Patch ce mardi, respec mercredi

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voilà le patch VO, qui a une semaine de dispo pour le traduire ?





General
  • Fixed a bug where most guild transactions were accidentally locking the entire guild. Improved Player Bandwidth Usage.
  • Very small reduction in damage for all critters.
  • Items will no longer drop with a level requirement higher than 40.
  • Some changes to the naming filter.
  • Removed the "Bruce Error" Users will no longer see this message.
  • Fixed a crash that occurred when using the "/petrename" command.
User Interface and Chat
  • Added an error message for users with a full mailbox.
  • Added a timeout to item mails that will remove the auction if the server does not get the confirmation within 30 seconds and the player is still on the server.
  • moved tell/invite buttons to button bar in who UI.
  • Changed the text in the error pop up players receive when they try and pick up an item while not at a mailbox to properly direct them to a mailbox to retrieve their item.
  • The LFT checkbox now updates when command changes that status.
  • Fixed a bug where players in any super group would have their name colored in the target window as if they were in your super group.
  • Teams will now automatically stop looking for more members once their group is full.
  • The Correct date will now be displayed in Auction House Emails.
  • Auction searches which fail will now properly display an error message.
  • The PvP Queue Alert will no longer steal focus from the chat window.
  • The Social button has a new tooltip.
  • Added an "Are you sure?" prompt for retcon UI.
  • Team members health bars should now update as quickly as other health bar indicators.
  • Fonts used on items have been improved.
  • The Powers UI will no longer open other windows when it closes.
  • Names will again always appear over heads when selecting "Always" in the HUD options.
  • added discard ability for overflow bag (via dragging off and via discard button).
  • Added Silver Starburst background texture to the GM overhead health bars to make them stand out more.
  • Updated all the HUD overhead health bars with new textures that match the target frame health bars.
  • Updated all the HUD overhead health bars background textures (Super Villiains, Nemesis, etc.) and created mip maps for them reducing shimmering at long distances.
  • Emotes that are actions now end in periods in the chat log.
  • Fixed a crash that would occur when trying to retcon with the powers window open.
  • Fixed a bug that would cause the trainer window to open the incorrect powers window under certain conditions.
  • Fixed a bug where the powers window would not close when all points were spent.
  • Fixed a bug that made it impossible to purchase powers when you had the owned powers window open at the same time as the purchase screen.
Powers
  • Fixed a handful of bugs preventing travel power sounds from playing back or being distorted in some way.
  • Lemurian Trident: Range set to 50 feet.
  • Teleport: Teleport can no longer be used while held.
  • Costs for powers with a range of 50 reduced slightly.
  • Costs for non - melee point blank range powers (for example, Force Eruption) reduced slightly (any other power specific cost changes will likely overshadow these changes).
  • Intellect now interacts with Power Energy Cost in a slightly different way. As a result, effects that increase the cost of your powers, such as running multiple toggles with Power Armor, will be a bit more pronounced (and not offset as much by the effect of intellect).
  • Superstats are now hard-capped at 32% damage. This is a temporary fix to prevent hurting game balance, and over time this will be changed into a soft cap.
Archery
  • Taser Arrow - Fixed stacking holds issue. It now has a chance to apply a strong hold; the chance scales as the power is charged. This hold does not stack, and applies diminishing returns as normal.
Darkness
  • Ebon Void: Now shows descriptions for ranks 2 and 3.
  • Ebon Void: Voracious Darkness: The damage reduction formula has been changed, such that the maximum damage reduction from this advantage has been lowered.
Electricity
  • Never Strikes Twice: Now deals +30% damage (down from +100%) to held targets.
Fire
  • Clinging Flames / Leaping Flames (applied effect) Damage increased by 20%.
  • Thermal Reverberation Energy return is now disconnected from energy max. This power now returns a flat amount of energy (that is increased based on the player's Presence, as before), instead of a percentage of the player's max. The effect of this is that players who do not have high Endurance will see significantly better energy return. This effect still can (still) only occur once every three seconds.
  • Pyre: Damage for the lingering fire patch reduced significantly.
  • Fire Strike: This power's description previously included functionality that was actually part of an advantage. This has been corrected. The following functionality has been added to this power: "Activating this power applies an instance of the Fiery Escalation buff to you, increasing the damage of your Fire Strike attacks by a small amount while it lasts. This buff has a very short duration, but stacks up to four times, and each application refreshes the stack."
  • Fire Breath: This power now operates on slightly different cost / performance model. This power's damage no longer escalates over time, but is significantly higher when first activated. The energy cost for this power is significantly higher for initial activation than it is while maintained. This power's chance to inflict the Clinging Flames condition is increased.
  • Flashfires - Damage significantly increased.
Gadgeteering
  • Particle Mine - (slightly) Reduced damage, increased cost.
  • Orbital Cannon - Increased damage (particularly for ranks 2 and 3). Cost slightly changed.
Ice
  • The damage dealt when any created icy object is shattered (detonated) has been reduced.
  • Ice Burst - Initial damage reduced, knockback reduced.
  • Chill Effect - This effect has been rebuilt. It now is more effective versus non super speed travel powers, and has a stronger effect on the first application. However, the total degree to which this effect will slow a player and the duration have been reduced. Additionally, the Ice Cage effect now has a flat percentage to apply, instead of automatically applying when the player's speed drops below a threshold. Entities that are immune to knockback (including Super Villain and tougher ranked enemies) are now immune to the effects of this power. Our goal is to make this power slightly better for PvE, and not quite as dominating in PvP.
Munitions
  • Minimines - Drastically nerfed. This should not shock anyone.
  • Two Gun Mojo: Close the Gap: Updated description to state that the bonus caps at 30% and not 50%.
Sorcery
  • Bane - No longer interrupted by damage, cost slightly higher.
  • Summoning Circles - These powers are now called Rituals of Summoning. They look and function exactly as they used to, including creating a circle that the player must stay within for the creature to remain. However, they no longer empty your energy pool when activated, and may now be used in conjunction with Circles (of Power). Rituals of Summoning are still mutually exclusive with each other.
  • Circles of Power - No longer empty your energy pool when used. No longer mutually exclusive with Rituals of Summoning (formerly Circles of summoning).
  • Arcane (Unstable) Sigils, Ebon (Enervative) Sigils, Primal (Storm) Sigils - These powers are all slightly more expensive than before, but significantly more powerful. They also have slightly fewer hit points. The actual Sigils of the Sigils of Sanctuary and Enervative Sigils now create a slight amount of threat, and enemies will target them if other targets don't have their attention.
Supernatural
  • Condemn - Increased initial cost (cost to tap). Cost to charge unchanged. Hold effect does not stack.
  • Resurgence: Updated description to state that the heal scales with your Constitution.
  • Resurgence: Can now be used while held by default (without advantage).
  • Resurgence: Evanescent Emergence: Now helps you break free if you use while held. Still Enrages you if used while at less than 50% health.
Telepathy
  • Psionic Storm - Damage and Cost slightly increased, and the hold effect changed to a wrangle - type (starting off weak, but increasing strength the loner the victim is exposed to the effect).
  • Malevolent Manifestation - This advantage now transforms the power into a toggle that when activated leaves behind a persistent storm. The damage dealt by the persistent storm is the same as the unadvantaged version, and the cost to activate and maintain the effect is 20% greater. (Bear in mind that since this power functions as a toggle, you can use your energy builder while it's operating, which makes paying the upkeep effortless.)
  • Collective Will - Entities now do significantly more damage.
  • Telepathy: Ego Sprites: Slave Mentality: Each stack of the HOT provided by Slave Mentality will now do about 50% less healing, and is now capped at a maximum of 5 stacks, each target may only provide 1 stack.
  • Summon Nightmare: No longer summonable on inanimate objects.
Critters
  • The critter version of Shadow Embrace is now does significantly less damage. (The Hanging Judge's maintained attack is now merely very deadly, instead of instantly hollowing you out.)
  • Critter: Chimera: Attacks are no longer interruptable. Now has a 100ft range attack.
Devices
  • Several devices have changed functionality. Their new descriptions are as follows:
  • Qularr Mutagen: "Injecting yourself with a Qualarr mutagen will cause your body to temporarily mutate, integrating your own DNA with that of the Qualarr species. While in this state, your damage is increased, but all of your powers will cost more energy. You may maintain this form as a toggle for a total of 120 seconds."
  • Radioactive Miasma (Irradiate and Crafted version): "A concentrated biogen plasma that when injected will cause your body to expel a radioactive miasma. While you and your allies will not be damaged by this miasma, your enemies will become weakened and take progressive particle damage. For your own saftey, this item may only be used for short bursts every two minutes."
  • Trident of the Elemental Master Damage reduced very significantly, and the cooldown increased to 90 seconds (Base) from 30, and range is reduced to 50'. It now deals a bit more damage than a fully charged Tier 0 power. It still has no energy cost or drawback.
  • Cowboy Robot Lasso - no longer affects Super villains or higher ranked enemies.
    • Missions/Environments

      Desert
      • The Uranium Strapped Irradiates in the Desert Crisis correctly re-enter combat after a player leaves the combat radius and a new or same player enters the combat radius while the first bomb is still counting down.
      • Mission: Doomsday Clock's objectives should be more clear now.
      • Deadbeat now correctly responds to players that are outside his level range.
      Millennium City
      • Open Mission: Destroids Rise Again: Fixed a bug that caused the Mega-Destroid not to attack players.
      • Open Mission: Destroid Rise Again: Fix a bug where the mission wouldn't end properly if the timer expired.
      • A Bullet Bound For Biselle: Changed Viper-X boss from Tough to Normal. Should be scaled to the proper difficulty now.
      • Jailbreak Open Mission: 7 Fingers will no longer respawn before mission reset. Changed named prisoner AI so they cannot be pulled too far from jail while in combat.
      • Mission: Downtown Dustoff: Fixed a bug that could prevent Captain Hapah from respawning.
      Lemuria
      • Welderbots in Lemuria Crisis should not be getting stuck as often.
      Nemesis
      • Fixed the white screen effect on the "Hot of the wire" nemesis mission.
      • Mission: Violent Majority: The bug with the open mission not updating properly when the player destroys the door debris before freeing the receptionist has been fixed.
      • Fixed the bug with the Nemesis being attackable in the Death Ray mini during the battle with the giant lava beast.
      • Nemesis Minions should no longer linger in the gameworld if the player that spawned them logs out or leaves the map. This should greatly reduce the chance of players being ganked by unattended Nemesis Minions.
      • Spontaneous Nemesis ambushes now spawn weak versions of your Nemesis's minions, making surviving the ambushes much easier.
      Crafting
      • Crafting UI now has correct indicator of skill up chance (
      • ONLY
      • when you are at a crafting table):
      • Orange: high change of skill-up.
      • Yellow: medium change of skill-up.
      • White: low change of skill-up.
      • Grey: not valid (should never show while at a crafting table).
      • Experiments now put items into an overflow bag instead of directly into your inventory. This bag can be opened at any time from the inventory area (or from the experiment UI).
      • Crafted item stats are now properly restricted by item type.
      Costume Creator/Tailor
      • Updated names of unlocked melee weapons in the Tailor to better clarify weapon type.
      Hero Games
      • Hero Games: Stronghold. Fixed a bug that caused players to receive incorrect XP and Acclaim rewards in Stronghold Apocalypse. The correct XP rewards should be between 1/4 and 3/4 a typical mission reward at your current level.
      • Hero Games: Stronghold Apocalypse. Fixed a bug where the scoreboard would record all kills, including destruction of objects, as NPC defeats. Now, only named NPC heroes/villains are recorded as NPC defeats.
      • Hero Games: Stronghold UI. Fix a math bug calculating the total score on the Stronghold end-of-game report. This was purely a UI bug, and didn't affect Acclaim or XP rewards.
      Economic Changes

      Resources from Missions

      Significantly increased at all levels. Previously, an average level 20 mission had a resource reward value of 1 National, and 85 Local (185). The new value is 4 National and 50 Local (450). The mission reward curve has been adjusted, and as such, not all missions at all levels will be changed by this exact ratio, but this example is representative of the overall improvement.
      Resources from defeating Critters

      Significantly increased for all ranks at all levels. Previously, a level 20 Villain would grant 23 Local resources when defeated. The new value is 64 Local. The critter reward curve has been adjusted, and as such, not all critters at all ranks or levels will be changed by this exact ratio, but this example is representative of the overall improvement.
      Resources from selling items to vendors

      The sale value of items has been significantly changed. Weaker class items (Whites and Yellows) have a significantly higher increase in their vendor sale value than powerful items. In other words, even when you "graduate out" of those color class of items, they will still be valuable to you to pick up and sell for resources. The previous sale value of a level 30 White Primary slot item was 64 Local Resources. It is now 5 National, 72 Local (572). The item value curve has been adjusted, and as such, not all items at all color classes or levels will be changed by this exact ratio, but this example is representative of the overall improvement.
      Retconning

      Previously, retconning a single power at level 20, when all of your other points were spent, would have cost you 29 National and 73 Local (2973) Resources. The new cost is 28 National and 92 Local (2892).
      Notice that while the new cost is nearly identical, in comparison to the amount of resources you are receiving, it is actually much, much more affordable. In the old model, it would require approximately 16 mission, or 129 villains defeats, or the sale of 47 white items to pay for retconning one power. With the new resource rates, however, it would instead take 6 and a half missions, 45 villains, or the sale of 5 white colored primaries to afford the cost.
      Please note that the retcon cost curve has been adjusted, and as such, the actual cost of retcon at any given level might be slightly higher or slightly lower than it was previously. At all levels, however, it will be drastically more affordable relative to the Resources your hero will earn, and this example is representative of the overall improvement.
      Cost of Devices

      The cost of devices (one shot healing items, etc.) has been significantly increased in absolute terms, but has remained approximately the same in terms of cost relative to income.
      Drop Rates

      Henchmen The drop rate of henchmen has gone down, from an average of ~19% to 6% chance of a drop per defeat. The tables of what henchmen drop have also been significantly rebalanced; while the actual distribution changes at each level, on average, 88.45% of a Henchman's drops will be White items. Please note that, as explained above, white items are now an excellent source of Resources, as well as 8 important vitamins and minerals, and are a part of this complete breakfast.
      Villains The drop rate of Villain class enemies has gone down very slightly, from an average of ~14.5% to 13.8% chance of a drop per defeat. The tables of what villains drop have also been significantly rebalanced; while the actual distribution changes at each level, on average, only 57.74% of a Henchman's drops will be White items. Further, the chance for higher level Villains to drop Green and Blue items are both significantly higher than previously. (peaking at a 6.9% chance to drop a Green at level 40 now, compared to a 5.8% chance previously).
      Master Villains The drop rate of Master Villain class enemies has been significantly increased, from an average of ~11.6% to 23.3% chance of a drop per defeat. The tables of what Master Villains drop have also been significantly rebalanced; while the actual distribution changes at each level, on average, only 42.9% of a Master Villain's drops will be White items. This ratio drops steadily against higher level enemies, and Master Villains of level 38 or higher will only drop Yellow items or better. Additionally, the chance for higher level Master Villains to drop Blue and Purple items are both significantly higher than previously. (peaking at a 1.3% chance to drop a Blue at level 40 now, compared to a 0.07% chance previously).
      Super Villains The drop rate of Super Villain class enemies has been moderately reduced, from an average of ~46.6% to 30% chance of a drop per defeat. However, please note that the tables of what Super Villains drop have been significantly rebalanced; while the actual distribution changes at each level, on average, only 35.1% of a Super Villain's drops will be White items. This ratio drops steadily against higher level enemies, and Super Villains of level 35 or higher will only drop Yellow items or better. Additionally, the chance for higher level Super Villains to drop Blue and Purple items are both significantly higher than previously. (peaking at a 9.96% chance to drop a Blue at level 40 now, compared to a 0.27% chance previously).
      The net effect of these changes is that while the NUMBER of drops should remain fairly comparable to what it is now, the overall value of items from drops, both economically and usage - wise, should rise substantially.
      Enemies of Legendary and Cosmic class always use custom drop tables, and are not affected by this change.
Citation :
Publié par Torty
Pourquoi filer le retcon gratuit le lendemain du patch -_-

Amis super-héros possédant le pouvoir Mini-mines je vous souhaite une bonne soirée
Ceux qui utilisaient mini mines, taser etc savaient à quoi s'attendre, un jour c'est vraiment gentil...
Citation :
Publié par runafr
  • Superstats are now hard-capped at 32% damage. This is a temporary fix to prevent hurting game balance, and over time this will be changed into a soft cap.
Pas top top il me semble ça... on a donc un cap sur le bonus de dommages affecté par nos superstats.

Si je prends mon main qui a un stuff entièrement crafté en dex/ego au détriment de const, ... Je vais largement y perdre car je dépassais largement ces 32 pour cent de dommages...
Citation :
Publié par Torty
Pourquoi filer le retcon gratuit le lendemain du patch -_-

Amis super-héros possédant le pouvoir Mini-mines je vous souhaite une bonne soirée
LOL je vois pas de quoi tu veux parler

Bon ba si vous avez des conseils pour mon perso, que j'ai spé en dual blade ^^
Parce que les mines etaient le seul qui me permettait de solo sans crever 15 fois lol :x
Citation :
Publié par Timinou
Ceux qui utilisaient mini mines, taser etc savaient à quoi s'attendre, un jour c'est vraiment gentil...
Gentil ? Sous prétexte qu'ils utilisaient ces pouvoirs faut les punir ? Faudrait peut-être les bans aussi ?
Désolé mais la faute est a Cryptic pas aux joueurs qui les utilisent non ?

Moi perso je suis TK/PSI osef mais je trouve dommage de décaler le retcon free après de si gros changement même si effectivement ce n'est qu'une journée.
Citation :
Publié par Torty
Pourquoi filer le retcon gratuit le lendemain du patch -_-

Amis super-héros possédant le pouvoir Mini-mines je vous souhaite une bonne soirée
Le super héros qui ne possède que mini-mine devrait s'en tirer, ça sera juste un peu plus long. Le super-héros qui a mini-mine/TK Shield (qui n'est pas impacté sur ce patch)/Ice Cage/Regen/TP/Ego Sprite/Force Eruption/2 guns-Mojo/ Taser Arrow devrait légèrement avoir plus de mal aussi bien en PvE et PvP mais, étrangement, je pense qu'ils ne seront pas connectés ce soir

J'ai des pouvoirs impactés par ce patch (notamment TP) mais je suis carrément content de le voir arriver, je serais content de ne plus pouvoir me TP pendant que je serais hold puisqu'en même temps, je serais content de ne plus me faire hold en boucle si je me TP pas (et TP reste un très bon pouvoir de déplacement).

Accessoirement, ce patch fera nettement moins mal que celui du 1er septembre puisqu'il ne tape pas sur les pouvoirs défensifs.
Bon bin le cap du bonus dégât superstats c'est pô cool ça surtout que les pouvoirs de défense faiblard n'ont pas été revus. Y'en a qui vont avoir mal aux dents et pas que les joueurs qui surutilisaient les pouvoirs abusifs.

Bon, dites, les minimines, fallait les nerfer mais de là à servir à rien pour punir ceux qui les utilisaient faudra pas abuser. je les utilisais certes mais j'ai un build complet munitions avec ce perso. Je suis coupable de honte ultime alors ?
Citation :
Publié par Asla-l
Pas top top il me semble ça... on a donc un cap sur le bonus de dommages affecté par nos superstats.

Si je prends mon main qui a un stuff entièrement crafté en dex/ego au détriment de const, ... Je vais largement y perdre car je dépassais largement ces 32 pour cent de dommages...
Doit on considérer que maintenant il est inutile de maxer ses superstats avec les talents, ou l'équipement si on max par les talents?
Va falloir se mettre à calculer et ne pas se planter pour la respec là.
Citation :
Publié par tzarx
Doit on considérer que maintenant il est inutile de maxer ses superstats avec les talents, ou l'équipement si on max par les talents?
Va falloir se mettre à calculer et ne pas se planter pour la respec là.
T'inquiète Tzarx ça nous empêchera pas de tout péter en HG

Plus sérieusement faudrait voir sur les fofos officiels si il y a plus d'infos...
Mais La il parle d'un "Hard cap" quid devrait passer en "soft" donc logiquement, je pense qu'il bloque a 32 pour cent le temps de rééquilibrer certains trucs et que ça devrait retourner ensuite à la normale...

P:S: a toute^^
Citation :
Publié par Asla-l
T'inquiète Tzarx ça nous empêchera pas de tout péter en HG


P:S: a toute^^


Grace à ce patch en tout cas , je vais peut être me faire un perso avec TP du coup
Pour les mines, sincerement , ça n'a jamais été un probléme pour moi et même avant le premier nerf. Il semble que beaucoup de joueurs ne savent toujours pas bloquer en pvp apparemment, mais bon (je les utilise pas je précise )
Il se passe quoi avec l'intel ?:
Citation :
Intellect now interacts with Power Energy Cost in a slightly different way. As a result, effects that increase the cost of your powers, such as running multiple toggles with Power Armor, will be a bit more pronounced (and not offset as much by the effect of intellect).
En gros il faut retenir que c'est nerfé ?
Citation :
Publié par Asla-l
T'inquiète Tzarx ça nous empêchera pas de tout péter en HG

Plus sérieusement faudrait voir sur les fofos officiels si il y a plus d'infos...
Mais La il parle d'un "Hard cap" quid devrait passer en "soft" donc logiquement, je pense qu'il bloque a 32 pour cent le temps de rééquilibrer certains trucs et que ça devrait retourner ensuite à la normale...
Si par à la normale, tu sous entends revenir à la situation précédente, non, probablement pas. Maintenant, on va voir ce qu'il mette derrière. Si pour aller jusqu'à 32%, il fallait 200 dans les caracs (chiffre au pif), est ce qu'être à 400 t'aimera à 50% de bonus ou à 35%, c'est ca qu'ils doivent décider. En attendant, ca ne rapporte plus rien.
Citation :
Publié par harermuir
Si par à la normale, tu sous entends revenir à la situation précédente, non, probablement pas. Maintenant, on va voir ce qu'il mette derrière. Si pour aller jusqu'à 32%, il fallait 200 dans les caracs (chiffre au pif), est ce qu'être à 400 t'aimera à 50% de bonus ou à 35%, c'est ca qu'ils doivent décider. En attendant, ca ne rapporte plus rien.
Le soucis c 'est qu'il serait bien de savoir, surtout pour arriver au 32 pour cent afin de voir comment l'on respec (notamment avec les talents)
Citation :
Publié par Asla-l
Le soucis c 'est qu'il serait bien de savoir, surtout pour arriver au 32 pour cent afin de voir comment l'on respec (notamment avec les talents)
Pas mieux si quelqu'un sait comment calculer...
Citation :
Publié par Asla-l
Le soucis c 'est qu'il serait bien de savoir, surtout pour arriver au 32 pour cent afin de voir comment l'on respec (notamment avec les talents)
Mouais, vu que ca doit être linéaire (sinon, je vois pas l'intérèt de foutre un cap, soft ou hard), doit pas bien être difficile de trouver le coefficient en jouant avec l'equipement et le free retcon dans la powerhouse demain, non ?
Pour la tazer arrow, je comprends pas pourquoi ceux qui l'ont doivent pleurer... Ca stun toujours en faisant des dégâts abusé non ?
Donc certes ça peut plus se spam, mais ça reste quand meme une sacrée compétence non ?

Les minimes, ça m'a jamais posé souci...

Le cap de super-stats c'est assez troublant... Vu que j'aime pas trop faire des persos polyvalents :/
Citation :
Publié par Slann
Pour la tazer arrow, je comprends pas pourquoi ceux qui l'ont doivent pleurer... Ca stun toujours en faisant des dégâts abusé non ?
Donc certes ça peut plus se spam, mais ça reste quand meme une sacrée compétence non ?
Je suppose que c'est un bug, mais ma Tazer Arrow ne hold plus du tout...
Moi ce qui me dérange, c'est que le dégât des mobs a été haussé sévèrement, ou la capacité à encaisser nerfée horriblement.

Mon perso plutôt orienté encaissement qui hier pouvait affronter deux villains de + haut niveau sans trop de soucis meurt en 4 secondes sur 2 weaponsmiths, à travers le block ET les défenses. Je ne peux rien faire. Si j'essaie de me heal, leur dégât est trop haut. Si je reste en block, ça traverse et je gagne juste un peu de temps.

Bref, c'est devenu injouable. J'ai delog et j'envisage assez ferme d'arrêter l'abo. Marre des nerfs débiles et des mobs surpiquousés.
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