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Everything posted by Faultline
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Concealment Pool Update: Stealth or Invisibility?
Faultline replied to Jimmy's topic in Developer's Corner
To be fair, this power grants 55 Stealth (same as old Invisibility, I believe, once the suppression bugs are fixed) while Hide providess 150 Stealth and Superior Invisibility a whooping 200 Stealth, so it's not really on the same league. I don't know how much Stealth is needed to be "truly invisible", though -- not a powers dev. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Faultline replied to Jimmy's topic in Patch Notes Discussion
The Stealth suppressing itself on activation is very much not wai. -
Go to the settings and look for "Hide Enhancement Catalyst Prompt". Disable it. By default both options should show a dialog that you can then choose to hide. /optionset HidePromptCatalyst 0 will probably work too but I haven't tested it.
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Concealment Pool Update: Stealth or Invisibility?
Faultline replied to Jimmy's topic in Developer's Corner
Drax Mode.- 108 replies
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issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Faultline replied to Jimmy's topic in Patch Notes Discussion
Talk to @Captain Powerhouse about that one, I have no idea what that power is. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Faultline replied to Jimmy's topic in Patch Notes Discussion
Eh, sure, we'll rename it on the next patch. That said: Invisibility is just lots of Stealth. Around 30 Stealth is what a Stealth IO and the old Stealth had, around 50 Stealth is what old Invisibility had, around 150 Stealth is what Stalker Hide and Superior Invisibility had. The internal name of the stat is "Stealth", there's no "Invisibility" stat to grant. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Faultline replied to Jimmy's topic in Patch Notes Discussion
Short version: the new Stealth is effectively Invisibility. @Captain Powerhouse likes to confuse people. Long version: the old Invisibility forced Only Affecting Self, the new version of Stealth doesn't, so it's not the exact same as Invisibility; it combines the effect of both old Stealth and old Invisibility into one power depending on what you're doing: Just moving around and not interacing with anything: 36+19 stealth If you are buffing, healing, helping team mates, but not attacking or being attacked: 36 stealth Actively fighting (attacking or being attacked): 0 stealth The powers info is here with the exact nitty gritty: https://cod.uberguy.net/html/power.html?power=pool.invisibility.stealth -
The windows that ask you to confirm whether you want to apply a Booster or Catalyst are separate from each other. You can skip the Booster confirmation window for instant application, and leave the Catalyst confirmation active to make sure you don't accidentally apply one.
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Focused Feedback: Power Changes (Release Candidates)
Faultline replied to Arcanum's topic in [Open Beta] Focused Feedback
We really don't want to put more mechanic toggles in Null. It'll probably be either a Power Suppressor you get from P2W for free, or a pop-up tray power on Walk, or both (get it on P2W, it automatically appears on a tray while Walk is active). In any case, it's a page 3 thing at this point. -
General Feedback: Issue 27, Page 2
Faultline replied to Arcanum's topic in [Open Beta] Focused Feedback
Commands that are processed on the server start with powers_, while commands that are processed on the client start with powexec_. I think this is the only powers_ server side command exposed to the client though, so maybe we should make an exception. @Number Six -
All I can say at this point is that there is a plan, but everybody involved knows how hyped this particular story arc was and wants to do it justice to the best of our abilities. This means keeping it backburnered until we have the experience, assets and mechanics to really sell it as the game-changer it's supposed to be.
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Overwhelming Force doesn't work on Singularity.
Faultline replied to Breath's topic in [Open Beta] Bug Report Archive
Singularity does a mix of Repel and KB. Repel is not affected by this IO. -
That's not a badge.
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https://hcwiki.cityofheroes.dev/wiki/Enduring_Badge Duplicate suggestions are obviously not eligible.
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Clarifying Some Oddball Powers (Controller edition)
Faultline replied to oedipus_tex's topic in Controller
I am not a powers dev, I know nothing about this. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Faultline replied to Arcanum's topic in [Open Beta] Focused Feedback
Assuming 3 damage SOs, on a Blaster: Fire Blast: 85.995 dpa Arcane Bolt without Arcane Power: 91.18dpa. Flares: 103.7205 dpa Blazing Bolt (fast): 180.47dpa Arcane Bolt with Arcane Power: 182.36dpa. Blaze: 264.97 dpa Numbers from the powers people, I'm just the messenger. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Faultline replied to Arcanum's topic in [Open Beta] Focused Feedback
Damage formulas dictate base damage, bonus damage on powers has to be tied to gimmick mechanics. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Faultline replied to Arcanum's topic in [Open Beta] Focused Feedback
Two pages of posts have been hidden. The short version is: Discord exists. We take feedback from Discord. If you provide feedback on Discord, it will be taken into account. If you were not aware that Discord exists and that Homecoming has a Discord server, now you know. If you do not like Discord and only post your feedback on the forums, it will also be taken into account. Neither avenue is given preference over the other. None of that is relevant to the Sorcery revamp. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Faultline replied to Arcanum's topic in [Open Beta] Focused Feedback
You may not be aware of this, but that change was a result of player feedback after discussing multiple choices: The forums are not the only place where feedback is gathered, and the changes to Sorcery were discussed at length in the Beta Testers discord for several days before hitting Brainstorm. Trying to paint this as "Developers ignoring feedback and doing whatever they want" is quite inaccurate.- 312 replies
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City of Titans opened a Kickstarter and raised almost 700K with just a few pieces of concept art. Eight years later they have not been able to deliver on things they promised for 2015. Regardless of how pure and true their intentions may have been, they are a classic example of Kickstarter vaporware, taking advantage of a specific event to raise funds and then being completely over their heads. Their entire campaign was just a payday to Epic, Autodesk and Adobe, assuming they spent the money in the things they said they would.
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They will be available on AE once their story arc is continued (most likely page 3). Right now they are way too unbalanced since they were only expected to fight other NPCs, all their powers have been receiving tweaks and changes in preparation for fighting players.
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Got Wheel of Destruction missions out of order - 2 then 1
Faultline replied to DougGraves's topic in Bug Reports
Yes, those missions are intentionally part of a group given in random order. Why? No idea. But that's working as designed. -
A note on Rune of Protection changes
Faultline replied to Captain Powerhouse's topic in Open Beta Testing
We indeed mean different things; until a change makes it to a patch to the internal dev server for testing by devs, I haven't "looked at" it, because I am not a powers dev and just seeing the changes to attribmods in the data file is German to me (es tut mir leid, mein Deutsch ist schlecht). -
A note on Rune of Protection changes
Faultline replied to Captain Powerhouse's topic in Open Beta Testing
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. They 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? -
A note on Rune of Protection changes
Faultline replied to Captain Powerhouse's topic in Open Beta Testing
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.- 417 replies
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