Jump to content

Luminara

Members
  • Posts

    5139
  • Joined

  • Last visited

  • Days Won

    108

Everything posted by Luminara

  1. Look at it again. The parenthetical target info at the end of that line. (self only) I was tempted to make a blaster just so I'd have another character with a Confuse, because Confusing enemies to get buffs puts all kinds of happy on my face... until I saw the bug reports (one in March and one in April, shortly after the power went live). Noped out of that plan so fast I had to break out the BenGay for my back.
  2. It was an example, hence "a power like". The proc rate isn't relevant because the example assumed every proc fired, as indicated by the damage totals for both slotting approaches. The type of power, a power with a long recharge time that maximizes proc chances, and the slotting approaches compared, typical proc bomb slotting versus using an IO set and only slotting one extra proc, are relevant. And I did use the tanker version. Here's another example.
  3. These builds require significant amounts of global +Recharge, which they aren't getting from IO set bonuses and can't get from inspirations. They're scrounging and scraping to find global +Recharge to compensate for the lack of slotted RchgRdx, and scrounging and scraping more to find +Recovery or +End, because those proc bombs have little or no EndRdx slotted. And to make it all work, they're rotating between multiple clicks which are reliant on one another and barely within the tolerance required to keep the whole thing from imploding. Instead of being built to be powerful, they're built to work around the flaws fundamental to that paradigm. They're ten times as much work to maintain, and the results don't even justify the sacrifices it took to achieve them. Sure, a power like Thunder Strike with 2 level 53 Nucleolus, the Armageddon proc and three rare procs can deal up to ~600 total damage, but slotting it with 5/6 Armageddon and one extra proc makes it available ~40% more frequently, constitutes only a 16% reduction in potential damage, and cuts the endurance cost by nearly a third so it's actually sustainable in a chain. This build paradigm not only imposes unnecessary complexity to maintain it, it's not even better enough from a damage output over time perspective to justify the sacrifices or effort. Those are the details I look at.
  4. The "cake" most people are eating is a shit sandwich. The builds are extraordinarily convoluted, loaded with failure points (key not pressed at exactly the right time, power misses an enemy, one debuff cripples it, Incarnates not available, et cetera), bloated with procs typically slotted without regard to actual performance (or even functionality), and always designed to do one specific thing or are utterly reliant on having a pocket defender from one of their extra accounts to keep it upright. Don't lose any sleep over them. They're only impressive to noobs.
  5. That was suggested when travel powers were being revamped. It was denied. They're not going to give us a Combat Jumping quality aerial control power, with bonus KB Resistance, 54.6% +Fly Speed, Fly Protection and the capability to mule an LotG: Defense/global +Recharge at no cost, no downside, no sacrifice. Nor should they. It would be grossly imbalanced, not only in and of itself, but in what it would mean for the other pools. Your claim that we "have" to run three toggles to make Fly feel responsive is an application of self-imposed limitations or requirements, not a reflection of the game's limitations or requirements. Yes, Hover lets you stop instantly, and yes, CJ or Evasive Maneuvers let you turn on a dime, but so do the keyboard and camera. Powers with MovementControl and MovementFriction aren't mandatory to make flight responsive, they're shortcuts for pressing keys and moving the mouse. Press S. Turn the camera. You don't have to run one or more of the other toggles to maintain control of your character during flight, you choose to. I will concede that starting to move forward is sluggish without those mechanics, but we're not talking about having to inch along for several miles before reaching full speed, we're talking about one second to go from takeoff to zooooooooom, and that one second doesn't feel remotely as janky as Super Jump's initial lurch (which is much more noticeable... but not the reason i despise the power). It's not a problem that it requires redesign of the Flight pool. It's not even annoying enough for me to complain about, and I just complained about a buggy interaction between Swift and the Alpha slot level shift causing a tiny speed loss for a few seconds immediately after zoning. Your assertion that Hover is painfully slow isn't without merit, but it also doesn't require Evasive Maneuvers to resolve. Evasive Maneuvers does add a significant amount of Fly Speed to Hover (54.6%, (contrast that with Swift's 13.65% and Increase Flight Speed's 20%)), but it isn't the only options, it's just the most convenient, and by "convenient", I mean immediately accessible and not requiring any thought or planning. I can build any character capable of Hovering as fast as a Sprinting character, using the same slotting/temp power tactics that I use for Run Speed, without Evasive Maneuvers and without compromising build integrity. That's been possible since the day the Invention system was added. You brought up endurance costs. Fly is a travel power. It's not a combat power. Cryptic said that over and over again, so did Paragon and if you ask one of the HC team, they'll say the same thing. Travel powers are for travel, combat mobility powers like Hover are for combat. And in the previous paragraph, I made it clear that you can make Hover very fast without Evasive Maneuvers (i'm looking at a build in Mids right now that hits 45.16 mph. 56.3 mph with Accelerate Metabolism. 59.81 mph, capped at 58.64 mph, if i use Agility instead of Musculature). Yes, it's possible to ignore the designed intent of turning off travel powers or not using unnecessary toggles. That doesn't mean the game, or a pool, or a category of powers, or even a single power, should be exempted from that design, it means we, the players, are stepping outside of the design and we, the players, are responsible for solving the problems that we create for ourselves. This is one of those problems. So solve it. You know how to use IOs, put that knowledge to work.
  6. Phillip. It's called Phillip. It likes long walks on the main thoroughfare in Steel Canyon, rainy days with a bottle of Chateau Ohgodwhatisthis, and large groups of Circle of Thorns deep in its basements.
  7. Yes, it does. Failing to address the other travel pools would be interpreted as favoritism or disregard by the multitude of players who use those other pools, especially after all of the travel powers were redesigned to be faster, and doubly so in light of powers like Flurry and Acrobatics being rendered all but pointless by IOs and Prestige attacks. The HC team had to deal with a lot of flak over Force of Will and Experimentation being untouched when Sorcery was revamped, they're not going to make that mistake again. You might be satisfied with one pool being adjusted, you might not complain if the others were left as-is, but you aren't the only person playing on the HC servers and the HC team has a definitive policy of trying to be as inclusive as humanly possible. They aren't going to fuck over everyone who uses Leaping, Super Speed and Teleportation just so you can have something shiny in Flight. Combat Jumping has air control and Defense, Super Jump has speed. Combat Teleport is Teleport with a shorter range and faster animation time (that's actually a very important aspect of teleportation), so the situation is reversed, CT has speed and Teleport has range and hang time (to give people with slower reflexes time to select their next TP point). Your assertion that CJ/SJ and CT/T lack the same kind of similarity that Hover/Fly share is balderdash. Whatever point you imagined that would make, it didn't. I used Hurdle and Combat Jumping as my only means of travel for 7 years. I wasn't the only player who did that, just one of the most vocal proponents of it. And I could easily make Combat Teleport an effective travel power in the game now, with all of the tricks and toys available. Don't try to paint Hover as the only viable ghetto travel power, I know better. And that's just bullshit. Fly allows you to fly. That's all you need. Fly. You don't need Hover to fly. You don't need Evasive Maneuvers to fly. You don't need either of them toggled on, or even taken, for Fly to work. "Basically just to fly", Fly. Group Fly is functionally identical in this respect. You don't need anything else active to fly with it. Choosing to keep Hover or Evasive Maneuvers active while flying is exactly that, a choice, not a requirement. You're either deliberately drawing a false equivalency and praying that no-one's educated enough to recognize it, or you don't know what you're talking about. In either case, you might want to stop before you dig that hole any deeper.
  8. If they did that, they'd have to do it for Combat Jumping/Super Jump, and Combat Teleport and Teleport, and then they'd have to create something to combine with Super Speed (no, they're not going to make it a package deal with Hasten), and Infiltration would require the same treatment. So you're essentially asking for all of the travel pools to be redesigned. Can't do one and skip the rest, they learned that lesson with Sorcery. And there aren't enough words to express just how much I'd loathe having Super Jump forced onto all of my characters (i think i have 2, maybe 3 without Combat Jumping, out of 50ish). But I'd damn well try to express my dissatisfaction to a degree which I felt was sufficient, and I guarantee that it would be extremely unpleasant to read. The day I log in and discover that my characters are Super Jumping because I have Combat Jumping toggled on, I'm burning this fucking place down.
  9. Many, all of which can be summarized as "Unnecessary." I say that as someone who built a Kin/Elec defender with only the default T1 ranged attack, eschewed the use of that attack in favor of Flurry, Air Superiority and Thunder Strike, slotted no damage enhancements in those melee attacks, and still soloed AVs and GMs. I say it as someone who plays a Grav/TA/Earth controller that only uses one control, Wormhole, and beats enemies to death with Cross Punch, Fissure and Seismic Smash. I say it as someone who has a 50+3 petless mastermind that wasn't farmed up, but played all the way. The damage is there for every archetype. If you want it handed to you, play a scrapper or blaster. That's what those archetypes are there for. If you want it on other archetypes, you have to build for it, and that's an integral part of the game. This is an MMORPG, not a console game with no options. It doesn't work that way. Even within an archetype, there's too much variation between primaries and secondaries to create a baseline of that nature. Some combinations won't meet that bar because they lack something, like -Res, -Def or -Regen, others will exceed it because they have extra. The only way to bring that kind of parity would be to replace all of the primaries, secondaries, pools, *PPs and temp powers with one primary, one secondary, no pools, no *PPs and no temp powers. To homogenize the game to such a degree that the only differentiation between characters would be the colors they selected.
  10. This has been bothering me for a very long time, but I thought it was a result of Sprint's split Run Speed buff, so I never put much time into investigating it. I noticed it on Fly Speed, too, and now it has my full attention. After zoning, Swift's Run Speed and Fly Speed buffs are decreased for up to 10 seconds. Here's a character immediately after zoning into a mission map: And here's the same character a few seconds later: I have a single level 50+5 Fly Speed IO slotted in Swift on this character. This isn't happening with Hurdle, that's consistent after zoning. After testing on several characters, I've isolated the anomaly to characters with a T3 or T4 Alpha, meaning, level 51. What the Alpha does is irrelevant (tested with Agility, Spiritual and Musculature), it's the level shift causing the anomaly. It's also not an archetype-specific issue (one of the possibilities i investigated), I can reproduce it with all archetypes. Swift and the Alpha level shift aren't interacting the way they should. What's concerning about this isn't that the character is a tiny bit slower immediately after zoning, it's that the level shift is reducing the character's speed. The movement speed displayed in the second screenshot, after this anomalous speed reduction ends, exactly matches what it should be at level 50. Not level 51, level 50. Swift isn't dropping part of its buff, the level shift is somehow suppressing Swift. And it shouldn't even be able to do that. On this character, I have Musculature Radial Paragon, which doesn't buff Fly Speed at all, yet it's doing something to reduce my Fly Speed below level 50 value. This may be the visible part of a larger problem with level shifts, or it might just be Swift, but it definitely warrants investigation.
  11. You know, using a toilet might be a little less work.
  12. NPCs can't respond to dialogue options.
  13. Add the Levitate + Telekinesis yo-yo so you can do it more often. And mod the sounds so there's some Boiyoiyoiyoing.
  14. But I still get where I'm going before you do. Without a travel power. Bring it, Batatouille. I'll wait where I am, maybe you can reach me before the next century begins.
  15. XP requirement per level increases as level increases. "Halfway" by XP required is ~3% past level 45 (19,304,119 total XP to hit level 45, 39,149,119 total XP to for 50). https://homecoming.wiki/wiki/Experience
  16. You're not using the camera properly. All of that swooping and diving is you, not the game. I spent 7 years hopping around with no travel power and I was consistently waiting for my teammates. Try harder. You could start by learning how to move in a straight line.
  17. I was always first or second to mission doors when I was using Hurdle as my travel power. And that was when I was topping out just below Fly's old speed cap.
  18. The bright blue icon is Tidal Power, the 8,675,309 stacked icons are Tempest. Zooming in, water graphics can also be seen dripping off of the character. My character is a Storm/Storm/Ice corruptor. This occurred in the Miss Thystle's Plea alignment tip, Vigilante option, Stop Nemesis plot by destroying their base. The screenshot was taken shortly after defeating the doppelganger, when I noticed the aberrant powers in the buff bar. They never appeared prior to the doppelganger fight, nor in any fight afterward.
  19. OP: The tools necessary for everyone to conform to my play style are in the game. Also OP: I was asked to conform to someone else's play style, call the Waaaaaaaaaaaaaahmbulance. Everyone else: Woooooooo party!
  20. The argumentative and narcissistic follow-ups to the original post imply that the other side of this story is very different from what was described. Y'all might want to pass on this.
×
×
  • Create New...