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UberGuy

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Everything posted by UberGuy

  1. It's what I tell people because of how so many of them propose to fix Regen - the most common, most fundamental ask is to restore toggle IH. In a nutshell, that's Willpower, though you do have to go stand in a bunch of foes to get the full benefit of old IH. But people who ask for toggle IH want Regen to be much less reactive, much less clicky, and that describes Willpower quite closely. That's not I want the actual Regen powerset to play like, though. I like how it plays right now, broadly, and want any improvements to preserve it as much as feasible. While there are a bunch of tweaks we could make to the set, IMO there's no version of meaningfully moving the needle of Regen's performance relative to other sets that isn't going to involve adding either defense or more resistance (my preference for several reasons) to the set. I believe that can be done at modest levels and still preserve the set's clicky, reactive playstyle, while taking some of the sharp edge off of damage taken, giving the set a taste of that non-linear time-to-survival while still leaning heavily into the theme of needing clicks to restore lost health.
  2. I also posted in those other threads about how +absorb is a horrible idea as replacement for either +maxHP or +regen. It's fine, in terms of buffing the set to add it to existing +maxHP and regen (though it's maybe hard to explain lorewise), but Absorb is inferior to +maxHP and +regen for reasons mentioned already in this thread. And many people seem to fail to grasp that +absorb is still functionally HP, HP replacement/gain is a linear offset to DPS, and Regen's challenges relative to other sets are due to the fact that Defense and DR are nonlinear. The more you have, the longer you live against a given DPS in a 1/(1-mitigation) way. Absorb does not to provide that kind of survival, and no HP recovery rates the devs would ever give us ever will.
  3. SR isn't exciting, but it's anything but weak. There are stronger sets, mostly because some other sets can combine high mitigation with high sustain (which SR has none of), but my SR is one of the characters I can basically wade into any content except Rularuu and not break a sweat. Massed Mu can be a problem just because of the end drain and -recovery, and so can massed Psi or Toxic damage. (Even Psi and Tox which are tagged melee/ranged/AoE will hit some of the time, and SR's scaling resists don't work on those damage types.) I would want nothing to do with a port of Sentinel Regen. Non-Sentinel Regen could really use some tweaks, but it does not require wholesale rewrite of how it currently plays: click heavy. I wish more people would search for existing threads before posting. We have several of these Regen threads already, and I already posted suggestions in those threads, as did others.
  4. I was able to reproduce it with missions in arcs that change your level away from your current level. Specifically, the 2nd mission in the Intro to Ouroboros arc. If taken through the Ouro Crystal, this arc lets you be level 50 when you start it. The 2nd mission sets you to level 1. Using that, I was able to keep both Speed Phase and Afterburner running on entry to the mission,, even though I lost both Super Speed and Fly. (Yes, this character has both.) Since the Safeguard/Mayhem contacts don't put you in TF mode, it seems like there's a mechanism for changing your combat level besides exemplar, and that's what's interacting poorly with the pop-tray powers.
  5. Totally reproduced this with the Safeguard contact in Steel Canyon. Could not reproduce it with TF contacts, Ouro missions or the AE. So apparently there's something different about the Safeguard/Mayhem contacts.
  6. We have this as a new issue for Afterburner. Because of how Evasive Maneuvers replaced Afterburner (so that people who had AB didn't need to respec), the internal name of Evasive Maneuvers is ... "Afterburner". So binds that try to toggle Afterburner when it's not visible in the pop up tray will instead toggle Evasive Maneuvers. There are a few work-arounds for this one. You can move the new Afterburner into a regular (non-popup) tray, which will mean it is always found by that name, even if it can't be activated. You can instead toggle "fly_boost", which is the internal name of the new Afterburner. Or you can construct your binds such that Fly is always turned on before Afterburner, like so: powexec_toggleon Afterburner$$powexec_toggleon Fly. This last is my personal approach, since new Afterburner is only available when Fly is already running.
  7. Castle isn't responsible for the Rage crash in its current form. That happened because of an actual bugfix related to how effects stack when an existing effect is in play and a new copy comes along. Among other things, that was a bug that affected Domination negatively (I forget the precise details there), but it also affected other things, like stacking -res procs, which used to have an unavoidable gap in coverage even if you proc'd on every hit. But fixing this issue caused Rage's crash to actually apply unconditionally (instead of being avoidable if you had stacked Rage). Which it was originally supposed to do, but the bug prevented it and Paragon never fixed it. So the change that made Rage crash what it is wasn't even trying to change it. All that said, I think it's a shame that nothing was done to help "fix" Super Strength after that happened. Doing anything about it got bogged down in trying to figure out what kind of crash made (more?) sense for an effect so potent as Rage, and the fact that SS without Rage is numerically lackluster except for Foot Stomp. But Castle doesn't deserve the blame for the Rage changes.
  8. Mostly running it from SSD will ensure that it loads faster, which can help a bit with things like zoning. It really shouldn't improve the overall in-game experience. (It's not impossible, but the things I can think of that an SSD would help with would involve your computer being under severe memory stress and having to swap in-memory things in and out to disk constantly.)
  9. Are you monitoring the game's priority when another window has focus, such as the task manager itself? When the game window does not have focus, it's priority drops. Edit: Sniped!
  10. I think the fact that Mass Levitate (I assume @EmergentRain meant Mass Levitate) is doing this hints that there's something more than unusual knock-up going on, since that power is straight knockup. I played around and could not especially vector foes up with my lowbie Energy/Cold Corr, but even if there is a new thing going on there, I think the real key is that stuff is getting stuck in ceilings more easily. If we can find and fix that, maybe we don't need to worry about whether KB is popping stuff more vertically than in the past - we'll have to see. But the fact that pure knockup is causing ceiling embeds reliably is a sure sign that something new is up.
  11. Oh this is ancient, as in original game behavior. It's done this at least as long as Malta have existed (I1), and maybe before. Any critter using the robot skeleton will do this. I want to say wolves and things that share their skeleton do it too, but maybe not as badly. A screenshot wouldn't really show the issue. You can't really "see" the blockage - your character just can't move past the defeated foe's feet. It would need a video to really make clear. I would love to see this fixed though.
  12. You are entirely correct, sir. I missed that when looking at it on CoD, because the "strength" is at the end of the list of attribs buffed. (Maybe someone should change that display, huh?) So basically, this acts like an enhancement to all your movement powers, or like a tiny Power Boost that only affects movement.
  13. Interesting. I have a ton of SJ'ers and I've updated their travel binds to use SJ+CJ together and haven't noticed this. I'll go look for it, in case I'm just overlooking it somehow. Any other powers going on that could maybe, somehow be involved? Evasive Maneuvers? Temp powers? (I don't expect any of those to matter, but I wouldn't expect what you're seeing at all, so hey.)
  14. No clue. Even if it was suppressed (and it shouldn't be - it should stack with everything else), normally suppressed things still appear in the list of effects contributing, but don't end up added to the total. It's like it's not doing anything.
  15. Good news! These are live patch notes, not beta.
  16. In the two powers the pet had... - One did not accept toHit Debuff boosts, so the fact that you could slot them in the summons did not transmit to that power. - One did accept them, but the only effect it could boost was flagged to ignore enhancements. (Which fully made no sense whatsoever.)
  17. I would expect stacked KB to send them flying further back, but not vector them up into the air. So even if it's related to magnitude (stacking, scaling vs lower-level foes) it's still strange.
  18. I am really sure that's the first time I've heard someone interpret it that way. IMO, that's exactly the kind of thing the Cottage Rule was about avoiding. The example was "Build Up now builds a small cottage". I mean, OK, in the example, it's still called "Build Up" and it now builds a house. But if it was called "Construct Cottage", I don't think that would actually satisfy anyone. I think the interpretation of Power Crash as a "violation" of the cottage rule is fair. I was willing to give it a pass because, IMO, EM had plenty of stun going around, and I wasn't going to miss a single-target 100% chance for stun that I wasn't taking anyway, and that colored how I recalled the changes. But then, in the context of this thread, Power Crash being an example of the cottage rule being broken is probably not a bad thing.
  19. None of those would be "violations" because none of them change the core behavior of the powers. That's probably the closest to a "violation" of the rule from your list, as it fundamentally changes how you use the power. But really, the only clear violations would be to fundamentally alter a power from doing one thing to doing something totally different. Changing Build Up into a heal, making a pure damage attack into a no-damage mez, or turning a place AoE debuff into a single-target blast.
  20. I think you will find, though, that the devs aim to project a line from the development and balance trends that they saw happening on the pre-sunset servers. A line which they make an effort to fit their changes around, with some exceptions. (Some of the P2W and Incarnate changes near the game's shutdown didn't fit any line you could draw up to the time they appeared.) This dev team is not discarding the old paradigms and setting a completely independent course.
  21. If you look closely at even some of the sweeping changes, the "cottage rule" is still being adhered to. Rarely is a power being completely changed in nature. Single-target powers don't become wide AoEs. Debuffs and mezzes don't usually turn into pure damage attacks. Powers don't cease to exist whole cloth - if room for a new power is wanted, the effects of two other powers are usually merged into a single power with similar activation mechanics. Look at the changes to Energy Melee - all the same basic attacks are still there, but in addition to tweaks to their base activation and effect stats, several of them picked up conditional effects they never had before. It still plays mostly the same, unless you choose to leverage the new mechanics. Similar thing with the travel power changes. The stacking rules are a more significant divergence from what came before, but the core behavior of the powers hasn't changed. You just get to use (and combine them) in new and different ways, with new conditional features (the pop-up-tray powers) tacked on. There's not really going to be a hard and fast rule for what counts as a "cottage rule violation", but in broad terms the core behavior of power should still exist somewhere in the same powerset. New things can be added to an existing power, either outright, or based on some sort of condition triggered by other powers, or based on your current condition (health, endurance, etc.) The more different the additions from what the original power did (e.g.: turning a single-target attack into an AoE), the more likely it is for the new behavior to be conditional.
  22. Today's patch does back off some of the suppression. However, it still suppresses on any buffing of allies, which still includes toggle effects like Leadership or Shadow Fall.
  23. There's a Siren's Call store variant and it has this issue too.
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