Live Patch Notes - 5/12/10
Patch notes for build 1800.201003300904.20T5r.
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Rewards
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Edit: Just tried a variety of missions. The Origin of Power Arc gives no XP for the fed ex missions. The hero Cape mission gives no XP for fed ex missions. Streethunts from Borea give no mission complete XP. This is total bunk.
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So, no fix for the Enhancement numbers being 6 pixels tall?
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
I18 Hamidon raiding guide
But I think the bigger question is this - Who wanted an abandon mission feature? And for what? Especially now that we can carry up to 7 missions, is it really needed? And what purpose does it serve? You still can't get out of old arcs with it, or advance the arc along toward completion.
I would much rather they do away with the abandon mission feature and roll back missions to the way they used to be. |
Another benefit is if you have a mission you'd like to do at your level, but due to teaming you end up a couple levels higher then you were when you selected it. Now you can abandon and reselect the mission so it is at your current level instead of having everything spawn blue and green.
I find that the Abandon Mission feature has great potential. I hate having a level 15 mission selected for a team, end up with a Rikti invasion, add additional higher level team member, and not be able to increase the team level unless the higher level toon has a mission that can be selected. The Abandon feature will allow me to abandon the active mission and give the star to the higher level toon, thus boosting the effectiveness of the team during invasions.
Another benefit is if you have a mission you'd like to do at your level, but due to teaming you end up a couple levels higher then you were when you selected it. Now you can abandon and reselect the mission so it is at your current level instead of having everything spawn blue and green. |
This way you don't need to have an extra mission hanging around to do a reset.
But I think the bigger question is this - Who wanted an abandon mission feature? And for what? Especially now that we can carry up to 7 missions, is it really needed? And what purpose does it serve? You still can't get out of old arcs with it, or advance the arc along toward completion.
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I'm 99% sure this is actually a byproduct of a system needed for Going Rogue. When you change sides, the game will auto-abandon all your current missions. If you come back, then you'll be able to pick up any missions that are still valid for that character.
That way, you won't find yourself locked out of important storylines, such as the Midnighter arcs. The Abandon Mission option simply gives us the chance to do it manually whenever we wish.
"I do so love taking a nice, well thought out character and putting them through hell. It's like tossing a Faberge Egg onto the stage during a Gallagher concert." - me
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It would seem that "abandon mission" is an easier way to "reset" the mission, which people now usually do by exiting, selecting another mission, then reselecting the original mission.
This way you don't need to have an extra mission hanging around to do a reset. |
Yes, you cannot get a mission to go higher than it's arc's level, but plenty of times I've picked up a mission at sixteen, the join up with a SG team, and next thing I know I'm 19 with a -3 mission. THis lets me reset it to 19 - independent of Fateweaver/PR settings. Also, there are growing number of "no-cap, level X-50" story arcs.
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So..the bug for entering Cim is fixed? Then WHY did I just enter..and get stuck? AGain? Really, good stuff. Then I zoned out via the vet base tp...and spawned UNDER my base. I assumed since I was in the floor when I left Cim.
Anyone else still getting it?
Green mitos seemed invincible on LGTF team was unable to budge their hits to make them need to heal, they were taking waaaaay less damage than they should, looks like fixing the healing ray has broken them in another way.
It's true. This game is NOT rocket surgery. - BillZBubba
It's true. This game is NOT rocket surgery. - BillZBubba
Originally Posted by zamuel
I hope a red name can clarify this. Done right, hunts can be fun so it would be disappointing if bonuses are taken away. On the flip side, I hope this isn't being added to punish those who opt to use stealth in their gameplay, especially since it already gives less xp than a kill all.
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Originally Posted by MisterD
So..the bug for entering Cim is fixed? Then WHY did I just enter..and get stuck? AGain? Really, good stuff. Then I zoned out via the vet base tp...and spawned UNDER my base. I assumed since I was in the floor when I left Cim.
Anyone else still getting it? |
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So..the bug for entering Cim is fixed? Then WHY did I just enter..and get stuck? AGain? Really, good stuff. Then I zoned out via the vet base tp...and spawned UNDER my base. I assumed since I was in the floor when I left Cim.
Anyone else still getting it? |
I have to admit i did laugh when i read your post though, even if it was cruel you must have bad luck
Ran Hami raid on Virtue. I THINK it seemed to go well enough...
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A few of the guys I team with a lot on Defiant have just tested the LGTF and were still unable to kill Hami as the greens were still over healing. Not sure if anyone else has had the same problems or tried it out yet. We the LGTF on a regular basis and have never had any trouble before so seems to be a problem still.
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EDIT: The design intent for Green Mitos is you essentially HAVE to hold them or they are nigh unkillable.
I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.
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Sorry Castle, you went WAY over with this change. You need to lower their protection if you want any teams other than 8 controllers/dominators to be able to do this.
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This is what 3700 heroes in a single zone looks like.
Thanks to @EnsonsDeath for the GVE code that made me VIP again!
I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.
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I get that they were easier than intended before, but you surely understand that the mag 50 protection was effectively never tested, ever, right? And now it's thrown on live?
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
I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.
EDIT: The design intent for Green Mitos is you essentially HAVE to hold them or they are nigh unkillable. |
This may be fine on a Hamidon Raid, which is not limited to eight characters total, but is unacceptable on a Task Force, which IS.
Any time you need a preponderance of any one archetype in team composition, you have a fail situation for the majority of teams playing the content.
I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.
EDIT: The design intent for Green Mitos is you essentially HAVE to hold them or they are nigh unkillable. |
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Regarding the Abandon Mission button: The greatest use i've found for it currently is refreshing the mission list for paper/scanner missions without having to leave and reenter the zone. This makes me happy since i usually avoid escort missions and seek CoT/Carny missions.
Edit: It would appear that the LGTF working correctly is raising questions as to whether that's really what should be intended. Having a single enemy/mission immediately before the last mission functioning as an impassable obstacle for most team compositions can lead to frustration.
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i make stuff...
I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.
EDIT: The design intent for Green Mitos is you essentially HAVE to hold them or they are nigh unkillable. |
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I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.
EDIT: The design intent for Green Mitos is you essentially HAVE to hold them or they are nigh unkillable. |
No TF should be required to have a specific mez to complete it. Not one.
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Doing the numbers:
Regular controller single target hold is magnitude 3 for 15 seconds and recharges in 8 seconds.
With 3 SOs, that's 4 seconds. Which means you can stack it 3 times per controller (12 seconds, with a 3 second left over).
That's 9 mag hold (not taking into account Overpower, because it's not reliable).
50 points of hold protection / mag 9 holds = you need 6 controllers spamming their single target hold to hold a mito.
Dominators have it easier because of Domination, but still. Congratulations, the LGTF is now controller / dominator only.
What the heck, Castle? I'm truly confused at how having 50 mag protection on a 8-character task is a good idea.
(And if I sound bitter, it's because I just wasted two hours running this TF, twice, just to find that now "WAI" means "full controller team or you're screwed". I'm not happy right now.)
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This is what 3700 heroes in a single zone looks like.
Thanks to @EnsonsDeath for the GVE code that made me VIP again!
It's more like - run in, get glowies, hostages, etc., abandon mission, rinse, repeat. If people are actually doing that, consider my mind blown. I am simply astonished by how far out of their way some people will go to NOT play the game.
But I think the bigger question is this - Who wanted an abandon mission feature? And for what? Especially now that we can carry up to 7 missions, is it really needed? And what purpose does it serve? You still can't get out of old arcs with it, or advance the arc along toward completion.
I would much rather they do away with the abandon mission feature and roll back missions to the way they used to be.
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Arc ID #86194 "Cry Havoc"
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