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UberGuy

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Everything posted by UberGuy

  1. No, and this is normal for all powers. You can still slot sets that have +recharge in them. Various powers that don't take Accuracy, for example, will still take Hold or Slow or Damage sets, that include accuracy boosts, where the sets are otherwise appropriate to the main effect(s) of the power. In brief, what enhancement types a power takes is actually completely independent of what sets it takes. It'd be dumb, but a pure hold power could be configured to accept heal sets.
  2. Personally, I think Amplifiers are a mess. They were pure P2W Paragon Market fare. Letting people pay real money to get long-term mez protection smacks of really egregious P2W prioritization. They exist here because all the P2W stuff was caried over from the i24 codebase, but my opinion is that they were a bad idea. But I also agree that taking them away now would cause a great wailing and gnashing of teeth.
  3. The iPowers bug has been identified as being related to some of the timer changes, and fixes are in the pipeline according to chatter in the testing Discord
  4. Everyone is free to volunteer to join the testing Discord. It's not some exclusive club.
  5. Confirmed that it's a bug with the timers, and a fix is in the pipeline. Mentioned in the testing Discord.
  6. Let's face it. We're only talking about the slotting aspect because the power used to benefit from recharge and now might not. If this power had existed like this since before we had multi-aspect enhancements and they were being added now, it wouldn't get much air time. I know, because, as @Arbegla points out, it happened before, and I was there for it.
  7. I was finally able to switch iPowers on one of the Scrappers by logging into the AE power suppression zone while on a Flashback with the "Enhancements have no effect" challenge enabled. I don't know which one of these mattered, if any, since after dropping the Flashback I could switch, after exiting the suppression area I could switch, and after retoggling and returning to Ouro I could switch. I was blocked again once I used a PBAoE, but zoning fixed that, as with the two Defenders. Previously, zoning and logging didn't matter - I was perma blocked. It seems certain to me that something about the timer resolution changes is at play here, so I'm going to stop looking for power-related correlations in case what I am seeing is coincidental with things happening with timers. And because what I came up with there doesn't make a ton of sense to me.
  8. I am at a loss to quantify the problem. On two Defenders, I can swap slots until I use an offensive power (their nukes, in this case, PBAoEs and being something I can fire with no foes around). Once I do this, however, I cannot switch iPowers again until I zone. On two Scrappers, I cannot swap iPowers ever. I have detoggled everything and even unslotted some of my global and proc IOs. Didn't matter. All testing was done on Cryptic, in Ouroboros or my SG base, where there are no foes.
  9. The timer is started when you zone or log in, as well as if you (or any teammate or leaguemate) are in the same zone with you attack a foe or are attacked by one. This combat-related timer is not very long. 30-60s IIRC. If you are alone, someplace nothing hostile could be near you (or your toggles) and it still won't let you slot them, this may be a bug. There were some timer related code changes. PS: The lockout for changing powers is longer - like 5 minutes. Not relevant here, just extra info.
  10. Enhancement transference to created entities is a flag on the power that summons the pet. So while you're right that it's weird, it's understandable in that it's not automatic, and it would just take someone copy/pasting the wrong thing to get it set in a way it shouldn't have been. Don't forget that a ton of what even the Paragon Studios devs did was edit and create things using copy paste in tools no fancier than Excel or Notepad, and feeding that into automation that turned it into data in formats the game could use.
  11. Enhancements didn't transfer to the pets, so they did nothing for the damage patch. I suppose they may have procced on the main target if it was a foe - I really don't know. But it could not have functioned at all like it does now, if for no other reason than that actual damage enhancements work in it now.
  12. Actually, basically every Scrapper epic/patron pool power has multiple tags. So technically, this is possible. CPH said in the testing Discord today that he's not planning on changing it right now, because the design of the power pools with AT inherents is weird and messy.
  13. Actually, this is in the patch notes, though only indirectly. The effects of Invisibility were merged into the Stealth power, and Invisibility always applied this -100% Threat. The key quote from the notes is this Invisibility and Stealth have been merged together, the best parts of both powers are now available with just Stealth Infiltration now sits where Invisibility used to be in the T3 slot I guess we may quibble with the -Threat being a "best part" of Invis, but it was there. Note that if you are running something that has active taunt effects or uses actual Taunt powers, this loss of threat rating will basically do nothing, since taunt effects override threat level.
  14. You won't find the bin files anywhere unless you unpack the *.pigg files that are in the game install folder. There are various pigg extraction tools around, but I'm afraid I can't recommend one, as I basically wrote my own. (I needed to extract from *.pigg files programmatically, and all the existing ones I had access to were UI-driven). There's a thread about them here (and it links to another thread too).
  15. I am not sure tech currently exists in the engine that can assure a "final" check in that way. Meaning, I don't think there's an attribmod that can only apply after all other mods have been applied so you can check the total. All they can currently do is look at the current value, and I'm not even sure "current" includes other mods that are being applied in the same clock tick.
  16. So sometimes the costume menus are modified or parts recreated slightly differently, and this can invalidate saved costumes from before that change. The unfortunate reality is that the costume data hierarchy is very inflexible, and sometimes what seem like costumes that are perfectly legit (as in you could create them from scratch with the editor) are saved as files using out-of-date references the editor no longer understands. Improving this is probably on the devs' wish list somewhere, but from what we've been told, it sound like addressing it would require a pretty substantial gutting of the current design and redoing a bunch of it in better ways. I would love to learn my info on that is way out of date.
  17. This may be beyond the control of our crew, since I know they don't necessarily write the forums software, but in case they have the juice... I am not sure I can explain why, but really hate that being in "Clubs" eats up horizontal real estate when viewing the top-level forums, because your "Clubs" appear to the side of the main "Forums" widget. You can change what side they appear on, but as far as I can tell, that's all you can do to them. (Not counting using something like TamperMonkey to modify them ... which I might look into.) So while I like this... This makes me sad... I really wish Clubs appeared "in line" with the rest of the forum sections, rather than to the sides. Or perhaps it could be accessible via a flyout button. Anything to take up less space on the sides.
  18. This may suggest that one of the mapservers has a system clock problem. Assuming you changed zones when you died, the timer would continue based on the "wall clock" difference in the zone you died in and where the hospital was. If the hospital zone's clock is slow, that would add time to your recharge. If that's what's up, it's still a "bug" in the sense that someone may need to check the server system clocks. 😜
  19. I have Afterburner on a handful of characters. As annoying as it was to have to take a 3rd travel power to unlock fast movement for Fly, most of the characters who had Flight as their movement also had Vengeance, and I decided I would get more personal benefit out of fast travel than I was getting out of Veng. Since both would work as somewhere I could stick an LotG (that's what was in Veng), I made the switch and haven't regretted it. I personally despise using actual temp powers as travel powers (for myself, I don't care what others do), don't find the prestige movement powers fast enough, and like the pseudo-damage-mitigation frequently offered to ranged characters by being in flight (historically meaning Hover). So I always take actual travel powers and so dig these changes.
  20. I'm not sure this is a bug. Or, rather, I'm not sure it's not a bug in the description. While the power description suggests that what matters is how many applications of the buff you apply, what it really does is check how much the target already has of the buffs. You can see this on the power's CoD page (link is to the Defender version). The recharge boost has this condition if (target>Str.kRechargeTime < 1.21) && (target>kMeter < 0.9) The movement speed boosts have these respective conditions (I omitted the bit that checks for Null the Gull's "don't buff my movement" token.) (target>Cur.kRunSpeed < 1.25) && (target>kMeter < 0.9) (target>Cur.kFlySpeed < 1.25) && (target>kMeter < 0.9) (target>Cur.kSpeedJumping < 1.25) && (target>kMeter < 0.9) (target>Cur.kJumpHeight < 1.12) && (target>kMeter < 0.9) So basically the buffs stop doing anything if the target already has more than a certain amount of buff from any source. What's not really clear is whether that was always intended and the wording is weak, or if this is designed incorrectly. (Making each effect have its own separate stacking limit is possible, but nothing like what they actually did here..) What doesn't make sense to me at all is the kMeter test. That's normally for things like Rage and Domination, and means this power won't apply these buffs to a Dom with a full Domination bar, a Brute with 90% Fury or (IIRC) a hidden Stalker. That seems exceptionally weird.
  21. That wouldn't affect existing enhancements, and updating them would require database surgery during server downtime. IMO that makes it a harder change and therefore not so helpful as a "temporary" solution. Changing the available level ranges of the enhancements/recipes is just an off-line code + data change that could go out with a new release. Edit: Thinking about it, I guess that doesn't matter. Existing stuff would just change to the new target on conversion and be fine from there. In that case though, I'd probably just go for the max level instead of the average.
  22. Seeding is manual, so the reason it's not being done would be that no one is doing it! So it's not a bug, because this isn't a code thing.
  23. I'm not sure that's correct. The code doesn't seem to support it. (I'm looking at 2019 code, but I don't think this has changed.) Base on what I see, when looking for sets to convert to, the target level for conversion is the same as the input enhancement level. I think what should probably happen here is either: The minimum levels for the RAoE sets need to be normalized. Either Air Burst needs to rise to 20 or the others need to come down to 10. The logic for finding valid conversions needs check for sets that have any overlapping available level ranges, and not just "other sets that exist only at this level". Only if no sets exist at the current level would the conversion resort to finding mutually overlapping sets, and it would convert to their lowest level. I think the 2nd option is complicated and may have edge cases or implications that are easy to overlook. I think changing the low-end level of the RAoE sets is the simpler, safer option, and of the two ways to do it, bringing the other RAoE sets down to level 10 is probably the least disruptive. We don't generally generate a lot of drops in the level 10-19 range. If this was just about being able to convert a dropped Air Burst to some other set, I wouldn't even think this was worth fixing, but the fact that any attuned (non-PvP/VR) RAoE set can dead end by being converted to an Air Burst makes this a problem worth fixing, IMO. By the way, looking at the code also confirms that a conversion of an attuned enhancement always creates an enhancement at the minimum level of the (new) set. So all the other RAoE sets can be converted to an Air Burst, but the Air Burst can never be converted back.
  24. In my opinion, this game did a few things that caused it to be extremely popular with certain types of players. Completely freeform character backstory plus immensely varied appearances (which are, other than VFX, completely independent of your abilities) plus complex character build process that creates the potential (if not the reality) for a wide variety of builds. A fantastically flexible teaming mechanic in the form of sidekicks, breaking down one of MMO's most common content barriers - level gates "Loot light" mechanics, with no loss of progress or "gear" on defeat. (This was common in other MMOs at the time CoH came out.) Related - no open world PvP - also common at the time. No one could loot your corpse. A massive design skill hole by the original devs to achieve, mechanically, their vision of balance, creating a game where characters were significantly more powerful than they intended. Yes, bullet number four was completely unintended at the scale which it happened, and yes, I think it was a significant factor in this game's popularity. And, yes, that means that trying to change that about the game is going to create anger and a sense of loss, and cost the game the interest of players for whom that factor is one they care a lot about. As far as people saying "if you're not blasting, you're not contributing", first, I'll be blunt - these people are dumb. Even absent Inventions and Incarnates, this game is, by and large, too easy for people to be micromanaging how other players contribute in that way. That said, let me point out that CoH is structured so that, fundamentally, the most important thing is ... damage. How do you complete missions? Most of the time, you deal damage to foes. How do you earn probably 99% of all XP and Inf (outside the AH)? You defeat foes. How do you complete objectives that don't involve defeating foes, like clicking glowies or leading hostages to the exit? Guess what? You still probably have to defeat foes to get to the non-combat objective, or lead it out. And since defeating foes is a source of XP, Inf and drops, the only reason to not defeat foes is if you are optimizing some other goal, like Reward Merits / time. With current content, things like crowd control (whether via mezz or aggro powers) are means to an end, but don't directly achieve the end most people are looking for. And if there were no Inventions or other sources of +Def, people would do what they used to before them - seek out teammates who could do that for them the easiest, and probably prefer the ones who could blast as well - Defenders and Corruptors. The game is structurally designed to reward certain kinds of play over others. Tweaking the metagame isn't going to change that. It's just messing around at the edges, and doing that while pissing off wide swaths of the player base isn't that useful.
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