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Everything posted by Glacier Peak
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I got my popcorn ready for this series. I love the episode lengths, it's like watching part of a movie each week.
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Can you believe it!?
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Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
Good catch! @Captain Citadel, disregard my solution to your slotting concerns. I mixed up the resist and def unique IOs. -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
IGN Interview with Two Former Cryptic Studios Developers
Glacier Peak replied to Apparition's topic in General Discussion
Cool find! -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
You can answer your own question (and share it with us) by going on to the Beta server and test it out. -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
Thank you for checking my numbers! I fixed my post. -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
Yes, thank you for the correction. -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
I am confused, are you comparing your current build on Live to one on Beta and finding these discrepancies? If you took Acrobatics on your blaster on Live, wouldn't you still have in on your character on the beta? Are you choosing between a power you have and a power you don't have? As for slotting, it takes all defensive, flight, and universal travel sets. -
Masterminds are able to continue utilizing the Evasive Maneuvers defense buff even while in combat. As long as the player doesn't use their attacks (single target, cone, AoEs) and relies only on their Mastermind Pet commands, they can effectively keep the 17.72% defense buff to ALL (positional and typed) while in combat.
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Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
For Evasive Maneuvers, you can reduce the endurance cost of the power if it's 0.52/s cost is too steep for your character. It provides some status protection to immobilize and knockup. -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
While this is your opinion, the fact is that Evasive Maneuvers provides clear benefits for its selection that work seamlessly with the other powers in the flight travel pool. Hover is the entry level power in the flight travel pool and it exists for "hovering and aerial combat. This power is much slower than Fly, but provides some Defense to all attacks, offers good air control, costs little Endurance, and has none of the penalties associated with Fly" (Power Description quote). It is recommended for use when fighting other flying enemies. By the numbers it provides a 4.05 magnitude buff to Fly on self and a 2.95% strength to all defense on self, which is enhanceable and it costs 0.19/s endurance. Fly is the primary travel power in the flight travel pool and provides the highest freedom of movement among all travel powers contrasted against its low level of active management from the player. "Fly allows you to travel large distances quickly. If you attack a target while this power is on, your flight speed will be temporarily reduced to Hover speed. Fly also increases your maximum flying speed by 50% and gives you access to the Afterburner power whilst it is active." It offers a 1.00 magnitude buff to fly on self and costs .46/s endurance. Finally, Evasive Maneuvers "provides increased flight control and flight speed in combat, along with resistance to knockback and protection against -Fly and Immobilization. Evasive Maneuvers also provides a small amount of Defense whilst you are not engaged in combat", it costs .52/s endurance and provides both in combat and out of combat bonuses. It may be easy to dismiss it's benefits by simply reading the patch notes, but it is worth trying to fly through an enemy mob on the way to a mission with your added +17.72% boost to ALL DEFENSE (positional and typed) and see if you get hit. Or if you just want to speed to the end of a 'collect item' mission and not get hit a bunch. All this to say that Evasive Maneuvers adds tangible benefits to it's set and gives players added utility in both combat and non-combat situations. This is its niche, its function rather. Here is something of interest I found from testing - Masterminds are able to continue utilizing the Evasive Maneuvers defense buff even while in combat. As long as the player doesn't use their attacks (single target, cone, AoEs) and relies only on their Mastermind Pet commands, they can effectively keep the 17.72% defense buff to ALL (positional and typed) while in combat. To me, this appears unintentional - but by actually testing out a power in different use cases for reasons hopefully I provided input that the HC team can use to make the game better for everyone. As @GM Impervium said so eloquently in another thread: Evasive Maneuvers provides Res to (-Fly and Immobilize) and 138.40% resistance to knockup on self. That being said, absent of any evidence, I have to assume that you data mined player power choice in order to come up with your conclusion? Can you provide some of your data? Evasive Maneuvers applies a 14.32 MPH buff to Flight Speed. See comment above regarding opinions as feedback. -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
I want the beige?/yellow ring to change to the red ring we get from Long Range Teleport after a second use. 😁 -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
Fly was at its speed cap and Fly with Afterburner was at its speed cap. There were separate entries in the table for both. Is that what you are asking? Edit: I think I get what you were asking - I created three courses to illustrate routes that were outside the normal routines of players. They were meant to display outliers/extremes, meaning they are as far apart as feasible to show how even at extreme distance, it doesn't take very long to get there with the new speed caps. As you pointed out, I said two minutes to travel anywhere, otherwise prove me wrong - so if you are asking to tailor your methodology to test, I would ask for proof that it takes longer than two minutes to travel to any mission objective or place of interest given all options on the table (in addition to the speed capped travel powers). -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
Yes, I have! Link to my findings below, but to answer your question it does not allow travel through vault doors or destroyable walls (prisoner walls even). -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
This forum poster’s opinion got me thinking how best to demonstrate speed similarities and disparities. I designed some simple testing to come up with evidence to do so, 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. 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 Lastly, this testing required approximately two hours of investment on the beta server to conduct. The next time a forum poster complains about someone’s testing, I strongly recommend they replicate the testing to see if their results are different (instead of just complaining about their testing). As an aside, during this testing I discovered that if you fly to the bottom of the map in Peregrine Island, it teleports you to the top of the northern islands in Talos Island, I had no idea it did that! Is that even intentional?- 948 replies
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The shapeshift option for now.
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Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
Okay, this seems to me like an internal bias that prevents objective observation. I could just as easily choose to believe I live in the Matrix or that I am made of jelly beans. The point of this beta feedback thread is to provide the HC team with analysis based on actual testing. **Focused feedback** Here is the link to General Feedback for the proposed changes from Issue 27, Page 2: -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
Please, please, please just get on the beta server and test out your hypothesis. Run a mission using Super Speed, try a task force with a couple team mates and see how Fly with Afterburner works, try out Double Jump when moving across the Shadow Shard. You will most certainly change your beliefs/assumptions/opinions after trying out the changes. -
Focused Feedback: Travel Power Updates (Build 1)
Glacier Peak replied to Arcanum's topic in [Open Beta] Focused Feedback
Looking at travel power speed caps, let me lay out the numbers: On Live (MPH): Running: 92.50 Leaping: 78.18 (92.50 using Take-off in conjunction with Mighty Leap) Flying: 87.95 Teleport: ??? On Beta (MPH): Running: 120.24 Leaping: 101.80 (110.39 using Take-off in conjunction with Mighty Leap) Flying: 102.27 (using Afterburner) Teleport: ??? As you can see, each travel power increased its speed cap with these proposed changes. If anyone has distance over time numbers for teleport, I would appreciate them.