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Everything posted by twozerofoxtrot
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Unfocused Feedback for this overall Open Beta deployment process. The pace of updates on both fixing bugs and adjusting powers is really rapid. I didn't check to verify but "it feels" like this his the highest rate of builds I've seen in an open beta, this early in deployment. The Design Notes are fabulous, thank you!! I can't say this enough. I know this forum community has asked for more transparency and rationale be provided with changes, and whether or not we individually agree with the reasoning isn't as important as actually knowing, outside of the CBT testers who personally dialogue with our devs, where the logic and scope of power changes are coming from. This also marks in my view a further maturation of the Dev team, who is providing information with their changes in a format that is consistent with most major game devs out there managing live service games. In the same vein, thank you to the devs (and GMs!) who have contributed to the Focused Feedback threads. Especially @Faultline and @Cobalt Arachne. I'm not sure if you guys drew straws on this or what, but it's not lost on me that the two of you constitute something of the old guard and new guard in providing answers in the threads, (within your respective domains of expertise).
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Focused Feedback: City Badge Tracker
twozerofoxtrot replied to The Curator's topic in [Open Beta] Focused Feedback
I know this seems like a really nitpicky thing that 99% of players aren't going to care about, but that machine looks god-awful. I don't just mean how it's rusted and doesn't at all fit into the ambient environment or the AE-style holo pad it's paired with. The pipes lead up and out of nowhere and are missing textures at the top. It just looks really bad, incomplete, and unfinished in my opinion. Please consider using a different asset altogether, if you aren't able to put the elbow grease into cleaning this one up. -
Post your best costume designs here!
twozerofoxtrot replied to ChanelNo2's topic in Art & Multimedia
(Jokes aside this is really slick design First Player) -
The book of grudges!
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This is such an interesting take to me because I've never played it like that. Similar to Cendwar I keep Dull Pain up for the maxed HP. I use MoG before a big dive (in a way the +Damage makes sense to me because it will help my opening AoEs). I use IH before taking on EBs or AVs because I expect the fight to be a bit longer and that sustainment will pay off throughout. And the only reactive click for me is Reconstruction. I'm not pushing back on your suggestions or concepts, but I figured it's worth pointing out that reactive is certainly not the only way to play this set. I've enjoyed it on Brutes primarily because it's proactive.
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You keep asking this, and I keep answering in good faith. Only for you to ignore or demand something else. It doesn't seem like my time is being well spent in doing that. So I'll stop. Well that's because I don't hide them Sorry if you felt I was calling you "bad." It was really me trying to help you understand your line of reasoning wasn't at all persuasive. Apologies! I really thought it was you who coined the proc monsters thread.
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They literally could have just reverted all the changes they made to Tankers in late 2019. Right back to where they were at i24. What would you have called that? In comparison to this? Are you even aware that a player who only runs SOs at +0/1 will likely notice not a single difference in their play with these changes in effect? Edit: I just checked and saw you joined us in 2024. I can understand where you're coming from if you're this new to the history of Tankers on HC. This honestly just comes off as you not being very good at playing or building Tankers. Post video.
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Objective proof from clear times in strandardized tests by players who put a lot of effort into their work. Also my own subjective experience playing melee ATs. Primarily @Ston, but also I think @SeraphimKensai and @Bopper whi did a lot of work showing how effective tanker build utilizing procs could go both before and after the tanker buffs in late 2019. And yours from mine. Yours is not more valuable than mine, and vice versa. But... Time to consider if your view may or may not be entirely parochial, then. Can see the proof of this? Because solo tankers setting clear records in trapdoor and other runs beg to differ. And this is documented in our forums. Finally, Look. I love tankers. I have a stable full of them. My main is a vet 5k+ fully badged Inv/SS. I don't want to see tankers nerfed. But even with my biases in place, I think this is a fair shake.
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I agree with everything @Maelwys posted. I'd proffer that even with the drastic damage drop-off in the higher OverCap numbers I don't think this is an over-reaction in adjustment to Tankers. Yes, I'd rather have a flat or more graduated curve like what they suggested. But even if we don't get that, in concert with the Gauntlet and AoE changes, it's an elegant way to dampen how Tankers were leading the pack on maxed mission clear times without bludgeoning their single or low-cap target damage which would impact their ability to hold threat in longer, higher-end fights (think Magisterium, UG, etc). Personally, even though these changes have already caused me to start planning reductions in my tanker roster, I'm pretty good with them. Tankers had literally 5 and a half years of disgustingly high damage output and survivability. That's a long, long time for them to be at the top of the mountain; longer than half the time Live was up. This is okay.
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🤣🤣🤣
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Just a thought but Skull Nebula is available and is the name of an actual astrological body.
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I don't think it's a fix because it was technically WAI. And has been doing so since December 2019. If the Devs thought this was broken code, they had half a decade to "fix" it. But if you want to add subjective weight to it, sure. You can read it as a fix. It certainly does objectively make tanker AoE subject to the same rules as other melee AT AoEs now.
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Brute Ninjutsu would be sick. I would love Fury and Crits. Great call.
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Focused Feedback: New Costume Additions & Fixes
twozerofoxtrot replied to The Curator's topic in [Open Beta] Focused Feedback
Apologies for not providing Focused Feedback in my post, but is there a chance at all we could work in Freakshow costume parts on this page? Clearly some of them have been worked separately from the Freakshow models since 1) the private servers came online and 2) more relevantly, we see parts such as Excelsior feeders, iron jaws, and mecha-arms on Freakloks. It would be a really cool capstone to have these parts, even in their unaltwred and low-poly state, available to players. Possibly as an unlockable item for completing Dap-Dap's or Dr. Buzzsaw's arcs? -
I don't think anyone has captured these sorts of things on video (honestly it might be seen as creepy?). But maybe someone captured screens of the Hellfire Maelstrom Gala? I was only there in spirit but it turned out to be a marvelous event by all accounts. Otherwise I would suggest potentially waiting for another event night like when Black Friday opens Lux or a KO fight club night and just stream a but via discord to give them a taste.
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Correct, and because of how mobs group around a tank, this means that wide end is more likely than not to be empty. My post that you quoted literally explains why it is.
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There's not a single line in the patch notes that reads as a buff. Removal of Arc/Radius restrictions does not mean an increase to aoe sizes. I thought it would; I was proven wrong when my Regen/Claws tanker still had a 12ft radius on Spin. Cones went from being 50% wider (as modified by Gauntlet) to 50% longer (baseline) This does 2 things: 1) Increase AreaFactor to lower Proc Rates (where a lot of tanker damage comes from thanks to higher armor values) 2) Increase AreaFactor to lower overall flat damage calcs. Functionality for these Cones has been kneecapped as well. Previously, an 80degree cone like Shred would be 120degrees on a Tanker (while procing like 80 still); effectively the character's entire frontal arc. Now it will be 80degrees, same width as Brutes. It will be a whopping 3.5 longer... 10.5ft instead of 7ft. For this "buff" the tradeoff is truly Increased AreaFactor which drops damage output from all sources as described above.
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Very limited playtime, but having both Regen Debuff Resist and Recovery Debuff Resist capped at lvl 20 with the overlapping powers (on a tanker) was really nice. Only one attuned Heal IO in Fast Healing and Reactive Regen. Considering this is comparable to having two +5'd IOs and Vigor Core on a character with the previous version, I'm pretty satisfied. The DDR was basically unimportant when facing a lot of enemies using lethal attacks (guns and blades); it was chipped away pretty fast. But I don't hate having it. No slotting for additional recharge resist, but I can see that 20% being a nice step-stool when paired up with a few winter sets and winter's gift. ----------- Was able to run a lot more aggressively (again, on a tanker) at level 20 than I've been able to years prior with Regen. The early 20's always feel like a rough spot when leveling this set due to how tight slots are on powers, your recharge is still in the dumps, and MoG isn't online yet. Still had to pay attention and watch insp management, but could easily clear through 0/8. Didn't try higher but I feel like 2/8 is definitely doable. Maybe another night.
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Yeah that practical example with both numbers and screenshot was really helpful for understanding what that particular patch note was identifying. So to continue the trend of rending garments and gnashing teeth over Tanker Super Strength getting nerfs: ✔️Rage by nerfed by damage buff reduction. ✔️Foot Stomp indirectly nerfed by all other AoEs getting a 15ft radii to reduce its uniqueness further (separate discussion on this increases areafactor and reduces procs on other sets) ✔️Foot Stomp directly nerfed by OverCap now doing less damage on targets 11-16. Mm Mm Mm. Of course these changes hurt all tankers, not just SS tankers. I just have an investment bias. I will give the HC Dev team credit here, though. They found a way to shave off some tanker damage performance without hurting their ability to tank or affecting procs writ large across all ATs.
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Focused Feedback: Issue 28, Page 2 - New Badges
twozerofoxtrot replied to The Curator's topic in [Open Beta] Focused Feedback
Hi thanks for taking the time to respond. It means a lot to have you especially weigh in on this. What if the league makeup isn't consistent? IE people are constantly cycling in and out of the league as they pick up their last need kills and new characters join with fresh slates? I ask because in previous farms I've seen on Everlasting, this exact thing happens often. Would you estimate that the additional two GMs increases the amount of runs over if there were just the original 16? -
Focused Feedback: Issue 28, Page 2 - New Badges
twozerofoxtrot replied to The Curator's topic in [Open Beta] Focused Feedback
Yeah I guess I don't get why we're introducing that possibility. Like it's awesome they redesigned it to be faster. But then adding more mobs so it might be less fast? Even in edge cases? Why? What's the point? And why argue for it? But hey respect that you did all this testing to figure out the averages. I don't even have time do badge farms anymore on live much less run tests on one of the more asinine badges so I appreciate the clarity. -
Focused Feedback: Issue 28, Page 2 - New Badges
twozerofoxtrot replied to The Curator's topic in [Open Beta] Focused Feedback
The point was you can have the script change without adding new kills to the badge. Not that the script change was bad. That's the two steps forward. -
Focused Feedback: Issue 28, Page 2 - New Badges
twozerofoxtrot replied to The Curator's topic in [Open Beta] Focused Feedback
Gonna be honest, still makes an annoying badge to farm more annoying to farm. It's like two steps forward, one step back. We could just go two steps forward. -
How many Masterminds are too many Masterminds?
twozerofoxtrot replied to Yomo Kimyata's topic in General Discussion
Tab key exists. Bring all the masterminds.