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Posts posted by Glacier Peak
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Yeah!
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On 6/2/2025 at 6:22 PM, Americas Angel said:
Due to upcoming increases to enemy regen rates, and nerfs to Rad Armor, it's likely this guide will no longer apply when the next update hits.
I'm sure farming will still be possible. But I'll leave it to someone else to figure out the specifics. I'm all farmed out
26 minutes ago, ResToons said:Do you plan on updating the AE farms to 55?
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20 minutes ago, Acroyear said:
Where would someone get a Gladiator in the Fog costume? Is that like a salvage drop or something?
Once you have all seven motes, you can proceed back to the Core of the Labyrinth and go to the Gate of Darkness (178.3, -84.4, 2669.7)[Copy] . As you approach the gate, your seven temporary passive powers will become one temporary passive power called Mote of the Gladiator, and you may enter through the Gate of Darkness into the True Core of the Labyrinth. NOTE: This temp power has SELF: +DMG, +ToHit, +Def(All), +Res(All), +Regen, +Recovery, +Rech but ONLY while you are in the Labyrinth, once you leave the temp power goes away and you have to restart the mote gathering process to get it again. This will also award a prestige costume (Gladiator In The Fog), which is permanent.
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Just now, Rudra said:
Ah. I see now. So this thread is a repeat of the "threat level bug" and "50s and 51s in my mission" threads. Okay, thanks for the clarification.
Yes. I endeavored to replicate what is being reported with additional testing data to narrow down what could potentially be the cause.
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2 minutes ago, Rudra said:
I'm not following. The patch notes said that TFs and SFs would spawn mobs of the difficulty setting and not higher. Your tests show that regular content spawns higher level mobs than the difficulty settings per normal (except for the -1 setting which is broken) and the TFs you tested honored the difficulty setting (except for the -1 setting which is broken). Your TF tests other than -1 only had spawns of the difficulty level.
The bug being reported is that the -1 "Adjust Level" setting is bugged. I did a follow up test using a control group (TFs/SFs) which are not affected by the Level Shift bug being reported outside of -1 difficulty.
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Just now, Rudra said:
General - Task Forces
- In all Task Force mission content, all enemies will respect the difficulty setting, no longer occasionally spawning +1's from room to room.
That is confirmed in my testing above. The Level Difficulty change did not affect TFs/SFs.
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2 hours ago, Rudra said:
Didn't the patch notes say only TFs/SFs were affected by that?
2 hours ago, Glacier Peak said:Follow up test using Task Force (Moonfire) as a control, since TF/SFs were not affected by the recent Page 3 update.
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35 minutes ago, VoidSpawn said:
Yes, it has its own set of limitations
What limitations?
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Follow up test using Task Force (Moonfire) as a control, since TF/SFs were not affected by the recent Page 3 update.
Tested Conditions as: Solo player at Level 28. Instanced Mission (Task Force/Strike Force) "Defeat all vampyri in cave" from Moonfire in Striga Isle.
Difficulty Settings: Inaccurate. Mission contained +0 enemies. No -1 enemies were present.
Adjust Level: -1
Team Size: 1
Solo Bosses: No
Solo AVs: Elite Bosses
Spoiler
Difficulty Settings: Accurate. Mission contained only +0 enemies.
Adjust Level: +0
Team Size: 1
Solo Bosses: No
Solo AVs: Elite Bosses
Spoiler
Difficulty Settings: Accurate. Mission contained only +1 enemies.
Adjust Level: +1
Team Size: 1
Solo Bosses: No
Solo AVs: Elite Bosses
Spoiler
Note: Remaining + Level Adjustments followed as expected. Not included as file size storage near limit 😅
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52 minutes ago, tidge said:
I'm unconvinced that the Sally recipe ever drops. I did a LOT of testing upon release, and I never got it to drop... and I got all the other zone monsters to drop recipes (although never tried the Rikti Dropship solo). I think it is because Sally doesn't give rewards. I 'defeated' Sally easily 100+ times with no recipe drop.
I remember you talking about that a while back.
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Here's the bug report!
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Bug: 'Set difficulty' is not creating accurate conditions in instanced missions at any of the 'Adjust Level' settings.
Tested Conditions as: Solo player at Level 6. Instanced Mission "Escort missing people from sewer" from Detective Jose Brogan in Atlas Park.
Difficulty Settings: Inaccurate. Mission contained both +0 and +1 enemies.
Adjust Level: -1
Team Size: 1
Solo Bosses: No
Solo AVs: Elite Bosses
Spoiler
Difficulty Settings: Inaccurate. Mission contained +1 enemies.
Adjust Level: 0
Team Size: 1
Solo Bosses: No
Solo AVs: Elite Bosses
Spoiler
Difficulty Settings: Inaccurate. Mission contained +2 enemies.
Adjust Level: +1
Team Size: 1
Solo Bosses: No
Solo AVs: Elite Bosses
Spoiler
Difficulty Settings: Inaccurate. Mission contained +3 enemies.
Adjust Level: +2
Team Size: 1
Solo Bosses: No
Solo AVs: Elite Bosses
Spoiler
Difficulty Settings: Inaccurate. Mission contained +4 enemies.
Adjust Level: +3
Team Size: 1
Solo Bosses: No
Solo AVs: Elite Bosses
Spoiler
Difficulty Settings: Inaccurate. Mission contained +5 enemies.
Adjust Level: +4
Team Size: 1
Solo Bosses: No
Solo AVs: Elite Bosses
Spoiler
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21 minutes ago, Vanden said:
See, this is what we call a Bug and should be Reported as such
Seems like a bug to me and not an intentional change. Bug report!
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Set Adjust Level to -1, Team size to 1, Solo Bosses to No, and Solo AVs to EB.
That's the easiest setting available when solo. If you want enemies to not scale when you invite other players, jump in the mission and scout all the floors/enemies, then invite teammates. Otherwise that is how it's always worked.
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53 minutes ago, golstat2003 said:
All changes that are released should be in the patch notes.
Yes
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Does anyone think it should be next Tuesday?
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50 minutes ago, Captain Powerhouse said:
One With The Shield
- (PvE Only) Recharge lowered to 120s
- (PvE Only) Duration reduced from 120s to 30s
- (PvE Only) Crash eliminated
Thank you for taking my feedback on this. I see this iteration/power adjustment as a middle ground approach.
I liked the Shield Bash idea, but wasn't a fan of the toggle approach because it was difficult to accurately time the Bash without detoggling early. I can understand the design approach with Shield Bash originally though and I think that is the right direction for Shield Defense. I still think that changing this power from 2 minutes to 30 seconds in exchange for removing the crash leaves a bit to be desired. The crash was only loss of 75% end, so the trade off with this change is quite one sided. Is it possible to add the Shield Bash attack back but as a server tray power during the duration of the click?
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Level 41 Bridge LFT
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10 hours ago, BlackSpectre said:
What I mean by "weird" is that it seems to not have any effect for up to 15-17 minutes, depending on where you are in the server update cycle when you execute the command. Anybody else seeing this?
From the patch notes regarding the changes to the Personal Info window:
Also, just some... ummm... suggestions? Criticisms? Not sure what to call it...
Option "0" that sets the badge icon to whichever badge is clicked on or selected in the Badge Window is kinda... contrary to the idea of slash commands as being a way to avoid interacting with the UI and using the mouse to point and click. If you have to open up the badge window, and then use the mouse to select a badge, why use this command at all? Your hand is already on the mouse and you've already opened up the badge window, why not just click on the Pin Badge button and be done with it? In other words, it's hard to me to see why this option even exists? It would be way better for this slash command to select the badge icon by typing the Badge Title ID like /set_title does.
Option "1" to "always use the origin art" doesn't prevent selecting a badge icon in the badge window. So is this option meant to prevent the badge icon from showing up when the badge TITLE is selected or something?
Option "2" to remove the art entirely doesn't remove the art entirely. Instead, it defaults to the Origin art. So... just remove the selected badge pin, if any, correct?
To @Cobalt Arachne, I'm assuming you created this command, but if not please forward it to whoever did, because I just want to apologize for not participating much in the Betas. I realize that these comments would have been better to have been posted there instead of after the fact, but I just don't have a ton of time to scour the forums. Maybe one of these days I will. Sorry. But if you do want me to test any new slash command before the patch goes live, just send me a PM and I'll get around to it a lot sooner.
It's so the player can select the non-badge origin art instead.
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My understanding is that the rationale for no xp/inf rewards for Mole Machines is because they do not attack you and are just big HP sacks. Not a fan of that design choice, but that's what I've seen as to why.
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I'm passing along feedback from another player, who does not support the removal of using Unstable Aethers to roll random chance mini pet recipes from the Benevolabs vendor. They are concerned it will drive up the market for these recipes to the point they aren't accessible to the average player. For example, Sally recipes are pretty low on the Auction House.
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36 minutes ago, Frosticus said:
Cold really only has infrig.
So good
Infrigidate has a 1 second cast time and a base 15 second recharge time (across all archetypes with access to the Cold Domination powerset) and it's duration is 20 seconds, so it can be permanently cast to debuff the target out of the box. And based on those recharge and activation numbers, it's the poster child for procs too (90% proc chance! for 3.5PPM!). It does not need recharge enhancements added to it - it will only decrease the proc chances if recharge is added. I recommend slotting a 50+5 Accuracy Invention Origin Enhancement and however many procs you'd like in the power.
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30 minutes ago, Marine X said:
Was just doing the Dark Watcher mission " Get the News Out " in the Rogue Isles and after mission complete noticed that the Mole Machines are conned as a targetable Elite Boss. Bored, I beat on it for a while till I Defeated it.... nothing........... no XP or salvage nothing would be nice to get something in the way of XP or have them count toward a Badge if they are attackable. I have to admit though that the explosion and smoking hulk version after defeat was a nice visual.
This suggestion has long been sought!
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8 minutes ago, Ukase said:
Wylie's arc: I was disappointed that the arc still contained useless zone hunts that lent nothing to the story for me. Just busy work. I would have auto-completed both, but can only auto-complete one every 3 days.
The zone hunts in a "new" zone help familiarize players with where enemy groups are located and show off the zone itself. For players who just want to get a reward then move on to the next thing, zone hunts are probably antithetical to their play style. For players who enjoy the lore of the game and the ambience, exploring the zone and defeating foes add to that enjoyment. As an example, you've probably become familiar with the Blackwing spawn areas (Blackwing Headquarters marker), but do you know where the Goldbrickers spawn? What about the Freaklok? The Supatroll, the wandering Awakened mob, or the fishing Coralax?
14 minutes ago, Ukase said:The Zoe TF - so, I didn't play this one on Brainstorm. I might later. But I did do a PUG run and while I enjoyed the new maps, as is the case with pugs, there wasn't a lot of clear direction for me, so I just followed the tank. I wasn't clear on how to get the various badges, so I didn't even try. Have to run one on the advanced mode, which doesn't thrill me having to coordinate with other players as to when and what and incarnate slotting and all that other fine-tuning that can suck the fun right out for me. No badges should be tied to advanced mode play, but that's just my opinion.
All of the ZTF, and all advanced mode badges, can be acquired at the 1-star level at least.
15 minutes ago, Ukase said:Psionic Melee - not even going to make one for another few months. I'll wait and see how things get tweaked, because I imagine they will. And if they don't, I might make one and I'll let ya know, just not in this thread.
Was there something posted related to Psionic Melee in the patch notes? Or did you mean Psionic Armor from Page 2? Or perhaps you mean Sonic Melee?
16 minutes ago, Ukase said:The Labyrinth of Fog - So, I'm of a mixed mind on how to give this feedback. So, I go to brainstorm, and I see a number of things that are different. And it's hard to know just how challenging some things will be to a league of players, as opposed to just me. So, all I really did was look around and try a few of the repeatables. Fortunately, we don't need to be level shifted for those, (although, that certainly helps) I meant to try a repeatable to see if the +5 to +10 level shifts outside of the mission would carry over to the inside, but the opportunity to do that would have cost me a couple of badges, so I passed. I imagine it doesn't carry over.
The Level Shifting (+6 and +7) does not apply to the Labyrinth of the Fog zone content. +6 and +7 difficulty will only function when on Incarnate content such as Dark Astoria or Cimerora Incarnate repeatables, otherwise it will default to +5 anywhere else.
20 minutes ago, Ukase said:Lastly, I know from screen shots I've seen, and comments I've read, there's some "darkness" area. Maybe I'm confused, or missing something, but I've seen this in the forums here, but I've not seen anything in game that aligns with this "darkness". I grasp that the lab is a place to explore, with risk. But there's a reason I use Vidiotmaps and ATC's badgesetlist pop menu. Most of the stuff in game, I never discover on my own. Someone generally points it out to me. That hasn't happened yet. So, maybe there should be some element of the game that mentions this dark place (unless it doesn't exist, and I'm being punked) and some clue as to how I would get there.
I appreciate your comments on the Labyrinth changes. This last part I wanted to share that I spent a month attempting the hints and clues to get to the secret area - and I am likely one of the players in this game who spends the most time in this zone. That isn't to say the search wasn't a ton of fun - I REALLY enjoyed the lore and hints and finding the next piece to the puzzle. I can understand how players might see that and say no thanks. With time will come familiarization and it won't seem like such a burden. If you ever want a tour of the new stuff, come over to Indomitable and join me. I've done tour guides of the new content each day since release this week to ensure players are prepared for Font runs with the new changes.
Black Friday - Winter Packs
in General Discussion
Posted
Winter Event Price for Winter Packs
2019 - 10,000,000
2020 - 10,000,000
2021 - 15,000,000
2022 - 15,000,000
2023 to Now - 25,000,000
Reason for this? Too much staff work to set the seed price.
And when this finally concluded? As Telephone said on the Homecoming Discord originally in 2021:
And a Homecoming forum announcement to coincide with the above post.