The Chairman
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Posts posted by The Chairman
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42 minutes ago, MoonSheep said:
what’s wrong with +2? shouldn’t be that hard - sounds like someone had a fear power that was causing her to run
the problem is when it’s ran on +3 or +4 and the final katie ends up being +5 or worse, that’s when it becomes impossible no matter how many team insps you load up on
The final round has Mary at +3, so bumping difficulty to +2 makes her +5. A +5 AV at L34 can easily be problematic.
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1 hour ago, Scarlet Shocker said:
I may be missing out on Lore/Mission arcs but I've seen nothing past Mot eating them. If there is something I would love you to point me at it. I do note that you say "presumably" so I <presume> that you may be filling in gaps inyour own mind rather than quoting actual lore. Forgive if I am wrong.
https://homecoming.wiki/wiki/Dream_Doctor
The debriefing after the final mission states that Scirocco returned to Grandville with Ice Mistral.
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21 minutes ago, temnix said:
...I have simply outgrown this game.
Can I have your stuff?
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21 hours ago, DrIlluminatis said:
Oh I didn't know she died because when I logged in she was one of the Contacts for the Valentine event, and I don't think I've done that TF / Event where she dies
Jessica Megan Duncan, the Valentine's Event contact, is Ms. Liberty in street clothes. Her mother, Miss Liberty, is named Alexis Cole-Duncan.
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8 hours ago, Purrfekshawn said:
There is also two vendors in the game located on Independency Port & Talos Island, which sell TO's up to level 30:
https://homecoming.wiki/wiki/Training_Enhancement_Costs#85%_baseline_prices
This appears to no longer be true. I just checked out the Indy Port location on my L24 Scrapper. They only offered SOs.
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1 hour ago, Rudra said:
Oberst Straxt is in Striga. I can agree with a contact referring the player to him or giving a mission to go talk to him, but not as a contact given out in Sharkhead Isle itself.
Is there a pop up when a Rogue/Villain reaches L20 "introducing" them to Oberst Straxt? If not, having a contact in the appropriate level band giving a mission to speak with him would be appropriate, if only to make sure folks are aware of the new content. Contacts used to do that for David Wincott, Jim Temblor, Stephanie Peebles, and Gordon Bower. I would think a more immersive means of introducing new contacts would be a good thing.
Sharkhead's level range is 20-30. Which zone would be preferable to have a contact introducing Oberst Straxt?
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Is this only when attempting to use the LFG Queue to teleport to contact? I see iTrials being run regularly on Excelsior, so that aspect seems to be working.
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7 hours ago, PeregrineFalcon said:
It sure is a good thing the devs added this to the release candidate just days before sending it live instead of, you know, having it on test server long enough for people to actually test.
Hey, now, not everything can be as perfectly executed as the tip changes...
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48 minutes ago, Jack Power said:
Was just looking around for a comment on this. Have you guys really seen any improvment? To be honest, and with the greatest respect for all the hard work behind it all, my perceived impression is that it's worse an more unresponsive than before. Just me?
//Jack
My experience, thus far, is that there is now a perceptible delay before the Last 5 display, but the Last 5 display more often than before.
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Are you chasing them using the follow command? That's the only time I've seen the behavior I think you are describing. No idea why it does that. That said, I don't experience the same slow down if I give chase manually, so I recommend giving that a try.
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You can do this. Just click and drag.
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5 hours ago, Steampunkette said:
1) Praetoria's enemy groups were designed with IO Set bonuses in mind to handle players in Incarnate Trials, so even the "Low Level" threats in the Going Rogue starting areas are painfully overtuned since they were just scaled down by level.
What are you basing this on? I don't recall any Incarnate content that has you fighting Syndicate, Ghouls, PPD, Destroyers, Seers, or Failed Experiments. Even when you fight Resistance in BAF, the mobs are running away and not fighting back. I don't see any in-game evidence to support this.
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1 hour ago, Luminara said:1 hour ago, The Chairman said:
I just ran through Outbreak and Galaxy City, and there was no discussion of origin at all. Twinshot's second arc introduces the player to origin stores, but makes no mention of specific enemy factions dropping enhancements for specific origins.
The following is directed to the discussion in general rather than to Luminara in particular.
I think part of the problem might be that unless you are running missions from your origin contact, there is no guarantee that you will even face off against enemies that will drop origin appropriate enhancements with any regularity. Completing Galaxy City directs you to Matthew Habashy. His arc series (i.e. Habashy -> Costel/Fields -> Thiery) has you fighting Hellion, Skulls/Vahzilok, and Arachnos. If I'm playing a Natural origin character, what are the odds I'll get any useful drops (I genuinely don't know what origins Skulls or Arachnos are associated with, and the HCWiki doesn't appear to provide this information)?
By the time you complete these three arcs, you'll likely be level 7, at which point you get the pop up about Shauna Stockwell wanting to meet you in Kings Row. Matthew himself suggests at the end of Thiery's arc that KR could use your help (this is if you pick the first option in his dialogue tree). You will have already gotten the pop up about Twinshot, but the game looks like it wants you to go to KR next. If you do, it is pretty easy to outlevel Twinshot's first arc which locks you out of her subsequent arcs.
Choosing no tutorial at character creation give you a pop up telling you to either go to Habashy or your origin contact, and tells you to use the Find Contact button to find them. The first option when I opened Find Contact was Habashy. Absent any reason to choose otherwise, I would expect most new players to go with the first contact presented.
Choosing Outbreak is the only option that directs to you to your origin contact with no mention of Habashy.
All of that should be posted in this thread. Immediately.
Great suggestion! I'm working on verifying my findings on Beta before posting there.
1 hour ago, Luminara said:1 hour ago, The Chairman said:Do they always drop origin specific enhancements (i.e. when they drop an enhancement at all, is it always origin specific)?
Yes. Natural enemies always drop Nat/* DOs and pure Nat SOs, Magic enemies always drop Magic/* DOs and pure Magic SOs, and so on. They can't drop enhancements that don't match their origin. Each enemy group has a drop table, and for enhancements, only the relevant origin enhancements are included.
This does not appear to be true on Beta, at least for low level enemies. Only three out seven DO drops from fighting Hellions in in Habashy's arc were of Magic origin. Might be a bug from when HC got rid of TOs?
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8 hours ago, Luminara said:
Enemy groups already drop enhancements for specific origins. Council = Natural, Circle of Thorns = Magic, etc. Been that way for 20 years.
Is this mentioned in-game anywhere? Do they always drop origin specific enhancements (i.e. when they drop an enhancement at all, is it always origin specific)? I just ran through Outbreak and Galaxy City, and there was no discussion of origin at all. Twinshot's second arc introduces the player to origin stores, but makes no mention of specific enemy factions dropping enhancements for specific origins.
The following is directed to the discussion in general rather than to Luminara in particular.
I think part of the problem might be that unless you are running missions from your origin contact, there is no guarantee that you will even face off against enemies that will drop origin appropriate enhancements with any regularity. Completing Galaxy City directs you to Matthew Habashy. His arc series (i.e. Habashy -> Costel/Fields -> Thiery) has you fighting Hellion, Skulls/Vahzilok, and Arachnos. If I'm playing a Natural origin character, what are the odds I'll get any useful drops (I genuinely don't know what origins Skulls or Arachnos are associated with, and the HCWiki doesn't appear to provide this information)?
By the time you complete these three arcs, you'll likely be level 7, at which point you get the pop up about Shauna Stockwell wanting to meet you in Kings Row. Matthew himself suggests at the end of Thiery's arc that KR could use your help (this is if you pick the first option in his dialogue tree). You will have already gotten the pop up about Twinshot, but the game looks like it wants you to go to KR next. If you do, it is pretty easy to outlevel Twinshot's first arc which locks you out of her subsequent arcs.
Choosing no tutorial at character creation give you a pop up telling you to either go to Habashy or your origin contact, and tells you to use the Find Contact button to find them. The first option when I opened Find Contact was Habashy. Absent any reason to choose otherwise, I would expect most new players to go with the first contact presented.
Choosing Outbreak is the only option that directs to you to your origin contact with no mention of Habashy.
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2 hours ago, Yuro said:
I believe the contact in question was swapped out for a contact who's in Striga.
Is that a change on Beta (haven't had a chance to check)? I don't believe it's that way on the live servers.
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1 minute ago, Lunar Ronin said:
If a person is gone for three or more years and loses a character name as a result, then yes, I'm personally perfectly fine with that person getting upset and quitting. Sorry, there's absolutely nothing short of being in a coma for three years (let alone four), that would justify as being gone that long other than personal choice. No military deployments last that long. IMO, if a character hasn't been on for more than three years, that name should be up for grabs because the player either doesn't care or isn't around anymore.
What about one year? That's the actual policy for characters levels 6-49.
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1 minute ago, Coyotedancer said:
For what it's worth, with my MM I *did* see a few of the Council guys bounce in each spawn group I dropped Bonfire on (I was running at x6, so got a fair few potential targets per group-), but it was never more than two or three, and I never noticed anyone bounce twice. I'd toss the power out there, a couple would go flopping, and then the patch might as well not have been active as far as KD was concerned... So, it may be both that the chance of KD for any particular thing per tick is low *and* the tick is now so slow that everything is just more likely to die before it has another chance of getting hit and landing on its butt?
Either way, it was basically useless as a way to help mitigate runaways... Which was the entire reason I had it on a Mastermind to begin with.
It's entirely possible that I simply didn't see it, but I agree with the assessment that the power is no longer useful as a way to mitigate runaways. I also used it to mitigate incoming damage since, as a F3 Blaster, I spend a lot of time in melee.
My thought is that if the intention is to lower but not effectively remove the KD, the change overshot the target.
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What is the new intended KD rate for Bonfire (Blaster Epic) when the KB->KD IO is slotted? I just ran a Level 49 F3 Blaster through a PI radio against CoT at +0x8. I used Bonfire as my opener every other spawn (as I normally do), and I didn't see a single mob bounce. They either stood there eating the DoT or ran.
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4 minutes ago, Marbing said:
I have run thousands (maybe not thousands idk but it feels like it and may not actually be an exaggeration) of DFBs and literally can count on one hand the number of times this missed badge caused anything more than an “oh well we will get it next time”. I suspect it will be the same for this bonus as well.
I haven't run thousands of DFBs, but I do run it four times on each new character, and I have never actually seen anyone lose it over not getting this badge. The reaction has always been a variation on “oh well we will get it next time”.
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@The Curator Is there a deadline for testing? I recall there being a seemingly productive conversation regarding Storm Blast in the Page 6 Open Beta that was cut short when an undisclosed deadline was reached. It threw some folks for a loop. If there is a publishing deadline for this Page, I, as a tester, would find it useful to know.
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1 hour ago, Lazarillo said:
- EDIT: Oh, wait, one more thing I was gonna mention but forgot. Near as I can tell, the only trainer in the area is the original heroic one, Ravenstorm. Given we duke it out with him twice over the course of the various missions...maybe that's a little bit of a stretch to ask of him? Add, perhaps, a villainous trainer hiding out in a corner like some of the early contacts, to help out the scallywags that come over.
Haven't tested yet (copying characters as I type this), but 100% agree with this. If I have to fight Ravenstorm here, it would make sense to have an alternative trainer for Redsiders in this Zone.
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19 minutes ago, An R Key5993 said:
I really do want to like this game but as of right now I just don't, I was hoping someone could maybe help me figure out why.
For context I've made two characters so far, neither of which have excited me so far. I also should say I'm very much a fan of older game philosophy, I don't mind having to grind, I don't mind prolonged gratification, all of this is fine with me but nothing is clicking yet.
So with all the praise this game gets I'm hoping more experienced players can tell me if its just simply not for me, which is fine, or if early level content is pretty much what I can expect throughout the entire game.
I hope given the topic no one takes offense, if the game is not for me it's just not for me.It would definitely be helpful if you could more specifically describe what you are not enjoying. Many things change as you progress through the game, so I can't really tell you - based on your post - if the game will get better for you as you level up.
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13 minutes ago, Rudra said:
DayJob_XPBoost? Does that turn off Patrol XP?
Sadly, no. That's just the name of the icon for the macro.
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I agree that a "No XP when Exemplared" option would be useful, and I second the suggestion. In the meantime, here is a macro I use to create an On/Off button for XP that fits in my powers tray:
/macro_image "DayJob_XPBoost" "XP Toggle" "option_toggle noxp"
It's a bit more convenient than going into the options menu to flip the switch.
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Max amount default to sell during auction house sales
in Suggestions & Feedback
Posted
I definitely see the utility in this, but I would amend the suggestion to creating an option to default to max. That way, those that prefer the status quo aren't inconvenienced by unwelcome change while those like us can reap the benefit of this QoL convenience.