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Everything posted by Luminara
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If that were the case, @Bill Z Bubba wouldn't be AWOL. And I can say that there have been numerous changes that I didn't particularly like, but they happened anyway. The new sentinel inherent? Not a fan. The removal of Empyrean merit conversion to reward merits? Kick in the naughty spot. Glue Arrow being set to location-targeted? Hate it so much I don't take Glue Arrow on any of my TA/* or */TA characters. Toggle suspension on offensive toggles? Strenuously argued against it. Look at my post count. Look at my rep. Did those numbers have any sway? Nope. If they were making an effort to satisfy me, they failed miserably. But that's the thing, they aren't making an effort to satisfy me. Or @Bill Z Bubba, or @Troo, or @Snarky, or any individual or group of individuals with a high post count or rep. They're trying to do the most good for the greatest number of people. Sometimes that means some of us don't get what we want. Sometimes it means some of us have something taken away. But it also means others do get what they want, or gain something. That's life. Being garrulous or popular doesn't give anyone control over development. Nor does coming in after the fact and having a snowflake meltdown. The HC team does their own thing, we're all just along for the ride.
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https://cod.uberguy.net/html/entity.html?entity=pets_terror https://cod.uberguy.net/html/power.html?power=pets.terror.cloak_of_fear&at=minion_pets https://cod.uberguy.net/html/power.html?power=pets.terror.terrify&at=minion_pets https://forums.homecomingservers.com/forum/21-dominator/
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Cremate's endurance cost should be 10.66, not 18.98. Psychic Shockwave's damage is set to scale 0.6031, whereas the other versions (blaster and dominator) are set to 1.1 and 1.0954, the recharge time was never doubled as is intended for *PP powers (it's identical to the non-*PP variants (20 seconds)) and the 18,512 endurance cost is wrong (it's identical to the dominator Psionic Assault power, which is otherwise identical to the blaster Mental Manipulation power, except with an inexplicable 80% increase in endurance cost (why is the dominator variant that expensive?). Pulverize's endurance cost should be 10.66, not 8.53. There are more, like Thunder Strike, Midnight Grasp... lots of sentinel *PP powers aren't following the formulae.
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Are Freakshow good annoying or just annoying annoying?
Luminara replied to DougGraves's topic in General Discussion
They're annoying when the mission requires defeating a boss spawn and they keep rezzing. -
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Did you read my reply, in which I said that I specifically tested the aggro behavior of all of the EBs and found that they obeyed standard aggro mechanics when they were Taunted, another entity built up more aggro, the door clicker left them in the dust and another player character was in aggro range, or they were attacked after losing target on the original door clicker? They obeyed the expected aggro rules in every case. If they were Taunted, they stopped attacking my character and attacked the Taunter. If my character was out-damaged, they aggroed on whatever was dealing more damage to them. If they stopped chasing a door clicker because they couldn't catch him/her, they aggroed on the next available character (mine). If I attacked an EB which someone else left behind in a click and run, it broke off pursuit and aggroed on my character. I didn't read something on the forums and assume it to be true, I tested this. Extensively. I know that they can be aggroed by something other than the character which clicked the door, despite your assertion to the contrary, because I spent time testing how they interacted with my characters after reading that they ignored pets in another thread. That comment piqued my interest and pushed me to investigate whether it was a problem with pets in general, specific pets, or a problem with the aggro mechanics, or player expectations. I found that PA immediately and irrevocably Taunted the EBs away from my Ill/TA controller. I found that the Robotics henches could pull aggro off of my mastermind as long as I wasn't using attacks, sticking to buffing/debuffing/healing the robots instead. I also found that Singularity could not pull aggro, with either the controller or dominator I used, and that made sense, as the pet has no Taunt and low damage. Having exhausted the list of pet-based characters available to me, I moved on to testing how the EBs responded to my other characters. I had several EBs stop chasing other player characters and attack my Shield/Elec tank, my Ice/Stone brute, my Street/Shield scrapper and my Kinetic/Willpower scrapper when they loped through my PBAoE toggle radius, in PI and in Kallisti Wharf. I attacked EBs which I saw running past and successfully aggroed them, with a variety of archetypes at levels ranging from 34 to 50+. In every case, the initial aggro sent them to the door clicker, but all of the aggro mechanics which should have shifted their attention away from that character functioned as expected. I also tested Placate with my Night Widow, and found that it worked as expected, and Misdirection with my Dark/Martial dominator and that also worked. So clearly, the aggro mechanics were properly functioning for that type of Threat manipulation. What I did not do is Placate and walk away, or wait for them to despawn, but based on all of my other test results, I have no reason to expect that they would not aggro onto anyone happening past or attacking them, as that's what happened to my characters several times. If they remained permanently aggro-free after a Placate, even when a condition warranted aggro (you attack again, another player ventures near enough to aggro the critter after the Placate duration expires, another player attacks, a pet attacks), that would be a bug. Nor do I accept your insistence that any of the behavior I witnessed is "an issue". If these EBs were coded to be laser-focused on the door clicker and ignore all aggro mechanics, they'd make short work of every mastermind, even through Bodyguard mode, especially that damned mummy; Illusion controllers would be fucked so hard and fast that they'd never go near a door again; and everyone without Barrier or at the level minimum for them to spawn would've been on the forums, making the "ZOMG U NEFFED FARMS" bitching look like warm, fuzzy group hugs, to highlight a few examples of the repercussions of such a design. Regardless of what you presume after looking at the string @Faultline posted, or even what @Faultline himself said, the HC team would not design critters which excluded player participation if they weren't on the "right" archetype or using the "right" powers or at the "right" level. That's just not how they do things.
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It allowed them to make a stronger control than would be otherwise warranted by a power available to sentinels. The mag 4 Hold is of just enough strength and duration to disable the protection powers of almost every enemy below native EB status. That makes them vulnerable to the Repel and KB. Once the Repel is applied, the enemy is locked into the keyed animation, and can't respond. It has to wait until the Repel finishes, then wait again for the KB animation to complete, before it can do anything. Essentially, the Repel and KB extend the duration the 0.61 second mag 4 Hold into a much longer Hold, by manipulating the animation system. It's actually a remarkably clever way to give a low control archetype a strong control without actually giving it a strong control.