Issue 19 - Patch Notes for build 1900.201011102104.23


Airhammer

 

Posted

Patch notes for build 1900.201011102104.23.

COMBINED

PVP

  • Rewards for defeating players should once again be in place for Arenas and PVP Zones,

Powers
  • The Player Info window should now correctly display Set Bonuses owned by a character.

Tasks
  • Mender Ramiel Story Arc
    • Added more detailed description of what is needed to access Mender Ramiel’s arc when you speak with him.
    • Trapdoor no longer stops Bifurcating.
    • Trapdoor will mix up the location of his bifurcations a little bit more.
    • Trapdoor can no longer be dragged out of range of his Bifurcations.
  • Tin Mage Task Force
    • Director 11’s Proximity Mines will no longer fail to trigger when a player comes near.

Tip Missions
  • Private Punishment
    • Private Punishment should no longer risk death due to enemy attacks
    • Private Punishment will no longer talk to the player until
  • How She Dies
    • Villain alignment points should now be awarded to teammates
    • Desdemona should no longer be targeted by certain Longbow agents
  • Under the Table Job
    • Polar Shift and Miss Thystle can no longer be killed in the mission

Trial Accounts
  • Going Rogue Trail Accounts can no longer access Pocket D via Studio 55.

CITY OF HEROES

Powers

Scrapper
  • Fiery Defense / Burn no longer damages the caster.

Tasks
  • Roy Cooling Mission 2
    • Fixed an issue where mastermind pets could run off into nothingness.
  • Safeguard Missions
    • The mysterious floating bag of cash should no longer appear in bank vaults on these missions.
    • Villains on the heist should no longer appear to get stuck in elevators as they are attempting to flee with the loot.

CITY OF VILLAINS

Powers

Masterminds
  • Field Mastery \ Temp Invulnerability now correctly accepts Resist Damage enhancement sets.

PRAETORIA

Tasks
  • Neutropolis: Helix: Try to Communicate with the Ghouls
    • The snipers will no longer kill the manslayers around the Ghoul King, they will only wound them, requiring players to defeat them.

Zone Events
  • Imperial City: Syndicate Takedown
    • Enemies pulled or knocked over the edge of the rooftop during the final stage of the event will either be teleported back to the rooftop with no ill effects or removed from the event without credit in order to allow other Syndicate to spawn on the rooftop, depending on how far they fall.
  • Neutropolis: The Great Escape
    • The first lab section of the Resistance side of the event will now require players to defeat PPD forces and hack the security terminal to unlock the door.
    • Teleportation and Recall powers are suppressed when in the lab or underground portions of the event
    • The security terminal and the computer terminals at Lucan’s life-support tube will remain present in the world longer, rather than disappearing immediately once their stage of the event is over.

Transportation Systems
  • Players will no longer be able to use the Praetorian transit systems to cross dimensions and enter Primal Earth missions.

Miscellaneous
  • The Praetorian IDF are now sporting their new armors.


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Posted

Quote:
Originally Posted by Avatea View Post
Trial Accounts
  • Going Rogue Trail Accounts can no longer access Pocket D via Studio 55.
Players will also no longer receive their assorted nuts. Sorry, every one, who was hoping for a less "mixed" change, won't be getting their discount bag anytime soon.


 

Posted

Glad to hear about the safeguard fix. That was frustrating to deal with the other day.

Also, new IDF armor? I wanna see!


 

Posted

HA! This one player was arguing with me, stating that Burn was working as intended. I said that's funny because they fixed it awhile back, and it reintroduced itself in Issue 19.


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Posted

  • Trapdoor can no longer be dragged out of range of his Bifurcations.
... remind me to take a short vacation from the game if this modification to the Trapdoor fight is introduced.


 

Posted

Ouch. This willmake killing trapdoor harder.


 

Posted

Quote:
Originally Posted by Avatea View Post
Tasks
  • Mender Ramiel Story Arc
    • Trapdoor can no longer be dragged out of range of his Bifurcations.
  • Tin Mage Task Force
    • Director 11’s Proximity Mines will no longer fail to trigger when a player comes near.
Which Dev is getting all bothered and upset that players find an alternative way to solve a problem?

You know, in the comics, separating a foe from their power source is usually a winning tactic as much as destroying their power source.

There's a pattern here. A bad one. Where other MMOs get applauded that encounters are not rigidly designed to be completed in only one way, CoH, which *used to* be like that is heading down the road of the egotistical Dungeon Master who forces players to find the *right way* or die.

Rather than applauding player ingenuity in finding non-exploitive alternate solutions, they get punished.

I find that reprehensible.

For shame.


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Posted

When can we expect some changes to Director 11 that will help us understand how to get the midnight dodger badge in any way shape or form.

I feel the only thing he is missing now is the hockey mask, and our team are running around like teenage coeds...

sorry to be a debbie downer.


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Posted

I really don't understand how people are having so much trouble with Trapdoor. I soloed him on a Blaster at base difficulty. Inspirations exist for a reason.


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Posted

Quote:
Originally Posted by Zombie Man View Post
[/LIST][/LIST]Which Dev is getting all bothered and upset that players find an alternative way to solve a problem?

You know, in the comics, separating a foe from their power source is usually a winning tactic as much as destroying their power source.

There's a pattern here. A bad one. Where other MMOs get applauded that encounters are not rigidly designed to be completed in only one way, CoH, which *used to* be like that is heading down the road of the egotistical Dungeon Master who forces players to find the *right way* or die.

Rather than applauding player ingenuity in finding non-exploitive alternate solutions, they get punished.

I find that reprehensible.

For shame.
I have to agree. This is basically turning my squishies into LOSERS that can't even use a tactic to get around someone's high regen rate solo.

Now I have to use two 'auto-completes' to get this Arc done solo, because even the Weakened Honoree is totally broken against defenders and corruptors.

Yeah, that make me feel like I'm becoming an incarnate...


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Posted

Quote:
Originally Posted by Demobot View Post
I really don't understand how people are having so much trouble with Trapdoor. I soloed him on a Blaster at base difficulty. Inspirations exist for a reason.
I found him to be a pain in the *** on my squishies...thankfully KB is a godsend.


 

Posted

Quote:
Originally Posted by Demobot View Post
I really don't understand how people are having so much trouble with Trapdoor. I soloed him on a Blaster at base difficulty. Inspirations exist for a reason.
I agree, but I also think it's kind of crappy to take away such a basic tactic. Why does the only way to defeat Trapdoor have to be to DPS him down? (I'm including killing his bifurcations there.)

I haven't had any problem defeating him, even on squishies. But it seems an odd thing to disallow an alternative approach.


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Posted

Quote:
Originally Posted by Avatea
Trapdoor can no longer be dragged out of range of his Bifurcations.
One wonders if the next step to FORCE players to do things in a specific way is either removing the lava from the room or giving that incarnate runt crazy KB resist...


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Posted

Is it possible to have Trapdoor stop Bifuricating while you are NOT in the mission?


For example, I was doing this mission on one of my toons and I died from him (1-hit death) and when I came back, he had like 5 or 6 copies regen'ing him....yeah...how nice....


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Posted

Quote:
Originally Posted by Avatea View Post
Trapdoor can no longer be dragged out of range of his Bifurcations.
BOOOOOOO!

Quote:
The mysterious floating bag of cash should no longer appear in bank vaults on these missions.
Villains on the heist should no longer appear to get stuck in elevators as they are attempting to flee with the loot.
YAAAAAAY!


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Posted

Quote:
Originally Posted by UberGuy View Post
I haven't had any problem defeating him, even on squishies. But it seems an odd thing to disallow an alternative approach.
You know, that was my second thought when I read that patch note. (My first thought was "no big deal.") If pulling him away is somehow thought of as too powerful a strategy, why not just add more bifurcation spawn points throughout the map until, given time, he can replace any bifurcates he's drawn away from?


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Posted

Quote:
Originally Posted by Zombie Man View Post
[/LIST][/LIST]Which Dev is getting all bothered and upset that players find an alternative way to solve a problem?

You know, in the comics, separating a foe from their power source is usually a winning tactic as much as destroying their power source.

There's a pattern here. A bad one. Where other MMOs get applauded that encounters are not rigidly designed to be completed in only one way, CoH, which *used to* be like that is heading down the road of the egotistical Dungeon Master who forces players to find the *right way* or die.

Rather than applauding player ingenuity in finding non-exploitive alternate solutions, they get punished.

I find that reprehensible.

For shame.
This x 1000, all its going to do is make me take 6 days to get an incarnate slot unlocked instead of 3. I am never doing that mission with the 2 AVs in it ever again. Its too hard for those who dont have max resists or max defense. The trap door thing is just a huge waste of time more so than it is a challenge. Just gonna drop the misison to not have to deal with that crappy frustration of it all. If they are going to do all of this then why not make it into a TF itself? I been saying that since day 1 because as it stands now it does require a group for the more squishie folk who do not abuse inspirations.


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Posted

Quote:
Originally Posted by EvilRyu View Post
This x 1000, all its going to do is make me take 6 days to get an incarnate slot unlocked instead of 3. I am never doing that mission with the 2 AVs in it ever again. Its too hard for those who dont have max resists or max defense. The trap door thing is just a huge waste of time more so than it is a challenge. Just gonna drop the misison to not have to deal with that crappy frustration of it all. If they are going to do all of this then why not make it into a TF itself? I been saying that since day 1 because as it stands now it does require a group for the more squishie folk who do not abuse inspirations.

Is it too hard to invite just one person to help you (not even 7 more, just one)? It's not like there's not a ton of folks standing around in Ouro or anything, right now. Or have you pissed off enough people on your server that no one wants to team with you anymore?


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Posted

Quote:
Originally Posted by Futurias View Post
I have to agree. This is basically turning my squishies into LOSERS that can't even use a tactic to get around someone's high regen rate solo.

Now I have to use two 'auto-completes' to get this Arc done solo, because even the Weakened Honoree is totally broken against defenders and corruptors.

Yeah, that make me feel like I'm becoming an incarnate...
Ummm, no you won't, because, unless they change it, Trapdoor is not autocompletable.

I echo what everyone else says, silly change. I didn't have any trouble with him, but silly none the less.


 

Posted

Quote:
Originally Posted by je_saist View Post
  • Trapdoor can no longer be dragged out of range of his Bifurcations.
... remind me to take a short vacation from the game if this modification to the Trapdoor fight is introduced.
He is NOT HARD TO KILL.

Thanks for making it harder, Devs!

There are still ways to kill him, and it's still easy. Hold his Bifurcations, lava him, or just KILL the bifurcations like you're SUPPOSED to. Jeez, you people are lazy. I've done this mission on squishies and smashies alike and have had no problem.


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Posted

Quote:
Originally Posted by Avatea View Post
Patch notes for build 1900.201011102104.23.

Zone Events
  • Neutropolis: The Great Escape
    • The first lab section of the Resistance side of the event will now require players to defeat PPD forces and hack the security terminal to unlock the door.
    • Teleportation and Recall powers are suppressed when in the lab or underground portions of the event
    • The security terminal and the computer terminals at Lucan’s life-support tube will remain present in the world longer, rather than disappearing immediately once their stage of the event is over.
Another example of someone trying to force players to play a certain way?
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.


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Posted

If the Neutropolis event is like the Imperial City one where you have to complete one section before being able to proceed into the next, people may have found a way to teleport past the door and get a head start on the next section. There's a long history of Teleport being able to get to places people aren's supposed to go in this game, like the Eden trial...

Speaking of which, can we PLEASE have the Eden trial's merit reward raised back to a reasonable amount now that TPing past the walls is no longer possible?


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Posted

Quote:
Originally Posted by nalrok_athzim View Post
he is not hard to kill.

Thanks for making it harder, devs! :d

there are still ways to kill him, and it's still easy. Hold his bifurcations, lava him, or just kill the bifurcations like you're supposed to. Jeez, you people are lazy. I've done this mission on squishies and smashies alike and have had no problem.
qft