Release Notes for Build 19.20090702.2 ~ 7/7/09


300_below

 

Posted

I just ran a master team. It was overloaded on damage from what we normally like to run with--stone tanker, plant/emp controller, 2 rad defenders, 2 scrappers, 2 blasters. Normally, we like 3 damage, four support for buff/debuff, but having heard of the bug, we went for the damage.

No luck. Two scrappers, 2 blasters, supported by two rad/rad defenders simply couldn't take down the towers as the repairmen spawned healing. The repairmen were killed instantly, but they still go off their heals.

First time in a long time I haven't managed to complete the STF.


My arcs are constantly shifting, just search for GadgetDon for the latest.
The world beware! I've started a blog
GadgetMania Under Attack: The Digg Lockout

 

Posted

Removal is not necessary.

They totally kick your jimmies at lvl 50 because they attack. It's just when you set them to 49 that they don't. Make it so that they attack properly for all levels spawned and we can keep them in.

Atleast that's how I've read the 5,873,823 threads about this in the past 3 days. If that's not what's making this tick, then sure, remove them from the game...


(including in the Hive so that we can take down Hami a bit eas...er It was worth a shot)


Comic and Hero/Villain Culture
Saturday January 29th, 2005 (12:37 PM) ~ Monday August 9th, 2010
Those Who Lived It Will Remember Long after your Ban Hammer Crumbles and the servers flicker dead.
We Will Remember This One Moment In Time! ~ Shadow Ravenwolf

 

Posted

[ QUOTE ]
Can we get Mending Mitochondria removed from the AE critter list? Please? Please?

[/ QUOTE ]

The fix needed, in addition to fixing so they attack at all levels, is to fix the broken custom group hole. Make sure that any custom group must have a minion, a lieutenant, and a boss in order to be used. It's the hole all exploits drive through.


My arcs are constantly shifting, just search for GadgetDon for the latest.
The world beware! I've started a blog
GadgetMania Under Attack: The Digg Lockout

 

Posted

For those upset by the PvP recipe drop change:

Blame the farmers who flaunted their activity by openly, repeatedly and shamelessly rez-killing alts on the platform of the villain base in BB.

This is yet another example of how farming hurts the game. Not too many people care if someone farms, but when it becomes so obvious that the devs nerf it, it hurts EVERYONE who was playing as intended.


Please buff Ice Control.

 

Posted

[ QUOTE ]
For those upset by the PvP recipe drop change:

Blame the farmers who flaunted their activity by openly, repeatedly and shamelessly rez-killing alts on the platform of the villain base in BB.

This is yet another example of how farming hurts the game. Not too many people care if someone farms, but when it becomes so obvious that the devs nerf it, it hurts EVERYONE who was playing as intended.

[/ QUOTE ]

There's a big assumption here.

That assumption is that the devs intended anything other than the infinitesimally small drop rate we see now, making the various farming techniques we saw being an end run around the drop rate the devs were really trying for.

It's not safe to assume that the drop rate we have now is done in a punitive spirit.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
The fix needed, in addition to fixing so they attack at all levels, is to fix the broken custom group hole. Make sure that any custom group must have a minion, a lieutenant, and a boss in order to be used. It's the hole all exploits drive through.

[/ QUOTE ]

That is not a hole or an exploit. (The not attacking is, however.)


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
The fix needed, in addition to fixing so they attack at all levels, is to fix the broken custom group hole. Make sure that any custom group must have a minion, a lieutenant, and a boss in order to be used. It's the hole all exploits drive through.

[/ QUOTE ]

Not necessarily. You can make groups that fight back using just minions (though experienced players will have a better idea of how to fight back) but the real problem are design gaps with certain enemies and only having exactly one cherry picked enemy. Spawns for my arc don't have bosses at all but I've got enough enemy variance that they aren't pushovers.


 

Posted

[ QUOTE ]
For those upset by the PvP recipe drop change:

Blame the farmers who flaunted their activity by openly, repeatedly and shamelessly rez-killing alts on the platform of the villain base in BB.

This is yet another example of how farming hurts the game. Not too many people care if someone farms, but when it becomes so obvious that the devs nerf it, it hurts EVERYONE who was playing as intended.

[/ QUOTE ]

If there wasn't farmers farming them there would be none on the market at all at the rate they were dropping.

I dont blame farmers i blame the whiny people crying on the boards drawing all the attention to it, which caused more and more people to do it. Then you have the wanna be Dev's and Arc Narcs complaining because its against their morals.

Blah on you all


 

Posted

[ QUOTE ]
Removal is not necessary.

They totally kick your jimmies at lvl 50 because they attack. It's just when you set them to 49 that they don't. Make it so that they attack properly for all levels spawned and we can keep them in.

Atleast that's how I've read the 5,873,823 threads about this in the past 3 days. If that's not what's making this tick, then sure, remove them from the game...


(including in the Hive so that we can take down Hami a bit eas...er It was worth a shot)

[/ QUOTE ]



Honestly that doesn't change the fact that they're the center of a huge farming mission that's leveling players from 1-50 in just a few days. It's a problem and it needs fixing.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

Hi GadgetDon.
[ QUOTE ]
Make sure that any custom group must have a minion, a lieutenant, and a boss in order to be used. It's the hole all exploits drive through.


[/ QUOTE ]

Would you apply this to the ASN also? I was clearing the map over the weekend, I would only stop and kill the 39-40 bosses.
Nice race track and they respawn forever.

Cots spawned in groups of 4 bosses, Rikti, most was 3, and the others were 2 or three per spawn.
During my clearing, I had to Oro out twice to sell.

Seemed like a boss farm to me and they are much easier than the custom bosses found in most AE missions.

BC


 

Posted

[ QUOTE ]
[ QUOTE ]
The fix needed, in addition to fixing so they attack at all levels, is to fix the broken custom group hole. Make sure that any custom group must have a minion, a lieutenant, and a boss in order to be used. It's the hole all exploits drive through.

[/ QUOTE ]

Not necessarily. You can make groups that fight back using just minions (though experienced players will have a better idea of how to fight back) but the real problem are design gaps with certain enemies and only having exactly one cherry picked enemy.

[/ QUOTE ]

Like the Infernal Portal mission Maria gives that has nothing in it but demons which have fire attacks?

That mission has been live (and farmed by Fire tanks) for over 3 years now.

I don't see any real difference in an AE mission that has only mobs with fire based attacks (or one which has only S/L attacks, etc.) than the Infernal mission.

If the Dev created mission isn't considered "broken" then I see no reason why a player created one using the same enemies would be.


 

Posted

I thought they removed the exp from the summoned demons?


 

Posted

[ QUOTE ]
I thought they removed the exp from the summoned demons?

[/ QUOTE ]

The summoned demons don't matter. People farming the mission just avoid the summoning portals.

All of the other demons in the mission are still worth XP and still only have fire based attacks.


 

Posted

[ QUOTE ]
Hi GadgetDon.
[ QUOTE ]
Make sure that any custom group must have a minion, a lieutenant, and a boss in order to be used. It's the hole all exploits drive through.


[/ QUOTE ]

Would you apply this to the ASN also? I was clearing the map over the weekend, I would only stop and kill the 39-40 bosses.
Nice race track and they respawn forever.

Cots spawned in groups of 4 bosses, Rikti, most was 3, and the others were 2 or three per spawn.
During my clearing, I had to Oro out twice to sell.

Seemed like a boss farm to me and they are much easier than the custom bosses found in most AE missions.

[/ QUOTE ]

There are many regular open zones that have bosses and non-standard groups. There are places in Croatoa that have spawns of four bosses and maybe a couple of minions (Red Caps), spawns of two bosses (Fir Bolg and Coven), and several witches. There are places in Crey's Folly where you can find 2-4 Freakshow bosses. There are places in Firebase Zulu that have pairs of Fake Nemeses just standing around (with an LT or two). In Striga there are spawns of Warwolves that have 3-4 LTs, a couple of minions, and 1-2 bosses.

All of this goes to show that the devs aren't unalterably opposed to areas that are easily farmed. They just don't like people farming with no risk and exorbitant amounts of XP.


 

Posted

[ QUOTE ]
[ QUOTE ]
I thought they removed the exp from the summoned demons?

[/ QUOTE ]

The summoned demons don't matter. People farming the mission just avoid the summoning portals.

All of the other demons in the mission are still worth XP and still only have fire based attacks.

[/ QUOTE ]

Meh, is that really your best arguement?


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
I thought they removed the exp from the summoned demons?

[/ QUOTE ]

The summoned demons don't matter. People farming the mission just avoid the summoning portals.

All of the other demons in the mission are still worth XP and still only have fire based attacks.

[/ QUOTE ]

Meh, is that really your best arguement?

[/ QUOTE ]

Obviously a better argument than you can pose if that is all that you can manage for a response.

I've proven through example that missions consisting of mobs with a single damage type are considered valid by the devs as evidenced by their own work.

And frankly the whole "Missions that have virtually zero risk vs. reward to a character are an exploit!" argument is also pointless.

Here is an example of a character that is essentially "unkillable" by 99% of the level 50 content in the game.


Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

iconic: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: High Pain Tolerance -- ResDam(A), ResDam/EndRdx(19), Heal(37), Heal/EndRdx(43), ResDam/Rchg(46)
Level 1: Jab -- Acc/Dmg(A), Dmg/EndRdx(3), Dmg/Rchg(3), Dmg/EndRdx/Rchg(9)
Level 2: Fast Healing -- Rcvry+(A), Regen/Rcvry+(7), Heal-I(19), Heal(40)
Level 4: Haymaker -- Acc/Dmg(A), Dmg/EndRdx(5), Dmg/Rchg(5), Dmg/EndRdx/Rchg(7)
Level 6: Air Superiority -- Acc/Dmg(A), Dmg/EndRdx(15), Dmg/Rchg(33), Dmg/EndRdx/Rchg(34)
Level 8: Rise to the Challenge -- HO:Golgi(A), Heal/EndRdx/Rchg(9), Heal(34), Heal/EndRdx(43)
Level 10: Indomitable Will -- Def/EndRdx(A), Rchg+(11), Def/EndRdx/Rchg(11)
Level 12: Quick Recovery -- EndMod/Rchg(A), EndMod/Acc(13), EndMod/EndRdx(13), EndMod(42)
Level 14: Fly -- Travel(A), Travel/EndRdx(15)
Level 16: Taunt -- Taunt/Rng(A), Taunt/Rchg(17), Taunt/Rchg/Rng(17), Rchg(31), Taunt(36), Acc/Rchg(43)
Level 18: Swift -- Run-I(A)
Level 20: Knockout Blow -- Acc/Dmg(A), Dmg/EndRdx(21), Dmg/Rchg(21), Dmg/EndRdx/Rchg(27)
Level 22: Heightened Senses -- Rchg+(A), Def(23), Def/EndRdx/Rchg(23), HO:Enzym(48)
Level 24: Health -- Heal(A), Heal/EndRdx(25), Regen+(25)
Level 26: Stamina -- EndMod(A), EndMod/Rchg(27), EndMod/Acc/Rchg(34)
Level 28: Rage -- Rchg/EndRdx(A), ToHit/Rchg(29), ToHit/Rchg/EndRdx(29), ToHit/EndRdx(37), ToHit(37), Build%(40)
Level 30: Mind Over Body -- ResDam/Def+(A), ResDam/EndRdx(31), ResDam/Rchg(31), ResDam(42)
Level 32: Boxing -- Acc/Dmg(A), Dmg/EndRdx(33), Dmg/Rchg(33), Dmg/EndRdx/Rchg(42)
Level 35: Tough -- ResDam(A), ResDam/EndRdx(36), ResDam/Rchg(36), ResDam/EndRdx/Rchg(46)
Level 38: Foot Stomp -- Dmg(A), Dmg/Rchg(39), Acc/Dmg/EndRdx/Rchg(39), Dmg/Rchg(39), Acc/Rchg(40), Dmg/EndRdx(45)
Level 41: Hover -- Travel(A), Travel/EndRdx(46)
Level 44: Maneuvers -- HO:Enzym(A), HO:Enzym(45), HO:Enzym(45)
Level 47: Weave -- Def/Rchg(A), Def(48), Def/EndRdx/Rchg(48)
Level 49: Strength of Will -- EndRdx/Rchg(A), ResDam/EndRdx/Rchg(50), ResDam(50), ResDam/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet

With softcapped defenses and 92 - 150 HPs of Regeneration per second (variable based upon having one to ten enemies in melee range) this character could survive almost every encounter devised by the devs outside of taskforces currently in the game while the player was AFK indefinitely.

Riddle me this, Caped Crusader...

Since the character has essentially zero risk of being defeated no matter what damage types are mixed into a mission, exactly how would the logic of "no risk = no reward" apply to this character?



 

Posted

Don't Rularuu enemies have ridiculous ToHit AND -Def powers? Of course there is always the outlier example of trying to solo the Hamidon...



 

Posted

[ QUOTE ]
Don't Rularuu enemies have ridiculous ToHit AND -Def powers? Of course there is always the outlier example of trying to solo the Hamidon...

[/ QUOTE ]

As I said, 99% of the content would be a walk in the park to a character built like that.

While there are obscure things in the game that might be a problem, the vast majority of the level 50 content would be utterly trivial to survive for that build.

Are you saying that you believe that the only missions where such a character should receive rewards are ones which are loaded with either Rularuu or the Hammidon?



The point is that the Risk vs. Reward argument being thrown around regarding "being virtually immune to a damage type" would have us believe that anytime this character walks into a mission that wasn't loaded up with swarms of AVs or mobs with buggy untyped damage that bypasses all defenses then he shouldn't be allowed to receive any merits, influence, tickets, salvage or recipes for his efforts...

...which is patently ridiculous.


 

Posted

[ QUOTE ]
All damage proc effects in Invention Origin enhancements will now state the rate at which they will be triggered, the damage type they inflict and the measure of damage they inflict.


[/ QUOTE ]

Purely out of curiosities sake. . .why does it matter what type of damage they deal when they are 100% unresistable anyways?


 

Posted

[ QUOTE ]

Since the character has essentially zero risk of being defeated no matter what damage types are mixed into a mission, exactly how would the logic of "no risk = no reward" apply to this character?

[/ QUOTE ]

Great, the tank can survive alot, whoopee-do...it's suppose to genius. However, it's damage output is the limiting factor in this case. Sure it can produce nice damage but even this uber tank you've created is nothing compared to a evenly built blaster, scrapper, dominator, brute, stalker in terms of raw damage.

In other words, /fail.


 

Posted

[ QUOTE ]
[ QUOTE ]

Since the character has essentially zero risk of being defeated no matter what damage types are mixed into a mission, exactly how would the logic of "no risk = no reward" apply to this character?

[/ QUOTE ]

Great, the tank can survive alot, whoopee-do...it's suppose to genius. However, it's damage output is the limiting factor in this case. Sure it can produce nice damage but even this uber tank you've created is nothing compared to a evenly built blaster, scrapper, dominator, brute, stalker in terms of raw damage.

In other words, /fail.

[/ QUOTE ]

You think every farm tank in the game is /fail? Ice/SS, Fire/SS, WP/SS, Dark/SS, I've seen them all farm very well, and since MOST farmers farm with a KIN, the tank will be trucking along pretty fast.


 

Posted

[ QUOTE ]
In other words, /fail.

[/ QUOTE ]

If you're talking from a paper analysis of it, you've done something wrong.

If you're talking from experience, the tanker was doing something wrong.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
Purely out of curiosities sake. . .why does it matter what type of damage they deal when they are 100% unresistable anyways?

[/ QUOTE ]

No proc is unresistable in PvE.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
[ QUOTE ]
In other words, /fail.

[/ QUOTE ]

If you're talking from a paper analysis of it, you've done something wrong.

If you're talking from experience, the tanker was doing something wrong.

[/ QUOTE ]

So you think him posting some uber tank build is representative of how broken risk vs reward is?

If so, you're doing something wrong.