
TimesSeven
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Hypotheses: perhaps the reason NPC's can jump over GA is because it doesn't have an "effect." Ice slick has KD -- as does Oil Slick. Both Oil and Caltrops cause damage -- and Caltrops causes fear/panic. Since there's nothing directly affecting the NPCs except a slow effect and a minor -recharge, maybe that's the reason. It's just not a big enough "threat" to avoid. If that's the case, maybe the only usable options are the proc it with damage enhancements or to just "Drop" it on enemies instead of using it as a slow. Then it becomes a huge AOE. I wonder if it would proc reliably? And for the entire group? Thoughts?
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Thanks for the data diving. Just to make sure I have everything correct, it's only showing the misses, but the hits are taking effect and can be seen if I use the Pet Damage view. Was there a reason why it wasn't showing the successful hits? I see them for my phantoms and Spectral Terror. I saw your posts about it could be for reducing spam messages, do you think that's the case? Appreciated!
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In two goldside, Praetorian missions, "Check Out the Clockwork Disturbance" and "Check out OmniTek," the descriptions are missing from several clockwork.
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I noticed this too. The frustrating part is what was said earlier... when you DON'T want them to follow you (an active NPC that can die), they will pursue you to the Ends of the Earth. You can't lose them for all the tea in China! But if it's someone you are escorting... shoot. The first set of stairs of boxes causes them to lag behind ridiculously. If it weren't so backwards, it would be funny.
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This is the first time I have EVER seen this happen. The fire from the Oil Slick arrow missed EVERYONE every single time. I'm hoping that this is just a glitch with the logs. This happened on Everlasting with my Ill/TA controller in the same mission. Nothing hit.
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I've notice three issues with the missions involving Reese: 1. If you kill him and then try to call him, you receive his message saying, "You know what bothers me the most? The fact that...." But if you spare his life, you receive the message saying that you tried to call him over and over with no response. 2. In the Transmuter mission, if you DON'T save Aria, Stern, and Zane from Powers Division, when you attack Belladonna on the roof in Praetor Sinclair's story arc, you are attacked BY THEM. If you do save them, you are attacked by the PPD. This is also backwards. 3. I noticed a strange bug in Reese's final Praetoria mission with Jack Hammer. If you have pets (you must have pets) and you go to the back of the warehouse where Reese spawns, they will begin attacking a phantom version of Dr. Arvin. These missions are strange and these are definitely bugs.
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This has been a problem for a while... there are times when the hero doesn't show up AT ALL during a bank robbery mission. I've encountered this quite a few times and my normal workarounds will fix it. If you have the Awakened "arrest" you, you'll wind up in jail. After breaking out, the hero will tend to arrive at the jail. The last few times was a complete no-show. I literally roamed the map for ten minutes (having done all the side missions) and then sat in the vault until the time ran out. Never showed. Just sat there looking at Critical Mass like WTH? Of course, I can't get a GM during that mission because of the limited time window. Saw on the help channel last week that someone else had the exact same issue. What's going on?
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Glue Arrow doesn't do anything that Oil Slick doesn't do better. Oil Slick slows, debuffs defense, causes damage, has KD, and also has a -50000 jump height. It's better in almost every way. The -40% recharge doesn't stack so, while it's nice, doesn't make up for the pointlessness of GA. And just like EVERYONE else has said on the board, using Oil Slick's -50000% jump height debuff in conjunction with Glue Arrow, WON'T stop the enemies from jump anyway. So it makes this ability a wash. And if the ability doesn't work on corners or as a stop-gap then unless you plan to stand in front of them and let yourself be a target, I don't see a real use for it. However, it does have ONE small redeeming characteristic -- if you proc Ice Mistral's: Chance for Cold Damage, then it becomes a weak AOE attack -- IF it ticks. And since the slow doesn't stack, well...
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I would agree with this, but I don't see the same thing happening with Ice Slick, Freezing Rain, Caltrops, or Oil Slick. My three mains use those powers and I've never seen NPCs jump over them -- fly over them, yes. Jump over them? No. That -fly is I think the reason why that "avoidance feature" was written into it. Again, if that were the case, shouldn't they be doing the same thing with Tar Patch? I guarantee that NPCs aren't jumping over those -- though I can't be certain with TP as I don't play it much anymore. I play Ice Slick and Freezing Rain weekly and have NEVER seen it. That -50000% is misleading. Imagine if you had a power that gave you 50,000% defense, yet due to a written subroutine, everyone who aimed at you could hit you. There would be rioting in the streets! LOL. Not that much different with this ability. Besides, saying that the NPC's jump height is set to minimum and then giving them the ability to jump over everything as they normally could, is pointless. I'll say it again... this is an out and out deception at this point. I'm certain that everyone on this forum can agree that the description IMPLIES that this is a major debuff to jumping. Run speed is -90%, movement speeds are -90%, and a 10% debuff to fly. Those are huge numbers right there -- but at the bottom it says, "By the way, we give a negative FIFTY THOUSAND percent to jump height" and the player thinks, "This is great! If ninety percent slowed them to a walk, fifty thousand will prevent jumping completely." NOPE. It's deceptive. Just remove the stat.
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I honestly wish they would just take out the -500000% jump height completely. Both of your statements is what confused the hell out of me when I was using it -- As someone who has been the victim of Tar Patch and Glue Arrow, I can't jump AT ALL, so it stood to reason that if I used it on an NPC, they wouldn't be able to jump either. That was the absolutely frustrating part was watching them just jump out of it whenever they felt like it. The other part that frustrated me was the fact that the devs KNEW THIS, so they created a program that specifically tells the NPC's to hop over (and through) the patch. If you play a TA character, you'll see every type of enemy NPC hopping over it -- even Longbow Eagles and Mu Mystics who can't land! And since GA has -fly, the NPC stops short of the patch and just hops over it. That's not learned behavior, Devs put that into the game and never mentioned it. Just take out the -50000 jump height because it seems like a complete misrepresentation of what GA does. It's basically a lie at this point. Like I told, Luminara, I'm done with Glue Arrow. It goes straight to the recycle bin for me. It has now become a very useless ability.
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Oh well, hell. Guess that’s a power I’m going to respec out of. Its purpose was to prevent enemies from reaching me. Game mechanics has them hopping through the glue patch instead of being stuck, so that makes this ability fairly useless. Even the Longbow Eagles —who can’t not fly — are hopping over the patch. That mechanic is built into most of the enemy mobs I’ve encountered. Useless now. Luminara… the name sounds familiar. Were you on the boards with the same handle before the shutdown? If so, let me apologize immediately for questioning your answers. You were the “know all and be all” outside of a dev! Thanks for the answer. I just got sick and tired of throwing GP around the corner only to see the ENTIRE mob jumping over it to reach me. Died A LOT of times because of that. much appreciated
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So, what you are saying is that the jump ability cannot be prevented by glue arrow or are you saying that certain types of enemies cannot be prevented from jumping? Say, if I were ten levels higher than a minion, would they be able to jump out of it? also just to clarify, it’s the reasons that you list above are the ONLY reasons that allow characters to jump through it, correct? One last question, does Power Analyzer reflect the true debugged stats of an enemy NPC?
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Power analyzer clearly shows the target’s jump height, debuff resistance, and all current buffs affecting the target. They do not have these abilities. Any of the wiki pages can show the buffs on enemy types. In this case, Longbow does not have -jump resistance. In fact, power analyzer also shows their current jump height as well. and, as indicated by the screenshots, notice how they are jumping so high that they are going through the collision mesh of the ceiling. Since that SHOULDN’T be normally possible in-game, can you explain how they are doing this? Unless you are a developer and can show me code, this IS a bug.
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I'm using a TA controller. When I lay down Glue Patch, enemies that are CLEARLY affected by this (diminished run speed) can still jump -- allowing them to hurdle the patch. According to the stats listed IN-Game: Effect Area: Location (16 targets max) Attack Types: AoE defense -90.00%% run speed for 1m 1s on target -40.00%% strength to recharge for 1m 1s on target Ignores buffs and enhancements 10.00 fly protection for 1m 1s(1m 1s) on target Ignores buffs and enhancements -3.50 max run speed for 1m 1s on target Ignores buffs and enhancements -50000.00%% jump height for 1m 1s on target Ignores buffs and enhancements unresistable How is it possible for a non-AV, non-boss character to jump out of the patch? Again, they are CLEARLY affected by it -- this can be easily duplicated. I often use it in doorways or around corners. Once I'm the focus of aggro, but out of line of sight, they will run up to the patch, become slowed, and then hop until they clear the patch. Flying characters will realize that they can't fly over the patch and will do THE EXACT SAME THING. This is programmed behavior. Someone programmed the characters to respond in this manner because they ALL DO. Arachnos, Warriors, Banished Pantheon, PPD, Witches, Longbow, Snakes. Either fix it so it doesn't happen or remove the stat from the description so I am not CONSTANTLY surprised when it keeps happening.
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I have a suggestion... I don't mind kill-all missions, but I have a problem when they are "stealthed" as other missions. The redside mission by Tavish Bell drove me crazy as the title CLEARLY said, "Find the two crates." Immediately after finding them, it said, "Eliminate demons," and later, "Secure the cargo." Listen, if you're going to have me do a kill-all mission, PLEASE stop layering it under everything else. So here's my suggestion... either rename missions like these (pretty doubtful) or put an icon on the screen to NOTIFY the player that this is definitely a kill-all. I detest "cheat" missions like this that literally lie to the players upfront. There are quite a few missions that are labeled, "Cleanse the area" and "Secure the cargo" and "Eliminate the threats." Just call a kill-all a "kill all" and stop trying to hide the fact that you made it a kill-all. An indicator of this would be nice.
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Remembered one of the things I hate about CoH... its RNG.
TimesSeven replied to Jeuraud's topic in General Discussion
LMAO. And that's the reason why it dives me crazy when I miss hitting a door when I'm standing right in front of it. As much as I love CoH, the system wasn't designed to recognize distance. I'd love to see point blank range added, but I don't know if the system could accommodate something like that. But I LOVE this picture!! -
Remembered one of the things I hate about CoH... its RNG.
TimesSeven replied to Jeuraud's topic in General Discussion
And this is the reason why when YOU say something works or if something is broken, I just accept it and move on. LOL -
Remembered one of the things I hate about CoH... its RNG.
TimesSeven replied to Jeuraud's topic in General Discussion
I absolutely agree. I know the math is solid, but perception is a funny thing. I just feels off even though it's not -- kind of like walking through the spinning tunnels in a fair and falling down. Mathematically, the floor is still and you're walking normally, but your perception causes the fall. Still, I'd rather have it this way than the way Champions does it. EVERY attack is a hit unless you are equipped with high-level avoidance. -
Remembered one of the things I hate about CoH... its RNG.
TimesSeven replied to Jeuraud's topic in General Discussion
Thank you for the response. My love for Fire as a blaster is the quick animation. It feels like you're throwing everything at blazing speed. Dark always felt slow to me -- and AR is downright painful to play. It's animations are SO SLOW!! Is Dark as fast as fire? Very few NPCs have TA. I've always speculated that a team with TA secondaries would(ve) been able to wipe out anything on the planet. The new nerd with only one Disruption arrow at a time REALLY stinks. I love(d) using my TA controllers!