Jump to content

Glacier Peak

Members
  • Posts

    5609
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by Glacier Peak

  1. It is indeed fair and rather important to test the changes on beta for travel power (specifically Fly pool) updates to provide feedback to the HC team. That being said, I did a rather rudimentary test in the Build 1 travel power thread somewhat based on your parameters (in fact based on your post in that thread): Edit: I'll just post my original results here: "I designed some simple testing to come up with evidence to demonstrate speed similarities and disparities, with a focus on extreme/outlier situations. I used the following methodology: Three courses: Peregrine Island (Bottom to Top), Nerva Archipelago (Bottom to Top), Grandville (Blackline Helicopter to red windows at the top of W.E.B./Tangle Tower). These locations were selected due to their simplicity, extreme distance, and direction – no missions take you to these locations, no badges to go to or from, no enemies to fight, and in the case of the Grandville course, no reason to get to the red window near the top of the tower (unless you want to jump off maybe?) – all that to say that they are outliers because the way this game exists on Homecoming, with the combination of using travel powers, tram lines or ferries, super group bases or long range teleport, LFG tab, or my favorite, either of the two mission teleporter powers – players ***are given the ability*** to get to anywhere in such a short amount of time that it doesn’t require more than two minutes to go from one place in the game, to anywhere else. I dare you to prove me wrong! (And please post your methodology so I can verify your results, just like you can test mine!). It is important to add that not all players are capable of utilizing the mechanics of the game to the fullest extent possible, due to any number of reasons, therefore, these numbers should be understood to be outliers, extreme examples, not examples of routine gameplay. Each course is run three times with each power for an average. Course layouts are posted as images below. Each run is done with only the specific travel power active; i.e., Super Speed only, Super Jump only, Fly only. Results posted in the table below. Each power is at its cap during testing. For the Grandville course, the routes for Super Speed and Super Jump use whichever structure allows for quickest ascent – (north ward entrance to north ward lift 1, to the cabling all the way up was my fastest method for SS at least). One interesting thing on the Peregrine Island with Afterburner runs, I was able to activate Afterburner TWICE during these journeys. 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. Lastly, this testing required approximately two hours of investment on the beta server to conduct." 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. 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
  2. While I am not against this suggestion, I was under the impression that the user can sort their characters manually - do you mean like a filter option? Or something server/account wide sorting? (like alphabetically or by AT?)
  3. Yeah, it was the sound effects when you choose your origin - that's what did it for me. Actually the sound effects and music were the biggest 'its real' generating feels when I came back. How about that whoooosh sound when you log in! Glad they found a way to bring that back in.
  4. I like Microsofts' Windows 10. I bought the pro 64-bit because it had less bloat. I would gladly pay over double the price I paid for a pro'er version if it had a no bloat or privatized user data, but it wouldn't be economical for Microsoft to sell something like that to the consumer. So, since it can't create my own operating system and I need to use a computer, I make the best choice I can 😅
  5. Damage Taken Damage Dealt Healing Dealt Mezzed
  6. You don't need to be convinced. This is a thread to test the changes and provide feedback.
  7. Meant to post this in this thread, not the powers thread! @Xing, I just happened to be on beta doing testing related to this, so to answer your question: At Level 50, unslotted Translocation teleported me 115 yds in-game. Adding the set of Level 50 Winter's Gift to Mystic Flight, Translocation teleported me 115 yds in-game as well. Aside from using set bonuses or Incarnates maybe, I don't believe Translocation's distance can be increased. Edit: Same test using Speed of Sound's Jaunt ability resulted in same distance traveled as well.
  8. This is curious! Enemies are normally able to stack inside eachother if there is not enough space around a player. Perhaps due to the intangible status of the player, this opens an additional space for the enemy to utilize until the player phases back in.
  9. "Giving up up three powers" is inaccurate. Those are called build choices. Either way, those powers are still in the tray. I think your assumption that any number of builds using RoP will provide evidence to support the intended changes is false. Whether or not one player or EVERY player used the power, the HC found it needed balanced in line with other pool powers. You may need this information to form your own opinion, but it isn't needed to justify a power change. My understanding of the reason for this thread is to determine if the implementation of this change caused unintended consequences, created unfair advantages, or makes the game crash or unplayable.
  10. I can't seem to confirm or deny whether Build 2 fixed the Mastermind Evasive Maneuvers bug where the power continued to provide the defense buff while the Mastermind used pet commands (to attack for example). Because I am not sure how to get around testing this due to the display bug you mentioned, I can't figure out if it was fixed.
  11. It seems the second build may or may not have fixed the bug I reported: To clarify, when I logged on to the beta and created a new Mastermind character, auto leveled them to 50 and selected an assortment of powers up to being able to unlock Evasive Maneuvers, I then headed to RWZ to test the power. When I zoned in, the defense bonus displayed in my combat attributes that the buff was applied, but not actually giving me the bonus (and after reading the whole thread, I see that it is not displaying in Combat Attributes sometimes). I am curious though, how do I test whether the bug I reported earlier was addressed in the second build if I can't trust the Combat Attributes window. Any guidance would be appreciated from my fellow testers! Edit 2: Also, the defense buff percentage (13.50%) doesn't change regardless of whether I am attempting to buff or heal my pet, or use the attack command or heal myself/my pets. Again, difficult to test this power if I can't trust the display.
  12. This is a real minor text fix, but it's been around for a while. Should be 11 since the Sentinel was added (15 total if you include PB/WS & AS/AW, but it says basic Archetypes, so it should read 11).
  13. I got my popcorn ready for this series. I love the episode lengths, it's like watching part of a movie each week.
  14. Can you believe it!?
  15. Like Bill said, the scaling that happens at +5, or +8 in your case, whoa. Did anything even land?
  16. Good catch! @Captain Citadel, disregard my solution to your slotting concerns. I mixed up the resist and def unique IOs.
  17. Testing notes regarding EM. Evasive Maneuver's defense bonus works without Fly or Hover active. Evasive Maneuver's defense boost works for Mastermind's while outside Bodyguard Evasive Maneuvers is suppressed for 4 seconds while debuffing a target Evasive Maneuvers is not suppressed when using Mastermind Pet Commands to attack.
  18. Perfect example of why testing is important. Players find out that a power works in a way that wasn't intended and the problem can be addressed before it goes out to the masses.
  19. That is a really, really great point. I put in a bug report for EM's def bonus not getting suppressed when Masterminds use their Pet commands, but for support characters who don't attack, this is a boon.
  20. Evasive Maneuvers can be used as a LotG slot mule. And Maneuvers is going to cost more endurance than EM based on what Jimmy said higher up in the thread. If you want active defense comparable to Maneuvers, just throw on a +def unique IO in to EM and call it a day.
  21. You can answer your own question (and share it with us) by going on to the Beta server and test it out.
  22. Thank you for checking my numbers! I fixed my post.
  23. Yes, thank you for the correction.
×
×
  • Create New...