-
Posts
4836 -
Joined
-
Last visited
-
Days Won
6
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by UltraAlt
-
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
UltraAlt replied to The Curator's topic in [Open Beta] Patch Notes
Mark of Supremacy +Res/+Regen buffs lowered to +2.5%/+5% and +25%/+50% for Regular/Superior versions respectively In what math system is 2.5 not 1/10th of 25? I guess that would be the same math system where 5 is not 1/10 if 50. -
page 3 [OPEN BETA] Patch Notes for December 5th, 2025
UltraAlt replied to The Curator's topic in [Open Beta] Patch Notes
Makes it less of a reason to slot them .... at 1/10th of the return that they had before. If they are going to be nerfed that badly, then there should be more of trade off for what the do than simply inherently moving what they provided to Supremacy in general. -
page 3 [FOCUSED FEEDBACK] Super Reflexes Adjustments
UltraAlt replied to The Curator's topic in [Open Beta] Focused Feedback
So what exactly are the differences between these other than one being a click power that grants absorb and one being a toggle power that does not grant absorb? They both seem to provide the same amount of anti-mez. I always slot Practiced Brawler (and like powers) with two SO recharge enhances which is enough (without any slows affecting the character) so that it recharges before the effect wears off. With those two SO recharge enhances, putting the power on auto-fire means it is always active as long as you break from attacking long enough for it to go off once it is recharges. I'm not seeing any advantage to Master Brawler (and, honestly, didn't understand it was an "or" selection between Master Brawler and Practiced Brawler for a Sentinel). -
Noob question: When to stop using 2x XP buff?
UltraAlt replied to out51d3r's topic in General Discussion
I think you have to decide for yourself when you want to stop using the x2 XP. I run a team with some friends for a couple of hours 2 times a week. We usually start up new characters and run through to 50 (well, I only level to 49 and then xp-lock them) and then do it all over again. They always use x2 XP, so when I run with them I use x2 XP. For my other alts, I get the full load of 8 hours worth of x2 XP from the START and then don't get any more x2 XP after that. That being said I have some characters xp-locked at 14-15 just to run lower level stuff with, others xp-locked around 20-25, and others xp-locked where I feel they have met their character conception goals. As far as the Inf increase, if you are running x2 XP, you aren't getting any infl. The only influence you gain from running x2 XP is by selling the drops you get from adventuring. Things that happen when you don't run x2 XP - It will take longer to level You most likely will be able to finish mission arcs from contact without outleveling them. You might even decide to turn off earning exp to stay in an area to check out all missions by not out leveling the contacts in the area. (keep track of the top level of contacts in a zone by checking the wiki, for example https://homecoming.wiki/wiki/Striga_Isle) The dings don't happen as often, so - at least to me - they seem more special when you finally level up. Give you more time to get day jobs while leveling up. -
Mission Architect Sunday Special: Story based teaming in AE!
UltraAlt replied to ZamuelNow's topic in Mission Architect
Well, since you have summoned me up .... I'm just wondering if you are recruiting through out the AE arcs you are running or just before you start a story arc. It doesn't look like you have a full team in this latest image set at least I know it would be a bit of a pain to send out an /lfg every once in a while, but the AE missions aren't like Ouroboros or task force/strike force, etc. (at least if I recall correctly), you can recruit through out. I know it is fun regardless of the team size, but the goal seems to be getting more involved with using AE in the way it was intended to be used. I can't play on the weekends, otherwise I would be more than willing to join you and help out. (work 32 hours of my 40 hour work week during "weekend" gaming hours) Maybe I'll stealth run/lead some AE missions on random days that I can play. -
Get rid of minimum level on most (non 50) IO requirements
UltraAlt replied to Starhammer's topic in Suggestions & Feedback
I found the patch notes. This occurred before I started playing on Homecoming. Thanks for the info. Okay. But as soon as you are in combat it is a fast snipe anyway. The regular snipe is triggered non-combat. And, honesty, if you have a tank with taunt on the team and can wait for 8 secs to use the snipe, it goes back to a regular snipe But, I guess if you can stack in to hit bonuses that increase damage then that can potentially make the fast snipe as damaging as a normal snipe without the interrupt time. Okay. so that's a level 50. We are talking about slotting the and experienced marksman enhancement below level 10, so I'm confused. It automatically is a fast snipe if they are in combat. If you are slotting it for set bonuses, I can understand that angle. Uh, we could have dozens upon dozens. (not exactly sure how many you are intending to imply here) I had 14 characters on all of the 11 US servers. Thousands? No. Dozens. Yes. I'm confused as to how you think having more characters slots than we had before the Sunset changes how the game plays. Some people had multiple accounts before the Sunset. Okay. No need to get defensive. We all play the game differently. I'm not rushing my characters to get to 50. Thanks for posting all of it. Damage scale on a B/D/C normal snipe is 4.5 scale damage. Damage scale on a B/D/C fast snipe with the max benefit/cap of +to hit is only 2.76 scale damage. (which puts the fast snipe back up to the scale it was before it was reduced from 2.76 to 2.28) Damage scale on an Epic normal snipe is 3.56 scale + a possible crit 1.78 scale damage. Damage scale on an Epic quick snipe is only 2.3 scale damage with the max benefit/cap of +to hit. Or am I confused about what it is saying? Gotcha. -
Yes, but to my point, it seems like you have to very lucky, so very lucky it seems that other slotting will yield better results. Of course. Sounds like a good plan. Are you asking if they have a chance of repeating versus only going off once when you toggle it on a target? I'm not sure. I think on beta it would go off when I first activated it on a target (or not) and didn't trigger again, but it wasn't staying on any individual target all that long.
-
Get rid of minimum level on most (non 50) IO requirements
UltraAlt replied to Starhammer's topic in Suggestions & Feedback
We all play differently. If my goal was to rush to level 50, I'd be door sitting and/or joining +4/x8 (or whatever the "cool kids" are doing these days) police scanner mission team in Peregrine Island. I try to play content so that it is challenging but doable. There are several ways to get to that point. My goal isn't to rush through content. I'm trying to enjoy the journey. If we do things like removing minimum level on IO sets: 1) it adds to power creep 2) it causes imbalances in the game mechanics 3) it gets further away from how the game was intended to operate by the original DEVs -
Get rid of minimum level on most (non 50) IO requirements
UltraAlt replied to Starhammer's topic in Suggestions & Feedback
I'm not following how having an increased to-hit bonus increase the damage of an attack. -
Get rid of minimum level on most (non 50) IO requirements
UltraAlt replied to Starhammer's topic in Suggestions & Feedback
IO set recipes don't drop that much at low levels, and they often aren't ones that the character they drop on can use. Also, if you can't transfer funds from other character they were sort of pricey to make. Low level characters don't generate a lot of merits. I'm not sure about your point is about AE. I haven't crafted the low level non-set IO's in a good while. I remember when I did craft them, that they were more expensive to craft when not memorized than SO's, but maybe you are saying that over levels as some people slot a low level non-set IO and leave it on the character until they hit level 50. However, if we are talking about buying non-set IO's on the market, they now can be bought dirt cheap (well below crafting cost) due to badge h...errr.. hunters and those that are working on getting a portable work station (which is cheaper to get it from a START vendor then by crafting). I guess it is a matter of what difficulty you are playing on and/or if you have other player's characters carrying the weight for your character. Yes, SO's are stronger until the mid 30s. The basic percentages of Set IO's increases as a character levels up. -
In the beta, I saw that Attune was one of the two powers that you can pick as a stalker and thought "I'll just be nerfing myself if I get Attune first". I ran the lake in Atlas with a character that didn't pick it first. The next day, I thought "It is beta, I should test getting Attuned first" And so I made a stalker with attuned and ran the lake... and that character leveled faster than the first one. As far as the toggle, I think of it as a long duration power with a long recharge. I really don't have an issue clicking on it each time that I move to a new target. It is just part of the attack chain to me. I turned my volume down way back before the Sunset - I mean a long time before the Sunset. The repetition of the music was driving me crazy. It was the first thing to get the volume moved way down. I'm not sure how long after that it took me to turn the power sounds down. I don't think it was long afterwards. This seemed useless on beat. The chance for the holds is on 20% and then it has "a chance" to proc. How many times out of a minute is the hold part power going to hit? Once out of 5 uses supposedly? how much is the recharge time on the powers? Then factor in how many times a minute that 1 in 5 comes up for a chance to hit even one of the "chances" to proc? If you want get the chance for hold out of the set, it worked better to slot a https://homecoming.wiki/wiki/Blistering_Cold:_Recharge/Chance_for_Hold. I slotted in Attune. Might make Attune less annoying to have to click often if it has a chance to free the target in a block of ice!
-
Get rid of minimum level on most (non 50) IO requirements
UltraAlt replied to Starhammer's topic in Suggestions & Feedback
Yeah, when I first started playing on Homecoming I slotted thinking "Oh, Fast Snipe is cool", but then when I realized what it was an that snipe powers automatically turn into "fast snipe" during combat I was like "That enhancement is useless". They really need to change that enhancement from "fast snipe" to something else ... I think there is a suggestion thread about that ...maybe there is more than one. Which discourages slotting them until higher levels, which I don't think is a bad thing. Seems to me that having to wait until 27 to slot it only make that "ding" all that much more of a feeling of achievement/success. -
Get rid of minimum level on most (non 50) IO requirements
UltraAlt replied to Starhammer's topic in Suggestions & Feedback
I think they were thinking "inf sink" for both. It would be a sign of prestige to be able to slot sets at low levels. A good number of us still know that the content can be accomplished with SO's so the IO sets are really just "extra", so they are just as much of an inf-sink as they ever were. Well, infl-sink for some can mean profit for others. -
I use ATOs on pretty much all my characters. If I don't use an ATO enhancement, it tends to be the proc ... because the VFX does on fit that character's character conception. The other reason would be to on use 5 of a set because the bonus for slotting 5 in the same power is good, but I need at that 6th slot for an ACC as I don't think the full set give enough accuracy to that power. For most sets, it seems to me that you need to find that break point where slotting by 2 or 3's give you the greatest bonus that the set can really supply. A good example of this is the Controller sets: https://homecoming.wiki/wiki/Will_of_the_Controller - slot by 3's Three enhancements improves the duration or magnitude of your Hold effects by 3%. Three enhancements improves the duration or magnitude of your Immobilize effects by 6%. Three enhancements improves the duration or magnitude of your Stun effects by 3%. Three enhancements improves the duration or magnitude of your Sleep effects by 6%. Three enhancements improves the duration or magnitude of your Confuse effects by 3%. Three enhancements improves the duration or magnitude of your Fear effects by 3.3%. https://homecoming.wiki/wiki/Overpowering_Presence - slot by 2's Two enhancements improves the duration or magnitude of your Hold effects by 2%. Two enhancements improves the duration or magnitude of your Immobilize effects by 4%. Two enhancements improves the duration or magnitude of your Stun effects by 2%. Two enhancements improves the duration or magnitude of your Sleep effects by 4%. Two enhancements improves the duration or magnitude of your Confuse effects by 2%. Two enhancements improves the duration or magnitude of your Fear effects by 2.2%. Neither bonus is all that great but adding +12% to holds (for example) on top of the individual enhancement bonuses makes a difference - especially if the controller has multiple mez types.
-
Back during the last time Winter Lord packs were on sale, I bought a bunch. I have a base that just has the Winter Enhancement drops in it. Turns out that I only tend to use one enhancement from all those sets and only on characters that I feel have a character conception that fits the FX of that proc, which isn't many. And that gets to my point, I stored all the stuff ... not to sell them, but to use them ... and I still don't use them. I'm in a supergroup with a couple of old gaming friends from back in the day and I only put stuff in storage there - at this point - that I know will be used when new characters are created. I don't even put any crafting salvage in base storage any more. I just put unslotters (I still haven't bothered with converters) in there if it is SG with others (none in solo bases). [I've used more unslotters that respec's but I still haven't used many unslotters.] I will say the last time that I was putting salvage into base storage, the only salvage I was putting in storage were oranges and those were really for the other people in the SG, they were one that the donating character wasn't using for crafting. We just hit an increase in the market that already seems to be dying down. When a new page drops, new alts are created immediately as a result. Changes to sets also cause some resloting and, therefore, could cause buying to increase in related areas. That is to say, when everyone is focused on the same thing suddenly, the demand for the related item(s) increases. Sometime in the past, I heard of someone who opened a fortune cookie and the little slip of paper read "Strike while the iron is"
-
I might look into the decreased mez time. I don't recall my henchmen being mezed all that often. I don't plan on respec'ing any of them (none of them are anywhere near level 49), but I will probably have to sort around some slotting. Oddly enough, the first one I logged into ... I went to a tailor to do one-thing-or-another and had a costume part error message. For whatever reason, it didn't like the weapon I had picked on that robotics mastermind. No idea when that started. I haven't tried to do anything to their costume for a longtime. Oh, I remember why I went into it, I saw that there were different Walk stances so I went in to set one of those (not that I really ever use Walk).
-
Do you run an antivirus program? Does it have cleaner or optimizer feature? Run it. People say that it doesn't make any different, but I would suggest going into any browsers that you use and clear the cookies and history. After that reboot. If you use Windows, see if there are optional updates. In rare instances, those optional updates may be needed. I'll go into the City later and check on this use of the windows key to toggle out of The City. I use Alt-Tab and have no issues.
-
I'll start off by saying, if enemy is closing on you when using a ranged weapon, falling back seems to be better than drawing a melee weapon. In a fantasy setting, you're going to see an archer fighting by themself, but, probably in most historical cases, you are going to see archers mixed in or behind a line of warriors with some kind of melee weapon. Rows of spear bearers (some times with different length spears) with archers behind them was commonplace. That being said, you could hold the bow in the left hand and draw a sword (knife, axe, mace, etc.) and fight with it one-handed. Of course at that point, the plan would be to drop the melee weapon when it came time to switch back to bow use (or maybe sticking it in the ground if it is a sword - which isn't good for the point of the sword). I would assume you would be using both hands to resheath a sword (maybe not a knife) or put whatever other melee weapons back in what was holding it. Depending on how fast the enemy is closing and, the calculation that a sword would be of better use, and you might have time to stow the bow.
-
What do you hate about Microtransactions?
UltraAlt replied to mechahamham's topic in General Discussion
... was immediately against microtransactions. yes. We escaped that bane. Why even bring it up? There is no need to unless your goal is to bring them back. One of the reasons I quit my subscription to City of Heroes was because of the microtransactions. So, yeah, you are going to trigger me if you bring up microtransactions. -
That is flipping as well. I would also consider crafting an enhancement, placing it on the market, taking that money, and buying an attuned one at a lower price than you made on the sale of the item to be flipping as well.
-
What do you hate about Microtransactions?
UltraAlt replied to mechahamham's topic in General Discussion
The three of them do have a history of working together. I agree that the microtransactions and the push to use microtransactions (through various means) has increased at Daybreak in general in recent years. In DCUO's case, I blame the player base for much of that. There are those that seem to be more than willing to throw what seems to be hundreds of dollars at DCUO whenever some new money-sink is offered to them. I've had been able to buy a lifetime membership with Daybreak a good while before Homecoming appeared. It paid for itself within 2 years. It was a good investment at the time as I was playing quite a bit of Planetside 2 at the time as well as DCUO (more Planetside than DCUO). With the 500 Daybreak cash they give members every month, they have been paying me to play for a good while at this point, but I have restraint enough not to fall into their money-traps. It is a tangled web. That is why I cited the sources. -
No. It is not against the rules. But, as others have stated, the person doing so won't often get the profit margin they may be expecting and even might go into a loss. Well, "flipping" isn't necessarily "buying up all of something up". It is buying something at one price and selling it for a higher price regardless of the quantity. No threat powers are autohit in PvP. Not that all that much PvP goes on. That and being able to buy such a wide variety of things with merits.
-
I'm going to need to fix my masterminds. Only 27 of them, should keep me busy for a while ....