Destroids Rise Again
The Destroids Rise Again open mission has gotten a makeover! This mission has been rebalanced for around 20 players.
- Changed all mobs to use level scaling.
- Increased initial open mission phase to rescuing 60 hostages.
- Phases 2 and 3 have had their timers reduced to 5 minutes each.
- The final phase has had its timer reduced to 20 minutes.
- Success open mission reset timer has been reduced to 1 hour (from an hour and a half). Failure reset timer has been reduced to 30 minutes (from an hour and a half).
- Added new perks for completing the Open Mission, 1, 25 and 200 times.
- Increased the hit points of the Phalanx Commanders to 100k.
- Increased the hit points of the Retribution Devices to 100k.
- Changed the Retribution devices from a destructable object to a regular attackable npc.
- Added a scaling resistance passive based on nearby allies for the Retribution Devices.
- Added an anti vehicle aura passive to the Retribution Devices. This aura will remove players from their vehicles if they get too close.
Mega Destroid Boss Fight
The overall goal of this fight is to keep the Destroids apart from one another and to keep their health roughly in sync with one another. Not doing so causes the fight to become more difficult.
- There are now 2 Mega Destroids to fight.
- Increased their hit points to 5 million each.
- Increased the damage they deal. They are a little tougher than the standard event fight.
- Added FX tells to attacks.
- The Mega Destroids now have a passive that causes them to regen health at a minor rate while in combat.
- The Mega Destroids will now initiate combat much more quickly if they detect a player nearby.
- The Mega Destroids will no longer reset their health completely if a wipe occurs. Instead their health will reset to their closest health bar (33%, 66% or 100%).
- If they get within 200ft of one another, after about 15 seconds they gain the buff Uplinking. This is a stacking damage and resistance bonus. This buff will go away if they are kept apart. This buff has an icon indication, a flyover message stating that the power has been queued up, an electrical fx on their backs while it's being queued up, and is represented by a bright red glow around their chest when it is applied.
- If a Mega Destroid's health gets too out of sync with the other's, after about 15 seconds the one with the highest health will reduce its damage slightly to increase the defenses and regeneration rate of the lower health Mega Destroid. This buff is called Rerouting Power. The Destroid rerouting its power has an icon indication, a flyover message and gains electrical fx around its arms. The Destroid receiving the buff will also have an icon indication and will gain a yellow aura. This buff will drop off once their hit points even out. The Destroid receiving the buff will have a regenerating aura on it.
- When one Mega Destroid is defeated the other will receive the Power Transfer buff after about 20 seconds has passed which is a hefty stacking damage and resistance buff. This buff also slightly increases their regeneration rate. This buff has an icon indication, a flyover message and will display a pulsing body fx on the Destroid.
- Gave them a generic ranged attack to use in addition to their Eye Beam attack.
- New Attack: Destroy!. When their health dips below 20%, they will use this attack on a random location. Has a lengthy charge time, deals heavy particle damage in a cone and applies a stacking resistance, dodge and healing debuff. You don't want to get hit by this!
- New Attack: Sonic Blast. Deals continuous damage in a area effect. If the player doesn't block depletes their energy.
Rewards
- Added Destroid Boots, Destroid Crest, Energy Pistol 5 and Unconventional Blaster Pistol costumes as potential drops to the open mission.
- Added Chest, Head, Hands, Hand Left, Hand Right, Feet, Foot left, Foot Right and Tail Blot auras as potential drops to the open mission.
- Added Power Down emote as potential drop to the open mission.
- Added Portable Robot Factory device as a potential drop from the open mission.
- Added Impervious and Durable rank 3 mods as potential drops to the open mission.
- Added a few Destroyerbot related action figures as potential drops to the open mission.
- Updated the open mission to drop to 5 SCR/7UNTIL recognition based on your level. This is separate from the other updated open missions and will decay after a few runs.
- Updated the open mission to drop resources as a reward. This is equal to about 2 Smash resource rewards.
- Updated the open mission to give out experience as a reward. This is equal to about 2 grab experience rewards.
Memorial Park
- Foxbattlebot and Destroid ambush mobs will now vanish when the Destroids Rise Again open mission hits its final stage. They will respawn a few minutes after it completes or fails.
- Civilians in the park area will now flee once the Destroids Rise Again open mission hits its final stage.
- Added some additional ambiance and randomness to the civilians in the park area to make it feel less static.
- The Hot Dog vendor in the park now sells hot dogs. These will restore health.
ZEN Store
- Added Phase Out Teleport travel power
Enemy Groups
- Destroids can now drop the Armored Jaw Sleek, Destroid Guard and Plated Mohawk costumes.
- Destroids can now drop Impervious and Durable rank3 mods.
- Optimized many attacks that the Destroid enemy group use to help with memory consumption.
- Cowboy Robots have a slightly higher chance at dropping their action figures.
- Added Bulletproof mod as a possible drop from Cowboy Robots, this increases health and piercing resistance.
- Costumes that drop from mob groups now all use the special loot drop fx.
- Mods, devices, and action figures that drop from mob groups now have a unique, but not as bright drop fx.
Alerts
- Warlord now requires rescuing all of the scientists in order to progress to the boss fight.
- Warlords rewards are now all located at the reward circle (instead of appearing at the player).
- All unique alerts now give out small amounts of UNTIL recognition (1~3) from the reward circle.
- All unique alerts now have a chance at giving out the Second Wind heal device and Questionite boxes from the reward circle.
- Switched many alert costumes over to blue quality to help disperse the costumes on the auction house.
- Moved the Grab costumes from the Grab the Money and Run alert to the reward circle instead of mob drops.
- Added Bluejay Mantle as a new reward for Grab the Money and Run.
- Added an additional XP reward to the Cybermind alert.
- Hipan from Fury of the Dragon Alert can now drop a rank3 version of the Right Eye of the Sapphire Dragon mod. This mod is rankable. The rank9 version of the mod has been retired from the drop table.
Open Missions
- Increased the amount of Ascii mods the Asciing for Trouble OM gives to 2~3.
- Added Open Mission Coordinator contact next to the Alerts Coordinator. She currently has a daily mission for the Destroids Rise Again open mission. This mission gives the player a choice between Questionite or UNTIL Recognition/SCR depending on your level. You must be at least level 20 to get this mission.
Device ChangesPortable Robot Factory
- The Portable Robot Factory device will now teleport to you if you get too far from it.
- This device is now a toggle device and can stay toggled for up to 5 minutes.
- It will go on cooldown if it's detoggled or if the Portable Robot Factory is defeated.
- Increased the health on the Portable Robot Factory.
- This device now levels with you.
- This device now has a 25% chance every 6 seconds to summon a Robot.
Misc
- Reduced the resistance on the Destroid Surge protector device to 50% (from 300%).
- Changed the hold on the Surge Accelerator device into a paralyze.
Misc
- A few pieces of geometry in Millennium City have been adjusted for performance reasons. This should have no visible change to players.
- Increased the amount of Ascii mods the Asciing for Trouble OM gives to 2~3.
- Fixed a bug with the Pawprint aura where it occasionally would not be visible for females.
- Fixed a bug where the Left and Right versions of the Sparkle and Sharps eyes were positioned slightly too far back.
- Added new perk icons to many of the exchange perks.
- Added new Open Mission perk category.
- Moved a few perks over to this new category.
- Fixed a bug where R3 Quick Reload was not giving the correct amount of energy.
- Fixed a bug with the Mechanical Beast feet textures for cloth and leather.
- Added new grass texture to Millennium City.
Comments
@Chimerafreek
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
I don't really see how this can count as an open mission anymore , no more than the kigatilic fight is an open mission or the teiliosaur , please explain , what am i missing here and will Irwin be adding this to his daily hit-list of cosmics ?
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
My super cool CC build and how to use it.
I say stuff and I say things, sometimes together but only when I'm feeling adventurous.
I'm @blu8 in game!
I say stuff and I say things, sometimes together but only when I'm feeling adventurous.
I'm @blu8 in game!
A picture of the new grass, for those interested.
I say stuff and I say things, sometimes together but only when I'm feeling adventurous.
I'm @blu8 in game!
Woo, it's not kiddie camo anymore! \o/
And I will always be @DZPlayer122.
Get the Forums Enhancement Extension!
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
Sucks that r9 sapphire got removed. But seriously though, why only the sapphire? Is it because the MA mod boosts an entire powerset? Is Left Eye of the Ruby Dragon scheduled to change?
__________________________________________________________________
Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
- - - - - -
Feel free to visit my websites!^^:
DeviantART|FurAffinity|
Twitter
__________________________________________________________________
Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
- - - - - -
Feel free to visit my websites!^^:
DeviantART|FurAffinity|
Twitter
I have seen a really improved performance since the invansion ended but the limit stayed
So you are not going to address the broken MOBs' knocks and the fact they basically overused them and knock lock you...
-=-=-=-=-=-=-=-
My characters
I don't believe this is the case. I saw this happen last night and the Destroid was stuck in the targeting phase of combat. This is a bug I've seen occur in mobs from time to time (they'll just stand still and do nothing) and can be worked around if its main target gets back into the preferred range of the enemy (in the case of the Mega Destroid they try to stay within 5~45ft of their main target).
In the case of the Mega Destroids I've placed in a safeguard to kick them out of that phase if they get stuck in it, this will be in next week's patch.
I have no idea how to make the text colour red, the span cmmd does not seem to be working for me
Unless we are a chicken.
1: Fire All Weapons (?) doesn't have a handy wireframe tell. I tend to stand around Mega-D's heel and have been hit with it anyway. People like melee and I like to have some personal space. Also easy to miss that it's happening in the first place if I do something like look at the chat box to see if maybe I should be switching targets and oops I died. And it slaughters people through rank 3 blocks. Worse than the block-or-die mechanics. Don't players have collision?
2: Those last stage device things have too much health. I always wonder "Why isn't this thing dead yet?" It's annoyingly resistant. Don't tell me some crap about it being a well insulated machine because I can claim explosives should be doing a whole lot more damage to it. Or that Hulkclone should be able to punt it to space in mere seconds.
[at]riviania Member since Aug 2009
It's also annoying how Mega Ds DON'T face the tank all tank all the time. Especially when stuck at the fountain.
__________________________________________________________________
Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
- - - - - -
Feel free to visit my websites!^^:
DeviantART|FurAffinity|
Twitter
Epic Stronghold
Block timing explained
- David Brin, "Those Eyes"
Get the Forums Enhancement Extension!
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
But I'm havin' an absolute blast with this OM Revamp!
So maybe you want to adjust those loot tables to keep people interested or this OM is going to go the way of the Hero Games.
If i see something I want I will buy it from AH
and i agree, once the "HYPE" for new revamped stuff dies, there will be hardly enough people to finish it
Still a fan of Solo-able OMs like Ascii and Reign of Frogs
Yeah if you want people to continue doing stuff like that, make the daily grand BOTH rewards
I honestly don't understand the stingy new daily rewards
This one of the reasons nobody bloody queues for Nemcon which is a SIN
There's only that one attack that is a poop pile and basically will just kill anyone. Everything else is the standard block the wireframe and cluster behind the boss on the opposite side of the tank. Which makes it hard to move away when Mega D ballerinas around for his death move. FAW only happens once or twice when his health gets low. I would think a lower level toon should be fine.
Yeah, I don't have any illusions that anyone is going to care in a few weeks... Frogs never had much interest and after the ASCII event, that OM was a ghost town too. At least Frogs and ASCII are nice for leveling and soloable.
[at]riviania Member since Aug 2009
Yea, that'll keep people interested.
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
Yeah if you want people to continue doing stuff like that, make the daily grand BOTH rewards
I honestly don't understand the stingy new daily rewards
This one of the reasons nobody bloody queues for Nemcon which is a SIN
My guess it's the same reason they think the token costs in the recog and event vendors should be so absurd (and bop), to get people to grind.
__________________________________________________________________
Alts:
Lord Sans (Full Healer FF)/Axel Leonard (Crowd Controller/Off-Tank)
- - - - - -
Feel free to visit my websites!^^:
DeviantART|FurAffinity|
Twitter
I didn't die once during the entire fight and scored around the middle part of the chart. This is totally doable with lower level characters provided there are people actually doing the OM properly with plenty of people and proper spacing and coordination.
Epic Stronghold
Block timing explained
Whoever you are, be that person one hundred percent. Don't compromise on your identity.