Issue 20 Patch notes - Build 2010.201104210057.1
I am disappointed that you decided to go with a 1:1 downgrade of the incarnate components.
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What the hell? Let's buff defenders.
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Wow... This lengthy list of bug fixes is pretty impressive... Great job, Devs!
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The Downgrade and and Sidegrade windows really shouldn't have the Choose Nothing option. This puts in an indirect way to delete components - if players really wanted to delete their Incarnate components, they have a more direct way to do so in the Incarnate Salvage tab.
A problem with Sidegrading is that you can select the same component to Sidegrade into. This leaves the opportunity for players to accidentally throw out Threads.
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/agree
theres 7-23 other poeple in the league who most likely have some fire or energy dmg, its not that big of a deal |
That asside, the fix list looks GREAT. Can't wait for some of these to hit live!
if players really wanted to delete their Incarnate components, they have a more direct way to do so in the Incarnate Salvage tab.
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CURRENCY
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This should be fixed. I agree.
Incarnate Components
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Downgrade, since you have to upgrade to get any of them to begin with I don't think is needed, except for MAYBE a notice of the well down to an uncommon, but not nearly as useful as it is for the thread-based components and don't see many people choosing that option since you run the WST specifically for a NotW.
Aren't there punching bags already in the base? By the firing range?
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the pylons are very easy to use for DPS testing to see if poeple could solo them without debuffs, cant do that with the practice dummies since they are lvl 35 and immune to all dmg
That stalker change is pretty wicked sounding - hit build up and assassin strike, hit placate, hit concentrated strike and instantly hit build up again every time? Dang! Makes me want to roll one.
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BADGES
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When you said large patch, you weren't kidding...
I hope the Instant Army souvenir gets awarded retroactively....I just finished that arc on a character a couple of days ago :/
Lots of good stuff. Nice to know you guys aren't all working on just Incarnate content (I know you're not, but several folks are convinced the rest of the game is gonna die a slow death).
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That stalker change is pretty wicked sounding - hit build up and assassin strike, hit placate, hit concentrated strike and instantly hit build up again every time? Dang! Makes me want to roll one.
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but if it works not, i be doing BU->CS->placate->BU->AS essentially 1 shotting a boss without hardly any shots fired at me lol
I hope the Instant Army souvenir gets awarded retroactively....I just finished that arc on a character a couple of days ago :/
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As long as it actually works after the patch it won't be too bad to run it one more time.
At least we can get a few Shards while running it now.
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This is some pretty solid stuff in the patch including a number of fixes for varying kinds of content. Extremely pleased with preventing the airstrikes from hitting the hospital in the Sutter TF. Was ruining any desire I had of running it.
I do agree that more shard conversion options would be a good thing. It would be really nice if there was some form of sidegrade from Notices to threads or even iXP.
Looking forward to this patch
I don't see anything that looks like a fix for the apparent memory leak in the trials. When I run the Lambda Sector trial for the Master badge, the memory footprint of the game increases constantly, eventually causing severe graphics lag, and ultimately the game crashes. Usually when there's only a minute or two left before Marauder is defeated, so by the time I get logged back in I've missed out on the reward.
I installed the nVidia drivers from a few days ago (using an nVidia GTX 460).
Incarnate Powers
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I don't have any other toons with Reactive Interface to test this on, but presumably this applies to all pseudopets which do rapid "attacks" - it does to Tornado, and presumably would apply to e.g. Ice Storm, Rain of Fire, Carrion Creepers, and possibly Bonfire, Spectral Terror, etc.
Clearly rains should only be checking for proc every 10 seconds, as normal IO damage procs work (I'd argue that value could be 5 seconds, but that's another topic - regardless, it should be consistent). I presume you won't hold up the release of this important patch over this issue, but I highly recommend fixing it sometime soon to keep some vague semblance of balance between powersets.
Maybe I should get Caltrops on my Scrappers.
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Yeah, I heard it was doing this in beta. I had figured they removed the proc from pseudopets for live release because it was overpowered, and when it came back it would have the 10 second limit applied, but I guess not. Ah well, I've done my duty in reporting that it still does grievous damage. Now I guess I'll enjoy it until they find time to "nerf" it back to sanity.
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It did work on psuedo pets I know at one point, but something got broken from beta to live or shortly before live. Testing the tier 4 on the beta server is what made me get the damage procing interface to begin with. Sigh... I just wish the chance for knockdown proc would work with level shifts without scattering everything to the 4 winds. Caltrops would be devastating then.
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Chance for KD works fine on my Dark Obliteration :/
I don't see anything that looks like a fix for the apparent memory leak in the trials. When I run the Lambda Sector trial for the Master badge, the memory footprint of the game increases constantly, eventually causing severe graphics lag, and ultimately the game crashes. Usually when there's only a minute or two left before Marauder is defeated, so by the time I get logged back in I've missed out on the reward.
I installed the nVidia drivers from a few days ago (using an nVidia GTX 460). |
We'll see....
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However, this is going to seriously annoy quite a few people who use pylons for DPS testing but don't have high AoE defense... I wonder if the devs might consider placing an Inactive Rikti Pylon with no attacks and no XP / rewards but normal pylon HP and regen somewhere in the RWZ for us to use as a punching bag?
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