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CaptainLupis

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Posts posted by CaptainLupis

  1. 4 minutes ago, Arbegla said:

     

    While I can't talk about the workflow of programming for the Dev's here, I can talk about commercial grade programming workflow, and even with the best code base in the world, you don't want to change too many things at all. Incremental changes are always best, as you can break something in new and creative ways. They were already touching the travel powers (which covers Mystic Flight) and the change to RoP is simply reducing a duration value. If there is proper coding standards, that is a pretty simple change.

     

    Now, rebalancing the other powers, (keep in mind, two of the powers within the Sorcery Pool affect Enemies and Allys, but in different ways) is a lot more work, and was definitely not planned as part of this change. We're going to get a free-spec when this hits live, and we'll get another one when/if the Sorcery Pool gets looked at again. Temporarily making a Origin Pool (that on average only 5% of players take) less popular isn't a big deal.

    Unless you are like me and hate the respec process. I have used an absolute fortunes worth of unslotters to avoid respecs wherever possible. How I wish there were a way to respec a single power, or even pool, rather than the entire respec you have to go through now. Unslotters for powers is what we need!

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  2. 5 minutes ago, StratoNexus said:

    Time? Adjusting RoP is something they have already examined in detail, especially with the other Tier 5s having the 60 second recharge, that lends itself to also already having a similar change out in live (sort of). Messing with the other powers in Sorcery requires time to examine the pool overall and brainstorm multiple ideas for how to adjust. Stuff I am sure they have thought about a little, but not enough to push the change to beta (unlike the RoP adjustment, which has already been iterated based on Unleash Potential and Adrenal Booster).

    Oh I get that, I just don't see the need to rush through the nerf now, instead of waiting until the other power improvements are ready to implement, making an already underused set even less desireable until they do.

    • Like 3
  3. 2 minutes ago, Faultline said:

     

    The other powers couldn't be looked at before nerfing ROP, because then you'd have the other powers updated without updating ROP and people would think ROP was fine as-is. The definitely could be looked at the same time, but because the set got an early update because of the travel part of it, the non-travel powers were left for after. Does that make sense?

    I suspect "looked at" means something different to you than it does to me, which is where the confusion came from. Looked at, to me, is not the same as implement. So it would be a case of seeing what changes to make to improve the other powers (the looked at part) then implement those at the same time as the nerf.

    • Like 2
  4. 7 minutes ago, Faultline said:

    Caveat emptor: I'm not a powers dev. I am however involved in the dev discussions in the backend and want to address a few points that have been brought up.

     

    "Why even ask for feedback if the change is set in stone?" Truth is that no change is set in stone and continues to be discussed internally up to release and sometimes after. While the posts may not be directly replied to in the forums, that is because players as a whole tend to take any dev word as an absolute promise that shall never be broken, so it's better to not say anything while internal discussion is going on. But the feedback is being read and used in the internal discussion to see where the change goes.

     

    Something that may not be obvious is that the amount of feedback, in either direction, lets us know how much people care about a specific power. Realize that less than 5% of all characters have Rune at level 50; with Corruptors being the AT that takes it the most at 11%, and Brutes taking it the least at 1.7%. Compare to something like Afterburner, which was also modified this patch: 11% of all characters have it by level 50, with Blasters leading at 22% and Brutes in the back at 4% (Peacebringers are at 0.6% but we're ignoring them since they get inherent versions of it). So part of the reason why the Rune feedback was largely not acknowledged is that it was seen as a sidegrade (remember that it comes with a buff when used reactively) that affected a minority. So having many pages of feedback arguing about this one particular power lets us know that while it's only used by a minority, that minority is pretty serious about it, and we should handle it with more care.

     

    Now, for my own subjective take. The entire Sorcery pool was born out of the intention to sell origin pools for real money back in 2012. It had a single publish to the Issue 24 beta back then, and it has been completely (to my knowledge) untouched until now. The fact that one of the powers is something that squishies have been asking for a very long time (mez prot) is no coincidence; I am convinced that this was a deliberate decision in order to ensure the power pool sold well once it was put on the cash shop. The rest of the set is arguably subpar, but that one power was the set seller; those who spent real money for Rune were prepared to spend two weak power picks in order to unlock Rune.

     

    We don't live in that reality anymore, selling power pools is not what we do. Sorcery is receiving a revision at this time because of the travel power revamp, and that's why the decision was made, now, to bring Rune in line where the power developers want a pool T5 to be; losing duration in exchange of keeping the buffs when used reactively, coupled with the buffs to Mystic Flight, was seen as OK for a power pool that is not that popular. The power developers knew this wouldn't be received with super open arms, and there are plans to look at the rest of Sorcery to make it more well-rounded, but they believe this particular change is necessary to even be able to look at the other powers in Sorcery; as long as Rune stayed the way it was, the other Sorcery powers had to be there as gatekeepers.

     

    What those changes will be I can't say until they hit Brainstorm, for the reason stated above; I'm not even a powers dev, so I should definitely not be talking about future power changes that I'll be held onto for not implementing. But the message was received, and it's being processed.

    The bolded section doesn't make sense to me. Why couldn't the other powers in sorcery be looked at before nerfing RoP? Surely it would have made more sense to do the nerf and boost the other powers at the same time, rather than leave the pool languishing until maybe getting around to looking at the other powers at some point in the future?

     

    I'm genuinely struggling to find the logic for making a power less than 5% of all character have at level 50 even less appealing.

    • Like 2
  5. 9 minutes ago, Coyotedancer said:

    The character that I use RoP with most frequently in-game (And so the one that I picked to test the changed duration with-) is a Demons/Time Mastermind who "leads from the front" so to speak, jumping right into the middle of things with her minions. That may color my opinion of the change a little differently from people who are looking at it more from the ranged Blaster or Defender's point of view... 

     

    The character is strictly solo-only, so will never have team backup to depend on. (Demons are loud, huge, obnoxious horrors who, until recently, just *loved* to block doors and corridors and to shove team-mates away from their targets, so even though I like the set a lot, I decided a long time ago not to inflict them on other players. 😝 ) She has what I would call a solid, but not really super high-end or UberL33T IO set build. She's a full Incarnate with T4 Alpha and Destiny, and T3s otherwise. I typically run at x6 with her, but only +1 or +2 depending on faction. 

     

    With factions where status attacks are uncommon, I use RoP reactively and only as-needed to break a hold or a stun. With factions that are more mez-a-palooza? I do hit it preemptively as she and the boys dive into groups that look like they'll be problematic. I habitually carry a row of Breakfrees as back-up, because without a heavily recharge-intensive build (Amtes doesn't even have Hasten-), RoP has never been an ever-present option on highly mezzy maps.

     

    To test the RoP change, I went with what's probably the single "worst case" goon-situation she's likely to face in ordinary play... A +2/x6 difficulty Devouring Earth tip mission. Helllloooo mountains o' mushrooms!

     

    As things stand now on in the Live game, that mission would be a little annoying. I'd have to use RoP every time it was recharged, and would likely still burn through the last of my Breakfrees, too, right around the time the last Crey scientist was running for the exit. It's a mission that can be managed without a lot of grief, in other words. Not a walk-through ROFLStomp, but not bad.

     

    On test it still wasn't by any means impossible, but the difference was pretty noticeable. Less up-time on RoP meant I was relying quite a bit more heavily on the Breakfree supply, which was gone completely about half-way through the map. After that point, things got dicey any time RoP ran out in the middle of a fight. I found myself standing around a few times waiting for it to recharge before I jumped into particularly fungi-intensive spawns, which isn't exactly fun when you don't have a team to trade bad puns and Princess Bride quotes with, but the alternative was worse.

     

    When you're a mezzed Mastermind you can't control your minions and THAT's the real root of the problem with status effects for them, I think. Our Pet AI isn't the sharpest tack in the box. You really need to be able to micromanage the gang sometimes (especially when it comes to chasing runners and picking targets to concentrate fire on-) and NOT being able to do that for what can seem like a pretty excessive amount of time just compounds the problem of dropped toggles and your inability to use heals and buffs on your minions. It's not hard to find yourself stun-locked with groups of DE (It only takes three or four mushrooms cycling their little spore bombs to make life utterly miserable-), with some minions scattering to the four winds chasing runaways and who-ever remains getting picked apart. 

     

    Does the change ruin Amtes and her guys? No. I'll still play her after the change... But what I WON'T do anymore is take her into DE missions. Hami's goons are dead to her. Possibly along with Carnies and their Illusionists. And maybe the Talons. We'll have to see about them. 

     

    I could solve the issue by switching her Destiny from Ageless to Clarion, of course. But... Demons. They benefit too much from Ageless to make that option attractive. 

     

    I could stay at range, I guess, out of the path of the 'shrooms and such.. But... /Time. The guys benefit a lot from my personal toggle power's slow and hold effects, and my heal has a pretty limited diameter.

     

    Or I could load my entire tray up with Breakfrees, but that seems pretty impractical. Likewise spending a small fortune on amplifiers. (I've got alts to equip, people! I can't afford that. 😆 )

     

     Maybe the best answer is a structural one that has nothing to do with RoP... Let Masterminds retain command their minions while mezzed.  

     

     

     

    I've often wished they would just switching to defensive follow automatically if you are held/stunned/slept, but I can see how that might end up being a pain for some people with things like micro sleeps, where you don't notice it has happened and suddenly your minions are just all standing around.

     

     

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  6. 8 minutes ago, Apparition said:

     

     

    I much prefer Team Transporter for that.  Having everyone shuffle off to Ouroboros can result in losing the difficulty setting.

    I could see losing the dificulty as an issue when teaming, especially on a PUG, but the people I regularly team with all know to wait until the mission holder is in the zone before entering the mission. Personally I like using the quicker recharging Ouro portal than use the longer recharging team transporter for it, but that's just personal preference.

  7. Just now, Hew said:

    Which is all but meaningless given the effectiveness of other pools in comparision. Do you drive a car? Or a bicycle with one wheel.

     

    Origin pools were never intended to be on par with patron pools or epics. They were meant as flavor with some utility. If you look through the powers in depth, it is clear that is the case.

     

    Instead, RoP is so far ahead of simple utility that it becomes a cornerstone of builds that it breaks that mold like a bolt of lightning.

     

    You didn't specify whether the lock out was significant or not, you said it does not require one. It does.

    • Like 2
  8. 5 minutes ago, Hew said:

    Strawman.

     

    Scorpion shield requires a lockout.

     

    RoP does not. You can take both if you felt like it. The lockout makes it more palatable, because other fun epics cant be taken, and frankly, life is not all about scorpion shield. Indeed, there are reasons to take pretty much any of the epic pools (more so the patron pools than the regulars, but not by a whole lot)

    Doesn't RoP lock you out of the other origin pools if you take it?

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  9. 20 minutes ago, Sovera said:

    I've done most of them while leveling . 0x6 on Posi 1 and 2 depending on the build. Some tackle it at 0x8 just fine. From Synapse onwards it's +1x8. I don't bring temp powers or summons into it and usually just use the insps that drop once I'm past Posi 1 and 2 which require medium purples to counter the incredible amount of debuffing involved.

     

     

    Posi 1 and 2 is one of the worst to tackle due to exemplaring stealing so many bonuses. But the vhaz doing exotic toxic damage, radiation bosses who do -defense, the CoT bosses who do -def, a +def bubble AND -ToHit, plus the ghosts doing -ToHit are simply amazing as game design. Basically at a level when we are the weakest is when we have the hardest enemies 😄 If done at (close to) level appropriate we are also slot starved which does not help.  Fighting 8 versions of myself never gets old, but, never try to do it on Radiation Armor since the NPCs will spawn with Radiation Emission instead. Suddenly, 8x Enervating Field. Boom. Even with a tray full of medium purples andoranges i had to suicide a number of times to eventually whittle their numbers one by one. Posi 2's boss is nothing special and just needs to be whittled down.

     

    After Posi Synapse is a joke. We leave hard hitting exotic toxic damage and a ton of crucial debuffing to bland energy and smash with -endurance debuffing. Oh noes. I seldom solo this one nowadays since it takes way way way too long. Some builds don't even have access to AoEs which is a strict no no when doing kill alls. I ignore Babbage (who spawns as a true GM) and the boss is simple even on Fire Armor that has no psi resists. A simple medium purple is usually enough to keep me safe since it just hits slowly and mixes attacks with simple smash punches.

     

    Yin is just more of the same but with the Super Stunners crippling meleers since we need to kill but when we kill them they explode in a massively large -recovery debuff. Recovery Serum and blues are needed. By Yin most builds have access to their AoE and/or Build-up (level 28) which makes the game much easier as things can be burst down. The AV doing -def radiation attacks + the ton of adds spawning with it can kill most characters who are not prepared to substantially buff themselves with purples.

     

    By Yin I found that there is no more challenge to be found in soloing TFs since it becomes rinse and repeat. I would rather duo them since it is still a bit more interesting than steam rolling in a full team.

     

    Moonfire is also bland. Vampires will stack -tohit but Build-up will punch through. There is a -ton- of -recharge when we fight the annoying creeps who refuse to come to melee range and need to be picked one by one. But it's more annoying than hard since they are minions.

     

    Citadel is 100% easy mode. Council are bags of XP for a reason.

     

    Manticore I seldom solo since PPs entering T9 is a drag in kill alls. It can be worked around by keeping them agroed and moving to the next group. The double AV whammy at the end can be difficult to get past and Hopkins is a bag of resists that takes a long time to whittle.

     

    Numina I have only soloed a couple of times since the hunts are annoying (and this was back when we had full base access at all times). Despite being tagged as a GM Jurassic is more like an AV.

     

    ITF I did a couple of times just to join the cool kid club, +4x8 normal mode and +4x8 with enemies buffed.

     

     

    All of this has been done either on Scrappers or Tankers which are CoH's easy mode. Kudos to all of you crazy people doing it on Blasters and such!

    I did Numina the other day and I'm prtty sure Jurassic is flagged as a monster in the TF, rather than an AV or GM.

     

    But yes, depending on AT and build most of the TFs are soloable without too much trouble I've found. I tend to do them while leveling, rather than as a 50, so I don't have to worry about losing powers, but I don't do them as often any more as I lack the patience for it these days. I'm much more likely to dual box them than solo it, just to speed up the AV fights as they can get rather monotonous at times.

    • Like 1
  10. 7 hours ago, MTeague said:

    I usually prefer oldschool travel. I'll use Ouro when I'm on a team (just to keep pace), or when I actually plan to GO to Ouro for a flashback. 

    Not much otherwise.

    There is one other thing it is good for, "board transit" missions when you are nowhere near a tram or ferry (like at portal corp in PI), as the majority of those missions can be accessed from the exit portal from Ouroboros.

    • Like 1
  11. 9 hours ago, Jimmy said:


    A power doesn't need to be highly picked in order for it to be deemed as overperforming. I explain this clearly in my post: A single power should not be able to bridge a gap that results in entire parts of the game being obviated. Again, as covered in my post, mez in general is a systems-level discussion. Not something to be determined or solved by a single power.

     

    Can you explain to me please how RoP, as it is on live, is a single power that obviates entire parts of the game when it is not perma and can't get anywhere close to perma without insane amounts of global +recharge most builds can't get anywhere close to? Now scrapper/brute/tanker/stalker mez protections, those do obviate entire parts of the game in single power picks.

     

    As I said in the thread that was locked:

    "Personally I absolutely loathe long recharge short duration situational powers. I don't use them in tricky situations in case I hit a really really tricky situation where I'd need it but it's on recharge. So I find workarounds for the tricky situations, and then when those really really tricky situations do arise I don't even think about those powers, as I'm used to the workarounds instead.

     

    That is where RoP is heading with the reduced duration for me, at best it'll probably end up as being nothing more than a mule for res +def IOs on alts I can't squeeze both a travel power and the fighting pool into, at worst the entire pool gets skipped completely by the vast majority of my alts."

     

    As it is on live I don't always take the sorcery pool, even on my squishies, but I did on some. The chances of me taking it on new alts when this goes live is extremely remote. Making an entire power pool (or should I say "another" entire power pool?) undesireable is all that's going to come of this. But I have accepted that's what's going to happen as the decision has already been made and isn't going to be changed, so I'll move on, albeit with even more homogenised builds.

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  12. Personally I absolutely loathe long recharge short duration situational powers. I don't use them in tricky situations in case I hit a really really tricky situation where I'd need it but it's on recharge. So I find workarounds for the tricky situations, and then when those really really tricky situations do arise I don't even think about those powers, as I'm used to the workarounds instead.

     

    That is where RoP is heading with the reduced duration for me, at best it'll probably end up as being nothing more than a mule for res IOs on alts I can't squeeze both a travel power and the fighting pool into, at worst the entire pool gets skipped completely by the vast majority of my alts.

    • Like 1
  13. 45 minutes ago, Keen said:

     

    Regen debuff resistance does nothing in Hami raids. Hami and green beam regen debuffs are unresistable.

     

    On top of that, it diminishes the regen buffs you get from Rebirth Destiny as they're resistable (this is likely a bug).

    Fair enough, I didn't realise they were unresistable, but I should have guessed. I don't do many hami raids any more, did plenty on live but I think I've only done the one since I found homecoming, so I'm a bit out of touch with it.

  14. 1 hour ago, Lazarus said:

    I my not completely understand what goes on in a HAMI raid, but it sounds like u need to look at RAD ARMOR.

     

    RAD armor can cap toxic resist.,..can cap rech. RESIST at 90%,..has 3 heals,..1 being a BIG abosorbe sheild that cant be reduced or negated as far as i know.

    2 end powers u can slot 2 performance +end along with paancea +hp/end ,eam even if recovery is debuffed to 0 u still gain some end.

     

    just sound to that rad armor covers most if not all debuffs hami throughs out.

     

    so maybe  A dark/rad brute or tank?

    I haven't tried it but my Rad tank, not created for hami raids, also has 91% regen debuff res after using Radiation Therapy, which, as far as I can tell, is an unresistable heal on top.

     

    So on paper, with 91% regen debuff res, 86% rcovery debuff res and 80% recharge debuff res (which I could easily get up to 100% if I were building for it) on top of an unresistable heal every 17 seconds and an absorb you'd think it would do ok, but I have no idea how it works in practice.

  15. 15 hours ago, Black Zot said:

    Agreed that the door being open or closed should have no bearing on its clickability.

     

    Hell, two-thirds of characters in this game would hardly be slowed down by a closed and FORTIFIED door, nevermind an open one.

     

    *CRASH*

    "Why'd you smash through the wall?"

    "The door was broken."

    You say that, but every hero in the game that uses superspeed has, at some point, been brought to a total and jarring halt by an empty cardboard box. Think how much tougher doors are than empty cardboard boxes!

     

    As for the original point I whole heartedly agree with making doors clickable regardless of their state. However, as you'd think this is such an obvious thing to have done years ago I suspect the implementation must be trickier than we'd suspect.

  16. Does anyone know the mechanic by which Field Medic in the medicine pool works? What I was thinking was a similar type of power but for regen, instead of healing.

     

    I know that FM decreases your resistance to healing, but I'm not sure what the ramifications are to doing that for regen, especially where debuffs come in. What I would be hoping it does is give you a flat % boost to your current total regen, and work as a counter to -regen debuffs (which I assume adds resistance to regen). But I have no idea if that's what it would actually do in practice.

  17. 2 hours ago, Herotu said:

    Not so petty, but I REALLY don't like;

     

    • ANCHORS - the number of times I put this on an enemy only for it to die a microsecond later - just an annoying mechanic. I avoid sets with anchors.
    • BUFFING - repeatedly spamming buffs whenever they're available - it's awful, I think they should be a toggle that applies the buff every cooldown rotation instead. I hate hate hate it. Everybody always asking for Accelerate Metabolism and Speed Boost - I actively avoid the entire powerset because of these powers and the expectations that go along with them.

    They are nowhere near as bad as they used to be. Anchors at least remain until the body fades now, where they used to cut off as soon as they died. And with most buffs now being applied to the entire team at once they are, again, not as bad as when you had to apply them to every single member of the team individually.

    • Like 2
  18. When you go to a new zone and the nav bar automatically starts pointing you towards the detective, for absolutely no reason, when you already have the newspaper/scanner. Particularly annoying when you have a mish and assume it's still pointing you towards that.

     

    Seriously, make that stop once you have the newspaper/scanner contact!

    • Like 4
  19. 1 hour ago, arthurh35353 said:

     

    This would read much more clearly if it said:

    • The power now has increased the fly speed cap by 50% (from 58.6 mph to 87.9mph) as part of Page 2's increase in travel power pools.
      • (As a note, this matches the old fully slotted afterburner which you had to pick as an additional power.)

     

     

    It only increases the fly speed cap while the power fly is toggled on. It's quite an important distinction when, for example, you are just using hover.

  20. 4 minutes ago, arthurh35353 said:

    It's the fact that it states it as if this is just afterburner changes, when its a change to Fly (as part of all travel power changes) that emulates some of the ability of afterburner.

     

    Or am I not explaining what I'm reading well?

     I fear you are reading it as something which isn't there. From what you pasted earlier it is very clearly a change to the fly power itself. The first line is the change to the power fly. The second and third lines are explaining how you are not losing out due to the change, but are infact gaining.  I'm not really sure how it could be made any clearer as succinctly as it was.

    Fly

    • Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph)
      • This increased cap is the equivalent of fully slotting the old version of Afterburner
        • You now get this for free, without picking two more powers, and without old Afterburner's Only Affect Self component
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  21. 6 hours ago, Glacier Peak said:

     

    It seems the second build may or may not have fixed the bug I reported: 

     

    To clarify, when I logged on to the beta and created a new Mastermind character, auto leveled them to 50 and selected an assortment of powers up to being able to unlock Evasive Maneuvers, I then headed to RWZ to test the power. When I zoned in, the defense bonus displayed in my combat attributes that the buff was applied, but not actually giving me the bonus

     

      Reveal hidden contents

    image.thumb.png.e7de089a74d049f74f66c628a2ff483e.png

     

    (and after reading the whole thread, I see that it is not displaying in Combat Attributes sometimes). I am curious though, how do I test whether the bug I reported earlier was addressed in the second build if I can't trust the Combat Attributes window. Any guidance would be appreciated from my fellow testers!

     

    Edit 2: Also, the defense buff percentage (13.50%) doesn't change regardless of whether I am attempting to buff or heal my pet, or use the attack command or heal myself/my pets. Again, difficult to test this power if I can't trust the display.

    The only way I can think of to test it outside of the attribute monitor is to get an alt with as close to 45% def while using EM as you can then let some even con mobs (ones that don't do -def anyway) attack you. If you are doing nothing it should average out at around 1 hit in 20. Then start buffing and see if you suddenly start to get hit more regularly.

     

    You could record the numbers of attacks and hits, but realistically you'd need to record hundreds, if not thousands, to get a statisticaly viable average, so personally I wouldn't bother with that, but even with a low number you should get a good idea as to whether it is just not reporting the correct figure in the attributes monitor or the power is still not working as intended.

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