Issue #12 Preview (& chance to win a free copy of issue
According to the Patcher (posting because surely I'm not the only one who barely glances at it before hitting "start game")
Join us on Friday, July 10th as we reveal the exciting details of Issue #12 and what you can expect in this awesome update! Some great changes are coming that we're sure everyone will look forward to! Stop by our Twitch.tv channel here at 3pm EDT / 1900 GMT to participate! You could win a copy of Issue #12 too!
Nice posting. And yup, I hardly ever look at the patcher before pressing start game.
Would've missed that message for sure (in fact I did :D ).
One key thing: some BB may be awarded on issue release; SPEND ANY STOCKPILES NOW if you can. There will be a cap, and excess will convert to PAX.
Release: Mid-August (so I'm guessing Sept or Oct)
I recommend actually watching, since a lot of it is pretty funny.
But here are my notes:
- 2 new dungeons
- New dungeon - The manufactury
- "Very Orochi" look
- normal set of 6 bosses (3 mini, 3 main)
- Elite: Don't need 10.5.5 base gear, but controllers to 1.5 is appropriate.
- Will drop 10.5 blue items
- "will help you bridge the gap between where blue gear ends now and where purple gear starts"
- Roughly equivalent to QL10.0 purples; not upgradeable
- Nightmare: Designed for very endgame-y people (have reached 10.5 caps)
- "Very similar to what we did with the Penthouse"
- "Hardcore; we hope you will enjoy the difficulty"
- First miniboss is a tank?
- Another miniboss fight involves a conveyor belt moving through the center of the room
- Another boss fight, room is referred to as "the core" (may be working title), boss looks like it is made of drones
- "This is revenge of the Orochi Spheres"
- Drops some new skins; me likey! Sword might replace Grey Skull as my favorite (basically the same, but blue light)
- Skins are very similar to much of the already-available Orochi skins, but with blue lights and dark colors.
- ONLY IN ELITE VERSION
- "Blue lights are animated"
- Elite and Nightmare will be released simultaneously
- Will be able to teleport around the bosses, in case of bugs but also so they can get feedback quickly on later parts.
- "Flythrough" of the dungeon at 24:57
- Lighting is incomplete
- Boss 1: Tank; has towers that look similar to those in Tower Defense and its sequel, but bigger. May need to either use or destroy.
- "The color of those towers look indicative of something." "I have no idea what you are talking about."
- Looks like a turret guards the first anima well after boss.
- Trash mobs are about typical for dungeons, but these look to be difficult to avoid.
- Boss 2: Orochi drones intercept from conveyor belt as you travel through main manufacturing area.
- Boss 3?: Mitsubachi :o (could be trash mobs, but the next clear boss shown was indicated to be a full boss)
- Boss 4: The Core "Orochi spheres going wild ... They gonna assemble in this fight and then it's gonna punch you in the face!"
- I'm guessing you need to keep them from reassembling at the electrothingy?
- "And that was it!" So clearly I either missed some bosses, or they didn't show them all.
- Another dungeon will be released later (though still considered part of Issue 12)
- "After you have a chance to beat the first one"
- Also Orochi-based, "some of the experiments they do"
- One boss: Werewolf in cyber Orochi gear
- Raids
- A total of 3 free raids for owning TSW
- Unutterable Lurker: No change
- They show some concept art around 30:49, if you're interested in that.
- Eidelon of the Outer Dark
- Gonna remove key requirement; no longer tied to lairs.
- Normal 3-day cooldown
- Fixed all exploits, as far as they know.
- Some improvement to drops (to make it more on par with NYR?)
- Some concept art around 31:06
- NEW The Bird of the Zero Point Pathogen (yes, from Whispering Tide) ("which is a mouthful for a French person")
- "Still an elite raid"
- "More difficult than New York raid"
- No longer an easy 40-man pewpewfest (I'm paraphrasing); previously "was meant to be an easy raid."
- Its own rewards, new vanity(?)
- Will be available as soon as Issue 12 is out.
- "FLAPPY IS BACK" "Everybody loves Flappy"
- Flappy art around 31:16
- "I don't know why they call him flappy." "I think it's 'cause he flaps--" "Ahhh" "--with his wings." "I see. Thanks!" "That's why I'm here."
- Nightmare version of all the raids
- Will come out a little later; still needs tweaking
- Part 2 update of Issue 12 (along with 2nd dungeon)
- ONLY AVAILABLE TO ISSUE 12 OWNERS
- Lairs (Free update; does not require Issue 12)
- "I'm gonna put on that mo-cap suit and just scuttle" (Y'all should watch; this shit is funny)
- Keys still exist... Keys will now summon "new megabosses"
- "Similar to bosses going on right now as part of the anniversary event"
- One reward goes only to summoner; everyone who participates gets a standard reward bag
- Keyholder gets participation bag plus special reward bag
- No comment on what these rewards are
- Currency Revamp (they refer to this a lot as "equal footing")
- "Try to unify all the currencies we have"
- BB FOREVER
- Rewarded in same currency no matter what you like
- Kingsmouth and Kaidan specifically mentioned; replaces sequins
- "Choices are always good"
- One new currency: Mark of the Pantheon
- "Basically the new Black Bullion" for "endgame activities"
- NMs, Raids
- Used for new progression path
- Current BB are way more valuable than Sequins; will not be 1:1
- Currency caps for BB and MotP (don't wanna call MP)
- also cap for how many MotP you can gain per week :o
- Excess convert to PAX
- SPEND NOW IF YOU'RE STOCKPILING
- Cap is not going to be announced in advance
- BB will be awarded in exchange for the assorted currencies.
- Progression Cap Increase
- 10.7.5 will be the new max in part 1.
- Will go up to 11 with second update.
- Will need SP to equip 11 (if I'm understanding correctly)
- New Features
- "We say goodbye to the beautiful slide." "Goodbyyyye"
- LFG tool
- "Nobody uses it, and there's a fairly good reason why nobody uses it: it's not very good."
- "Authorise people to actually write a comment"
- "less people shouting in Agartha"
- e.g. "I'm QL10.5 and wanna do fast 18s"
- Screencap at 48:20
- Looks similar to friends window / Valyrie's Enhanced, with roles, activity type, location, and description.
- "All of the characters in this slide are fictional." "And none of them were harmed."
- Dungeons, raiding, missions, PVP, "Social," Trade, Cabal
- Will autorotate at 2 hours (to keep things fresh?)
- Useable from anywhere
- No more dungeon lockouts :o
- "Another good reason for currency caps"
- Daily challenges
- Do a certain mission, dungeon, scenario, PVP...
- To give suggestions for what to do
- To provide extra rewards
- Provide MotP
- Screencap of challenge window at 52:27
- Daily, weekly, overall
- "Do it because of reasons, blablabla, lore lore lore"
- Includes a "time left" countdown
- Dungeon Finder tool
- Can check which ones you want, not all or one.
- Queues the way other games do it
- Sounds like roles will allow "Like to do it," "can but prefer not to," and "can't"
- PVP updates "Setting the stage for Issue 13"
- More updates will be in Issue 13
- No more passive rewards in Fusang, but can do multi-well or multi-facility missions for BB.
- Missions are rotating every 5 minutes, not a set of 3 dailies.
- People in wider area around get credit (go healer)
- "And if you go AFK in Fusang, you get NOTHING!" "NOTHING!" "That's the best part.
- PVP items are now standard custom items (since they're already equivalent).
The only things that require purchase of issue 12:
- Nightmare versions of raids
- 2 new dungeons
- I think that's it?
Thanks for the write-up there, Chapow.
That's a LOT of changes there in the new issue. I'm really looking forward to the new dungeons and lairs, it's great they are putting out so much new content. This is like a deluge of new content compared to the past. I'm loving it.
Not having lockouts on dungeons will be...interesting. I'm not entirely sure if that's a good idea. I do think the lockouts on the dungeons are a bit long at the moment but whether it justifies removing the lockouts altogther? I'm not entirely convinced.
Anyway, should probably go and farm more Tokyo and get my controllers up!
They're removing the lockouts... but preventing farming by imposing a cap on how much you can farm "endgame" content per week. I'm a bit conflicted about it, really.
Thanks for the writeup. I watched the stream, but I find such things much easier to absorb from a text.
(Yeah, I'm the type that prefers to read a mission guide rather than watch it on youtube.)
They're shaking things up a good bit, making changes to the core reward mechanics,
particularly with the currency and a good bit with the lockouts also.
I as well think these changes will have some good and some bad effects.
Some of the details on how it will be implemented isn't completely revealed yet (possibly they're still working on some of the details),
so it is certainly going to be interesting to see how things turn out.
Overall, I thinks it's a positive impact though.
Some of the fallout will probably be:
People in full purple who don't have a clue how to do the dungeons (we have that to a lesser extent now with the issue rewards)
PVP migh see a slight upsurge (same gear as from PVE and less lurkers)
People will likely farm the Polaris, and / or early dungeon bosses more without the lockout (depends on implementation of rewards)
The new group finder might lessen the "need to be in a cabal" some. I don't foresee the death of cabals though, its still a big plus for the entire game experience, but recruitment might slow a little.
The game will probably feel a bit more accessible to new / casual players who are more aren't quite organized and invested yet.
Looking forward to not needing the Aureus if Initiation for Augments any more. I'm not fond of scenarios as they currently are.
Lastly I must say... the NY raids considered "elite" difficulty, and they're adding a NM version of it ? Ouchie!
I get the impression that MotP will fill roughly the same role that BB do now? They said that MotP will be the reward for nightmare dungeons, and threw around "endgame" a bit without a clear indication of what else they might mean. So I think probably custom purple gear will just switch to MotP... but I don't know.
They straight-up said (paraphrase, not exact quote) "We're not telling you exactly how this will work, because we're still fine-tuning it, and we don't want people going nuts trying to plan for it. Just use up any stockpiles you can."
It occurs to me that with the increase to talisman QL, I can equip more DPS items for tanking... Tank pew pew up! >:D And not just in raid, but in NMs as well (since 2/3 of my block talis are DPS talis).