Discussion: Issue 23: Where Shadows Lie - [LIVE] - June 26, 2012 Patch Notes


Bitt_Player

 

Posted

USER INTERFACE

  • Fixed a bug where macros would not be created in tray slots under certain conditions.
  • Fixed a bug where the client could have incorrect information about the status of powers after switching builds.
  • Fixed a bug where dragging a power off of the server-controlled power tray could cause the system to accidentally copy a power back into the server-controlled power tray.
  • Fixed a bug where windows could pop off of the edge of the screen after loading window positions from a file where the windows were saved at a scale less than 100%.


CHARACTER CREATION / TAILOR
  • New tailor parts now default to light/dark gray colors.
  • Fixed some texture issues which made the lower half of some Boleros to appear darker than the top half.
  • Arcane, Elegant, Wing and Imperial Dynasty Boleros should be corrected.


TEAM UP TELEPORTER / LFG
  • Removed Sister Psyche's task force and added Penelope Yin's task force to the LFG list.


INCARNATE POWERS - HYBRID
  • Fixed a bug that would prevent you from receiving the passive boost from Hybrid Incarnate powers after switching from one power to another within the same tier of the same tree.
  • Hybrid Assault and Hybrid Control boosts now properly persist when a player zones between two maps.
  • Fixed an issue where many Control Radial abilities were more effective than intended in PvP.
  • Fixed an issue where Control Radial t4's Stun proc would almost never occur in PvP.
  • Doublehit has been changed to no longer work with Judgement powers. This is consistent with Assault Core abilities being unable to boost the damage of Judgement powers. Doublehit still works in all other damage-enhanceable powers.
  • Control Radial Genome now properly shuts off after 2 minutes of activation.
  • Hybrid toggles now toggle off after their maximum duration is reached if the player logs out with the toggle active.
  • Incarnate Hybrid passive buffs now properly apply when switching between two powers of the same tier in the same tree.


Incarnate Trial - The Magisterium
  • All players in the Tyrant fight in Magisterium will now properly receive their temporary level shifts for each Light of the Well destroyed.



PVP

  • Players can no longer accept alignment change reward tables while on a PvP map.


POWERS
  • Fixed a bug where you would be able to use the Panther Stealth Power while not in Panther Travel Form if you previously died while in panther form.


Stalker
  • Stalker Sweep combo once more properly affects all targets within a 15 foot radius when Ablating Strike is used.


Dominator
  • Dark Control: Possess now functions in PvP outside of Domination.


BADGES
  • Some Night Ward badges were using incorrect art. This has been corrected.
  • Changed the villain version of Positron's Pal to be Positron's Nemesis.


TASKS
Signature Story Arc 2 Episode 1
  • The final waypoint in Lastri Kayumanis's first mission now correctly appears over First Officer Harriman
  • Fixed an issue where players were receiving a delay in obtaining the final reward table.



Signature Story Arc 2 - Hero - Episode 1

  • Manticore now spawns properly in Mission 3 of Wavelength's storyarc.


The Television
  • Investigate Freaks in TV - Fixed an issue where the hostages could not be led out of the map.


Black Knights
  • Eternal Guard: Taunt's cooldown has been increased from 10 seconds up to 15 seconds. It is now flagged as a Debuff, so that it is only used by Guards who have been attacked in some way.


Night Ward
  • Trilogy - Mercenary will now appear up to a maximum level of 54, rather than 44.


Peregrine Island
  • Portal Corporation - Fixed an issue where Unai Kemen's missions were directing players into Dark Astoria.


Jessie Lawrence
Assistant Community Manager
Paragon Studios

'Like' us on Facebook
Follow us on Twitter
Circle us on Google+
Watch us Live on Twitch.TV every Wednesday!

 

Posted

Quote:
Originally Posted by Storyteller View Post
Missing notice of new UI power icons for pets.
This! I like the new icons


And hooray for the Mag. itrial giving lvl shifts for everyone!


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

Stalker Sweep combo once more properly affects all targets within a 15 foot radius when Ablating Strike is used.


... and there was much rejoicing, and playing of drums and tambourines, and feasts held where the revelers ate of the lambs and sloths, and carp and anchovies and orangutans and breakfast cereals..

But none could tell, as all those in attendance were Stalkers, and so the food seemed to magically disappear and the air itself belched in happiness

(Also, while not related, I like the charles atlas-style reference in the launcher...)


 

Posted

i personally didnt see a problem with the control hybrid, it was the only way a melee could actually take down a ranged toon in pvp without them running and jumping all over the place, and i especially dont like the "fix" they made to it since now it does absolutly nothing in pvp zones.

however im glad they fixed the panther and dark holds.


 

Posted

Quote:
Fixed a bug where you would be able to use the Panther Stealth Power while not in Panther Travel Form if you previously died while in panther form.
Was this the issue of players being un-selectable in pvp ? Or was this another issue???


Consciousness: that annoying time between naps.

 

Posted

Quote:
Originally Posted by Storyteller View Post
Missing notice of new UI power icons for pets.
Black Wolf Pet
Blue Wisp Pet
Cherub Pet
Clockwork Pet
Dark Fairy Pet
Demon Pet
German Shepherd Pet
Leprechaun
Quote-unquote "Liger" Pet
Light Fairy Pet
Lion Pet
Mek Man Pet
Power Drone Pet
Power Oscillator Pet
Red Cap Pet
Red Wisp Pet
Rikti Monkey Pet
Shield Drone Pet
Shield Oscillator Pet
Snowman Pet
Vanguard MVAS
Image of the Well Pet


 

Posted

Quote:
Originally Posted by PoisonHeart View Post
i personally didnt see a problem with the control hybrid, it was the only way a melee could actually take down a ranged toon in pvp without them running and jumping all over the place, and i especially dont like the "fix" they made to it since now it does absolutly nothing in pvp zones.

however im glad they fixed the panther and dark holds.
As someone who played melee for years, the control hybrid put melees at a bigger disadvantage than ever.

If you could hit someone and permanently disable them, ranged attacks become the only useful attacks, and melees just become easy targets to pick off. You should be thankful they fixed it.



Aside from that, Dark hold durations are still broken and I doubt panther was fixed either. Only possess was fixed for dominators, making Dark even more broken with the long duration hold.

Still, I'm glad they fixed Control Hybrid, that was the biggest issue and I'm glad they understood that. Although one thing confuses me...

"Fixed an issue where Control Radial t4's Stun proc would almost never occur in PvP"

Looking at RedTomax -and- testing, this wasn't an issue at all. It would almost -always- occur in PvP, which is what made it extremely broken. A 10 second stun being constantly applied without a mez timer attached. Hopefully this is a typo and they didn't somehow buff it.

I'm interested in seeing how they changed Control, because it either won't have mez timers and become broken, or it will and the beginning fear will literally cancel every other mez it throws. I'll have to wait until TopDoc updates tomax to see what was done.



Anyone know what happened if you changed alignments in a PvP zone? I didn't see anyone go into base/change align/farm people, and I would suspect people would if possible, like they have in the past.



If they should fix something next, it should be Panther travel power, than dark holds, then Melee giving Status Protection and maybe someday Domination.


@Sentry4 @Sentry 4

PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.

 

Posted

Quote:
Originally Posted by Storyteller View Post
Missing notice of new UI power icons for pets.
What, I no longer have to memorize my icon placement or hover over them for a few seconds (bottom trays only) to identify? I can just LOOK?

*waits to +1 "The 'I'm an Icon. Guess what _I_ do?' mini-game is nerfed."


@ Purgatorio

 

Posted

No fixes the to the combat attributes window. In particular, the status protection contains no listing for taunt and placate. Some character have protection/resistance for these, ie, Night Widow or so says the powers description. This matters with issue 23, since GMs have taunt, and they forgot to mention every thing else including minions do to.


 

Posted

These updates look great. I imagine we'll see a lot more Really Hard Way attempts now that it's that much simpler to get the Hard Way if things go south.

Any chance we could get those Black Knight's armor pieces released to the public?


The Paladin
Steel Canyon, Virtue
Exalted

@Paladin

 

Posted

Quote:
Originally Posted by ResplendentMs View Post
No fixes the to the combat attributes window. In particular, the status protection contains no listing for taunt and placate. Some character have protection/resistance for these, ie, Night Widow or so says the powers description. This matters with issue 23, since GMs have taunt, and they forgot to mention every thing else including minions do to.
They corrected the patch notes on that after it was pointed out to them. They used the term "monsters" when they should have used "critters". It wasn't the Monster class or Giant Monster class that the notes referred to but ALL critters with taunt.

It was corrected within a few work days, but unfortunately with it being released right before the weekend it was Monday before the patch notes were fixed.

Quote:
Originally Posted by Freitag View Post
ENEMIES

General
  • Critters are now allowed to taunt players. Taunts from critters will affect players in the same ways that taunts from players do.
  • Critters should no longer try to revive defeated critters in separate groups.
  • Fixed a bug that caused incorrect shape shifting with doppelgangers.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.

 

Posted

Quote:
Originally Posted by Hit Streak View Post
Peregrine Island
  • Portal Corporation - Fixed an issue where Unai Kemen's missions were directing players into Dark Astoria.
Hope they included other contacts that reference portals with this. I know Maria Jenkins sent me to one of these for a mission or so of hers.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

I noticed that IOs such as Stealth, Kismet+Acc, Num+Regen, etc will no longer double stack when you zone quickly. Was that with this patch or did I miss it in a previous patch?


Global @StarGeek
ParagonWiki.com-The original is still the best!
My Hero Merit rolls
Accuracy needed for 95% ToHit spreadsheet
Forum font change stripper for Firefox/Opera/Chrome. No more dealing with poor color choices, weird fonts or microscopic text
Search Wiki Patch notes, add site:ParagonWiki.com inurl:patch_notes to your Google Search

 

Posted

Quote:
Originally Posted by Texas Justice View Post
They corrected the patch notes on that after it was pointed out to them. They used the term "monsters" when they should have used "critters". It wasn't the Monster class or Giant Monster class that the notes referred to but ALL critters with taunt.

It was corrected within a few work days, but unfortunately with it being released right before the weekend it was Monday before the patch notes were fixed.
I knew I was going to regret not rechecking the patch notes. Still, the combat attributes need to be fixed, and it does matter now. I think it is wrong that a minion can stop a tank or a brute for that matter. If you pull multiple groups, it can really be bad. With all the graphic on screen finding the minion taunting you can be problematic.


 

Posted

I've been unable to load my main badger since this update. The game client crashes as soon as I click on her name. I've tried this on 4 different computers. I've filed a support ticket and I'm hoping they can get the problem resolved. So far I'm not liking this patch.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Quote:
Originally Posted by Hit Streak View Post

  • New tailor parts now default to light/dark gray colors.
Did I miss something that made this a vital change to the tailor? Every time I scroll up to the "none" option on anything I have to go back and change the colors again, it's kind of awkward.


BackAlleyBrawler: I can't facepalm this post hard enough.
ShoNuff: If sophisticated = bro-mantically emo-tastic, then I'm going to keep to my Shonen loving simplicity dammit.

 

Posted

Quote:
Originally Posted by ResplendentMs View Post
I knew I was going to regret not rechecking the patch notes. Still, the combat attributes need to be fixed, and it does matter now. I think it is wrong that a minion can stop a tank or a brute for that matter. If you pull multiple groups, it can really be bad. With all the graphic on screen finding the minion taunting you can be problematic.
OMG I fought some PPD the other day who taunted me and I figured it was because my last toon was resistant to taunt that I never noticed this, but now I realise it is a new addition.

Adding it to annoying enemies like PPD Awakened in Light Form is a really annoying idea (They fly f f s!). I haven't yet seen any other groups do it, but this has potential to be gameplay breaking depending on what uses it. And they should at least make it so that you auto target whatever taunts you when you hit the 'nearest target' button.

I wrote somewhere else that I hope they don't mess with mez to try and make all types of toons vulnerable, it seems they already started with that.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

The Balck Knights also taunt - I think it's one of the NPC upgrades they're rolling out to try and combat our vast levels of power


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Golden Girl View Post
The Balck Knights also taunt - I think it's one of the NPC upgrades they're rolling out to try and combat our vast levels of power
Never fought them, I avoided most of the night ward stuff.

I am ok with new groups getting new powers (Just about, I hate the idea of the game getting harder), but the patch note scared me into thinking it was common!


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by Golden Girl View Post
The Balck Knights also taunt - I think it's one of the NPC upgrades they're rolling out to try and combat our vast levels of power
I'm all about upgrading the NPC's. Poor bastiges. All day long they stand there, pounding one hand with the other and cat-calling at nothing but the air when some incarnate hero comes along and "judges" them for it. And what do they get? Two or three attack powers on long recharges and - if they're lucky enough to be a boss - a little mitigation. IT'S NOT FAIR!!!1

I mean, come on. It's bad enough that super-powered villain NPC's can't so much as snatch a purse without super-human resistance on the part of the citizens, or - heaven forbid - they should actually manage to break into those titanium-encrusted cars and buildings. Who needs heroes when a thug can't even pull a decent street misdemeanor in this town?

About the only NPC's in this game that DON'T need buffing are the citizens! They can jump any height and not take damage, can move even the heaviest hero aside without even lifting their heads long enough to say "excuse me" and can insta-placate any attacker by doing nothing more than waving their arms in the air and sprinting fifty yards in the opposite direction. And don't even get me started on their Longbow summoning power on Mayhem missions - where they ALSO don't take any damage! NERF CITIZENS!! BUFF ENEMY NPC's!!

........Oh dear. I've had too much coffee again, haven't I?


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
I hate the idea of the game getting harder
But we're getting more powerful at all levels - we need the NPCs to give us some kind of challenge


@Golden Girl

City of Heroes comics and artwork

 

Posted

I agree we need some kind of challenge. The problem really came to light doing the new night ward arc. I ran into one group started on them, got taunted, crap. Start looking for the taunter, then another group, guess it was close enough to aggro on me, get taunted from another group. Staff set does not have a long range attack, so screwed. It got worse, as Smiling_Joe mentioned, about citizens pushing hero, that also applies to enemy npc, got pushed to a cave wall, surrounded by mobs from 2 groups, can't push past them, getting yoyoed by 2 taunters that both are out of range. If it was not for lightning field and eye of the storm, don't know what I would have done, those being the only 2 attacks I could use, both taunters are out of range, finally able defeat enough of the mobs to chase after first one then the other taunter. Rest of the missions I would taunt a group, got to get out of line of sight since the group taunter would not move until, so much for my minus range, rant, another power that does not work as stated. The devs have got their back up when people have questioned the 'real numbers', well here is a case that clearly is broken, and seems like they have blown it off. I want them to fix it, there are a lot things I want them to fix, but, they have no intention to, so oh well.


 

Posted

Quote:
Originally Posted by Smiling_Joe View Post
I'm all about upgrading the NPC's. Poor bastiges. All day long they stand there, pounding one hand with the other and cat-calling at nothing but the air when some incarnate hero comes along and "judges" them for it. And what do they get? Two or three attack powers on long recharges and - if they're lucky enough to be a boss - a little mitigation. IT'S NOT FAIR!!!1

I mean, come on. It's bad enough that super-powered villain NPC's can't so much as snatch a purse without super-human resistance on the part of the citizens, or - heaven forbid - they should actually manage to break into those titanium-encrusted cars and buildings. Who needs heroes when a thug can't even pull a decent street misdemeanor in this town?

About the only NPC's in this game that DON'T need buffing are the citizens! They can jump any height and not take damage, can move even the heaviest hero aside without even lifting their heads long enough to say "excuse me" and can insta-placate any attacker by doing nothing more than waving their arms in the air and sprinting fifty yards in the opposite direction. And don't even get me started on their Longbow summoning power on Mayhem missions - where they ALSO don't take any damage! NERF CITIZENS!! BUFF ENEMY NPC's!!

........Oh dear. I've had too much coffee again, haven't I?
ROTFL!!

If this is what happens when you've had too much coffee, by all means get another pot brewing...