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Glacier Peak

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Posts posted by Glacier Peak

  1. 1 minute ago, Carnifax said:

    Well in the tiny 30 second combat I parsed Enflame with Posi & Bombardment accounted for 39% of my damage. 

     

    3 procs apiece. I think I triggered it just the once. I borked my "activations" parsing yesterday so I need to revisit my parser code and maybe start recording "casts" as well separately". 

    Are these PPMs firing off per enemy? One of my to-do lists for this build was to test this in varying mob sizes.

  2. 1 hour ago, Zepp said:

    I would like to make all power pools standardized as:

     

    T1a: Requires level 4, no pool investment

    T1b: Requires level 4, no pool investment

    T1c: Requires level 4, no pool investment

    T2: Requires level 14, 1 pool power investment

    T3: Requires level 20, 2 pool powers investment

     

    In addition, I would like to see Group Fly and EvMa flipped.

    I like the power pool standardization you propose, but I can't see it making it's way in to this build - perhaps Page 3 it can be better addressed (seeing as how the Sorcery pool changes have prolonged this Page release further for testing). 

     

    I am not supportive of the change in order between Group Fly and EvMA you proposed, UNLESS Group Fly was changed in some may (though how, I can't determine without testing).

     

    Edit: On second glance, would you say this applies to non-travel based pool powers only? I would be unsupportive if access to travel pool power primaries (Fly, SS, SJ, SS, ML, MF) was raised back to Level 14. 

  3. 23 minutes ago, Puma said:

    This seems like an across the board nerf, overall.   
     
    Enflame and Spirit Ward, especially, will make me respec out of these on several toons.  Enflame's best aspect was its proc ability. Changing it a toggle ruins that. It also adds endurance costs. 
     
    Then you're doing the same thing to spirit ward, giving it a constant end cost as a toggle, and it seems weaker overall. And I've shared my RoP feelings on the other thread. 

    Can we please just leave this set as is?  

    Seems like? Have you jumped on the beta server and tested out these changes? I recommend trying out the beta power changes.

    • Like 3
    • Thanks 4
  4. 21 minutes ago, Puma said:

    That's my point.  A power is a CHOICE. And if you expect players to CHOOSE a power that requires two other, often unwanted, powers to unlock, then there should be greater incentive to make that choice than a standard power that doesn't have that requirement.  
     
    In my opinion, like Patron Pets, higher tier pool powers should all function at least on par with their standard, non-pool equivalents for two reasons: the increased "choice cost" to unlock them and their purpose, which is to either fill a build gap for a player's main powers OR to thematically support a player's concept.   I see no reason why those powers should be "weaker" in any way. Especially when the logic seems so contradictory here. 

    Then we are in agreement. Players make choices, good stuff! 'Hear, Hear!' @srmalloy

     

    Edit: Oh... you used "requires" again, I think you missed my point. Choice, whether balanced against risk versus reward or out of shear chaos, regardless of cost to benefit, players are given choices. 

     

  5. 1 minute ago, Wavicle said:

    These tests measure travel with identical slotting.

     

    Each travel power has 1 SO (Run, Fly, Jump, and Range). Swift has 1 Run and 1 Fly SO. Hurdle has 1 Jump SO.

    Stamina has 3 lvl 50 IOs. No other global buffs of any kind.

     

    Tested in St. Martial, from Krazy Mark in the southeast to Dead Man's Tree in the northwest.

     

    Teleport took 30 seconds
    SJ took 55 seconds
    Fly took 58 seconds
    SS took 1 minute, 3 seconds


    was going to test in other zones, but I kept encountering bugs with SS Momentum so now I'm working on that.

    Ha! Good follow up, thank you. Now did you see the skeleton on the tree during any of these runs? 😁

    • Haha 1
  6. 5 minutes ago, Puma said:

    I'm curious. Why do Patron Pets require you to have picked two other powers from a patron before you take them? 

    Isn't it precisely because those powers are supposed to be so "special" that they require a bit of "sacrifice" to get? 
    To me, what you're saying here goes against an aspect of this game's design that has been around forever:  The later/more effort a power takes to get access to, the stronger and more effective that power will be. 

    We've seen that in pool powersets forever.  
    As for "it's better for mid range builds"....there's a real design problem here, too.   Since it requires you to take multiple powers before you get access to it, then if you're expecting players to sacrifice selections from their main power choices at -the very levels- where those powers are still unlocking, it better be worth putting off those power choices.
    There seems to be a real conflict in the logic here:  The power shouldn't be anything really special, but it also should be made designed so players can use it at tiers where, taking it at those levels, would really cost them three very likely better choices from their main pools.   

    Those aren't requirements, or sacrifices, or costs. They are called choices. As in, a player gets to choose what they want to do with their build, what is important and what is not.

  7. 10 minutes ago, srmalloy said:

    Just as an etymological correction, that's "Hear, hear!"; it's a stripped-down form of the exclamation "hear him, hear him", which was a well-established usage in Parliament in the 17th century to draw attention to something someone was saying (there was no 'hear her, hear her' variant, because the phrase had been contracted to "hear, hear" in the 18th century, and the first female MP was not elected until the 20th). 

    Whoa! My whole life I thought it was "here here," - something like the person doing the exclaiming was drawing attention to themselves, maybe in preparation for further announcement. Thanks!

    • Like 3
  8. 1 hour ago, duane said:

    maybe anniversary?

    I think it was intended to go live this past week, but beta changes are not quite finished yet. This is supposition, take it with a grain of salt.

  9. 10 minutes ago, Bopper said:

    Certainly, I get that. You're talking to a guy who currently has no travel powers on their main characters (excluding the TP I took on my stone tank). That will change now as the increased caps makes my methods of travel possibly fall too far behind, but I'd still slot them more as mules than travel buffs.

     

    The nice thing with the change, though, you're not gonna be any slower in P2 than you are on Live. So if you're content currently, then nothing really changes. Maybe some teammates get an earlier start on a mission, but big deal. I won't lose any sleep for not getting a hit on the first mob in a mission.

     

    And let's be honest, in teams I'm still traveling with mission transporter, LRT, and team transporter. Also many of my teammates are gonna drop TT as well. So no matter what I do with my travel powers (if I take them), I'm still not gonna be far behind when getting around. 

    I see @Derek Icelord point about min/max builds, and Bopper you have ample experience getting the most out of your proc builds (Proc Rocks inspired my stone/tw tank). But @Derek Icelord also brought up a great point that there is a prioritization in building a character. Travel times to and from objectives becomes 3rd or 4th in priority when the options exist to use temporary, permanent, accolade or team enabled transportation in combination with the new travel speed caps to minimize the gap over improved build stats. Subjectively, if anything, these travel speed cap increases are making choices easier for players who want to accomplish the most out of their character builds.

     

    For anyone who has been following along since HC went public, these travel updates are another addition to the incredible improvements in travel speeds that were enabled in the last page update, and prior issues from the HC team. They are steps in the right direction. Ha pun intended!

     

    • Like 1
  10. 1 hour ago, Blackbird71 said:

    But how many players are going to max out the travel powers?  Build slotting is often tight, and I think it much more likely that these will continue to be slotted as they often are now.  Basing this on researching dozens of player-made builds across all ATs, most commonly it seems that no additional slots are given to travel powers, or sometimes one at the most.  For SO builds or (non-set) IOs, there might be a single travel speed enhancement slotted (if not an endurance reduction).  At the "higher end" builds, (i.e., IO set builds), these are most typically dedicated to IOs with bonuses other than travel speed, and any speed boosts come from set bonuses.  So I submit that basing any analysis off of maxed out travel powers does not satisfy the premise of "real world" conditions.

    The options are there if players choose to use them. 

    • Thanks 1
    • Confused 3
  11. On 4/4/2021 at 5:53 PM, CursedSorcerer said:

    Copied from Miss Liberty - Unofficial Homecoming Wiki (cityofheroes.dev)

     

    Miss Liberty inherited the Girdle of Hera from her mother and passed it down to her daughter, Jessica Duncan aka Ms. Liberty, Stateman's sidekick and leader of the Vindicators, who now wears it as the Liberty Belt. She was also given the legendary sword Excalibur by Hero 1 before the Rikti Invasion, which she also passed down to her daughter.

     

    So, is there a reason why Ms. Liberty is never seen wielding Excalibur in-game?

    Good lord. Paste without formatting my friend.

    • Like 4
  12. 4 hours ago, WanderingAries said:

    Word of caution, sign into one and then click the play button to trigger the 2nd instance. I recall there being a minor glitch when the launcher first came out where if you simply clicked twice it would act screwy.

    That seems to have been addressed. Now you click the arrow icon to launch the game, wait a few seconds, and then the arrow reappears to launch again. 

  13. Sounds like a convenient suggestion, I support it - though I think you may have intended for this to be posted in the Suggestions & Feedback forum?

     

    Edit: Ah, disregard you mentioned below that the +5 option is beta specific currently - fair enough, have at thee!

    • Like 1
  14. 24 minutes ago, Zepp said:

    The tests I ran showed similar results. Whether they were short range or long range, they confirmed that the the travel powers are roughly equivalent at the same speed.

    In a test for traveling from the northeast corner of IP to the southwest corner with all powers adjusted to between 87.95 & 88.00 showed:

    SS - 2:12 (87.97)

    SJ - 2:08 (88.00)

    Fly - 2:07 (87.95)

     

    SImilar tests show similar results in most zones (outliers are Boomtown, Grandville, Faultline, and Skyway.

     

    I ran the Heather Townshend arc using the same slotting to equalize travel speeds. SS, SJ, & Fly all performed at a similar level. SJ had more issues in caves, Fly had more issues in controlling range (did not use Hover or EvMa). SS had minor issues with verticality.

     

    In other words, they perform at a similar level at similar speeds. Super Speed could use some consideration for handling verticality issues, however the current differences lead to significant differences in performance. Flight, in particular, is much slower and requires at least one extra power pick to add a reasonable level of control.

     

    If they had the same speed cap SS would still be the best choice (free stealth) followed by SJ, with Fly lagging (flight control requiring another pick is annoying). With the current differences in speed caps, the distance between the rankings increases even further.

    Apologies for the many follow up questions, I did not see a detailed methodology in your post so it is difficult for me to replicate your experiment -

     

    1. In the Heather Townshend arc, did you test these travel powers independently or in conjunction with other powers? For example, Super Speed with Speed Phase active, Super Jump with Combat Jump active, Fly with Evasive Maneuvers active or even Super Speed with Combat Jump active? 

     

    2. Your conclusion that Super Speed could use some consideration for handling verticality issues - did you include the use of it's 4 second momentum power to gain vertically or did you choose not include it in your testing?

     

    3. Was Fly being used as a travel power within the Heather Townshend arc or was it being used as a combat mobility power? If it was the former, then combat mobility would indeed be slower and require the use of Evasive Maneuvers to improve control. If it was the latter, then requiring an extra power pick (Evasive Maneuvers) to gain added combat mobility is necessary.


    Lastly, I am confused as to which of your results are accurate - you say first that "The tests I ran showed similar results," then you say that "SImilar tests show similar results in most zones," and then you conclude that "the current differences lead to significant differences in performance," and that "With the current differences in speed caps, the distance between the rankings increases even further." Do your results show similar performance of travel powers or not?

  15. 4 hours ago, Zepp said:

    Well, seeing as your non-Grandville numbers are producing speeds roughly equal to the cap disparities (SJ Cap 84.3%, PI 85.4%, NA 84.3%) (Fly Cap 73.1%, PI 74.5,% NA 73.8%) (AB 77.1-92.72%, PI 81.2%, NA 79%) I don't think that further testing is justified. You are likely to see a, percentage-wise, similar disparity between the powers on most maps.

    Based on your numbers, in non-vertical scenarios (a large portion of the game, especially once you know the maps) SJ is about 85% as good as SS. Flight, if you use AB, is about 80% as good as SS. This suggests that there is significant disparity between the abilities. Yes, SS will have issues in Boomtown, Grandville, and Skyway City, but most zones SS is going to outperform other travel power choices by 15-20% (and have stealth). In addition, Afterburner users are moving from 95% of SS numbers to an average of 77.1% of SS numbers (which feels like a significant nerf in terms of comparable performance.

     

    As such, I would argue that the disparity is significant and requires deeper consideration.

     

    Sorry, I wasn't clear in my response to your post. Your post illustrates that a buff to Hover and/or EvMa speed boosts is justifiable (you are spending three powers to get 90% the speed of zero power investment [CJ speed boost is almost nothing]), but it does weaken my argument for making Infiltration unsupressed. I think there is still an argument to be made for removing suppression, but it is weaker than I originally thought.

    I'll reiterate, for the final time, that my tests were conducted on extreme and outlier situations. There are no missions that require a player to travel in a straight line for 2 miles. There are no incentives to do so either, (badges, in-game events, street sweeping, etc.). Another way to explain this is that in any given situation, a player has a boundary distance around them in any direction to an objective. If a player needed to travel to something, say 10 miles away in total in game (I know its not likely, THAT IS THE POINT OF THE TEST), it isn't going to take more than a few minutes to do so- they could combine the newly established speed caps of these travel powers with the MANY MANY MANY options available to them (City Monorail, Black Helicopter Transports, Free Fire Zone Transports, Base Portals in every zone, Ferries, Tunnel System, Submarines, Ouroboros portals, LFG tab, teleport to contact, Long Range Teleport, Supergroup Portal Power, Base Transporter Power, the two day job base teleporter powers, mission teleporter and team teleporter). 

     

    I am worried that you are confusing other players with your representation of my data - PLEASE refrain from using my data to spread misinformation. The context of my analysis is in extreme and outlier situations. These are not meant to represent an average or ordinary experience for players, they are nearly never going to happen. I am not posting an argument for / or against a power change, I am testing a power change, as was requested by the HC volunteer dev team. I have no agenda, my methodology can be used by others to verify similar results, I don't have a horse in the fight - I just want to help this community by testing power changes before they go live. One last thing I want to reiterate - this is the beta server forum - power changes don't always go live, so arguments for or against a power change are really moot. 

  16. 21 hours ago, TemporalVileTerror said:

    I haven't seen a single trailer for Winter Soldier.  Hell.  I didn't see any for WandaVision either.  I've only seen the one trailer for Loki.

    Where are you people seeing these trailers?

    I usually get them in my YouTube feed or as ads embedded in websites I visit. Damn algorithms! 

  17. 24 minutes ago, Jacke said:

    How about the impact on Super Speed when used in indoor maps for stealth?  If it's not enhanced, is it still controllable?

    Great question! In order to set up an effective test in an indoor mission map using Super Speed as stealth both enhanced and unenhanced, how would you define the term "controllable"? And to add on to this question, I would like to note that Super Speed provides a pop-up power called 'Speed Phase', which costs 0.67/s endurance and allows a player to move intangibly through targetable objects like enemies, thus eliminating the need for a player to maneuver around mob spawns. Given the fact that the speed cap has increased for all travel powers, would you include the use of this toggle? Would you use it in conjunction with Super Jump or Fly?

     

    • Like 1
  18. 57 minutes ago, Zepp said:

    Even if travel is "trivial" in the game it is not a reason to maintain the level of disparity between travel speeds (actually exacerbating the differential between SS & Flight as compared to Live).

    I just want to stress again that my analysis was conducted in extreme and outlier situations. This context is very important when referencing the data I collected. As for how I interpreted the data, I made that conclusion based on my testing of extreme and outlier situations - if you have data that adds to or contradicts my findings, I would (and I am sure the rest of the testing community) be appreciative if you shared it. 

     

    Lastly, if you have data that you collected through testing that supports your conclusion, that "even if travel is 'trivial' in the game it is not a reason to maintain the level of disparity between travel speeds," I would be glad to review it as well. It would promote informed discussion for the testing community and add to feedback based on actual testing. 

  19. On 4/3/2021 at 8:04 AM, Zepp said:

    Based on testing by @Glacier Peak,

    Power/Course

    Peregrine Island (2.72 miles)

    Nerva Archipelago (1.96 miles)

    Grandville (0.83 miles)

    Super Speed

    1 minute, 22 seconds

    59 seconds

    1 minute, 35 seconds

    Super Jump

    1 minute, 36 seconds

    1 minute, 10 seconds

    58 seconds

    Fly

    1 minute, 50 seconds

    1 minute, 20 seconds

    34 seconds

    Fly w/Afterburner

    1 minute, 41 seconds

    1 minute, 15 seconds

    28 seconds

     

    Super Speed significantly overperforms in most situations.

     

    Current Live caps are
    Super Speed 92.5

    Super Jump 78 (84.3% & requires parabolic movement)

    Flight 58.64 (63.4%) with Afterburner 87.95 (95%)

     

    Page 3 caps are

    Super Speed 120.24

    Super Jump 110.39 (91.8% & requires parabolic movement)

    Flight 87.95 (73.1%) with Afterburner 102.27 (85.1% 1/3 of the time - effectively 92.72 average cap, 77.1%)

     

    While this does decrease disparities, especially for Super Jump and AB-less Fly, it increases the disparity between people who had Afterburner before (95% of Super Speed). As testing shows, there are rare instances where Flight is advantageous, but those are somewhat rare.

     

    I would like to see Super Jump increased to 114.23 (95%) and Flight increased to 102.20 (85%) with Afterburner 108.22 (90% 1/2 the time - functionally 87.5%). I would also like to see a reduction in the TP animation time by about 50%.

    (Alternatively, reduce Super Speed to 100, Super Jump to 95, and Afterburner to 99 (1/3 of the time).)

     

    Another issue is that Evasive Maneuvers now gives Flight an unprecedented amount of non-suppressed movement, whereas ground-based toons do not have an equivalent ability.

    I would also like to see combat suppression removed from Infiltration and the base speed of Hover and Evasive Maneuvers increased by 10-20%

     

    This maintains the speed rankings in a more reasonable delineation. It also improves combat mobility without breaking the game.

    Edited to better elicit my thought process.

    Thank you, but you're completely misunderstanding my analysis. I tested travel power movements in extreme and outlier situations. If anything, this data should indicate how speed is just one aspect of travel utility – verticality is also an aspect that, in the case of the Grandville course, makes a lot of difference. Here is the part you should've included in your quote:

     

    RESULTS: It took less than two minutes in extreme cases to get to the end of any of these outlier courses. Combining the new travel speed caps with the already immense ease of travel using other means (tram/black helio/ferry, SG base, Ouroborus, portals, mission transporter(s), team tps, etc.) makes getting anywhere in this game trivial.

     

     

     

     

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