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Posts posted by Glacier Peak
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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.
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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 😅
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7 hours ago, Snarky said:
yeah. so i have an SG mate that is helping me with the damage taken badges....how the heck does a melee get the healing badges. or mezzed? lol it would have taken me 3000 vet levels to get the damage taken badges knocked out. looking like 30,000 vet levels to get healing with the tools i know about....
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40 minutes ago, scottocamp said:
The justifications for that change don't seem very convincing to me.
You don't need to be convinced. This is a thread to test the changes and provide feedback.
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Meant to post this in this thread, not the powers thread!
QuoteWith the discussion about Infiltration being slotted with Universal Travel sets to improve both run and jump, I’m reminded of a question about Mystic Flight. If Mystic Flight is slotted with Universal Travel sets, will Translocation be improved?
If not, is that a bug, or by design? If nobody knows, I would greatly appreciate it if someone could test it while all the other Travel Sets are being tested. (I’ve not been able to get on live, much less Beta, for a couple of months due to real life obligations.)
@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.
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19 hours ago, PeregrineFalcon said:
I just ran an ITF on test. It looks to me like the enemies stand inside each other, when they're crowded around my Tanker, a lot more than they do on live. Has anyone else noticed this? Am I just imagining it?
If this really is happening then I wonder if the creation of this new Speed Phase power might have something to do with it.
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.
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1 hour ago, scottocamp said:
That is not really true. Melee Core Hybrid is layered on top of your normal 24 powers. It also provides a substantial regeneration buff. RoP requires you to commit 3 of your 24 base powers to be able to incorporate RoP into your build. There are *many* combinations of 3 primary, secondary, epic and pool powers that would be functionally equivalent to a single incarnate power. To be fair - you are not simply comparing RoP to Melee Core Hybrid. You are comparing giving up three powers to be able to obtain an equivalency to Melee Core Hybrid.
Which is why it is important to see how many level 50 builds even make use of RoP. That would be a more accurate method to determine if the power is over-tuned. How many level 50 builds use Weave or Tactics compared to RoP?
"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.
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19 hours ago, Myrmidon said:
Basically, two things.
1. The zone bug is in effect for Evasive Maneuvers (toggling corrects this until they patch a fix).
2. The Evasive Maneuvers Defense buff always shows up in the power attributes, even though the buff acts as it should based on the patch notes. This appears to be a display glitch.
Aside from both of these minor issues, Evasive Maneuvers appears to be good to go.
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.
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On 3/20/2021 at 3:17 PM, CaptainLupis said:
Oh well, my statement that it was useful for MMs and defenders didn't hold true for long...
Other than so that people don't have to respec, keeping defence in the new power does seem pretty pointless the way it has been implemented now. Ah well.
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
Spoiler(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.
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IMMUTABLE
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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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Like Bill said, the scaling that happens at +5, or +8 in your case, whoa. Did anything even land?
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2 minutes ago, Wavicle said:
The +Def unique goes in Resistance powers, not Defense powers.
Good catch! @Captain Citadel, disregard my solution to your slotting concerns. I mixed up the resist and def unique IOs.
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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
SpoilerEvasive Maneuvers is not suppressed when using Mastermind Pet Commands to attack.
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20 minutes ago, arthurh35353 said:
This would really penalize support characters that debuff vs. buffing only. While I'm sure it would be awesome for Bots/FF, it might suck for your rads and darks.
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.
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13 minutes ago, CaptainLupis said:
It actually is useful in combat, it just depends on the AT. If you are a scrapper, blaster, brute or tank that is pretty much attacking full time you won't get much use out of it, but for things like MMs and defenders, where you are doing other things like buffing in between attacking, the extra defence is great when you are doing that.
It only suppresses for a few seconds so unless you are constantly spamming attacks it is very useful to have. But again it depends on AT and playstyle.
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.
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6 minutes ago, Captain Citadel said:
I understand EM has conditional +Def because the Live version of Afterburner has it with an OAS condition, so it's effectively only working out of combat, but it doesn't feel good to fall short of the (non-AB) Fly cap without it while only benefiting from the -Fly resistance in combat. I know Hover already has +Def, but would it be unreasonable for EM to have its +Def simply reduced in combat rather than eliminated?
With two 50+5 generic +FlySpeed IOs slotted in Fly and Swift, I'm 1.95 MPH short of the base (non-AB) Fly cap. That means EM is barely increasing my flying speed, and as a tank the +Def only out of combat isn't very beneficial because I'm going to be in the center of the fight all the time anyway. I know the endurance cost is going to be adjusted, but even setting that aside, EM is still offering very little benefit.
I realize this is just the perspective of one player with a very specific role and build, but I just wanted to provide my feedback that EM is turning out to be a very underwhelming power pick. I'm more than likely going to drop it in favor of Maneuvers and keep using that slot as a LotG mule.
Hopefully the animation issue can be resolved somehow. I like both of the animations but it would be nice if we could choose between "Magneto flight" and regular flight on Fly, and just have that override Hover as long as it's toggled. I'll have Hover on 100% of the time for the +Def and air control, but when I'm going full speed with Fly, (especially Fly+AB) I'd like to override Hover's animation to reflect the difference in speed.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.
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3 minutes ago, RogueWolf said:
I am confident I am not only speaking for myself when I read all this praise for being able to move SOOO much faster and I say... So? Do people really blow slots on travel to fly super fast with all of the tport options? The speed bump is nice, no doubt. But nice enough to redo a build or spend extra power slots on? Ehhhh.
You can answer your own question (and share it with us) by going on to the Beta server and test it out.
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5 minutes ago, Sovera said:
I may be missing something, but your costs seem different than what I have.
I've been saying that EM has too high a costs for something that is meant to be on all the time. Bopper said EM's costs will be lower but he probably has insider knowledge. I did notice there have been some small patches without patch notes, but this is from the PTS.
Thank you for checking my numbers! I fixed my post.
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3 minutes ago, CaptainLupis said:
Endurance? You mean universal travel as that's what it takes as well as defensive and flight sets.
Yes, thank you for the correction.
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18 minutes ago, RogueWolf said:
KB protect is nice, but not for that high a cost, and it can be gained by IOs. Most ATs who are susceptible to immobilize don't care much about getting immobilized.
I'm mostly thinking of my blaster here. The minor save vs Hold in Acrobatics is useful to them. EM is not in its current form. Especially when I can't slot it with anything useful because I need to put two end reductions into it so I can keep it on... tho why would I? There are no flight control issues when hovering.
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.
Character list sorting options
in Suggestions & Feedback
Posted
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?)