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Patch Notes for January 23rd, 2020 - Issue 26, Page 4


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13 minutes ago, Captain Powerhouse said:

About aggro auras:

Good news is i found the bug and fixed it internally.

Bad news is it obviously requires a patch and not sure when that will be scheduled for.

 

The bug is exclusively with toggles. Punchvoke should be working on all click powers.

 

Sorry I didn't catch this during the beta period.

 

Another thing that seems odd to me is that the use of Taunt on mobs running away doesn't seem to stop them any more.  They just keep going.  This has happened on both my Dark/Stone Tanker and my Stone/Fire Tanker.

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21 minutes ago, csr said:

 

Another thing that seems odd to me is that the use of Taunt on mobs running away doesn't seem to stop them any more.  They just keep going.  This has happened on both my Dark/Stone Tanker and my Stone/Fire Tanker.

That sometimes happened on Live as well. Enemies didn't always immediately stop and turn, sometimes they would get to their destination before coming back.

 

I don't know if that's the same thing.

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54 minutes ago, Myrmidon said:


I have an Avalanche proc in Irradiated Ground on every character that uses Rad Melee and its proccing every four seconds. When I hit with the KD in Atom Smasher at the same time, it causes KB.

 

Some teammates noticed the same thing with the forced feedback CF+recharge in foot stomp. It was causing knockBACK instead of knockDOWN. Removed the proc, problem went away.

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So, re: the issues with Burn:

 

Several friends and I are running a fire farm right now.  Two of us have spines/fire brutes, one has a rad/fire brute, one has an elec/elec brute, and one has a fire/fire tank.  All are 50, and the /fire brutes, at least, do not have taunt enhancements.

 

The Burn patch for the tank is not causing any scattering issues at all.

 

The Burn patch for the brutes are all causing the scattering issues, but not in isolation.  The effect is not seen until Burn is combined with literally ANY other DoT attacks (though not auras, curiously) from any other source.  That includes other characters, your pets, and other characters' pets.

 

We're also seeing what looks like aggro loss as a result of that scattering effect.  When it happens, if the brute who dropped the Burn has a nearby group of mobs that would put him over the aggro cap and so should not usually aggro, those mobs begin aggroing as other mobs flee the Burn patch.

 

The elec/elec brute also saw the scattering issue when combining Power Sink with Ion Judgment, but that issue has been more difficult to duplicate.

Edited by Kelgan
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2 hours ago, Captain Powerhouse said:

THAT is very odd, there was no changes to Taunt The Power, that power still has its own taunt, and at a way longer duration than Gauntlet it PunchVoke.

 

I was thinking it might be an AI change.  The first time I noticed it I deliberately hit a Sky Raider Porter Lt with Taunt hoping he wouldn't teleport.  He then proceeded to run about 50' down a hall, turned around, came back into range to use his gun and then stayed there for a bit until I Taunted him again, then he closed in.  Throughout the rest of the arc I was having similar issues with Porters and Wing Raiders.  It was the fact that the Porters actually ran away rather than teleporting that led me wonder if perhaps they had new AI.  Only a couple 'ported.  This was in the Roy Cooling arc.  Then later on my Stone/Fire Tanker in the Envoy of Shadows arc pretty much every single Spectral Demon Lord that I didn't hold with Char ran at 20% health or so and not one of them stopped when Taunted.  I repeatedly had to wait for them to return to their start position and drop Invisibility to finish them off to complete missions.

 

As Summers said, foes continuing to run sometimes happened before, but with nowhere near the frequency and the duration that I encountered.  It might have just been a run of bad luck.  I mentioned it only because it was so irritating and because it wasn't explained by the Toggle issue.  Mostly because it was so irritating.

 

Edited by csr
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More information (I hope) on the Brute issues, It is not only burn that is causing the fear effect, 

 

Level 50 Fire/Spines Brute, t3 Musculature Radial Alpha no other incarnates.  Using FourSpeeds budget farmer.  I have no taunt procs or sets (build will be chunked below)

 

Tested In: Night at the Movies: Termination (Arc ID: 13147)

 

I am experiencing fear effects from Burn as everyone else is but also from Quills and Blazing Aura, and a small amount from just Spine Burst.  It gets more noticeable when the mobs become lower health. 

 

This was not occuring prior to todays patch.

 

 

Build::

 

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|-------------------------------------------------------------------|

 

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16 hours ago, Captain Powerhouse said:

The radius buff is very much like Range Boost or hasten, it changes the powers dynamically unless the power description stated it’s unaffected. Those kind of buffs don’t show up in the power info but can be seen in the list of attribs for gauntlet.

 

For reference, unaffected powers are listed in the patch notes.

Thank you. I missed the hidden contents 🙂

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16 hours ago, Number Six said:

Which powerset?

 

I've seen some unconfirmed reports of critters running away from Burn, which may indicate the global taunt proc isn't working right with Blazing Aura. Since it wasn't caught on the beta server it may be limited to specific powersets.

I see them running from my brun bpatch even when running Irradiated Ground.

 

 

Also i noticed knockback on my Staff tank with Serpent's Reach and i have an Overwhelming force KD/KB>KD there in my DA Death Shroud. I am pretty sure i see KBs from both 😞

Edited by Jaro

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A friend and I are also noticing enemies running out a lot more often. They seem to do it without even using burn and just from blazing aura and irradiated ground on my brute. I noticed if I turned off IG and just stood there with blazing aura on that it happened a lot less, but they would still run.

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8 hours ago, Bill Z Bubba said:

 

Some teammates noticed the same thing with the forced feedback CF+recharge in foot stomp. It was causing knockBACK instead of knockDOWN. Removed the proc, problem went away.

Truth be told, if it the Avalanche proc kept that constant duration, I would adapt to timing it.😁

Edited by Myrmidon

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10 hours ago, Captain Powerhouse said:

About aggro auras:

 

The bug is exclusively with toggles. Punchvoke should be working on all click powers.

So this would indicate it's not burn that's causing the run away, its blazing aura, or that combined with quills for those that use spines?

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7 minutes ago, NNDeepdish said:

So this would indicate it's not burn that's causing the run away, its blazing aura, or that combined with quills for those that use spines?


No, burn definitively causes it (ask any scrapper, forever.) The bug is that Blazing aura for brutes should be taunting them to not run, and isn’t.

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11 hours ago, Captain Powerhouse said:


Just making sure this is not a typo or I might be misreading: you saying you had enemies run out of burn before this patch? As a Brute? Tank? Scrapper?

Hi, sorry for lack of clarity. I am a brute and before patch the mobs hugged me tightly and after the patch a few of them just suddenly run away, perform a few ranged attacks and then come back next to me. I am a Rad/Fire brute - I can't say for certain which power is causing it, I can test further. What I do know is that I seemingly don't have as much agro as I used to. Hope that helps.

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8 hours ago, Captain Powerhouse said:

Toggles don’t allow Taunt Sets.

 

8 hours ago, Myrmidon said:


They were taken out back before The Snap due to the Set Procs.

 

Why wasn't this reverted when the PPM changes went through, I wonder. Surely a chance for psi damage in a taunt aura wouldn't be considered OP now?

 

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10 hours ago, Captain Powerhouse said:

About aggro auras:

Good news is i found the bug and fixed it internally.

Bad news is it obviously requires a patch and not sure when that will be scheduled for.

 

The bug is exclusively with toggles. Punchvoke should be working on all click powers.

 

Sorry I didn't catch this during the beta period.

That's pretty amazing, thank you so much for looking into this. I might have to make a tanker in the meanwhile to avoid this problem ... are you guys playind 4D chess with me?

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1 minute ago, Bill Z Bubba said:

 

 

Why wasn't this reverted when the PPM changes went through, I wonder. Surely a chance for psi damage in a taunt aura wouldn't be considered OP now?

 

I think it’s because the auras are autohit.

 

I remember putting a bunch of perfect zinger procs in my tankers’ auras back in the day and using it to take down paragon protectors that had hit Elude. (and being sad when they changed it and I couldn’t do that anymore)

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7 minutes ago, Number Six said:

I think it’s because the auras are autohit.

 

I remember putting a bunch of perfect zinger procs in my tankers’ auras back in the day and using it to take down paragon protectors that had hit Elude. (and being sad when they changed it and I couldn’t do that anymore)

 

This makes sense. Thx again.

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