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BlackSpectre

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  1. Other than the patch notes, there are 2 other resources that can help figure out NPCs... 1) City of Data 2. Type in "Battle Maiden" and you'll get a list of powers. Click on the powers and you'll get details. 2) The Power Analyzer temporary power purchased from a START vendor. It gives you the combat attributes of a NPC. These are the only ways I know of to get data on NPC powers. You can also use /info on a NPC but all that does is give you a description and the items they drop. I do vaguely remember that post you mention, but I can't seem to find it on the forums. Worse, I can't find any mention of a change of powers for Battle Maiden in the patch notes. Kinda discouraging. Is my search-fu that bad?
  2. It could be exciting, but the person streaming would have to act more like a director... capturing the most dramatic views from the most dramatic angles, while dealing with dramatic and active storylines and commentary. There would need to be editing involved, not merely streaming live. So, a lot of work. https://drive.google.com/file/d/1v6-t_i4sgm9Rpu6yGhiU5hVKpfsRoRZ8/view?usp=sharing
  3. I'm not sure about petty, but it is certainly a way to piss off those players affected. Honestly, I've seen this mentioned on the Forums since 2020, but you're right, no in your face announcement. Homecoming could do more and the issue of communication and announcements has been an ongoing convern. If I was part of the Homecoming team, I'd set out clear policy and how to's regarding impending doom events. There are plenty of ways to communicate. MOTD in-game MOTD in the launcher Forum Announcements Forum PMs to all accounts. Discord Announcements Email to all accounts All of these things can be done at once using a single script... once it's set up of course. It could even be made into a web form for GMs and devs to make things easy. And MOTD could be setup with a timer to erase/replace those announcements after a certain amount of time automatically. And for the extra mile, special one time pop-ups after logging into the game that FORCE players to read and click. I feel this is a bit extreme, and should rarely be used, but it's still possible. And might even be easy if a process was setup ahead of time for continued use. I'd decide on which avenues of communication were necessary for what kind of information/impact... like a policy guide for GMs and Devs. Recently an issue has been raised about devs not documenting changes in the game in the patch notes and informing players of them. Communication is important, but it takes effort to do. ... This said, I feel for the Homecoming team. Getting through to people who want to be left alone is difficult (I'm not talking about you, @Troo). They actively fight against knowing anything. It can be intentional or unintentional. There's a point where you think you've done all you can to communicate, and all you can do is make the change and let the chips fall where they may. You KNOW there are going to be people you piss off no matter what you do. Damage control and dealing with irate people is all a part of this.
  4. I'd recommended using the empowerment station if being mezzed is an issue. I was mezzed more than half the time while going through that task force! Ran through 10 break frees by the time I was half way through with the TF. If it wasn't holds, it was stuns... all the way through.
  5. I would love to take Spring Attack, but I just can't justify it. It has a 120 second recharge time that is just too long. The idea of the power, a leap and smash, is a decent idea for an opener attack, especially if it thematically matches the character. The problem is that its long recharge means that it will be able to be used only once every 5th battle (assuming a battle takes place every 30 seconds going from one group to another). Even if 3 Recharge enhancements were placed in it, that would reduce it to a little over 60 seconds.... that's once every 3rd battle. This forces the power to only be used merely sometimes, and not as an opener for every battle. It's a bummer. Worse, the damage and mitigation of the power is so low that it's hard to justify the long recharge time, let alone acquire the power. The damage is on par with tier 1 powers, it only has a 15ft radius, and knockdown). You know as well as I do that power slots are often a precious commodity, and grabbing an extra tier 1 power is just not usually a wise choice. That leaves its only attraction as matching a character's theme. That's it. And what's worse, it can't be used in every battle... which kind of prevents it from being used as merely a thematic power. My recommendation would be to set Spring Attack's recharge to a maximum of 60 seconds, that way if we want to waste 3 slots for recharge enhancements, at least the power could be used thematically in every battle. An even lower recharge time would be better, but I'm not going to press my luck. If 60 seconds still seems too low to you, then at least make recharge 90 seconds so it can match other teleport attack powers (and it could be a good idea to make the max recharge 60 secs for all of them). To give you an idea of where the power stands in relation to other teleport attacks, I've made a list below: Teleport Attack Powers Spring Attack - Leaping Pool (Any) [recharge=120 secs] Burst of speed - Martial Combat (blaster) [recharge=90 secs] Lightning Rod - Electrical Melee (brutes, scrappers, stalkers, tankers) [recharge= 90 secs] Shield Charge - Shield Defense (brutes, scrappers, stalkers, tankers) [recharge= 90 secs] Savage Leap - Savage Melee (brutes, scrappers, stalkers, tankers) [recharge=40 secs] Feral Charge - Savage Assault (dominators, masterminds) [recharge= 10 secs] Other Teleport Powers Jaunt - Experimentation Pool Pool (with Speed of Sound) [recharge= 10 secs] Translocation - Sorcery Pool (with Mystic Flight) [recharge= 10 secs] Combat Teleport [recharge= 6 secs after 3 consecutive teleports]
  6. Thanks for all the replies, guys. Much appreciated. 🙂
  7. What are the major ways to make characters immune to mez such as holds? What's the current thinking about this? Way back during the retail version of COH, almost every toon I made had the Leaping pool to get Acrobatics, which protects against knockback and holds. The various knockback protection IOs such as Blessing of the Zephyr, Karma, or Steadfast Protection have also been a must have for most toons. At Homecoming, the Sorcery Pool added another item to this list of mez protection... Rune of Protection which gives protection against Hold, Sleep, Immobilize, Knockdown, and Disorient. It only lasts for 60 seconds, has a long 3 min recharge time, and there are rare times when mez protection is needed but the power is on cooldown. That said, it works fairly well to keep toons un-mezzed. Recently I ran across the Sheer Willpower accolade power. This only lasts for 30 seconds, and it has a 10 minute recharge time. Honestly, there's 2 problems with this... the first is that it's on cooldown most of the time, so its use is marginal. Also the amount of badges that need to be acquired to get the accolade power is daunting. I'm not sure what the lowest level is to acquire this, but if it's not by the mid 20's, it's all but pointless. And that's all I know. Are there any other good pool powers, temp powers, or IOs available? What do you guys use?
  8. Oh man! He’s in good hands now! 😀
  9. Wow. Your instructions are a LOT wordier and contain a lot more information than mine. All true though. The only reason mine are so short is to pander to the players that don’t like to read chat. If you’d like to compare, you can find my BAF popmenu here
  10. I wagered that was the reason. Looks nice! Thanks for the patch note and the additional info you gave here. Much appreciated! Not so much confused as merely wondering why the change? Curiosity. So thanks for the explanation! I do have one wondering about that... since veteran levels will be referencing a table, will it have a limit on how many veteran levels will be able to be seen in our Info window? Will each veteran level still require the same amount of xp? In other words, any significant change to veteran levels or how we experience them? (I'm guessing no, but you never really know until you ask...) I have a couple toons with veteran levels in the mid 300s, and I know there are players out there with far, far more than I have. Oh. Maybe you thought I was confused about why some numbers were rounded down to the nearest hundred and some to the nearest thousand? I simply noticed you didn't mention anything about rounding down to the nearest thousand and yet at least one level was, that's all. Well, we love you guys!!!! Our developers are awesome. At least I will never throw personal attacks your way, call into question your intelligence, or any other disparaging remarks. In fact, you will never see any sort of condemnation from me. I have only respect and admiration for all of our developers... and that means you too, @Faultline! I feel so strongly about you guys that I will always read what you write with the utmost of sincerity and import. What you write matters, and I want to treat it with the respect your words deserve. That also means that I will absolutely attempt to understand what you write and apply it to what I see in the game. It's about understanding, that's all. Patch notes help me a lot, personally. Not only do they help me play the game better, but they absolutely help me keep the Wiki updated. They're super important. So thanks for them!
  11. Puzzling. That would mean the numbers are not being rounded down to the nearest hundred, but instead rounded down to the nearest thousand. I’ll go ahead and look over the level requirements in the Beta server so see what’s what… UPDATE: I went to the Beta server and looked at the cumulative xp needed for levels 1-10 and a sampling of the others, and it looks like all but level 50 rounds down to the nearest hundred. Level 50 rounds down to the nearest thousand, oddly. That means that players will need to cumulatively earn: 119 less xp to reach level 50 19 less xp to reach level 49 69 less xp to reach level 38 19 less experience to reach level 27 69 less xp to reach level 17 92 less xp to reach level 10 25 less xp to reach level 5 and so on... https://homecoming.wiki/wiki/Experience The incremental amount shows a similarly insignificant impact. For example, the amount of XP needed to reach the next level will look something like this: 1 to 2 = 100 xp (6 less xp than current amount required) 2 to 3 = 300 (37 less) 3 to 4 = 600 (18 more) 4 to 5 = 800 (same) 5 to 6 = 1200 (37 less) 6 to 7 = 1600 (25 more) 7 to 8 = 1900 (50 less) 8 to 9 = 2700 (20 more) 9 to 10 = 3000 (125 less) and so on... Overall, a teeny tiny change to the amount of xp needed to achieve a level. I'm still not sure about the reason for the change. It could be due to a slight change in the way that XP is calculated when defeating a mob, or maybe because of a change to the way the game rounds XP gain, or maybe just to make the cumulative levels easier to understand? In the wiki XP chart, both the Incremental and Cumulative numbers will all end in 00. No more odd numbers. So maybe the reason is as simple as that? No change to amount of xp needed for each veteran level, BTW. Anyway, if the leveling requirements is the only change, it won't have much of an impact.
  12. Looking at only the words written, It looks like the last 2 digits (on the right) will be removed. So 519 becomes 500, and 599 also becomes 500. So at most 99 xp points less needed to earn, but most likely a lot less than 99 depending on the level. It’s a negligible change. Not sure why the devs are doing it, but there’s got to be some reason…
  13. Yeah, I logged into several of my toons and just took screenshots. As you saw, the wiki page looks fine. No other images needed. However, if in passing you happen across higher resolution images than the ones I made, I'll definitely use them. Absolutely zero pressure though. I think they page looks good as is. 🙂 https://homecoming.wiki/wiki/Promotional_Origin_Art
  14. I took your suggestion and took screenshots of the various images. Seemed easier than unpacking all the bin files. They're not as high resolution as I'd like, but meh... good enough. Thanks GP!
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