed healing rune. It would be nice if it got its own celestial theme VFX (with little floating so rune vfx and all). Just a floating slightly scaled up version of the old mend vfx would work, since that is also already in the expulse activation vfx.
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User

    I hope you will boost as well the rewards from cosmic bosses, if they'll get harder!

    The idea is that some folks are farming GCR much more quickly than expected. Making the cosmics harder slows that down, so, aside from the cosmics event, GCR rate won't be raised.

    It was stated when cosmics were introduced that they would periodically be made more difficult. As the players figure out how to beat them, the devs will rework them. This is going as planned from the start.
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
  • xacchaeusxacchaeus Posts: 308 Arc User
    if rewards are happening to fast, they should lower the rewards. each buff discourages new players (and some older ones) from even bothering. at this point they are just a slog with people yelling at each other... fun times..
  • kitsunemaguskitsunemagus Posts: 16 Arc User
    About the only thing I can report as a bug, and it might just be isolated to myself -

    Bug: New costumes/pieces not showing up in Chestwear category for either gender

    Bug Report: Having wanted to preview the new costuming and see if it is something to strive for/put on the wishlist/etc. I bounced to the Debugger and unlocked the new pieces, then went to a costume tailor to check them out. Some of the pieces do not show up in search window, which is okay. (Another semi-related note, one of the Shadow Destroyer pieces is currently mislabeled "Shadpw Destroyer", just saying.) But ALL of the chestwear, whether on a male or female character - DO NOT SHOW UP.

    Please, fix this.


    on another semi-related note:

    Suggestion: Sacred costume Arm Accessories and Bracers underwhelming

    My Suggestion: Either make the Arm Accessories set back to the elbow to be a set of full plate couters, which is the feel I get off them, and add some more substance to make the little ring of thick metal that is the Bracer option into proper full forearm vambraces/bracers and not dinky metal bracelets that can easily be substituted by other more robust costuming. Or combine the two with some extra metal linking them, making them a singular Bracer, and drop the Arm Accessory option or make something new for it.

    Other than that gripe and the Bug with Chestwear not showing up at all; good stuff from what I can see.

    Oh, and the Arcane Mage costume (and Sacred, for that matter) should DEFINITELY have some, albeit minor, glow channel options on them. Please?
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    edited October 2016
    When I unlocked the Arcane set, I went to tailor, then the search section.
    I searched "Arcane" and lots of pieces came up, using a male toon.

    Are there tights for legs and chest?
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