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Bon, testage hier soir vite fait.

Les nouveaux éléments de costumes sont chouettes mais... l'option éclat est super mal documentée. On sait pas quelles pièces y ont droit, et elles sont vraiment pas nombreuses. Pour dire, un simple costume moulant avec incrustation, on peut pas mettre d'éclat sur l'incrust. Donc on ne peut définitivement pas faire Defender par exemple.
Mais la nouvelle attache de cape arcane, avec un col et une robe, ca le fait vraiment par contre !!

Pas encore pu (re)tester Confrontation. Parait que les Nemesis encaissent plus. Des retours la dessus ?
Visiblement, il y a un nouveau patch aujourd'hui avec down midi-14h

Citation :
We will be bringing down Champions Online on Wednesday, November 25 from 3AM to 5AM PST in order to perform maintenance and apply a new patch. We will update this thread once this maintenance has been completed.
Thank you!
Source forum Off US
Citation :
Publié par Newen
Bon, testage hier soir vite fait.

Les nouveaux éléments de costumes sont chouettes mais... l'option éclat est super mal documentée. On sait pas quelles pièces y ont droit, et elles sont vraiment pas nombreuses. Pour dire, un simple costume moulant avec incrustation, on peut pas mettre d'éclat sur l'incrust. Donc on ne peut définitivement pas faire Defender par exemple.
Mais la nouvelle attache de cape arcane, avec un col et une robe, ca le fait vraiment par contre !!

Pas encore pu (re)tester Confrontation. Parait que les Nemesis encaissent plus. Des retours la dessus ?

Pour les éclats les parties de costumes ayant cette option sont marquée sur le forum off http://www.champions-online.com/novembercostumes

A noter aussi Week end gratuit : http://forums.champions-online.com/s...ad.php?t=92103
Edit oops dsl ya deja un sujet la dessus
Citation :
Publié par Irys / Ixia
Visiblement, il y a un nouveau patch aujourd'hui avec down midi-14h
Normalement c'est pour la traduction des trucs ajoutés dans le patch d'hier
http://forums.champions-online.com/fightclub/images/icons/icon1.gif Sorcery Changes
Good evening, forums -

With our most recent PTS patch, many Sorcery changes have occurred. We want to make sure we get as many Sorcerors (and anyone else that wants to help) as possible testing out these changes. Below you should find the entire list of Sorcery patch notes to hit with this patch - if you find Sorcery changes that aren't listed here, please let us know. If you see things listed here that you aren't seeing in game, please let us know. There are a few things I want to touch on before we get to the list, though.

First, this review did not include a review of the pets in Sorcery, as we are going to be doing a much larger pet review. You will see a handful of minor tweaks to pet related things (like the Rituals themselves) in the list, but nothing big about pet changes. Pets are a big system, and need more devoted time than we could give right now.

Second, Sigils of Radiant Sanctuary aren't done. This is because we're still working on the changes to Stealth. They are big and scary (for us) and as such we are making sure they get more internal testing before we push them out.

Third, Circle of Primal Dominion. There was a lot of discussion about CoPD in the thread that announced the upcoming Sorcery revisions, and lots of requests for us to make sure we checked numbers and made sure our facts were straight. I spent lots of time doing comparisons to various powers and passives to come up with the final numbers which will still be very useful, while hopefully not allowing CoPD to trivialize many of our more difficult encounters.

With those out of the way, here are the patch notes:


- Many powers that had the wrong display name in the ranks/advantages window have been fixed.

- Eldritch Blast: The root applied by this power was always using the Rank 2 duration. This has been fixed, meaning the Rank 1 root lasts a little less, and the Rank 3 root lasts a little longer.
- Eldritch Blast: Reduced the activate time from 0.67 seconds to 0.5 seconds.
- Eldritch Blast: Energy Cost at tap and charge reduced. The cost was not getting properly discounted for locking the player down during charge.

- Skarn's Bane: Added the AoEDmg tag.
- Skarn's Bane: Now set to Max Targets 5.
- Skarn's Bane: Base cost per period reduced from roughly 43 to roughly 28.

- Tyrannon's Familiar: Updated description so the functionality of the Power Siphon is a little clearer.
- Tyrannon's Familiar: Added a hard cap to the cost of 90% a players maximum energy, so if a player gets their equilibrium (considerably) above their maximum energy, they can still use the power.
- Tyrannon's Familiar: Removed the energy cost from the Power Siphon.

- Bindings of Aratron: Tenable Bonds: Increased the amount healed per period from 0.87% to 2%. Increased the energy drained from 2.5% to 5%.

- Sigils: Fixed the way the advantaged versions of the Sigils are built so they last the same duration as the non-advantaged versions.
- Sigils: All sigils had their costs reduced by varying amounts.

- Sigils of Arcane Runes: Fixed Ranks 2 and 3 of the advantaged version of these sigils to be created at the same distance as Rank 1.

- Sigils of Ebon Weakness: Fixed the advantaged version of these sigils to be created at the same distance as the other advantaged sigils.
- Sigils of Ebon Weakness: These sigils now increase in duration when you rank them up.
- Sigils of Ebon Weakness: Passive threat generated by these sigils has been increased.

- Sigils of the Primal Storm: Fixed the advantaged version of these sigils to be created at the same distance as the other advantaged sigils.
- Sigils of the Primal Storm: These sigils now increase in duration when you rank them up.
- Sigils of the Primal Storm: Added the range of the lightning bolt the sigils create to the description.

- Sigils of Radiant Sanctuary: Fixed the advantaged version of these sigils to be created at the same distance as the other advantaged sigils.
- Sigils of Radiant Sanctuary: Passive threat generated by these sigils has been increased.
- Sigils of Radiant Sanctuary: Changed the way the Sigils provide stealth so we have less potential for the sigils themselves to become stealthed.

- Circles of Power: Charge time reduced from 3 seconds to 1.5 seconds.
- Circles of Power: Added a hard cap to the cost of 90% the players maximum energy, so if a player gets their equilibrium above their maximum energy, they can still use the power.

- Circle of Primal Dominion: Damage resistance provided by this power has been reduced by about 1/3.
- Circle of Primal Dominion: Regeneration provided by this power has been substantially reduced.
- Circle of Primal Dominion: The Damage resistance and Regeneration provided by this power are now 50% stronger when in the Sentinel Role.
- Circle of Primal Dominion: Now only increases your threat while you are in the Protector Role.

- Circle of Radiant Glory: Cooldown on being rezzed by this power reduced from 10 minutes to 2 minutes.

- Circle of Ebon Wrath: The damage increase from this Circle was unintentionally scaling with super stats. This has been corrected. The base value of the damage buff has been improved by roughly 50%. Ranking this power up gives a larger increase in the strength of the damage buff. The net result is the low end damage increase from this power has been increased, and the high end (where someone has high numbers in each of their super stats) is roughly the same.

- Circle of Arcane Power: The effects of the energy generation and power decay reduction have been increased by roughly 20%.

- Rituals of Summoning: Charge time reduced from 3 seconds to 1.5 seconds.
- Rituals of Summoning: Added a hard cap to the cost of 90% the players maximum energy, so if a player gets their equilibrium above their maximum energy, they can still use the power.
- Rituals of Summoning: Fixed tagging (AoE Dmg, Ranged Dmg, etc.) on several of the powers these critters use.
- Rituals of Summoning: Increased radius of effect to 8 feet, which matches the size of the art for these Ritual Circles.
- Rituals of Summoning: Fixed a bug that made Circles of Power get dismissed on critter death instead of the Ritual Circle being dismissed.

- Ritual of Arcane Summoning: Fixed the display name of the Hold this critter uses.

- Ritual of Ebon Summoning: Rank 1 of this power will now work properly with the Meek Inheritance advantage.

- Aura powers: Radius increased from 25 feet to 50 feet.
- Aura powers: Removed unnecessary line about not costing energy from the power descriptions. All passives do not cost any energy.

- Aura of Arcane Clarity: Doubled the base Energy Regeneration provided by this power and increased Power Cost Discount by 50%
- Aura of Arcane Clarity: Now 25% more powerful on the player that is providing the Aura. This is on top of the newly buffed values.

- Aura of Ebon Destruction: Now 25% more powerful on the player that is providing the Aura.
- Aura of Ebon Destruction: No longer causes Energy Decay.
- Aura of Ebon Destruction: Rank 1 was using the Rank 2 FX. Now uses the proper Rank 1 FX.

- Aura of Primal Majesty: Now 25% more powerful on the player that is providing the Aura.

- Aura of Radiant Protection: This power had hidden scaling with superstats. It could not be seen in the tooltip, but was giving slightly more resistance than it was displaying (and more than it should have). This unintended scaling has been removed.
- Aura of Radiant Protection: This power used to half the damage resistance given to players who had a defensive passive on, but this was invisible to a player via tooltips. This functionality was removed. In keeping this power in line with the other auras, this Aura is now about 80% as strong on teammates, but the amount of damage reduction it gives to the player with the Aura is unchanged.

- Arcane Vitality: This power was using incorrect tables for the amount it healed. We have fixed this, and as such, this power now heals for about 34% less than it was previously.
- Arcane Vitality: Cost reduced by about 28%.
- Arcane Vitality: Maximum targets reduced from 10 to 5.
- Arcane Vitality: Fixed name in description, and added clarification about how this power scales healing if you have more than 2 targets.
- Arcane Vitality: Impart Freedom: Updated description to state that it must be fully maintained to work. Removed part about not working on yourself. These are both description only changes, this is the way the power already functioned.

- March of the Dead: Instead of reducing your Equilibrium to zero, it now just reduces your Equilibrium to about half.

- Divine Renewal: This power can now be used in combat. Taking damage will interrupt using this power.

Also, when we made the change for Divine Renewal, we also did:

- Celestial: Redemption: This power can now be used in combat. Taking damage will interrupt using this power.


That's a big long list, and we're still going to be looking at these issues while Sorcery is up on the PTS.

Thanks all,
-Ame
Patchnote pour aujourd"hui

Citation :
Patch Notes: December 1st, 2009
Posted by Daeke

Hot Issues

Sorcery has been given a balancing pass. Due to the number of changes, all Sorcery users have received a free Retcon (if you did not already have one).
The UNITY mission system has been streamlined.
UNITY’s Most Wanted missions are here! Complete a daily mission to defeat one of the Lair villains and claim your reward!



General

The Power Armor Defender action figure has been reverted to its original design.

User Interface and Chat

It should no longer be difficult to select the first power in the list when talking to trainers.
The Channel Admin UI is now resizable and starts out a bit larger by default.
Powers
Many powers that had the wrong display name in the ranks/advantages window have been fixed.

Celestial

Redemption: This power can now be used in combat. Taking damage will interrupt the power.

Munitions

Two Gun Mojo: Fixed an issue where the Maintain bar would not display.

Sorcery


Arcane Vitality: This power was using incorrect data for the amount it healed. We have fixed this, and as such, this power now heals for about 34% less than it was previously.
Arcane Vitality: Increased the amount healed when hitting more than two targets by about 25%.
Arcane Vitality: Energy cost has been reduced by about 28%.
Arcane Vitality: Maximum targets reduced from 10 to 5.
Arcane Vitality: Fixed name in description, and added clarification about how this power scales healing if you have more than 2 targets.
Arcane Vitality: Impart Freedom: Updated description to state that it must be fully maintained to work. Removed part about not working on yourself. These are both description-only changes, the advantage still works the same as it did.
Aura powers: Radius increased from 25 feet to 50 feet.
Aura powers: Removed unnecessary line about not costing energy from the power descriptions, since all passives cost no energy.
Aura of Arcane Clarity: Doubled the base Energy regeneration provided by this power and increased Power cost discount by 50%.
Aura of Arcane Clarity: Now 25% more powerful on the player that is providing the Aura. This is on top of the newly buffed values.
Aura of Ebon Destruction: Now 25% more powerful on the player that is providing the Aura.
Aura of Ebon Destruction: No longer causes Energy decay.
Aura of Ebon Destruction: Rank 1 was using the Rank 2 FX. Now uses the proper Rank 1 FX.
Aura of Primal Dominion: Now 25% more powerful on the player that is providing the Aura.
Aura of Radiant Protection: This power had hidden scaling with superstats. It could not be seen in the tooltip, but was giving slightly more resistance than it was displaying (and more than it should have). This unintended scaling has been removed.
Aura of Radiant Protection: This power used to halve the damage resistance given to players who had a defensive passive on, but this was invisible to a player via tooltips. In keeping this power in line with the other auras, this Aura is now about 80% as strong on teammates, but the amount of damage reduction it gives to the player with the Aura is unchanged.
Bindings of Aratron: Tenable Bonds: Increased the amount healed per period from 0.87% to 2%. Increased the energy drained from 2.5% to 5%.
Circles of Power: Charge time reduced from 3 seconds to 1.5 seconds.
Circles of Power: Added a hard cap to the cost of 90% the players’ maximum energy, so if a player gets their equilibrium above their maximum energy, they can still use the power.
Circle of Arcane Power: The effects of the energy generation and power decay reduction have been increased by roughly 20%.
Circle of Ebon Wrath: The damage increase from this Circle was unintentionally scaling with super stats. This has been corrected. The base value of the damage buff has been improved by roughly 50%. Ranking this power up gives a larger increase in the strength of the damage buff. The net result is the low end damage increase from this power has been increased, and the high end (where someone has high numbers in each of their superstats) is roughly the same.
Circle of Primal Dominion: The damage resistance provided by this power has been reduced by about 1/3.
Circle of Primal Dominion: Regeneration provided by this power has been substantially reduced.
Circle of Primal Dominion: The damage resistance and regeneration provided by this power are now 50% stronger when in the Sentinel role.
Circle of Primal Dominion: Now only increases your threat while you are in the Protector Role.
Circle of Radiant Glory: The cooldown on being resurrected by this power has been reduced from 10 minutes to 2 minutes.
Circle of Radiant Glory: Greatly increased the amount of life you resurrect with.
Divine Renewal: Fixed an issue where the Maintain bar would not display.
Eldritch Blast: The root applied by this power was always using the Rank 2 duration. This has been fixed, meaning the Rank 1 root lasts a little shorter, and the Rank 3 root lasts a little longer.
Eldritch Blast: Reduced the activation time from 0.67 second to 0.5 seconds.
Eldritch Blast: Energy cost at tap and charge reduced. The cost was not getting properly discounted for locking the player down during charge.
March of the Dead: Instead of reducing your Equilibrium to zero, it now just reduces your Equilibrium to about half.
Rituals of Summoning: Fixed a bug that made Circles of Power get dismissed on critter death instead of the Ritual Circle being dismissed.
Rituals of Summoning: Charge time reduced from 3 seconds to 1.5 seconds.
Rituals of Summoning: Added a hard cap to the cost of 90% the players’ maximum energy, so if a player gets their equilibrium above their maximum energy, they can still use the power.
Rituals of Summoning: Fixed tagging (AoE Dmg, Ranged Dmg, etc.) on several of the powers these critters use.
Rituals of Summoning: Increased radius of effect to 8 feet, which matches the size of the art for these Ritual Circles.
Ritual of Arcane Summoning: Fixed the display name of the Hold this critter uses.
Ritual of Ebon Summoning: Rank 1 of this power will now work properly with the Meek Inheritance advantage.
Sigils: Fixed the way the advantaged versions of the Sigils are built so that they last the same duration as the non-advantaged versions.
Sigils: All sigils have had their costs reduced by varying amounts.
Sigils of Arcane Runes: Fixed Ranks 2 and 3 of the advantaged version of these sigils to be created at the same distance as Rank 1.
Sigils of Ebon Weakness: Fixed the advantaged version of these sigils to be created at the same distance as the other advantaged sigils.
Sigils of Ebon Weakness: These sigils now increase in duration when you rank them up.
Sigils of Ebon Weakness: Passive threat generated by these sigils has been increased.
Sigils of the Primal Storm: Fixed the advantaged version of these sigils to be created at the same distance as the other advantaged sigils.
Sigils of the Primal Storm: These sigils now increase in duration when you rank them up.
Sigils of the Primal Storm: Added the range of the lightning bolt the sigils create to the description.
Sigils of Radiant Sanctuary: Fixed the advantaged version of these sigils to be created at the same distance as the other advantaged sigils.
Sigils of Radiant Sanctuary: Passive threat generated by these sigils has been increased.
Sigils of Radiant Sanctuary: Changed the way the Sigils provide stealth so we have less potential for the sigils themselves to become stealthed.
Skarn's Bane: Added an AoE Damage tag to the power so that anything that affects AoE damage will affect Skarn’s Bane.
Skarn's Bane: This power was missing a maximum number of targets. It can now hit a maximum of five targets.
Skarn's Bane: Base cost per period reduced from roughly 43 to roughly 28.
Tyrannon's Familiar: Updated description so the functionality of the Power Siphon is a little clearer.
Tyrannon's Familiar: Added a hard cap to the cost of 90% a player’s maximum energy, so if a player gets their equilibrium (considerably) above their maximum energy, they can still use the power.
Tyrannon's Familiar: Removed the energy cost from the Power Siphon.

Supernatural

Venomous Breath: Fixed an issue where the Maintain bar would not display.

Missions and Content

Defeated foes now drop items of their level instead of the player’s level. This fixes a bug where when side-kicking where players could get items of much lower level than the defeated foe.
Experience from defeated foes is now correctly split based on the combat level of the team members. This fixes bugs where experience was incorrectly shared when teamed with characters of varying levels, especially if one or more characters were side-kicking.

Desert

Grond should once again use the correct FX when he jumps around the Desert.

Canadian Wilderness

Into the Storm (Crisis): Now grants proper mission rewards.

Millennium City


Bloody Alliance: Adjusted Danjal’s patrol route and AI to avoid water pools where he could become trapped.
Discord and Harmony: Fixed some pathfinding issues the crowd was having.
Viper Nest: Critters should no longer disappear or teleport through walls.

Monster Island


Removed stray werewolves near Gideon Jones’ respawn point.
Whacking Day: Now grants proper mission rewards.

UNITY


Removed the extra Mentiac from UNITY HQ.
Updated Dr. White’s text to reflect other UNITY changes.
Mentiac now offers a Qliphothic research mission.
Players can now spend Qliphothic shards and resources to do research in the UNITY lab and get a chance at rare gear, crafting components, and epiphanies.
Dr. Black now offers the “UNITY’s Most Wanted” missions. These are daily missions to take down one of the three UNITY Lair bosses: Dr. Destroyer, Bronze Kind, or Vikorin. These missions cost 6 UNITY Intelligence in order to take the mission, and pay out 40 UNITY merits as rewards.

UNITY key fragments have been replaced with UNITY Intelligence. Existing key fragments now work as Intelligence.
Restrictions have been removed from the doors to Andrith Ruins and the Mandragalore.
Draysha Makes Monsters: Destroying the doomsday bomb should once again complete the mission.
Daily mission acquisition has been streamlined.
Players should no longer get into a state where daily missions cannot be completed due to mission conflicts.
Hotspot missions and Special Assignments now give resource rewards.
Skipping the Rift: This daily Nemesis Confrontation mission now rewards 40 UNITY merits for completion (once per day), in addition to the 1 UNITY merit received every time the Nemesis Confrontation is completed.

Nemesis

Fixed an issue where critters that were spawning in the middle of a Nemesis spawn (i.e. hostages) would spawn as Nemesis minions rather than the appropriate critter.
Confrontation: Players near Shadow Destoyer’s throne should no longer be teleported to the jail cells during battle.

Perks

Players should now be able to complete the Lemurian Spawn Camper perk.
Lore perks which were incorrectly tagged as knowledge and now properly tagged as lore.
Shadow of the Shark-Men: No longer requires the mission “Exile’s Exodus” and should therefore be attainable.

Crafting

Transistor will no longer show up on random Science drops.

Hero Games

Stronghold Apocalypse: Fixed a bug where defeats of the new named villains (Dread Metal, Dr. Tenebrous, Lacuna, Raza) weren’t giving credit towards PvP perks.
A propos des instances des missions Unity, j'ai eu la bonne surprise de voir hier que le nombre de monstres s'adapter à la taille du groupe. Il me semble que ce week end ce n'était pas le cas et lundi on n'a pas eu de patch.
Alors c'est en place depuis le dernier patch (et je n'avais pas fait attention) ou alors ils ont modifié ça sans que l'on patch le jeu ?
Citation :
Publié par SansNom
A propos des instances des missions Unity, j'ai eu la bonne surprise de voir hier que le nombre de monstres s'adapter à la taille du groupe. Il me semble que ce week end ce n'était pas le cas et lundi on n'a pas eu de patch.
Alors c'est en place depuis le dernier patch (et je n'avais pas fait attention) ou alors ils ont modifié ça sans que l'on patch le jeu ?
ca date du patch nemesis de mardi je pense. Va falloir tester ca.
Sion rajoute ca :
Citation :
The UNITY mission system has been streamlined.
UNITY’s Most Wanted missions are here! Complete a daily mission to defeat one of the Lair villains and claim your reward!
Peut etre que Unity va devenir enfin le système qu'on désirait.

Nom de zeus, j'avais pas vu, mais on peut enfin faire le craft dans le QG Unity
Citation :
Players can now spend Qliphothic shards and resources to do research in the UNITY lab and get a chance at rare gear, crafting components, and epiphanies.
ça avance bien champions en fait
Je pense revenir dessus faire un tour quand ils installeront la mise à jour de l'event de Noël, ça me ferai qd meme pas mal de contenu à tester avec le repaire nemesis, les craft omega (truc que j'attendais quand j'y jouais), l'event etc...
Pour info :
nouveau down serveur ce midi (2/12/09) jusqu'a environs 14h

Citation :
Champions Online is being brought down for emergency maintenance at 3AM PST. We are expecting this downtime to last no more than 2 hours. Please keep an eye on this thread for more details, and to be advised when the servers are back up! Thank you, The Champions Online Team
Source
Testé le cercle de domination au rang 3 sur mon tank 37 ça regen 67 points de vie, alors qu'au rang 1 avant le patch c'était 356 Même en soutien il est devenu obsolète...
Citation :
Publié par Delolia
ça avance bien champions en fait
Je pense revenir dessus faire un tour quand ils installeront la mise à jour de l'event de Noël, ça me ferai qd meme pas mal de contenu à tester avec le repaire nemesis, les craft omega (truc que j'attendais quand j'y jouais), l'event etc...
Nan, ils ont rajouté des trucs en rapport avec le craft chez Unity, mais c'est pas le craft Omega, pas encore...
Citation :
Publié par Darkwolf.
Testé le cercle de domination au rang 3 sur mon tank 37 ça regen 67 points de vie, alors qu'au rang 1 avant le patch c'était 356 Même en soutien il est devenu obsolète...
Mwarrff si c'est vraiment le cas c'est crissement drastique.

LD
Citation :
Publié par SansNom
A propos des instances des missions Unity, j'ai eu la bonne surprise de voir hier que le nombre de monstres s'adapter à la taille du groupe. Il me semble que ce week end ce n'était pas le cas et lundi on n'a pas eu de patch.
Alors c'est en place depuis le dernier patch (et je n'avais pas fait attention) ou alors ils ont modifié ça sans que l'on patch le jeu ?
Newen a fait une erreur ! Les missions UNITY se sont toujours caler sur la taille du groupe...

Preuve à l'appui
Bon j'ai pas habitude de chialer, vous le savez depuis toutes ces années.

Mais c'est plutôt de la merde ce dernier patch.

Déjà, Cerce de domination primaire c'est une vrai blague, il y a eu un nerf monstrueux, je veux bien croire qu'il était trop puissant, mais là on parle d'un nerf d'au moins 85%, avec un heal qui passe de environ 300-400 à 30 O_o, donc rendu dérisoire (plusieurs mobs lambda même avec bouclier rang 3 levé te font de base plus de dégâts que ça et plus rapidement), on pourrait presque dire que ce n'est plus là que pour faire jolie et je parle pas des résistances aux dégâts et projections et autres qui sont même plus apparents tellement ça été diminué. C'est vraiment pas la joie pour essayer de jouer un tank un moindrement potable, je crois que le miens va prendre la poussière un peu en attendant de voir ce qui va se passer et sinon m'a foi on va se tourner vers autre chose, mais bon...

Sinon le nouveau système de loot semble bien déconner par moment... (m'a en autre empêcher de prendre la tête du robot du Dr Destroyer dans l'usine d'assemblage...)

Pas terrible quoi.

LD
Citation :
Publié par Kiramplu
Newen a fait une erreur ! Les missions UNITY se sont toujours caler sur la taille du groupe...

Preuve à l'appui
Euh... j'ai dit que je PENSAIS que ca venait du patch et qu'il fallait tester. J'ai pas non plus appporter une vérité catégorique.

Quoi qu'il en soit le lien que tu donnes se rapporte à un post où les gens étaient sceptiques par rapport au changement de taille des groupes de mobs. Là apparemment ca se voit vraiment.

Donc me sortir que j'ai fait une erreur quand je pose une hypothèse, c'est moyen. Tenter de me le prouver avec un truc non prouvé lui aussi à l'époque, c'est pas super non plus.
En quasi direct du forum (ca le serait s'ils arrêtaient de poster quand je dors, non mais ), les changements de gadget :

Citation :
Howdy forums -

The Gadgeteering review is coming soon to a PTS near you. Many issues are getting addressed in this pass, but a few things are not. Primarily, we are not addressing any real pet issues with this pass, just as with the Sorcery review. The large global pet review is still coming, but until that takes place any changes we make to pets are minor. In addition, the On-Next-Hit powers - Sonic Device, Toxic Nanites, Miniaturization Drive, and Imbue (while this is not in Gadgeteering, it is still an ONH ability) - still need work. They are going to require some new tech for us to make them work the way we want and as such, any real changes to these powers are going to have to wait until then. Here is a list of some of the upcoming changes:

- Experimental Blaster: This power is getting a fair amount of work, and is getting a large increase to damage dealt.

- Entangling Mesh: Changed from a PBAoE to a 50 foot range AoE.

- Bionic Shielding: Can now heal your target at each rank, instead of only rank 1. Recharge time reduced to 30 seconds.

- Resurrection Serum: Reduced the recharge from 5 minutes to 15 seconds.
- Resurrection Serum: Reanimator: The Ghouls created with this power no longer despawn when the target it was created from despawns. Players will now be able to have a maximum 3 of these Ghouls out at a time.

- Molecular Self-Assembly: This power had an "undocumented feature" of sorts, in that if you had the Rejuvenating Injectors advantage for Nanobot Swarm, Molecular Self-Assembly would heal you a small amount when it triggered. This was not intended. The base power of MSA now includes this healing benefit and does not require purchasing an advantage for another power to get it. The heal provided was increased slightly, and now scales with Presence.

That's just a small portion of the much larger and more detailed list that you'll see soon, when these changes go up on the PTS. As with our last 2 Framework Reviews, when this patch hits the PTS we'd like to encourage everyone to get on the PTS, test these changes out, and then get on the PTS forums and let us know how they feel about the changes. We'll post up the big change list on the PTS forums when the patch goes up.

Thanks,
- Ame
Donc en résumé :
- pas de modifs des pets, ca va faire partie d'un patch spécial pet
- pas de modifs sur les pouvoirs qui ont un effet sur la prochaine attaque, ca va etre un truc spécial aussi
- un avant gout de quelques changements, la liste complète viendra plus tard. Donc wait & see
C'est moi ou depuis les derniers patchs, la création des persos c'est portnawak en version localisée ?
Presque tout est en anglais, certaines zones n'ont même plus de libellé, les éléments symétriques sont par défaut changés d'un seul coté, etc.
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