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  1. So my testing strategy was to choose a graphics setting in Ouroboros, then head to RWZ and power analyzer a Pylon. Apply sleet, taking an image right after application, and then another image after 16 seconds or so. Continue until the bug occurs (or I've tried so many I don't think it will occur). I repeated this first for Ultra settings, then Recommended, then Minimum, the Recommended again, and finally Ultra again. Results: Ultra run 1: First Sleet worked, Second bugged Recommended run 1: First Sleet worked, Second bugged Minimum run 1: All Sleets worked (kept going until 12) Recommended run 2: All Sleets worked (kept going until 12) Ultra run 2: All Sleets worked (kept going until 12) My guess is that there's something else going on which just makes all the Sleets work for some period of time after whatever it is happens. Some images, first from Ultra run 1:
  2. Will do, I should be able to get some more formal testing in tonight. Thanks modest & bopper!
  3. Update 2: Even on Ultra settings I still get the bug. In terms of frequency, it seems to be roughly 90-95% of the time the bug happens.
  4. EDIT: Just tested this on my cold characters and it doesn't work for me. Using recommended settings still produces the bug. Maybe recommended settings differ from machine to machine? Fascinating. Any idea which graphics setting specifically is the cause? I use custom so I'm wondering which one I might try tuning... Thanks for the testing!
  5. Just wanted to bring up that this bug is still around, and very frustrating. It makes it unlikely that I would want to run the TF given that you might get all the way to the end and just get stuck.
  6. I can confirm this. I've noticed the same erratic behavior recently on my cold characters using power analyzer.
  7. I definitely agree with this. I would even be ok with them being slightly lower than average performance if it meant they were always on.
  8. This is awesome stuff. If you ever find a way to package this into a single app somehow, I would totally use it!
  9. While I may disagree with 1 or 2 points here (particularly the value of ST vs AOE), in general I support some of your points. I especially think the role of mez in the current game needs attention. The fact that it rarely does anything against the hardest targets in the game is such a hamper. This is especially true on incarnate trials where most of the AVs have mag 1000 protection to all mez.
  10. This is absolutely a reasonable thing to do. Some builds have slot flexibility and want to chase certain bonuses. Slotting brawl etc should never be ruled out as an option. Sometimes it makes sense.
  11. The damage buff is pretty minor and the other stats, while somewhat useful during leveling, make much less difference at high levels (everyone tends to have plenty of tohit/acc, have end under control, lots of recharge). So while there is a lot of value while leveling, endgame is a very different story.
  12. EA fell into the same trap as Empathy, and I pointed this out in the beta: practically no offense. These days teams often don't have trouble surviving, meaning a lot of the time EA isn't contributing much. It's fine at keeping the team alive, but offers almost zero offensive options. I suggested addressing that, but was told that wasn't something they wanted to do.
  13. I started on something like this, but as you say got stalled out by real life and also seeing that Homecoming was working on their own thing. Anyway, if anyone wants to take what I've done they are welcome to. You can see a demo of where I was here: https://cyraplanner.web.app/
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