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Everything posted by esotericist
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The DPA for Mercs on their AR attacks is astoundingly awful. I believe direct comparisons show Mercs has typically around 2/3rds the DPA of analogous Thugs attacks. More recharge doesn't fix DPA. The cooldowns are a problem, especially for the utility attacks (Spec-Ops, i'm looking at you), but the truth is even with reduced cooldowns they'd still be in bad shape. As for Serum, I'd like to see it replaced with something completely different. Mercenaries to me implies a degree of team cohesion that they utterly lack. Thugs has actual leadership toggles in its LTs, putting us in the bewildering space that the powers of Thugs implies they are better coordinated than a bunch of trained soldiers. I'd like to see Serum replaced with a team buff like an actual merc-pet-only combined leadership toggle. Doesn't necessarily need to directly map to leadership, but something like that is, I think, appropriate. Alternately, if it needs to be a clickie, possibly a Merc-pet-only analog to Farsight/Mind Link. Either way, I think whatever Mercs gets in that slot should be a team-wide thing, something that actually conveys "this is a combined unit" rather than 'a bunch of assholes with guns who don't know how to work together'.
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Overwhelming Force proc. Make this a global effect.
esotericist replied to Neogumbercules's topic in Suggestions & Feedback
I've seen two people claim in this thread that this change is being tested on Justin, but I can find no documentation that backs this claim. I've searched carefully through the beta forum, and I can find no mention of this in any of the dev posts, nor can I even find any discussion of it in any of the threads in the beta forum. If this is truly being tested, where is this stated? -
Allow allies to pass through henchmen freely
esotericist replied to Weylin's topic in Suggestions & Feedback
Promise you, if you walk into your own robots, you won't collide with them and they'll be shoved out of the way (without affecting your movement). Mastermind pets literally cannot impact the positioning or movement of their summoner. -
Make enemies brave, less runners please!
esotericist replied to Warlawk's topic in Suggestions & Feedback
Taunt auras don't necessarily help. I have a Staff Fighting/Ice Armor brute, and even when I have the taunt aura (Chilling Embrace) on I frequently have to deal with enemies running before I finish off a spawn. It's frustratingly frequent. -
Allow allies to pass through henchmen freely
esotericist replied to Weylin's topic in Suggestions & Feedback
That's nice. My point was that Paragon Studios, who was in charge of the game for most of its official lifespan, disagreed with you. And as kelly rocket said, cryptic was mistaken on a lot of things, many of which Paragon Studios pivoted on for the health of the game. -
Allow allies to pass through henchmen freely
esotericist replied to Weylin's topic in Suggestions & Feedback
As it happens, Paragon Studios didn't agree with you that MMs are not support. I mean this was like this on live: Even setting that aside, why pigeonhole "this is the singular <x> for this side" like that? Blueside had two support ATs (controllers and defenders), and as it happens so did redside on release (masterminds and corruptors). Getting back on topic: I would be greatly disappointed if collision was removed from players entirely. It'd be nice if collision was refined (so that, e.g. someone walking nearby doesn't shove you), but I dearly hope it never goes away. For mastermind pets, though, I think making them pass-through for all players (but not enemy critters!) by maybe extending the check for pushable would probably be the ideal solution, if it's at all feasible. -
For what it's worth, you can use powexec_location in a binding (as per this PSA about the I25 feature). With the right parameters, this will let you activate a specific power at the spot you're looking at. It's not a generalized solution, but it's something we didn't have before.
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Overwhelming Force proc. Make this a global effect.
esotericist replied to Neogumbercules's topic in Suggestions & Feedback
I think the fact overwhelming force can be used to add knockdown to a power that previously didn't have it is an important thing to emphasize. Someone might want to be using it to add KD to a power without losing the ability to have knockback on the rest of their character. -
@MangaCan we please talk about the "automatic updates you cannot opt out of"? People get configurations working, then they suddenly break, for no obvious reasons. Unlike some other unfortunate souls, I've been able to play fine this whole time, but island rum updated today and now I'm stuck with the wineskin popup rather than the working game I had immediately prior to the auto-update. (also, for some reason, it is greying out the 64-bit clients, not the safe mode client, and giving the 'may not work' warning). I was playing fine yesterday and even earlier this morning on the current version of the client from homecoming. My copy of island rum has unnecessarily bricked itself, and this isn't the first time this has happened to someone. Edit: Apparently safe mode works now. That's... something, at least. But I had a working 64-bit client prior to this mandatory update, though, and the fact I now don't is extremely offputting. Why do you keep changing things arbitrarily without giving users any choice in what version they run?
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Focused Feedback: Snipes and Dominator changes
esotericist replied to Leandro's topic in [Open Beta] Focused Feedback
For many attack powersets (and actually all of the assault sets for Dominators, I checked while composing this), the T2 has a measurably higher DPA than the T1. The cases where this isn't true are generally because the T2 has some significant self buff, target debuff, or mez potential. Presumably if Powerhouse's change were to happen, it would include some steps to normalize the DPA potential. (Hopefully not at the cost of reducing the interesting effects T2s often have) -
issue 26 Patch Notes for August 27th, 2019
esotericist replied to Leandro's topic in Patch Notes Discussion
I'm confused that this is unclear; the following has been in today's patch notes literally since they went up (I found the thread 1 minute after it got posted, and checked for the chilling embrace change): That clearly states the cold damage got added to the power, and that it doesn't interfere with sleep. As for ice slash, the previous patch notes were building on ones before. This is showing the change from previous live, rather than a previous beta. -
Disable SG base passcode access in PvP zones
esotericist replied to macskull's topic in Suggestions & Feedback
I hope the command stays around in some form simply because trying to type passcodes can get very trying for me. But as long as my macros work in appropriate places (near base portals, perhaps while in a base, perhaps in genuinely non-combat areas like the D...?), that would be enough for me. personally, i see the "don't need to laboriously type a potentially long code every time I want to go to a specific frequently-visited social spot" as an accessibility concern, and i hope the devs can accommodate that while still tending to the exploit problem. -
Patch Notes for August 25th, 2019 (Release Candidate 2)
esotericist replied to Leandro's topic in [Open Beta] Patch Notes
Oh, hey, awesome! This was the last thing keeping me from running the new client. I'll test this on my system shortly. Edit: Okay, patching happened sooner than I thought. At this point, mouselook and camrotate both behave pretty much exactly like they did on the old client. Like the old client it isn't perfect; the mouse sometimes is visible on the second monitor, but it is only for fleeting moments in time (a frame or two generally), and it never actually fails to function correctly (ultimately rendering the occasional cursor escapage cosmetic in nature). Fantastic work. Edit 2: I'm on mac os 10.14.5, not windows, in case that information is of value. -
So given my difficulty with the mouse, I decided to try using safe mode, only to discover that the safe mode client doesn't seem to accept click events whatsoever for me with wine 4.0.1. I was told in the discord channel #new-client-issues that this is because newer wine versions don't correctly support the input scheme that the old client relies on. So I started an adventure to find a version of wine installable via brew that will work, and I ended up with wine 2.0.3_1, installed via: brew uninstall wine brew install https://raw.githubusercontent.com/Homebrew/homebrew-core/e3cd186643a689b83bd21259dfd9b41d670a0dc1/Formula/wine.rb To my surprise, this allowed me to use both the safe mode client and the newer 32-bit and 64-bit clients, with everything apparently working. Edit: Note that this is not a simple one-and-done change in that tinkering with the installed wine version can sometimes have weird effects. Most notably you might also need to manually kill any lingering wine processes using the activity monitor. If you aren't prepared to do some fiddling, I wouldn't recommend trying what I did here.
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So, this is not an installation problem, per se... But there is a UX regression in the new client on my mac (10.14.5, on a late 2018 mac mini): First some context: I have two monitors, and I generally run either games or productivity apps on the left monitor, and various social/information things on the right monitor. I also have my dock pinned to the right side of the right monitor. Mouse look has ... quirkier behavior than it used to: If I hold right click and spin my mouse quickly to the right far enough to hit the dock, it "uncaptures" so that I have normal mouse action, but the moues is still "hidden" unless I take the time to click on the menu bar up top. If I use a mouse-look toggle binding, the mouse immediately unhides on going off the right edge of the left monitor, but the game window still thinks it has the mouse. This means that when I mouse back into the game window, it's still trying to do mouselook... and can sometimes respond erratically to the mouse state (I once had it spin for 5-6 seconds after reacquiring the mouse). In practice, with my current mouselook settings, I can turn about 60 degrees to the right before my mouse is on the right monitor. Needing to preferentially turn to the left is a little suboptimal. 🙂 Edit: I worked out the reproduction case for the wild spinning: If I toggle mouselook on with a binding, move my mouse to the other monitor, and click on anything to give it focus, then returning my mouse to the game window causes wild spinning until I click on the game window to give it focus back.
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Focused Feedback: Devices, Stealth and Misc Power changes
esotericist replied to Leandro's topic in Open Beta Testing
FWIW: I was actually just recently contemplating the viability of picking up Invisibility in a build just for the Only Affect Self feature, because there's a bunch of builds that have toggles that can pick up a lot of hate while you're just cruising by. So it's a functionality with attractiveness. The popup tray idea is a neat one, though. To later bits in the thread: the idea of pivoting Invisibility to be functionally a light-weight travel power (to achieve the Combat Jumping : Super Jump relationship with Stealth) is fairly compelling to me, although I don't know how you would theme it (as noted, the name "Invisibility" doesn't really scream "Getting Places Faster"), but this could help provide the right kind of purpose differential to help make them properly distinct.