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Everything posted by Luminara
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Viagra, my man. Viagra.
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Both. +Recharge from all sources is capped at +400%. The actual mechanic in question limits powers to 500% total, but the game treats all powers as having 100% because the -Recharge debuff has to have something to work on. So an unslotted power is at 100% Recharge and can benefit from another 400%. Slotting powers with Recharge Reduction enhancements counts toward the +400%. A power with 95% Recharge Reduction from enhancements can only benefit from 305% global +Recharge, for example. Even if you do acquire enough global +Recharge to hit the cap (turn the number blue in the Combat Attributes window), every % above what you needed to hit 400 is ignored. Note that this is on a power-by-power basis. Powers with fewer or no Recharge Reduction enhancements will have a higher soft limit to benefitting from global +Recharge. Alpha slot +Recharge counts toward the total. If you have ~125% Recharge for a power after the Alpha adjustment, that further reduces the total global +Recharge which will benefit that power. All buffs count toward the total. Hasten, Accelerate Metabolism, Speed Boost, the empowerment buff from base empowerment stations, set bonuses, non-Alpha Incarnate powers buffing your +Recharge, everything that grants +Recharge goes into the pool. So, the hard cap is +400%, and the soft cap is 400% - enhancement values (which includes the Alpha adjustment, for Incarnated characters). Helpful for powers with less or no Recharge Reduction slotted, and gives you some wiggle room when enemies tag you with -Recharge. Otherwise, once your attack chain is fluid and your long recharge time powers are at acceptable recharge times for your play style, there's not much point. Like Endurance Reduction, the more +Recharge you have, the more you need to make a big difference. Once you reach a build's sweet spot, you're talking about shaving hundredths of a second off of recharge times, not tenths of or full seconds, for every 1% you add, and every 1% is harder and harder to squeeze in.
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No-one's doing classic these days, it'd be Snarky Remastered. Which, in this case, would sound more like he found a new sugar daddy. Not sure if that's better or worse...
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Loved you in Planescape: Torment, by the way.
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Focused Feedback: Various Power Updates
Luminara replied to The Curator's topic in [Open Beta] Focused Feedback
The endurance cost was changed, not the recharge time... -
Focused Feedback: New Player Experience (NPE) Improvements
Luminara replied to Booper's topic in [Open Beta] Focused Feedback
Looking back to when I started, what I remember is learning that there were players using "Brawl Index", a measurement of the strength of attacks relative to Brawl. That was a direct result of both the lack of detailed information and the Minor/Light/Moderate/Yadayada nomenclature. Detailed Info was a significant step toward removing some of that confusion... but it's not always reliable. Some attacks display the wrong information (corruptor and controller powers run into this problem frequently), others just don't display damage info at all, even though they deal damage (pseudo-pets mucking up the works). And then there are the secondary effects, which tend to be unnecessarily vague. "Some enemies may be Stunned by this attack." That doesn't actually tell the player that Stuns use the mag scale, that it only works on minions or below, or even that it's not restricted to working on specific enemies in a specific group. It doesn't tell the player that it's only a XX% chance, or that slotting enhancements for that doesn't improve the chance... or the magnitude. That's detrimental to the new player experience. Point being, a lot of the nomenclature for descriptors is too vague. It works against the game, not for it, by confusing and misleading the player and creating the potential for a negative experience. Someone looking at one archetype's "Light Damage" attack, then seeing another's dealing almost twice as much damage, isn't developing an appreciation for scalars or modifiers, he/she is disgruntled at having selected the "wrong" archetype. Someone slotting for those low chance secondary effects and never seeing them do anything useful isn't going to open the info window and look for the problem, he/she is going to feel "cheated" because he/she could've used those slots for something better. And all of the hard info provided by the game is nerd food, not newb food. Descriptors are noob food, and it needs to be more nourishing. Descriptors need to be better. Normalize the references to damage across the whole game, so players aren't left wondering why this attack that deals "Moderate" damage only deals as much damage as that attack which is "Light". It can still be relatively vague, but informatively vague, so players always know what a descriptor means, can always look at that "Light" descriptor and know it means the attack deals between XX and YY damage. The same needs to be done for secondary effects, and in the same way. If an attack has a 10% chance to Stun minions, let the player know by adding that information. A slight chance to Stun minions or lower rank. Descriptors are one of the first things players see when they're looking at powers. They should be clear, informative and intuitive, not obfuscatory and confusing. The addition of detailed info windows and Real Numbers and combat attribs only brought the game halfway out of the dark. It needs to come the rest of the way into the light. I'd also recommend looking into alleviating the over-reliance on the mouse. There's a lot of repetitive clicking and dragging, and it's not just annoying to new players, it's a problem for long-time players as well. Having to drag and drop 70+ enhancements during a respec, having to drag-click-click-click for conversions... repetitious actions need to be streamlined in some way. Crafting, working in the market, respecing... Keyboard actions in the respec window, for example, to highlight an enhancement, navigate to a slot and deposit the enhancement. The same could be done with conversions. The "Hey, look, these computer thangs has mices, people LOVE CLACKING AND DROGGING!" era died before this game launched, but 20 years later, we're still Windows 95ing our way through the UI. It's off-putting for experienced players, to the point of numerous threads in the Suggestions forum asking for respec overhauls and conversion overhauls and AH overhauls, imagine how it feels to a new player, especially in the smartphone era. Of course, UI design is a challenge and a lot of old hands would be up in arms if the Co* UI were ripped out and replaced, but just allowing the keyboard to be used for some of the clicking and dragging would go a very long way toward making it a better experience and easier for new players to become comfortable with the more complex aspects of the game. A key to select something, keys to move it, a key to drop it, boom, easier, faster and smoother interaction. And a dedicated key to dismiss pop-up windows would be fucking brilliant. Pop-ups have been discussed already, and moving them out of the center of the screen would be good, but why the fuck don't they just go away when we hit Escape? That's been an industry standard since the 90's and we still can't do it without navigating binds or macros. Come on. -
The KD on both is locked at 0.67, so you're either fighting KB-weak foes, -2 or lower foes (purple patch would increase it to 0.804 versus -2 foes (0.75 is the KB threshold)) or you have a power active which increases your KB magnitude or reduces enemy KB resistance.
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Missions with jails disallow base rez.
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Storm Cell and Cat5 might both be affected by the bug that caused player pets to run out of OSA's burn patch. @Captain Powerhouse @Booper
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The discrepancy is a result of posts being removed. One total accounts for them, because you did make them, the other total excludes them because they're no longer visible.
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They're baaaaaaaaaaaaaaaaaack! Click that Report button! CLICK IT LIKE YOU MEAN IT!
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Did you change the field of view?
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Just logged into the game to test it... and it's location-targeted. That's why your bind doesn't work. powexeclocation self Pet: Power Drone
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I was about to ask why you were asking about scene switching during childbirth on a video game forum.
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They were all changed to Pet: Petname a Page or two ago. I think, from looking at the CoD page, it would be Pet: Power Drone Pet, so try powexecname Pet: Power Drone Pet.
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In bed.
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Game over, man. Game over. Once again, thank you to the HC team, the real heroes putting the real villains out of commission.
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Wendy's doesn't serve long pork. 😠
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Ego sum papillas, ergo sum.
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WB/DC's problem is rebootitis taken to absurd extremes. If a film doesn't gross a billion, reboot. If a film doesn't test as well as a film which grossed a billion, reboot. If a producer watches a daily and doesn't think it looks like something that might gross a billion, reboot. If it's Tuesday, reboot. Executive meddling in hope of guaranteeing that everything released sets records has crippled them. At this point, when they do manage to push something out the door, we expect them to abandon it, and we don't develop an attachment, or even interest, because we already know there's nothing coming in the future. We don't trust them to deliver on the promise inherent in superhero films, the promise of continuance, of sequels. They'll either reboot or throw it away, so no-one cares any more. James Gunn coming on board and cancelling even more projects, while green-lighting B- and C-lister properties... that probably isn't going to help as much as they imagined it would. Marvel built up so much hype and excitement with their original Avengers line-up that moving on to different characters was what hit them the hardest. I've read various complaints about what they've done after Phase Three, but as I've only seen Black Widow, Shang-Chi and No Way Home, I'm not in a position to agree or disagree with them. But we all spent over a decade watching the central characters and seeing their stories play out, and when those characters were removed, it left a big hole in the MCU. We can't blame Marvel for that, they couldn't chain the actors to the characters, or drag out their stories, indefinitely. Nor were the actors at fault, they have lives and interests outside of the MCU. But those characters and the actors playing them were what kept people going back for more, and without them, Marvel's fighting an uphill battle to recreate what they built in Phases One through Three. I don't envision Co*'s return to the light having any impact on either of them. It doesn't touch on the problems affecting those companies in any way. It's not going to make people believe DC will get off the treadmill and start moving again, or insert retired characters into Marvel's new offerings.
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The economy is my bitch. Of course it looks "weird and broken". *puts a liplock on the economy* *spits out a level 10 Interrupt IO*
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The Librasic.
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Where the heck is the friday costume contest forum posted?
Luminara replied to Enchantica's topic in General Discussion
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Focused Feedback: New Player Experience (NPE) Improvements
Luminara replied to Booper's topic in [Open Beta] Focused Feedback
And Slow/Snare and Leap/Jump.