Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Koopak

Members
  • Posts

    565
  • Joined

  • Last visited

Everything posted by Koopak

  1. Generally I agree with you, but as long as the devs feel its necessary to keep the Pool sets down to their current size, which i agree with because if they bumped it up it would establish a precedent, then Its certainly the ideal one to do this with.
  2. I appreciate you grabbing that for me. Seems i mis remembered some of them. However the total estimate i gave were using a worst case scenario. I did this on purpose to give a benefit of a doubt to the issue. And again, I can agree that perhaps the requirements should be lightened, i do not agree however, that LRTP should remain as it is currently.
  3. Someone in the thread for the accolade already did the math, a near worst case scenario is 5 mins per zone unlock, with most being 2 mins or less. There are 27 possible locations if you are a rogue or vigilante, that means a worst case is 2.25 hours of work. For a hero only which is the majority of characters its only 1 hour 10 mins for the worst case. Cut those in half for something more like a realistic estimate. You spend more time doing a single TF of which you need half a dozen for other Accolades. Up to you how you value +5% max hp vs Teleport anywhere. And none of that considers the fact that you likely wont use every single location and thus dont need the,
  4. I'm a fan of both of these solutions. While id still have to sacrifice a power pick in the first one, the utility of having Recall Team, alone would make it worth the price of admission, and the two pet focused portals could make MM's lives much easier. There are alot of ways it could be implemented as well to address any balance concerns. The second option rewards investment in the TP pool as well without necessarily forcing you to pick powers with no combat value. My only concern is the fact that it would break parity with other travel powers by giving you that little extra. I don't think it bad, but I can see it being received poorly.
  5. I believe the devs quite clearly are asking for our feedback on just that decision, which hardly makes it set in stone. And I, and apparently at least some others, disagree that it wasn't really a problem. Its vexed me for as long as I have had my main character. If we are here to give feedback, I'd like our feedback to be clear enough to make a decision on. For you, LRTP's current implementation isn't an issue, for me it is, your primary issue with how its being resolved has to do with the time sink of badge hunting. So again, my point is, why don't we discuss alternative ways the accolade could be set up? If we find a solution that you and others who share your opinion are happy with, then we have a solution that allows those of us who do think LRTP is a problem to have the problem fixed, and those who hold with you, have things similar enough to how they were to not be disturbed by it. I was under the impression that just such a conversation is basically the point of these threads, so we can help the devs with feedback and suggestions that make the game better for all of us.
  6. Farmers are going to use any and every tool they can, i don't see that as a reason to not give the rest of the player base said tool. Exp, recipes, and damn near every form of progression can be obtained by a solid farmer brute build faster than anything else, and that's not likely to change any time soon, certainly not without a patch far more broad than this one. Just because Fold Space will reduce farm times by maybe 10-20% doesn't in anyway invalidate its value in normal play. I would also argue that despite the game being in one of the best states it has ever been in for "ey let me go spam one mission and get everything i want" there is PLENTY of groups doing normal content in a normal fashion. Maybe that's just because Everlasting is the odd one out, but that's been my experience. As for LRTP, i get if that was your experience, but with the buffs to base tp and other travel prestige, I cant help but feel any hatred for the change is mostly limited to "i dont want to click more than twice" and "i don't want to badge hunt". We solve that last one, is not your issue resolved? If we make it appropriately easy/hard to get the accolade and its destinations, would that not resolve your core issue with LRTP being moved to an accolade?
  7. Umm yes I'm aware of that.... I apologies if I was unclear. What I am saying is that while its only 1 pick for someone who wants to use those travel powers, its 3 and a pool for anyone who doesn't. Which means they have to choose between a power that is being argued to be so valuable as to be worth a power pick, let alone 3. An opinion I disagree with. However if you believe its really that good, then I have to ask why the hell you'd be upset by it being made freely available. Your arguments should, in theory, be limited to "make it easier to unlock destinations" not "don't take it out of the pool set" My point here is that there seems to be a bit of tribalism forming up around "keep LRTP because its good and i don't want to badge hunt for it" and "get rid of LRTP because its bad and handicaps build options in builds that take it" where there shouldn't be. The way I see it most of the argument for keeping LRTP in the TP pool is centered around the badge requirements for the new accolade, so why not focus on the unlock requirements? Because I'm 100% behind you, those unlock requirements are kinda steep. And again please this "Just because you" emphasis is unnecessary. Speaking for myself, my main since 2010 in live with some 80% of my hours on has Teleport Friend, Teleport, and LRTP. I am all to happy to see LRTP go as i barely find reason to use it other than, as I said, for a spiffy animation when using other options.
  8. I get what you yer saying here but i think you over emphasis the inconveniences here, and are of course omitting starting location, if yer already at a zone with a Tram or TUNNEL that plays into this. I think the base portal is ultimately the one that does the lions share here. Firstly you mis quote, these changes to LRTP are not happening in a vacuum. Each of the teleports you mentioned is being reduced to a 10 min cooldown, only double what base LRTP is. Now if you cycle Base Teleporter, and SuperGroup Portal summon, you have a 5 min cycle, same as LRTP. These changes are also not made because of LRTP, but instead because of the removal of the macro, which if your argument stems from how things are now prior to this patch, is an even bigger reason for why LRTP is worthless. You imply that having a base is somehow hard, or particularly inconvenient. Ignoring the fact that most active SGs have such a base, and that id say the majority of people play in such SGs (i have no data so this is a guess but seems a good one) Setting up your own base is as simple as going to City Hall, making a dummy SG, loading in, throwing in a room, a few portals, and a bunch of beacons, and yer good to go. You don't need the SG badges anymore. Now lets say you don't want to do that, well there are a wide number of bases on several servers, Everlasting in particular, that are open to the public, have all the portals at the entrance, and have their base code freely available. Solve this 'problem' with any of the above solutions and yer back to LRTP levels of free movement. I also think you over emphasis the location list. Realistically, how often do you need to go to a place not on that or the SG base list? I think when crossing between Blue, Red, and Gold sides are the only times it has mattered for me personally, and that's while actively attempting to experience every piece of content i haven't done in awhile or missed during live. Add in all the other options, and you have LOTS of mobility, such that LRTP isn't really giving anything. Id go so far as to argue that the cooldown really doesn't matter either. I rarely need to transition zones more than once in say 15 mins, most of the time I'm in a zone for more than 30 mins. Maybe I'm the odd man out here, but I feel like we have so many mobility options that the only 'correct' solutions, are either axing LRTP from your power pick list and making it available for those who want it like this accolade. Or nerfing every other transport method to prop LRTP up. I'll tell ya right now that last one would cause riots in the streets. As for the badge concern, again, I'm a little bit with you, maybe keep LRTP but still do all the changes here, so those who really want it can take it instead of getting the accolade. Or maybe make it only need you to get one badge, or visit the zone. I'm open to other ideas, but it absolutely should not be left as is, and Fold Space and Combat Teleport absolutely deserve a place in this pool more than it does. (edit:) This as well, keep in mind that unless teleport just happens to be part of your character theme, this is a pool pick and 3 powers just to get, where as the new option is available for all. You have to invest in TP pretty hard for LRTP as is, and frankly, none of the powers prior to this rework aside from Teleport are worth much either. This change will fix that, but if you dont like any of the other TP powers, yer still stuck taking alot of chaff just to get your LRTP which you keep arguing is so good that it makes the other travel options seem so terrible you argue vehemently against being forced to use them.
  9. Just realizing I never saw this reply and Its got me scratching my head. No offense but why would missing Eclipse on one of the enemies matter? Ignoring for a moment that you shouldn't have much trouble getting it to a 95% hit chance most of the time, if you've slotted it for even basic resistance you should be hitting your resist caps at somewhere between 4 and 5 targets. I realize there are a ton of ways to play WS but I was making my comment under the assumption that the reason you'd want to guarantee the mobs are within your Eclipse range is because it lets you leap up to your resist caps in all forms. So if you yank in say 6-8 mobs, you'd need to miss more then 1/2 of them for it to be a serious issue, assuming you can get the eclipse off before the alpha strike, which admittedly i haven't tested but given the slow reactions mobs often have i didn't think it a likely issue.
  10. Certainly, and I'm sorry if I came off more combative than I intended. I will say that the times where this mobility matter most are generally not while soloing, and generally seem to be melee specific. Melee characters are more dependent on positioning then ranged ones to get good cone and AOE hits, namely due to short ranges. The other place this helps a lot in are patches, namely blizzards or caltrops, anything with serious negative effects. CT makes it much easier to escape them, and while it does require mobs to bunch back up, one could make the argument that Fold Space is the remedy to that as a melee character, and as a ranged character, well most of the times Mobs seem happy enough to conga line to their death. However I feel group play is actually the biggest value. While I haven't had a lot of opportunities to test with groups on the test server, I have used Jaunt on the main servers as an effective method to rapidly move to assist teammates, something that can become extremely difficult under previously mentioned path effects. Its to the point that I wanna try and setup a series of binds to jump to each of my teammates. As most of the ATs best suited to pulling a teammate out of the fire are melee, being able to rapidly jump next to my blaster teammate (who is certainly no blapper and tends to get squished kinda bad if she gets agro) throw out a taunt, or a knock back or some other CC, then return to the main fight, presumably dragging the offending mob along, is very handy. I recognize the situation I just described can be seen as 'niche' because people tend to think in end game terms, chain running iTFs with a group all loaded out with T3+ incarnates and probably atleast a basic set IO build. However as someone who regularly plays with friends from level 10 on up to 50 incarnate gods, and 'whats an enhancement?' to 'Hey check my new 1.5 bil fit' I find it happens more than enough to validate CT on that use alone. For characters like Dominators that tend to have a mix of ranged and melee powers, it can be very useful to leap to a target, smackem with your big melee hit, then blink back and refresh a CC or slap out a snipe. A stalker I have actually uses the force of will powers, and I'm sorely tempted to give her CT when its out for this very reason. (granted i build a crowd control stalker, so shes hella off meta weird). This is also part of why id love to see the WS equivalent work for there shape shifted forms, as it would allow them to triform more effectively. Think stealth CT into a pack, used fold space to tighten them up for eclipse, mire, dwarf form, dwarf mire, blink back, use the cone stun/knockback, blink back a tiny bit more, go nova and proceed to wreck shop. That can all be done without being able to blink in that dwarf form but not as easily. Id argue let WS use their version in any form, then let PBs use CT only in human form like normal. This keeps the WS version unique, but allows PBs to have some fun with the options too. For me I feel like the utility CT brings to the table is so great that, while not every AT, power set, and player is doing to want it, or even benefit from it. It will be so valuable to so many playstyles that any stats just are icing on the cake. So I feel like this may just be a case of CT isn't for you personally, which is totally fine.
  11. I don't wanna be 'that guy' but I'm really gonna stick to my guns on the claim that, because you are playing with a track pad and there for point click precision is kinda out the window for you in an active fight? Then yeah, it just isn't going to work for you, and I don't think that's something to be taken as to big a criticism. For whatever reasons you have for using the track pad (no mouse room or mobility whatever) it is ultimately a person issue in my opinion? Like if we can make it work better in your situation, awesome, but i don't think the track pad is the input the devs should be focusing their game design around. All of your positioning issues seem more related to that than anything else, because of course, without mouse precision you cant teleport as precisely as you can run with the WASD keys, which by the way i find VERY inaccurate at anything above baseline sprint speeds due to the odd input lag / physics / acceleration and deceleration. As for the tracking issue you mentioned, that's just a limit of the way the status monitor works, it pings your character's stats about once every few seconds or so? With seemingly some variance, its not real time. As such the buffs can come and go without showing up properly, stacking, and so on. I've had the issue with any effect shorter than 20 seconds, including force feedback procs and gaussian procs. From my anecdotal experience, it does its job just fine, and i can stacking it almost like build up, which often is enough for me to punch through several layers of -to-hit in order to get a hit or two in. For alto of ATs that will be a 'nice to have' but not being enough to change how often they feel they hit. But for someone using a set with a lot of -def built in, it can be a life saver. The character iv been working with is a Katana using Scrapper, and the +to-hit often lets me get one or two -def debuffs onto the target, letting me get my hit rate back into a viable spot. This lines up since I was already able to do that with Build-Up just not as often, and 2 stacks of CT is the same +to-hit. If yer not using a set with -def built into it I can totally see why you wouldn't necessarily notice the benefit, especially if yer running a built that comfortable hits 95% hit rate on 50+4 mobs passively already since yer likely over capped, this is something you have to account for in your build, basically with the goal of having JUST enough accuracy to always be in that 95% hit range on most fights while squeezing in as much durability and damage as possible. I don't see CT as a game changer, just as i don't see CJ or Hover as a game changer when it comes to builds, both of those powers much lauded defense is often only necessary on specific builds, and i often don't feel the need for them, again my main scrapper solos +4x8 content without either and i don't think everyone should have that as a goal. I know ill probably be branded a heretic for that last paragraph but its how I feel lol. I think this 10% to-hit buff lines up, mechanically, with the value provided by CJ and Hover, as a combat mobility power in both raw value and goal. If it 'feels' useless, just keep in mind that we as humans are terrrrible at detecting even significant shifts in probability. That said how something feels is a big part of game design, so, there's a debate to be had there. Now at risk of writing to much.... Answering for myself as a fan of Teleport as my main travel power since the old old olden days. Even if they did that, even if it had zero cast time, and functionally no cooldown? It'd still be pretty shit mate. The problem isn't ease of use, or even how fast I can use it to travel, those all go out the window when i can shift to any zone i want in under minute though a dozen other methods. What is an issue is, that because of the aforementioned options existing, and most of them existing well before LRTP was added, even if they were payed for, is that there is no VALUE. There is nothing LRTP allows you to do that cant be done by someone that doesn't have it, at best, you can do it SLIGHTLY faster, maybe 30 seconds to a minute faster depending on loading times. Even after yeeting yourself into the zone, you are still dependent on where that location spits you out at, and now have to travel to your final destination still, just like everyone else. As such the only reason i take LRTP is I like to use it, then click my base macro when the animation ends so it 'looks' like I'm teleporting. To me? Its main value is as a /emote. Every other power in the game has more intrinsic value than LRTP, I'm not saying that without some thought, I'm actively struggling to find anything id even remotely consider as bad or worse, since even other 'bad' powers have niche uses that cannot be accomplished with any other power, or at least without a specific power set mixed together, thus taking up more space. Even Team Teleport, which I firmly think needs to be thrown in the wood chipper and reworked from the ground up, has niche uses where only assemble the team could maybe be used to fill in, and even then there are things it cant do. Meanwhile the functionality of LRTP is emulated by about a dozen things that every character almost always has access to. LRTP is dead weight in any build that takes it, it provide no combat value, no utility, and only the most tiny quality of life boost that simply doesn't matter and wouldn't with all the cooldown and cast speed, and destinations in the world. Unless you can add "my ideal life" to the teleport list, or at least "the bar" and "home" then I couldn't be happier to see it be gone. The fact that I can get it back as an accolade, customize the visuals, and keep my snazy animation is just icing on the cake that is this rework. (edit:) If you're issue is with the time commitment to get the accolade? That is a fair argument, and one I'm happy to engage in. But to me that's a matter of "how should the accolade work" not "should it be removed from the Teleport pool and replaced by something more valuable". Because I totally see how people feel that the requirements are a bit much for a character. Its one thing to need all those badges for SG portals, that benefits a group, but individual its a bit steep. Perhaps one badge per zone? Something like that might be more palatable. Maybe add the ability to purchase locations from the P2W vendor to reduced your badge gathering.
  12. Id need to test it but i can see the risk of dieing beign eclipse give you your resistances i guess
  13. Wouldn't it allow you to guarantee an eclipse into double mire when grousp are spread out? namely when playing with others? Im assuming by DoctorDitko's response that would include recharge? because just speed is something id actually nto want because of the change in move values
  14. Ok that sounds fun as hell, i have to try
  15. I kinda wanna point something out about CT that people seem to be... ignoring? glossing over? Everyone keeps saying the +to-hit is terrible, and maybe it is but lets put numbers where our mouth is. (Numbers pulled from latest copy of Mids, at work so i cant verify, some may very based on AT or powerset) Pool - Teleport T2 Combat Teleport: +10% to-hit (5 seconds, stackable) Pool - Leadership T3 Tactics: +12.5% - +7% to-hit (toggle) Epic - Power Mastery T2 Power Build Up: 10% to-hit (12.5 seconds) Epic - Body Mastery / Energy Mastery T2 Focused Accuracy: 5% to-hit 20% +acc (toggle) Epic - Weapon Mastery T2 Targeting Drone: 5% to-hit 20% +acc (toggle) Scrapper Buildup: +20% to-hit (10 seconds) Scrapper Follow Up: +10% to-hit (10 seconds) Blaster Aim: +50% to-hit (10 seconds) Ok when layed out like this i don't see the argument? Sure one can argue to-hit is a generally bad stat but most high end builds i see use at least one to hit toggle to free up room for more procs and enhancement slots across the board. I really do not see how 10% that can be stacked to 30% for a solid 3 seconds, and kept up at atleast 10% at all times? is somehow a bad power. And thsi is without considering the teleport itself or the super fast animation time. At most one can argue that the others benefit from to-hit enhancements, but that's an easy remedy, let us slot combat teleport the same way? Proc rates should prevent abuse with gaussians, so i don't see an issue. To be clear im not against the defense idea whole sale, hell ill use this no matter what, but i really think it being +to-hit is both more thematic and more interesting for build decisions. I flat out disagree with Combat Jumping being a valid comparison in mobility anyways, and hover is its own thing. I also want you blaster types to remember the melee players often need this kind of mobility to position attacks or get out of a pack or flee to our supports or tanks. Remember: Just because YOU wont find it optimal for your build and play style doesn't mean others don't. My entire build will end up shifting around this power AS IS, and my scrap has no problems with +4x8 anything essentially.
  16. I wanna revise my glowing endorsement a bit to match capricorpse and a few others here. I think it speaks volumes that, in my enthusiastic testing of all these changes, i strait forgot Team Teleport was changed, mostly because I long ago plumb forgot it exists! Its just nightmarish to use, what with the way eveyroen gets bump scattered (which if yer zoomed in even a little makes spotting your next teleport location a pain), and it doesn't really have any use. I feel even group fly is more useful, allowing a flight user to safely help their team across certain map tiles that are a pain to traverse without falling into a pit of some kind. Team Teleport generally just bumps people into the pit. Also Group Flight has nice RP opportunities, but again Teleport Team, really doesn't because of how awkward it feels and looks. I feel like it needs to be replaced just as much as LRTP does, or otherwise overhauled in some kind of way. Even if it stayed as the same basic function, perhaps a fun one would be to give LRTP the ability to interface with Team Teleport, but im just spitballing. I hope the endurance improvements result it in it getting some more experimentation from the community but yeah, its just blech. Otherwise, everything else is solid imo.
  17. I don't get the hatred for the LRTP change. My main that i have sunk 90% of my play time into has LRTP and frankly? Its dead weight, I have it for flavor alone. The presence of TUNNEL, base teleports, and so on makes LRTP literally worthless. I vastly prefer it as a badge reward than as a friggen pool power. I get the argument of "you are giving up power for mobility" but you just aren't, you are giving up power for a shiny teleport animation, that's it. Even after this goes live, you take the base teleport accolade and base teleport prestige power, and the two base portal generators, slap in a macro to take you to your base, or someone else that has portals RIGHT there, and boom yer back to LRTP levels of mobility for no investment, and currently you can do all that with JUST the macro. If you don't like the free mobility? that's fair, that's an understandable opinion to have, but that's a philosophical difference in development, not one power. Similarly Combat Teleport and Fold Space are damn near perfect. I literally cannot make the cool down on Combat Teleport matter except when DROWNING in -recharge, which, no crap, that SHOULD hamper you. Just as drowning is slow hampers hover and combat jumping. And hey the enhancement set bonuses that treat one of those treat all of them. I don't think the defense argument holds water either, none of those powers give you the freedom combat teleport does or the rapid response options, and a to hit buff makes sense thematically. Just have to use it to increase the odds of hitting with yer chonky damage, and if you want you can skimp on to-hit elsewhere because of it. Fold Space is what trappers have been begging for since day one, control of a group of mobs positioning is difficult, all the more so if you have a bad controller mass holding without letting the group pack up. Fold Space lets you resolve that little issue nicely for the cost of a power, and has several other utilities, my only complaint is i agree it and similar powers could use a small buff to let them yank +4 bosses, anything bigger than that, nah. In fact id say make the mag dependent on the target's rank if need be so that you can yank a +4 boss but not a -1 elite boss, if that's an issue (haven't tested) Overall excellent changes! Aside from the note on Fold Space, pack it, ship it.
  18. So this may be a bit extreme, but iv seen a few people point out that the set feels directionless, and I kind of agree. So I'd like to propose refocusing on what i feel is the core of the set's design. Static, i feel like the entire concept of the build was originally built around stacks of static as a resource and chain jumping. I feel that idea is being slowly abandoned and that's a real shame, because static, and the various chain jumps are very unique and stylish and fun. These mechanics lend the set a sense of momentum, of build up and release, and I feel that energy has been lost somewhat. I think Static absolutely should not be removed, instead i think it should be built out more, the speed buff was fun, but something more functional would be nice as well. I feel that the pet should be able to be multi summoned, so we can have multiple of them, but that they should, as a consequence be kept as extremely low or zero damage pets. Additionally i think if multi pets are allowed, the chains skills should prioritize allies and henchmen over your electric pets. It is awkward to use the pets as self buff targets for soloing but there are solutions here. Here are some options, you can mix and match as desired. -Make a couple of powers originate at self, such as the heal and end tool -Make chains auto cast to the nearest pet if an enemy is targeted (possible code limitation) -Add the pet to the henchmen menu -Make the pets mirror your cast attempts (requires serious re balance and edges into MM territory) I really want this set to be good, but more important than being good, i want it to be fun, and i feel some of the changes made have been to make the set stronger but at the cost of fun. That didn't need to happen, and I really would hope to see the mechanics of static stacks and chain hops expanded on rather than diminished.
  19. I have only one serious negative critique..... Jaunt will make every Teleport user jealous to an insane level. Seriously I've been trying to make a melee build teleporting between targets work in this game since the earliest days, and Jaunt just DOES IT. If I had my way, id take Jaunt without the SS, id even sacrifice the powerslot just to be able to have it with my normal Teleport set or other travel power, its THAT GOOD... If Experimentation comes out as is... i dont even know how the hell im gonna rework my character to have Jaunt, but i NEED it And to make sure im clear: Make all Teleports feel as good as Jaunt!
  20. I agree that a vote is a terrible idea. On the surface it seems great, but using old school runescape as an example, multiple times a change was suggested, the community voted for it, a few people in the community claimed it would crash the game economy horribly or otherwise fuckup the game. The change was made, those few souls were correct, but it was to late. Let the guys developing the game develop, and just provide feedback.
  21. If the devs could find a way to implement these changes in a timely fashion for testing, even in a hacky way, id be happy to dive into the the test server and really try to see how it works, my biggest concern currently though is definitely the development time, we have to consider the best places to use limited resources, even more so than a studio would have to.
  22. My 2 cents are largly added now, the main point just being how messing with global parameters can have significant shifts, because again this was a very controled environment, its hard to predict what else this would effect, such as the minimum dps needed to defeat certain AVs. To everyone else replying. I get that is is a touchy discussion and one that often veers toward the combative in nature, but please, if you have something to add make it constructive, atleast propose a reason for your views.
  23. I believe i didn't make my point clear so to use your example (thank you for providing in game data, i don't have access to currently) at base 35.8 health divided by 9.42 damage is 3.8 casts, however you cant cast .8 of an aquad bolt, so we must round up to 4 Aqua bolt, as you said does 9.42 damage to this enemy, it has a recharge time of 3 seconds and a cast time of 1 second. We can thus express it in the following way. Cast time x number of hits needed + recharge time x number of hits needed minus 1 (1 x 4) + (3 x 3) = 13 seconds Now with your proposed changes, 39hp divided by 9.42 damage is 4.14 casts but again we must round up, thus 5 attacks. Your new recharge time is 2.58 seconds thus we get. (1 x 5) + (2.58 x 4) = 15.31 seconds quick comparison shows that's a 15% increase in the TTK time Obviously much less than my example where i pulled numbers out of thin air, but still significant
  24. I'm currently not able to go through all the replies here, so I apologies if I'm echoing someone who said it first. I agree that hasten is to common, worse yet is how hard you have to stretch many builds to even come close to justifying dropping it, however these solutions are problematic. There is a reason why fitness was made inherent. I can get behind your second option, basically making hasten less powerful but double stackable to achieve the same effect as now while allow for lower investment versions for other build, but your current 3rd option suffers from several issues. First is time to implement, while the changes you suggest are minor, the implementation of them would be time consuming, while i don't have a firm knowledge of the game's underlying structure I suspect that many values are not simply available in a database you could run a script on, thus in at least some, if not most cases, these small tweaks to enemy health and player ability recharge rates would need to be done by hand, given the number of powers and enemy values in the game, this would be a tedious task at best, and a monumental one at worst. This isn't including the time spent ironing out mistakes and bugs this could implement. Second, while I appreciate your mathematical breakdown of your changes it doesn't cover a wide list of cases where this change would be very disruptive. Your focus on TTK/TTD is unfortunately to reductive. Firstly there is how regeneration works in relation to health, regeneration would need to be tweaked as well in this change because a 9% increase in health is also a 9% increase in regeneration rate as regen is a % of max per second. This becomes especially bad at lvl 35+ as your proposed 30% would drastically improve the durability of many AVs and make many builds unable to solo them when previously they could, even without hasten. This is so drastic a shift that even EBs may become to hard to kill for lower damage classes. This is a problem as a core design tennate of CoH it to make it solo friendly. Another place this health boost becomes an issue is in the TTK itself. While taking your targets health and dividing it by your DPS to them is a quick and dirty method, a more accurate method is to take their health, divide it by the number of attacks you have to use, then add up those attacks cast and recharge times. (this is omitting the additional factor of how much they will regen over the course of the fight) Damage comes in waves, and if previously 5 attacks would kill a mob but only just, a 9% health increase will make it 6 attacks, that is not a 9% increase in time, its a 20% increase. So lets try a hypothetical power with a 1 second cast time and a 5 second recharge time, we will stay at say level 4ish and this is your only attack because admittedly more attacks will smooth this out. The attack does 10 damage and your enemy had 50 health. Normally this would take 5 casts, so ( 1 + 5 + 1 + 5 + 1 + 5 + 1 = 19 second TTK ) Under your changes the values become (roughly since i dont have the recharge formula at hand) 4.3 recharge and health of 54.5 (tenths place HP is tracked) This results in 6 casts so ( 1 + 4.3 + 1 + 4.3 + 1 + 4.3 + 1 + 4.3 + 1 + 4.3 + 1 = 27.5 second TTK ) This is a 31% increase in actual TTK, at low levels this could easily cost a blaster or other squishy AT their life. Obviously im cherry picking a situation here, but the point is to show how changes to global values like this can have huge ramifications, this is why it has to be approached very carefully since any cure the the woes i just outlined while keeping your proposed changes will require exponentially more work and effort in rebalancing the game.
  25. If you recall we worked on that in help chat together and it unfortunately did not work for me despite working just fine for you. The $$ the chat bubble tags to not be added to the chat box and to not be processed so while the bind behaves correctly up until i submit the message, the bubble ends up being defaulted. /showbind does show the full command bound correctly, so I can only assume this is another bug in the command processing.
×
×
  • Create New...