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FC.31.20140919.8 PTS Update

lordgarlordgar Posts: 267 Arc User
edited October 2014 in PTS - The Archive
This build will hit PTS this evening, 10/1/2014.


Release Notes for FC.31.20140919.9:


Cosmic Knight costume set:

  • Added glow to one or more channels on most Cosmic Knight pieces.

  • Fixed a clipping issue on the female hips layer.

  • The head cap is now called "headless".

  • Added a Scepter weapon in the Heavy Weapons category.




Release Notes for FC.31.20140919.8:


Preview:

  • Added to Cosmic Knight costume to the Debugger. You might recognize the design as it was inspired by one of meedacthunist's entries to our Design a Costume contest. It didn't win the contest, but we decided to make it anyway since it's awesome.


Powers:

  • Experimental Blaster can only Teddify NPCs who are Henchman or Villain rank. Players can still be affected.


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

  • tfavsb10tfavsb10 Posts: 306 Arc User
    edited October 2014
    You know I think the best part of that contest wasnt who won, but all the amazing ideas we came up with, I think we should continue submiting costumes and power designs in less of a contest, and more of a way to show the game devs what we want, So we can get it, and I'm still in favor of the oracle costume, and the heroic fasion set, I still think they should be taken into consideration, and the Devs should have an anniual form of that contest, as a way for us to "pitch" our ideas to CO for costumes as a comunity, rather then them dishing something out we can mingle together, we can work as a community to give cryptic ideas on what they should make for us next.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited October 2014
    lordgar wrote: »
    • Experimental Blaster can only Teddify NPCs who are Henchman or Villain rank. Players can still be affected.
    At least increase that to Master Villain; anything that can be held should be vulnerable (you might also give it a break-free strength; fundamentally, teddifying is a disable with unusual cosmetic effects). Also, if it's not going to work on higher ranked targets, consider increasing the proc rate -- say, 1% on a PC, 2% on MV, 5% on V, 10% on H.
  • tfavsb10tfavsb10 Posts: 306 Arc User
    edited October 2014
    At least increase that to Master Villain; anything that can be held should be vulnerable (you might also give it a break-free strength; fundamentally, teddifying is a disable with unusual cosmetic effects). Also, if it's not going to work on higher ranked targets, consider increasing the proc rate -- say, 1% on a PC, 2% on MV, 5% on V, 10% on H.


    They are doing this to prevent teddying in the mechanon content so we can't teddy the Pylons right?
  • meedacthunistmeedacthunist Posts: 2,967 Arc User1
    edited October 2014
    lordgar wrote: »
    • Experimental Blaster can only Teddify NPCs who are Henchman or Villain rank. Players can still be affected.


    I'd honestly also move Teddify proc from base power to a 1 or 2 pts advantage.

    There are reasons to do so:

    - this proc adds damage resistance to every teddyfied NPC which is quite annoying if this power starts to teddify henchmen, making simple fight suddenly harder

    - for this reason this power might be very annoying to have, the problem is it's the only serious DPS power for energy pistols, which is not always theme-friendly

    - having it as an advantage, thus optional, makes opting out of this proc possible but also allows to keep teddy bear for players who like this effect, as it has use in PvP


    Also, I wonder if some weapon models will made it into the Cosmic Knight set. The scepter especially. The sword and the axe are pretty generic, but the scepter is my nod to the Star*Guard.
  • crypticbuxomcrypticbuxom Posts: 4,630 Arc User
    edited October 2014
    Could Teddify work on anything that doesn't have a unique name? Henchmen and Villains die too quick for it to matter.

    Please include the weapons in the costume set.

    Considering the Cosmic head being an aura looking piece...why couldn't auras be part of the tailor again?
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited October 2014
    Actually, the most balanced teddy effect would probably be something like: 2p advantage. 100% chance to affect H and V. No effect on other targets, including players. Or even 0p. Teddy really only has three purposes: humor, trolling, and glitching targets with excessive defenses (including players). If you're taking away the latter two effects (which, other than pvp, this change does), might as well make the former effect actually matter.
  • riveroceanriverocean Posts: 1,690 Arc User
    edited October 2014
    I'd honestly also move Teddify proc from base power to a 1 or 2 pts advantage.

    There are two reasons to do so:

    - this proc adds damage resistance to every teddyfied NPC which is quite annoying if this power starts to teddify henchmen, making simple fight suddenly harder

    - for this reason this power might be very annoying to have, the problem is it's the only serious DPS power for energy pistols, which is not always theme-friendly

    - having it as an advantage, thus optional, makes opting out of this proc possible but also allows to keep teddy bear for players who like this effect, as it has use in PvP


    If no one on the Dev team listens to anything else that's posted here - please listen to this. Teddification should be an optional advantage. Many people avoid using Experimental Blaster due it's unpredictable nature.

    That being said. I'm still very thankful for the change that's on PTS right now. This was in issue not only in the Mechanon fight, but in some of the Alert's as well. Especially, Nemesis alerts.
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  • meedacthunistmeedacthunist Posts: 2,967 Arc User1
    edited October 2014
    There are only three energy pistol powers in the game, all in the Gadgeteering tree.

    One is energy builder, one is 50 ft cone AoE, and Experimental Blaster is 100 ft single target with nice DPS.

    That would be enough to arm one character, buuut...

    Problem is, if you want a Han Solo, Buck Rogers or Starlord type character armed with energy pistol, then teddy bear effect really breaks it. It simply doesn't fits in.

    Using munition pistols doesn't really offer any solution because they're dual and their FX is very specific, including ejected cases.

    So, moving teddy bear into an advantage would made even building themed freeforms easier.


    Not to mention just less headache if you are running things solo on elite and this thing procs on a group of henchmen or a lowly villain, not really making things harder, just inconvenient (especially since optimal way of using Experimental Blaster is to tap-spam it... Which actually increases chance for this effect).

    If your character is not DPS oriented it actually is annoying as hell and makes people avoid using Experimental Blaster.

    Simply, there are situations when this power kinda defeats itself with this proc, both in theme and in utility.
  • zamuelpwezamuelpwe Posts: 668 Arc User
    edited October 2014
    This outfit fits female characters with scaled down breasts without massive distortion. Great job on that. I agree that this set really should have at least one weapon to round it out. The scepter and a clear reskin for Telekinesis would be perfect.

    Quite a number of pieces only use two or three color channels when it seems like they should be using all four. Also, none seemed to be using glow of any form.


    Suggestion:

    Emblem Front - Cosmic 2 is quite flat as is while the original proposal suggested swirling Kirby Dots. If unable to get them moving, a static version and a few other basic obscure options as symbols would give it more worth. Alternately, allow it to accept emblems.

    The upper torso portion of the Cosmic tights should have a separate standalone piece in the Chest Wear category. This will allow players to mix and match with tights choices of their choosing or with various Skin options.
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  • ealford1985ealford1985 Posts: 3,594 Arc User
    edited October 2014
    Suggestion: PLEASE PLEASE PLEASE!!!

    Make the head cap Custom Top Accessory ALWAYS unlockable. The only way you can access this feature and to get the head auras is by picking Head Cap under headwear. This option would be awesome for all characters to have, WITHOUT having to pick Head Cap first.
  • meedacthunistmeedacthunist Posts: 2,967 Arc User1
    edited October 2014
    zamuelpwe wrote: »
    Suggestion:
    Emblem Front - Cosmic 2 is quite flat as is while the original proposal suggested swirling Kirby Dots. If unable to get them moving, a static version and a few other basic obscure options as symbols would give it more worth. Alternately, allow it to accept emblems.


    Yeah. Static Kirby dots will work just fine if the FX on the chest emblem can not be animated. It does not have to be. The chest emblem isn't big enough for not having moving effects being a real setback.

    zamuelpwe wrote: »
    Quite a number of pieces only use two or three color channels when it seems like they should be using all four. Also, none seemed to be using glow of any form.

    Also true. While I did not envision any glows on armor parts in my project, I know that people do like glow, so enabling it on a one channel per piece might be of use. It is a one option more.
  • mrhinkypunkmrhinkypunk Posts: 1,517 Arc User
    edited October 2014
    Yeah henchman and villains die too fast anyway, you basically just removed the 1% chance thing from the PvE game. RIP Inventor.
  • thebuckeyethebuckeye Posts: 818 Arc User
    edited October 2014
    There are only three energy pistol powers in the game, all in the Gadgeteering tree.

    One is energy builder, one is 50 ft cone AoE, and Experimental Blaster is 100 ft single target with nice DPS.

    There are actually 4 Energy Pistol Powers in the game...

    1. Sonic Blaster - EB
    2. Experimental Blaster - 100 ft Single Target Blast
    3. Experimental Burst Ray - 50 ft 5 Target Cone AoE
    4. Sonic Boom Generator - 100 ft 5 Target Sphere AoE

    your other points are valid...just wanted to point out that you were forgetting a power...

    Also, I would also vote for removing the Teddy Effect from the power or at least just making it an optional advantage...
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited October 2014
    lordgar wrote: »
    • Experimental Blaster can only Teddify NPCs who are Henchman or Villain rank. Players can still be affected.
    Not quite the ideal change, but to me its an improvement at least. Now I'll have no real qualms finishing my Inventor and playing FF dps toons that use the Blaster in grouped content. The unintentional troll risk was too high for my tastes before.
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  • stergiosmanstergiosman Posts: 717 Arc User
    edited October 2014
    lordgar wrote: »
    This build will hit PTS this evening, 10/1/2014.





    Powers:

    • Experimental Blaster can only Teddify NPCs who are Henchman or Villain rank. Players can still be affected.

    NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO


    WHY???

    It was fun as long as it lasted :-/


    At least I can still teddify people at pvp.

    Oh! btw while you're at it, can you make death ray work on players/higher rank NPCs debuffing them or dealing something like 10k damage? The fx are so awesome and it's so funny.
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  • kriss94kriss94 Posts: 88 Arc User
    edited October 2014
    The cosmic set is great, but it's too bad that you didn't also include the weapons designs from it as well, they were pretty amazing as well. Perhaps there's a chance you can still add them in?
  • jonsillsjonsills Posts: 6,334 Arc User
    edited October 2014
    WHY???

    It was fun as long as it lasted :-/
    Because "funny" just didn't fit some people's concepts. I mean, it worked fine for HandyMan, because the original PnP character I made was a paranoid schizophrenic who, like Forge in Marvel Comics, could make anything out of anything, except that his inventions looked like the garbage they were made out of instead of being all sleek and futuristic-looking like Forge's work. The "wacky inventor" vibe the AT was originally aimed at fit him well.

    But some folks are going more for a "serious inventor fighting crime" concept, and randomly turning your opponents into pink teddy bears just doesn't work with that. Also, there are those who get really ticked off when you teddify the Big Bad. (Although I hope an exception can be made for Clarence, because it's always fun when the giant killer teddy bear is turned into a tiny pink one instead.)
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  • meedacthunistmeedacthunist Posts: 2,967 Arc User1
    edited October 2014
    ^Pretty much.

    Moving teddy bear into an advantage makes everyone happy. People who like this fun concept, people who don't need it with some of their character concepts, and people who use it for utility.

    I'm not sure if Supervillains being excluded from teddy bear effect is not because alerts. Namely our nemeses.

    I have a strange feeling they are just buffed supervillain mobs under the hood...

    I think if this is the reason it might be worth considering to move Nemeses out of this category.
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  • meedacthunistmeedacthunist Posts: 2,967 Arc User1
    edited October 2014
    gradii wrote: »
    Why? Whats the big deal if we teddify our nemesis?
    The same deal as why Nemeses really should not be knockable and holdable in alerts.

    It may break encounters.

    Which is actually aprinciple that holds true not only for Nemeses, but for all bosses in team encounters. That's not a matter of a character concept.

    On the other hand, the same enemies should be controllable in solo content like story arcs, because otherwise it screws players using knocks and holds.

    Also, Cybermind still has the same problems, or it was adjusted with him?


    gradii wrote: »
    There were TWO tights patterns in this set, so where is the good one?

    UUGl2ym.jpg


    Arguably a strange choice, yes. Considering the non-scaled patterns is just tights with minimal detail.

    It was actualy not inspired by New Gods Metron (glowing bands are somewhat wider than on Metron's outfit):

    tumblr_nc0uofaSeZ1qg4vcvo1_1280.jpg

    godland20-755552.jpg
  • zamuelpwezamuelpwe Posts: 668 Arc User
    edited October 2014
    Arguably a strange choice, yes. Considering the non-scaled patterns is just tights with minimal detail.

    I wonder if it's a a redundancy situation due to some of the Tech Tights already in the game. That said, I really hope they implement the Chest Wear suggestion so players have the option to mix and match in such a way.
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  • meedacthunistmeedacthunist Posts: 2,967 Arc User1
    edited October 2014
    zamuelpwe wrote: »
    I wonder if it's a a redundancy situation due to some of the Tech Tights already in the game. That said, I really hope they implement the Chest Wear suggestion so players have the option to mix and match in such a way.

    The thing is, tights from my project are matching deco on Cosmic Knight armor parts in style.

    They follow the same angles as pauldrons and hip piece.

    Already existing costume parts, they do not.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited October 2014
    As an alternative to making teddy work on higher ranked foes, maybe make it actually useful on lower ranked foes? For example, something like:
    • 2p advantage
    • 1-5% chance (based on charge time) to proc Transform!
    • Transform! does 15x basic tap damage (so it's about a 15% dps increase) to all targets.
    • If Transform! defeats a target, spawn a random Attack Toy for 60s.
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited October 2014
    gradii wrote: »
    if its a 2 point advantage it should have a 5-40% chance based on chargetime or a 10% chance not based on charge.
    A 2p advantage should do +20% dps, so if it does damage, (proc rate)*(damage increase) should be 0.2. Since the damage increase was x15, the proc rate on tap should be 0.2 / 15 or 1.33%. I trimmed it to 1% for the utility of attack toys.
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  • soulforgersoulforger Posts: 1,654 Arc User
    edited October 2014
    BUG: No Bubble Helmets found under Huge Humanoid/Alien/Rigid Helmets. The original bubble helmets that were in those categories have vanished.

    Suggestion: The Junkbot Work Light Arms (the ones with the lights on them), can we get the 4th color channel, the one that colors the lightbulbs, to have glow? The Junkbot Colander with Lights does it, so why not the arms?
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited October 2014
    soulforger wrote: »
    BUG: No Bubble Helmets found under Huge Humanoid/Alien/Rigid Helmets. The original bubble helmets that were in those categories have vanished.

    Suggestion: The Junkbot Work Light Arms (the ones with the lights on them), can we get the 4th color channel, the one that colors the lightbulbs, to have glow? The Junkbot Colander with Lights does it, so why not the arms?

    1.) The PTS server isn't properly synced with live for content. As a result costume sets like the Sci-Fi set aren't unlocked on it. It makes our jobs a bit harder overall :(

    2.) This is a great idea. I know its not a current build related issue, but it was addressed when the junkbot parts came out, and nothing came of it. I'd like to see the lights made glowable.

    Now, onto the current stuff:

    The Cosmic Knight set looks amazing. I will echo the sentiments of others, in that I'd like to see glow and additional coloration added into the scheme of things, but it looks very promising otherwise. It already has me plotting out a Kirby esque New God style char, and thats always a good development. It does really need some weapons. I want the staff weapon So much. I'd also like to see the full helm variant, though I'm guessing the odds on that are slim. Any chance we could see Empyrian Constructs updated with some of this set? Seems like a perfect fit for them.

    Couple of minor issues I see:

    1.) There is some minor clipping with the Cosmic 2 hipwear. This would be improved by thickening the plates slightly.

    2.) Cosmic Partial Mask doesn't have any detail options available. It'd be nice to be able to use other facial expressions. This is an issue with Arcane Tattoos as well.

    3.) The cosmic Back piece doesn't actually connect to the back. I don't know if its intended to be floating or not.


    Second change is Teddification. I agree with most of the people in this thread in saying that Teddification should be moved to a sepperate advantage. I don't use Exp Blaster for this exact reason. It needs to be addressed for us, more 'serious' gadgeteers.
  • sorceror01sorceror01 Posts: 210 Arc User
    edited October 2014
    Ugh whaaat, the weapons and full helm aren't in the new pack? That's mildly disappointing, but I'm still gonna buy the crap out of the set.
    And I do believe the back pieces are supposed to be floating.
  • soulforgersoulforger Posts: 1,654 Arc User
    edited October 2014
    1.) The PTS server isn't properly synced with live for content. As a result costume sets like the Sci-Fi set aren't unlocked on it. It makes our jobs a bit harder overall :(

    I had forgotten those bubble helms were part of a C-store set XD
    2.) This is a great idea. I know its not a current build related issue, but it was addressed when the junkbot parts came out, and nothing came of it. I'd like to see the lights made glowable.

    I hope they do the glow, but I'm not holding my breath.
  • aurasonic12aurasonic12 Posts: 33 Arc User
    edited October 2014
    In regards to the teddy nerf i think its about time it happened i was in a cybermind alert once when he got teddy'd lets just say when that happened as well as a bad timed knock that the final boss fight became ALOT harder
  • zamuelpwezamuelpwe Posts: 668 Arc User
    edited October 2014
    The thing is, tights from my project are matching deco on Cosmic Knight armor parts in style.

    They follow the same angles as pauldrons and hip piece.

    Already existing costume parts, they do not.

    Oh, I figured as much for your suggestion. Just pondering why the devs might not have chosen it.
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  • meedacthunistmeedacthunist Posts: 2,967 Arc User1
    edited October 2014
    3.) The cosmic Back piece doesn't actually connect to the back. I don't know if its intended to be floating or not.
    Actually they are intended to be floating, though maybe a tiny bit closer to the body. Much like all head accessories are floating, also knee and elbow caps aren't connected to the boots/bracers.

    I do hope it is stil possible to add the second tights pattern (Well, actually that's the first one to be designed, the scaled tights were made afterwards which is why they don't match armor parts that closely) and the scepter weapon.

    And maybe this bucket head full helmet.
  • morigosamorigosa Posts: 710 Arc User
    edited October 2014
    Bug: The Cosmic 1 hip wear clips into the leg on the default female model if you use the "vixen" stance.

    Other than that, looks pretty good to me. The weapon would be nice too, of course, but I'd be getting this one just for the tights pattern.

    ...Speaking of which, is there any chance of getting any of the newest tights patterns (holoforce, cosmic, etc) to have a beast legs variant? It's actually useful to have the normal variant under beast legs, too, due to that category's slightly different restrictions on hip wear and feet items, but actual beast leg variants would be nice to have too.
  • crosschancrosschan Posts: 921 Arc User
    edited October 2014
    In regards to the recent influx of "back items that are not attached to the back but instead float" issue I propose...

    Copy(do not remove because it might mess up other people's design/concept) the Clockwork Back to "Back Accessories" since it bulges out just enough to "connect" with alot of these pieces. Then, in the near future maybe add 2-4 more pieces of different designs which fill this role.

    As for the teddy thing, aside from obvious content breaking issues, I'm with the adv camp on this one. Since it's a proc I would, ideally, like to see it be a 1pt that just adds the proc chance while not getting in the way of the benefits of just ranking it up. I would also request that it work on pretty much anything that isn't a Cosmic, Event Level Boss(if not Cosmic), or certain Special Cases which do not fall into the 1st 2. If I am taking this as an advantage now(what if statement) then my concept wants a chance for this to happen and relegating it to stuff that is likely not going to be moving anymore in the next 2 to 3 seconds...there's not even enough time to see that it worked really. For theme, IMO, the teddy is a thing of humor. If I'm not going to be able to get the 1st "ha" in "ha ha" typed before it's ashes...then what was the point really?

    Also, if we're gonna be going under the hood on this...Add another 1pt adv identical to the one I proposed with a RANDOM transformation effect. All the Teddy Transforms, Toys, and throw in something big and gruesome like those giant Qliphothic monsters from Aftershock(the ones guarding the cave after you talk to Ripper. Then there's some alternate comic value because it's "aw that's cute","aw that's cute","aw that's cute", "OMG WHAT IS THAT?"

    Also, all of this stuff should not alter the size/shape of the hitbox. If I turn Godzilla into a teddy bear then that should not alter the hitbox creating difficulty for some people to target it and it most certainly should not mean I can knock him into a small tunnel or something so that when he transforms back into his normal size he's clipped stuck untargettable broken.


    P.S. Yeah, even though I rarely use such things myself I would second the request that recent and future unlocks have options for and respect beast/monstrous/insect/whatever catagories and work for them. Options = Options. :wink:
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  • crypticbuxomcrypticbuxom Posts: 4,630 Arc User
    edited October 2014
    Good to know Experimental Blaster is dead. Can't wait to see what the next interesting power gets nerfed into a mundane one.
  • xydaxydaxydaxyda Posts: 800 Arc User
    edited October 2014
    Good to know Experimental Blaster is dead. Can't wait to see what the next interesting power gets nerfed into a mundane one.


    Most people seem to want the teddy thing to be an optional advantage anyway...so how does making it proc on fewer things kill the power?

    As is on live it is broken... it breaks encounters.

    It boggles my mind, how people can be so adamant about things being fixed and bugs being sorted out...and yet at the same time rage over every little attempt to actually fix things...


    I am flummoxed.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited October 2014
    xydaxyda wrote: »
    Most people seem to want the teddy thing to be an optional advantage anyway...so how does making it proc on fewer things kill the power?
    Because using exp blaster on anything but a solo foe is really really pointless -- they don't live long enough, and who's going to notice one bear in a spam of exploding minions?
  • meedacthunistmeedacthunist Posts: 2,967 Arc User1
    edited October 2014
    Because using exp blaster on anything but a solo foe is really really pointless -- they don't live long enough, and who's going to notice one bear in a spam of exploding minions?


    ^This.

    Teddy bear is something you want to proc on supervillains and higher (albeit obviously it should NOT work on Cosmics at all, and on the rest of named villains in a team content, but only there).

    It's something you do not want to proc on villains and henchmen.
  • eiledoneiledon Posts: 1,278 Arc User
    edited October 2014
    Bug: Rusty, Gateway Station
    What: When accessing Rusty's vendoring options on Gateway, all 3 tabs (Buy, Sell, Buyback) show consumables for sale

    Please change sell/buyback tab to allow selling of drops
  • crypticbuxomcrypticbuxom Posts: 4,630 Arc User
    edited October 2014
    xydaxyda wrote: »
    Most people seem to want the teddy thing to be an optional advantage anyway...so how does making it proc on fewer things kill the power?

    As is on live it is broken... it breaks encounters.

    It boggles my mind, how people can be so adamant about things being fixed and bugs being sorted out...and yet at the same time rage over every little attempt to actually fix things...


    I am flummoxed.

    Probably because this change isn't a fix as that is what the biggest appeal of the power is. They could have made it not work on cosmics, legendaries or main instance bosses, but decided to make it work on mobs that die too quick to make the teddy effect last.

    This boggles your mind because you don't realize the difference between a fix and stamping out a power while hand waving it off.

    This change was done without any real thought put into it. I want fixes, not the destruction of every decent power in the game.
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  • soulforgersoulforger Posts: 1,654 Arc User
    edited October 2014
    Than the real solution to the Teddy Bear issue is to allow it to proc on everything (again), but, get rid of the extra defense, and make it so that the target can't be knocked. And of course make it so that their hit box doesn't change size.
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