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FC.31.20121012.1 PTS Update

nisdiddumsnisdiddums Posts: 91 Arc User
edited October 2012 in PTS - The Archive
PTS update FC.31.20121012.1
This build is scheduled to hit PTS by 7:00pm PST on 10/12/12

Hello, everyone!

We're back with a new-and improved version of the "UNTIL Carrier Escort" mission, and updates to our vehicle system/powers.

In addition to the mission update, G-Crush has updated a number of Archetype powers.
Thank you for your time, and enjoy the update!


Please format any bugs you find in the following format:
BugCOLOR=Cyan]Please format any bugs you find in the following format:
Bug
Where it happens
What happens



Becritters
-Added Doomlord and Celestial becrittes to the PTS debugger

Drifter Store:
-Added Legacy Packs to the Drifter Store!

Questionite Store:
-Halloween becritters are now int the Questionite Store!

Missions
-Bloodmoon: Hacked Orbital Cannon codes now again deal damage instead of just being a lights show.

UI
-Gem slot window will resize with the number of slots available

UNTIL Carrier Escort Mission
-Player can now choose the temporary VTOL vehicle during this mission
-Added collision to vent scoop on ship bridge
-Audio call-outs added that will play when engines and/or vent scoop reach critical stages
-Increased enemy character draw distance during mission.
-Added reward incentives that increase based on player/team performance (keep more engines intact =get more goods)
-Mega Destroyer should now clean-up after mission completion/fail

Vehicles
-Update vehicle power effects
-Vehicle reload is now bound the 'T' key
-Reload is now more responsive


Archetype powers:
Force
-IDF: This power should now layer on top of all other shields. Additionally this power has been improved by about 10% at rank 1, and now ranks up for about 20% per rank.
-Personal Force Field: This power should now layer under all other shields.
Field Surge: This power is layered on top of other shields, but below IDF

Archery
-Straight Shot: Damage increased by 10%, Energy Cost reduced by 10%
-Sonic Arrow: Damage increased by 10%, Energy Cost reduced by 5%
-Torrent of Arrows: Damage increased by 10%, Energy Cost reduced by 10%

Bestial
-Shred: Damage on the second strike increased by 10%, Damage on the third strike increased by 20%
-Frenzy: This power is now tagged as a Combo Power. Additionally, the energy cost decreases by 10% on the second strike and 20% on the third strike.

Munitions
-Two Gun Mojo: Damage increased by 60%, Now ignores 10% of target's piercing resistance.
-Bullet Beatdown: This power has had its damage increased on each strike by 5/7.5/12.5/15% (1st/2nd/3rd/4th strike). The melee version of the power is now properly tagged as a combo.
-Lead Tempest: Damage increased by 10%. Miss chance reduced to 10%/25% (down from 25%/50%).

Gadgeteering
-Experimental Burst Ray: Damage increased by 5%, Overcharging now grants 40% damage per stack, up from 30%.

Ice
-Ice Blast: Damage increased by 10%, Energy Cost reduced by 10%
-Ice Cage: Periodic Damage of cages increased by 100%.
-Ice Cage: This power now scales with you as you get stronger.

Might
-Defensive Combo: The third strike of this power is now an 8ft AoE strike.

Fire
-Fire Strike: Damage increased by 10% and Clinging Flames chance increased to 25% (up from 10%).
-Fireball: Energy Cost reduced by 10%.
-Clinging Flames: Damage increased by 100%.
-Thermal Reverberation: This power should now return energy more reliably on multiple targets.

Known Issues:
-UNTIL mission rewards are a work-in progress
-UNTIL Mission audio is a work-in-progress
Post edited by nisdiddums on
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Comments

  • fudgemonstafudgemonsta Posts: 1,591 Arc User
    edited October 2012
    [Sees Force changes, skips the rest of the message.]

    Instantly awesome update right here.
    @HangingDeath

    Deliciously nutritious!
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited October 2012
    *Looks at Force changes and opens wallet to become LTS on Silver Account*

    Not sure how long it will take to transfer/copy over my char onto PTS...but..I will use my premade Impulse for now and sort all that out 2mrrw

    Force changes is what caught my eye, I wonder what those Doomlord and Celestial Critters are :o
  • fudgemonstafudgemonsta Posts: 1,591 Arc User
    edited October 2012
    *Looks at Force changes and opens wallet to become LTS on Silver Account*

    Not sure how long it will take to transfer/copy over my char onto PTS...but..I will use my premade Impulse for now and sort all that out 2mrrw

    Force changes is what caught my eye, I wonder what those Doomlord and Celestial Critters are :o

    Doomlord...

    [Looks at Blood Moon.]

    Could it be?...
    @HangingDeath

    Deliciously nutritious!
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited October 2012
    Doomlord...

    [Looks at Blood Moon.]

    Could it be?...

    I hope your not thinking become Takofanes or something...O_O

    You'd just need to kill 13 players than use your ultimate CC powers to cause mayhem...
  • caosdashcaosdash Posts: 60 Arc User
    edited October 2012
    Great changes to the powers.
    Two gun Mojo being my favorite. :biggrin:
  • xaogarrentxaogarrent Posts: 632 Arc User
    edited October 2012
    nisdiddums wrote: »
    Munitions
    -Two Gun Mojo: Damage increased by 60%, Now ignores 10% of target's piercing resistance.
    -Bullet Beatdown: This power has had its damage increased on each strike by 5/7.5/12.5/15% (1st/2nd/3rd/4th strike). The melee version of the power is now properly tagged as a combo.
    -Lead Tempest: Damage increased by 10%. Miss chance reduced to 10%/25% (down from 25%/50%).


    Hooooeeeellleeeey bartender, we've got some munitions improvements.

    More impressions possibly to come...

    ...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
  • lordfuzunlordfuzun Posts: 53 Arc User
    edited October 2012
    xaogarrent wrote: »
    Hooooeeeellleeeey bartender, we've got some munitions improvements.

    More impressions possibly to come...

    i just got through testing my 2 guns munitions character. *joygasm* :biggrin::cool:
  • empyreal11empyreal11 Posts: 26 Arc User
    edited October 2012
    Interesting, a nice smattering of power buffs. Linking them to QoL for ATs is a smart idea. I'm really happy with the changes to PFF/Shield/IDF layering -- it's been a long time coming.

    While you've got a sideways glance cast towards Ice, think you could re-evaluate the cost/benefit ratio of using Shatter? Blowing up Ice Structures ends up being a pretty weak pay-off for so much set-up time, power investment, and energy cost.

    Thanks for working with us Crush. :)
    ______________________________________
    [SIGPIC][/SIGPIC]
  • rykonailorykonailo Posts: 35 Arc User
    edited October 2012
    Welp thanks Crush you've now made it so hard to choose what toggle to use with PFF, on one hand Compassion is huge field hp boost and damage boost too with energy building, on the other idf is incredible with pff....

    While I solve this dilemia any chance you can make non-pff bubbles factor in dodge / resists too? I'll need another painful agonizing decision to solve after and this should do nicely :wink:

    BTW when will non-ats get these buff?
  • secksegaisecksegai Posts: 1,354 Arc User
    edited October 2012
    Looks like a great update, I think plenty of folks have been looking forward to some of those power changes for a long while now.
  • xaogarrentxaogarrent Posts: 632 Arc User
    edited October 2012
    rykonailo wrote: »
    While I solve this dilemia any chance you can make non-pff bubbles factor in dodge / resists too? I'll need another painful agonizing decision to solve after and this should do nicely :wink:

    This would likely require a reworking of the way the bubble system operates. Namely, in that the bubbles would have to be made to not stack with each other anymore.

    ...I just recently realized something really disturbing. We're all eating Sodapop3's "humble pie."
  • rykonailorykonailo Posts: 35 Arc User
    edited October 2012
    I'll take non-stacking buff bubbles or just one of each type in exchange for factorin in resists / dodge.

    Though really hope non-ats can get these buffs soon, or if they did um idf is still below pff...

    Edit: NM non-ats DO get this but IDF seems like it has to be toggled off / on after each load or it resets to being under pff not over Then again it isnt absorbing the right amount either....
  • mijjesticmijjestic Posts: 481 Arc User
    edited October 2012
    Woooooo! Dual pistols in tha hizzous! :biggrin:

    Awesome changes, Gentleman Crush - look forward to checking them out.
  • cyronecyrone Posts: 1,028 Arc User
    edited October 2012
    Hey thanks for getting it to PTS Crush! I promised you my numbers and here's what I've got.

    All tests done with the Blue Laser in the defense test room.

    PFF alone:
    Your Personal Force Field absorbs 1018 damage.

    You lose 54 (1500) Fire Damage from an unknown ability.


    PFF + Protection Field:
    Your Personal Force Field absorbs 1014 damage.

    Your Protection Field absorbs 75 (53) damage. *still layered under PFF*

    You receive 0 (1500) Fire Damage from Blue Beam.


    PFF + IDF part 1:
    Your Personal Force Field absorbs 1014 damage.

    Your Inertial Dampening Field absorbs 0 (48) damage.

    You lose 5 (1500) Fire Damage from Blue Beam.


    *this laser was charged up while charging IDF*

    PFF + IDF part 2:
    Your Inertial Dampening Field absorbs 0 (82) damage.

    Your Personal Force Field absorbs 936 damage.

    You lose 49 (1500) Fire Damage from Blue Beam.


    *seems it works like the change states in the patch notes 'after' waiting a few seconds*

    PFF + IDF + Field Surge:
    Your Field Surge absorbs 1500 (1072) damage. *layered ontop of IDF*

    You receive 0 (1500) Fire Damage from Blue Beam.


    PFF + IDF + Protection Field:
    Your Personal Force Field absorbs 1014 damage.

    Your Inertial Dampening Field absorbs 0 (48) damage.

    Your Protection Field absorbs 8 (5) damage.

    You receive 0 (1500) Fire Damage from Blue Beam.


    *broke everything - PFF got pushed to the top of the layering for some reason*

    PFF + IDF + Protection Field + Field Surge:
    Your Field Surge absorbs 1500 (1072) damage. *same as with Field Surge only*

    You receive 0 (1500) Fire Damage from Blue Beam.


    Additionally:

    *after doing all of these tests and leaving IDF running - the power reverted back to layering under PFF again - had to turn it off then on again to get it layered properly*
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited October 2012
    cyrone wrote: »
    Hey thanks for getting it to PTS Crush! I promised you my numbers and here's what I've got.

    All tests done with the Blue Laser in the defense test room.

    PFF alone:
    Your Personal Force Field absorbs 1018 damage.

    You lose 54 (1500) Fire Damage from an unknown ability.


    PFF + Protection Field:
    Your Personal Force Field absorbs 1014 damage.

    Your Protection Field absorbs 75 (53) damage. *still layered under PFF*

    You receive 0 (1500) Fire Damage from Blue Beam.


    PFF + IDF part 1:
    Your Personal Force Field absorbs 1014 damage.

    Your Inertial Dampening Field absorbs 0 (48) damage.

    You lose 5 (1500) Fire Damage from Blue Beam.


    *this laser was charged up while charging IDF*

    PFF + IDF part 2:
    Your Inertial Dampening Field absorbs 0 (82) damage.

    Your Personal Force Field absorbs 936 damage.

    You lose 49 (1500) Fire Damage from Blue Beam.


    *seems it works like the change states in the patch notes 'after' waiting a few seconds*

    PFF + IDF + Field Surge:
    Your Field Surge absorbs 1500 (1072) damage. *layered ontop of IDF*

    You receive 0 (1500) Fire Damage from Blue Beam.


    PFF + IDF + Protection Field:
    Your Personal Force Field absorbs 1014 damage.

    Your Inertial Dampening Field absorbs 0 (48) damage.

    Your Protection Field absorbs 8 (5) damage.

    You receive 0 (1500) Fire Damage from Blue Beam.


    *broke everything - PFF got pushed to the top of the layering for some reason*

    PFF + IDF + Protection Field + Field Surge:
    Your Field Surge absorbs 1500 (1072) damage. *same as with Field Surge only*

    You receive 0 (1500) Fire Damage from Blue Beam.


    Additionally:

    *after doing all of these tests and leaving IDF running - the power reverted back to layering under PFF again - had to turn it off then on again to get it layered properly*

    Intresting, I was never able to get that working result from PFF + IDF, I will hop on PTS now and see if I can get anything intresting.

    I tried in combat with Amazing Grace and the undead, but as you said it seems like as soon as you put Protection Field up, everything breaks. I did notice that IDF + PFF does work as intended for a brief spell before breaking and reverting.
  • sanguinevipersanguineviper Posts: 451 Arc User
    edited October 2012
    So what's up with the locked "Takoface's cache of treasures" grab bags that drop off mobs and need a cosmic key of power to open?

    Snark never dies.
  • thesoulstarthesoulstar Posts: 122 Arc User
    edited October 2012
    Finally I have a reason to use ice cage with some of my alts at last! also great work on making idf the very first layer and bringing back some of it's inherit protection percentages too. This feels alot like how it should be. Still feel that IDF as a form should have a functionality to stacks of some sort (compassion maybe?) in order to make it even more useful of an option whilst in combat. Still this is at least on the right track and I will get around to trying out some of the other changes, especially defensive combo's added perk; good call there.
    On Call site found here: Project On Call

    On Call FAQ found here:On Call FAQ
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited October 2012
    I cant subscribe to LTS on my silver account, I have submitted a ticket : #121013-000058

    Everything my end is in order, I even called my bank and they said everything is fine...so..:confused:
  • thesoulstarthesoulstar Posts: 122 Arc User
    edited October 2012
    I cant subscribe to LTS on my silver account, I have submitted a ticket : #121013-000058

    Everything my end is in order, I even called my bank and they said everything is fine...so..:confused:

    Say whaaa?!Huh that's weird indeed. I remember it being a pretty simple process. But then again alot of things have changed overtime in both the game and the site so yea more than likely it's an internal issue. Sorry to hear that force D:
    On Call site found here: Project On Call

    On Call FAQ found here:On Call FAQ
  • magemighty1magemighty1 Posts: 57 Arc User
    edited October 2012
    Kinda annoyed that there has been no change to vehicle art but otherwise good update :redface:


    My main character is Blackflight
  • gamehobogamehobo Posts: 1,970 Arc User
    edited October 2012
    I cant subscribe to LTS on my silver account, I have submitted a ticket : #121013-000058

    Everything my end is in order, I even called my bank and they said everything is fine...so..:confused:

    Also off topic:

    Give Gentle Man-Crush a raise. Raven paid for a LTS ($300) and I'm buying R9 mods this week ($300). That's $600 in revenue you wouldn't have otherwise found without these updates.

    I can only quantify us two .. but it goes without saying. His commitment to player satisfaction has garnered the company $600 in a weekend.

    GIVE THIS MAN A RAISE (Then put him straight to work on the Crowd Control and Stealth Review).
  • riouhotaruriouhotaru Posts: 0 Arc User
    edited October 2012
    The Munitions changes so far are AMAZING. Only a few things I'd change now:

    - Breakaway Shot is a great move overall, but the entirety of it's damage is backloaded. Despite shooting at the enemy during the initial hang-time, and during the brunt of the backward lunge, the damage only connects when you land. This needs to change. Every other lunge power doesn't take nearly as long to come out. Even evasive maneuvers comes out instantly. Frontload some of that damage, even if it's in ticks.

    - Holdout needs three critical changes (IMO) and one flavor change:

    1) Flavor Change: The roll backward shouldn't be in place. Even a small roll, like 10-15 feet would feel thematically appropriate. Otherwise the roll looks a bit...awkward?

    2) Critical A: Increase the base damage. The Crit Severity is fine as is, a very potent bonus for such a power. But otherwise it's lackluster.

    2) Critical B: Lower the recharge. I'm not sure by how much, but it definitely needs a reduction.

    2) Critical C: Improve Stim Pak. Right now it won't scale off of Pres, and heals for a ridiculously small amount given it's recharge. Even if Stimpack is meant to be back-up, it's still pitiful really.
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited October 2012
    gamehobo wrote: »
    Also off topic:

    Give Gentle Man-Crush a raise. Raven paid for a LTS ($300) and I'm buying R9 mods this week ($300). That's $600 in revenue you wouldn't have otherwise found without these updates.

    I can only quantify us two .. but it goes without saying. His commitment to player satisfaction has garnered the company $600 in a weekend.

    GIVE THIS MAN A RAISE (Then put him straight to work on the Crowd Control and Stealth Review).

    Agreed. Also I found out what was wrong with my account not being updated.

    My bank were blocking the payment because they thought someone was trolling my account >_>!

    I should be LTS very soon
  • gammabreakergammabreaker Posts: 248 Arc User
    edited October 2012
    Bug: Deathlord/Celestial Device AOE Heal can be dodged.

    Where: Anywhere near a friendly player.

    How: Activate the #5 ability on the Deathlord/Celestial. The healing portion of the ability can be dodged by friendly players.


    Also, the Celestial device says that it turns you into a Deathlord on the very last line of text, at the bottom of the device tooltip.
  • somebobsomebob Posts: 980 Arc User
    edited October 2012
    rykonailo wrote: »
    BTW when will non-ats get these buff?

    They already do. Powers can't be adjusted just for ATs - they have to be modified for everyone. The only powers that were changed were low-level AT ones to make their leveling experience better.

    So your Freeform has these changes right now too.
    So what's up with the locked "Takoface's cache of treasures" grab bags that drop off mobs and need a cosmic key of power to open?

    I've heard (but can't confirm) that these can hold things like the Become Deathlord device as well as FOUR slot primaries (2 stat, 2 mod slots). I saw one linked and it looked like a Silver Champ piece but without the beginning stat (so the +Dodge Primary item without the +Dodge built into it).
    Owner and Lead Moderator for the Primus Database. Post your Hero today!
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  • cyronecyrone Posts: 1,028 Arc User
    edited October 2012
    riouhotaru wrote: »
    - Holdout needs three critical changes (IMO) and one flavor change:

    1) Flavor Change: The roll backward shouldn't be in place. Even a small roll, like 10-15 feet would feel thematically appropriate. Otherwise the roll looks a bit...awkward?

    2) Critical A: Increase the base damage. The Crit Severity is fine as is, a very potent bonus for such a power. But otherwise it's lackluster.

    2) Critical B: Lower the recharge. I'm not sure by how much, but it definitely needs a reduction.

    2) Critical C: Improve Stim Pak. Right now it won't scale off of Pres, and heals for a ridiculously small amount given it's recharge. Even if Stimpack is meant to be back-up, it's still pitiful really.

    Flavor Change: This I can get behind. Sideways "lunge" would be awesome.

    A: Critical hits for +3k at rank 1 and level 35. I think the damage is fine.

    B: Currently the recharge I have on Holdout Shot is ~4 seconds. Again, seems fine.

    C: Scoring a critical hit doubles the healing. Level 40 with *no bonus healing* a crit heal for me will proc +1k on the first tick and +500 every tick after. Again, seems fine to me considering that the Stim Pack is an advantage. Perfect for PFF characters and works great in conjunction with Reconstruction Circuits and Rank 3 Energy Shield on my "Terran Ghost" character.
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
  • keikomystkeikomyst Posts: 626 Arc User
    edited October 2012
    riouhotaru wrote: »

    2) Critical C: Improve Stim Pak. Right now it won't scale off of Pres, and heals for a ridiculously small amount given it's recharge. Even if Stimpack is meant to be back-up, it's still pitiful really.

    I agree about everything else, but Stim Pak is actually a really good heal. I can crit the first shot for a 1k heal, and the DoT is 500 after that! If it starts scaling off of Pre, it better keep its current baseline stats.
  • gammabreakergammabreaker Posts: 248 Arc User
    edited October 2012
    Yeah, Holdout Shot is just fine. It can crit for upwards of 10k. For a tap that costs single digit energy.
  • monaahirumonaahiru Posts: 3,073 Arc User
    edited October 2012
    nisdiddums wrote: »

    Drifter Store:
    -Added Legacy Packs to the Drifter Store!

    Sadly, no one can test anything that Require 60 Drifters salvage thing but I want to know Harquebus are included or not.
  • thesoulstarthesoulstar Posts: 122 Arc User
    edited October 2012
    It worked :D

    *EPIC HIGH FIVE OF EPICNESS!* Welcome to the LTS club. I's allll good.
    On Call site found here: Project On Call

    On Call FAQ found here:On Call FAQ
  • sigmaseven0sigmaseven0 Posts: 714 Arc User
    edited October 2012
    cyrone wrote: »
    Flavor Change: This I can get behind. Sideways "lunge" would be awesome.
    Yes it would.

    Also, It seemed like Auras were close to implementation not too long ago. I hope Auras are the next thing after vehicles.

    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.
  • sigmaseven0sigmaseven0 Posts: 714 Arc User
    edited October 2012
    nisdiddums wrote: »
    Drifter Store:
    -Added Legacy Packs to the Drifter Store!

    I'm a bit confused about this too. Is this the stuff that was removed during On Alert?
    What exactly are "legacy packs"?

    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.
  • ayonachanayonachan Posts: 557 Arc User
    edited October 2012
    The 'legacy' costume and 'legacy' af packs cannot be opened...for some strange reason...

    Anyway!, after about 10 mins of transferring everything into my 'hideout' I passed out a bit then started to test out some of the new-old 'legacy' devices..

    So far all the ones that I tested out work exactly like how their old forms did. Elder worms still requires you to have your energy up to a certain point in order to get the effect. I even tried doubt stacking elder worms with the old-world item and the effects don't stack sadly...

    Problem:
    Multiples of the Same Device DO NOT share cooldowns. Please force a fixed cooldown on these devices otherwise they....will just break too many things and people will complain even more..

    Problem:
    Revitalize works on all of these devices. This is the biggest problem. I can and will become immune to all damage 100% of the time.

    Oh and I guess I should also mention that you (sorta) can't stack necrullitic elixir...I mean, you 'can' get more than 1 stack if it is off cooldown and you transfer to a new map then use it but it..."doesn't" quite work like how you want it to...It just keeps refreshing your previous one otherwise.

    Edit: There fixed it again to be simpler..so enjoy..
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited October 2012
    *EPIC HIGH FIVE OF EPICNESS!* Welcome to the LTS club. I's allll good.

    Thanks. I just realised that all my AT's will need FF builds xD

    I've started on my Impulse...only 14 more to go lol
  • gammabreakergammabreaker Posts: 248 Arc User
    edited October 2012
    BUG: Seismic Smash - Massive Attack advantage is dysfunctional

    Where: Anywhere.

    How: The advantage "Massive Attack" on Seismic Smash removes the AOE component in trade for a 60% increase in damage. This should be much more than taking rank 3, if you're willing to forgo the AOE portion. Taking the advantage on PTS right now, however, results in Rank 2 + Massive Attack doing LESS damage than Rank 3.
  • tditstdits Posts: 666 Arc User
    edited October 2012
    I'm a bit confused about this too. Is this the stuff that was removed during On Alert?
    What exactly are "legacy packs"?

    It's the old costume unlocks that you can't get since the gear changes. And maybe some other stuff, they've been talking about adding this in for a while but I don't remember all of the details.
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  • gamehobogamehobo Posts: 1,970 Arc User
    edited October 2012
    Bug: Deathlord/Celestial Device AOE Heal can be dodged.

    Where: Anywhere near a friendly player.

    How: Activate the #5 ability on the Deathlord/Celestial. The healing portion of the ability can be dodged by friendly players.


    Also, the Celestial device says that it turns you into a Deathlord on the very last line of text, at the bottom of the device tooltip.

    For all my Lightning Reflexes players: can we stop all heals from being dodged? Players constantly ask me why their avatar has convulsions around Kontrol.

    Bug:
    That heal bug thing is till back going on with Mind Break. Healing Enemies instead of players and being procc'd at the area of the target instead of the area of the player
  • aiqaaiqa Posts: 2,620 Arc User
    edited October 2012
    Also, It seemed like Auras were close to implementation not too long ago. I hope Auras are the next thing after vehicles.

    There are aura slots next to the gear slots when opening your inventory, now only for the aura items.
  • riouhotaruriouhotaru Posts: 0 Arc User
    edited October 2012
    keikomyst wrote: »
    I agree about everything else, but Stim Pak is actually a really good heal. I can crit the first shot for a 1k heal, and the DoT is 500 after that! If it starts scaling off of Pre, it better keep its current baseline stats.

    I'd be fine with keeping baseline. I just think that making it scale upward with Pre would be nice. Most people taking it likely don't have any Pre bonuses, but on the off-chance you did, it would be cool. I just don't see why it shouldn't.

    Also I did not know the healing would crit if Holdout Critted.
  • cyronecyrone Posts: 1,028 Arc User
    edited October 2012
    riouhotaru wrote: »
    I'd be fine with keeping baseline. I just think that making it scale upward with Pre would be nice. Most people taking it likely don't have any Pre bonuses, but on the off-chance you did, it would be cool. I just don't see why it shouldn't.

    Also I did not know the healing would crit if Holdout Critted.

    It wouldn't really have to scale to Pre but to the +Healing bonuses from roles/Pre/gear.
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
  • sagewithbubblessagewithbubbles Posts: 484 Arc User
    edited October 2012
    So, can we get Seraphim's bonus to healing to start buffing shield strength like (almost) all the other healing bonuses do?
    _______________________________
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    _______________________________

    The user formerly known as Dr. Sage.
    _______________________________
  • gammabreakergammabreaker Posts: 248 Arc User
    edited October 2012
    Bug: Harbinger of Woe drops Pre-On Alert gear.

    Where: Takofanes Crypts in Blood Moon.

    How: Proceed through the crypt missions after defeating an undead hero. The crypt lord at the end drops old fashioned gear (I got a 20 Int, 5.7 Defense, Level 40 secondary).

    In addition, the mission called for me to defeat the Crypt Lord and the Strength of Takofanes. While the second condition was fulfilled by defeating the Harbinger of Woe at the end, the Strength of Takofanes condition was never filled. The sarcophagus at the end was also dysfunctional.
  • crypticbuxomcrypticbuxom Posts: 4,629 Arc User
    edited October 2012
    Drifter Store:
    -Added Legacy Packs to the Drifter Store!

    ...I hope this isn't what I think it is.
  • stellariodragonstellariodragon Posts: 588 Arc User
    edited October 2012
    BUG:Minor Typo in Become Celestial
    Where: Tool Tip under "Become Celestial Toggle"
    What happens: It says "When activated, you become a Doomlord..."


    Also, the particle effect on the feet of the Celestial seems disconnected from the rest of the body. It looks kinda wonky that way.

    The AOE damage/rez is pretty sweet though.
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited October 2012
    ...I hope this isn't what I think it is.

    Its grab bags you access by buying grabbags....seems like a Wonderful idea...
  • bioshrikebioshrike Posts: 5,491 Arc User
    edited October 2012
    If I may be so bold - could protection field and MR possible get a 1pt adv to have it "heal" your PFF instead of just adding yet another layer?

    I'm liking the look of these changes, overall, though!
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  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited October 2012
    bioshrike wrote: »
    If I may be so bold - could protection field and MR possible get a 1pt adv to have it "heal" your PFF instead of just adding yet another layer?

    I'm liking the look of these changes, overall, though!

    To be honest I'd prefer a force heal, which acts in a similar fashion to Conviction but heals PFF and the chars HP, PFF amount should be about 10% more than the char HP heal.

    I did suggest it earlier.

    But healing PFF...the passive should function like Night Warrior does, have a maintain heal to PFF which super boosts Regen of Force field and has a CD like Shadow Strike or something.

    It would scale with SuperStats and be called Force Advancement.

    I think an extra power like a damage resistance temp buff to PFF as part of the passive is in order as well, perhaps called Sychronised Harmonics or Unyielding Defense

    Both would act in a similar fashion to Shadow Strike and Sneak on NW passive, in the sense that they are auto ranked with level and passive.

    -Force Advancement would have a cooldown, like Shadow Strike

    -Sychronised Harmonics would be a toggle which grants PFF dmg resistance based on PFF rank, shield strength and superstats. (similar to the idea I suggested for PFF on another thread.)

    So:

    Night Warrior grants : Passive + Sneak + Shadow Strike

    My Proposed PFF would grant: PFF Passive + Force Advancement (PFF super heal) + Synchronised Harmonics/ Unyielding Defense (Dmg Resist buff)


    EDIT: Changed Proposed Scaling on Force Advancement.
  • crypticbuxomcrypticbuxom Posts: 4,629 Arc User
    edited October 2012
    I checked it out myself. It is as bad as I thought.

    What are you thinking? Drifter salvage costs around 1 dollar per point and we only get a chance at getting something different from these kits. If it has to be drifter salvage make it so we can just pick what we want directly.

    Better yet, I would rather pay quesitonite directly for the unlock I want. Put the individual pieces in the Q store.
  • rykonailorykonailo Posts: 35 Arc User
    edited October 2012
    somebob wrote: »
    They already do. Powers can't be adjusted just for ATs - they have to be modified for everyone. The only powers that were changed were low-level AT ones to make their leveling experience better.

    So your Freeform has these changes right now too.

    yes i realized this several posts before yours



    As for Force getting a heal, /i'd rather they just make Shields count for Compassion, maybe make them able to crit too and factor in resist / dodge just to be on par with heals.

    As for scaling Holdout heal, I'm personally for letting all heals sale to bonus healing be it adv or skill tree, and to make it so they all can be debuffed and cant be dodged as well not to mention make appropriate ones count as Drains for Dark Transfusion.

    Nothing is more silly then seeing Arbiter mastery heal for nothing despite loads of hp and bonus heal or cause of it being dodged orfighting an undebuffable Sentinel Aura.
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