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TSW [Testlive] Spoilers ahoy, Update notes for 1.11.1

LordStarfox

Snacks-Snacks-Snacks-Snacks-Snacks-Snacks-Snacks
Slayer of Spam
I WONT be updating the first post,some of these have already changed,so please read the whole thread,ill try to keep up with all the changes.

Erelon
QA Manager/Admin:

Update notes for 1.11.1
**These notes do not necessarily reflect the final version that will be deployed on Live**
NEW!
* (Testserver) The Instantaneous Relocation Device is now available from FATE! Players can acquire this item by speaking with FATE, then choosing option 1 followed by option 5. Once used, a new menu will appear allowing players to instantly travel to a number of key locations throughout the world.
GENERAL
* Reorganized the inventory of all hub vendors.
* Some shady new faces have appeared in London's Darkside peddling a collection of clothing that will rotate stock every day.
* Added some new achievements to the Regional section. Good luck!
* Renamed the rare boss achievement "The Lurker" to "Coach Roarke" to match the name of the target.
* Updated loot tables for rare enemies in Solomon Island, Egypt and Transylvania.
* All faction phone calls will now use the SMS notification system.
* The interaction color for ladders has been adjusted.
* Removed Adrian Zorlescu's incidental's chat box. It was displaying in error.
* Adrian Zorlescu and Rada Nastaste should now properly carry on conversations with each other.
* Fixed an issue with the Mistletoe brooch for male characters where it would appear on the head.
* Reduced the cost of The Council's Seal to 1 Aureus.

GUI
* Added a display for skill rank to the character statistics page in the Character Sheet UI.
* Added a display for how good a player's equipment is to the statistics page in the Character Sheet UI.
* Added a display to for how good a piece of gear is relative to all other gear to equipment tooltips.

* Added a visual effect to the Target Info display to make Nightmare level enemies more visually distinct.
* Maps have been added for each of the three faction weapon training areas.
* Maps have been added for the New York sewers and Illuminati HQ.

* Educated some bees about the importance of the alphabet. The Monsters achievement category is once again alphabetized.
* Achievements to collect 25, 50, and 75 pets now display a progress bar.
* The ordering of top-level achievement categories has been updated to a more logical order.
* The Auxiliary weapon slot on the character sheet will now be hidden until the character unlocks their first auxiliary weapon.
* Fixed a case where the ability keybind for the auxiliary weapon active ability slot would be visible after swapping hotbars on a character who has not unlocked auxiliary weapons.
* Added a warning prompt when trying to purchase weapon skills in a skill line that is not the highest level for that weapon.
* Added a display for the character's Skill Rank in the Skills UI. This rank is an approximation of the character's potential power.
* Added a display for hostile NPCs battle rank to the Target Info GUI.
* * Added a value to talismans and their attached glyphs to display how powerful the item is.
* Fixed a case where Custom UI positioning would not be reset if the resolution was changed while the client was not active, either through the patcher or by playing on multiple machines at different resolutions. (Known Issue: Custom UI positioning may reset once upon applying this patch.)
* Removed Third Age Slivers and Fragments from the wallet and shop UIs, as they are not useful anymore.
* Removed Mayan Kin from the shop UI, as they are not useful anymore.
* The Achievement UI has been updated, adding point values to all achievements and a display for the total number of points gained.
* Fixed a display issue with the Achievement/Lore UI when it was opened for the first time on a new character.
* Changed the Defensive Target Self command to bring its behavior more in line with expectation. Releasing the key will only revert back to the previous target if you are still your own defensive target at the time of release.
* Fixed a case where using the Defensive Target Self command would revert to the previous valid defensive target if used when there is no current defensive target set.

MISSIONS
General
* Owning Issue 9 is no longer required to take the following missions. Story missions in this list with repeat variants cannot be repeated without purchasing Issue 9 and completing Spiral:
Story: Preludes & Intrigues
Story: Venice Sinking
Item: Spy Games
Item: Treachery in Purple
Story: Back to the Beginning
Item: Pieces of Sarah
Story: Runaway Circus (Please note that Runaway Circus cannot be completed without Issue 9)
* Players who complete the story mission "Back to the Beginning" may now access Kaidan without needing to purchase Issue 9.

Story Missions
* Back to the Beginning - Improved flow for players who leave the game in the middle of the starting cinematic.
* My Bloody Valentine - Fixed an issue that could cause the fusebox puzzle to become stuck.
* Nightmare in the Dream Palace - Fixed a typo in the subtitles of one of the cinematics in this mission.
Kingsmouth Town
* The Pick-Up - This mission can now be repeated.
* The Pick-Up - Resolved an issue where some cameras could see through certain solid objects.
* Flame Away - Revamped this mission to utilize hotbar swapping. Please note that you may need to return to Kingsmouth before any Barn Burner owned before this update will be usable again.
* Flame Away - The "Flame Stream" ability from the "Barn Burner" can now be cast while moving.
The Savage Coast
* Jack's Back - Improved the reset behavior for the Ghostlight field in Tier 4.
* Taking the Purple - This mission is now an action mission.
The Blue Mountain
* They Are Called Darkness - Renamed the burrows used for Tier 1 to alleviate confusion with the Tier 2 burrow.
* They Are Called Darkness - Improved the mission area on the minimap to properly cover all objectives.
* Maine Chainsaw Massacre - Revamped this mission to utilize hotbar swapping.
* Maine Chainsaw Massacre - Zombies no longer instantly become bloodthirsty and attack on equipping the chainsaw. They now politely wait a few seconds for the wielder to get their bearings... then become bloodthirsty.
* Ghosts and the Darkness - Resolved an issue that could cause the Hate Machine entities to become non-aggressive when they should have remained aggressive.
The Scorched Desert
* King of the Hill - Revamped this mission to be more intuitive, and to utilize hotbar swapping.
* Mean Streets - Atenist Patrollers and Atenist Patroller Officers have been too nice lately. We have confiscated their coffee, digital devices, and told them that every day is Monday. Going forward, they will be more ill-tempered, and will resume punching anyone who strays too close.
City of the Sun God
* The Dark Places - It is no longer required to target yourself before using the Blade of Thutmose.
The Besieged Farmlands
* The Cost of Magic - This mission, and the associated vampire camps, are no longer Nightmare rank.
* The Cost of Magic - An achievement has been added for this mission.
* Sins of the Father - An achievement has been added for this mission.
* The Girl Who Kicked the Vampire Nest - This mission, and the associated vampire camps, are no longer Nightmare rank.
* Ripples - This mission, and the associated camps, are no longer Nightmare rank.
* Revenge Served Hot - Reduced the cooldown of this mission to 18 hours.
* Foul Banquet - Reduced the cooldown of this mission to 18 hours.
The Shadowy Forest
* The Drăculeşti - Resolved an issue on Tier 4 where another player could prevent completion of the mission.
* The Drăculeşti - This mission, and the associated camps, are no longer Nightmare rank.
* Knight of The Drăculeşti - This mission, and the associated camps, are no longer Nightmare rank.
* Singing Stones - This mission, and the associated camps, are no longer Nightmare rank.
* Wild Hunt - This mission, and the associated camps, are no longer Nightmare rank.
* Last Dance of the Pădurii - The music box should now be more reliably charged with song while attempting this mission solo or as a group.
* Last Dance of the Pădurii - Reduced the cooldown of this mission to 18 hours.
* Crossroads - Reduced the cooldown of this mission to 18 hours.
The Carpathian Fangs
* A History of Violins - Reduced the cooldown of this mission to 18 hours.
* Too Deep - Reduced the cooldown of this mission to 18 hours.
* Selected Memories - Resolved a number of cases where characters could be spotted by hostile creatures when they shouldn't be.
Kaidan
* One for the AEGIS - Fixed a typo in the mission description.

DUNGEONS
Hell Raised
* Resolved an issue that could result in unexpected death during the cinematic after Machine Tyrant.
* Machine Tyrant's meteor tracking system should no longer track targets to the anima well.

Erelon
QA Manager/Admin




Funcom
COMBAT
General
* Updated all starter decks to have improved ability selection, and to include passive abilities outside the two listed weapons.
* Pădurii wisps are now immobilized for 30 seconds after being affected by a Hinder or Impair effect.

* Resolved an issue where Pădurii wisps wouldn't remove their buff from the Pădurii if they were killed through their absorption shield
* Resolved an issue where Pădurii wisps would not remove their buff when the Pădurii left combat
* Reduced the effectiveness of all AoE abilities (damage, healing, leeching) from a 33% reduction to a 50% reduction.
* Reduced the power of the Exposed effect to 2% per stack (was 3%).
* Reduced the power of the Debilitated effect to 2% per stack (was 3%).

* Reduced the health of all outdoor solo monsters outside of the Kaidan area.
* Adjusted the damage dealt by all outdoor solo monsters outside of the Kaidan area.

* The Sleeping One is no longer incorrectly marked as a rare boss.
* Buff tooltips that described immunities to Hinder and Impair have been rewritten to indicate that these buffs provide immunity to effects such as Root, Snare, Stun, Knock Down, and Obstruct.
* Added icons to Germination buff effects.
* Replaced the ability Sanguineous in the Assassin deck with Advantage Me.
Assault Rifles
* Healing effects from Platoon, Anima Outbreak, and Shot of Anima will now be improved by effects which improve Assault Rifle ability power such as Signet of Execution and the Eagle Eye passive.
* Post-Op will no longer heal enemies when the Anima Vessel effect expires.
* Fixed an issue where the icon used in the ability bar for High Explosive Grenade did not match the icon used in ability search.
* Fixed an issue that prevented Anima Vessel and Anima Burst from benefiting from the Assault Rifle healing feat Combat Medic.
* The leech effect from Veteran can now be purged.
* The leech effect from Veteran is now treated as a leech effect for the purposes of triggering abilities.
* Increased the damage dealt by Red Mist.
* Slow the Advance now also places a damaging ground area which lasts for 8 seconds and deals a small amount of damage each second.

* Updated the description of Reap and Sew to mention that the leech effect given directs healing to each group member's defensive target.
Shotguns
* Changed the Collateral Damage tooltip text to use the word "purge" instead of "purging".
* Increased the range of the cone for Kneecapper to 9 metres (was 7).
* Increased the maximum number of targets Kneecapper can affect to 10 (was 5).

* Updated the tooltip of Shotgun Wedding to clarify that the stacks are gained per target hit, not just per interval of the attack.
* Increased the range of the cone for Shotgun Wedding to 9 metres (was 5).
* Increased the power of the scaling damage bonus effect of Shotgun Wedding to 20% per stack (was 5% per stack).
* Reduced the base damage of Shotgun Wedding.
* Point Blank now has a 3 metre range.
* Increased the knockback distance of Point Blank's knockback effect to 6 metres (was 3).
* Rail Turret will now apply its damage effect every 2.5 seconds over a 20 second duration (was every second over a 5 second duration). Damage dealt has been adjusted to accommodate this change.
* Rail Turret will now select random targets within the radius to affect rather than the target closest to the center.
* Rail Turret will now also deal reduced damage to up to 5 targets in a 3 metre radius around the selected target.
Pistols
* Dirty Tricks will now also apply 5 stacks of Corrupted to affected targets.
* Updated tooltip of Gun Crazy to display the radius of the AoE effect and organize the information more clearly.
* Increased the radius of Bullet Ballet to 10 metres (was 5).
* Bullet Ballet damage will now scale based on the number of resources on each target. This is an overall increase on targets with more than 4 resources.
* Born Leader is now a ground targeted effect rather than an effect centered on the user.
Hammers
* Reduced critical bonus damage from Molten Steel to 15% (was 30%).
* Updated Metal Worker's basic tooltip to describe its new functionality.
* Unstoppable Force now increases max HP by 25% (was 15%).
* Increased the strength of the heal given when activating Unstoppable Force.

* Increased the duration of the max HP increase and CC immunity effect granted by Unstoppable Force to 8 seconds (was 6 seconds).
* Raging Volcano now has an additional hit for increased damage at the end of the channeling effect.
Blades
* Fixed an issue that allowed Regeneration to critically heal.
* Removed the increasing damage per hit from Four Seasons. Instead, the first four hits will deal the same amount of damage and the final hit will deal significantly more damage.
* Four Seasons will no longer stun targets at the end of the effect.

Fists
* Fixed an issue which caused Lick Your Wounds to not function in several dungeons.
* Go For The Throat now also applies a damage over time effect in addition to its current effects. This effect lasts 10 seconds.
* Reduced the damage of the initial hit of Go For The Throat to accommodate the new damage over time effect.
* See Red will now hit every 0.2 seconds (was every 0.4 seconds).
* See Red will now also Obstruct the target for the duration of the attack, preventing ability usage.

* Reduced the damage dealt by the initial hit of Gore.
* Increased the damage dealt by the Gore damage over time effect.
Elementalism
* Short Fuse's damage bonus is now additive rather than multiplicative.
* Increased the bonus damage from Short Fuse to 20% (was 15%).
* Increased the bonus damage from Short Fuse with Final Fuse to 30% (was 25%).
* Hard Reset will now always critically hit.
* Hard Reset will now briefly stun the target on a successful hit.
* Increased the duration of the root effect of Molten Earth to 8 seconds (was 6 seconds).
* Power Line has been changed and is now named Power Line-Voltaic Detonation. This ability now attaches a Power Line to a single target dealing damage over 10 seconds and is unaffected by the global cooldown. Upon activation, Power Line becomes Voltaic Detonation, a single target ability which deals a large amount of damage. The damage of Voltaic Detonation is increased based on how long Power Line has been running.
* Overload has been changed from a PBAoE to a GTAoE.
* Removed the root effect from the final hit of Overload.
* Added a 30% snare effect to the first hit of Overload. This effect covers the entire area for the remaining 2 seconds of the ability.

Blood
* Increased the duration of the Plague damage over time effect to 12 seconds (was 8 seconds).
* Slightly reduced the damage dealt by the Plague damage over time effect.
* Increased the radius of the secondary effect when a victim dies while Plague is active.
* Updated the tooltip for Plague to display the radius of the secondary effect.
* Increased the duration of the secondary damage over time effect applied by Plague.
* Increased the damage of the secondary damage over time effect applied by Plague.
* My Bloody Valentine can now be cast on friendly targets. If the secondary barrier effect triggers, it will be applied to your current defensive target at the time it is triggered.
* Updated the tooltip for My Bloody Valentine to display the radius of the damaging effect.
Chaos
* Fixed an issue that caused Cause and Effect to be consumed immediately when it procs.
* Reduced the damage of Prisoner of Fate to healthy targets.
* Increased the damage of Prisoner of Fate to targets below 35% health.
* Increased the range of Prisoner of Fate to 7 metres (was 3).
* Increased the radius of Domino Effect to 7 metres (was 5).
* Renamed the ability Black Hole to Eye of Pandemonium.
* Eye of Pandemonium area of effect knock back effect now lasts 10 seconds (was 4).
* Reduced the damage dealt by the Eye of Pandemonium area of effect.
* Increased the radius of the Eye of Pandemonium area of effect to 7 metres (was 5).
* Enemies in the damaging area of effect of Eye of Pandemonium now have a 30% chance to be knocked back.

* Reduced the cooldown of Immutable to 60 seconds (was 80 seconds).
* Increased the heal on expiry for Immutable to 30% health restored (was 20%).
* The heal on expiry for Immutable no longer has a health threshold requirement.
* Changed the name of Strange Attractor to Gravitational Anomaly.
* Gravitational Anomaly will now knock enemies into the air rather than pull them towards you.
* Gravitational Anomaly will now select random enemies rather than the closest to you.
* Increased the radius of Gravitational Anomaly to 10 metres (was 7).
* Gravitational Anomaly can no longer be improved by Support Augments.

Misc.
* Reduced the cooldown of Last Resort to 45 seconds (was 60).
* Increased the duration of Last Resort to 8 seconds (was 5).
* Added a flat heal over time effect to Last Resort. While it is running, it will heal for 200 health per second. This heal value will not increase with Heal Rating.
* Reduced the bonus damage granted by Do or Die to 20% (was 25%).
* Do or Die will now disable movement for the duration of the effect.
* Reduced the damage mitigation granted by Stoicism to 20% (was 30%).
* Merged the damage reduction effect and hate increase effect of Stoicism into one buff effect.

AEGIS
* Fixed an issue which caused Critical Bypass Module to not trigger properly.
* It is now possible to sell AEGIS modules and capacitors to vendors for PAX.
Gadgets
* Increased the cooldown on The Torment Configuration to 3 minutes (was 2 minutes).
* Contrivance gadgets gained from PvP no longer have a PvP area requirement.
* Updated descriptions for Gadget items to make them more readable.
 
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Thanks for posting that Fox! Some big changes with AoE/weakened, scenarios just got a bit tougher.

Also, no movement during Do Or Die? I foresee many more lurker pancakes. Might be a good idea to hold off buffs until just after fist (although generally works out that way anyhow?) Wonder if we can Sleight of Hand out of it.
 
Thanks for posting that Fox! Some big changes with AoE/weakened, scenarios just got a bit tougher.

Also, no movement during Do Or Die? I foresee many more lurker pancakes. Might be a good idea to hold off buffs until just after fist (although generally works out that way anyhow?) Wonder if we can Sleight of Hand out of it.
you can right click cancel it(+confirmation window),if you have effectsUI one click cancel. This probably gets changed though,big outcry on testlive.
Fast travel appears to be somewhere between 200-1000 pax depending on the zone.

Some pics of maps and gearscore
https://dl.dropboxusercontent.com/u/102174086/testlive/2.png
https://dl.dropboxusercontent.com/u/102174086/testlive/3.png
https://dl.dropboxusercontent.com/u/102174086/testlive/4.png
https://dl.dropboxusercontent.com/u/102174086/testlive/5.png
 
There appears to be new NM farming areas now.
Teeth of Wind in Scorched Desert and filthy tents in CoTSG

Reap and sew,fired up,cold blooded and leeching frezy and all aoe heals got nerfed too.
 
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Is this just by the amount of the AoE nerfs or were there ability-specific nerfs?
Not sure,RNS isn't really an AoE,yet its power got reduced from 99% to 49% ( 443.5 Healing Power), but that's even bigger nerf than patch notes say. Im hoping it's an error.
Leeching frenzy isn't AoE either, its triggered by one though.

I'll try to get some numbers today.

E: Ah,DumbOx to rescue The Secret World Area of Effect Coefficients
 
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Not sure,RNS isn't really an AoE,yet its power got reduced from 99% to 49% ( 443.5 Healing Power), but that's even bigger nerf than patch notes say. Im hoping it's an error.
Leeching frenzy isn't AoE either, its triggered by one though.

I'll try to get some numbers today.

E: Ah,DumbOx to rescue The Secret World Area of Effect Coefficients
I'm most interested in how much Cold Blooded has been weakened.
 
New post from Tilty to explain some of the nerfs and goals of the patch
https://forums-tl.thesecretworld.com/showthread.php?t=17458

Tilty
Lead Designer:
Hey guys,
Thanks a lot for the feedback concerning the current changes that have hit the Test Servers.
In order to give you all a bit of perspective regarding our intentions here’s a list of our goals and reasons:
_______________________________________________
Overall Gameplay adjustments:
Many of our new players find the game in its current state too difficult. They would like to play through the main story quest, but become increasingly frustrated when they keep dying. Our main goal was to make the main story more accessible to everyone.
-- What we did:--
* Adjusted solo content by greatly reducing the health of all solo monsters.
* Enforced the use of 2 weapons right from the start.
* De-RNGified (it’s a word!) player power progression, by adding talisman and weapon rewards to all main missions.
* Turned the Nightmare missions from non-end playfields into Normal difficulty missions. This caused some of the existing nightmare camps to be turned into normal difficulty camps.
* Showed nightmare camps on maps, and in the UI.
* Improved the UI to help identify Nightmare mission more easily.
-- What we didn't do: --
* We haven’t touched any of the End-Game content.
* The difficulty of Kaidan remains unchanged
* Scenarios will be the same
* Dungeons remain the same
* Nightmare camps will be the same difficulty. (But there will be slightly fewer, and some might have migrated a bit)
_______________________________________________
The AoE Abilities “Nerf”.
AoEs have overall been more powerful than originally intended. They were doing 33% less damage than a normal single target hit. In our first iteration, we changed this to be 50% of a normal hit across the board. Combined with the changes to NPC’s health in solo content, it still made all solo content easier overall.
While updating the AoEs, we also realized that several abilities weren't flagged as being AoEs… so we rectified it.
That being said, after some further testing and thanks to your feedback, we realize that this might have made some of the current abilities under-powered and we aim to address that soon.
As a small taste of things to come, some elite abilities (like Cold Blooded, Reap and Sew, Fired- Up,...) that were converted to the AoE formula will be reverted back to their original state.
_______________________________________________
Active Elite Abilities revamp
We have updated the visuals on pretty much all Elites to make them cooler.
With the data we have collected over the last couple of years, we identified some of the less popular elites and tried to buff them accordingly, or give them a stronger identity.
The more powerful ones are also being tweaked.
The intention is to have everyone revisit all these abilities and find more use for them.
_______________________________________________
Keep in mind that the reason why we are putting this on the test server is also to get your feedback and help us tweak all those changes to make sure that the game becomes more appealing to new players and remains fun and challenging to all our veterans.
Thanks for all the feedback so far, we’re reading all your posts, so make sure to keep sharing your thoughts and help us make this patch awesome for everyone!
Okay,no need to worry about CB then,hopefully this will also affect Leeching frenzy.
 
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Breaking News! Do or die is getting another change.
Tilty
Lead Designer:
https://forums-tl.thesecretworld.com/showpost.php?p=144821&postcount=63
Our biggest issue with Do or Die is that it is by far the best DPS ability for dungeons.
There is no reason to use anything else no matter what build you are using, and it's pretty sad, given that there are 47 other elite abilities that also want to be useful.
Do or Die can be used with any DPS build, Master's House is forcing you to use Sword as a weapon. It's a big difference.
There are still many fights (in nightmare dungeons and scenarios) where you can find a 10 second window to use a burst of damage while standing still. You just won't be able to use it most efficiently for every single boss fights. And hopefully you'll start using some of the other Elites!
Believing me, making that change made the hardcore player in me cry... a lot!
But the designer in me was like .... Excellent...
That said... this is why we are putting all these changes on the test server first! I liked some of the suggestions in this thread... so stay tuned for Do or Die v2.1
 
Just wanted to say I really appreciate your information and updates Fox! I haven't had time to check it out and this is really handy for staying in the loop. :)
 
I hope revisiting the elite actives does something to give a few more options for fist/chaos builds - at the moment all the dps elites for those weapons either impairs, heals or defences. If Do or Die becomes unusable for melee (whatever the final incarnation is), there'll be nothing left at all other than utility elites.
 
Still Master's house for blade, but for the other melee builds it's gonna be bad.
 
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