115036-update-notes-1002-and-04-2014-feedback

== Content ==
			
Hello,
 
Please leave all feedback on the 10/02/2014 and 10/04/2014 game updates here.
 
Thanks!	
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Chua happy fixed Sons of Ravok path in Crimelords!
Now fix protostar path!	
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			Sons Of Ravok? With the new season of SOA under way, this is a title for a quest you guys cooked up? REALLY!?	
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Sons Of Ravok? With the new season of SOA under way, this is a title for a quest you guys cooked up? REALLY!?
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			So glad the sooth telegraph is fixed! Now I can dodge it to troll healers :D	
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			Sons Of Anarchy, turned into Sons Of Ravok? REALLY?!	
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Sons Of Anarchy, turned into Sons Of Ravok? REALLY?!
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Sons Of Anarchy, turned into Sons Of Ravok? REALLY?!
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GloomclawA few balance changes based upon feedback.
Health reduced to 48 million (down from 54.6 million).
Corruption Shield thresholds changed to 100%, 85%, 65%, 45%, 25%, 16%, and 0% HP.
For those doing the math, it means 7.68m is the new magic number.
Concentrated EssencePool size increased by 100%.
Duration increased to 10s (up from 6s)
Pool visual changed to increase visibility.
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			"Street Rat" Title here I come, least I have something to do for a few minutes tomorrow.	
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Ohhhh. I had so badly hoped for the Rune Patch!  :(
 
Its nice that you want to fix bugs etc. but that rune patch have been long underway(I guess)! Should be about time! Please dont tell me its boung to drop 3. 	
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Thx for the stalker fix:)
 
Groax,	
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Ohhhh. I had so badly hoped for the Rune Patch!  :(
 
Its nice that you want to fix bugs etc. but that rune patch have been long underway(I guess)! Should be about time! Please dont tell me its boung to drop 3. 
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still no drop 3 :(
 	
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			Thanks for fixing the guild influence thing, that was driving me nuts!	
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Quote from OP:
 
"◾Resolved a bug where if a Player logged out with action set 3 or 4 active, when they log back in it will no longer switch player to action set 1."
 
This may seem like a stupid question to some, but 4 action sets? I only have 2 (unless I am thinking of something else) would someone please explain this to me? I'm somewhat confused	
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Quote from OP:
 
"◾Resolved a bug where if a Player logged out with action set 3 or 4 active, when they log back in it will no longer switch player to action set 1."
 
This may seem like a stupid question to some, but 4 action sets? I only have 2 (unless I am thinking of something else) would someone please explain this to me? I'm somewhat confused lol
 
Also, request to devs regarding the following Scientists path (please refer to link), that has been bugged since June. I would really love to finally get several incomplete path missions finished. The bug "Invalid Parameters" received from Scanbot after it's scan is seriously beyond frustration now. Pretty please? With sugar on top?
 
https://forums.wildstar-online.com/forums/index.php?/topic/61607-getting-invalid-parameters-error-message-while-scanning-items-for-path-missions/
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You can buy more action sets from the elder gem vendor.
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Action set 3: 450
Action set 4: 525	
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			when is drop 3 is going back to ptr ?	
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The changes are nice to reduce time spent on first phases, however the new magic number for the last phase is unnecessary, that phase does not need a nerf, keep it a DPS check instead of being a pushover. No point nerfing content that's perfectly doable with 2 DPS dead already. PJSalt.
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			The real question is 'what's up next on the PTR?' Hopefully some sort of testing of the mega server tech rather than just a box of bug-fixes :).	
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Ohhhh. I had so badly hoped for the Rune Patch!   :(
 
Its nice that you want to fix bugs etc. but that rune patch have been long underway(I guess)! Should be about time! Please dont tell me its boung to drop 3. 
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			Still nothing about Stealth Mastery AMP bug ?	
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the updated EULA says the wrong month x)
 
it says september 2, 2014, but it's supposed to say october 2, 2014/	
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			Thanks for the medic fix. Lovely to be back again. New GR speed is good. 	
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			We'll have to test it out more extensively, but the Tether Mine CTD seems to be fixed.  Thank you!	
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			Can someone explain the Medic GR fix?  From what they're saying on Reddit, you're severely hurt for DPS if you were using a bugged rotation, but what about if your rotation balanced around being in the flux (and not abusing the bug)?  Is it still a DPS loss since the 3rd cast is .85, or is it how it's intended to work from the beginning?	
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Can someone explain the Medic GR fix?  From what they're saying on Reddit, you're severely hurt for DPS if you were using a bugged rotation, but what about if your rotation balanced around being in the flux (and not abusing the bug)?  Is it still a DPS loss since the 3rd cast is .85, or is it how it's intended to work from the beginning?
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Can someone explain the Medic GR fix?  From what they're saying on Reddit, you're severely hurt for DPS if you were using a bugged rotation, but what about if your rotation balanced around being in the flux (and not abusing the bug)?  Is it still a DPS loss since the 3rd cast is .85, or is it how it's intended to work from the beginning?
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Timewise, it's a DPS loss.  We went from 2.25 seconds for 3 GR casts to 2.55 seconds for 3 GR casts.  We have reports in the Medic forum of up to a 25% DPS loss.  Others are reporting only a 500 DPS loss.  Either way, there's a loss going on as it takes 0.3 seconds longer to get all 3 GRs out there with this change.
 
That's not even mentioning how our rotation Feels now.  Dull and clunky with flat cast times.
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Now that QA theater is done, hopefully we can PTR patches that actually need testing.  I expect megaserver tech on the PTR soon, though I'm not certain if any of that will be visible to players, followed by the latest Drop 3 build in a couple of weeks.
 
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Ohhhh. I had so badly hoped for the Rune Patch!  :(
 
Its nice that you want to fix bugs etc. but that rune patch have been long underway(I guess)! Should be about time! Please dont tell me its boung to drop 3. 
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			Last iteration was 1.25 > 0.75 > 0.25.  It was -0.50 per cast, for both the global and cast time.	
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Still no Stalker AMP Fix (Yep, talking about "Stealth Mastery" - and Concussive Kicks T8 CD reduce not working on Stealth anymoa). This is really frustrating. Medics get fixes for Bugs that got in from previous fix-trys and Stalker get nothing.
Thats so dull. I wonder why im still subbing -.-	
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Now that QA theater is done, hopefully we can PTR patches that actually need testing.  I expect megaserver tech on the PTR soon, though I'm not certain if any of that will be visible to players, followed by the latest Drop 3 build in a couple of weeks.
 
 
If you take a moment to think about it, there are various good reasons that the rune slot changes need to wait for the rest of the system changes (AP rebalance especially), and the rest of the system changes haven't been in testing for nearly as long.  While there are some pieces that they could pull out, there is currently a QA bottleneck.  So any partial system deployment would only serve to delay the full system deployment.  And I don't think the people clamoring for the rune changes would be satisfied with just the additional stat options for each rune type.  Its a similar situation for Expert Technologist Research, though that is more dependent on itemization changes.
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I thought the PTR was running on megaserver tech.  Did that get rolled back with everything else?
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			What changed in the EULA and why is it incorrectly dated?	
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			Ohmna's special on weapons heal still doesn't work.	
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I'm a DPS medic who was NOT using the GR exploit and I feel that this new change feels alot worse than before.  Yes the bug went both ways but at least when it worked right, it just had a good feeling.  Now, GR just feels very monotonous and there's no heft or weight to the spell.  IMO, the devs succumbed to whiny DPS medics who couldn't cope and wanted a flat .85s GR cast time.  Are those whiners game devs?  Probably not.  I thought the point of Wildstar was that it was a challenge and did not cater to whiners.  With all this dumbing down, I feel that Wildstar is already engaged in the slippery slope that WoW went down in order to cater to the incompetent.  Yes, I'm quite disappointed.  It really makes me wonder if whoever is making these changes to the medic class even plays one in game.
 
Bottom line is, I speculate that a good majority of the people who are still playing Wildstar are ones who like the game for the difficulty curve.  The ones who found it too difficult are already gone and probably will not come back no matter how much you dumb this game down.  There simply are just too many options for them to go MMORPG hopping.  You're effectively taking away your niche and stomping on it and hoping that it withers and dies.  I'm losing faith in Carbine exponentially by the minute.  There's so much wasted potential in this game that it makes me really sad.
 
What I propose to potentially solve GR issues and keep the original spirit of the spell is to make the T4 work as so:
 
First off, take GR off GCD because base cast is 1.25s anyway, same as GCD of 1.25s.
T4:
- 1st GR = 1.25s and gain a buff that makes GR cast 0.75s (a persistent buff, not one with an expiration timer that made GR buggy).  Call the buff Charged! or something.
- 2nd GR = 0.75s (1.25s - 0.5s = 0.75s not 0.85s) and upon consumption of Charged! next GR cast is instant (make it so that you get a different buff if you need to called Super-charged! or something).
- 3rd GR cast as mentioned above.
 
Tooltip for T4 would be:
Gain Charged! upon cast.  Consuming Charged! grants Super-charged!
Charged!: Gamma Rays is 0.75s    Super-charged!: Gamma Rays is instant
 
Obviously for coding purposes, you would make the buff cast time override base cast time.
If Player not buff=Charged! or buff=Super-charged! Cast-time=1.25s
 
This is essentially how GR worked before when it worked properly w/o all the issues with the T4 "buff" falling off and bugging out when you jumped or were interrupted, etc etc etc.	
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			Thank you for the Soothe fix :wub: ^_^	
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			Having a really hard time understanding why after 3+ months of the game, you guys still haven't put in all the missing recipes making expert crafting still a pile of cupcakes!  Do not want to play until this is fixed!  They should have been in the game at release.  Bugs Shmugs, this should have been fixed a LONG time ago!  Sick of this crap, it's already been in PTR.  I'd cancel my subscription till they fixed the core game, of which everything else should be built off of, but since I love this game, I already bought a year.....	
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			I like the medic changes. I know this is all subjective, but the rotation feels more solid to me. I know the static cast time might not be as exciting as some thought, but to me, it feels a lot better knowing exactly how many actuators i will have at all times. Prior to this fix, I was not using the exploit, but watching for influx was difficult when sometimes actuator would be spent in .5 seconds. I shouldn't say difficult, but it is definitely easier now. I feel with a few tweaks to our rotation, we will have the same dps as before, just not as bursty. All in all, it's super fun!	
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What I propose to potentially solve GR issues and keep the original spirit of the spell is to make the T4 work as so:
 
First off, take GR off GCD because base cast is 1.25s anyway, same as GCD of 1.25s.
T4:
- 1st GR = 1.25s and gain a buff that reduces GR cast by 0.5s (a persistent buff, not one with an expiration timer that made GR buggy).  Call the buff Charged! or something.
- 2nd GR = 0.75s (1.25s - 0.5s = 0.75s not 0.85s) and upon consumption of Charged! next GR cast is instant (make it so that you get a different buff if you need to called Super-charged! or something).
- 3rd GR cast as mentioned above.
 
Tooltip for T4 would be:
Gain Charged! buff upon casting.  Upon consumption of Charged!, gain Super-charged!
Charged!: Gamma Rays cast time is 0.75s
Super-charged!: Gamma Rays is instant
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   While I applaud the sentiment, in actual practice this is a horrible, horrible idea.  The problem doesn't stem so much from the idea, though, as it does from the way the Wildstar client handles buffs that grant instacasts (probably on account of backchecking to ensure the buff is valid).  Essentially it means that when you got Super-charged you would still have to wait for the server to validate the instacast, meaning you're looking at having to stop yourself from casting that 3rd GR until the query is returned to your client and the instacast highlight appears on your bar.  If you don't, the client will just go ahead and make you cast the base, non-boosted version; in the same vein, if you tap your third GR ahead of time and queue the ability, the same thing happens.  You would be voluntarily claiming a known and bad issue with Engineer's bioshell for yourself.
 
   TL;DR: making abilities instacast but making that instacast situational and requiring server confirmation will make your current level of clunkiness seem like ballet.
 
   The icing on the cake is that if you screw up and start to cast a slow GR because of latency or ability queuing, the natural instinct for most is to do a single jump to cancel it.  Jumping... to abort a GR... yeah, can't see how that might lead a medic to have even more issues. ;)
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			EULA states it was updated "September 2, 2014". Today is "October 2, 2014".	
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			Still waiting on Algoroc Soup Recipe for Dominion players. Is that one of those bugs that still needs more QA time and cant be implemented til Drop 3? I mean how much time does it take to put a recipe on a drop table for mobs ?	
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EULA states it was updated "September 2, 2014". Today is "October 2, 2014".
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			That gamma rays is game breaking for medics.  Please revert it back to how it was.Nothing more to say about this.  Fix it, please.	
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			When Medics leapfrogged from worst DPS to first DPS, you had to know that a correction was coming.	
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That gamma rays is game breaking for medics.  Please revert it back to how it was.
 
Nothing more to say about this.  Fix it, please.
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I'm a DPS medic who was NOT using the GR exploit and I feel that this new change feels alot worse than before.  Yes the bug went both ways but at least when it worked right, it just had a good feeling.  Now, GR just feels very monotonous and there's no heft or weight to the spell.  IMO, the devs succumbed to whiny DPS medics who couldn't cope and wanted a flat .85s GR cast time.  Are those whiners game devs?  Probably not.  I thought the point of Wildstar was that it was a challenge and did not cater to whiners.  With all this dumbing down, I feel that Wildstar is already engaged in the slippery slope that WoW went down in order to cater to the incompetent.  Yes, I'm quite disappointed.  It really makes me wonder if whoever is making these changes to the medic class even plays one in game.
 
Bottom line is, I speculate that a good majority of the people who are still playing Wildstar are ones who like the game for the difficulty curve.  The ones who found it too difficult are already gone and probably will not come back no matter how much you dumb this game down.  There simply are just too many options for them to go MMORPG hopping.  You're effectively taking away your niche and stomping on it and hoping that it withers and dies.  I'm losing faith in Carbine exponentially by the minute.  There's so much wasted potential in this game that it makes me really sad.
 
What I propose to potentially solve GR issues and keep the original spirit of the spell is to make the T4 work as so:
 
First off, take GR off GCD because base cast is 1.25s anyway, same as GCD of 1.25s.
T4:
- 1st GR = 1.25s and gain a buff that makes GR cast 0.75s (a persistent buff, not one with an expiration timer that made GR buggy).  Call the buff Charged! or something.
- 2nd GR = 0.75s (1.25s - 0.5s = 0.75s not 0.85s) and upon consumption of Charged! next GR cast is instant (make it so that you get a different buff if you need to called Super-charged! or something).
- 3rd GR cast as mentioned above.
 
Tooltip for T4 would be:
Gain Charged! upon cast.  Consuming Charged! grants Super-charged!
Charged!: Gamma Rays is 0.75s    Super-charged!: Gamma Rays is instant
 
Obviously for coding purposes, you would make the buff cast time override base cast time.
If Player not buff=Charged! or buff=Super-charged! Cast-time=1.25s
 
This is essentially how GR worked before when it worked properly w/o all the issues with the T4 "buff" falling off and bugging out when you jumped or were interrupted, etc etc etc.
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WTF is up with a new EULA all of a sudden? Was kinda waiting for a reason to drop the sub, this'll do it. C'ya Carbine. Good luck with F2P.
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			ghostpepper, so glad you are leaving if this is the straw that breaks the camels back for you.  what a drama queen.	
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			Ty for destroying medic rotation and making it a mind numbing class now for dps.... Should have kept old gamma ray cast and just nerfed gamma ray dmg a little. And another question why do you guys always delete negative feedback on your forums? 	
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1. That change to T4 would be insanly OP ((1.25+0.75)/3 = 0.(6)s, currently medic with avarage GR cast time being 0.85s is strong, balanced even, I would say, if a bit boring, reducing avg cast time by almost 25% on ability that does more than 3/4 of our damage, well, that's a recipe for disaster).
2. GR T4 never worked properly, even when 3rd cast was insta cast. The difference was that before it worked against us, now (now, as in before this weekly patch) depending on what you did you could exploit it in your favour. While I dislike this solution a bit, it's the cleanest one in the end.
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			So since the patch this week and im guessing cz of this rubbish is EULA! I cant connect to WS anymore it was working perfectly fine before that! So sick of this shit been like this for two days now. I think im about to give up on this game for good! ARG!!!!!	
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New medic rotation feel very bland, boring.
 
Prior to the patch, the highest medic DPS was the one who kept track of the bugged rotation and did not mess up.
Post-patch, the highest medic DPS is the one who get the most recycler proc.	
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 And another question why do you guys always delete negative feedback on your forums? 
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Ty for destroying medic rotation and making it a mind numbing class now for dps.... Should have kept old gamma ray cast and just nerfed gamma ray dmg a little. And another question why do you guys always delete negative feedback on your forums? 
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"Street Rat" Title here I come, least I have something to do for a few minutes tomorrow.
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Thanks for the medic fix. Lovely to be back again. New GR speed is good. 
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Oct 3/4 maintenance ...
 
Does this have anything to do with Disconnects?  I have been having them since the Oct 2 patch.	
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			The new GR is fine. I would like a return of the old T4 devestator probes though.	
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			Another Medic bug? What's wrong with Medics...I am going to lvl up one... let's hope for the best. Those patches seems more a bug injection than bug fixes 	
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			A new hotfix is live.	
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			Please take the time to fix the broken Technologist talents. Quite a few of the higher level talents don't work at all. Not a new bug, it's been around since launch (if not earlier).	
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I am really encouraged with the promptness of the devs fixing the reported bugs so quickly (Crimson Badlands and Medic Shield Surge that were reported just recently). 
 
This actually shows me that the devs really are listening and acknowledging are concerns! Good job and keep up the good work 
			
				
	Edited October 4, 2014 by Beckstir	
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			So does this mean you also fixed the problem with reaching the rep cap and it being stuck at 31999?	
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			Yay, I feel important! Reported the Crimson Amp bug and now it's fixed. I wonder if that's one of those we implement something and something entirely different and unrelated breaks sort of cases.	
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