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Everything posted by arthurh35353
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I think the thing that is confusing me is that they are conflating the increase from the Page 2 change to be the same/included into the Afterburner changes, but then also leaving part of the bonus speed from the old Afterburner in Evasive Maneuver. I probably would have been far less confused and upset if they had just given fly (outside of PvP) the speed boost for Page 2 (up to 85ish with 2 slots?), then had the Afterburner toggle that could give you the boost up to their desired number (95 to 101mph?), though I would have preferred that the toggle not drop even if the actual top speed was a little lower.
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Being an extra power choice is actually a problem for one of my characters, which has Flight and Teleport. EM sounds useful, but with Hover and Fly working together make this a less viable choice in a situation where getting Teleport's pool there instead. Yeah, I might not be hitting caps on that character, but it doesn't seem to add anything other than a higher level of zoom. The combat benefits (and extra flight control) aren't what I would be interested in. And it's not like I can get EM without picking 2 other powers first, so I'm likely going to have Fly and Hover (extra Def and possible LotG mule). It overlaps Fly and Hover and it's combat bonuses are frankly underwhelming.
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So I want to apologize here, too. I was very much over reacting here and feeling defensive and taking things far too personally. Stupid change in depression meds may have been messing with me. 😔 I am confused on the thought process on putting the afterburner toggle/click-toggle into flight itself. Even some of the verbiage seems to indicate that the afterburners 'increase fly cap' is listed as its reason, but isn't Fly getting its buff as just part of the Page 2? Why confuse the change from the afterburner flight bonus? Evasive Maneuvers seems to heavily overlap on Fly and Hover. It gives a buff to fly speed and control, then gives some combat buffs that are nice on top of Hover. But with Fly and Hover now not being mutually exclusive, it's bonuses are a bit confused and diffused. Fly buffs the speed of Hover and Hover buffs the control of Fly. I mean, putting the Afterburner toggle back into Evasive Maneuvers would make just as much sense.
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That's probably the float bug where some people where stuck stuttering/jittering on the floor due to the VFX. Why was my comment on flipping this around to that SS/SJ/TP actually are improved to match Fly's lower threshold of needing less slots hidden? It's a valid part of this discussion as it throws into question the Devs design paradigm on travel powers. Currently they are looking at the fact that Fly is somehow overperforming by not needing a lot of slots to reach it's (built in) caps. Teleport on the other hand really requires at least 3 or 4 slots to hit its cap. Fly is attractive for builds where you could put those slots into other, direct combat powers or set bonuses that are far more attractive or to allow you mule LotG +recharge. Travel power set bonuses even mirror or match that. There are really no outstanding 3rd or 4th set bonus for investing in travel powers. Almost all their useful abilities actually give you an effective dead slot for something like stealth or -KB. IIRC, most don't even have more than 4 or 5 pieces in their sets. Teleport is still not really being equalized for travel powers as jump, flight and run get free enhancement out of slotting swift and hurdle with your travel power bonus. Why doesn't hurdle allow you get a small bonus to range that you can boost with range modifiers? You could even put it is as because of your training in landing from leaps, you know how to brace/aim yourself for hitting things at long range. An extra 10 feet that you can enhance to 12 or 13 feet with the free slot is not game breaking. And hey, gives poor sentinels a possible way to recover a little range. Teleport is ludicrously expensive endurance-wise. SS/SJ/Flight can get you across the zones with only a blip on their end for about 66% or 75% of the speed? But Teleport with the same End slotting (because everyone hates to waste slots on -END as it's never the purpose of the power to spend END) and you can be down to 5% to 10% max end at the end of the journey across large zones (or even run out in the shadow shard if you aren't careful.) ((Ooh, another brainstorm thought. If you want to equalize long range END cost for teleport but not short hops across rooms, give Teleport a End Reduction buff that stacks for 10 seconds on the teleport power. So the longer you teleport across a zone, the cheaper the power is to use, but just going across a room won't affect it.)) Should SS/SJ and Flight have their END costs increased so that you are almost out of END by the time you cross a large zone? Why do AT sets like Bio Armor give nothing to range bonuses for teleport when they give (or are going to give) benefits to run/jump/flying?
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Focused Feedback: Travel Power Updates (Build 1)
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
I know I copied my sentinel over and without using/having EM, I am no longer able to hit the new regular cap I was at. I've even posted screen shots of it. -
Focused Feedback: Travel Power Updates (Build 1)
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
Except that logically, with Afterburner moved to a popup in Flight, you shouldn't need Manuevers any more. You keep asserting that Maneuvers is still 'afterburner' even with Afterburner moved into flight. That nothing is different, even though I can respec out of EM and keep the exact same slots and no longer reach the new caps, but still use the new afterburner in Flight to get (temporarily) a boost to above the normal cap. But If I never had afterburner and it never existed on my character, I am no longer able to get to that cap like I used to in live. Somehow, with the exact same slotting, I'm less maximized. ((yes, yes, I'm sure you'll harp that your faster. Everyone's faster and they didn't get part of their faster moved to a totally changed power that they might not want.)) There is even specifically dev comments to this fact in the notes. "I'm looking at you, Fly, for not requiring more slots." So why didn't they flip this around and make it easier for SS/SJ and TP to get their speed/range benefits with less slotting, not more? Non-combat travel powers are just there to cut down time on the way to door missions, which is why so many people have started to not bother with travel powers but just getting permanent temp powers. Cut Teleport's End cost by 2/3rds and make it so that it only needs most of one slots to reach most of its range benefit to get to 150% or so range. It's still fiddly and requires a lot more binds to be usable. But now the teleport can show up at the mission location and not have to wait for their endurance to recover, where as everyone else arrives with a full END pool and can instantly start to use all their powers. Bump Superspeed and Superjump a little bit more so they do the same. But no, in this case the devs have decided that flight actually needs to be required to have more slots for it to get up to its new caps for non-PvP long distance combat. Flight was still slower, but safer. But the part they really cared about (and specifically pointed out) is that you can get the power and basically not slot it, so you can have more slots for the rest of your build. -
Focused Feedback: Travel Power Updates (Build 1)
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
Yeah, glad they "moved" afterburner into Flight so I can respec out of Evasive Maneuvers and keep at the flight caps aI had with flight without having to invest/respec slots! Oh, that didn't happen. They moved Afterburner into Flight and I know have to change my build because I have to either add slots or keep a power that I no longer want. That's a fact and that's the problem. If I have the same slots in flight I should be at the normal caps, even if those normal caps are now higher. -
Focused Feedback: Travel Power Updates (Build 1)
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
Well, it looks like I missed one of the most important things that the developers are doing, which is forcing people to take slots from other powers and make you put them in your current travel powers to reach the new adjusted maximums. I really hate being forced to change all my current slots so that we can be forced to slot the way the developers want. This is literally the same as them thinking that 1 slot of each type of enhancements is the way people should play. So this increasing numbers is literally so they can force people to respec to get their equivalent effectiveness. We are all so overpowered because we want to fly/leap/speed/tp to mission doors faster with the new increase. This is the kind of stupid and shortsighted 'forced' changes that upset people in MMOs. Or the engineers fix. "We'll increase the maximums, but they'll have to slot more for it! This is an absolutely stellar idea that has no drawbacks and won't piss off any players, even though at least 25% to 75% of people will see that they no longer hit maximum speed any more! PERFECTION!" ((Thank you for actually pushing me to look at taking a break from COH for the first time in 18 years.))- 948 replies
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I'm pretty sure that's just a manual thing. You'll just know what you had.
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Focused Feedback: Travel Power Updates (Build 1)
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
Didn't someone mention that the +Stealth ones broke missions when you can't turn off the power with the stealth IO? -
Focused Feedback: Travel Power Updates (Build 1)
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
Going over my thoughts here really quick, I don't think the flight power pool is actually a good fit for removing the exclusivity toggles. It seems to mess up animations and messes up the in and out of combat matters/speeds. I'd suggest replacing the current live After Burner with a dual effect toggle instead. When you have hover active, it gives the benefit of Evasive Maneuvers and when you have Flight active, it gives you the Afterburner effect (that you can have for a longer period of time). -
Focused Feedback: Travel Power Updates (Build 1)
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
Hmm. Just realized that with how you can unlock powers, you can have Air Sup, Flight and Evasive Man. So you can literally be overly fast for indoor speeds without realizing it thinking that Flight+EM would be manageable. Or just flight, but then you have combat suppression. -
General Feedback: Issue 27, Page 2
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
Just a few days ago it was slightly more expensive for boosters compared to catalysts. And yes, it's cheaper to get boosters with Merits, but the only (other) way to get them otherwise is either Booster packs or super rare drops. And if you factor in need 5 to 1, Boosters are effectively about five times as expensive, even though they are cheaper on a per merit cost. -
General Feedback: Issue 27, Page 2
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
Nope, boosters are more expensive right now. [edit] And when you factor in you need 5 times as many, more than 5 times as costly. -
Focused Feedback: Power Changes (Build 1)
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
This change seems to be reinforcing the thought that mezz protection should be an AT only benefit or buried so deep in power pools that you have to warp your build to include (Acrobatics or Origin Pool), even though I'm no longer seeing a real benefit for keeping minor mezz protection for all locked away. I'd still love to see the Epic armors get 4 Mag hold/stun protection. It's level 35 plus and low enough mezz protection that you can't just ignore entire teams of mobs mezz protection, but you are no longer just totally stuck either. -
General Feedback: Issue 27, Page 2
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
Understandable, I guess. I just remembered the description stating it was common, but in real value it ended up being more rare than the Catalyst that I think was supposed to be the more rare option. So it seems odd to me. 😕 -
Focused Feedback: Travel Power Updates (Build 1)
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
I've never heard of that before and from all the devs (old and new) they've never stated that debuffs are intentionally weaker because you have to apply them on the enemy. I would totally love all my debuff enemies to be turned into buff friends powers instead in that case. -
Focused Feedback: Travel Power Updates (Build 1)
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
You really aren't doing much with your secondary other than floating there with Shadow Fall, are you? Everything else is either a pseudopet (tar patch) or target enemy for effect. -
Focused Feedback: Travel Power Updates (Build 1)
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Travel Power Updates (Build 1)
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
They are specifically not buffing the P2W powers so that the power pools will be qualitatively better. -
Focused Feedback: Travel Power Updates (Build 1)
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
I would assume that is not intended, because that's a huge buff only based on not attacking directly. Yes, they are changing the power wholesale, which they only do when it is either broken or is so lackluster that it needs a full rewrite. This rewrite is basically... meh. I wouldn't buy it. Hover is more than enough 'combat flight'. Fly is enough for most long distance flight, but now needs another slot. Evasive Maneuvers is... a power looking for a real reason for people to want it. I thought it was aimed at PvP because the -fly and -KB protection are basically noncritical nonentities for PvE. -
General Feedback: Issue 27, Page 2
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
Yes, yes I would have. But it kind of points out that having to pay for 5 times +1 boosters is really more of a nuisance and has been in game since live. So why keep a nuisance? -
General Feedback: Issue 27, Page 2
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
The developers and where HC currently is at are basically antithetical to the 'only the elite have the most elite power'. HC has made it abundantly easier for people to be involved in the end game content and build up their end game power. So your idea that only the elite should have +5 Purples seems to be counter to their entire 'everyone can enjoy endgame content' stance. -
General Feedback: Issue 27, Page 2
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
So the elite should be allowed to be elite, everyone else should be a plebian? -
General Feedback: Issue 27, Page 2
arthurh35353 replied to Arcanum's topic in [Open Beta] Focused Feedback
Why are you advocating a price jump that would basically put +5 purple IOs out of the reach of almost everyone, when purples are already expensive enough that most people have to have farmers to afford them?