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Night

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Everything posted by Night

  1. Which is not something every archetype or even team makeup has access to. Just trying to make a power nobody has any reason to pick (Black Hole) and a cool looking power with much more usage cases but still finicky (Dimension Shift) more usable.
  2. It's not. It's weaker than an AoE hold that prevents enemies from doing anything at all.
  3. I've not used Black Hole since live before this testing, simply could not make it trigger its intangibility effect on command, even by stacking a controller's AoE immobilize on a group several times, which usually adds a -knockback effect to targets for a while, they would still get pulled in and nothing else would happen. Oh I'm aware of that. From trying to make Dimension Shift work in teams it works as a good tool to make a group irrelevant for a short while, but teammates will always try attacking or CCing the oncoming mob on top of that and wasting their cooldowns regardless. I'm simply suggesting the phase shift effect be altered so that the mobs can be affected by players while still retaining their own inability to attack others. An effect that would also make Black Hole usable which does not have a field you can enter to also get phased in.
  4. Both Dimension Shift and Black Hole are very situational powers, and both are mostly proactive in that you look at a group of enemies waiting up ahead and decide they won't be a problem for a while. While both powers are fine and very much in-line with the control and support sets they appear in, the one part of both powers that generally gets in the way of their usability is the intangibility effect placed upon enemies. But this suggestion isn't about removing the quite unique to them phase shift effect and instead about making it fun with the tech available in other powers we have now, and improving the two powers in general. For clarity, the effects of both powers as seen on a controller, since you can have both on a grav/dark controller: While the radius of the placeable effect of Dimension Shift isn't stated on the power, it seems to be 25ft as per https://cod.uberguy.net/html/power.html?power=pets.dimensionshift.dimension_shift&at=minion_pets . Now to buff up those two powers, first up, we add the trawl/draw-in effect that the Singularity pet uses. For Dimension Shift, we make the effect 5ft larger than the power's phase shift effect, giving it a constant draw-in effect radius of 30ft around the point of placement. Black Hole meanwhile gains a constant draw-in effect radius of 20ft around the initial target for the 30s of its duration. Adding the draw-in effect would cause nearby enemies to be pulled into the powers' effects: becoming phased and immobilized in the case of Dimension Shift, and simply piled up and continuously pulled together in the case of Black Hole, similar to its current effect. The persistent intangibility effect to all affected targets of Black Hole would also be returned to the power, as would its immobilize effect, both applied to all targets within the AoE upon initial cast with no distinction to their status, as the power is extremely weak in its current state and from testing, seems unable to reliably trigger intangibility at all. At this point we have a buncha phased enemies piled up together with more being periodically drawn in with the trawl effect, so to make this entire suggestion work, instead of using the current Phase Shift effect, we apply the effect of Speed Phase to all affected targets. This makes them unable to affect their enemies (players) while still being able to be affected by them, allowing for players to actually attack phased enemies while the effect still acts as a soft-CC since those enemies may still affect each other with buffs or heals and enemies with mez resist and bosses may escape each power's effect by simply walking out of them. I think this way the idea and full functionality of these two powers is retained, that of shoving a group of enemies into another dimension so that they're not a problem for a short while, and it removes the effect of your teammates being annoyed because their attacks do nothing or powers that need an enemy to work fail to do anything.
  5. Something nobody would ever have a reason to go near, but there is a mob spawn right by it and zone exploration is very enjoyable. First Ward (and Night Ward) at [-565.5 31.3 -475.1], a broken wall within a ruined building, it seems to be using a corner piece that has no texture for one of its sides, but does for the other The same piece of wall from the other side: Just nearby that spot, there is a bit of floating rubble at [-557.2 33.5 -601.3], it floats above ground on most of the skewed floor. For both of those spots, it is the same in both First Ward and Night Ward, since both zones share most of the zone geometry. Again in both First Ward and Night Ward, there is a massive crack in the central building of the zone at [88.2 407.9 -297.2] (the /loc is the same for both zones), which has no texture within in to conceal the hole into the geometry of the building that you can see emptiness through. First Ward: Night Ward:
  6. There is a vent, one with fog coming out of it, in Bloody Bay at [2175.3 118.3 -87.0] which is turned 90 degrees to the side instead of being flat against the building it is attached to.
  7. Another odd one for the list. In First Ward, entering the door behind Diabolique on top of the Westerman Building used to make you exit from the same door within Night Ward but now it drops you in front of the Midnighters house in The Arcane Quarter. If it was actually changed and not a bug, dunno why, it was cool to exit in the same door in Night Ward!
  8. From the intro to the exploration badge mission in The Chantry, "Own the consequences of your choices", think it should read "weigh" instead of "weighs", cause it's referring to "echoes" in plural? From the exploration badge mission in the First Ward, Find the heart of Sunken City, the sendoff dialogue seems to have the word "this" that shouldn't be there.
  9. Similar as the odd rendering issue in the previous post, this time in Cascade Archipelago (Shadow Shard) at [-171.4 585.8 515.5] where it seems the nearby hill is too tall internally and forces de-rendering of map items behind it (if that's how it works), changing your camera angle from around that spot causes flickering of rocks/plants/enemies in your view.
  10. There seems to be some strange rendering issue in Eden around [2108.1 210.6 4263.7] (specifically mid-air). When passing through in that spot, looking around can cause many of the nearby rocks to flicker in and out of existence Also, looking in the South direction from [2123.9 216.5 4248.4] which is slightly above ground-level, can cause patches of the ground nearby to de-render.
  11. Cimerora exploration mission "Survey the hills wreathed in shadows", first paragraph part that reads "primal malevolence that are is". Also a Cimerora exploration mission, intro text to "Scout the depths of Castellum Quarter", has "Romulus Augustu" missing his last "s". Another exploration badge mission, Rikti War Zone this time, "Participate in Rikti mothership raid" mission for the Unabashed badge has Vanguard in plural. Exploration badge mission in Croatoa, "Survey damages caused by Jack In Irons" for the Jack's Wrath badge, think that word in the second line is supposed to read "dire", because then it'd rhyme and make sense?
  12. As per title, since the recent release of Page 2, and the change to how the AoE hold power works, Gravity Distortion Field now uses the same power icon as Gravity Distortion instead of its old and proper icon .
  13. As an addendum, Gang War from the Thugs powerset is in the same boat as the underlings that the power spawns every 1-2 seconds, I think up to 10 underlings, only spawn so long as the target you used the power on remains alive, which may often be a challenge even for bosses. If the target dies before the power goes through the full list of its summon targets, you're stuck with however few pets it spawned, until they despawn shortly after.
  14. Those two powers have been troublesome since live, so for a quick rundown; Haunt is a summon power which is activated on a live enemy target, which after a brief animation spawns two pets which deal good damage and offer CC before disappearing after a while, the active part of the power also forces the summoned pets to haunt the chosen target as priority before swapping to other enemies upon its defeat. Dark Extraction is a summon power which is activated on a defeated enemy target, which after a brief animation spawns a single pet to follow its owner and provide with ranged attacks. Both powers fail to summon their respective pets if the target enemy dies between clicking the power and the animation's conclusion (Haunt) or if the defeated enemy despawns before the animation concludes (Dark Extraction). Being target-state-reliant causes easy instances of the power being wasted, going on cooldown with no effect and feeling bad and anxious to use. So without knowing how either are coded and if it would be simple or a mess to change it, I'd like to suggest a fix to both in that the trigger for summoning the pets happens at the moment when the player hits the powers' buttons and the pets are queued up to spawn, even if they may be invisible and their AI inactive until the proper spawn animations activate in accordance with current animation time. At least if it would be as simple as that, then the instances when you hit a button and it does nothing while also going on a long cooldown would no longer happen.
  15. The (minor but very annoying for zone exploration) bug is still around where as you enter a new district of a neighborhood, it does not switch to that new district's zone track and instead continues playing the track of the area you were just in until the track completes. It's a long-running bug from back on live that kept popping up, small but annoying.
  16. The unenhancableness of some parts of some powers seems a bit worrying, but would require proper testing, as with the changes to Tanker cones it might result in slightly better numbers, or it might not. As much as I hated the repeated nerfing Regen got on live from its early days, and how Willpower replaced it when it came out, I wouldn't call for nerfs to Willpower. I'd rather see Regen be buffed even more to be this unstoppably regenerating powerhouse that the set can be. Yeah, that's a miscommunication then, which happens. "Popup option to revive" would be another clearer distinction. Would it also be possible to have the window pop up but not be time-limited to simulate the way Revive works, as in getting up when you decide to? Even with Ailment Resistance giving a 20% recharge debuff resistance, I still think that number should be way higher at a glance. You get hit with recharge debuffs as early as Outcasts in Hollows, Circle ice mages in Kings Row, or Council web grenades in Steel Canyon, and it gets more commonn through the levels. Meanwhile -regen debuffs don't seem that common, Circle mages with Twilight Grasp, then Carnies at 40+, I think Praetorian Clockwork might also have some of it in their energy blast AoEs? I still think that Resilience/Ailment Resistance could do with being slottable with defense enhancements to make IOing out the set easier.
  17. What does the new Second Wind power mean exactly by "a chance to get back up and keep fighting"? Is it a percentage chance based proc and unreliable? If you can't rez on command like with current Revive, then that's not great as the set should have a reliable self-rez. Recharge increases from all kinds of slow attacks are generally the bane of Regen, I'd still suggest giving the whole set a cumulative hardcapped recharge debuff resistance throughout its passives to make it feel better, particularly with how much more common -recharge effects are compared to -heal ones, akin to how Super Reflexes has a hardcapped defense debuff resistance. Adding even a tiny 2-5% defense buff into Resilience and/or Ailment Resistance would also go a long way into helping out IO builds as the set is notoriously difficult to build up for defense and resistance.
  18. The Hazard Zone gate in Rikti War Zone which leads back to Crey's Folly seems to have a copy of the fence-and-booth model area that is right outside of it, but this one is mirrored and stuck within the gate area, causing the fences to collide and clip through one another and the booth being clipped partway into the back gate of it, roughly at [-576.2 0.6 -445.7]. For comparison: screenshot of the repeated fence-and-booth area within the gate in Rikti War Zone, and then what a normal Hazard Zone gate looks like: Gate in question (RWZ): Normal gate:
  19. The bridge toll booths in Kallisti Wharf have one of their sides' windows not affected by the day-night cycle. That is the case for both booths either side of the raised bridge at [2700.5 72.0 2516.1] and [2300.7 71.5 2562.9], then also again at [1615.4 50.5 4846.3]. It seems to be a bug with this specific type of booth as a model rather than individual errors.
  20. More options are always good, especially as all the models and animations are already in and would just need to be tied to a power.
  21. Community titles and roleplay tend not to go down well together.
  22. There are two large rectangular bases of buildings that seem to have sunken down too far below street level geometry and are clipping through into the car park tunnel underneath Port Oakes at [-573.3 143.9 198.2] and [-555.5 145.3 329.0]. Checking the building above, it seems the two square platforms are the ones to blame as they match the texture and run down through the height of the building they're clipped into to stick out down below. Strangely the two platforms are also the ones with all the props on the roof, so hopefully the props are attached to them to make height adjustment easier. 😶 Pictured the left and right building clipping, both as seen from outside the tunnel, and the building above whose parts appear to be clipping through down below.
  23. One of the doors/door frames to a short building under an awning is slightly misaligned/rotated to stick out, Kings Row at [-296.5 -41.8 297.9]
  24. A set for a Dominator secondary, mainly based on the Beam Rifle set Beam Assault Single Shot - Ranged, Moderate DMG(Energy), Foe Knockdown Pummel - Melee, Minor DMG(Smash) Cutting Beam - Ranged (Cone), Moderate DMG(Energy), Foe -Def(All) Charged Prod (Bayonet with Energy Damage) - Power Up - Self +Special, +Dmg(All) Refractor Beam - Chain, Moderate DMG(Energy) Targetting Drone - Toggle: Self +To-Hit, +Damage, +Perception, +Resistance(To-Hit Debuff) Penetrating Ray - Sniper, Extreme Dmg(Energy), Foe Knockdown Lancer Shot - Superior DMG(Energy), Foe Stun
  25. I have no idea what could possibly be causing this one type of enemy to aggro. A dark-gray-conning enemy should not even be ale to perceive a much higher level player unless attacked first and this is not a mechanic in any other part of the game. The only part I can think of is perhaps this one specific enemy type got accidentally tagged as a zone-event AI, since zone event enemies used to have levels long ago before they were changed to be level-less and scale to the player. Or it could be something completely unrelated... 😕
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