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FC.31.20131024.4 PTS Update

lordgarlordgar Posts: 267 Arc User
edited November 2013 in PTS - The Archive
This build is scheduled to hit PTS at 4:15pm, 11/12/2013

You can find release notes for previous unreleased PTS patches by using the link(s) below:

FC.31.20131024.3
FC.31.20131024.2
FC.31.20131024.1


Release Notes:

Costumes:

  • The Armadillo costume pieces now have Metal, Leather, and Cloth material options instead of a single "Armadillo" leather option.

  • Armadillo Back and Armadillo Helmet how have Single Color pattern options.

  • Basic Subligar now has an Armadillo pattern available by default.


Powers:

  • Rank 2 Fluidity with the advantage now gives the correct amount of dodge.

  • Added a Free Full Retcon Token for all characters created before October 24th 2013


UI:

  • Added a Change Character button to the game menu that goes to the Character Select screen



Please format any bugs you find in the following format:
Bug
Where it happens
What happens



Please stay on topic in this PTS thread. We use bug reports from this thread to decide whether a PTS build is ready to go live, and so we need to make sure we're seeing everything in it. Please do discuss the changes, but if you find yourself writing about something that isn't specific to what's on PTS, then that should probably go elsewhere.

In particular, do not report bugs from the live game in this thread, unless they are impacted by changes in the PTS build.
Post edited by lordgar on
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Comments

  • kenpojujitsu3kenpojujitsu3 Posts: 1,320 Arc User
    edited November 2013
    Added a Change Character button to the game menu that goes to the Character Select screen
    ________________________________________________
    My Amazon author page
    How to build a freeform character...the Kenpo way
    Demon Keypo's Building Guide
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    Serving since September, 2009 / 65 Characters, 63 Level 40's
  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    edited November 2013
    lordgar wrote: »
    • added A Change Character Button To The Game Menu That Goes To The Character Select Screen


    God Bless America!




    sdklfask Djhalks Dkaj Sdhfkahsdlk Jhaksd
    biffsig.jpg
  • cascadencecascadence Posts: 505 Arc User
    edited November 2013
    Wow... everyone gets a retcon and character selection?? wow!! those are big and really good news =) thanks Cryptic!
    ___________________

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    Click up there if you want to find more about the costumes behind my heroines.
  • chimerafreekchimerafreek Posts: 403 Arc User
    edited November 2013
    Those are all things I wanted :D
    __________________
    @Chimerafreek
  • ashensnowashensnow Posts: 2,048 Arc User
    edited November 2013
    lordgar wrote: »
    • Added a Change Character button to the game menu that goes to the Character Select screen


    Wow. That is an awesome addition for all of the altitists out there. Excellent job.

    'Caine, miss you bud. Fly high.
  • avianosavianos Posts: 6,178 Arc User
    edited November 2013
    ALTitis fans REJOICE!!


    Just don't forget to add a Command for the chat box which faction for this
    Then I can wave /logout bye bye :biggrin::biggrin::biggrin:
    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!
  • bellatorrexbellatorrex Posts: 169 Arc User
    edited November 2013
    LIke I said on S.E.C.R.E.T.'s channel when I saw this topic...

    Wooooooooooooooooooooooooooooooooo *oxygen* ooooooooooooooooooo! *passes out*
    ________________________________________
    Handle: @Kurobasa
  • theravenforcetheravenforce Posts: 7,138 Arc User
    edited November 2013
    lordgar wrote: »
    This build is scheduled to hit PTS at 4:15pm, 11/12/2013



    [*]Added a Free Full Retcon Token for all characters created before October 24th 2013
    [/LIST]

    Me: Wow! This can't get any better can it? That's really good of them to do this! :smile:

    lordgar wrote: »
    UI:

    • Added a Change Character button to the game menu that goes to the Character Select screen

    Me: *forgets how to breathe* OMGTHISISAMAZINGICAN'TEVEN.....! *flatlines* :biggrin:

    Question: Do you think you could fix the login name bug, which was fixed a while back but reverted when you guys fixed Bullet Bound for Biselle? It currently doesn't remember the correct login ID. Also... will the command for this glorious addition be...

    /gotocharacterselectscreen ? If so...called it :3
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited November 2013
    Now just fix the 'Remember Account Name' thingie and we are on the road of better tomorrow.
    moustache.gif
    CHAMPIONS ONLINE:Join Date: Apr 2008
    And playing by myself since Aug 2009
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  • blumoon8blumoon8 Posts: 430 Arc User
    edited November 2013
    wow. o.o The only way this could get any better is allowing us to organize our characters on the character select screen. :tongue:

    I say stuff and I say things, sometimes together but only when I'm feeling adventurous.

    I'm @blu8 in game! :D
  • theravenforcetheravenforce Posts: 7,138 Arc User
    edited November 2013
    blumoon8 wrote: »
    wow. o.o The only way this could get any better is allowing us to organize our characters on the character select screen. :tongue:

    ^ This. :biggrin:
  • itsbrou#5396 itsbrou Posts: 1,778 Arc User
    edited November 2013
    :o

    <3<3<3<3<3
    Brou in Cryptic games.
  • edited November 2013
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  • shadowzero66shadowzero66 Posts: 331 Arc User
    edited November 2013
    lordgar wrote: »
    Added a Change Character button to the game menu that goes to the Character Select screen

    A couple of years overdue, but.... WWWWOOOOOOOOOOOHHHHOOOOOOOO!

    GLORIOUS CHARACTER SELECT!
    (we do get the accompanying chat box command as well, right?)
    Grind for the Grind God! Tokens for the Token Throne!
  • kemmicalskemmicals Posts: 853 Arc User
    edited November 2013
    lordgar wrote: »
    UI:
    • Added a Change Character button to the game menu that goes to the Character Select screen
    tumblr_mh7qtf1y351rlklr9o1_500.gif
  • canadascottcanadascott Posts: 1,257 Arc User
    edited November 2013
    flyingfinn wrote: »
    Now just fix the 'Remember Account Name' thingie and we are on the road of better tomorrow.
    moustache.gif

    Yes. That and rename "Master Villain Default" (the computer game of equivalent of "see Page XXX") in the Deadman Walkin' alerts.

    Edit: And the nemmy minion editor/costume load bug.
    /CanadaBanner4.jpg
  • bwdaresbwdares Posts: 1,517 Arc User
    edited November 2013
    Wait...that's it?












    Only kidding! Thanks alot!
    #Mechanon!(completed) #New Zones! #Foundry!
  • blkjackwilliamsblkjackwilliams Posts: 256 Arc User
    edited November 2013
    Now that's pretty cool.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited November 2013
    Added a Change Character button to the game menu that goes to the Character Select screen

    *que horde of screaming fan girls* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!!!!!!!!!!!!!!!!!! :D
  • kamokamikamokami Posts: 1,633 Arc User
    edited November 2013
    Added a Change Character button to the game menu that goes to the Character Select screen


    zomg.jpg
  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited November 2013
    So, Fluidity is still developer's favorite pet, and dodge passives remains at their last nerfed level?

    And change character along with retcon tokens button is a smokescreen, so screwed players may feel better?

    Nothing really to see here.

    One question remains.
    What about hanging retrain tokens and Zen returns to players who were fooled into paying for premium archetypes with LR?

    Those may even end gimped with adding Fluidity to them, instead a proper block, thus utterly broken.

    It should be handled like with prototype jets.

    Return Zen if player wishes. But also allow for retraining to another premium AT.
  • aetam1aetam1 Posts: 228 Arc User
    edited November 2013
    lordgar wrote: »
    • Added a Change Character button to the game menu that goes to the Character Select screen

    Woooohoooooooooo!


    Ok seriously, hell has frozen, hasn't it? That means I really have to do all that stuff when I said "when hell freezes over..."

    Crap.

    My stomach is clear and my mind is full of bacon!
  • kenpojujitsu3kenpojujitsu3 Posts: 1,320 Arc User
    edited November 2013
    Mmmm.jpg~original
    ________________________________________________
    My Amazon author page
    How to build a freeform character...the Kenpo way
    Demon Keypo's Building Guide
    Freeform Builds Directory (Last updated: 04/23/2016)
    Serving since September, 2009 / 65 Characters, 63 Level 40's
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited November 2013
    BUTTON!!!!!


    WOOOT!

    Ya!


    I am happy :)

    Edit: Ya for Armadillo skin changes. My Iron Scarab concept can finally get off the ground :)
  • nightr0dnightr0d Posts: 450 Arc User
    edited November 2013
    lordgar wrote: »

    [*]Added a Free Full Retcon Token for all characters created before October 24th 2013
    [/LIST]

    [/B][/COLOR]


    I'm confused about this? Is this in light of the future dodge nerf/build changing? If so then this only takes into consideration those who actually made new toons. Some of my toons impacted by this are close to a year old not a month-ish.

    Also, is this retcon token added to the ones that accumulate or to the ones that don't ie. there is the Free retcons and the X nr of Vet retcons. I assume this is going to the Free retcon category.

    I'd appreciate more info regarding the intentions behind why this has been done.
  • maleb666maleb666 Posts: 364 Arc User
    edited November 2013
    Added a Change Character button to the game menu that goes to the Character Select screen

    CF8kLhw_zps946e6d20.gif

    Althaholics of the world having a nerdgasm!!!!!!
    eupmtpu59ppn.jpg
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited November 2013
    nightr0d wrote: »
    I'm confused about this? Is this in light of the future dodge nerf/build changing? If so then this only takes into consideration those who actually made new toons. Some of my toons impacted by this are close to a year old not a month-ish.

    Also, is this retcon token added to the ones that accumulate or to the ones that don't ie. there is the Free retcons and the X nr of Vet retcons. I assume this is going to the Free retcon category.

    I'd appreciate more info regarding the intentions behind why this has been done.

    What he said is that all characters created BEFORE October 24, 2013 would receive retcons. Not after.

    And I imagine the answer to that question will be something along the lines of "Due to the fundamental change which occurred with dodge, we're going to give people the opportunity to reroll their character'

    What I'd like to know on that front, is since fluidity is now essential to making dodge tanks, will the master be given a power choice to use that ability? Otherwise you just killed one of champions very few tanking classes....and one of the very few ones that people actually paid money to get.
  • xienthxienth Posts: 58 Arc User
    edited November 2013
    Happy, Happy, Button, Button, Happy, Happy, Button, Button,

    *Happy face
  • beldinbeldin Posts: 1,708 Arc User
    edited November 2013
    You see .. we really don't need much to make us happy :wink:

    And now .. what Scott said : fix the Nemesis load-costume bug please :smile:
    R607qMf.jpg
  • thatcursedwolfthatcursedwolf Posts: 484 Arc User
    edited November 2013
    lordgar wrote: »

    • Added a Change Character button to the game menu that goes to the Character Select screen

    The devs, they do exist and they do listen! Three cheers for Cryptic North!
    This is my Risian Corvette. There are many like it, but this one is mine.
  • flamingbunnymanflamingbunnyman Posts: 2,035 Arc User
    edited November 2013
    What I'd like to know on that front, is since fluidity is now essential to making dodge tanks, will the master be given a power choice to use that ability? Otherwise you just killed one of champions very few tanking classes....and one of the very few ones that people actually paid money to get.

    I think you might be overstating the impact on The Master.

    10% base + 40% LR R3 + 4%* Elusive Monk + 20%** Thundering Kicks = 74% Dodge, before factoring in Deflection from the Con tree and Dodge from gear. At a glance, it also gets access to at least three Defense boosting specs, two Heal over Time specs, BCR, and (of course) the massive HP from Con primary.

    *Minimum of 4%. Since it scales with the Master's Secondary SS Dex, it will be higher.

    **15% from R2 + 5% from one stack of the advantage. Actual value is higher or lower depending on how many stacks are up at a given time. Alternately, 18% from R3.
    _________________________________________________
    @flamingbunnyman in game. Formerly @Roderick in City of Heroes.
  • beldinbeldin Posts: 1,708 Arc User
    edited November 2013
    10% base + 40% LR R3 + 4%* Elusive Monk + 20%** Thundering Kicks = 74% Dodge,

    What about ranged chars, that can't use Elusive Monk and won't use Thundering Kicks and also not Lead Tempest ?

    That seems to be forgotten here when you always talk about using x different skills to make it good. You don't need that all if you use Invuln or Defiance .. you can use whatever powers you want and only need the usual heals and thats it.

    But LR now seems to go in the direction that it should only strictly be usefull as a martial arts hero.
    R607qMf.jpg
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited November 2013
    I think you might be overstating the impact on The Master.

    *Shrugs* Thats entirely possible. I've never leveled a dodge tank, and with the nerf dodge has taken, thats not a task I intend to consider now.

    What I do know is they built a block specifically for use with a dodge tank, and have not given any indication that they're giving this ability to the games only dodge tank AT. I personally think thats a situation that should be rectified. You're perfectly welcome to take an opposing view that its not needed...but really why argue against more choices?
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  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited November 2013
    Fluidity is probably viewed as a requirement for having dodge, it must be one of the dev's pet powers. Much like it was with TGM.

    It has nothing to do with build diversity or balance, but with someone being in deep love with this power idea, thus shoehorning players into it.

    There are two LR archetypes, the Master and the Specialist. And no matter how serious impact on them will be, people who paid for those ATs should have option of having their Zen returned and option to retrain to different AT.
    So they may use their returned Zen on other premium AT.

    Because their performance will be lower, their paid AT will be in worse state.

    Cryptic should have enough decency to do the same thing they did with prototype jets.


    Even with Fluidity instead of Parry on these AT's, well... I'd never touch Fluidity. It seems clunky, counterintuitive and works completely not like any other block.

    It shouldn't even be in block slot.


    Adding option for relog to character? It's a nice minor improvement, even if it will not change much. Thank you for this, at least.
  • flamingbunnymanflamingbunnyman Posts: 2,035 Arc User
    edited November 2013
    beldin wrote: »
    What about ranged chars, that can't use Elusive Monk and won't use Thundering Kicks and also not Lead Tempest ?

    That seems to be forgotten here when you always talk about using x different skills to make it good. You don't need that all if you use Invuln or Defiance .. you can use whatever powers you want and only need the usual heals and thats it.

    But LR now seems to go in the direction that it should only strictly be usefull as a martial arts hero.

    Well, considering that I was talking about an Archetype, in response to someone else talking about the same Archetype, and all those powers are preselected by the Archetype, I feel that all your arguments about people who can't pick the listed powrrs are completely irrelevant to the discussion at hand.
    _________________________________________________
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  • crypticbuxomcrypticbuxom Posts: 4,620 Arc User
    edited November 2013
    I think the argument for refixing the "remember PW account name" is mute at this point.
  • tditstdits Posts: 666 Arc User
    edited November 2013
    lordgar wrote: »

    UI:

    • Added a Change Character button to the game menu that goes to the Character Select screen

    An ode to this glorious occasion.
    *Shrugs* Thats entirely possible. I've never leveled a dodge tank, and with the nerf dodge has taken, thats not a task I intend to consider now.

    Oddly, I just made my first dodge tank in anticipation of these changes. And he uses Parry w/ Elusive Monk. Fluidity is pointless.
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  • bwdaresbwdares Posts: 1,517 Arc User
    edited November 2013
    The devs, they do exist and they do listen! Three cheers for Cryptic North!

    If they listened, then where are the goatees with half helmets? HUH!?! HUH!!!??!!

    :D


    .
    #Mechanon!(completed) #New Zones! #Foundry!
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited November 2013
    tdits wrote: »
    An ode to this glorious occasion.



    Oddly, I just made my first dodge tank in anticipation of these changes. And he uses Parry w/ Elusive Monk. Fluidity is pointless.

    I'm glad to hear that the power you haven't used, for the role you've never created, is pointless.

    Edit: I don't understand the hate on for this power. I'm not suggesting that it be mandatory for all freeform LR characters, or even for the ATs. I'm just suggesting that if you're going to put in a dodge block replacer, then maybe, just maybe a dodge based AT would like the choice to use it. The operative word in the previous sentence is Choice. If you think the power is garbage, then by all means, don't use it.

    I don't care, I've never cared, and I never will care.

    All I want is for ATs who want to use it, to have that option available to them. I don't see why that necessitates this level of kavitching from freeform players, who are not effected by this change in the slightest.

    And this is all a sideline to the main point of PTS threads. If you guys want to lecture me on the evils of free choice with ATs, could you take it to another thread?
  • tditstdits Posts: 666 Arc User
    edited November 2013
    I didn't say anything about choice on ATs, although I severely doubt that this change will hurt Masters or Specialists outside of gear. What I said was Fluidity isn't needed for dodge toons and it's a stupid power. It should either be dropped or completely reworked.

    Also, I have built tanks before and I have built dodge toons before, I just hadn't made the combination before.
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  • lovehammer1lovehammer1 Posts: 416 Arc User
    edited November 2013
    I too use Parry with the adv. I also tried fluidity. I will stick with parry.

    As for dodge At's? I feel they should have the choice of a dodge enhancer.
    Just makes sense to me, and i have been ff since launch. More choices is never a bad thing.
    Although, IMHO... Fluidity needs some work or needs to go completely.
  • toooldforthistoooldforthis Posts: 117 Arc User
    edited November 2013
    beldin wrote: »
    But LR now seems to go in the direction that it should only strictly be usefull as a martial arts hero.

    Ding. Ding. Ding.

    In all the pages about the dodge nerf, this hasn't really been brought up, and it needs to be addressed.

    In my experience, and the experience of others who have built LR dodge tanks on PTS, LR is actually an extremely effective defense - read Kaiserin's report on doing F&I with it versus Defiance, for instance.

    Problem is under the current setup, you've got to add two to three other powers with dodge advantages to get dodge and avoidance up to the point where they're a viable source of continuous damage mitigation, and almost all those advantages are under martial arts and melee.

    MA: Dragon Kick, Crashing Wave Kick, Thundering Kicks, Parry, Fluidity
    Munitions: Lead Tempest
    Archery: Evasive Manuevers, Strafe
    Other: Swinging

    Of these, Lead Tempest only works while maintained, and Strafe's advantage is for 10 seconds with 20 second cooldown, so both are highly conditional.

    Thus, if you're not melee and martial arts, you're left with Evasive Manuevers, Fluidity, and Swinging. If you're melee and not martial arts, you can add in Parry. And that's it.

    Using only those three powers and LR, it is very difficult to come up with a character that can approach effective damage mitigation levels from dodge at ranged distances, and equally hard to get a melee character who can do so absent MA attacks. (Not to mention that an awful lot of players can't reconcile a character concept that involves EM and Swinging.)

    The only quick solution that I can come up with (since I don't think the devs are going to spend a lot more of the extremely limited time they're allotted on CO work on the subject) is that adding similar advantages to other power trees would be in order. There's no reason that mentalists shouldn't have at least one or two powers that have dodge/avoidance advantages, along with elemental users, technology users, and magic users.

    The only issue this might present would be to push people over 100% dodge chances from duplicative powers, and it's why I still think a soft dodge percentage cap at 95% (with activating MD being the one way around it) makes the most sense.

    I'd also like to see crowd control powers incorporate advantages that can reduce dodge/avoidance chances much the way that they can reduce damage resistance, as I think this would reinvigorate the CC player. Reducing dodge chances of mobs for others playing in elite would provide a substantial boost to damage output in many cases, for instance. However, that's a topic for another discussion. :)
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  • blademaster5121blademaster5121 Posts: 956 Arc User
    edited November 2013
    For some insight, so that everyone understands.

    Cryptic doesn't work on CO.

    Cryptic North is leading the CO Team (as in, the majority of CO team members work in CN).

    Cryptic North has not touched any of the powers/gameplay for players, or otherwise has had a minimal impact on it.

    Gentleman_Crush is currently working on this dodge review, in his spare time.

    You should be thankful that a developer cared enough to give CO some attention, even if you think he's doing a terrible job at execution.

    So, I think I cleared up the misconception that these are "Cryptic changes".
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  • blademaster5121blademaster5121 Posts: 956 Arc User
    edited November 2013
    laughinxan wrote: »
    Yeah most know that, it's cryptic north, people may still call them cryptic though for a while out of habit. I'd hope they understand that. And I think the reason they are taking this much time to apply the changes is because they know it's an unpopular change. So they need to find a compromise.

    Honestly heres a good one.

    Dodge rating from gear should be toned down to 75% effectiveness, or dodge rating itself could be changed, and dodge passives adjusted to provide as they do on live(though night warrior could be improved defensively, a little, like it is on test now).

    Then, add a base dodge CAP of 50%. You cannot dodge more than 50%....note that its a base dodge cap.

    Now make offensive dodge passives boost that dodge cap by 20% up to 70%.

    Make LR boost that dodge cap up by 35%, so dodging with LR is capped at 85%.

    Masterful dodge can boost dodge cap by 50% and automatically kick dodge up to 100% like it always has.

    There, we kill alot of birds with one stone about invincibility of dodge, and still dodging retains most of it's usefulness. This stops invuln/defiance/regen/pff tanks from getting over 50% dodge, evasive maneuvers/thundering kicks still retain their usefullness, and you don't have to feel obliged to have both on non-lr toons, even lr toons will not need more than one, nore would offensive dodge users.

    We'd have superior flexibility and a better baseline.


    I... don't see where it helps LR. did you mean you also wanted all the passives to get their prior dodge values too?

    EDIT: Ok I saw it now. Fun fact. WotW and Night Warrior provided **** defenses without dodge gear, on live.

    Technically they're new iterations are improvements, but with dodge gear included, they have taken a big dent.

    Also as to the beginning... Read the third line in my statements. Then read the fourth.
  • crypticbuxomcrypticbuxom Posts: 4,620 Arc User
    edited November 2013
    Dodge is GC's parting song before CN takes full control over all changes.
  • eatmoreseatmores Posts: 23 Arc User
    edited November 2013
    BUG: Quarry Audacity stacks still cap at 30 stat points instead of 20

    The tooltip for Quarry states that Audacity stacks grant a maximum of 20 points to Int and Ego.
    The character sheet shows that Audacity is actually still granting the old bonus values that cap at 30 points.


    (i had posted this to the previous thread. just want to make sure it's not missed)
  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    edited November 2013
    Dodge is GC's parting song before CN takes full control over all changes.

    I don't think this is true.
    biffsig.jpg
This discussion has been closed.