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Glacier Peak

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Everything posted by Glacier Peak

  1. Damage Taken Damage Dealt Healing Dealt Mezzed
  2. You don't need to be convinced. This is a thread to test the changes and provide feedback.
  3. 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.
  4. 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.
  5. "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.
  6. 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.
  7. 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.
  8. 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).
  9. I got my popcorn ready for this series. I love the episode lengths, it's like watching part of a movie each week.
  10. Can you believe it!?
  11. Like Bill said, the scaling that happens at +5, or +8 in your case, whoa. Did anything even land?
  12. Good catch! @Captain Citadel, disregard my solution to your slotting concerns. I mixed up the resist and def unique IOs.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. You can answer your own question (and share it with us) by going on to the Beta server and test it out.
  18. Thank you for checking my numbers! I fixed my post.
  19. Yes, thank you for the correction.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
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