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Everything posted by Luminara
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No. Targeting through a character doesn't affect aggro in that way. When a player character targets through a tanker or brute, they're not adding their aggro to the tanker/brute's, they're relying on the tanker/brute's aggro to override theirs. They still generate aggro, but if their tanker/brute is also aggroing the selected target, the tanker/brute's higher aggro multiplier keeps the enemy focused on him/her. If a pet targeted through the owner, the pet would still generate aggro on itself, because the pet is the source of the attacks, not the owner, and the pet has Gauntlet/Fury, so it's aggroing like a tanker/brute. Then it's Gallaghered. If PPP pets were excluded from Gauntlet/Fury, that would fix the problem entirely and make them useful and usable for tankers/brutes. There is no code, of which I am aware, that allows an exclusion from Gauntlet/Fury, though, so it would have to be created.
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Discovered the hard way that they're a poor choice for tankers. They inherit Gauntlet, so everything they do pulls aggro off of the tanker, resulting in a spectacular failure to fulfill any role beyond cannon fodder. I expect that the same thing happens with brute PPP pets, but the tanker PPP pet experience left such a bad taste in my mouth, I refuse to even consider them when I'm making a brute build. Sentinel - tried to make the Toxic Tarantula work with my Archery/Energy, but even with every pet damage mitigation unique and Maneuvers, it was a waste of animation time. It rarely survived long enough to finish combat with one spawn. My defender results were better, using TA/Dark/Mace, but it's never proven to be terribly useful. It doesn't add shave off much combat time, takes a lot of damage (how, i can't figure out, since everything's hit chance is floored), runs into melee range EVERY FUCKING TIME... it's more of a burden than an assistance. I've pretty much given up on the idea of using PPP pets at this point.
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Most Embarrassing "Missed Attack" Animation?
Luminara replied to tidge's topic in General Discussion
Pacify. "You don't need to see my identification." "Jedi identified, Order 66 this bitch now." "..." -
What forum(s) do you never read/post to?
Luminara replied to Techwright's topic in General Discussion
I keep https://forums.homecomingservers.com/forum/10-general-discussion/ and https://forums.homecomingservers.com/ open at all times, even when I'm playing a game or watching a movie. I refresh both frequently and read whatever catches my interest. I never check the PvP forum, RP forum, or the server-specific forums. Those are people-oriented. I'm not a people person. I rarely look at Guides or Badges. I usually know what I'm doing. -
Extinguishers apply 100% -MaxHealth and restricted to Fire, so yeah, it would be applicable to Storm Cell, and comparatively easy to copy and paste into the power's definition file. But it would also have to be applied to numerous other powers, lest hackles be raised. Water Spout, Bile Spray, Steam Spray, Geyser, essentially all powers representing a liquid which could smother flames. That would also raise the question of whether certain other powers, such as the entire Poison set, which also use liquids; wind powers like Gust and Snow Storm; and accepted comic book powers which have been shown to be handy for putting out fires, like Hand Clap, should also have the effect.
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Fire is only affected by Cold damage. https://cod.uberguy.net/html/power.html?power=objects.destructible_fire.resistance There's no way to add Cold damage to any power and have it only affect Fire, either. Nor would it work to add a unique damage type, something newly created just for this purpose, and flag Fire to be affected by it, because it would still affect everything else, too. All hostile NPCs would take damage, whatever kind of damage it was.
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Patrols and ambushes are part of the game. If you go AFK and are jumped because someone dropped a debuff toggle on you, after you put your character in what you expected to be a safe location, you're going to accept the responsibility for it? Stealth buffs and perception debuffs are also part of the game. If I go AFK with Stealth active, whilst standing in the middle of a spawn, you're going to say it's my fault when someone else decides to use me as an anchor for a debuff toggle? Victim-blaming isn't cool.
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That occurs to me very frequently in post-Issue 18 content. It's almost always accompanied by a momentary pause a sudden, large spike (a long block of red, at least a quarter of an inch long) in the netgraph. That indicates that there's a miscommunication between client and server. I've been logging in with the diagnostic client since it was released, and I switch back to the open command line window often just to see what's going on, so at some point, I'll dig up one of those missions that cause it and see if it passes anything to the command line window. It's not you, or your computer, I can assure you of that much. Beyond that, I can't say until I test.
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There'd have to be an aggro redirect to prevent them from being used as a griefing tool (placing the debuff AoE on another player character specifically to draw enemies to that character). And an additional graphics option to allow the effects to be disabled by the anchor, to prevent another type of griefing. But I don't see this happening at all unless yet another change is made, that of allowing the player to choose, on the fly, whether to toggle it on an enemy or ally. An outright switch to targeting would impact gameplay for a lot of players who are already accustomed to enemy-targeted toggles. It would also make it impossible to use this type of toggle solo for any player who doesn't have a pet. I'm sure there are any number of people would would strenuously object to having their primary method of mitigation taken away, and more who would object to being "forced" to respec into a PPP and take a pet they don't want, or feel they need.
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They usually do add a freespec when powers are adjusted in Pages. I know I remember one of the HC team stating that in a recent (sometime in the last year) thread. Not sure why one didn't go out this time. @Cobalt Arachne?
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Null the Gull grants that level of power, on request. And a badge.
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Suggest a good Gold-side solo character
Luminara replied to Techwright's topic in General Discussion
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Suggest a good Gold-side solo character
Luminara replied to Techwright's topic in General Discussion
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Unspeakable Terror stun proc doesn't grant Containment
Luminara replied to EmperorSteele's topic in Bug Reports
Status effect procs are generally underwhelming, with low durations and low magnitudes, and the Stun procs are the worst of the lot. You could try Devastation: Chance for Hold (mag 2, 3 PPM) and Lockdown: Chance for Hold (mag 2, 2.5 PPM) in Dominate/Total Domination. If you dip into melee, Cross Punch and Boxing have chances to Stun, and any melee attack can take Blistering Cold: Chance for Hold, which is about as good as Lockdown's proc (the superior version is... superior). If it's a 35+ character, I really can't recommend Earth Mastery enough. Fissure has a 50% chance for a mag 2 Stun, and a 50% chance for a mag 1 Stun, and they both stack, with each other and with other Stuns. You can get a lot of Stun mileage out of Fissure. Throw in Cross Punch and you might find that you don't have to use other controls very often, what with everything either on its back or ambling around dizzily. And Seismic Smash is not only a hard-hitting attack, it's also a mag 4 Hold, an instant boss neuterer. Go Stone, skip the procs, you won't even need most of your primary. -
Unspeakable Terror stun proc doesn't grant Containment
Luminara replied to EmperorSteele's topic in Bug Reports
CoD verifies that it is set to 8 seconds. If it's not lasting 8 seconds for you, it's status resistance or enemy level (8 seconds becomes 7.2 seconds on +1 foes, 6.4 seconds on +2 foes, 5.2 seconds on +3 foes and 3.84 seconds on +4 foes). Working as intended. A minion or higher with a mag 1 mez on it isn't "contained", as it's not Stunned/Slept/Held/Immobilized. It will stack with other Stuns. -
https://homecoming.wiki/wiki/Ouroboros_Badges
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Set difficulty to -1/x1. Log into level 50+ character, buy Ultimate inspirations, mail to self. "Earn" title with no risk, pound chest. Also, there's a forum for suggestions. It's named, conveniently, Suggestions & Feedback.
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Also, no.
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Then don't. What they do doesn't affect you, and what you do, or don't do, doesn't affect them. But as always, your hyper- and hypocritical assessment of others is entertaining. Please, do continue.
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Good News. New Players. Bad news. Teams suck.
Luminara replied to Snarky's topic in General Discussion
You sound... beleaguered. -
Good News. New Players. Bad news. Teams suck.
Luminara replied to Snarky's topic in General Discussion
Nobody is making double D wisecracks? Where's the innuendo? How can I make it through the day without veiled sexual references? DO I HAVE TO DO EVERYTHING MYSELF?! Something something more than a handful something. 😠 -
That the badge pop-up itself says it grants 5 charges of Experienced, and that only characters with extremely long periods of inactivity aren't receiving those charges, indicates that the problem is not a missing patch note, but a bug preventing characters which meet specific conditions from receiving the power. Get off the patch notes fixation. This is no more a patch note problem than it is a day job problem. The end result is the same, the means is not. Experienced is a power that grants 5 bars of patrol XP instantly when it is used. Until Experienced is activated, it's not patrol XP. It has no more interaction with patrol XP, day jobs or day job locations than the Bow and Arrows temporary power, or the Nemesis Staff temporary power, or any other temporary power which is not directly linked to day jobs. If the only way patrol XP benefitted level 50+ characters was debt relief, level 50 characters couldn't accumulate patrol XP. Right here is proof that they can and do accumulate patrol XP. I even made sure to screenshot the total so you could see that it's maxed out, 10 full bars worth, the equivalent of one level. 5,608.000 points of patrol XP on my Staff/Willpower with 96 veteran levels. I can take screenshots of 20 other level 50 characters, all with patrol XP. Being 50 doesn't restrict a character from receiving patrol XP. That wiki, by the way, is the archived version that doesn't include any of the SCoRE- or Homecoming-specific changes. One of those changes, for instance, was veteran level acquisition being moved to the standard leveling pattern, rather than set temporal intervals (3 months). We gain veteran levels, one for each level we would otherwise have gained, after hitting 50. As such, we also now accumulate and use patrol XP on level 50 characters. The old wiki doesn't reflect that and that's one of the reasons we don't refer to it. It's sorely outdated. https://hcwiki.cityofheroes.dev/wiki <- use that in the future, please. This character had been logged out for over 100 days (142, if i recall) before I logged into it to take this screenshot, and has 10 bars of patrol XP waiting to be used. I received those 5 charges of Experienced when I logged in, as should be evident from the anniversary badge pop-up that I left open for this screenshot. That's pretty conclusive proof that patrol XP doesn't prevent Experienced from being granted on sub-50 characters. I have plenty of sub-50 characters that I can take screenshots on if you need more evidence. You're trying to help, we get it, but this isn't helpful, it's a hindrance, and a diversion from the reported bug. There is no correlation between patrol XP and the failure of the anniversary badge's Experienced grant. You've conflated the two erroneously. Let it go.
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Good News. New Players. Bad news. Teams suck.
Luminara replied to Snarky's topic in General Discussion
The Snarkitect.