Test Server Hotfix - June 16, 2017

Discussion in 'Public Test Update Notes' started by Mepps, Jun 16, 2017.

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  1. Mepps Sr. Community Manager

    Gadgets

    Dazing Gadgets
    These tools are situational and apply Daze opportunistically.
    • Stasis Field: Remains the Supercharge Generator and returns as a Defense Debuff
    • Stealth: Now detaunts and Dazes surrounding enemies, setting up for immediate PI exploitation
    • Cuff ‘Em: If not Dazed with Stealth, Cuff ‘Em can quickly control and Daze nearby targets
    • Neural Neutralizer: Functions like in previous Gadgets updates; applies and exploits Daze
    • Holographic Decoy: Functions like in previous Gadgets updates
    Electrifying Gadgets
    These tools apply Electrify, deal burst damage, and benefit from Daze and Frostbite PIs.
    • Gauss Grenade: Now 100 cost, stuns in Control Role, and returns as a Defense Debuff
    • Taser Pull: Now 100 cost and remains as a targeted AOE, pulls the main target, and stuns in Control Role.
    Frostbiting Gadgets
    These tools apply Frostbite, tend to deal damage over time, and benefit from Electrify and Burning PIs.
    • Cryo-Field: Returns to its former glory on Live as a damaging aura, but with a relatively shorter duration and cooldown; Burns the Electrified and encases the Frostbitten.
    • Cryo-Foam: Once again deals damage over time, stuns in Control Role, and returns as a Healing Debuff; Burns the Electrified and encases the Frostbitten.
    • Implosion Mine: Now 100 cost and stuns in any role. Because of its cast time and its point-blank delivery, its damage output is greater than Cryo-Foam.
    Burning Gadgets
    These tools apply Burning, deal damage over time, and benefit from Daze and Frostbite PIs.
    • Napalm Grenade: Now 100 cost. On Live, this ability benefits from Electrify and Frostbite, but we switched the Electrify exploit to Daze to better fit the model. Knocks down in Control Role and remains a Healing Debuff.
    • Thermite Mine: Now 100 cost and knocks down in any role. Because of its cast time and its point-blank delivery, its damage output is greater than Napalm Grenade.
    Exploiting Gadgets
    These tools deal heavier damage, and benefit from Power Interactions, some benefitting from all of Gadgets’ PIs.
    • Fear Gas: Overhauled to a similar form of its Live counterpart with Panic effects, but has a relatively shorter cast duration, and benefits from Electrify and Burning PIs; Burns the Electrified, but does not encase the Frostbitten; You may even discover some other neat features about this one!
    • Vortex Cannon: Does not apply Daze, like on Live, but continues to benefit from Daze like in previous updates. Stuns in Control Role.
    • EMP Pulse: The point-blank delivery and 450 cost make this the hardest hitting ability in the Gadgets arsenal. This fan-favorite also exploits Daze, Electrify, Frostbite, and Burning to honor the spirit of EMP rotations. Mind your use, as this ability can consume power quickly!
    • Paralyzing Dart: At 450 cost, this is the second hardest hitting ability, because of its ranged delivery. Like EMP Pulse, this ability exploits Daze, Electrify, Frostbite, and Burning, allowing it to work with any loadout.
    • Sticky Bomb: Now 200 cost, and the final finisher to exploit Daze, Electrify, Frostbite, and Burning. This option is more affordable than the finishers in its class.
    Additional Abilities
    These abilities do not deal with any particular PI, making them useful for any loadout.
    • Surprise Attack: Your hard-hitting, single target attack from Stealth
    • Photon Blast: Your standard execute
    • Distract: Functions like in previous Gadgets updates
    • Battle Drone: Damages in Damage Role and Shields in Control Role, like in the previous update.
    • Anesthetic: Functions like in previous Gadgets updates
    • Asphyxiation Gas: Functions like in previous Gadgets updates
    • Bunker Buster: Functions like in previous Gadgets updates
  2. Mepps Sr. Community Manager

    General Updates
    • Slightly increased the defense gained from leveling up.
    • Skill Points
      • Iconic Abilities now unlock at Level 10.
    • Tactical Mods
      • Updated Healer power sets, Movement Mode, and Iconic Supercharged Tactical Mods to grant supercharge as a percentage of the cost for the associated ability and grant it after 1 second instead of 5 seconds.
    Atomic
    • Beta Surge:
      • Added knockdown back in and reduced the damage slightly.
    Celestial
    • Divine Light:
      • In healer role, this is now named Virtuous Light, has increased healing and no damage, and now cost 450 power. The heal over time effect will now last the full 6 seconds even if the target steps out of a healing glyph. Note that Corrupted Virtuous Light still has damaging glyphs.
    • General:
      • Tooltip fixes.
    Electricity
    • Electroburst:
      • Increased the damage, healing, and cooldown.
    Earth
    • General:
      • Tooltip fixes.
    Episode 28
    Justice For All (Elite)
    • Biggun should no longer be overpowered in mowing down the enemies in the final boss fight.
    • Like x 1
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